// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(animator.GetBool("Grounded")) { UnityEngine.Random rnd = new UnityEngine.Random(); //animator.GetComponentInParent<Rigidbody>().AddForce(new Vector3(rnd.RandomRange(-1.0f, 1.0f), rnd.RandomRange(-20.0f, 20.0f), rnd.RandomRange(-1.0f, 1.0f)); animator.GetComponentInParent<Rigidbody>().AddForce(new Vector3(0f, 20f, 0f)); animator.SetBool("Grounded", false); } }
static public int constructor(IntPtr l) { try { UnityEngine.Random o; o=new UnityEngine.Random(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
public static int constructor(IntPtr l) { try { UnityEngine.Random o; o=new UnityEngine.Random(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
public Order() { this.FormColor = (FormColor)Random.Range(0, Enum.GetValues(typeof(FormColor)).Length); var allAttachments = Enum.GetValues(typeof(Attachment)) as Attachment[]; var availableAtt = allAttachments.ToList(); var attachmentCount = Random.Range(0, Enum.GetValues(typeof(Attachment)).Length + 1); var requiredAttachments = new List <Attachment>(); while (attachmentCount > 0) { var attch = availableAtt.PickOne(); requiredAttachments.Add(attch); availableAtt.Remove(attch); attachmentCount--; } Attachments = requiredAttachments.ToArray(); TimeLimit = baseTime + (timeFactor * Attachments.Length); }
static int _CreateUnityEngine_Random(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 0) { var obj = new UnityEngine.Random(); ToLua.PushSealed(L, obj); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.Random.New"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } }
public static bool GetPercentageBasedBoolean(int percent) { Dictionary <int, bool> values = new Dictionary <int, bool> (); int remainTrueValues = percent; for (int i = 0; i < MaxPercent; i++) { if (remainTrueValues > 0) { values.Add(i, true); remainTrueValues--; } else { values.Add(i, false); } } init(); int randIndex = Random.Range(0, MaxPercent); return(values [randIndex]); }
public Grid <TileType> Generate(int sizeX, int sizeY) { m_grid.SetSize(sizeX, sizeY, TileType.Empty); // divide the map into four quadrants for four rooms, once on x and once on y var divX = Random.Range((sizeX / 2) - 2, (sizeX / 2) + 3); var divY = Random.Range((sizeY / 2) - 2, (sizeY / 2) + 3); // create four rooms var bottomLeft = CreateRandomRoom(0, divX - 1, 0, divY - 1); var bottomRight = CreateRandomRoom(divX + 1, sizeX - 1, 0, divY - 1); var upperLeft = CreateRandomRoom(0, divX - 1, divY + 1, sizeY - 1); var upperRight = CreateRandomRoom(divX + 1, sizeX - 1, divY + 1, sizeY - 1); // create four corridors between the rooms CreateRandomCorridor(bottomLeft, upperLeft); CreateRandomCorridor(bottomRight, upperRight); CreateRandomCorridor(bottomLeft, bottomRight); CreateRandomCorridor(upperLeft, upperRight); return(m_grid); }
protected override void OnUpdate() { // add random component if (query.CalculateEntityCount() != 0) { var native = query.ToEntityArray(Allocator.Temp); for (int i = 0; i < native.Length; i++) { var entity = native[i]; EntityManager.AddComponentData(entity, new RandomDirection { Direction = new float3(Random.Range(-1, 1f), Random.Range(-1, 1f), Random.Range(-1, 1f)) }); } native.Dispose(); } float time = Time.DeltaTime; Entities.ForEach((Entity entity, ref Translation translation, in RandomDirection randomDirection) => { //translation.Value += time * randomDirection.Direction * 2; }).Schedule(); }
public static int[] RandomIndex(int InMin, int InMax, int InCount) { int length = InMax - InMin; Assert.IsTrue(length >= InCount); int[] array = new int[length]; for (int i = 0; i < length; i++) { array[i] = InMin + i; } int[] result = new int[InCount]; for (int i = 0; i < InCount; i++) { int index = Random.Range(0, length); result[i] = array[index]; array[index] = array[length - 1]; --length; } return(SortUtility.BubbleSort(result)); }
