Importing common methods
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using UnityFlow.DocumentationHelper.Library.Attributes;
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namespace GameDevLibrary.Extensions
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{
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[Documentation("Array Extensions", "Set of extension methods to help with Arrays.")]
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public static class ArrayExtensions
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{
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// Idea obtained from TaroDev's video on things to do in Unity - https://youtu.be/Ic5ux-tpkCE?t=302
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[Documentation("Next", @"Method to obtain the next object in the array by passing the current index.
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Note: Idea obtained from TaroDev's video on things to do in Unity - https://youtu.be/Ic5ux-tpkCE?t=302", new []
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{
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"CurrentIndex - The index we're currently on inside the array passed as reference so we can automatically assign to it the next index"
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})]
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public static T Next<T>(this T[] array, ref int currentIndex)
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{
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return array[currentIndex++ % array.Length];
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}
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}
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}
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using System;
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namespace GameDevLibrary.Extensions
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{
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public static class FloatExtensions
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{
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public static float Round(this float value, int digits = 2)
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{
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return MathF.Round(value, digits);
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}
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public static int RoundToInt(this float value)
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{
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return (int)value.Round(0);
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}
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace GameDevLibrary.Extensions
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{
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public static class IListExtensions
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{
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/// <summary>
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/// Swaps the position of 2 elements inside of a List
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/// </summary>
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/// <param name="list"></param>
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/// <param name="indexA"></param>
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/// <param name="indexB"></param>
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/// <typeparam name="T"></typeparam>
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/// <returns>List with swapped elements</returns>
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public static IList<T> Swap<T>(this IList<T> list, int indexA, int indexB)
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{
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(list[indexA], list[indexB]) = (list[indexB], list[indexA]);
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return list;
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}
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/// <summary>
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/// Swaps the position of 2 elements inside of a List
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/// </summary>
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/// <param name="list"></param>
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/// <param name="itemA"></param>
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/// <param name="itemB"></param>
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/// <typeparam name="T"></typeparam>
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/// <returns>List with swapped elements</returns>
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public static IList<T> Swap<T>(this IList<T> list, T itemA, T itemB)
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{
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return list.Swap(list.IndexOf(itemA), list.IndexOf(itemB));
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}
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/// <summary>
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/// Replace an element inside a list with a different element
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/// </summary>
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/// <param name="list"></param>
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/// <param name="originalValue"></param>
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/// <param name="valueToReplace"></param>
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/// <typeparam name="T"></typeparam>
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/// <returns></returns>
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public static IList<T> Replace<T>(this IList<T> list, T originalValue, T valueToReplace)
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{
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var index = list.IndexOf(originalValue);
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if (index != -1)
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{
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list[index] = valueToReplace;
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}
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return list;
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}
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/// <summary>
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/// Method to obtain a random element from inside a list
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/// </summary>
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/// <param name="list"></param>
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/// <typeparam name="T"></typeparam>
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/// <returns></returns>
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public static T Random<T>(this IList<T> list)
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{
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if (list.Count == 0) return default;
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// Updated based on Robin King's tip about random items https://twitter.com/quoxel/status/1729137730607841755/photo/1
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int seed = (int)DateTime.Now.Ticks;
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var r = new Random(seed);
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var randomIndex = r.Next(0, list.Count);
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var returnValue = list[randomIndex];
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return returnValue ?? list[0];
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}
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/// <summary>
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/// Method to obtain <paramref name="count"/> elements from inside a list
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/// </summary>
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/// <param name="list"></param>
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/// <param name="count"></param>
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/// <typeparam name="T"></typeparam>
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/// <returns></returns>
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/// <exception cref="ArgumentOutOfRangeException"></exception>
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public static List<T> Random<T>(this IList<T> list, int count = 1)
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{
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if (count <= 0) throw new ArgumentOutOfRangeException(nameof(count));
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List<T> values = new List<T>();
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for (int i = 0; i < count; i++)
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{
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values.Add(list.Where(x => !values.Contains(x)).ToList().Random());
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}
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return values;
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}
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public static IEnumerable<TSource> DistinctBy<TSource, TKey>
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(this IEnumerable<TSource> source, Func<TSource, TKey> keySelector)
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{
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HashSet<TKey> seenKeys = new HashSet<TKey>();
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foreach (TSource element in source)
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{
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if (seenKeys.Add(keySelector(element)))
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{
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yield return element;
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}
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}
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}
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// Idea obtained from TaroDev's video on things to do in Unity - https://youtu.be/Ic5ux-tpkCE?t=302
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public static T Next<T>(this List<T> array, ref int currentIndex)
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{
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return array[currentIndex++ % array.Count];
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}
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}
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}
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using System.Collections.Generic;
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using System.Linq;
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namespace GameDevLibrary.Extensions
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{
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public static class MathExtensions
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{
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/// <summary>
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/// Calculate the average value based on a list of values
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/// </summary>
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/// <param name="list"></param>
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/// <returns></returns>
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public static int AverageWithNullValidation(this IEnumerable<int> list)
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{
