Unity-WebSocket/Assets/FishNet/Runtime/Plugins/GameKit/Dependencies/Utilities/Floats.cs
2025-06-28 11:28:54 +03:30

232 lines
8.1 KiB
C#

using System;
using UnityEngine;
namespace GameKit.Dependencies.Utilities
{
public static class Floats
{
/// <summary>
/// Used to randomize float values.
/// </summary>
private static System.Random _random = new();
/// <summary>
/// Sets a source float to value if equal to or greater than tolerance.
/// </summary>
/// <param name="source">Float to check against tolerance.</param>
/// <param name="tolerance">Tolerance float must be equal to or greater than to change to value.</param>
/// <param name="value">Value source is set to when breaking tolerance.</param>
public static float SetIfOverTolerance(this float source, float tolerance, float value)
{
if (source >= tolerance)
source = value;
return source;
}
/// <summary>
/// Sets a source float to value if equal to or less than tolerance.
/// </summary>
/// <param name="source">Float to check against tolerance.</param>
/// <param name="tolerance">Tolerance float must be equal to or less than to change to value.</param>
/// <param name="value">Value source is set to when breaking tolerance.</param>
public static float SetIfUnderTolerance(this float source, float tolerance, float value)
{
if (source <= tolerance)
source = value;
return source;
}
/// <summary>
/// Returns how much time is left on an endTime. Returns -1 if no time is left.
/// </summary>
/// <returns></returns>
public static float TimeRemainingValue(this float endTime)
{
float remaining = endTime - Time.time;
//None remaining.
if (remaining < 0f)
return -1f;
return (endTime - Time.time);
}
/// <summary>
/// Returns how much time is left on an endTime. Returns -1 if no time is left.
/// </summary>
/// <returns></returns>
public static int TimeRemainingValue(this float endTime, bool useFloor = true)
{
float remaining = endTime - Time.time;
//None remaining.
if (remaining < 0f)
return -1;
float result = (endTime - Time.time);
return (useFloor) ? Mathf.FloorToInt(result) : Mathf.CeilToInt(result);
}
/// <summary>
/// Returns time remaining as a string using hh:mm:ss.
/// </summary>
/// <param name="value"></param>
/// <param name="segments">Number of places to return. 1 is seconds, 2 is minutes, 3 is hours. If a placement does not exist it is replaced with 00.</param>
/// <param name="emptyOnZero">True to return an empty string when value is 0 or less.</param>
/// <returns></returns>
public static string TimeRemainingText(this float value, byte segments, bool emptyOnZero = false)
{
if (emptyOnZero && value <= 0f)
return string.Empty;
int timeRounded = Math.Max(Mathf.RoundToInt(value), 0);
TimeSpan t = TimeSpan.FromSeconds(timeRounded);
int hours = Mathf.FloorToInt(t.Hours);
int minutes = Mathf.FloorToInt(t.Minutes);
int seconds = Mathf.FloorToInt(t.Seconds);
string timeText;
if (segments == 1)
{
seconds += (minutes * 60);
seconds += (hours * 3600);
timeText = string.Format("{0:D2}", seconds);
}
else if (segments == 2)
{
minutes += (hours * 60);
timeText = string.Format("{0:D2}:{1:D2}", minutes, seconds);
}
else
{
timeText = string.Format("{0:D2}:{1:D2}:{2:D2}", hours, minutes, seconds);
}
return timeText;
}
/// <summary>
/// Provides a random inclusive int within a given range. Preferred over Unity's Random to eliminate confusion as Unity uses inclusive for floats max, and exclusive for int max.
/// </summary>
/// <param name="minimum">Inclusive minimum value.</param>
/// <param name="maximum">Inclusive maximum value.</param>
/// <returns></returns>
public static float RandomInclusiveRange(float minimum, float maximum)
{
double min = Convert.ToDouble(minimum);
double max = Convert.ToDouble(maximum);
double result = (_random.NextDouble() * (max - min)) + min;
return Convert.ToSingle(result);
}
/// <summary>
/// Returns a random float between 0f and 1f.
/// </summary>
/// <returns></returns>
public static float Random01()
{
return RandomInclusiveRange(0f, 1f);
}
/// <summary>
/// Returns if a target float is within variance of the source float.
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <param name="tolerance"></param>
public static bool Near(this float a, float b, float tolerance = 0.01f)
{
return (Mathf.Abs(a - b) <= tolerance);
}
/// <summary>
/// Clamps a float and returns if the float required clamping.
/// </summary>
/// <param name="value"></param>
/// <param name="min"></param>
/// <param name="max"></param>
/// <param name="clamped"></param>
/// <returns></returns>
public static float Clamp(float value, float min, float max, ref bool clamped)
{
clamped = (value < min);
if (clamped)
return min;
clamped = (value > min);
if (clamped)
return max;
clamped = false;
return value;
}
/// <summary>
/// Returns a float after being adjusted by the specified variance.
/// </summary>
/// <param name="source"></param>
/// <param name="variance"></param>
/// <returns></returns>
public static float Variance(this float source, float variance)
{
float pickedVariance = RandomInclusiveRange(1f - variance, 1f + variance);
return (source * pickedVariance);
}
/// <summary>
/// Sets a float value to result after being adjusted by the specified variance.
/// </summary>
/// <param name="source"></param>
/// <param name="variance"></param>
/// <returns></returns>
public static void Variance(this float source, float variance, ref float result)
{
float pickedVariance = RandomInclusiveRange(1f - variance, 1f + variance);
result = (source * pickedVariance);
}
/// <summary>
/// Returns negative-one, zero, or postive-one of a value instead of just negative-one or positive-one.
/// </summary>
/// <param name="value">Value to sign.</param>
/// <returns>Precise sign.</returns>
public static float PreciseSign(float value)
{
if (value == 0f)
return 0f;
else
return (Mathf.Sign(value));
}
/// <summary>
/// Returns if a float is within a range.
/// </summary>
/// <param name="source">Value of float.</param>
/// <param name="rangeMin">Minimum of range.</param>
/// <param name="rangeMax">Maximum of range.</param>
/// <returns></returns>
public static bool InRange(this float source, float rangeMin, float rangeMax)
{
return (source >= rangeMin && source <= rangeMax);
}
/// <summary>
/// Randomly flips a float value.
/// </summary>
/// <param name="value"></param>
/// <returns></returns>
public static float RandomlyFlip(this float value)
{
if (Ints.RandomInclusiveRange(0, 1) == 0)
return value;
else
return (value *= -1f);
}
}
}