private static string Stutter(Match m) { string x = m.ToString(); string stutter = ""; //20% chance to stutter at any given consonant if (Random.Range(1, 6) == 1) { //Randomly pick how bad is the stutter int intensity = Random.Range(1, 4); for (int i = 0; i < intensity; i++) { stutter = stutter + x + "... "; //h... h... h... } stutter = stutter + x; //h... h... h... h[ello] } else { stutter = x; } return(stutter); }
/// <summary> /// Randomly choose points within a range (defined by `xMin`, `xMax`, `yMin`, `yMax`) until the point is /// underneath the curve defined by function `fn`. This is a simple and expensive way of sampling /// any weighted random function. /// However, over time, the expected amount of loops in this call will amortise to: /// region_area / fn_area /// /// Where `region_area` represents the area of the region (i.e. `(xMax-xMin) * (yMax-yMin)`) and /// `fn_area` represents the total area underneath the function `fn`. In all real world scenarios /// this will likely never be more than, say, 10 or so. /// </summary> /// <param name="fn">Function defining the weight for random sampling</param> /// <param name="xMin">Minimum x value of the region to sample from</param> /// <param name="xMax">Maximum x value of the region to sample from</param> /// <param name="yMin">Minimum y value of the region to sample from</param> /// <param name="yMax">Maximum y value of the region to sample from</param> /// <returns>A random number between `xMin` (inclusive) and `xMax` (exclusive), weighted by `fn`</returns> private static float SampleRegion(Func <float, float> fn, float xMin, float xMax, float yMin, float yMax) { int i = 0; float x, y = 1, result = 0; do { x = Random.Range(xMin, xMax); // Ensure we never return `xMax` as our result // as we promised that `xMax` was exclusive if (x == xMax) { continue; } y = Random.Range(yMin, yMax); result = fn(x); i++; } while (y > result); return(x); }
private void PickAreas() { _areas = new Dictionary <Area, SettlementSection>(); for (var i = 0; i < _numAreasForSettlementSize[Size]; i++) { var settlementPlaced = false; while (!settlementPlaced) { var x = Random.Range(0, _cell.GetCellHeight()); var y = Random.Range(0, _cell.GetCellWidth()); if (_areas.Count > 0 && !AreaIsAdjacentToAnotherSettlementArea(x, y)) { continue; } var area = _cell.Areas[x, y]; if (_areas.ContainsKey(area)) { continue; } area.Settlement = this; area.SettlementSection = new SettlementSection(); if (area.PresentFactions == null) { area.PresentFactions = new List <Faction>(); } area.PresentFactions.Add(Faction); _areas.Add(area, area.SettlementSection); settlementPlaced = true; } } }
private void FirstShootingState(Vector3 enemyShootDirection) { if (canShoot && !isPaused && WithinRange(enemyShootDirection, shootDistance)) { RaycastHit2D hit = Physics2D.Linecast(transform.position, target.position, layerMask); if (hit.collider != null) { canShoot = false; //after finding a wall, jump, pause and find another path Jump(); StartCoroutine(ReShoot(2f)); return; } canShoot = false; Shoot(); StartCoroutine(ReShoot(shootDelay)); if (shotsFired > Random.Range(2, 7)) { shotsFired = 0; StartCoroutine(PauseShooting(pauseDuration)); } } }
static void Dup() { Undo.RegisterSceneUndo("rtools"); var n = "D" + Random.Range(10, 99) + ".mat"; foreach (var m in Selection.gameObjects.Select(a => a.renderer).SelectMany(a => a.sharedMaterials)) { var p = AssetDatabase.GetAssetPath(m); var nwp = p.Substring(0, p.Length - 4) + n; AssetDatabase.CopyAsset(p, nwp); AssetDatabase.Refresh(); } foreach (var a in Selection.gameObjects.Select(a => a.renderer)) { var ms = a.sharedMaterials; for (int i = 0; i < ms.Count(); i++) { var p = AssetDatabase.GetAssetPath(ms[i]); var nwp = p.Substring(0, p.Length - 4) + n; ms[i] = (Material)AssetDatabase.LoadAssetAtPath(nwp, typeof(Material)); } a.sharedMaterials = ms; } }
