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using System;
using UnityEngine;
[Serializable]
public struct Vector2Range
{
public float Width
{
get
{
return this.max.x - this.min.x;
}
}
public float Height
{
get
{
return this.max.y - this.min.y;
}
}
public Vector2 min;
public Vector2 max;
public Vector2Range(Vector2 min, Vector2 max)
{
this.min = min;
this.max = max;
}
public void LerpUnclamped(ref Vector3 output, float t, float z)
{
output.Set(Mathf.LerpUnclamped(this.min.x, this.max.x, t), Mathf.LerpUnclamped(this.min.y, this.max.y, t), z);
}
public void Lerp(ref Vector3 output, float t, float z)
{
output.Set(Mathf.Lerp(this.min.x, this.max.x, t), Mathf.Lerp(this.min.y, this.max.y, t), z);
}
public Vector2 Next()
{
return new Vector2(UnityEngine.Random.Range(this.min.x, this.max.x), UnityEngine.Random.Range(this.min.y, this.max.y));
}
public static Vector2 NextEdge()
{
float f = 6.2831855f * UnityEngine.Random.value;
float x = Mathf.Cos(f);
float y = Mathf.Sin(f);
return new Vector2(x, y);
}
}
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