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MyCollections.cs
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MyCollections.cs
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using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using System;
using JetBrains.Annotations;
namespace MyBox
{
[PublicAPI]
public static class MyCollections
{
#region InsertAt and RemoveAt
public static T[] InsertAt<T>(this T[] array, int index, T item)
{
if (index < 0)
{
Debug.LogError("Index is less than zero. Array is not modified");
return array;
}
if (index > array.Length)
{
Debug.LogError("Index exceeds array length. Array is not modified");
return array;
}
var newArray = array.InsertAt(index);
newArray[index] = item;
return newArray;
}
/// <summary>
/// Returns new array with inserted empty element at index
/// </summary>
public static T[] InsertAt<T>(this T[] array, int index)
{
if (index < 0)
{
Debug.LogError("Index is less than zero. Array is not modified");
return array;
}
if (index > array.Length)
{
Debug.LogError("Index exceeds array length. Array is not modified");
return array;
}
T[] newArray = new T[array.Length + 1];
int index1 = 0;
for (int index2 = 0; index2 < newArray.Length; ++index2)
{
if (index2 == index) continue;
newArray[index2] = array[index1];
++index1;
}
return newArray;
}
/// <summary>
/// Returns new array without element at index
/// </summary>
public static T[] RemoveAt<T>(this T[] array, int index)
{
if (index < 0)
{
Debug.LogError("Index is less than zero. Array is not modified");
return array;
}
if (index >= array.Length)
{
Debug.LogError("Index exceeds array length. Array is not modified");
return array;
}
T[] newArray = new T[array.Length - 1];
int index1 = 0;
for (int index2 = 0; index2 < array.Length; ++index2)
{
if (index2 == index) continue;
newArray[index1] = array[index2];
++index1;
}
return newArray;
}
#endregion
#region GetRandom
/// <summary>
/// Returns random element from collection
/// </summary>
public static T GetRandom<T>(this T[] collection) => collection[UnityEngine.Random.Range(0, collection.Length)];
/// <summary>
/// Returns random element from collection
/// </summary>
public static T GetRandom<T>(this IList<T> collection) => collection[UnityEngine.Random.Range(0, collection.Count)];
/// <summary>
/// Returns random element from collection
/// </summary>
// ReSharper disable PossibleMultipleEnumeration
public static T GetRandom<T>(this IEnumerable<T> collection) => collection.ElementAt(UnityEngine.Random.Range(0, collection.Count()));
// ReSharper restore PossibleMultipleEnumeration
#endregion
#region IsNullOrEmpty and NotNullOrEmpty
/// <summary>
/// Is array null or empty
/// </summary>
public static bool IsNullOrEmpty<T>(this T[] collection) => collection == null || collection.Length == 0;
/// <summary>
/// Is list null or empty
/// </summary>
public static bool IsNullOrEmpty<T>(this IList<T> collection) => collection == null || collection.Count == 0;
/// <summary>
/// Is collection null or empty. IEnumerable is relatively slow. Use Array or List implementation if possible
/// </summary>
public static bool IsNullOrEmpty<T>(this IEnumerable<T> collection) => collection == null || !collection.Any();
/// <summary>
/// Collection is not null or empty
/// </summary>
public static bool NotNullOrEmpty<T>(this T[] collection) => !collection.IsNullOrEmpty();
/// <summary>
/// Collection is not null or empty
/// </summary>
public static bool NotNullOrEmpty<T>(this IList<T> collection) => !collection.IsNullOrEmpty();
/// <summary>
/// Collection is not null or empty
/// </summary>
public static bool NotNullOrEmpty<T>(this IEnumerable<T> collection) => !collection.IsNullOrEmpty();
#endregion
/// <summary>
/// Get next index for circular array. <br />
/// -1 will result with last element index, Length + 1 is 0. <br />
/// If step is more that 1, you will get correct offset <br />
///
/// <code>
/// Example (infinite loop first->last->first):
/// i = myArray.NextIndex(i++);
/// var nextItem = myArray[i];
/// </code>
/// </summary>
public static int NextIndexInCircle<T>(this T[] array, int desiredPosition)
{
if (array.IsNullOrEmpty())
{
Debug.LogError("NextIndexInCircle Caused: source array is null or empty");
return -1;
}
var length = array.Length;
if (length == 1) return 0;
return (desiredPosition % length + length) % length;
}
/// <returns>
/// Returns -1 if none found
/// </returns>
public static int IndexOfItem<T>(this IEnumerable<T> collection, T item)
{
if (collection == null)
{
Debug.LogError("IndexOfItem Caused: source collection is null");
return -1;
}
var index = 0;
foreach (var i in collection)
