Saving allowed positions from a 3x3 matrix
I wrote the next code chunk to save all the allowed positions from a 3x3 matrix, it's working but I think it could be better. Besides something similar happens in my Randomizer class, although I admit it's messy.
public class MatrixRegistry : MonoBehaviour
{
private int matrixVolume;
private int matrixCount;
private GameObject matrix;
private List<GameObject> dynamicCubes = new List<GameObject>();
private List<Vector3> staticCubes = new List<Vector3>();
private List<Vector3> allowedPositions = new List<Vector3>();
public Func<List<GameObject>> GetDynamicCubes { get; private set; }
public Func<List<Vector3>> GetAllowedPositions { get; private set; }
private void Awake()
{
#region Getting all Matrix Cubes
matrixCount = gameObject.transform.childCount;
if (matrixCount != 0)
{
matrix = new GameObject[matrixCount];
for (int i = 0; i < matrixCount; i++)
{
matrix[i] = gameObject.transform.GetChild(i).gameObject;
if (matrix[i].GetComponent<CubeInfo>().cubeType == CubeSort.Dynamic)
{
dynamicCubes.Add(matrix[i]);
}
if (matrix[i].GetComponent<CubeInfo>().cubeType == CubeSort.Static)
{
staticCubes.Add(matrix[i].transform.position);
}
}
}
GetDynamicCubes = () => dynamicCubes;
#endregion
#region Setting Allowed Positions
matrixVolume = 3; // Hard Coding
for (int x = 0; x < matrixVolume; x++)
{
for (int y = 0; y < matrixVolume; y++)
{
for (int z = 0; z < matrixVolume; z++)
{
Vector3 position = new Vector3
{
x = x,
y = y,
z = z
};
allowedPositions.Add(position);
}
}
}
for (int f = 0; f < staticCubes.Count; f++)
{
for (int a = 0; a < allowedPositions.Count; a++)
{
if (allowedPositions[a] == staticCubes[f])
{
allowedPositions.Remove(allowedPositions[a]);
}
}
}
GetAllowedPositions = () => allowedPositions;
#endregion
}
}
public class Randomizer
{
private MatrixRegistry matrixRegistry;
private EventManager eventManager;
public Randomizer(MatrixRegistry matrixRegistry, EventManager eventManager)
{
this.matrixRegistry = matrixRegistry;
this.eventManager = eventManager;
eventManager.OnStartGame += Randomize;
}
private void Randomize()
{
for (int i = 0; i < matrixRegistry.GetDynamicCubes().Count; i++)
{
Vector3 randomPosition = new Vector3
{
x = Random.Range(0, 3),
y = Random.Range(0, 3),
z = Random.Range(0, 3)
};
for (int j = 0; j < matrixRegistry.GetAllowedPositions().Count; j++)
{
for (int k = 0; k < matrixRegistry.GetDynamicCubes().Count; k++)
{
if (randomPosition == matrixRegistry.GetAllowedPositions()[j])
{
if (randomPosition != matrixRegistry.GetDynamicCubes()[k].transform.position)
{
matrixRegistry.GetDynamicCubes()[i].transform.position = randomPosition;
}
}
}
}
}
}
}
The randomizer class should check all the allowed positions to get in place all the cubes and avoid overlapping issues.
I know it's not the best, and this is why I'm here.
c# unity3d
New contributor
add a comment |
I wrote the next code chunk to save all the allowed positions from a 3x3 matrix, it's working but I think it could be better. Besides something similar happens in my Randomizer class, although I admit it's messy.