public static BlockArray CreateTestArray() { var blockArray = new BlockArray(); blockArray.Values = new BlockStruct[100 * 100]; var index = 0; for (var x = 0; x < 100; x++) { for (var y = 0; y < 100; y++) { var blockStruct = new BlockStruct { Type = (short)Random.Range(0, 5), GroupId = 0, Position = new int2(x, y), FrameCountLastUpdated = 0, }; blockArray.Values[index++] = blockStruct; } } return(blockArray); }
private IEnumerator SpotArrivalCheck(Character character) { yield return(new WaitForSeconds(Random.Range(0.5f, 3f))); if (InArea == null) { Debug.LogError(name + " not in Area"); yield break; } //if enemy and not fleeing or fighting and attentive enough //TODO: double up chance as scout if (!InArea.AnyEnemies() && this as Goblin & !Fleeing() & !Hiding() && Alive() & !Attacking() && character.tag == "Enemy") { if (Random.Range(0, 12) < SMA.GetStatMax()) { (this as Goblin).Shout("I see enemy!!", SoundBank.GoblinSound.EnemyComing); } //else //{ // Debug.Log(name + " failed enemy spoting"); //} } }
private void InitWep() { if (this.weapons.Length > 0) { RightHand = FirstOrDefault(transforms, a => a.tag == "rhand"); weapon = this.weapons[Random.Range(0, this.weapons.Length)]; if (RightHand != null) { var original = weapon.weaponPrefab; weaponObj = (GameObject)Instantiate(original, RightHand.position + original.transform.position, RightHand.rotation * original.transform.rotation); if (weaponObj.collider == null) { weaponObj.AddComponent <BoxCollider>(); weaponObj.collider.enabled = false; m_colliders = null; } weaponObj.transform.parent = RightHand; } } if (weapon == null) { weapon = _Database.defWep; } }
//boss出招技能 private void BossSkillSelect() { int temp; while (true) { int rdNum = Random.Range(1,101); if (rdNum<=40) { temp = 1; } else if (rdNum<=60) { temp = 2; } else if (rdNum<=80) { temp = 3; } else if (rdNum<=90) { temp = 4; } else { temp = 0; } if (lastSkill!=temp) { lastSkill = temp; break; } } int skillID = bossSkillArray[temp]; currentBossSkill = skillID; }
/// <summary> /// Logic for starting a progress bar used on both client and server. /// </summary> private void CommonStartProgress() { //always upright in world space transform.rotation = Quaternion.identity; done = false; //common logic used between client / server progress start logic matrixMove = GetComponentInParent <MatrixMove>(); if (matrixMove != null) { matrixMove.MatrixMoveEvents.OnRotate.AddListener(OnRotationEnd); } anim = 0f; if (Random.value < 0.02f) { spriteRenderer.transform.parent.localRotation = Quaternion.identity; animIdx = Random.Range(1, progressSprites.Length / 2); animSpd = Random.Range(360f, 720f); } else { animIdx = -1; } }
private IEnumerator CreateEnemies(int level, Action nextLevel) { var sleepTime = _amountTimeToInvoke / _amountEnemies; var bound = Camera.main.OrthographicBounds(); for (var i = 0; i < _amountEnemies; i++) { var enemy = Game.EnemiesPool.GetItem().GetComponent <SpaceShipEnemies>(); var gun = enemy.GetComponent <SphericalGunSystem>(); gun.AmountDirection = (int)Random.Range(_nbDirectionShooting.x, _nbDirectionShooting.y); enemy.Speed = Random.Range(0.8f, 2.3f); enemy.Life = Mathf.CeilToInt(Mathf.Pow(level, 1.8f)) + 2; enemy.transform.position = new Vector2( bound.center.x + Random.Range(-bound.extents.x + OffsetOffScreen, bound.extents.x - OffsetOffScreen), bound.center.y + bound.extents.y + OffsetOffScreen + Random.Range(0, RandomnessOffScreen) ); _enemies.Add(enemy); if (i + 1 < _amountEnemies) { yield return(new WaitForSeconds(sleepTime)); } } while (!_enemies.TrueForAll(e => !e.IsAlive)) { yield return(null); } _enemies.ForEach(e => e.TrowAway()); _enemies.Clear(); nextLevel(); }
