Пример #1
0
 /// <summary>
 /// Generates a slightly randomized expression.
 /// </summary>
 static BoolExpr MkRandomExpr(Context ctx, System.Random rng)
 {
     int limit = 1073741823;
         Sort i = ctx.IntSort;
         Sort b = ctx.BoolSort;
         Symbol sr1 = ctx.MkSymbol(rng.Next(0, limit));
         Symbol sr2 = ctx.MkSymbol(rng.Next(0, limit));
         Symbol sr3 = ctx.MkSymbol(rng.Next(0, limit));
         FuncDecl r1 = ctx.MkFuncDecl(sr1, i, b);
         FuncDecl r2 = ctx.MkFuncDecl(sr2, i, b);
         FuncDecl r3 = ctx.MkFuncDecl(sr3, i, b);
         Symbol s = ctx.MkSymbol(rng.Next(0, limit));
         Expr x = ctx.MkConst(s, i);
         BoolExpr r1x = (BoolExpr)ctx.MkApp(r1, x);
         BoolExpr r2x = (BoolExpr)ctx.MkApp(r2, x);
         BoolExpr r3x = (BoolExpr)ctx.MkApp(r3, x);
         Expr[] vars = { x };
         BoolExpr rl1 = ctx.MkForall(vars, ctx.MkImplies(r1x, r2x));
         BoolExpr rl2 = ctx.MkForall(vars, ctx.MkImplies(r2x, r1x));
         BoolExpr rl3 = (BoolExpr)ctx.MkApp(r1, ctx.MkInt(3));
         BoolExpr q = (BoolExpr)ctx.MkApp(r3, ctx.MkInt(2));
         BoolExpr a1 = ctx.MkNot(q);
         BoolExpr q1 = ctx.MkExists(vars, ctx.MkAnd(r3x, r2x));
         BoolExpr q2 = ctx.MkExists(vars, ctx.MkAnd(r3x, r1x));
         BoolExpr[] all = { a1, q1, q2 };
         return ctx.MkAnd(all);
 }
Пример #2
0
		public string GetNextName(int? count, Gender gender, bool animal, System.Random randomNumber)
		{
			//sets an internal counter and escape
			count = (count ?? 0);
			if (count == 50)
			{
				return "";
			}

			string freshName = "";

			if (animal)
			{
				return animalNames[randomNumber.Next(0, animalNames.Count)];
			}
			else
			{
				freshName = gender == Gender.Female ? femaleNames[randomNumber.Next(0, femaleNames.Count)] : maleNames[randomNumber.Next(0, maleNames.Count)];
				freshName += " " + lastNames[randomNumber.Next(0, lastNames.Count)];
			}

			if (usedNames.Contains(freshName))
			{
				return GetNextName(count + 1, gender, animal, randomNumber);
			}
			else
			{
				usedNames.Add(freshName);
				return freshName;
			}
		}
Пример #3
0
 /*******************************/
 /// <summary>
 /// Creates a new positive random number 
 /// </summary>
 /// <param name="random">The last random obtained</param>
 /// <returns>Returns a new positive random number</returns>
 public static long NextLong(System.Random random)
 {
     long temporaryLong = random.Next();
     temporaryLong = (temporaryLong << 32)+ random.Next();
     if (random.Next(-1,1) < 0)
         return -temporaryLong;
     else
         return temporaryLong;
 }
Пример #4
0
	/* End DEBUG ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ */

    /// <summary>
    /// Stars have three sections, the base and two ring colors
    /// </summary>
    /// <param name="sourceRNG"></param>
    public void RandomizeSystemStar(ref System.Random sourceRNG)
    {
        //ShowLayers(true);
        Color c1;
        Color c2;
        Color baseColor = Color.white;

        float r = 0.5f;
        float g = 0.5f;
        float b = 0.5f;

        switch (sourceRNG.Next(1, 3))
        {
            case 1:  // Red
                r = sourceRNG.Next(100, 255)/255f;
                g = sourceRNG.Next(0, 50)/255f;
                b = sourceRNG.Next(0, 50)/255f;
                baseColor = new Color(r, g, b);
                break;

            case 2:  // Blue
                r = sourceRNG.Next(0, 50) / 255f;
                g = sourceRNG.Next(0, 50) / 255f;
                b = sourceRNG.Next(100, 255) / 255f;
                baseColor = new Color(r, g, b);
                break;
            case 3: // yellow
                r = sourceRNG.Next(150, 255) / 255f;
                g = sourceRNG.Next(150, 255) / 255f;
                b = sourceRNG.Next(0, 50) / 255f;
                baseColor = new Color(r, g, b);
                break;
        }
        c1 = new Color(
            r + (float)sourceRNG.NextGaussian(0, .1),
            g + (float)sourceRNG.NextGaussian(0, .1),
            b + (float)sourceRNG.NextGaussian(0, .1)
        );
        c2 = new Color(
            r + (float)sourceRNG.NextGaussian(0, .1),
            g + (float)sourceRNG.NextGaussian(0, .1),
            b + (float)sourceRNG.NextGaussian(0, .1)
        );

        // Set up colors
        BaseColor = baseColor;

        _spriteLayers[0].color = c1;
        _spriteLayers[1].color = c2;
    }
Пример #5
0
		public static IList Shuffle(IList S, System.Random R, bool Copy)
		{
//			if(S.Rank>1)
//				throw new Exception("Shuffle only defined on one-dimensional arrays!");
			IList E;
			E = S;
			if(Copy)
			{
				if(S is ICloneable)
					E = ((ICloneable)S).Clone() as IList;
				else 
					throw new Exception("You want it copied, but it can't!");
			}
			int i,r;
			object Temp;
			for(i=0;i<E.Count-1;i++)
			{
				r = i+R.Next(E.Count-i);
				if(r==i)
					continue;
				Temp = E[i];
				E[i] = E[r];
				E[r] = Temp;
			}
			return E;
		}
Пример #6
0
		public static void  TestPQ(int count, System.Random gen)
		{
			PriorityQueue pq = new IntegerQueue(count);
			int sum = 0, sum2 = 0;
			
			for (int i = 0; i < count; i++)
			{
				int next = gen.Next();
				sum += next;
				pq.Put((System.Object) next);
			}
			
			//      Date end = new Date();
			
			//      System.out.print(((float)(end.getTime()-start.getTime()) / count) * 1000);
			//      System.out.println(" microseconds/put");
			
			//      start = new Date();
			
			int last = System.Int32.MinValue;
			for (int i = 0; i < count; i++)
			{
				System.Int32 next = (System.Int32) pq.Pop();
				Assert.IsTrue(next >= last);
				last = next;
				sum2 += last;
			}
			
			Assert.AreEqual(sum, sum2);
			//      end = new Date();
			
			//      System.out.print(((float)(end.getTime()-start.getTime()) / count) * 1000);
			//      System.out.println(" microseconds/pop");
		}
Пример #7
0
    public Culture(int peopleAvailable, System.Random randomSeed)
    {
        population = Mathf.Min(randomSeed.Next(10, 101), peopleAvailable);
        if (peopleAvailable - population < 10) population = peopleAvailable;

        for (int i = 0; i < 5; i++)
        {
            int balancePoint = randomSeed.Next(4);
            if (balancePoint == 0) religion++;
            else if (balancePoint == 1) science++;
            else if (balancePoint == 2) art++;
            else if (balancePoint == 3) economy++;
        }

        if (religion >= 3) government = governmentType.theocracy;
        else if (science >= 3) government = governmentType.technocracy;
        else if (art >= 3) government = governmentType.geniocracy;
        else if (economy >= 3) government = governmentType.bankocracy;
        else
        {
            int randGovernment = randomSeed.Next(3);
            if (randGovernment == 0) government = governmentType.monarchy;
            else if (randGovernment == 1) government = governmentType.republic;
            else if (randGovernment == 2) government = governmentType.aristocracy;
        }

        string[] governmentString =  new string[] {"republic", "monarchy", "aristocracy", "theocracy", "technocracy", "geniocracy", "bankocracy"};

        int randSociability = randomSeed.Next(3);
        if (randSociability == 0) sociability = culturalSociability.cautious;
        else if (randSociability == 1) sociability = culturalSociability.neautral;
        else if (randSociability == 2) sociability = culturalSociability.friendly;

        string[] socialString = new string[] {"cautious", "neautral", "friendly"};