public class MatrixRegistry : MonoBehaviour
{
private int matrixVolume;
private int matrixCount;
private GameObject matrix;
private List<GameObject> dynamicCubes = new List<GameObject>();
private List<Vector3> staticCubes = new List<Vector3>();
private List<Vector3> allowedPositions = new List<Vector3>();
public Func<List<GameObject>> GetDynamicCubes { get; private set; }
public Func<List<Vector3>> GetAllowedPositions { get; private set; }
private void Awake()
{
#region Getting all Matrix Cubes
matrixCount = gameObject.transform.childCount;
if (matrixCount != 0)
{
matrix = new GameObject[matrixCount];
for (int i = 0; i < matrixCount; i++)
{
matrix[i] = gameObject.transform.GetChild(i).gameObject;
if (matrix[i].GetComponent<CubeInfo>().cubeType == CubeSort.Dynamic)
{
dynamicCubes.Add(matrix[i]);
}
if (matrix[i].GetComponent<CubeInfo>().cubeType == CubeSort.Static)
{
staticCubes.Add(matrix[i].transform.position);
}
}
}
GetDynamicCubes = () => dynamicCubes;
#endregion
#region Setting Allowed Positions
matrixVolume = 3; // Hard Coding
for (int x = 0; x < matrixVolume; x++)
{
for (int y = 0; y < matrixVolume; y++)
{
for (int z = 0; z < matrixVolume; z++)
{
Vector3 position = new Vector3
{
x = x,
y = y,
z = z
};
allowedPositions.Add(position);
}
}
}
for (int f = 0; f < staticCubes.Count; f++)
{
for (int a = 0; a < allowedPositions.Count; a++)
{
if (allowedPositions[a] == staticCubes[f])
{
allowedPositions.Remove(allowedPositions[a]);
}
}
}
GetAllowedPositions = () => allowedPositions;
#endregion
}
}
public class Randomizer
{
private MatrixRegistry matrixRegistry;
private EventManager eventManager;
public Randomizer(MatrixRegistry matrixRegistry, EventManager eventManager)
{
this.matrixRegistry = matrixRegistry;
this.eventManager = eventManager;
eventManager.OnStartGame += Randomize;
}
private void Randomize()
{
for (int i = 0; i < matrixRegistry.GetDynamicCubes().Count; i++)
{
Vector3 randomPosition = new Vector3
{
x = Random.Range(0, 3),
y = Random.Range(0, 3),
z = Random.Range(0, 3)
};
for (int j = 0; j < matrixRegistry.GetAllowedPositions().Count; j++)
{
for (int k = 0; k < matrixRegistry.GetDynamicCubes().Count; k++)
{
if (randomPosition == matrixRegistry.GetAllowedPositions()[j])
{
if (randomPosition != matrixRegistry.GetDynamicCubes()[k].transform.position)
{
matrixRegistry.GetDynamicCubes()[i].transform.position = randomPosition;
}
}
}
}
}
}
}
The randomizer class should check all the allowed positions to get in place all the cubes and avoid overlapping issues.
I know it's not the best, and this is why I'm here.
c# unity3d
New contributor
Why don't you post the complete class? I'd be much easier to review it having all the code rather then some random snippets.
– t3chb0t
20 mins ago
1
@t3chb0t I didn't think it was necessary, it's just a for loop, but already I did it.
– Lobsang White
6 mins ago
It looks much better now and it's much easier to understand. Thanks for updating ;-]
– t3chb0t
3 mins ago
add a comment |
I wrote the next code chunk to save all the allowed positions from a 3x3 matrix, it's working but I think it could be better. Besides something similar happens in my Randomizer class, although I admit it's messy.