private void InitializePosts() { _posts = new List <Post>(); _postTransforms = new List <Transform>(); for (int i = 0; i < _currentPlayerCount; i++) { _postTransforms.Add(Instantiate(_postPrefab, _postRoot).transform); _postTransforms[i].name = "Post" + (i + 1).ToString(); _playerManager.GetPlayer(i).SetPost(_postTransforms[i]); _posts.Add(_postTransforms[i].GetComponent <Post>()); } var direction = new Vector2(Random.Range(-1.0f, 1.0f), Random.Range(-1.0f, 1.0f)).normalized; for (int i = 0; i < _currentPlayerCount; i++) { _postTransforms[i].position = direction * _circleRange; direction = Utils.Vector2Extension.Rotate(direction, _playerManager.GetPlayer(i).GetScore() * Mathf.Rad2Deg); _posts[i].Init(_playerManager.GetPlayer(i)); } }
protected void SpawnSmoke() { if (!Smoke) { return; } var lifeTime = Random.Range(3, 3); // Pos var pos = FXSocket.position; pos.z = 0; // Rotation var rot = FXSocket.rotation; var smoke = F3DSpawner.Spawn(Smoke, pos, rot, null); var direction = Mathf.Sign(FXSocket.parent.lossyScale.x); var dirScale = smoke.localScale; dirScale.x *= direction; smoke.localScale = dirScale; _smokeEffects.Add(smoke); F3DSpawner.Despawn(smoke, lifeTime); }
private IEnumerator SpawnRabbits() { // generating colors for each rabbit Color[] palette = new Color[nbRabbit]; VisionUtility.GetColorBlindSafePalette(palette, 0.5f, 1.0f); for (uint i = 0; i < nbRabbit; i++) { // instantiating rabbit in circle var randomCircle = Random.insideUnitCircle; var rabbit = Instantiate( rabbitPrefab, spawnCenter.TransformPoint(new Vector3(randomCircle.x, 0, randomCircle.y) * spawnRange), Quaternion.Euler(0, Random.Range(0, 360), 0) ); // setting scale of rabbit rabbit.transform.localScale = Vector3.one * Random.Range(0.8f, 1.4f); // setting color of rabbit foreach (var rabbitRenderer in rabbit.GetComponentsInChildren <Renderer>()) { if (rabbitRenderer.material.color == Color.black || rabbitRenderer.material.color == Color.white) { continue; } rabbitRenderer.material.color = palette[i]; } // waiting before next rabbit yield return(new WaitForSeconds(Random.Range(0.5f, 3f))); } }
public void SetupBoard(int seed, bool forPlanner, BoardManager.Count wallCount, BoardManager.Count leverCount, int enemyCount) { Random.InitState(seed); //Creates the outer walls and floor. CleanBoard(); //Instantiate a random number of wall tiles based on minimum and maximum, at randomized positions. LayoutWallAtRandom(wallCount.minimum, wallCount.maximum); if (forPlanner) { //Instantiate a random number of food tiles based on minimum and maximum, at randomized positions. LayoutItemsAtRandom(leverCount.minimum, leverCount.maximum); } LayoutGoalAtRandom(forPlanner); if (enemyCount > 0) { LayoutEnemiesAtRandom(enemyCount); } }
//add tile private void AddTile(Vector2 position, bool hasWall) { // if board has this tile, do nothing if (positionGrid.ContainsKey(position)) { return; } //add normal word tile positionGrid.Add(position, position); GameObject tile = floorTiles[Random.Range(0, floorTiles.Length)]; GameObject tileInstance = Instantiate(tile, new Vector3(position.x, position.y, 0f), Quaternion.identity, gameBoardHolder) as GameObject; //add tile of dungeon's entrance if (Random.Range(0, 100) == 1) { tile = exit; tileInstance = Instantiate(tile, new Vector3(position.x, position.y, 0f), Quaternion.identity, gameBoardHolder) as GameObject; } //add walls tile else if (Random.Range(0, 5) == 1) { //add 0.2 possibility to generate a wall on tile if (hasWall) { tile = wallTiles[Random.Range(0, wallTiles.Length)]; tileInstance = Instantiate(tile, new Vector3(position.x, position.y, 0f), Quaternion.identity, gameBoardHolder) as GameObject; } } else if (Random.Range(0, GameManager.instance.enemyRatio) == 1) { tile = enemy; tileInstance = Instantiate(tile, new Vector3(position.x, position.y, 0f), Quaternion.identity, gameBoardHolder) as GameObject; } }
