Saving allowed positions from a 3x3 matrix












1















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.










share|improve this question









New contributor




Lobsang White is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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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
















1















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.










share|improve this question









New contributor




Lobsang White is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





















  • 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














1












1








1








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.










share|improve this question









New contributor




Lobsang White is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.












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






share|improve this question









New contributor




Lobsang White is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question









New contributor




Lobsang White is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this question




share|improve this question








edited 4 mins ago







Lobsang White













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Lobsang White is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









asked 35 mins ago









Lobsang WhiteLobsang White

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62




New contributor




Lobsang White is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





New contributor





Lobsang White is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






Lobsang White is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.













  • 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






  • 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










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