How to do this better? (for loop logic)












0















I wrote the next code chunk to save all the allowed positions from a 3x3 matrix, it's working but I think it could be better. Besides something similar happens in my Randomizer class, although I admit it's messy.



private List<Vector3> staticCubes = new List<Vector3>();
private List<Vector3> allowedPositions = new List<Vector3>();
public Func<List<Vector3>> GetAllowedPositions { get; private set; }




matrixVolume = 3;

for (int x = 0; x < matrixVolume; x++)
{
for (int y = 0; y < matrixVolume; y++)
{
for (int z = 0; z < matrixVolume; z++)
{
Vector3 position = new Vector3
{
x = x,
y = y,
z = z
};

allowedPositions.Add(position);
}
}
}

for (int f = 0; f < staticCubes.Count; f++)
{
for (int a = 0; a < allowedPositions.Count; a++)
{
if (allowedPositions[a] == staticCubes[f])
{
allowedPositions.Remove(allowedPositions[a]);
}
}
}

GetAllowedPositions = () => allowedPositions;




public class Randomizer
{
private MatrixRegistry matrixRegistry;
private EventManager eventManager;

public Randomizer(MatrixRegistry matrixRegistry, EventManager eventManager)
{
this.matrixRegistry = matrixRegistry;
this.eventManager = eventManager;

eventManager.OnStartGame += Randomize;
}

private void Randomize()
{
for (int i = 0; i < matrixRegistry.GetDynamicCubes().Count; i++)
{
Vector3 randomPosition = new Vector3
{
x = Random.Range(0, 3),
y = Random.Range(0, 3),
z = Random.Range(0, 3)
};

for (int j = 0; j < matrixRegistry.GetAllowedPositions().Count; j++)
{
for (int k = 0; k < matrixRegistry.GetDynamicCubes().Count; k++)
{
if (randomPosition == matrixRegistry.GetAllowedPositions()[j])
{
if (randomPosition != matrixRegistry.GetDynamicCubes()[k].transform.position)
{
matrixRegistry.GetDynamicCubes()[i].transform.position = randomPosition;
}
}
}
}
}
}
}


The randomizer class should check all the allowed positions to get in place all the cubes and avoid overlapping issues.
I know it's not the best, and this is why I'm here.









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    0















    I wrote the next code chunk to save all the allowed positions from a 3x3 matrix, it's working but I think it could be better. Besides something similar happens in my Randomizer class, although I admit it's messy.



    private List<Vector3> staticCubes = new List<Vector3>();
    private List<Vector3> allowedPositions = new List<Vector3>();
    public Func<List<Vector3>> GetAllowedPositions { get; private set; }




    matrixVolume = 3;

    for (int x = 0; x < matrixVolume; x++)
    {
    for (int y = 0; y < matrixVolume; y++)
    {
    for (int z = 0; z < matrixVolume; z++)
    {
    Vector3 position = new Vector3
    {
    x = x,
    y = y,
    z = z
    };

    allowedPositions.Add(position);
    }
    }
    }

    for (int f = 0; f < staticCubes.Count; f++)
    {
    for (int a = 0; a < allowedPositions.Count; a++)
    {
    if (allowedPositions[a] == staticCubes[f])
    {
    allowedPositions.Remove(allowedPositions[a]);
    }
    }
    }

    GetAllowedPositions = () => allowedPositions;




    public class Randomizer
    {
    private MatrixRegistry matrixRegistry;
    private EventManager eventManager;

    public Randomizer(MatrixRegistry matrixRegistry, EventManager eventManager)
    {
    this.matrixRegistry = matrixRegistry;
    this.eventManager = eventManager;

    eventManager.OnStartGame += Randomize;
    }

    private void Randomize()
    {
    for (int i = 0; i < matrixRegistry.GetDynamicCubes().Count; i++)
    {
    Vector3 randomPosition = new Vector3
    {
    x = Random.Range(0, 3),
    y = Random.Range(0, 3),
    z = Random.Range(0, 3)
    };

    for (int j = 0; j < matrixRegistry.GetAllowedPositions().Count; j++)
    {
    for (int k = 0; k < matrixRegistry.GetDynamicCubes().Count; k++)
    {
    if (randomPosition == matrixRegistry.GetAllowedPositions()[j])
    {
    if (randomPosition != matrixRegistry.GetDynamicCubes()[k].transform.position)
    {
    matrixRegistry.GetDynamicCubes()[i].transform.position = randomPosition;
    }
    }
    }
    }
    }
    }
    }


    The randomizer class should check all the allowed positions to get in place all the cubes and avoid overlapping issues.
    I know it's not the best, and this is why I'm here.









    share







    New contributor




    Lobsang White is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.























