GetColorHSV(float hueMin=0.0f, float hueMax=1f, float saturationMin=0.0f, float saturationMax=1f, float valueMin=0.0f, float valueMax=1f, float alphaMin=1f, float alphaMax=1f) | UnityEngine.RandomEssentials | |
GetNew() | UnityEngine.RandomEssentials | static |
GetNew(int seed) | UnityEngine.RandomEssentials | static |
GetPointInsideCircle(Vector2 center, float radius=1f) | UnityEngine.RandomEssentials | |
GetPointInsideCircle(float radius=1f) | UnityEngine.RandomEssentials | |
GetPointOnCircle(Vector2 center, float radius=1f) | UnityEngine.RandomEssentials | |
GetPointOnCircle(float radius=1f) | UnityEngine.RandomEssentials | |
GetPseudoRandomDistributedBool(int tryNumberSinceLastPositive, float probability) | UnityEngine.RandomEssentials | |
GetRandomBool(float probability=0.5f) | UnityEngine.RandomEssentials | |
GetRandomBoolTrueEnsured(int tryNumberSinceLastPositive, int maxNumberOfTries) | UnityEngine.RandomEssentials | |
GetRandomFloat() | UnityEngine.RandomEssentials | |
GetRandomFloat(float exclusiveMaximum) | UnityEngine.RandomEssentials | |
GetRandomFloat(float inclusiveMinimum, float exclusiveMaximum) | UnityEngine.RandomEssentials | |
GetRandomInt() | UnityEngine.RandomEssentials | |
GetRandomInt(int exclusiveMaximum) | UnityEngine.RandomEssentials | |
GetRandomInt(int inclusiveMinimum, int exclusiveMaximum) | UnityEngine.RandomEssentials | |
GetRandomSign(float negativeProbability=0.5f) | UnityEngine.RandomEssentials | |
GetRandomVector2(float inclusiveMinimum, float exclusiveMaximum) | UnityEngine.RandomEssentials | |
GetRandomVector3(float inclusiveMinimum, float exclusiveMaximum) | UnityEngine.RandomEssentials | |
RandomEssentials() | UnityEngine.RandomEssentials | |
RandomEssentials(int seed) | UnityEngine.RandomEssentials | |
SetRandomBytes(Byte[] bytesArray) | UnityEngine.RandomEssentials | |