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Utils.cs
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Utils.cs
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using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using UnityEngine;
using Random = UnityEngine.Random;
public class Utils
{
private static string androidInternalFilesDir = null;
private static float clicked = 0;
private static float clicktime = 0;
private static float clickdelay = 0.5f;
// Start is called before the first frame update
public static float StringToFloat(string Value)
{
// Value = Value.Replace(".", ",");
CultureInfo ci = (CultureInfo)CultureInfo.CurrentCulture.Clone();
ci.NumberFormat.CurrencyDecimalSeparator = ".";
float valueFloat = float.Parse(Value, NumberStyles.Any, ci);
// float valueFloat = (float)System.Convert.ToDouble(Value);
// float valueFloat = float.Parse(Value);
return valueFloat;
}
// Start is called before the first frame update
public static int StringToInt(string Value)
{
// Value = Value.Replace(".", ",");
try
{
if (!String.IsNullOrEmpty(Value) && Value != "Unknown")
{
CultureInfo ci = (CultureInfo)CultureInfo.CurrentCulture.Clone();
ci.NumberFormat.CurrencyDecimalSeparator = ".";
int valueInt = int.Parse(Value, NumberStyles.Any, ci);
// float valueFloat = (float)System.Convert.ToDouble(Value);
// float valueFloat = float.Parse(Value);
return valueInt;
}
else
{
return 0;
}
}
catch (Exception exception)
{
Debug.LogError($"Utils -> StringToInt {exception} {exception.StackTrace}");
return 0;
}
}
else
{
return 0;
}
}
catch (Exception exception)
{
Debug.LogError($"Utils -> StringToInt {exception} {exception.StackTrace}");
return 0;
}
}
/// <summary>
/// Convert string to array int
/// </summary>
/// <param name="s1">String of numbers</param>
/// <param name="separator">Character to sprit in array</param>
/// <returns></returns>
public static int[] StringToIntArray(string s1, char separator = ',')
{
try
{
return s1.Split(separator).Select(n => Convert.ToInt32(n)).ToArray();
}
catch (Exception e)
{
Debug.Log("StringToIntArray invalid format: " + e.ToString());
return new int[0];
}
}
public static Vector2 StringToVector2(string aCol)
{
try
{
var strings = aCol.Split(',');
Vector2 vector = new Vector2()
{
x = StringToFloat(strings[0]),
y = StringToFloat(strings[1])
};
return vector;
}
catch (Exception e)
{
Debug.Log("StringToVector2 invalid format: " + e.ToString());
return new Vector2(0, 0);
}
}
public static string GetPath()
{
string screensPath;
#if UNITY_ANDROID && !UNITY_EDITOR
screensPath = Application.temporaryCachePath; // Also you can create a custom folder, like: screensPath = "/sdcard/DCIM/RegionCapture";
#elif UNITY_IPHONE && !UNITY_EDITOR
screensPath = Application.temporaryCachePath; // Also you can use persistent DataPath on IOS: screensPath = Application.persistentDataPath;
#elif UNITY_IPHONE && !UNITY_EDITOR
screensPath = Application.temporaryCachePath; // Also you can use persistent DataPath on IOS: screensPath = Application.persistentDataPath;
#elif UNITY_WSA && !UNITY_EDITOR
screensPath = Application.persistentDataPath; // Also you can use persistent DataPath on IOS: screensPath = Application.persistentDataPath;
#else
screensPath = Application.persistentDataPath; // Editor Mode
#endif
// Debug.Log("screensPath: " + screensPath);
return screensPath;
}
public static string GetAppPath()
{
string AppRoot = Path.GetDirectoryName(Application.dataPath);
if (Application.isEditor)
{
AppRoot = Path.Combine(AppRoot, "Build\\");
}
return AppRoot;
}
public static string GetAndroidInternalFilesDir()
{
if (androidInternalFilesDir is null)
{
string[] potentialDirectories = new string[]
{
"/mnt/sdcard",
