(61d00a474) v0.9.7.1
This commit is contained in:
@@ -0,0 +1,114 @@
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using System.Collections.Generic;
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using System;
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using System.Linq;
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namespace Barotrauma.Extensions
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{
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public static class IEnumerableExtensions
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{
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/// <summary>
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/// Randomizes the collection (using OrderBy) and returns it.
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/// </summary>
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public static IOrderedEnumerable<T> Randomize<T>(this IEnumerable<T> source, Rand.RandSync randSync = Rand.RandSync.Unsynced)
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{
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return source.OrderBy(i => Rand.Value(randSync));
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}
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/// <summary>
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/// Randomizes the list in place without creating a new collection, using a Fisher-Yates-based algorithm.
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/// </summary>
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public static void Shuffle<T>(this IList<T> list, Rand.RandSync randSync = Rand.RandSync.Unsynced)
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{
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int n = list.Count;
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while (n > 1)
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{
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n--;
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int k = Rand.Int(n + 1, randSync);
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T value = list[k];
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list[k] = list[n];
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list[n] = value;
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}
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}
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public static T GetRandom<T>(this IEnumerable<T> source, Func<T, bool> predicate, Rand.RandSync randSync = Rand.RandSync.Unsynced)
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{
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return source.Where(predicate).GetRandom(randSync);
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}
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public static T GetRandom<T>(this IEnumerable<T> source, Rand.RandSync randSync = Rand.RandSync.Unsynced)
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{
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int count = source.Count();
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return count == 0 ? default(T) : source.ElementAt(Rand.Range(0, count, randSync));
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}
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/// <summary>
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/// Executes an action that modifies the collection on each element (such as removing items from the list).
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/// Creates a temporary list.
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/// </summary>
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public static void ForEachMod<T>(this IEnumerable<T> source, Action<T> action)
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{
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var temp = new List<T>(source);
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temp.ForEach(action);
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}
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/// <summary>
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/// Generic version of List.ForEach.
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/// Performs the specified action on each element of the collection (short hand for a foreach loop).
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/// </summary>
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public static void ForEach<T>(this IEnumerable<T> source, Action<T> action)
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{
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foreach (var item in source)
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{
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action(item);
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}
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}
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/// <summary>
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/// Shorthand for !source.Any(predicate) -> i.e. not any.
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/// </summary>
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public static bool None<T>(this IEnumerable<T> source, Func<T, bool> predicate = null)
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{
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if (predicate == null)
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{
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return !source.Any();
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}
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else
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{
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return !source.Any(predicate);
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}
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}
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public static bool Multiple<T>(this IEnumerable<T> source, Func<T, bool> predicate = null)
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{
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if (predicate == null)
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{
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return source.Count() > 1;
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}
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else
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{
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return source.Count(predicate) > 1;
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}
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}
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public static IEnumerable<T> ToEnumerable<T>(this T item)
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{
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yield return item;
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}
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// source: https://stackoverflow.com/questions/19237868/get-all-children-to-one-list-recursive-c-sharp
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public static IEnumerable<T> SelectManyRecursive<T>(this IEnumerable<T> source, Func<T, IEnumerable<T>> selector)
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{
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var result = source.SelectMany(selector);
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if (!result.Any())
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{
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return result;
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}
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return result.Concat(result.SelectManyRecursive(selector));
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}
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public static void AddIfNotNull<T>(this IList<T> source, T value)
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{
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if (value != null) { source.Add(value); }
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}
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}
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}
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@@ -0,0 +1,61 @@
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using Microsoft.Xna.Framework;
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namespace Barotrauma.Extensions
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{
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public static class PointExtensions
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{
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public static Point Multiply(this Point p, float f)
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{
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return new Point((int)(p.X * f), (int)(p.Y * f));
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}
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public static Point Multiply(this Point p, int i)
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{
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return new Point(p.X * i, p.Y * i);
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}
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public static Point Multiply(this Point p, Vector2 v)
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{
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return new Point((int)(p.X * v.X), (int)(p.Y * v.Y));
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}
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public static Point Divide(this Point p, int i)
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{
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if (i == 0) { return Point.Zero; }
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return new Point(p.X / i, p.Y / i);
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}
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public static Point Divide(this Point p, float f)
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{
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if (f == 0) { return Point.Zero; }
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return new Point((int)(p.X / f), (int)(p.Y / f));
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}
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public static Point Divide(this Point p, Vector2 v)
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{
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if (v.X == 0 || v.Y == 0) { return Point.Zero; }
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return new Point((int)(p.X / v.X), (int)(p.Y / v.Y));
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}
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/// <summary>
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/// Negates the X and Y components.
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/// </summary>
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public static Point Inverse(this Point p)
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{
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return new Point(-p.X, -p.Y);
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}
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/// <summary>
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/// Flips the X and Y components.
