@@ -138,5 +138,58 @@ public static Vector3 PointInSphere(Vector3 centerPosition, float radius)
138138 Vector3 randomPoint = Random . insideUnitSphere * radius ;
139139 return centerPosition + randomPoint ;
140140 }
141+
142+ /// <summary>
143+ /// Return a random vector 2 int.
144+ /// </summary>
145+ public static Vector2Int Vector2Int ( int min , int max )
146+ {
147+ int x = Range ( min , max ) ;
148+ int y = Range ( min , max ) ;
149+ return new Vector2Int ( x , y ) ;
150+ }
151+
152+ /// <summary>
153+ /// Return a random vector 2.
154+ /// </summary>
155+ public static Vector2 Vector2 ( float min , float max )
156+ {
157+ float x = Range ( min , max ) ;
158+ float y = Range ( min , max ) ;
159+ return new Vector2 ( x , y ) ;
160+ }
161+
162+ /// <summary>
163+ /// Return a random vector 3 int.
164+ /// </summary>
165+ public static Vector3Int Vector3Int ( int min , int max )
166+ {
167+ int x = Range ( min , max ) ;
168+ int y = Range ( min , max ) ;
169+ int z = Range ( min , max ) ;
170+ return new Vector3Int ( x , y , z ) ;
171+ }
172+
173+ /// <summary>
174+ /// Return a random vector 3.
175+ /// </summary>
176+ public static Vector3 Vector3 ( float min , float max )
177+ {
178+ float x = Range ( min , max ) ;
179+ float y = Range ( min , max ) ;
180+ float z = Range ( min , max ) ;
181+ return new Vector3 ( x , y , z ) ;
182+ }
183+
184+ /// <summary>
185+ /// Return a random Quaternion.
186+ /// </summary>
187+ public static Quaternion Quaternion ( float min , float max )
188+ {
189+ float x = Range ( min , max ) ;
190+ float y = Range ( min , max ) ;
191+ float z = Range ( min , max ) ;
192+ return UnityEngine . Quaternion . Euler ( x , y , z ) ;
193+ }
141194 }
142195}
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