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261 lines
7.4 KiB
261 lines
7.4 KiB
using UnityEngine; |
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using System.Text; |
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using System.Collections; |
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using System.Collections.Generic; |
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namespace TMPro |
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{ |
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public static class TMPro_ExtensionMethods |
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{ |
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public static int[] ToIntArray(this string text) |
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{ |
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int[] intArray = new int[text.Length]; |
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for (int i = 0; i < text.Length; i++) |
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{ |
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intArray[i] = text[i]; |
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} |
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return intArray; |
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} |
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public static string ArrayToString(this char[] chars) |
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{ |
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string s = string.Empty; |
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for (int i = 0; i < chars.Length && chars[i] != 0; i++) |
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{ |
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s += chars[i]; |
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} |
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return s; |
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} |
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public static string IntToString(this int[] unicodes) |
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{ |
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char[] chars = new char[unicodes.Length]; |
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for (int i = 0; i < unicodes.Length; i++) |
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{ |
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chars[i] = (char)unicodes[i]; |
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} |
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return new string(chars); |
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} |
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internal static string UintToString(this List<uint> unicodes) |
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{ |
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char[] chars = new char[unicodes.Count]; |
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for (int i = 0; i < unicodes.Count; i++) |
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{ |
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chars[i] = (char)unicodes[i]; |
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} |
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return new string(chars); |
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} |
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public static string IntToString(this int[] unicodes, int start, int length) |
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{ |
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if (start > unicodes.Length) |
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return string.Empty; |
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int end = Mathf.Min(start + length, unicodes.Length); |
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char[] chars = new char[end - start]; |
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int writeIndex = 0; |
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for (int i = start; i < end; i++) |
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{ |
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chars[writeIndex++] = (char)unicodes[i]; |
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} |
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return new string(chars); |
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} |
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public static int FindInstanceID <T> (this List<T> list, T target) where T : Object |
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{ |
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int targetID = target.GetInstanceID(); |
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for (int i = 0; i < list.Count; i++) |
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{ |
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if (list[i].GetInstanceID() == targetID) |
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return i; |
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} |
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return -1; |
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} |
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public static bool Compare(this Color32 a, Color32 b) |
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{ |
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return a.r == b.r && a.g == b.g && a.b == b.b && a.a == b.a; |
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} |
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public static bool CompareRGB(this Color32 a, Color32 b) |
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{ |
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return a.r == b.r && a.g == b.g && a.b == b.b; |
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} |
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public static bool Compare(this Color a, Color b) |
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{ |
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return a.r == b.r && a.g == b.g && a.b == b.b && a.a == b.a; |
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} |
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public static bool CompareRGB(this Color a, Color b) |
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{ |
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return a.r == b.r && a.g == b.g && a.b == b.b; |
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} |
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public static Color32 Multiply (this Color32 c1, Color32 c2) |
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{ |
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byte r = (byte)((c1.r / 255f) * (c2.r / 255f) * 255); |
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byte g = (byte)((c1.g / 255f) * (c2.g / 255f) * 255); |
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byte b = (byte)((c1.b / 255f) * (c2.b / 255f) * 255); |
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byte a = (byte)((c1.a / 255f) * (c2.a / 255f) * 255); |
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return new Color32(r, g, b, a); |
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} |
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public static Color32 Tint (this Color32 c1, Color32 c2) |
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{ |
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byte r = (byte)((c1.r / 255f) * (c2.r / 255f) * 255); |
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byte g = (byte)((c1.g / 255f) * (c2.g / 255f) * 255); |
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byte b = (byte)((c1.b / 255f) * (c2.b / 255f) * 255); |
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byte a = (byte)((c1.a / 255f) * (c2.a / 255f) * 255); |
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return new Color32(r, g, b, a); |
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} |
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public static Color32 Tint(this Color32 c1, float tint) |
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{ |
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byte r = (byte)(Mathf.Clamp(c1.r / 255f * tint * 255, 0, 255)); |
