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CartoonRPG/Library/PackageCache/com.unity.visualeffectgraph@2973a8ac1070/Documentation~/Operator-RandomSelectorWeighted.md
Caleb Sandford deQuincey 02c4b5ab66 Adding in new packages
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Random Selector Weighted

Menu Path : Operator > Logic > Random Selector Weighted

The Random Selector Weighted Operator performs a kind of switch/case operation where a weight controls the probability of selecting a case. If all weights are equal, this Operator produces a uniform distribution of the different output values.

Operator settings

Setting Description
Mode (Inspector) Specifies whether this Operator generates the random number itself, or if it allows you to input a custom random number instead.
Seed Defines the scope of the random number. For more information, see Random Number.
This setting only appears if you enable Mode to Random.
Constant Specifies whether the generated random number is constant or not. For more information, see Random Number.
This setting only appears if you enable Mode to Random.
Entry Count The number of cases to test. The maximum value is 32.
Weighted (Inspector) When enables, reveals the weight values associated on each entry. If Weighted is disable then considers all weight equals.
Clamp Weighted (Inspector) Restrict weight to be clamped between 0 and 1 range.

Operator properties

Input Type Description
Weight 0 float The weight for the first value. The larger this value is compared to the rest of the weights, the higher the chance the Operator selects the first value. The property only appears if you enable Weighted.
Value 0 Configurable The value to output if the Operator selects Weight 0.
Weight 1 float The weight for the second value. The larger this value is compared to the rest of the weights, the higher the chance the Operator selects the second value. The property only appears if you enable Weighted.
Value 1 Configurable The value to output if the Operator selects Weight 1.
Weight N float To expose more cases, increase the Entry Count.
Value N Configurable To expose more cases, increase the Entry Count.
S float The value this Operator uses to choose a value from amongst the weights. This should be between 0 and 1.This property only appears if you disable Mode to Custom.
Seed uint The value this Operator uses to create a constant random value. This property only appears if you enable Constant.
Output Type Description
Output Configurable The value where the corresponding case entry is equal to Input value or, if there isn’t any match, Default.

Operator configuration

To view the Node's configuration, click the cog icon in the Node's header.

Property Description
Type The value type this Operator uses. For the list of types this property supports, see Available types.

Available types

You can use the following types for your Input values and Output ports:

  • Bool
  • Int
  • Uint
  • Float
  • Vector2
  • Vector3
  • Vector4
  • Gradient
  • AnimationCurve
  • Matrix
  • OrientedBox
  • Color
  • Direction
  • Position
  • Vector
  • Transform
  • Circle
  • ArcCircle
  • Sphere
  • ArcSphere
  • AABox
  • Plane
  • Cylinder
  • Cone
  • ArcCone
  • Torus
  • ArcTorus
  • Line
  • Flipbook
  • Camera

This list does not include any type that corresponds to a buffer or texture because it is not possible to assign these types as local variables in generated HLSL code.

Details

The internal algorithm of this Operator can be described by this sample code :

//Input
float[] weight = { 0.2f, 1.2f, 0.7f };
char[] values = { 'a', 'b', 'c' };

//Compute prefix sum of height
float[] prefixSumOfWeight = new float[height.Length];
prefixSumOfHeight[0] = weight[0];

for (int i = 1; i < weight.Length; ++i)
    prefixSumOfHeight[i] = weight[i] + weight[i - 1];

//Pick a random value [0, sum of all height]
var rand = Random.Range(0.0f, weight[weight.Length - 1]);

//Evaluate probability sampling
char r = 'z';
for (int i = 0; i < weight.Length; ++i)
{
    if (rand < prefixSumOfWeight[i] || i == weight.Length - 1)
    {
        r = values[i];
        break;
    }
}

//Output
Debug.Log("Result : " + r.ToString());