@@ -62,13 +62,75 @@ public static float RangeInclude(float min, float max)
6262 return Range ( min , max + include ) ;
6363 }
6464
65+ /// <summary>
66+ /// Return a random vector 2 int.
67+ /// </summary>
68+ public static Vector2Int Vector2Int ( int min , int max )
69+ {
70+ int x = Range ( min , max ) ;
71+ int y = Range ( min , max ) ;
72+ return new Vector2Int ( x , y ) ;
73+ }
74+
75+ /// <summary>
76+ /// Return a random vector 2.
77+ /// </summary>
78+ public static Vector2 Vector2 ( float min , float max )
79+ {
80+ float x = Range ( min , max ) ;
81+ float y = Range ( min , max ) ;
82+ return new Vector2 ( x , y ) ;
83+ }
84+
85+ /// <summary>
86+ /// Return a random vector 3 int.
87+ /// </summary>
88+ public static Vector3Int Vector3Int ( int min , int max )
89+ {
90+ int x = Range ( min , max ) ;
91+ int y = Range ( min , max ) ;
92+ int z = Range ( min , max ) ;
93+ return new Vector3Int ( x , y , z ) ;
94+ }
95+
96+ /// <summary>
97+ /// Return a random vector 3.
98+ /// </summary>
99+ public static Vector3 Vector3 ( float min , float max )
100+ {
101+ float x = Range ( min , max ) ;
102+ float y = Range ( min , max ) ;
103+ float z = Range ( min , max ) ;
104+ return new Vector3 ( x , y , z ) ;
105+ }
106+
107+ /// <summary>
108+ /// Return a random Quaternion.
109+ /// </summary>
110+ public static Quaternion Quaternion ( float min , float max )
111+ {
112+ float x = Range ( min , max ) ;
113+ float y = Range ( min , max ) ;
114+ float z = Range ( min , max ) ;
115+ return UnityEngine . Quaternion . Euler ( x , y , z ) ;
116+ }
117+
65118 /// <summary>
66119 /// Return a random color.
67120 /// </summary>
68121 /// <returns> random color object. </returns>
69- public static Color PickColor ( float a = 1.0f )
122+ public static Color Color ( )
70123 {
71- return new Color ( Range ( 0.0f , 1.0f ) , Range ( 0.0f , 1.0f ) , Range ( 0.0f , 1.0f ) , a ) ;
124+ float a = Range ( 0.0f , 1.0f ) ;
125+ return Color ( a ) ;
126+ }
127+ public static Color Color ( float a = 1.0f )
128+ {
129+ float x = Range ( 0.0f , 1.0f ) ;
130+ float y = Range ( 0.0f , 1.0f ) ;
131+ float z = Range ( 0.0f , 1.0f ) ;
132+
133+ return new Color ( x , y , z , a ) ;
72134 }
73135
74136 /// <summary>
@@ -138,58 +200,5 @@ public static Vector3 PointInSphere(Vector3 centerPosition, float radius)
138200 Vector3 randomPoint = Random . insideUnitSphere * radius ;
139201 return centerPosition + randomPoint ;
140202 }
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- }
194203 }
195204}
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