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Object
RandomEngine
protected RandomEngine RandomEngine<>():RandomEngine protected
static public RandomEngine CreateIfNull<>(
RandomEngine r=,
r:RandomEngine=,
):RandomEngine static public
public float Next<>():float public
public float Value<>(
float scalar=,
scalar:float=,
):float public
public float Range<>(
float a=,
a:float=,
float b=,
b:float=,
):float public
public float Sample<>(
Curve curve=,
curve:Curve=,
float min=,
min:float=,
float max=,
max:float=,
):float public
public int SampleInteger<>(
Curve curve=,
curve:Curve=,
):int public
public float Polar<>():float public
public float Polar<>(
float value=,
value:float=,
):float public
public bool Bool<>():bool public
public bool Chance<>(
float value=,
value:float=,
):bool public
public bool FlipCoin<>():bool public
public float PercentageVariation<>(
float variation=,
variation:float=,
):float public
public bool WithChanceOf<>(
float value=,
value:float=,
):bool public
public Vector3 Between<>(
Vector3 a=,
a:Vector3=,
Vector3 b=,
b:Vector3=,
):Vector3 public
public Vector3 IndividualBetween<>(
Vector3 a=,
a:Vector3=,
Vector3 b=,
b:Vector3=,
):Vector3 public
public Color RandomHue<>(
float saturation=,
saturation:float=,
float luminance=,
luminance:float=,
):Color public
public Vector2 InRectangle<>(
Vector2 min=,
min:Vector2=,
Vector2 max=,
max:Vector2=,
):Vector2 public
public float AngleRadians<>():float public
public Vector3 InCube<>():Vector3 public
public Vector3 InsideCube<>(
float size=,
size:float=,
):Vector3 public
public Vector3 InsideSphere<>():Vector3 public
public Vector2 OnCircle<>(
float size=,
size:float=,
):Vector2 public
public Vector2 InsideCircle<>(
float maxSize=,
maxSize:float=,
float minSize=,
minSize:float=,
):Vector2 public
public Vector3 OnSphere<>(
float size=,
size:float=,
):Vector3 public
public Vector3 OnSphere<>():Vector3 public
public Vector3 InSphere<>(
float size=,
size:float=,
):Vector3 public
public Color HSL<>(
float hMin=,
hMin:float=,
float hMax=,
hMax:float=,
float sMin=,
sMin:float=,
float sMax=,
sMax:float=,
float lMin=,
lMin:float=,
float lMax=,
lMax:float=,
):Color public
public int IntegerInclusive<>(
int min=,
min:int=,
int max=,
max:int=,
):int public
public int IntegerInclusive<>(
int max=,
max:int=,
):int public
public int IntegerExclusive<>(
int min=,
min:int=,
int max=,
max:int=,
):int public
public int IntegerExclusive<>(
int max=,
max:int=,
):int public
public Char From<>(
String source=,
source:String=,
):Char public
public T From<>(
T[] array=,
array:T[]=,
):T public
public T From<>(
HashSet<T> set=,
set:HashSet<T>=,
):T public
public T FromValues<>(
T first=,
first:T=,
T[] values=,
values:T[]=,
):T public
public T From<>(
List<T> list=,
list:List<T>=,
):T public
public T From<>(
List<T> list=,
list:List<T>=,
int start=,
start:int=,
int end=,
end:int=,
):T public
public T RemoveFrom<>(
List<T> list=,
list:List<T>=,
):T public
public List<T> RemoveMutlipleFrom<>(
List<T> list=,
list:List<T>=,
int amount=,
amount:int=,
):List<T> public
public T RemoveWeightedFrom<>(
List<T> list=,
list:List<T>=,
List<float> weights=,
weights:List<float>=,
):T public
public List<T> RemoveMultipleWeightedFrom<>(
List<T> list=,
list:List<T>=,
List<float> weights=,
weights:List<float>=,
int amount=,
amount:int=,
):List<T> public
public int IndexFromUnnormalizedWeights<>(
List<float> weights=,
weights:List<float>=,
float sumWeights=,
sumWeights:float=,
):int public
public float SelectCurveWeights<>(
Curve curve=,
curve:Curve=,
int numSteps=,
numSteps:int=,
):float public
public int IndexFromCurveWeights<>(
Curve curve=,
curve:Curve=,
int numIndices=,
numIndices:int=,
):int public
public int IndexFromNormalizedWeights<>(
List<float> weights=,
weights:List<float>=,
float sumWeights=,
sumWeights:float=,
):int public
public List<int> Numbers<>(
int numValues=,
numValues:int=,
int offset=,
offset:int=,
):List<int> public
public List<int> Selection<>(
int possibleValues=,
possibleValues:int=,
int selection=,
selection:int=,
):List<int> public












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