/// <summary> /// Set new range and calculate inclusive bounds. /// </summary> /// <param name="newRange">New range value</param> public void SetData(Vector2 newRange) { range = ClampNewRangeValues(newRange); isXInclusive = range.x == 0 || FloatHelper.CheckIfProvidedFloatsAreEqual(1f, range.x); isYInclusive = true; }
/// <summary> /// Checks is value positioned in current range. /// </summary> /// <param name="value">Value to check.</param> /// <returns></returns> public bool CheckIfValueInRange(float value) { if (isXInclusive && FloatHelper.CheckIfProvidedFloatsAreEqual(value, range.x)) { return(true); } if (isYInclusive && FloatHelper.CheckIfProvidedFloatsAreEqual(value, range.y)) { return(true); } return(value > range.x && value < range.y); }
public static bool operator !=(RangeChancesUnit <T> item1, RangeChancesUnit <T> item2) { return(!(item1.UnitRange == item2.UnitRange || FloatHelper.CheckIfProvidedFloatsAreEqual(item1.ChanceRawForm, item2.ChanceRawForm))); }