"/sdcard",
"/storage",
"/storage/emulated/0",
"/storage/sdcard0",
"/storage/sdcard1"
};
if (Application.platform == RuntimePlatform.Android)
{
for (int i = 0; i < potentialDirectories.Length; i++)
{
if (Directory.Exists(potentialDirectories[i]))
{
return potentialDirectories[i];
}
}
}
return "";
}
else
{
return androidInternalFilesDir;
}
}
public static string JSONSerialize<T>(T obj)
{
string retVal = String.Empty;
using (MemoryStream ms = new MemoryStream())
{
System.Runtime.Serialization.Json.DataContractJsonSerializer serializer = new System.Runtime.Serialization.Json.DataContractJsonSerializer(obj.GetType());
serializer.WriteObject(ms, obj);
var byteArray = ms.ToArray();
retVal = System.Text.Encoding.UTF8.GetString(byteArray, 0, byteArray.Length);
}
return retVal;
}
public static string ConvertColumnNumberToLetter(int colNumber)
{
try
{
int n = 0;
int c = 0;
string s = null;
n = colNumber;
do
{
c = ((n - 1) % 26);
s = Convert.ToChar(c + 65) + s;
n = (n - c) / 26;
} while (n > 0);
return s;
}
catch (Exception)
{
return string.Empty;
}
}
public static bool[] ConvertByteArrayToBoolArray(byte[] bytes)
{
System.Collections.BitArray b = new System.Collections.BitArray(bytes);
bool[] bitValues = new bool[b.Count];
b.CopyTo(bitValues, 0);
Array.Reverse(bitValues);
return bitValues;
}
/// <summary>
/// Packs a bit array into bytes, most significant bit first
/// </summary>
/// <param name="boolArr"></param>
/// <returns></returns>
public static byte[] ConvertBoolArrayToByteArray(bool[] boolArr)
{
byte[] byteArr = new byte[(boolArr.Length + 7) / 8];
for (int i = 0; i < byteArr.Length; i++)
{
byteArr[i] = ReadByte(boolArr, 8 * i);
}
return byteArr;
}
/// <summary>
/// Reads a code of length 8 in an array of bits, padding with zeros
/// </summary>
/// <param name="rawbits"></param>
/// <param name="startIndex"></param>
/// <returns></returns>
private static byte ReadByte(bool[] rawbits, int startIndex)
{
int n = rawbits.Length - startIndex;
if (n >= 8)
{
return (byte)ReadCode(rawbits, startIndex, 8);
}
return (byte)(ReadCode(rawbits, startIndex, n) << (8 - n));
}
/// <summary>
/// Reads a code of given length and at given index in an array of bits
/// </summary>
/// <param name="rawbits">The rawbits.</param>
/// <param name="startIndex">The start index.</param>
/// <param name="length">The length.</param>
/// <returns></returns>
private static int ReadCode(bool[] rawbits, int startIndex, int length)
{
int res = 0;
for (int i = startIndex; i < startIndex + length; i++)
{
res <<= 1;
if (rawbits[i])
{
res++;
}
}
return res;
}
public static Color ParseColor(string aCol)
{
var strings = aCol.Split(',');
Color output = Color.black;
for (var i = 0; i < strings.Length; i++)
{
output[i] = StringToFloat(strings[i]) / 256;
}
return output;
}
public static Material[] MergeMaterialsArray(Material[] input1, Material[] input2)
{
Material[] output = new Material[input1.Length + input2.Length];
for (int i = 0; i < output.Length; i++)
{
if (i >= input1.Length)
output[i] = input2[i - input1.Length];
else
output[i] = input1[i];
}
return output;
}
/// <summary>
/// returns if the class exists in the current context
/// </summary>
/// <param name="className">Class Name</param>
/// <returns>class status</returns>
public static bool ClassExist(string className)
{
Type type = Type.GetType(className);
if (type != null)
{
return true;
}
return false;
}
private string MD5Checksum(string path)
{
if (!File.Exists(path))
{
return "";
}
using (var md5 = System.Security.Cryptography.MD5.Create())
{
using (var stream = File.OpenRead(path))
{
return BitConverter.ToString(md5.ComputeHash(stream)).Replace("-", String.Empty);
}
}
}
public static string GetGameObjectPath(Transform transform)
