How to do this better? (for loop logic)
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#
New contributor
add a comment |
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#
New contributor
add a comment |
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#
New contributor
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#
c#
New contributor
New contributor
New contributor
asked 6 mins ago
Lobsang WhiteLobsang White
1
1
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Lobsang White is a new contributor. Be nice, and check out our Code of Conduct.
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