        Debug.Log("CULTURE " +
                  "\npopulation: " + population +
                  "\nbalance of cultural aspects:" +
                  "\n   religion: " + religion*20 + "%" +
                  "\n   science: " + science*20 + "%" +
                  "\n   art: " + art*20 + "%" +
                  "\n   economy: " + economy*20 + "%" +
                  "\ngovernment: " + governmentString[(int)government] +
                  "\nsociability: " + socialString[(int)sociability]);
    }
 private List<int> DefineOrbits(GameObject sector, System.Random gen, Vector3 starPos, int starRadius)
 {
     List<int> orbits = new List<int>();
     // Calculate distance from star to origin of sector
     float distBorder = Vector3.Distance (starPos, sector.transform.position);
     // Define orbit radius so that the planets wont collide with the star and so they dont go too far outside of the sector
     int minOrbit = starRadius + Mathf.CeilToInt(StarToPlanetDistanceFactor * PlanetRadiusMax);
     int maxOrbit = (int)distBorder - PlanetRadiusMax;
     // Only add planets if there is enough space between the star and the border of the sector
     if(minOrbit < maxOrbit)
     {
         // Keep generating orbits until the "spawn check" fails
         bool noSpace = false;
         while(gen.Next(0, RandomNumberMax) < PlanetLikelihood && !noSpace)
         {
             noSpace = true;
             for(int n = 0; n < MaxSpawnAttempts; ++n)
             {
                 int newOrbit = gen.Next(minOrbit, maxOrbit);
                 // Make sure planets inside the same planetary system dont collide with each other
                 bool valid = true;
                 foreach(int otherOrbit in orbits)
                 {
                     if((otherOrbit < newOrbit && otherOrbit + PlanetToPlanetDistanceFactor * PlanetRadiusMax > newOrbit - PlanetRadiusMax) ||
                        (otherOrbit > newOrbit && otherOrbit - PlanetToPlanetDistanceFactor * PlanetRadiusMax < newOrbit + PlanetRadiusMax))
                     {
                         valid = false;
                         break;
                     }
                 }
                 // If the orbit is valid, add it to the star's list of orbits
                 if(valid)
                 {
                     orbits.Add(newOrbit);
                     noSpace = false;
                     break;
                 }
             }
         }
     }
     return orbits;
 }
Пример #9
0
    public static int getRandomValueForProperty( System.Random rand , ValueProperty prop )
    {
        int result= 1;
        switch (prop)
        {
            case ValueProperty.PrimeNumber:
                do
                {
                    result = 1 + rand.Next() % 99;
                }
                while (Utility.isPrime(result));
                break;
            case ValueProperty.DividedBy4:
                result = rand.Next() % 95 + 4;
                result = 4 * (result / 4);
                break;
            case ValueProperty.DSumIsBiggerThan10:
                while (true)
                {
                    int DO = 1 + rand.Next() % 9;
                    int DT = rand.Next() % 10;
                    result = 10 * DT + DO;
                    if (DO + DT > 10)
                        break;
                }
                break;
            case ValueProperty.DOIsBiggerThanDT:
                while (true)
                {
                    int DO = 1 + rand.Next() % 9;
                    int DT = rand.Next() % 10;
                    result = 10 * DT + DO;
                    if (DO > DT)
                        break;
                }
                break;

