public void Invoke() { if (randomizeOrder && random == null) { random = new RandomEssentials(); } if (nextEvent == null) { if (!randomizeOrder) { nextEvent = events[0]; nextEventIndex = nextEventIndex.GetLooped(events.Length); } else { nextEventIndex = random.GetRandomInt(events.Length); nextEvent = events[nextEventIndex]; } } nextEvent?.Invoke(); if (!randomizeOrder) { nextEventIndex = nextEventIndex.GetLooped(events.Length); } else { nextEventIndex = random.GetRandomInt(events.Length); } nextEvent = events[nextEventIndex]; }
void Update() { if (Input.GetKeyDown(keyToSpawn)) { // Activate/Respawn/Move one game object each time 'Spawn' is called GameObject spawned = pool.Spawn( randomEssentials.GetRandomVector3(-5, 5), // Position Quaternion.identity, // Rotation randomEssentials.GetRandomVector3(0.5f, 1.5f) // Scale ); // Set a random name to the spawned GameObject spawned.gameObject.name = "Random number name - " + randomEssentials.GetRandomInt(0, 1000).ToString(); } }
private void Start() { randomEssentials = new UnityEngine.RandomEssentials(); //EXAMPLES: bool randomBool = randomEssentials.GetRandomBool(0.75f); int randomInt = randomEssentials.GetRandomInt(3, 10); float randomFloat = randomEssentials.GetRandomFloat(0.5f, 0.1f); Vector3 randomVector3 = randomEssentials.GetRandomVector3(0.5f, 0.1f); Vector2 randomVector2 = randomEssentials.GetRandomVector2(0.5f, 0.1f); int randomSign = randomEssentials.GetRandomSign(0.4f); bool randomBoolTrueEnsured = randomEssentials.GetRandomBoolTrueEnsured(3, 10); bool randomDistributedBool = randomEssentials.GetPseudoRandomDistributedBool(5, 0.25f); // This variables are not used anywhere, they exist only to help the example. }
private void Start() { randomEssentials = new UnityEngine.RandomEssentials(); //EXAMPLES: bool randomBool = randomEssentials.GetRandomBool(0.75f); int randomInt = randomEssentials.GetRandomInt(3, 10); float randomFloat = randomEssentials.GetRandomFloat(0.5f, 0.1f); Vector3 randomVector3 = randomEssentials.GetRandomVector3(0.5f, 0.1f); Vector2 randomVector2 = randomEssentials.GetRandomVector2(0.5f, 0.1f); int randomSign = randomEssentials.GetRandomSign(0.4f); bool randomBoolTrueEnsured = randomEssentials.GetRandomBoolTrueEnsured(3, 10); bool randomDistributedBool = randomEssentials.GetPseudoRandomDistributedBool(5, 0.25f); // To make easier the single use of RandomEssentials, the object can be created and used as follows: randomBool = UnityEngine.RandomEssentials.GetNew().GetRandomBool(); randomBool = UnityEngine.RandomEssentials.GetNew(123456).GetRandomBool(); // With custom seed // This variables are not used anywhere, they exist only to help the example. }