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using Unity.Collections;
using Unity.Entities;
using Random = Unity.Mathematics.Random;
// TODO (mogensh) this will hopefully become full features way to have customizable random properties in authoring
// (e.g. choose distribution type) that are converted to simple lists of values for use at runtime.
public class RandomValueList
{
public static BlobAssetReference<RandomFloat> CreateRandomFloat(int runtimeBufferSize)
{
var blobBuilder = new BlobBuilder(Allocator.Temp);
ref var root = ref blobBuilder.ConstructRoot<RandomFloat>();
var values = blobBuilder.Allocate(ref root.Values, runtimeBufferSize);
var rnd = new Random();
rnd.InitState();
for (int i = 0; i < runtimeBufferSize; i++)
{
values[i] = rnd.NextFloat();
}
var rootRef = blobBuilder.CreateBlobAssetReference<RandomFloat>(Allocator.Persistent);
return rootRef;
}
public struct RandomFloat
{
public BlobArray<float> Values;
}
}