init
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Assets/Scripts/Dungeon/Utils.cs
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Assets/Scripts/Dungeon/Utils.cs
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#define _DEBUG
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public enum Direction
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{
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_TOP, _RIGHT, _BOTTOM, _LEFT, _MAX
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}
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public static class Utils
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{
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public static Vector3 dirToVec(Direction direction)
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{
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switch (direction)
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{
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case Direction._TOP:
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return new Vector3(0, 0, 1);
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case Direction._RIGHT:
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return new Vector3(1, 0, 0);
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case Direction._BOTTOM:
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return new Vector3(0, 0, -1);
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case Direction._LEFT:
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return new Vector3(-1, 0, 0);
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}
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return Vector3.one;
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}
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public const float easyDifficultyK = 200;
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public const float mediumDifficultyK = 50;
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public const float hardDifficultyK = 5;
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public static float difficultyFormula(int levelNumber, float difficultyConstant)
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{
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return levelNumber / Mathf.Sqrt(levelNumber * levelNumber + difficultyConstant);
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}
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public static void Print(string text){
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#if _DEBUG
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Debug.Log(text);
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#endif
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}
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public static bool isOdd(int num)
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{
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return num % 2 == 0;
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}
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public static float step(float val, float edge)
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{
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return val >= edge ? 1 : 0;
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}
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public static float remap(float value, float from1, float to1, float from2, float to2)
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{
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return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
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}
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public static bool spawnDisk()
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{
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int maxHp = 15;
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int currentHealth=GameMaster.Instance.player.GetComponent<PlayerController>().health.currentHp;
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float chance = Mathf.Min(.5f, 1-currentHealth / maxHp);
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return chance>Random.value;
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}
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public static int RAM_cleanseSmall = 5;
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public static int RAM_cleanseBig = 7;
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[System.Serializable]
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public struct DifficultyDebug
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{
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public bool hardEstablished;
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public float easyRate;
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public float mediumRate;
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public float hardRate;
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}
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}
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