Example #1
0
        void Update()
        {
            // Random bool example
            if (Input.GetKeyDown(keyRandomBool))
            {
                bool obtainedBool = randomEssentials.GetRandomBool(trueBooleanProbability);
                if (obtainedBool)
                {
                    trueBooleans++;
                }
                else
                {
                    falseBooleans++;
                }
                Debug.Log("The gotten value is " + obtainedBool + ". Average = " + (trueBooleans * 100f / (trueBooleans + falseBooleans)) + "%");
            }


            // Random float example
            if (Input.GetKeyDown(keyRandomFloat))
            {
                Debug.Log("The gotten value is " + randomEssentials.GetRandomFloat(3.5f, 5.0f));
            }


            // Pseudo-random distribution example
            // An image of how the results should distribute (in blue): https://gamepedia.cursecdn.com/dota2_gamepedia/8/8b/AttacksUntilNextProc25.jpg?version=459537150af02c929fd939495fa78033
            if (Input.GetKey(keyPseudoRandom))
            {
                // NOTE: It is recommended to play with the values in the inspector to better understand what is the result of the "GetPseudoRandomDistributedBool" method

                bool result = randomEssentials.GetPseudoRandomDistributedBool(tryNumberSinceLastPositive, pseudoRandomProbability);

                // Stats debugging (for a better understanding)
                pseudoRandomResults.Add(result);
                if (result)
                {
                    numberOfTriesToGetAPositive.Add(tryNumberSinceLastPositive);
                    if (tryNumberSinceLastPositive > maximumNumberOfTriesToGetAPositive)
                    {
                        maximumNumberOfTriesToGetAPositive = tryNumberSinceLastPositive;
                    }
                    tryNumberSinceLastPositive = 0;
                }
                else
                {
                    tryNumberSinceLastPositive++;
                }
                int numberOfPositiveResults = pseudoRandomResults.Count(r => r);

                //Console report
                string averageQtyOfTriesForPositive = "Average needed quantity of tries to get a positive: " + (numberOfTriesToGetAPositive.Count > 0 ? (Mathf.Round((float)(numberOfTriesToGetAPositive.Average() * 100)) / 100 + " (" + Mathf.Round((float)(100 / numberOfTriesToGetAPositive.Average() * 100)) / 100 + "%).") : "-.");
                string percentagePositiveValues     = "Percentage of positive values: " + Mathf.Round((float)numberOfPositiveResults / pseudoRandomResults.Count * 100 * 100) / 100.0f + "%.";
                string triesForPositive             = "Maximum number of tries needed to get a positive: " + maximumNumberOfTriesToGetAPositive + ".";
                Debug.Log("Result: " + result + ". " + averageQtyOfTriesForPositive + " " + percentagePositiveValues + " " + triesForPositive);
            }
        }
        private void Start()
        {
            randomEssentials = new UnityEngine.RandomEssentials();

            //EXAMPLES:
            bool    randomBool            = randomEssentials.GetRandomBool(0.75f);
            int     randomInt             = randomEssentials.GetRandomInt(3, 10);
            float   randomFloat           = randomEssentials.GetRandomFloat(0.5f, 0.1f);
            Vector3 randomVector3         = randomEssentials.GetRandomVector3(0.5f, 0.1f);
            Vector2 randomVector2         = randomEssentials.GetRandomVector2(0.5f, 0.1f);
            int     randomSign            = randomEssentials.GetRandomSign(0.4f);
            bool    randomBoolTrueEnsured = randomEssentials.GetRandomBoolTrueEnsured(3, 10);
            bool    randomDistributedBool = randomEssentials.GetPseudoRandomDistributedBool(5, 0.25f);
            // This variables are not used anywhere, they exist only to help the example.
        }
Example #3
0
        private void Start()
        {
            randomEssentials = new UnityEngine.RandomEssentials();

            //EXAMPLES:
            bool    randomBool            = randomEssentials.GetRandomBool(0.75f);
            int     randomInt             = randomEssentials.GetRandomInt(3, 10);
            float   randomFloat           = randomEssentials.GetRandomFloat(0.5f, 0.1f);
            Vector3 randomVector3         = randomEssentials.GetRandomVector3(0.5f, 0.1f);
            Vector2 randomVector2         = randomEssentials.GetRandomVector2(0.5f, 0.1f);
            int     randomSign            = randomEssentials.GetRandomSign(0.4f);
            bool    randomBoolTrueEnsured = randomEssentials.GetRandomBoolTrueEnsured(3, 10);
            bool    randomDistributedBool = randomEssentials.GetPseudoRandomDistributedBool(5, 0.25f);

            // To make easier the single use of RandomEssentials, the object can be created and used as follows:
            randomBool = UnityEngine.RandomEssentials.GetNew().GetRandomBool();
            randomBool = UnityEngine.RandomEssentials.GetNew(123456).GetRandomBool(); // With custom seed

            // This variables are not used anywhere, they exist only to help the example.
        }