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return list.Any() ? (int)list.Average() : 0;
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}
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/// <summary>
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/// Calculate the average value based on a list of values
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/// </summary>
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/// <param name="list"></param>
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/// <returns></returns>
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public static double AverageWithNullValidation(this IEnumerable<double> list)
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{
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return list.Any() ? list.Average() : 0.0;
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}
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/// <summary>
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/// Calculate the average value based on a list of values
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/// </summary>
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/// <param name="list"></param>
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/// <returns></returns>
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public static float AverageWithNullValidation(this IEnumerable<float> list)
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{
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return list.Any() ? list.Average() : 0.0f;
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}
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}
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}
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@@ -0,0 +1,69 @@
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using System;
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namespace GameDevLibrary.Extensions
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{
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public static class StringExtensions
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{
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/// <summary>
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/// Cut off a string once it reaches a <paramref name="maxChars"/> amount of characters and add '...' to the end of the string
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/// </summary>
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/// <param name="value"></param>
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/// <param name="maxChars"></param>
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/// <returns></returns>
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public static string Truncate(this string value, int maxChars)
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{
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return value.Length <= maxChars ? value : value.Substring(0, maxChars) + "...";
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}
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/// <summary>
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/// Identify if a string is null or empty
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/// </summary>
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/// <param name="str"></param>
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/// <returns></returns>
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public static bool IsNullOrEmpty(this string str)
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{
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return String.IsNullOrEmpty(str);
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}
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/// <summary>
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/// Identify if a string is <b>not</b> null or empty
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/// </summary>
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/// <param name="str"></param>
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/// <returns></returns>
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public static bool IsNotNullOrEmpty(this string str)
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{
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return !str.IsNullOrEmpty();
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}
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/// <summary>
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/// Check if the string matches any of the search parameters
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/// </summary>
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/// <param name="str"></param>
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/// <param name="search"></param>
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/// <returns></returns>
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public static bool AnyMatch(this string str, params string[] search)
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{
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foreach (string s in search)
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{
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if (s.Equals(str, StringComparison.OrdinalIgnoreCase))
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Reverses a given string
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/// </summary>
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/// <param name="str"></param>
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/// <returns></returns>
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public static string Reverse(this string str)
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{
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char[] charArray = str.ToCharArray();
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Array.Reverse(charArray);
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return new string(charArray);
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}
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}
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}
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@@ -0,0 +1,83 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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namespace GameDevLibrary.Models
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{
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// Inspiration: https://www.youtube.com/watch?v=x-ejym1WdjE
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[Serializable]
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public class NeoDictionary<TKey,TValue>
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{
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public List<NeoDictionaryItem<TKey, TValue>> Items = new List<NeoDictionaryItem<TKey, TValue>>();
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public Dictionary<TKey, TValue> ToDictionary() => (Items.Any())
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? Items.ToDictionary(x => x.Key, x => x.Value)
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: new Dictionary<TKey, TValue>();
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public bool TryGetValue(TKey key, out TValue value)
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{
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var item = Items.FirstOrDefault(x => x.Key.Equals(key));
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if (item != null)
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{
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value = item.Value;
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return true;
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}
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value = default;
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return false;
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}
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public bool TryGetValueFromIndex(int index, out TValue value)
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{
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if (index < Items.Count)
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{
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var item = Items[index];
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if (item != null)
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{
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value = item.Value;
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return true;
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}
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}
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value = default;
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return false;
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}
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public void Add(TKey key, TValue value)
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{
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Items.Add(new NeoDictionaryItem<TKey, TValue>(key, value));
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}
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public void AddRange(NeoDictionary<TKey, TValue> values)
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{
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Items.AddRange(values.Items);
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}
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public void AddRange(IEnumerable<NeoDictionaryItem<TKey, TValue>> values)
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{
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Items.AddRange(values);
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}
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public bool Any() => Items.Any();
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public bool Any(Func<NeoDictionaryItem<TKey, TValue>, bool> predicate) => Items.Any(predicate);
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}
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[Serializable]
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public class NeoDictionaryItem<TKey,TValue>
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{
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public TKey Key;
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public TValue Value;
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public NeoDictionaryItem(TKey key, TValue value)
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{
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Key = key;
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Value = value;
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}
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}
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}
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@@ -0,0 +1,16 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>netstandard2.1</TargetFramework>
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<Nullable>enable</Nullable>
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<RootNamespace>GameDevLibrary</RootNamespace>
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<Version>0.0.2</Version>
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<Title>Omega Leo's Helper Library</Title>
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<Authors>Nuno "Omega Leo" Diogo</Authors>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="UnityFlow.DocumentationHelper.Library" Version="1.1.2" />
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</ItemGroup>
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</Project>
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