public class MatrixRegistry : MonoBehaviour
{
private int matrixVolume;
private int matrixCount;
private GameObject matrix;
private List<GameObject> dynamicCubes = new List<GameObject>();
private List<Vector3> staticCubes = new List<Vector3>();
private List<Vector3> allowedPositions = new List<Vector3>();
public Func<List<GameObject>> GetDynamicCubes { get; private set; }
public Func<List<Vector3>> GetAllowedPositions { get; private set; }
private void Awake()
{
#region Getting all Matrix Cubes
matrixCount = gameObject.transform.childCount;
if (matrixCount != 0)
{
matrix = new GameObject[matrixCount];
for (int i = 0; i < matrixCount; i++)
{
matrix[i] = gameObject.transform.GetChild(i).gameObject;
if (matrix[i].GetComponent<CubeInfo>().cubeType == CubeSort.Dynamic)
{
dynamicCubes.Add(matrix[i]);
}
if (matrix[i].GetComponent<CubeInfo>().cubeType == CubeSort.Static)
{
staticCubes.Add(matrix[i].transform.position);
}
}
}
GetDynamicCubes = () => dynamicCubes;
#endregion
#region Setting Allowed Positions
matrixVolume = 3; // Hard Coding
for (int x = 0; x < matrixVolume; x++)
{
for (int y = 0; y < matrixVolume; y++)
{
for (int z = 0; z < matrixVolume; z++)
{
Vector3 position = new Vector3
{
x = x,
y = y,
z = z
};
allowedPositions.Add(position);
}
}
}
for (int f = 0; f < staticCubes.Count; f++)
{
for (int a = 0; a < allowedPositions.Count; a++)
{
if (allowedPositions[a] == staticCubes[f])
{
allowedPositions.Remove(allowedPositions[a]);
}
}
}
GetAllowedPositions = () => allowedPositions;
#endregion
}
}
public class Randomizer
{
private MatrixRegistry matrixRegistry;
private EventManager eventManager;
public Randomizer(MatrixRegistry matrixRegistry, EventManager eventManager)
{
this.matrixRegistry = matrixRegistry;
this.eventManager = eventManager;
eventManager.OnStartGame += Randomize;
}
private void Randomize()
{
for (int i = 0; i < matrixRegistry.GetDynamicCubes().Count; i++)
{
Vector3 randomPosition = new Vector3
{
x = Random.Range(0, 3),
y = Random.Range(0, 3),
z = Random.Range(0, 3)
};
for (int j = 0; j < matrixRegistry.GetAllowedPositions().Count; j++)
{
for (int k = 0; k < matrixRegistry.GetDynamicCubes().Count; k++)
{
if (randomPosition == matrixRegistry.GetAllowedPositions()[j])
{
if (randomPosition != matrixRegistry.GetDynamicCubes()[k].transform.position)
{
matrixRegistry.GetDynamicCubes()[i].transform.position = randomPosition;
}
}
}
}
}
}
}
The randomizer class should check all the allowed positions to get in place all the cubes and avoid overlapping issues.
I know it's not the best, and this is why I'm here.
c# unity3d
New contributor
I wrote the next code chunk to save all the allowed positions from a 3x3 matrix, it's working but I think it could be better. Besides something similar happens in my Randomizer class, although I admit it's messy.
public class MatrixRegistry : MonoBehaviour
{
private int matrixVolume;
private int matrixCount;
private GameObject matrix;
private List<GameObject> dynamicCubes = new List<GameObject>();
private List<Vector3> staticCubes = new List<Vector3>();
private List<Vector3> allowedPositions = new List<Vector3>();
public Func<List<GameObject>> GetDynamicCubes { get; private set; }
public Func<List<Vector3>> GetAllowedPositions { get; private set; }
private void Awake()
{
#region Getting all Matrix Cubes
matrixCount = gameObject.transform.childCount;
if (matrixCount != 0)
{
matrix = new GameObject[matrixCount];
for (int i = 0; i < matrixCount; i++)
{
matrix[i] = gameObject.transform.GetChild(i).gameObject;
if (matrix[i].GetComponent<CubeInfo>().cubeType == CubeSort.Dynamic)
{
dynamicCubes.Add(matrix[i]);
}
if (matrix[i].GetComponent<CubeInfo>().cubeType == CubeSort.Static)
{
staticCubes.Add(matrix[i].transform.position);
}
}
}