        }

        return result;
    }
Пример #10
0
        /// <summary>
        /// This function initialises the basic particle.
        /// </summary>
        /// <param name="rand"></param>
        public override void Intialise(System.Random rand)
        {
            position.Set(0, 0, 0);
            velocity.Set(0, 0, 0);

            color.R = rand.Next(256) / 256.0f;
            color.G = rand.Next(1) / 256.0f;
            color.B = rand.Next(1) / 256.0f;

            life = (rand.Next(100) / 1000.0f) + 0.03f;
            direction.X += rand.Next(10) / 100.0f;
            direction.Y += rand.Next(10) / 100.0f;
            direction.Z += rand.Next(10) / 100.0f;
        }
Пример #11
0
        public static int randomWithProbabilityTable(System.Random random, int[] probabilityTable)
        {
            int sumProbabilities = 0;
            int[] probabilities = new int[probabilityTable.Length];
            for (int i = 0; i < probabilityTable.Length; i++) {
                sumProbabilities += probabilityTable[i];
                probabilities[i] += sumProbabilities;
            }

            int result = random.Next(0, sumProbabilities + 1);
            for (int i = 0; i < probabilityTable.Length; i++) {
                if (result < probabilities[i])
                    return i;
            }

            return 0;
        }
Пример #12
0
        public static int randomWithProbabilityTable(System.Random random, int min, int max, int[] probabilityTable)
        {
            int sumProbabilities = 0;
            int[] probabilities = new int[max + 1];
            for (int i = min; i <= max; i++) {
                sumProbabilities += probabilityTable[i];
                probabilities[i] += sumProbabilities;
            }

            int result = random.Next(0, sumProbabilities + 1);
            for (int i = min; i <= max; i++) {
                if (result < probabilities[i])
                    return i;
            }

            return min;
        }
Пример #13
0
        /// <summary>
        /// Spintx implementaion
        /// </summary>
        /// <param name="random">Random with set range</param>
        /// <param name="stringToModify">string to interperet</param>
        /// <returns>Full spingtax of text</returns>
        public string SpintaxParse(System.Random random, string stringToModify)
        {
            if (!stringToModify.Contains("{")) return stringToModify;
            var closingBracePosition = stringToModify.IndexOf('}');
            var openingBracePosition = closingBracePosition;

            while (!stringToModify[openingBracePosition].Equals('{'))
                openingBracePosition--;

            var spintaxBlock = stringToModify.Substring(openingBracePosition, closingBracePosition - openingBracePosition + 1);

            var items = spintaxBlock.Substring(1, spintaxBlock.Length - 2).Split('|');

            stringToModify = stringToModify.Replace(spintaxBlock, items[random.Next(items.Length)]);

            return SpintaxParse(random, stringToModify);
        }
Пример #14
0
 public int OnRadiation(double energy, int count, System.Random random)
 {
     #if QUITEDEBUG
     Logging.Log(String.Format("{0} struck by {1:D} rays of energy {2:G}", part.partInfo.title, count, energy), false);
     #endif
     if (part.CrewCapacity > 0)
     {
         int target = random.Next(part.CrewCapacity);
         foreach(ProtoCrewMember cm in part.protoModuleCrew)
         {
             if (cm.seatIdx == target)
             {
                 KerbalTracker kt = Core.Instance.getKT(cm);
                 count = kt.OnRadiation(energy, count);
             }
         }
     }
     return count;
 }
Пример #15
0
        public UISourceWindow(RadioactiveSource src, System.Random random, Texture iconAtlas)
        {
            source = src;
              atlas = iconAtlas;
              windowID = random.Next();
              // Set up screen position
              screenPosition = Camera.main.WorldToScreenPoint(source.part.transform.position);
              windowPosition = new Rect(screenPosition.x+50f, Screen.height-screenPosition.y+windowDims.y/2f, windowDims.x, windowDims.y);
              GetStyles();

