Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Resolved Weighted Random Not Working

Discussion in 'Scripting' started by Killercarrot102, Sep 1, 2023.

  1. Killercarrot102

    Killercarrot102

    Joined:
    Jun 20, 2022
    Posts:
    10
    I have this code:
    Code (CSharp):
    1.  
    2. for (int x = -100; x <= 100; x = x + 5)
    3.         {
    4.  
    5.  
    6.             float[] weights = { 100f, 0f, 0f, 0f };
    7.             float[] widths = { 1f, 1f, 1f, 1f };
    8.             int[] positions = { -100, -50, 0, 50 };
    9.  
    10.             int weightedRandom = WeightedRandom(weights);
    11.  
    12.             GameObject curentPerson = Instantiate(people[weightedRandom], gameObject.transform);
    13.  
    14.             curentPerson.GetComponent<PersonMovment>().playerPos = pos;
    15.             curentPerson.GetComponent<PersonMovment>().Source = src;
    16.             curentPerson.GetComponent<PersonMovment>().sco = score;
    17.             curentPerson.transform.position = new Vector2(x, 1.1f);
    18.             for (int i = 0; i < weights.Length; i = i + 1)
    19.             {
    20.                 weights.SetValue(0f - Mathf.Abs(x / widths[i] - positions[i]) + 100f, i);
    21.                 print(weights);
    22.  
    23.                 yield return new WaitForSeconds(0.0f);
    24.  
    25.             }
    26.  
    27.             }
    That code uses my function weighted random to get a random enemy type to spawn and I have this list of enemies:
     people.Add(personLow);
    people.Add(personLess);
    people.Add(personMed);
    people.Add(personHigh);


    it is a list of game objects. Here is my weighted random code:

    Code (CSharp):
    1.      int WeightedRandom(float[] weights)
    2.         {
    3.  
    4.  
    5.             List<int> indecies = new List<int>();
    6.  
    7.             for (int i = 0; i < weights.Length; i = i + 1)
    8.             {
    9.  
    10.                 for (int c = 0; c < (weights[i]); c = c + 1)
    11.                 {
    12.  
    13.                     indecies.Add(i);
    14.  
    15.                 }
    16.             }
    17.             int item = Random.Range(0, indecies.Count);
    18.             int index = indecies[item];
    19.  
    20.             return index;
    21.         }
    It returns a index for me to use in my people list and i have a for loop that changes the weights that i put into the function but when i run the game it only spawns the first item in the list. (personLow.)
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    Sounds like you wrote a bug! Here's how you can fix it:

    Time to start debugging! Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    If your problem is with OnCollision-type functions, print the name of what is passed in!

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  3. wideeyenow_unity

    wideeyenow_unity

    Joined:
    Oct 7, 2020
    Posts:
    728
    I see you didn't learn anything from your other post, as you still use 3 GetComponents() for the same instance.

    But just as the other post, I still don't know what your issue is, or why you attack the problem in this way. If you want to spawn 20 enemies(1 boss, 2 captains, 17 grunts) you simply just need one for loop:
    Code (CSharp):
    1. for (int i = 0; i < 20; i++)
    2. {
    3.     if (bossToSpawn > 0)
    4.     {
    5.         SpawnBoss(spawnPosition - (spacingDifferenceVector * i));
    6.         bossToSpawn--;
    7.     }
    8.     else if (captainToSpawn > 0)
    9.     {
    10.         SpawnCaptain(spawnPosition - (spacingDifferenceVector * i));
    11.         captainToSpawn--;
    12.     }
    13.     else
    14.     {
    15.         SpawnGrunt(spawnPosition - (spacingDifferenceVector * i));
    16.     }
    17. }
    As a pure simple line example ^, hopefully your formation is more of a box configuration. But reading your code I feel like I'm going in circles, so I'm sure the compiler feels the same way.
     
  4. Killercarrot102

    Killercarrot102

    Joined:
    Jun 20, 2022
    Posts:
    10

    Thanks for the help it was because the code was running in the wrong order i was setting weights to
    {100, 0, 0, 0

    then spawning the enemy then setting the weights for every enemy i spawn heres my new code:
    Code (CSharp):
    1.  IEnumerator spawn()
    2.     {
    3.  
    4.  
    5.         float[] weights = { 100f, 0f, 0f, 0f };
    6.         float[] widths = { 1f, 1f, 1f, 1f };
    7.         int[] positions = { -100, -50, 0, 50 };
    8.  
    9.         for (int x = -100; x <= 100; x = x + 5)
    10.         {
    11.  
    12.  
    13.             for (int i = 0; i < weights.Length; i = i + 1)
    14.             {
    15.                 weights.SetValue(0f - Mathf.Abs(x / widths[i] - positions[i]) + 100f, i);
    16.                 print(weights[i]);
    17.  
    18.                 yield return new WaitForSeconds(0.0f);
    19.  
    20.             }
    21.  
    22.             int weightedRandom = WeightedRandom(weights);
    23.  
    24.             GameObject curentPerson = Instantiate(people[weightedRandom], gameObject.transform);
    25.  
    26.             curentPerson.GetComponent<PersonMovment>().playerPos = pos;
    27.             curentPerson.GetComponent<PersonMovment>().Source = src;
    28.             curentPerson.GetComponent<PersonMovment>().sco = score;
    29.             curentPerson.transform.position = new Vector2(x, 1.1f);
    30.  
    31.  
    32.  
    33.         }
    i often have really dumb bugs like i misspell a variable name or something and post it here only to find out what was going wrong 5 minutes later
     
  5. Yoreki

    Yoreki

    Joined:
    Apr 10, 2019
    Posts:
    2,588
    The code seems unnecessarily complex.. and also why is it a coroutine?

    Can you explain what you intend to do?