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      0








      I wrote the next code chunk to save all the allowed positions from a 3x3 matrix, it's working but I think it could be better. Besides something similar happens in my Randomizer class, although I admit it's messy.



      private List<Vector3> staticCubes = new List<Vector3>();
      private List<Vector3> allowedPositions = new List<Vector3>();
      public Func<List<Vector3>> GetAllowedPositions { get; private set; }




      matrixVolume = 3;

      for (int x = 0; x < matrixVolume; x++)
      {
      for (int y = 0; y < matrixVolume; y++)
      {
      for (int z = 0; z < matrixVolume; z++)
      {
      Vector3 position = new Vector3
      {
      x = x,
      y = y,
      z = z
      };

      allowedPositions.Add(position);
      }
      }
      }

      for (int f = 0; f < staticCubes.Count; f++)
      {
      for (int a = 0; a < allowedPositions.Count; a++)
      {
      if (allowedPositions[a] == staticCubes[f])
      {
      allowedPositions.Remove(allowedPositions[a]);
      }
      }
      }

      GetAllowedPositions = () => allowedPositions;




      public class Randomizer
      {
      private MatrixRegistry matrixRegistry;
      private EventManager eventManager;

      public Randomizer(MatrixRegistry matrixRegistry, EventManager eventManager)
      {
      this.matrixRegistry = matrixRegistry;
      this.eventManager = eventManager;

      eventManager.OnStartGame += Randomize;
      }

      private void Randomize()
      {
      for (int i = 0; i < matrixRegistry.GetDynamicCubes().Count; i++)
      {
      Vector3 randomPosition = new Vector3
      {
      x = Random.Range(0, 3),
      y = Random.Range(0, 3),
      z = Random.Range(0, 3)
      };

      for (int j = 0; j < matrixRegistry.GetAllowedPositions().Count; j++)
      {
      for (int k = 0; k < matrixRegistry.GetDynamicCubes().Count; k++)
      {
      if (randomPosition == matrixRegistry.GetAllowedPositions()[j])
      {
      if (randomPosition != matrixRegistry.GetDynamicCubes()[k].transform.position)
      {
      matrixRegistry.GetDynamicCubes()[i].transform.position = randomPosition;
      }
      }
      }
      }
      }
      }
      }


      The randomizer class should check all the allowed positions to get in place all the cubes and avoid overlapping issues.
      I know it's not the best, and this is why I'm here.









      share







      New contributor




      Lobsang White is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.












      I wrote the next code chunk to save all the allowed positions from a 3x3 matrix, it's working but I think it could be better. Besides something similar happens in my Randomizer class, although I admit it's messy.



      private List<Vector3> staticCubes = new List<Vector3>();
      private List<Vector3> allowedPositions = new List<Vector3>();
      public Func<List<Vector3>> GetAllowedPositions { get; private set; }




      matrixVolume = 3;

      for (int x = 0; x < matrixVolume; x++)
      {
      for (int y = 0; y < matrixVolume; y++)
      {
      for (int z = 0; z < matrixVolume; z++)
      {
      Vector3 position = new Vector3
      {
      x = x,
      y = y,
      z = z
      };

      allowedPositions.Add(position);
      }
      }
      }

      for (int f = 0; f < staticCubes.Count; f++)
      {
      for (int a = 0; a < allowedPositions.Count; a++)
      {
      if (allowedPositions[a] == staticCubes[f])
      {
      allowedPositions.Remove(allowedPositions[a]);
      }
      }
      }

      GetAllowedPositions = () => allowedPositions;




      public class Randomizer
      {
      private MatrixRegistry matrixRegistry;
      private EventManager eventManager;

      public Randomizer(MatrixRegistry matrixRegistry, EventManager eventManager)
      {
      this.matrixRegistry = matrixRegistry;
      this.eventManager = eventManager;

      eventManager.OnStartGame += Randomize;
      }

      private void Randomize()
      {
      for (int i = 0; i < matrixRegistry.GetDynamicCubes().Count; i++)
      {
      Vector3 randomPosition = new Vector3
      {
      x = Random.Range(0, 3),
      y = Random.Range(0, 3),
      z = Random.Range(0, 3)
      };

      for (int j = 0; j < matrixRegistry.GetAllowedPositions().Count; j++)
      {
      for (int k = 0; k < matrixRegistry.GetDynamicCubes().Count; k++)
      {
      if (randomPosition == matrixRegistry.GetAllowedPositions()[j])
      {
      if (randomPosition != matrixRegistry.GetDynamicCubes()[k].transform.position)
      {
      matrixRegistry.GetDynamicCubes()[i].transform.position = randomPosition;
      }
      }
      }
      }
      }
      }
      }


      The randomizer class should check all the allowed positions to get in place all the cubes and avoid overlapping issues.
      I know it's not the best, and this is why I'm here.







      c#





      share







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      Lobsang White is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.










      share







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      Lobsang White is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.








      share



      share






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      asked 6 mins ago









      Lobsang WhiteLobsang White

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      New contributor




      Lobsang White is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.





      New contributor





      Lobsang White is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






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      Check out our Code of Conduct.






















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