Random() public static method

public static Random ( ) : float
return float
        private static Vector2 GenerateRandomAround(Vector2 center, float minimumDistance)
        {
            var radius = minimumDistance + minimumDistance * MathF.Random();
            var angle  = TwoPi * MathF.Random();

            return(new Vector2(center.X + radius * angle.Sin(), center.Y + radius * angle.Cos()));
        }
        private static void AddFirstPoint(ref Settings settings, ref State state)
        {
            var added = false;

            while (!added)
            {
                var p = new Vector2(
                    settings.TopLeft.X + settings.Dimensions.X * MathF.Random(),
                    settings.TopLeft.Y + settings.Dimensions.Y * MathF.Random());
                if (settings.RejectionSqDistance != null && Vector2.DistanceSquared(settings.Center, p) > settings.RejectionSqDistance)
                {
                    continue;
                }

                var index = Denormalize(p, settings.TopLeft, settings.CellSize);
                state.Grid[(int)index.X, (int)index.Y] = p;
                state.ActivePoints.Add(p);
                state.Points.Add(p);
                added = true;
            }
        }