{
if (Equals(i, item)) return index;
++index;
}
return -1;
}
/// <summary>
/// Is Elements in two collections are the same
/// </summary>
public static bool ContentsMatch<T>(this IEnumerable<T> first, IEnumerable<T> second)
{
if (first.IsNullOrEmpty() && second.IsNullOrEmpty()) return true;
if (first.IsNullOrEmpty() || second.IsNullOrEmpty()) return false;
var firstCount = first.Count();
var secondCount = second.Count();
if (firstCount != secondCount) return false;
foreach (var x1 in first)
{
if (!second.Contains(x1)) return false;
}
return true;
}
/// <summary>
/// Is Keys in MyDictionary is the same as some collection
/// </summary>
public static bool ContentsMatchKeys<T1, T2>(this IDictionary<T1, T2> source, IEnumerable<T1> check)
{
if (source.IsNullOrEmpty() && check.IsNullOrEmpty()) return true;
if (source.IsNullOrEmpty() || check.IsNullOrEmpty()) return false;
return source.Keys.ContentsMatch(check);
}
/// <summary>
/// Is Values in MyDictionary is the same as some collection
/// </summary>
public static bool ContentsMatchValues<T1, T2>(this IDictionary<T1, T2> source, IEnumerable<T2> check)
{
if (source.IsNullOrEmpty() && check.IsNullOrEmpty()) return true;
if (source.IsNullOrEmpty() || check.IsNullOrEmpty()) return false;
return source.Values.ContentsMatch(check);
}
/// <summary>
/// Adds a key/value pair to the IDictionary<TKey,TValue> if the
/// key does not already exist. Returns the new value, or the existing
/// value if the key exists.
/// </summary>
public static TValue GetOrAddDefault<TKey, TValue>(this IDictionary<TKey, TValue> source, TKey key) where TValue : new()
{
if (!source.ContainsKey(key)) source[key] = new TValue();
return source[key];
}
/// <summary>
/// Adds a key/value pair to the IDictionary<TKey,TValue> if the
/// key does not already exist. Returns the new value, or the existing
/// value if the key exists.
/// </summary>
public static TValue GetOrAdd<TKey, TValue>(this IDictionary<TKey, TValue> source,
TKey key, TValue value)
{
if (!source.ContainsKey(key)) source[key] = value;
return source[key];
}
/// <summary>
/// Adds a key/value pair to the IDictionary<TKey,TValue> by using
/// the specified function if the key does not already exist. Returns
/// the new value, or the existing value if the key exists.
/// </summary>
public static TValue GetOrAdd<TKey, TValue>(this IDictionary<TKey, TValue> source,
TKey key, Func<TValue> valueFactory)
{
if (!source.ContainsKey(key)) source[key] = valueFactory();
return source[key];
}
/// <summary>
/// Adds a key/value pair to the IDictionary<TKey,TValue> by using
/// the specified function if the key does not already exist. Returns
/// the new value, or the existing value if the key exists.
/// </summary>
public static TValue GetOrAdd<TKey, TValue>(this IDictionary<TKey, TValue> source,
TKey key, Func<TKey, TValue> valueFactory)
{
if (!source.ContainsKey(key)) source[key] = valueFactory(key);
return source[key];
}
/// <summary>
/// Adds a key/value pair to the IDictionary<TKey,TValue> by using
/// the specified function and an argument if the key does not already
/// exist, or returns the existing value if the key exists.
/// </summary>
public static TValue GetOrAdd<TKey, TValue, TArg>(this IDictionary<TKey, TValue> source,
TKey key, Func<TKey, TArg, TValue> valueFactory, TArg factoryArgument)
{
if (!source.ContainsKey(key)) source[key] = valueFactory(key, factoryArgument);
return source[key];
}
/// <summary>
/// Performs an action on each element of a collection.
/// </summary>
public static IEnumerable<T> ForEach<T>(this IEnumerable<T> source, Action<T> action)
{
foreach (T element in source) action(element);
return source;
}
/// <summary>
/// Performs a function on each element of a collection.
/// </summary>
public static IEnumerable<T> ForEach<T, R>(this IEnumerable<T> source, Func<T, R> func)
{
foreach (T element in source) func(element);
return source;
}
/// <summary>
/// Performs an action on each element of a collection with its index
/// passed along.
/// </summary>
public static IEnumerable<T> ForEach<T>(this IEnumerable<T> source, Action<T, int> action)
{
int index = 0;
foreach (T element in source) { action(element, index); ++index; }
return source;
}
/// <summary>
/// Performs an action on each element of a collection with its index
/// passed along.
/// </summary>
public static IEnumerable<T> ForEach<T, R>(this IEnumerable<T> source, Func<T, int, R> func)
{
int index = 0;
foreach (T element in source) { func(element, index); ++index; }
return source;
}
/// <summary>
/// Find the element of a collection that has the highest selected value.
