public static uint getRandomRange(pRNGs activeRNG, int min, int max) { uint result = 0; switch (activeRNG) { case pRNGs.RngNativeDotNet: result = (uint)UnityEngine.Random.Range(min, max); break; case pRNGs.RngMersenneTwister: result = rng.NextUInt32((uint)min, (uint)max); break; case pRNGs.RngCryptoServiceProvider: //#if !UNITY_IPHONE && !UNITY_ANDROID result = (uint)RNCrypto.GetRandomIntBetween(min, max); //#endif break; } return(result); }
// RANGE Return a int min <= x < max public float Range(float minValue, float maxValue) { return((float)((double)_rand.NextUInt32() / (ulong)uint.MaxValue) * (maxValue - minValue) + minValue); //return ((float)_rand.NextUInt32() / ((UInt64)UInt32.MaxValue + 1)) * (maxValue - minValue) + minValue; }