              if (source.IconID == 0)
            atlasIconRect = new Rect(0f,0.5f,0.5f,0.5f);
              if (source.IconID == 1)
            atlasIconRect = new Rect(0.5f,0.5f,0.5f,0.5f);
              if (source.IconID == 2)
            atlasIconRect = new Rect(0f,0.0f,0.5f,0.5f);
              if (source.IconID == 3)
            atlasIconRect = new Rect(0.5f,0.0f,0.5f,0.5f);
        }
Пример #16
0
        public static Deposit Generate(Vector2 Pos, float radius, System.Random random, ResourceDefinition resource)
        {
            var initialQuantity = random.Range(resource.MinQuantity, resource.MaxQuantity);

            var vertices = new List<Point>();
            int vertexCount = random.Next(resource.MinVertices, resource.MaxVertices);
            for (int i = 0; i < vertexCount; i++)
            {
                float randomRadius = random.Range(resource.RadiusVariance * radius, radius);
                float angle = 2.0f * (float)Math.PI * ((float)i / (float)vertexCount);
                float x = Pos.x + randomRadius * (float)Math.Cos(angle);
                float z = Pos.y - randomRadius * (float)Math.Sin(angle);

                vertices.Add(new Point(x, z));
            }
            var Shape = new Polygon(vertices.ToArray());

            return new Deposit(Shape, initialQuantity, initialQuantity);
        }
Пример #17
0
	void RandomHoles(int percent, System.Random r)
	{
		List<Cell> UsedCells = new List<Cell>();
		for(int x = 1; x < MazeCells.GetLength(0)-1; x++)
		{
			for(int y = 1; y<MazeCells.GetLength(1)-1; y++)
			{
				if( MazeCells[x,y].isWall && !UsedCells.Contains(MazeCells[x,y]))
				{
					List<Cell> nB = MazeCells[x,y].Neighbors;
					int adj = 0;
					Cell n1 = null;
					Cell n2 = null;
					foreach(var v in nB)
					{
						if(v.isWall)
						{
							adj++;
							if(adj == 1)
								n1 = v;
							else if(adj == 2)
								n2 = v;
						}
							
					}
					if(adj == 2 && ((n1.x == n2.x) || (n1.y == n2.y)))
					{
						int rN = r.Next(0,100);
						if(rN > percent)
						{
							UsedCells.Add(n1);
							UsedCells.Add(n2);
							//Debug.Log("Want to Remove ("+x+","+y+")\nNeighbors: ("+nB[0].x+","+nB[0].y+") - ("+nB[1].x+","+nB[1].y+")");
							MazeCells[x,y].isWall = false;
						}

					}
				}
			}
		}
	}
Пример #18
0
        void SetTileSprite (int x, int y, GameObject tile_go, System.Random rnd)
        {
          
            //Tile Biome will be the intercator for what tile set to use e.g dirt or stone etc. Sprites will be prefixed "{Biome}_"
            //Ideally want to impliment a weighted spread where there's alterative versions for the sape sprite in the same set. 

            EmptyTile t = world[x, y];
            string s = t.Biome + "_";
            SpriteRenderer tile_sr = tile_go.GetComponent<SpriteRenderer>();
            if (t is Tiles.Floor)
            {
                int[] f = new int[] { 1, 1, 1, 1, 1, 3, 3, 3, 4, 4 };
                s += "Floor_" + f[rnd.Next(0, 9)];
                SpriteControler.SetTileSpriteRender(x, y, tile_sr, s);
            }
            else
            {
                tile_sr.sprite = empty;
            }

