private float RandomRangeFloat(SS13_Shared.Utility.Range<float> randomRange) { return (RandomFloat() * (randomRange.End - randomRange.Start)) + randomRange.Start; }
private Vector4D RandomRangeVector4D(SS13_Shared.Utility.Range<Vector4D> randomRange) { return new Vector4D( RandomRangeFloat(randomRange.Start.X, randomRange.End.X), RandomRangeFloat(randomRange.Start.Y, randomRange.End.Y), RandomRangeFloat(randomRange.Start.Z, randomRange.End.Z), RandomRangeFloat(randomRange.Start.W, randomRange.End.W) ); }
public DirectionComponentState(SS13_Shared.Direction dir) { Direction = dir; Family = ComponentFamily.Direction; }