/// </summary>
public static T MaxBy<T, S>(this IEnumerable<T> source, Func<T, S> selector) where S : IComparable<S>
{
if (source.IsNullOrEmpty())
{
Debug.LogError("MaxBy Caused: source collection is null or empty");
return default(T);
}
return source.Aggregate((e, n) => selector(e).CompareTo(selector(n)) > 0 ? e : n);
}
/// <summary>
/// Find the element of a collection that has the lowest selected value.
/// </summary>
public static T MinBy<T, S>(this IEnumerable<T> source, Func<T, S> selector) where S : IComparable<S>
{
if (source.IsNullOrEmpty())
{
Debug.LogError("MinBy Caused: source collection is null or empty");
return default(T);
}
return source.Aggregate((e, n) => selector(e).CompareTo(selector(n)) < 0 ? e : n);
}
/// <summary>
/// Convert a single element into an enumerable with the source as the
/// single element.
/// </summary>
public static IEnumerable<T> SingleToEnumerable<T>(this T source) =>
Enumerable.Empty<T>().Append(source);
/// <summary>
/// First index of an item that matches a predicate.
/// </summary>
public static int FirstIndex<T>(this IList<T> source, Predicate<T> predicate)
{
for (int i = 0; i < source.Count; ++i)
{
if (predicate(source[i])) return i;
}
return -1;
}
/// <summary>
/// First index of an item that matches a predicate.
/// </summary>
public static int FirstIndex<T>(this IEnumerable<T> source, Predicate<T> predicate)
{
int index = 0;
foreach (T e in source)
{
if (predicate(e)) return index;
++index;
}
return -1;
}
/// <summary>
/// Last index of an item that matches a predicate.
/// </summary>
public static int LastIndex<T>(this IList<T> source, Predicate<T> predicate)
{
for (int i = source.Count - 1; i >= 0; --i)
{
if (predicate(source[i])) return i;
}
return -1;
}
/// <summary>
/// Returns random index from collection with weighted probabilities.
/// </summary>
public static int GetWeightedRandomIndex<T>(this IEnumerable<T> source, Func<T, double> weightSelector)
{
var weights = source.Select(weightSelector).Select(w => w < 0 ? 0 : w);
var weightStages = weights.Select((w, i) => weights.Take(i + 1).Sum());
var roll = MyCommonConstants.SystemRandom.NextDouble() * weights.Sum();
return weightStages.FirstIndex(ws => ws > roll);
}
/// <summary>
/// Returns random element from collection with weighted probabilities.
/// </summary>
public static T GetWeightedRandom<T>(this IList<T> source, Func<T, double> weightSelector)
=> source[source.GetWeightedRandomIndex(weightSelector)];
/// <summary>
/// Returns random element from collection with weighted probabilities.
/// </summary>
public static T GetWeightedRandom<T>(this IEnumerable<T> source, Func<T, double> weightSelector)
=> source.ElementAt(source.GetWeightedRandomIndex(weightSelector));
/// <summary>
/// Fills a collection with values generated using a factory function that
/// passes along their index numbers.
/// </summary>
public static IList<T> FillBy<T>(this IList<T> source, Func<int, T> valueFactory)
{
for (int i = 0; i < source.Count; ++i) source[i] = valueFactory(i);
return source;
}
/// <summary>
/// Fills an array with values generated using a factory function that
/// passes along their index numbers.
/// </summary>
public static T[] FillBy<T>(this T[] source, Func<int, T> valueFactory)
{
for (int i = 0; i < source.Length; ++i) source[i] = valueFactory(i);
return source;
}
/// <summary>
/// Randomly samples a non-repeating number of elements from the source
/// collection.
/// </summary>
public static T[] ExclusiveSample<T>(this IList<T> source, int sampleNumber)
{
if (sampleNumber > source.Count)
throw new ArgumentOutOfRangeException("Cannot sample more elements than what the source collection contains");
var results = new T[sampleNumber];
int resultIndex = 0;
for (int i = 0; i < source.Count && resultIndex < sampleNumber; ++i)
{
var probability = (double)(sampleNumber - resultIndex)
/ (source.Count - i);
if (MyCommonConstants.SystemRandom.NextDouble() < probability)
{ results[resultIndex] = source[i]; ++resultIndex; }
}
return results;
}
/// <summary>
/// Swaps 2 elements at the specified index positions in place.
/// </summary>
public static IList<T> SwapInPlace<T>(this IList<T> source, int index1, int index2)
{
(source[index1], source[index2]) = (source[index2], source[index1]);
return source;
}
/// <summary>
/// Shuffles a collection in place using the Knuth algorithm.
/// </summary>
public static IList<T> Shuffle<T>(this IList<T> source)
{
for (int i = 0; i < source.Count - 1; ++i)
{
var indexToSwap = UnityEngine.Random.Range(i, source.Count);
source.SwapInPlace(i, indexToSwap);
}
return source;
}
}
}