        }
Пример #19
0
        public virtual string GetRandomName(ref System.Random rand)
        {
            var a = (char)(65 + rand.Next(0, 26));
            var b = (char)(65 + rand.Next(0, 26));
            var c = (char)(65 + rand.Next(0, 26));
            var ch = new[]{a,b,c};

            var s = new string(ch);

            var d = rand.Next(0, 10);
            var e = rand.Next(0, 10);
            var f = rand.Next(0, 10);

            s += d.ToString();
            s += e.ToString();
            s += f.ToString();

            return s;
        }
		private void  RunReadBytes(IndexInput input, int bufferSize, System.Random r)
		{
			
			int pos = 0;
			// gradually increasing size:
			for (int size = 1; size < bufferSize * 10; size = size + size / 200 + 1)
			{
				CheckReadBytes(input, size, pos);
				pos += size;
				if (pos >= TEST_FILE_LENGTH)
				{
					// wrap
					pos = 0;
					input.Seek(0L);
				}
			}
			// wildly fluctuating size:
			for (long i = 0; i < 1000; i++)
			{
				int size = r.Next(10000);
				CheckReadBytes(input, 1 + size, pos);
				pos += 1 + size;
				if (pos >= TEST_FILE_LENGTH)
				{
					// wrap
					pos = 0;
					input.Seek(0L);
				}
			}
			// constant small size (7 bytes):
			for (int i = 0; i < bufferSize; i++)
			{
				CheckReadBytes(input, 7, pos);
				pos += 7;
				if (pos >= TEST_FILE_LENGTH)
				{
					// wrap
					pos = 0;
					input.Seek(0L);
				}
			}
		}
Пример #21
0
 static IEnumerable<int> NextInt32SequenceEnumerable(System.Random rnd, int minInclusive, int maxExclusive)
 {
     while (true)
     {
         yield return rnd.Next(minInclusive, maxExclusive);
     }
 }
Пример #22
0
 public void Shuffle(int times, System.Random random)
 {
     for (int time = 0; time < times; time++)
     {
         for (int i = 0; i < cards.Count; i++)
         {
             var card = cards[i];
             var newIndex = random.Next(0, cards.Count);
             cards.Remove(card);
             cards.Insert(newIndex, card);
         }
     }
 }
Пример #23
0
		// Random rnd is passed in so that the exact same random query may be created
		// more than once.
		public static BooleanQuery RandBoolQuery(System.Random rnd, int level, System.String field, System.String[] vals, TestBoolean2.Callback cb)
		{
			BooleanQuery current = new BooleanQuery(rnd.Next() < 0);
			for (int i = 0; i < rnd.Next(vals.Length) + 1; i++)
			{
				int qType = 0; // term query
				if (level > 0)
				{
					qType = rnd.Next(10);
				}
				Query q;
				if (qType < 7)
					q = new TermQuery(new Term(field, vals[rnd.Next(vals.Length)]));
				else
					q = RandBoolQuery(rnd, level - 1, field, vals, cb);
				
				int r = rnd.Next(10);
				BooleanClause.Occur occur;
				if (r < 2)
					occur = BooleanClause.Occur.MUST_NOT;
				else if (r < 5)
					occur = BooleanClause.Occur.MUST;
				else
					occur = BooleanClause.Occur.SHOULD;
				
