public HuntAndKillMazeAlgorithm(Cell[,] mapCells, int PRNGSeed) { cells = mapCells; rows = mapCells.GetLength(0); columns = mapCells.GetLength(1); numberGenerator = new PseudoRandomNumberGenerator(PRNGSeed); }
// Use this for initialization void Start() { particleSystemPool = GameObject.FindGameObjectWithTag("MapLoader").GetComponent <ParticleSystemPool>(); numberGenerator = new PseudoRandomNumberGenerator(StaticGameStats.Seed); Initialize(); HuntAndKillMazeAlgorithm ma = new HuntAndKillMazeAlgorithm(cells, StaticGameStats.Seed); ma.CreateMap(); }
private static void WorkWithStaticTypes() { PseudoRandomNumberGenerator.GetClassName(); for (int i = 0; i < 100; i++) { System.Console.WriteLine(PseudoRandomNumberGenerator.Next()); } }
public void Reset() { Prng = new PseudoRandomNumberGenerator(0); UpdateMesh = false; Hull.Reset(); HullData.Faces = null; HullData.VertexFaces = null; GetComponent <MeshFilter>().sharedMesh = new UnityEngine.Mesh(); }
public virtual void Shuffle() { PseudoRandomNumberGenerator r = new PseudoRandomNumberGenerator(); // iterate through each catalogue item performing arbitrary swaps if (Count > 1) { for (int item = 0; item < Count; item++) { int nArbitrary = r.Next(0, Count - 1); PlayListItem anItem = _listPlayListItems[nArbitrary]; _listPlayListItems[nArbitrary] = _listPlayListItems[item]; _listPlayListItems[item] = anItem; } } }
/// <summary> /// Расшифрование гаммированием /// </summary> /// <param name="input">Расшифруемая строка</param> /// <param name="key">Ключ расшифрования</param> /// <returns>Возвращает расшифрованный текст</returns> public static string Decode(string input, int key) { int A = new PseudoRandomNumberGenerator().A, B = new PseudoRandomNumberGenerator().B, m = new PseudoRandomNumberGenerator().M; string txt = ""; if (Mathematics.GCD(B, m) == 1) { foreach (char element in input.ToCharArray()) { txt += GammaCipherDecode(element, key); key = (key * A + B) % m; } } else { System.Windows.Forms.MessageBox.Show("Ошибка: \nНОД = " + Mathematics.GCD(B, m), "Ошибка"); } return(txt); }