private void CreateGameBoard(float offsetX, float offsetY) { for (int i = 0; i < _xTitles; i++) { for (int j = 0; j < _yTitles; j++) { Vector2 positionToSpawn = new Vector2(_startPosForGameBoard.x + offsetX * i, _startPosForGameBoard.y + offsetY * j); GameObject title = Instantiate(_titleNormalPrefab, positionToSpawn, Quaternion.identity); gameBoard[i, j] = title; title.transform.parent = transform; int spriteToChoose = Random.Range(0, _gameSprites.Length); while (numOfEachSprite[spriteToChoose] == 0) { spriteToChoose = Random.Range(0, numOfEachSprite.Length); } title.GetComponent <SpriteRenderer>().sprite = _gameSprites[spriteToChoose]; Tile temptile = title.GetComponent <Tile>(); temptile.SetCoordinate(i, j); temptile.SetType(spriteToChoose); numOfEachSprite[spriteToChoose]--; } } }
// Use this for initialization void Start() { //Villager.Create(); Terrain.Instance.Regenerate(); for (int i = 0; i < 2; i++) { Vector2Int villagePos; do { villagePos = new Vector2Int(Random.Range(0, LENGTH), Random.Range(0, WIDTH)); } while (Terrain.Instance.GetTerrainType(villagePos) == global::Terrain.TerrainType.Land); _villages.Add(Village.Create(villagePos)); } // Spawn trees for (int x = 0; x < LENGTH; x++) { for (int y = 0; y < WIDTH; y++) { if (Terrain.Instance.GetTerrainType(new Vector2Int(y, x)) == Terrain.TerrainType.Land && Random.Range(0.0f, 100f) > 99.7f) { Tree.Create(new Vector2Int(x, y)); } } } StartCoroutine("SpawnFood"); for (int i = 0; i < 20; i++) { SpawnFood(); } }
protected void SpawnBarrelSpark() { if (!BarrelSpark) { return; } var lifeTime = Random.Range(3, 3); // Pos var pos = FXSocket.position; pos.z = 0; // Rotation var rot = FXSocket.rotation; var barrelSpark = F3DSpawner.Spawn(BarrelSpark, pos, rot, null); _dir = Mathf.Sign(FXSocket.parent.lossyScale.x); var dirScale = barrelSpark.localScale; dirScale.x *= _dir; barrelSpark.localScale = dirScale; F3DSpawner.Despawn(barrelSpark, lifeTime); }
// Called by the camera to apply the image effect void OnRenderImage(RenderTexture source, RenderTexture destination) { SanitizeParameters(); if (scratchTimeLeft <= 0.0f) { scratchTimeLeft = Random.value * 2 / scratchFPS; // we have sanitized it earlier, won't be zero scratchX = Random.value; scratchY = Random.value; } scratchTimeLeft -= Time.deltaTime; Material mat = material; mat.SetTexture("_GrainTex", grainTexture); mat.SetTexture("_ScratchTex", scratchTexture); float grainScale = 1.0f / grainSize; // we have sanitized it earlier, won't be zero mat.SetVector("_GrainOffsetScale", new Vector4( Random.value, Random.value, (float)Screen.width / (float)grainTexture.width * grainScale, (float)Screen.height / (float)grainTexture.height * grainScale )); mat.SetVector("_ScratchOffsetScale", new Vector4( scratchX + Random.value * scratchJitter, scratchY + Random.value * scratchJitter, (float)Screen.width / (float)scratchTexture.width, (float)Screen.height / (float)scratchTexture.height )); mat.SetVector("_Intensity", new Vector4( Random.Range(grainIntensityMin, grainIntensityMax), Random.Range(scratchIntensityMin, scratchIntensityMax), 0, 0)); Graphics.Blit(source, destination, mat); }
/// <summary> /// Instantiate and return all the prefabs that should be spawned at or around the supplied position. /// </summary> public GameObject[] InstantiatePrefabs(Vector3 position, string namePostfix) { List <GameObject> spawned = new List <GameObject>(); Quaternion rotation = Quaternion.Euler(new Vector3(0, Random.Range(0, 359.9f), 0)); GameObject go; string name = ""; for (int prefabIdx = 0; prefabIdx < m_SpawnObjectDefinitions.Length; prefabIdx++) { SpawnObjectDefinition spawnedPrefab = m_SpawnObjectDefinitions[prefabIdx]; if (spawnedPrefab.probability >= Random.value) { if (string.IsNullOrEmpty(name)) { name = spawnedPrefab.prefab.name; } // We do this juggling with names because the Brain gets initialized in the Awake and thus it has the wrong name if we add the postfix after creation spawnedPrefab.prefab.name = name + " - " + namePostfix + " "; go = Instantiate(spawnedPrefab.prefab, (Vector3)position, rotation); spawned.Add(go); spawnedPrefab.prefab.name = name; if (spawnedPrefab.stopSpawning) { break; } } name = ""; } return(spawned.ToArray()); }