{
string path = transform.name;
while (transform.parent != null)
{
transform = transform.parent;
path = transform.name + "/" + path;
}
return path;
}
/// <summary>
/// returns if the gameobject is visible in camera
/// </summary>
/// <param name="c">Camera</param>
/// <param name="go">GameObject</param>
/// <returns>state of visibility</returns>
public static bool IsTargetVisible(Camera c, GameObject go)
{
var planes = GeometryUtility.CalculateFrustumPlanes(c);
var point = go.transform.position;
foreach (var plane in planes)
{
if (plane.GetDistanceToPoint(point) < 0)
return false;
}
return true;
}
/// <summary>
/// returns if the gameobject is looking to other
/// </summary>
/// <param name="c">looker</param>
/// <param name="go">targetPos</param>
/// <returns>state of visibility</returns>
public static bool IsLookingAtObject(Transform looker, Transform targetPos)
{
Vector3 dirFromAtoB = (looker.transform.position - targetPos.transform.position).normalized;
float dotProd = Vector3.Dot(dirFromAtoB, targetPos.transform.forward);
if (dotProd > 0.9)
{
return true;
}
return false;
}
/// <summary>
/// returns if the gameobject is front to other
/// </summary>
/// <param name="obj1">obj1</param>
/// <param name="obj2">obj2</param>
/// <returns>is object is from as her pivot</returns>
public static bool IsFrontAtObject(Transform obj1, Transform obj2)
{
if (Vector3.Dot(Vector3.forward, obj1.transform.InverseTransformPoint(obj2.transform.position)) < 0)
return true;
else
return false;
}
public static bool IsFrontAtObject(Transform obj1, Vector3 obj2)
{
if (Vector3.Dot(Vector3.forward, obj1.transform.InverseTransformPoint(obj2)) < 0)
return true;
else
return false;
}
public static String GetWifiMAC()
{
string mac = "";
var card = System.Net.NetworkInformation.NetworkInterface.GetAllNetworkInterfaces().FirstOrDefault();
if (card == null)
{
return "";
}
else
{
byte[] bytes = card.GetPhysicalAddress().GetAddressBytes();
for (int i = 0; i < bytes.Length; i++)
{
mac = string.Concat(mac + (string.Format("{0}", bytes[i].ToString("X2"))));
if (i != bytes.Length - 1)
{
//This is just for formating the final result
mac = string.Concat(mac + ":");
}
}
mac = card.GetPhysicalAddress().ToString();
// Debug.Log("WIFI OK, MAC: " + mac);
return mac;
}
}
public static bool IsWifiConnect()
{
if (Application.internetReachability != NetworkReachability.NotReachable)
{
return true;
}
else
{
return false;
}
}
public static void ShowToastMessage(string message)
{
#if UNITY_ANDROID && !UNITY_EDITOR
AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
AndroidJavaObject unityActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
if (unityActivity != null)
{
AndroidJavaClass toastClass = new AndroidJavaClass("android.widget.Toast");
unityActivity.Call("runOnUiThread", new AndroidJavaRunnable(() =>
{
AndroidJavaObject toastObject = toastClass.CallStatic<AndroidJavaObject>("makeText", unityActivity, message, 0);
toastObject.Call("show");
}));
}
#else
Debug.Log($"TOAST: {message}");
#endif
}
/// <summary>
/// Ramdon from a initial position
/// </summary>
/// <param name="obj">obj</param>
/// <param name="XRange">XRange</param>
/// <param name="YRange">YRange</param>
/// <param name="ZRange">ZRange</param>
/// <returns>Return the randomized position</returns>
public static Transform RandomNearPosition(Transform obj, float XRange, float YRange, float ZRange)
{
obj.position = new Vector3(
Random.Range(obj.position.x - XRange, obj.position.x + XRange),
Random.Range(obj.position.y - YRange, obj.position.y + YRange),
Random.Range(obj.position.z - ZRange, obj.position.z + ZRange)
);
return obj;
}
