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248 行
11 KiB
248 行
11 KiB
using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.UI;
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using Random = UnityEngine.Random;
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namespace LobbyRelaySample.ngo
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{
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/// <summary>
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/// Handles selecting the randomized sequence of symbols to spawn, choosing a subset to be the ordered target sequence that each player needs to select.
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/// This also handles selecting randomized positions for the symbols, and it sets up the target sequence animation for the instruction sequence.
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/// </summary>
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public class SequenceSelector : NetworkBehaviour
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{
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[SerializeField]
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SymbolData m_SymbolData = default;
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[SerializeField]
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Image[] m_TargetSequenceOutput = default;
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public const int symbolCount = 140;
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bool m_HasReceivedTargetSequence = false;
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ulong m_LocalId;
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bool m_CanAnimateTargets = true;
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// This is owned by the host, and each index is assigned as a NetworkVariable to each SymbolObject.
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List<int> m_FullSequenceServer = new List<int>();
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// This is owned by the host but needs to be available to all clients, so it's a NetworkedList here.
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NetworkList<int> m_targetSequence;
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// Each player's current target. Also owned by the host, indexed by client ID.
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Dictionary<ulong, int> m_targetSequenceIndexPerPlayer = new Dictionary<ulong, int>();
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public void Awake()
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{
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m_targetSequence = new NetworkList<int>();
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}
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public override void OnNetworkSpawn()
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{
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if (IsHost)
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ChooseSymbols();
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m_targetSequence.ResetDirty();
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m_LocalId = NetworkManager.Singleton.LocalClientId;
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AddClient_ServerRpc(m_LocalId);
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}
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private void ChooseSymbols()
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{
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// Choose some subset of the list of symbols to be present in this game, along with a target sequence.
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int numSymbolTypes = 8;
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List<int> symbolsForThisGame = SelectSymbols(m_SymbolData.m_availableSymbols.Count, numSymbolTypes);
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m_targetSequence.Add(symbolsForThisGame[0]);
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m_targetSequence.Add(symbolsForThisGame[1]);
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m_targetSequence.Add(symbolsForThisGame[2]);
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// Then, ensure that the target sequence is present in order throughout most of the full set of symbols to spawn.
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int numTargetSequences =
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(int)(symbolCount * 2 / 3f) /
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3; // About 2/3 of the symbols will be definitely part of the target sequence.
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for (; numTargetSequences >= 0; numTargetSequences--)
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{
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m_FullSequenceServer.Add(
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m_targetSequence[
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2]); // We want a List instead of a Queue or Stack for faster insertion, but we will remove indices backwards so as to not resize other entries.
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m_FullSequenceServer.Add(m_targetSequence[1]);
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m_FullSequenceServer.Add(m_targetSequence[0]);
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}
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// Then, fill in with a good mix of the remaining symbols.
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for (int n = 3; n < numSymbolTypes - 1; n++)
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AddHalfRemaining(n, 2);
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AddHalfRemaining(numSymbolTypes - 1, 1); // 1 as the divider ensures all remaining symbols get an index.
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void AddHalfRemaining(int symbolIndex, int divider)
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{
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int remaining = symbolCount - m_FullSequenceServer.Count;
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for (int n = 0; n < remaining / divider; n++)
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{
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int randomIndex = UnityEngine.Random.Range(0, m_FullSequenceServer.Count);
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m_FullSequenceServer.Insert(randomIndex, symbolsForThisGame[symbolIndex]);
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}
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}
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}
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[ServerRpc(RequireOwnership = false)]
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private void AddClient_ServerRpc(ulong id)
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{
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m_targetSequenceIndexPerPlayer.Add(id, 0);
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}
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// Very simple random selection. Duplicates are allowed.
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private static List<int> SelectSymbols(int numOptions, int targetCount)
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{
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List<int> list = new List<int>();
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for (int n = 0; n < targetCount; n++)
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list.Add(UnityEngine.Random.Range(0, numOptions));
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return list;
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}
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public void Update()
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{
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// A client can't guarantee timing with the host's selection of the target sequence, so retrieve it once it's available.
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if (!m_HasReceivedTargetSequence && m_targetSequence.Count > 0)
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{
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for (int n = 0; n < m_targetSequence.Count; n++)
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m_TargetSequenceOutput[n].sprite = m_SymbolData.GetSymbolForIndex(m_targetSequence[n]);
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m_HasReceivedTargetSequence = true;
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ScaleTargetUi(m_LocalId, 0);
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}
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}
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/// <summary>
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/// If the index is correct, this will advance the current sequence index.