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/// </summary>
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public static Point Flip(this Point p)
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{
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return new Point(p.Y, p.X);
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}
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public static Point Clamp(this Point p, Point min, Point max)
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{
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return new Point(MathHelper.Clamp(p.X, min.X, max.X), MathHelper.Clamp(p.Y, min.Y, max.Y));
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}
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}
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}
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@@ -0,0 +1,61 @@
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using Microsoft.Xna.Framework;
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namespace Barotrauma.Extensions
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{
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public static class RectangleExtensions
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{
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public static Rectangle Multiply(this Rectangle rect, float f)
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{
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Vector2 location = new Vector2(rect.X, rect.Y) * f;
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return new Rectangle(new Point((int)location.X, (int)location.Y), rect.MultiplySize(f));
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}
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public static Rectangle Divide(this Rectangle rect, float f)
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{
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Vector2 location = new Vector2(rect.X, rect.Y) / f;
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return new Rectangle(new Point((int)location.X, (int)location.Y), rect.DivideSize(f));
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}
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public static Point DivideSize(this Rectangle rect, float f)
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{
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return new Point((int)(rect.Width / f), (int)(rect.Height / f));
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}
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public static Point DivideSize(this Rectangle rect, Vector2 f)
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{
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return new Point((int)(rect.Width / f.X), (int)(rect.Height / f.Y));
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}
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public static Point MultiplySize(this Rectangle rect, float f)
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{
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return new Point((int)(rect.Width * f), (int)(rect.Height * f));
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}
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public static Point MultiplySize(this Rectangle rect, Vector2 f)
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{
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return new Point((int)(rect.Width * f.X), (int)(rect.Height * f.Y));
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}
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public static Vector2 CalculateRelativeSize(this Rectangle rect, Rectangle relativeRect)
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{
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return new Vector2(rect.Width, rect.Height) / new Vector2(relativeRect.Width, relativeRect.Height);
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}
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public static Rectangle ScaleSize(this Rectangle rect, Rectangle relativeTo)
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{
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return rect.ScaleSize(rect.CalculateRelativeSize(relativeTo));
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}
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public static Rectangle ScaleSize(this Rectangle rect, Vector2 scale)
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{
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var size = rect.MultiplySize(scale);
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return new Rectangle(rect.X, rect.Y, size.X, size.Y);
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}
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public static Rectangle ScaleSize(this Rectangle rect, float scale)
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{
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var size = rect.MultiplySize(scale);
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return new Rectangle(rect.X, rect.Y, size.X, size.Y);
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}
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}
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}
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@@ -0,0 +1,169 @@
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using System.Globalization;
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using Microsoft.Xna.Framework;
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using System.Linq;
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using System;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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public static class StringFormatter
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{
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public static string Replace(this string s, string replacement, Func<char, bool> predicate)
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{
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var newString = new string[s.Length];
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for (int i = 0; i < s.Length; i++)
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{
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char letter = s[i];
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string newLetter = letter.ToString();
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if (predicate(letter))
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{
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newLetter = replacement;
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}
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newString[i] = newLetter;
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}
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return new string(newString.SelectMany(str => str.ToCharArray()).ToArray());
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}
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public static string Remove(this string s, string substring)
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{
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return s.Replace(substring, string.Empty);
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}
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public static string Remove(this string s, Func<char, bool> predicate)
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{
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return new string(s.ToCharArray().Where(c => !predicate(c)).ToArray());
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}
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public static string RemoveWhitespace(this string s)
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{
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return s.Remove(c => char.IsWhiteSpace(c));
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}
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public static string FormatSingleDecimal(this float value)
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{
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return value.ToString("F1", CultureInfo.InvariantCulture);
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}
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public static string FormatDoubleDecimal(this float value)
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{
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return value.ToString("F2", CultureInfo.InvariantCulture);
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}
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public static string FormatZeroDecimal(this float value)
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{
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return value.ToString("F0", CultureInfo.InvariantCulture);
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}
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public static string Format(this float value, int decimalCount)
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{
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return value.ToString($"F{decimalCount.ToString()}", CultureInfo.InvariantCulture);
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}
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public static string FormatSingleDecimal(this Vector2 value)
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{
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return $"({value.X.FormatSingleDecimal()}, {value.Y.FormatSingleDecimal()})";
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}
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public static string FormatDoubleDecimal(this Vector2 value)
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{
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return $"({value.X.FormatDoubleDecimal()}, {value.Y.FormatDoubleDecimal()})";
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}
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public static string FormatZeroDecimal(this Vector2 value)
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{
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return $"({value.X.FormatZeroDecimal()}, {value.Y.FormatZeroDecimal()})";
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}
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public static string Format(this Vector2 value, int decimalCount)
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{
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return $"({value.X.Format(decimalCount)}, {value.Y.Format(decimalCount)})";
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}
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/// <summary>
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/// Capitalises the first letter (invariant) and forces the rest to lower case (invariant).
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/// </summary>
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public static string CapitaliseFirstInvariant(this string s)
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{
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if (string.IsNullOrEmpty(s)) { return string.Empty; }
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return s.Substring(0, 1).ToUpperInvariant() + s.Substring(1, s.Length - 1).ToLowerInvariant();
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}
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/// <summary>
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/// Adds spaces into a CamelCase string.
