Created
March 3, 2019 06:51
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そもそもこの手のものはstaticメソッドにするべきだと思います。
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using System; | |
using UnityEngine; | |
public sealed class NameIncidenceTuple : UnityEngine.Object, IEquatable<NameIncidenceTuple>, IComparable<NameIncidenceTuple> | |
{ | |
[SerializeField] public string Name; | |
[SerializeField] public int Incidence; | |
public override bool Equals(object other) => Equals(other as NameIncidenceTuple); | |
public bool Equals(NameIncidenceTuple other) => !(other is null) && Incidence == other.Incidence && Name == other.Name; | |
public int Compare(object other) => Compare(other as NameIncidenceTuple); | |
public int Compare(NameIncidenceTuple other) | |
{ | |
if(other is null) return -1; | |
if(Incidence == other.Incidence) return Name.Compare(other.Name); | |
return - other.Incidence + Incidence; // 発生確率の大きいものを先頭にする | |
} | |
} | |
public sealed class SetIncidenceSample : MonoBehaviour | |
{ | |
[SerializeField] public NameIncidenceTuple[] Pairs; | |
private int Sum; | |
int CalcGCD(int a, int b) => b == 0 ? a : GCD(b, a % b); | |
void Start() | |
{ | |
Array.Sort(Pairs); | |
var GCD = Pairs[i].Incidence; | |
for(int i = 1; i < Pairs.Length; i++) | |
{ | |
if(GCD <= 1) break; | |
var incidence = Pairs[i].Incidence; | |
if(incidence == GCD) | |
continue; | |
if(incidence < GCD) | |
GCD = CalcGCD(GCD, incidence); | |
else | |
GCD = CalcGCD(incidence, GCD); | |
} | |
Sum = 0; | |
for(int i = 0; i < Pairs.Length; i++) | |
{ | |
Sum += Pairs[i].Incidence / GCD; | |
} | |
} | |
public string GetMonsterNameRandom() | |
{ | |
var random = UnityEngine.Random.Range(0, Sum); | |
//しきい値を超えるインデックスを探します | |
int threshold = 0; | |
for (int i = 0; i < Pairs.Length; i++) | |
{ | |
threshold += Pairs[i].Incidence; | |
if (random <= threshold) | |
{ | |
return Pairs[i].Name; | |
} | |
} | |
} | |
} |
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