private Vector4f RandomRangeVector4(SS14.Shared.Utility.Range<Vector4f> randomRange) { return new Vector4f( 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) ); }
private Vector2f RandomRangeVector2(SS14.Shared.Utility.Range<Vector2f> randomRange) { return new Vector2f( RandomRangeFloat(randomRange.Start.X, randomRange.End.X), RandomRangeFloat(randomRange.Start.Y, randomRange.End.Y) ); }
private Vector3 RandomRangeVector3(SS14.Shared.Utility.Range<Vector3> randomRange) { return new Vector3( RandomRangeFloat(randomRange.Start.X, randomRange.End.X), RandomRangeFloat(randomRange.Start.Y, randomRange.End.Y), RandomRangeFloat(randomRange.Start.Z, randomRange.End.Z) ); }
private float RandomRangeFloat(SS14.Shared.Utility.Range<float> randomRange) { return (RandomFloat() * (randomRange.End - randomRange.Start)) + randomRange.Start; }
public DirectionComponentState(SS14.Shared.Direction dir) :base(ComponentFamily.Direction) { Direction = dir; }