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Array and List Extensions for Unity
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using System; | |
using System.Collections.Generic; | |
using Random = UnityEngine.Random; | |
namespace Tiger.Util | |
{ | |
public static class ListExtensions | |
{ | |
/// <summary>Returns a random element from the list</summary> | |
public static T Pick<T>(this IList<T> list) | |
{ | |
if (list.Count < 1) return default(T); | |
return list[Random.Range(0, list.Count)]; | |
} | |
/// <summary>Returns the first element from the list</summary> | |
public static T First<T>(this IList<T> list) | |
{ | |
if (list.Count < 1) return default(T); | |
return list[0]; | |
} | |
/// <summary>Returns the last element from the list</summary> | |
public static T Last<T>(this IList<T> list) | |
{ | |
if (list.Count < 1) return default(T); | |
return list[list.Count - 1]; | |
} | |
/// <summary>Returns the last element from the list</summary> | |
public static T TakeLast<T>(this IList<T> list) | |
{ | |
if (list.Count < 1) return default(T); | |
var element = list[list.Count - 1]; | |
list.RemoveAt(list.Count - 1); | |
return element; | |
} | |
/// <summary>Returns and removes the first element from the list</summary> | |
public static T Take<T>(this IList<T> list) | |
{ | |
var element = list[0]; | |
list.RemoveAt(0); | |
return element; | |
} | |
/// <summary>Returns and removes a random element from the list</summary> | |
public static T Pluck<T>(this IList<T> list) | |
{ | |
var i = Random.Range(0, list.Count); | |
var element = list[i]; | |
list.RemoveAt(i); | |
return element; | |
} | |
/// <summary>Returns the first element from the list and cycles it to its end</summary> | |
public static T Shift<T>(this IList<T> list) | |
{ | |
if (list.Count < 1) return default(T); | |
var a = list[0]; | |
list.RemoveAt(0); | |
list.Add(a); | |
return a; | |
} | |
/// <summary>Creates a fully random permutation.</summary> | |
public static void Shuffle<T>(this IList<T> list) | |
{ | |
//Fisher-Yates Algorithm | |
var n = list.Count; | |
for (var i = 0; i < n - 1; i++) | |
{ | |
var j = Random.Range(i, n); | |
var temp = list[i]; | |
list[i] = list[j]; | |
list[j] = temp; | |
} | |
} | |
/// <summary>Creates a derangement, i.e. a permutation with each element in a new position</summary> | |
public static void Derange<T>(this IList<T> list) | |
{ | |
//Sattolo's Algorithm | |
var n = list.Count; | |
for (var i = 0; i < n - 1; i++) | |
{ | |
var j = Random.Range(i + 1, n); | |
var temp = list[i]; | |
list[i] = list[j]; | |
list[j] = temp; | |
} | |
} | |
/// <summary>Reverses the list in-situ</summary> | |
public static void Reverse<T>(this IList<T> list) | |
{ | |
var n = list.Count; | |
for (var i = 0; i < n / 2; i++) | |
{ | |
var j = n - 1 - i; | |
var temp = list[i]; | |
list[i] = list[j]; | |
list[j] = temp; | |
} | |
} | |
/// <summary>Returns a random element from the array</summary> | |
public static T Pick<T>(this T[] array) | |
{ | |
if (array.Length < 1) return default(T); | |
return array[Random.Range(0, array.Length)]; | |
} | |
/// <summary>Returns the first element from the array</summary> | |
public static T First<T>(this T[] array) | |
{ | |
if (array.Length < 1) return default(T); | |
return array[0]; | |
} | |
/// <summary>Returns the last element from the array</summary> | |
public static T Last<T>(this T[] array) | |
{ | |
if (array.Length < 1) return default(T); | |
return array[array.Length - 1]; | |
} | |
/// <summary>Returns the first element from the array and cycles it to its end</summary> | |
public static T Shift<T>(this T[] array) | |
{ | |
if (array.Length < 1) return default(T); | |
var a = array[0]; | |
Array.Copy(array, 1, array, 0, array.Length-1); | |
array[array.Length-1] = a; | |
return a; | |
} | |
/// <summary>Creates a fully random permutation.</summary> | |
public static void Shuffle<T>(this T[] array) | |
{ | |
//Fisher-Yates Algorithm | |
var n = array.Length; | |
for (var i = 0; i < n - 1; i++) | |
{ | |
var j = Random.Range(i, n); | |
var temp = array[i]; | |
array[i] = array[j]; | |
array[j] = temp; | |
} | |
} | |
/// <summary>Creates a derangement, i.e. a permutation with each element in a new position</summary> | |
public static void Derange<T>(this T[] array) | |
{ | |
//Sattolo's Algorithm | |
var n = array.Length; | |
for (var i = 0; i < n - 1; i++) | |
{ | |
var j = Random.Range(i + 1, n); | |
var temp = array[i]; | |
array[i] = array[j]; | |
array[j] = temp; | |
} | |
} | |
/// <summary>Reverses the array in-situ</summary> | |
public static void Reverse<T>(this T[] array) | |
{ | |
Array.Reverse(array); | |
} | |
/// <summary>Sets all entries in array to the given value</summary> | |
public static void Fill<T>(this T[] array, T value) | |
{ | |
for (var i = 0; i < array.Length; i++) | |
{ | |
array[i] = value; | |
} | |
} | |
/// <summary>Sets all entries in array to the given factory function's output</summary> | |
public static void Produce<T>(this T[] array, Func<T> factory) | |
{ | |
for (var i = 0; i < array.Length; i++) | |
{ | |
array[i] = factory(); | |
} | |
} | |
/// <summary>Sets all entries in list to the given factory function's output</summary> | |
public static void Produce<T>(this List<T> list, int count, Func<T> factory) | |
{ | |
for (var i = 0; i < count; i++) | |
{ | |
list[i] = factory(); | |
} | |
} | |
/// <summary>Sets all entries in queue to the given factory function's output</summary> | |
public static void Produce<T>(this Queue<T> queue, int count, Func<T> factory) | |
{ | |
for (var i = 0; i < count; i++) | |
{ | |
queue.Enqueue(factory()); | |
} | |
} | |
} | |
} | |
/* | |
Written by Tiger Blue in 2021 | |
This is free and unencumbered software released into the public domain. | |
Anyone is free to copy, modify, publish, use, compile, sell, or | |
distribute this software, either in source code form or as a compiled | |
binary, for any purpose, commercial or non-commercial, and by any | |
means. | |
In jurisdictions that recognize copyright laws, the author or authors | |
of this software dedicate any and all copyright interest in the | |
software to the public domain. We make this dedication for the benefit | |
of the public at large and to the detriment of our heirs and | |
successors. We intend this dedication to be an overt act of | |
relinquishment in perpetuity of all present and future rights to this | |
software under copyright law. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | |
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF | |
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | |
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR | |
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, | |
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR | |
OTHER DEALINGS IN THE SOFTWARE. | |
For more information, please refer to <http://unlicense.org> | |
*/ |
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