				current.Add(q, occur);
			}
			if (cb != null)
				cb.PostCreate(current);
			return current;
		}
Пример #24
0
 public UIRosterWindow(System.Random randomizer)
 {
     random = randomizer;
       windowIdentifier = randomizer.Next();
       GetStyles();
 }
Пример #25
0
 /// <summary>
 /// Generates one sample from the discrete uniform distribution. This method does not do any parameter checking.
 /// </summary>
 /// <param name="rnd">The random source to use.</param>
 /// <param name="lower">Lower bound, inclusive. Range: lower ≤ upper.</param>
 /// <param name="upper">Upper bound, inclusive. Range: lower ≤ upper.</param>
 /// <returns>A random sample from the discrete uniform distribution.</returns>
 static int SampleUnchecked(System.Random rnd, int lower, int upper)
 {
     return rnd.Next(lower, upper + 1);
 }
Пример #26
0
 //Creates terrain of various types
 void CreateTerrain(System.Random rand, TerrainGenType type)
 {
     tiles.Clear();
     for(int ii = 0; ii < width*height; ii++){
         tiles.Add(new Tile(TileState.PASSABLE,0, 100));
     }
     switch(type){
     case TerrainGenType.DIAMOND_SQUARE:
         CreateDiamondSquareTerrain (rand);
         break;
     case TerrainGenType.RANDOM:
         for(int ii = 0; ii < width*height; ii++){
             if(0==rand.Next()%2){
                 Tile fuckingCSharp = tiles[ii];
                 fuckingCSharp.state = TileState.IMPASSABLE;
                 tiles[ii] = fuckingCSharp;
             }
         }
         break;
     }
 }
Пример #27
0
 /// <summary>
 /// Generates one sample from the discrete uniform distribution. This method does not do any parameter checking.
 /// </summary>
 /// <param name="rnd">The random source to use.</param>
 /// <param name="lower">The lower bound of the uniform random variable.</param>
 /// <param name="upper">The upper bound of the uniform random variable.</param>
 /// <returns>A random sample from the discrete uniform distribution.</returns>
 private static int DoSample(System.Random rnd, int lower, int upper)
 {
     return rnd.Next() % (upper - lower + 1) + lower;
 }
Пример #28
0
    /// <summary>
    /// Retourne un chunk aleatoire. (Une copie)
    /// </summary>
    public static Chunk RandChunk(Bridges bridge, System.Random rand)
    {
        List<Chunk> chunks = new List<Chunk>();
        foreach (Chunk c in Chunks)
            if (c.Bridge == bridge)
                chunks.Add(c);

        return new Chunk(chunks[rand.Next(chunks.Count)]);
    }
Пример #29
0
        public static Sprite generateInvaderSprite(int width, int height, System.Random rng)
        {
            // Create data array
            int[] data = new int[width*height];

            // Initialize sprite data with empty values
            for(int i=0; i<data.Length; i++)
            {
                data[i] = EMPTY;
            }

            // Create random invader
            for(int y=0; y<height; y++)
            {
                for(int x=0; x<width; x++)
                {
                    // Even sized width
                    if(width%2==0)
                    {
                        if(x < width/2)
                        {
                            data[y*height + x] = Mathf.RoundToInt((float)rng.NextDouble());
                        }
                        else
                        {
                            data[y*height +x] = data[y*height + (width - x - 1)];
                        }
                    }
                    // Odd sized width
                    else
                    {
                        if(x <= width/2)
                        {
                            data[y*height + x] = Mathf.RoundToInt((float)rng.NextDouble());
                        }
                        else
                        {
                            data[y*height +x] = data[y*height + (width - x - 1)];
                        }
                    }

                }
            }

            //Create the sprite's texture
            Texture2D texture = new Texture2D(width, height);

            // Set filter mode to point (removes blur)
            texture.filterMode = FilterMode.Point;

            // Apply colors
            // Only bright-ish colors (we have a dark background)
            float r = (float)rng.Next(100,256)/255;
            float g = (float)rng.Next(100,256)/255;
            float b = (float)rng.Next(100,256)/255;
            Color c = new Color(r, g, b);
            Color transparent = new Color(0,0,0,0);
            for(int x=0; x<width; x++)
            {
                for(int y=0; y<height; y++)
                {
                    if(data[y*height +x] == FILLED)
                    {
                        texture.SetPixel(x, y, c);
                    }
                    else
                    {
                        texture.SetPixel(x,y,transparent);
                    }
                }
            }

            //Apply changes to texture
            texture.Apply();

            // Return sprite
            Sprite sprite = Sprite.Create(texture, new Rect(0,0,texture.width, texture.height), new Vector2(0.5f,0.5f), 100);
            return sprite;
        }
Пример #30
0
        private Card PickRandomCard(System.Random random)
        {
            Array ranks = Enum.GetValues(typeof(Rank));
            Array suits = Enum.GetValues(typeof(Suit));

            Rank rank = (Rank)ranks.GetValue(random.Next(ranks.Length));
            Suit suit = (Suit)suits.GetValue(random.Next(suits.Length));

            return new Card(rank, suit);
        }