forked from BilalY/Rasagar
297 lines
8.5 KiB
C#
297 lines
8.5 KiB
C#
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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/// <summary>
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/// Converts a string of 4 ascii characters to an int.
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/// </summary>
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/// <param name="s">String comprised of 4 ascii characters.</param>
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/// <returns>The integer value for the string.</returns>
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internal static int TagToInt(this string s)
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{
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if (string.IsNullOrEmpty(s))
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return 0;
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return s[0] << 24 | s[1] << 16 | s[2] << 8 | s[3];
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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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internal static Color32 GammaToLinear(this Color32 c)
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{
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return new Color32(GammaToLinear(c.r), GammaToLinear(c.g), GammaToLinear(c.b), c.a);
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}
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static byte GammaToLinear(byte value)
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{
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float v = value / 255f;
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if (v <= 0.04045f)
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return (byte)(v / 12.92f * 255f);
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if (v < 1.0f)
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return (byte)(Mathf.Pow((v + 0.055f) / 1.055f, 2.4f) * 255);
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if (v == 1.0f)
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return 255;
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return (byte)(Mathf.Pow(v, 2.2f) * 255);
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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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