using UnityEngine; namespace FIMSpace { public static class FVectorMethods { public static Vector3 RandomVector(float rangeA, float rangeB) { return new Vector3(Random.Range(rangeA, rangeB), Random.Range(rangeA, rangeB), Random.Range(rangeA, rangeB)); } public static float VectorSum(Vector3 vector) { return vector.x + vector.y + vector.z; } public static Vector3 RandomVectorNoY(float rangeA, float rangeB) { return new Vector3(Random.Range(rangeA, rangeB), 0f, Random.Range(rangeA, rangeB)); } public static Vector3 RandomVectorMinMax(float min, float max) { float num = 1f; if (Random.Range(0, 2) == 1) { num = -1f; } float num2 = 1f; if (Random.Range(0, 2) == 1) { num2 = -1f; } float num3 = 1f; if (Random.Range(0, 2) == 1) { num3 = -1f; } return new Vector3(Random.Range(min, max) * num, Random.Range(min, max) * num2, Random.Range(min, max) * num3); } public static Vector3 RandomVectorNoYMinMax(float min, float max) { float num = 1f; if (Random.Range(0, 2) == 1) { num = -1f; } float num2 = 1f; if (Random.Range(0, 2) == 1) { num2 = -1f; } return new Vector3(Random.Range(min, max) * num, 0f, Random.Range(min, max) * num2); } public static Vector3 GetUIPositionFromWorldPosition(Vector3 position, Camera camera, RectTransform canvas) { Vector3 result = camera.WorldToViewportPoint(position); result.x *= canvas.sizeDelta.x; result.y *= canvas.sizeDelta.y; result.x -= canvas.sizeDelta.x * canvas.pivot.x; result.y -= canvas.sizeDelta.y * canvas.pivot.y; return result; } public static Vector2 XOZ(this Vector3 toBeFlattened) { return new Vector2(toBeFlattened.x, toBeFlattened.z); } public static Vector3 XOZ(this Vector3 toBeFlattened, float yValue = 0f) { return new Vector3(toBeFlattened.x, yValue, toBeFlattened.z); } public static float DistanceTopDown(Vector3 from, Vector3 to) { return Vector2.Distance(from.XOZ(), to.XOZ()); } public static float DistanceTopDownManhattan(Vector3 from, Vector3 to) { return Mathf.Abs(from.x - to.x) + Mathf.Abs(from.z - to.z); } public static float BoundsSizeOnAxis(this Bounds bounds, Vector3 normalized) { return Vector3.Scale(bounds.size, normalized).magnitude; } public static Vector3 ChooseDominantAxis(Vector3 axis) { Vector3 vector = new Vector3(Mathf.Abs(axis.x), Mathf.Abs(axis.y), Mathf.Abs(axis.z)); if (vector.x > vector.y) { if (vector.z > vector.x) { return new Vector3(0f, 0f, (axis.z > 0f) ? 1f : (-1f)); } return new Vector3((axis.x > 0f) ? 1f : (-1f), 0f, 0f); } if (vector.z > vector.y) { return new Vector3(0f, 0f, (axis.z > 0f) ? 1f : (-1f)); } return new Vector3(0f, (axis.y > 0f) ? 1f : (-1f), 0f); } public static Vector3 GetRounded(Vector3 dir) { return new Vector3(Mathf.Round(dir.x), Mathf.Round(dir.y), Mathf.Round(dir.z)); } public static Vector3 GetCounterAxis(Vector3 axis) { return new Vector3(axis.z, axis.x, axis.y); } public static Color GetAxisColor(Vector3 axis, float alpha = 0.75f) { return new Color(axis.z, axis.x, axis.y, alpha); } public static Vector3 FlattenVector(Vector3 v, float to = 90f) { v.x = Mathf.Round(v.x / to) * to; v.y = Mathf.Round(v.y / to) * to; v.z = Mathf.Round(v.z / to) * to; return v; } public static Vector3 FlattenVectorFlr(Vector3 v, float to = 90f) { v.x = Mathf.Floor(v.x / to) * to; v.y = Mathf.Floor(v.y / to) * to; v.z = Mathf.Floor(v.z / to) * to; return v; } public static Vector3 FlattenVectorCeil(Vector3 v, float to = 90f) { v.x = Mathf.Ceil(v.x / to) * to; v.y = Mathf.Ceil(v.y / to) * to; v.z = Mathf.Ceil(v.z / to) * to; return v; } public static Vector3 FlattenVector(Vector3 v, Vector3 to) { v.x = Mathf.Round(v.x / to.x) * to.x; v.y = Mathf.Round(v.y / to.y) * to.y; v.z = Mathf.Round(v.z / to.z) * to.z; return v; } public static Vector3Int V3toV3Int(Vector3 v) { return new Vector3Int(Mathf.RoundToInt(v.x), Mathf.RoundToInt(v.y), Mathf.RoundToInt(v.z)); } public static Vector3 FlattenNormal(Quaternion orientation, Vector3? forward = null, float to = 90f) { Vector3 vector = ((!forward.HasValue) ? Vector3.forward : forward.Value); return Quaternion.Euler(FlattenVector(orientation.eulerAngles, to)) * vector; } public static Vector3 EqualVector(float valueAll) { return new Vector3(valueAll, valueAll, valueAll); } public static Quaternion FlattenRotation(Quaternion orientation, float to = 90f) { return Quaternion.Euler(FlattenVector(orientation.eulerAngles, to)); } } }