| 12345678910111213141516171819202122232425262728293031323334353637383940414243 | using UnityEngine;using System.Collections.Generic;namespace HQFPSWeapons{	/// <summary>	/// 	/// </summary>	public class ProbabilityUtils : MonoBehaviour 	{		/// <summary>		/// Return an index randomly chosen following the distribution specified by a list of probabilities		/// </summary>		/// <returns>		/// An index in range [0, probabilities.Length) following the distribution specified in probabilites.		/// </returns>		/// <param name="probabilities">		/// A list of probabilities from which to choose an index. All values must be >= 0!		/// </param>		public static int RandomChoiceFollowingDistribution(List<float> probabilities) 		{			// Sum to create CDF:			float[] cdf = new float[probabilities.Count];			float sum = 0;			for (int i = 0; i < probabilities.Count; ++i) 			{				cdf[i] = sum + probabilities[i];				sum = cdf[i];			}			// Choose from CDF:			float cdf_value = Random.Range(0f, cdf[probabilities.Count - 1]);			int index = System.Array.BinarySearch(cdf, cdf_value);			if (index < 0)				// If not found (probably won't be) BinarySearch returns bitwise complement of next-highest index.				index = ~index;				return index;		}	}}
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