private static int CalculateWin(float attackArmy, float defendArmy, float escalationRate, int luck = 4) { int result = 4; if (attackArmy > defendArmy) { result--; } if (escalationRate > 0.5f) { result--; } for (int i = 0; i < luck; i++) { if (Random.Range(0f, 1f) > 0.4f) { result--; } } result = Mathf.Clamp(result, 1, 4); return(result); }
private int GetRandomWaypoint(Tuple <int, float>[] weightIndecies) { // Calculate the total weight we have to deal with and the cumulative weight up to that point. float totalWeight = 0; Tuple <int, float>[] cumulative = new Tuple <int, float> [weightIndecies.Length]; for (int i = 0; i < weightIndecies.Length; i++) { cumulative[i] = new Tuple <int, float>(weightIndecies[i].Item1, totalWeight += weightIndecies[i].Item2); } float target = Random.Range(0, totalWeight); // Find the value that encompasses the target. foreach (Tuple <int, float> weightIndex in cumulative) { if (weightIndex.Item2 > target) { return(weightIndex.Item1); } } throw new Exception("Error getting random waypoint."); }
private GameObject RandomizeCharacterEvent(RoomStats.RoomType roomName) { List <GameObject> eligibleEvents = new List <GameObject>(); for (int i = 0; i < campMan.GetCharacterEvents().Count; i++) { CharacterEvent charEvent = campMan.GetCharacterEvents()[i].GetComponent <CharacterEvent>(); if (charEvent.MatchesRoomType(roomName) && /*&& charEvent.playedOnce == false*/ HasRequiredStats(charEvent.requiredStats, true)) { eligibleEvents.Add(campMan.GetCharacterEvents()[i]); } } int randNum = Random.Range(0, eligibleEvents.Count); GameObject thisEvent = eligibleEvents[randNum]; campMan.playedEvents.Add(thisEvent); campMan.charEvents.Remove(thisEvent); //campMan.RemoveFromCharEvents(thisEvent); return(thisEvent); }
void Start() { Initialize(); config = GameScript.GetConfig(); Screen.lockCursor = true; random = new UnityEngine.Random(); CurrentPauseTime = MAX_PAUSE_TIME / 2.0f; }
/// <summary> /// Get the value of tickets sold for a specific screen /// </summary> /// <param name="screen">The Screen object to get the tickets for</param> /// <returns>The value of tickets sold</returns> public int GetTicketsSoldValue(ScreenObject screen) { UnityEngine.Random ran = new UnityEngine.Random(); int min = (int)(screen.GetNumSeats() / 1.5); // this will be affected by the posters etc, and rep int max = screen.GetNumSeats(); int ticketsSold = UnityEngine.Random.Range(min, max); float repMultiplier = customerController.reputation.GetMultiplier(); ticketsSold = 3 + (int)(ticketsSold * repMultiplier); return ticketsSold; }
private Vector2 GetCoordinates() { var rnd = new Random (); var vector = new Vector2(); bool freePlace = false; float x, y; while (!freePlace) { x = Mathf.Round(Random.Range(globals.leftWall + 0.1f, globals.rightWall - 0.1f)*10)/10; y = Mathf.Round(Random.Range(globals.topWall - 0.1f, globals.bottomWall + 0.1f)*10)/10; freePlace = Check(x,y); if (freePlace) vector = new Vector3(x, y); } return vector; }
public static void Init() { systemRandom = new System.Random(); unityRandom = new UnityEngine.Random(); }
void ShuffleCards() { var r = new UnityEngine.Random(); var totalPoints = cardDefs.Cards.Sum(c => c.Points); while(cards.Count < lifeIndex[lifeLevel]) { var num = UnityEngine.Random.Range(0, totalPoints); foreach(var c in cardDefs.Cards) { num -= c.Points; if (num <= 0) { cards.Add(c); break; } } } }
private string getRandomAnswer(List<string> answers) { UnityEngine.Random rand = new UnityEngine.Random(); int randIndex = UnityEngine.Random.Range(0, (answers.Count - 1)); return answers[randIndex]; }