private void Start() { randomContentPicker = new DynamicRandomSelector <GameObject>(); randomContentItems.ForEach(item => randomContentPicker.Add(item.contentToSpawn, item.weight)); randomContentPicker.Build(); var picked = randomContentPicker.SelectRandomItem(); GameObject spawnedContent = Instantiate(picked, transform.position, Quaternion.identity, contentParent.transform); }
private void Awake() { _selector = new DynamicRandomSelector <ItemRarity>(); var index = 0; foreach (var pair in itemRarity) { _selector.Add(pair.Key, pair.Value); index++; } _selector.Build((int)seed); }
void TestDynamicSelector() { //seed = 42, expected number of item = 32 DynamicRandomSelector <float> selector = new DynamicRandomSelector <float>(42, 32); // add items for (int i = 0; i < 32; i++) { selector.Add(i, Mathf.Sqrt(i + 1)); } // Build internals // pair (item, unnormalized probability) selector.Build(); string print = ""; for (int i = 0; i < 100; i++) { print += i.ToString() + " " + selector.SelectRandomItem() + "\n"; } Debug.Log(print); /// LONG version, to test binary search //we can just keep adding new members for (int i = 0; i < 1024; i++) { selector.Add(i, Mathf.Sqrt(i)); } //do not forget to (re)build selector.Build(); //just test it this way for (int i = 0; i < 10000; i++) { selector.SelectRandomItem(); } // wont print long version, would spam console too much }
private void Awake() { // Spawn the start room Instantiate(startRoom, transform.position, Quaternion.identity, transform); // Don't forget to call .Build, otherwise the picker isn't initialised. randomBottom = new DynamicRandomSelector <GameObject>(); bottomRooms.ForEach(item => randomBottom.Add(item.roomTemplate, item.weight)); randomBottom.Build(); randomTop = new DynamicRandomSelector <GameObject>(); topRooms.ForEach(item => randomTop.Add(item.roomTemplate, item.weight)); randomTop.Build(); randomRight = new DynamicRandomSelector <GameObject>(); rightRooms.ForEach(item => randomRight.Add(item.roomTemplate, item.weight)); randomRight.Build(); randomLeft = new DynamicRandomSelector <GameObject>(); leftRooms.ForEach(item => randomLeft.Add(item.roomTemplate, item.weight)); randomLeft.Build(); }
private void OnDeserialized(StreamingContext context) { if (!(context.Context is ActionHandler handler)) { return; } var actions = _additionalData["actions"].ToObject <List <JToken> >(); _actions = new DynamicRandomSelector <BaseAction>(); Message = "No action to randomize from"; foreach (var action in actions) { if (handler.GetAction((string)action["type"], action["action"], out var baseAction)) { var weight = (float)(action["weight"] ?? 1.0F); _actions.Add(baseAction, weight); } } if (_actions.Count > 0) { _actions.Build(); } }
/// <summary> /// Main application logic /// </summary> /// <param name="args"></param> static void Main(string[] args) { // keep a running timer for phrase activation/inactivation runningTime.Start(); // Read in the phrases using (TextFieldParser csvParser = new TextFieldParser("phrases.csv")) { csvParser.CommentTokens = new string[] { "#" }; csvParser.SetDelimiters(new string[] { "," }); csvParser.HasFieldsEnclosedInQuotes = true; // Skip the row with the column names csvParser.ReadLine(); while (!csvParser.EndOfData) { // Read current line fields, pointer moves to the next line. string[] fields = csvParser.ReadFields(); phrases.Add(new Phrase { Message = fields[0], Weight = int.Parse(fields[1]), ActivateTimeInMin = fields.Length > 2 && !string.IsNullOrWhiteSpace(fields[2]) ? int.Parse(fields[2]) : 0, InactivateTimeInMin = fields.Length > 3 && !string.IsNullOrWhiteSpace(fields[3]) ? int.Parse(fields[3]) : (int?)null, AudioFile = fields.Length > 4 && !string.IsNullOrWhiteSpace(fields[4]) ? fields[4] : null }); } } // Read in config using (StreamReader r = new StreamReader("config.json")) { string json = r.ReadToEnd(); cfg = JsonConvert.DeserializeObject <Configuration>(json); } // Setup voice Dictionary <string, int> countCheck = new Dictionary <string, int>(); SpeechSynthesizer synthesizer = new SpeechSynthesizer { Volume = cfg.Volume, // 0...100 Rate = cfg.SpeechRate // -10...10 }; // Chose the voice once here in case they don't want random voice option synthesizer.SelectVoice(synthesizer.GetInstalledVoices().OrderBy(x => Guid.NewGuid()).FirstOrDefault().VoiceInfo.Name); // Build the random phrase selector var selector = new DynamicRandomSelector <Phrase>(); foreach (var phrase in phrases) { countCheck.Add(phrase.Message, 0); selector.Add(phrase, phrase.Weight); } selector.Build(); bool isValidSelection; Phrase selection = null; // Begin speaking while (true) { // Choose a random voice if needed if (cfg.RandomizeVoice) { synthesizer.SelectVoice(synthesizer.GetInstalledVoices().OrderBy(x => Guid.NewGuid()).FirstOrDefault().VoiceInfo.Name); } isValidSelection = false; // Make sure the selected phrase is valid for the current game time while (!isValidSelection) { selection = selector.SelectRandomItem(); if (runningTime.Elapsed.TotalMinutes > selection.ActivateTimeInMin && (selection.InactivateTimeInMin == null || runningTime.Elapsed.TotalMinutes < selection.InactivateTimeInMin)) { isValidSelection = true; } } // Print the phrase Console.WriteLine(selection); // Speak the phrase if (selection.AudioFile != null) { using (var audioFile = new AudioFileReader(selection.AudioFile)) using (var outputDevice = new WaveOutEvent()) { outputDevice.Init(audioFile); outputDevice.Play(); while (outputDevice.PlaybackState == PlaybackState.Playing) { Thread.Sleep(500); } } } else { synthesizer.Speak(selection.Message); } // Wait before speaking the next phrase Thread.Sleep(cfg.IntervalInSec * 1000); } }