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byte g = (byte)(Mathf.Clamp(c1.g / 255f * tint * 255, 0, 255)); |
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byte b = (byte)(Mathf.Clamp(c1.b / 255f * tint * 255, 0, 255)); |
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byte a = (byte)(Mathf.Clamp(c1.a / 255f * tint * 255, 0, 255)); |
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return new Color32(r, g, b, a); |
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} |
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public static Color MinAlpha(this Color c1, Color c2) |
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{ |
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float a = c1.a < c2.a ? c1.a : c2.a; |
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return new Color(c1.r, c1.g, c1.b, a); |
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} |
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public static bool Compare(this Vector3 v1, Vector3 v2, int accuracy) |
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{ |
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bool x = (int)(v1.x * accuracy) == (int)(v2.x * accuracy); |
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bool y = (int)(v1.y * accuracy) == (int)(v2.y * accuracy); |
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bool z = (int)(v1.z * accuracy) == (int)(v2.z * accuracy); |
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return x && y && z; |
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} |
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public static bool Compare(this Quaternion q1, Quaternion q2, int accuracy) |
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{ |
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bool x = (int)(q1.x * accuracy) == (int)(q2.x * accuracy); |
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bool y = (int)(q1.y * accuracy) == (int)(q2.y * accuracy); |
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bool z = (int)(q1.z * accuracy) == (int)(q2.z * accuracy); |
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bool w = (int)(q1.w * accuracy) == (int)(q2.w * accuracy); |
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return x && y && z && w; |
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} |
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//public static void AddElementAtIndex<T>(this T[] array, int writeIndex, T item) |
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//{ |
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// if (writeIndex >= array.Length) |
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// System.Array.Resize(ref array, Mathf.NextPowerOfTwo(writeIndex + 1)); |
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// array[writeIndex] = item; |
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//} |
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/// <summary> |
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/// Insert item into array at index. |
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/// </summary> |
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/// <typeparam name="T"></typeparam> |
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/// <param name="array"></param> |
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/// <param name="index"></param> |
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/// <param name="item"></param> |
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//public static void Insert<T>(this T[] array, int index, T item) |
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//{ |
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// if (index > array.Length - 1) return; |
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// T savedItem = item; |
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// for (int i = index; i < array.Length; i++) |
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// { |
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// savedItem = array[i]; |
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// array[i] = item; |
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// item = savedItem; |
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// } |
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//} |
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/// <summary> |
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/// Insert item into array at index. |
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/// </summary> |
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/// <typeparam name="T"></typeparam> |
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/// <param name="array"></param> |
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/// <param name="index"></param> |
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/// <param name="item"></param> |
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//public static void Insert<T>(this T[] array, int index, T[] items) |
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//{ |
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// if (index > array.Length - 1) return; |
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// System.Array.Resize(ref array, array.Length + items.Length); |
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// int sourceIndex = 0; |
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// T savedItem = items[sourceIndex]; |
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// for (int i = index; i < array.Length; i++) |
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// { |
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// savedItem = array[i]; |
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// array[i] = items[sourceIndex]; |
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// items[sourceIndex] = savedItem; |
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// if (sourceIndex < items.Length - 1) |
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// sourceIndex += 1; |
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// else |
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// sourceIndex = 0; |
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// } |
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//} |
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} |
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public static class TMP_Math |
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{ |
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public const float FLOAT_MAX = 32767; |
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public const float FLOAT_MIN = -32767; |
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public const int INT_MAX = 2147483647; |
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public const int INT_MIN = -2147483647; |
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public const float FLOAT_UNSET = -32767; |
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public const int INT_UNSET = -32767; |
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public static Vector2 MAX_16BIT = new Vector2(FLOAT_MAX, FLOAT_MAX); |
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public static Vector2 MIN_16BIT = new Vector2(FLOAT_MIN, FLOAT_MIN); |
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public static bool Approximately(float a, float b) |
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{ |
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return (b - 0.0001f) < a && a < (b + 0.0001f); |
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} |
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public static int Mod(int a, int b) |
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{ |
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int r = a % b; |
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return r < 0 ? r + b : r; |
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} |
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} |
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}
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