public static void PlaySound(AudioClip clip, Transform collision, Transform player, int DistanceSoundLimit)
{
if (clip == null)
{
return;
}
float cameraDistance = Vector3.Distance(player.position, collision.position);
float normalizedValue = Mathf.InverseLerp(0, DistanceSoundLimit, cameraDistance);
float explosionDistanceVolumen = Mathf.Lerp(1f, 0, normalizedValue);
// First, calculate the direction to the spawn
Vector3 spawnDirection = collision.position - player.position;
// Then, normalize it into a unit vector
Vector3 unitSpawnDirection = spawnDirection.normalized;
//Debug.Log("Camera distance: " + cameraDistance + " explosion sound volumen : " + explosionDistanceVolumen);
// Now, we can play the sound in the direction, but not position, of the spawn
AudioSource.PlayClipAtPoint(clip, player.position + unitSpawnDirection, explosionDistanceVolumen);
}
/// <summary>
/// Create ramdon postion from quad limits and list of others positions
/// </summary>
/// <param name="quad">quad</param>
/// <param name="otherPositions">otherPositions</param>
/// <param name="minimalDistanceBetween">minimalDistanceBetween</param>
/// <param name="retries">retries</param>
/// <returns>Return the randomized position</returns>
public static Vector3 CreateRamdomPosition(Vector4 quad, ref List<Vector3> otherPositions, float minimalDistanceBetween, int retries = 2000)
{
Vector3 position = new Vector3(0, 0, 0);
bool isInRange = false;
int retryCount = 0;
while (!isInRange)
{
isInRange = true;
//verify not in the same position with other hills with the hillSizeLimit
Vector3 auxPosition = new Vector3(0, 0, 0);
float auxDistance = 0;
position = new Vector3(UnityEngine.Random.Range(quad.x, quad.y), 0, UnityEngine.Random.Range(quad.z, quad.w));
for (int j = 0; j < otherPositions.Count; j++)
{
//verfiy not in the same position in hillSizeLimit range
float distance = Vector3.Distance(otherPositions[j], position);
if (distance < minimalDistanceBetween)
{
isInRange = false;
//if now position has a distance greater that before save in auxDistance
if (distance > auxDistance)
{
auxDistance = distance;
auxPosition = position;
}
//limit retry count
if (retryCount > retries)
{
//restore element on more distance in retries
position = auxPosition;
isInRange = true;
// Debug.LogWarning("Can't find a position for the hill with this hills Distance between: " + auxDistance);
}
}
}
retryCount++;
}
otherPositions.Add(position);
return position;
}
public static Color Darken(Color color, float darkenAmount)
{
return Color.Lerp(color, Color.black, darkenAmount);
}
/// <summary>
/// change the color of the object renderer copy instance
/// </summary>
/// <param name="painterObject">Renderer to paint</param>
/// <param name="color">Color to paint</param>
/// <param name="name">Shader variable</param>
/// <returns>none</returns>
public static void ChangeColor(Renderer painterObject, Color color, string name = "_Color")
{
var propBlock = new MaterialPropertyBlock();
painterObject.GetPropertyBlock(propBlock);
propBlock.SetColor(name, color);
painterObject.SetPropertyBlock(propBlock);
}
public static bool DoubleClick()
{
if (Input.GetMouseButtonDown(0))
{
clicked++;
if (clicked == 1) clicktime = Time.time;
}
if (clicked > 1 && Time.time - clicktime < clickdelay)
{
clicked = 0;
clicktime = 0;
return true;
}
else if (clicked > 2 || Time.time - clicktime > 1) clicked = 0;
return false;
}
public static Texture2D FillColorAlpha(Texture2D tex2D, Color32? fillColor = null)
{
if (fillColor ==null)
{
fillColor = Color.clear;
}
Color32[] fillPixels = new Color32[tex2D.width * tex2D.height];
for (int i = 0; i < fillPixels.Length; i++)
{
fillPixels[i] = (Color32) fillColor;
}
tex2D.SetPixels32(fillPixels);
return tex2D;
}
}