GetDynamicCubes = () => dynamicCubes;
#endregion
#region Setting Allowed Positions
matrixVolume = 3; // Hard Coding
for (int x = 0; x < matrixVolume; x++)
{
for (int y = 0; y < matrixVolume; y++)
{
for (int z = 0; z < matrixVolume; z++)
{
Vector3 position = new Vector3
{
x = x,
y = y,
z = z
};
allowedPositions.Add(position);
}
}
}
for (int f = 0; f < staticCubes.Count; f++)
{
for (int a = 0; a < allowedPositions.Count; a++)
{
if (allowedPositions[a] == staticCubes[f])
{
allowedPositions.Remove(allowedPositions[a]);
}
}
}
GetAllowedPositions = () => allowedPositions;
#endregion
}
}
public class Randomizer
{
private MatrixRegistry matrixRegistry;
private EventManager eventManager;
public Randomizer(MatrixRegistry matrixRegistry, EventManager eventManager)
{
this.matrixRegistry = matrixRegistry;
this.eventManager = eventManager;
eventManager.OnStartGame += Randomize;
}
private void Randomize()
{
for (int i = 0; i < matrixRegistry.GetDynamicCubes().Count; i++)
{
Vector3 randomPosition = new Vector3
{
x = Random.Range(0, 3),
y = Random.Range(0, 3),
z = Random.Range(0, 3)
};
for (int j = 0; j < matrixRegistry.GetAllowedPositions().Count; j++)
{
for (int k = 0; k < matrixRegistry.GetDynamicCubes().Count; k++)
{
if (randomPosition == matrixRegistry.GetAllowedPositions()[j])
{
if (randomPosition != matrixRegistry.GetDynamicCubes()[k].transform.position)
{
matrixRegistry.GetDynamicCubes()[i].transform.position = randomPosition;
}
}
}
}
}
}
}
The randomizer class should check all the allowed positions to get in place all the cubes and avoid overlapping issues.
I know it's not the best, and this is why I'm here.
c# unity3d
c# unity3d
New contributor
New contributor
edited 4 mins ago
Lobsang White
New contributor
asked 35 mins ago
Lobsang WhiteLobsang White
62
62
New contributor
New contributor
Why don't you post the complete class? I'd be much easier to review it having all the code rather then some random snippets.
– t3chb0t
20 mins ago
1
@t3chb0t I didn't think it was necessary, it's just a for loop, but already I did it.
– Lobsang White
6 mins ago
It looks much better now and it's much easier to understand. Thanks for updating ;-]
– t3chb0t
3 mins ago
add a comment |
Why don't you post the complete class? I'd be much easier to review it having all the code rather then some random snippets.
– t3chb0t
20 mins ago
1
@t3chb0t I didn't think it was necessary, it's just a for loop, but already I did it.
– Lobsang White
6 mins ago
It looks much better now and it's much easier to understand. Thanks for updating ;-]
– t3chb0t
3 mins ago
Why don't you post the complete class? I'd be much easier to review it having all the code rather then some random snippets.
– t3chb0t
20 mins ago
Why don't you post the complete class? I'd be much easier to review it having all the code rather then some random snippets.
– t3chb0t
20 mins ago
1
1
@t3chb0t I didn't think it was necessary, it's just a for loop, but already I did it.
– Lobsang White
6 mins ago
@t3chb0t I didn't think it was necessary, it's just a for loop, but already I did it.
– Lobsang White
6 mins ago
It looks much better now and it's much easier to understand. Thanks for updating ;-]
– t3chb0t
3 mins ago
It looks much better now and it's much easier to understand. Thanks for updating ;-]
– t3chb0t
3 mins ago
add a comment |
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Why don't you post the complete class? I'd be much easier to review it having all the code rather then some random snippets.
– t3chb0t
20 mins ago
1
@t3chb0t I didn't think it was necessary, it's just a for loop, but already I did it.
– Lobsang White
6 mins ago
It looks much better now and it's much easier to understand. Thanks for updating ;-]
– t3chb0t
3 mins ago