private float Next() { float next = 0f; //-- Discrepancy -- //- High Discrepancy ("normal" random numbers / white noise) - if (!lowDiscrepancy) { next = simpleRng.GetFloatRange(0f, 1f); } //- Low Discrepancy (Grid & Jitter) - else { next = NextLowDiscrepancyFloat(); } //-- Probability Distribution -- //- Custom Distribution - if (probabilityDistribution == ProbabilityDistribution.Custom) { next = animationCurveSampler.Sample(next); } //- else: Uniform Probability Distribution - //-- Min Max Range -- next = MathW.Remap(next, 0f, 1f, min, max); //-- Return final value -- return(next); }