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/// </summary>
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public static string FormatCamelCaseWithSpaces(this string str)
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{
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return new string(InsertSpacesBeforeCaps(str).ToArray());
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IEnumerable<char> InsertSpacesBeforeCaps(IEnumerable<char> input)
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{
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int i = 0;
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int lastChar = input.Count() - 1;
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foreach (char c in input)
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{
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if (char.IsUpper(c) && i > 0)
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{
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yield return ' ';
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}
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yield return c;
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i++;
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}
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}
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}
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public static ICollection<string> ParseCommaSeparatedStringToCollection(string input, ICollection<string> texts = null, bool convertToLowerInvariant = true)
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{
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if (texts == null)
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{
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texts = new HashSet<string>();
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}
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else
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{
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texts.Clear();
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}
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if (!string.IsNullOrWhiteSpace(input))
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{
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foreach (string value in input.Split(','))
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{
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if (string.IsNullOrWhiteSpace(value)) { continue; }
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if (convertToLowerInvariant)
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{
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texts.Add(value.ToLowerInvariant());
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}
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else
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{
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texts.Add(value);
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}
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}
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}
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return texts;
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}
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public static ICollection<string> ParseSeparatedStringToCollection(string input, string[] separators, ICollection<string> texts = null, bool convertToLowerInvariant = true)
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{
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if (texts == null)
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{
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texts = new HashSet<string>();
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}
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else
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{
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texts.Clear();
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}
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if (!string.IsNullOrWhiteSpace(input))
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{
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foreach (string value in input.Split(separators, StringSplitOptions.RemoveEmptyEntries))
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{
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if (convertToLowerInvariant)
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{
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texts.Add(value.ToLowerInvariant());
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}
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else
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{
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texts.Add(value);
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}
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}
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}
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return texts;
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}
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}
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}
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@@ -0,0 +1,96 @@
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using System;
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using Microsoft.Xna.Framework;
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namespace Barotrauma.Extensions
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{
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public static class VectorExtensions
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{
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/// <summary>
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/// Unity's Angle implementation without the conversion to degrees.
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/// Returns the angle in radians between two vectors.
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/// 0 - Pi.
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/// </summary>
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public static float Angle(this Vector2 from, Vector2 to)
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{
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return (float)Math.Acos(MathHelper.Clamp(Vector2.Dot(Vector2.Normalize(from), Vector2.Normalize(to)), -1f, 1f));
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}
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/// <summary>
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/// Creates a forward pointing vector based on the rotation (in radians).
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/// </summary>
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public static Vector2 Forward(float radians, float length = 1)
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{
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return new Vector2((float)Math.Cos(radians), (float)Math.Sin(radians)) * length;
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}
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/// <summary>
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/// Creates a backward pointing vector based on the rotation (in radians).
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/// </summary>
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public static Vector2 Backward(float radians, float length = 1)
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{
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return -Forward(radians, length);
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}
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/// <summary>
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/// Creates a forward pointing vector based on the rotation (in radians). TODO: remove when the implications have been neutralized
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/// </summary>
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public static Vector2 ForwardFlipped(float radians, float length = 1)
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{
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return new Vector2((float)Math.Sin(radians), (float)Math.Cos(radians)) * length;
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}
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/// <summary>
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/// Creates a backward pointing vector based on the rotation (in radians). TODO: remove when the implications have been neutralized
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/// </summary>
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public static Vector2 BackwardFlipped(float radians, float length = 1)
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{
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return -ForwardFlipped(radians, length);
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}
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/// <summary>
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/// Creates a normalized perpendicular vector to the right from a forward vector.
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/// </summary>
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public static Vector2 Right(this Vector2 forward)
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{
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var normV = Vector2.Normalize(forward);
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return new Vector2(normV.Y, -normV.X);
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}
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/// <summary>
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/// Creates a normalized perpendicular vector to the left from a forward vector.
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/// </summary>
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public static Vector2 Left(this Vector2 forward)
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{
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return -forward.Right();
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}
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/// <summary>
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/// Transforms a vector relative to the given up vector.
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/// </summary>
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public static Vector2 TransformVector(this Vector2 v, Vector2 up)
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{
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up = Vector2.Normalize(up);
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return (up * v.Y) + (up.Right() * v.X);
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}
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/// <summary>
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/// Flips the x and y components.
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/// </summary>
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public static Vector2 Flip(this Vector2 v) => new Vector2(v.Y, v.X);
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/// <summary>
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/// Returns the sum of the x and y components.
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/// </summary>
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public static float Combine(this Vector2 v) => v.X + v.Y;
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public static Vector2 Clamp(this Vector2 v, Vector2 min, Vector2 max)
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{
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return Vector2.Clamp(v, min, max);
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}
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public static bool NearlyEquals(this Vector2 v, Vector2 other)
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{
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return MathUtils.NearlyEqual(v.X, other.X) && MathUtils.NearlyEqual(v.Y, other.Y);
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}
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}
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}
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Block a user