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# General functions

All of the functions below are implemented in C#.

### print(text)

prints the text `text`

into the game's `lualog.txt`

. When called from the ingame lua editor, the parameter `text`

is passed to the Lua console window below the ingame lua editor.

function print(text)

### clamp(value, min, max)

This internally calls Mathf.Clamp in C#. It returns a float that is

- equal to
`value`

if`value`

is between`min`

and`max`

- equal to
`min`

if`value`

is smaller than`min`

- equal to
`max`

if`value`

is larger than`max`

.

All inputs are floats.

function clamp(value, min, max)

### clamp01(value)

Same as `clamp()`

, but with `min`

equal to 0 and `max`

equal to 1. This internally calls Mathf.Clamp01 in C#.

function clamp01(value)

### lerp(a, b, t)

This internally calls Mathf.Lerp in C#. Returns a float that is interpolated between `a`

and `b`

, depending on `t`

(all floats). This will return

`a`

in case`t == 0`

`b`

in case`t == 1`

`0.5*(a+b)`

in case`t == 0.5`

- and so on.

function lerp(a, b, t)

### inverseLerp(a, b, value)

This internally calls Mathf.InverseLerp in C#. It returns the parameter `t`

that would produce the interpolated `value`

within the range `a`

and `b`

(all floats). This will return

`0`

in case`value == a`

`1`

in case`value == b`

`0.5`

in case`value == 0.5*(a+b)`

- and so on.

function inverseLerp(a, b, value)

### map(a,b, x,y, value)

This will convert a `value`

between `a`

and `b`

so that it is interpolated between `x`

and `y`

. It is comparable to Arduino's map( function), but please note that the argument order is modified to match the order of `lerp`

. The function will return

`x`

in case`value == a`

`y`

in case`value == b`

`0.5*(x+y)`

in case`value == 0.5*(a+b)`

- and so on.

All input parameters are floats.

Note that `lerp(a, b, t)`

actually yields the same as calling `map(0,1, a,b, t)`

. Also note that `inverseLerp(a, b, value)`

is actually the same as `map(a,b, 0,1, value)`

.

function map(a,b, x,y, value)

### mapClamped(a,b, x,y, value)

This is the same as `map`

, except that the return value cannot exceed the range between `x`

and `y`

.

function mapClamped(a,b, x,y, value)

### getTime()

This returns the time in seconds since the start of the game. The return value will be a float.

function getTime()

### getTimeMicros()

This returns the time in microseconds since the start of the game, i.e. it will return `1000000`

one second after the start of the game. It can be helpful for (rather) precisely timing actions, such as breaking loops that could cause the game to freeze and continue calculating in the next frame. The return value will be a float.

function getTimeMicros()

### Copyright

All contents of this page may be used for modding use for Winter Resort Simulator only. Any use exceeding this regulation is not permitted.

Copyright (C) HR Innoways, 2020. All Rights Reserved.