Created
December 16, 2020 10:27
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A mechanism to use FastNoiseLite as a proper RNG class.
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using System.Collections.Generic; | |
using UnityEngine; | |
public class FastNoiseRNG : FastNoiseLite | |
{ | |
#region Fields | |
private ulong _position; | |
#endregion | |
#region Methods | |
public float Next() | |
{ | |
var noise = GetNoise(_position++, 0); | |
// Remap from (-1, 1) to (0, 1) | |
noise = (noise + 1f) / 2f; | |
return noise; | |
} | |
public int NextInt(int max) | |
{ | |
return NextInt(0, max); | |
} | |
public int NextInt(int min, int max) | |
{ | |
var noise = Next(); | |
var value = Mathf.Lerp(min, max, noise); | |
return Mathf.RoundToInt(value); | |
} | |
public T SelectRandom<T>(IReadOnlyList<T> list) | |
{ | |
var count = list.Count; | |
return count == 0 ? default : list[NextInt(count - 1)]; | |
} | |
#endregion | |
} |
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