public float RandomFloatInRange(float lowerInclusive, float upperInclusive) { return((SquirrelNoise.Get1DNoiseNegativeOneToOne(position++, seed) + 1) * ((upperInclusive - lowerInclusive) / 2) + lowerInclusive); }
public float RandomFloatNegativeOneToOne() { return(SquirrelNoise.Get1DNoiseNegativeOneToOne(position++, seed)); }