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/// </summary>
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/// <returns>True if the correct symbol index was chosen, false otherwise.</returns>
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public bool ConfirmSymbolCorrect(ulong id, int symbolIndex)
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{
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int index = m_targetSequenceIndexPerPlayer[id];
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if (symbolIndex != m_targetSequence[index])
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return false;
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if (++index >= m_targetSequence.Count)
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index = 0;
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m_targetSequenceIndexPerPlayer[id] = index;
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ScaleTargetUi_ClientRpc(id, index);
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return true;
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}
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[ClientRpc]
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private void ScaleTargetUi_ClientRpc(ulong id, int sequenceIndex)
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{
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ScaleTargetUi(id, sequenceIndex);
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}
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private void ScaleTargetUi(ulong id, int sequenceIndex)
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{
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if (NetworkManager.Singleton.LocalClientId == id)
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for (int i = 0; i < m_TargetSequenceOutput.Length; i++)
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m_TargetSequenceOutput[i].transform.localScale =
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Vector3.one * (sequenceIndex == i || !m_CanAnimateTargets ? 1 : 0.7f);
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}
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public int GetNextSymbol(int symbolObjectIndex)
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{
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return m_FullSequenceServer[symbolObjectIndex];
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}
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public void SetTargetsAnimatable()
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{
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m_CanAnimateTargets = true;
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ScaleTargetUi(m_LocalId, 0);
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}
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/// <summary>
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/// Used for the binary space partition (BSP) algorithm, which makes alternating "cuts" to subdivide rectangles while maintaining a buffer of space between them.
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/// This ensures all symbols will be randomly (though not uniformly) distributed without overlapping each other.
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/// </summary>
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private struct RectCut
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{
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public Rect rect;
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// The spawn region will be much taller than it is wide, so we'll do more horizontal cuts (instead of just alternating between horizontal and vertical).
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public int cutIndex;
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public bool isVertCut
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{
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get { return cutIndex % 3 == 2; }
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}
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public RectCut(Rect rect, int cutIndex)
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{
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this.rect = rect;
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this.cutIndex = cutIndex;
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}
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public RectCut(float xMin, float xMax, float yMin, float yMax, int cutIndex)
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{
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this.rect = new Rect(xMin, yMin, xMax - xMin, yMax - yMin);
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this.cutIndex = cutIndex;
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}
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}
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/// <summary>
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/// Selects a randomized series of spawn positions within the provided xy-bounds, or just a simple grid of positions if selection fails.
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/// </summary>
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/// <param name="bounds">Rectangle of space to subdivide.</param>
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/// <param name="extent">The minimum space between points, to ensure that spawned symbol objects won't overlap.</param>
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/// <param name="count">How many positions to choose.</param>
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/// <returns>Position list in arbitrary order.</returns>
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public List<Vector2> GenerateRandomSpawnPoints(Rect bounds, float extent, int count = symbolCount)
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{
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int numTries = 3;
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List<Vector2> points = new List<Vector2>();
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while (numTries > 0)
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{
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Queue<RectCut> rects = new Queue<RectCut>();
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points.Clear();
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rects.Enqueue(new RectCut(bounds,
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-1)); // Start with an extra horizontal cut since the space is so tall.
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// For each rect, subdivide it with an alternating cut, and then enqueue the two smaller rects for recursion until enough points are chosen or the rects are all too small.
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while (rects.Count + points.Count < count && rects.Count > 0)
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{
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RectCut currRect = rects.Dequeue();
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bool isLargeEnough = (currRect.isVertCut && currRect.rect.width > extent * 2) ||
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(!currRect.isVertCut && currRect.rect.height > extent * 2);
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if (!isLargeEnough)
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{
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points.Add(currRect.rect.center);
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continue;
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}
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float xMin = currRect.rect.xMin,
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xMax = currRect.rect.xMax,
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yMin = currRect.rect.yMin,
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yMax = currRect.rect.yMax;
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if (currRect.isVertCut)
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{
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float cutPosX = Random.Range(xMin + extent, xMax - extent);
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rects.Enqueue(new RectCut(xMin, cutPosX, yMin, yMax, currRect.cutIndex + 1));
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rects.Enqueue(new RectCut(cutPosX, xMax, yMin, yMax, currRect.cutIndex + 1));
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}
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else
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{
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float cutPosY = Random.Range(yMin + extent, yMax - extent);
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rects.Enqueue(new RectCut(xMin, xMax, yMin, cutPosY, currRect.cutIndex + 1));
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rects.Enqueue(new RectCut(xMin, xMax, cutPosY, yMax, currRect.cutIndex + 1));
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}
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}
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while (rects.Count > 0)
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points.Add(rects.Dequeue().rect.center);
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if (points.Count >= count)
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return points;
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numTries--;
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}
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Debug.LogError("Failed to generate symbol spawn points. Defaulting to a simple grid of points.");
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points.Clear();
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int numPerLine = Mathf.CeilToInt(bounds.width / (extent * 1.5f));
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for (int n = 0; n < count; n++)
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points.Add(new Vector2(Mathf.Lerp(bounds.xMin, bounds.xMax, (n % numPerLine) / (numPerLine - 1f)),
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n / numPerLine * extent * 1.5f));
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return points;
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}
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}
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}
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