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using System;
using UnityEngine;
[Serializable]
public class IntRange
{
public int min;
public int max;
public IntRange()
{
}
public IntRange(int min, int max)
{
this.min = min;
this.max = max;
}
public int Next()
{
return UnityEngine.Random.Range(this.min, this.max);
}
public bool Contains(int value)
{
return this.min <= value && this.max >= value;
}
public static int Next(int max)
{
return (int)(UnityEngine.Random.value * (float)max);
}
internal static int Next(int min, int max)
{
return UnityEngine.Random.Range(min, max);
}
internal static byte NextByte(byte max)
{
return (byte)UnityEngine.Random.Range(0, (int)max);
}
public static void FillRandom(sbyte min, sbyte max, sbyte[] array)
{
for (int i = 0; i < array.Length; i++)
{
array[i] = (sbyte)IntRange.Next((int)min, (int)max);
}
}
public static int RandomSign()
{
if (!BoolRange.Next(0.5f))
{
return -1;
}
return 1;
}
public static void FillRandomRange(sbyte[] array)
{
for (int i = 0; i < array.Length; i++)
{
array[i] = (sbyte)i;
}
array.Shuffle<sbyte>();
}
}
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