Gonna move to server authority
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using FirstGearGames.Utilities.Maths;
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namespace FirstGearGames.Utilities.Structures
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{
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[System.Serializable]
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public struct FloatRange
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{
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public FloatRange(float minimum, float maximum)
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{
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Minimum = minimum;
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Maximum = maximum;
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}
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/// <summary>
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/// Minimum range.
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/// </summary>
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public float Minimum;
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/// <summary>
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/// Maximum range.
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/// </summary>
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public float Maximum;
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/// <summary>
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/// Returns a random value between Minimum and Maximum.
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/// </summary>
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/// <returns></returns>
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public float RandomInclusive()
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{
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return Floats.RandomInclusiveRange(Minimum, Maximum);
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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externalObjects: {}
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userData:
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@@ -0,0 +1,43 @@
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using FirstGearGames.Utilities.Maths;
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namespace FirstGearGames.Utilities.Structures
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{
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[System.Serializable]
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public struct IntRange
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{
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public IntRange(int minimum, int maximum)
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{
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Minimum = minimum;
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Maximum = maximum;
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}
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/// <summary>
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/// Minimum range.
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/// </summary>
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public int Minimum;
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/// <summary>
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/// Maximum range.
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/// </summary>
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public int Maximum;
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/// <summary>
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/// Returns an exclusive random value between Minimum and Maximum.
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/// </summary>
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/// <returns></returns>
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public float RandomExclusive()
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{
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return Ints.RandomExclusiveRange(Minimum, Maximum);
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}
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/// <summary>
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/// Returns an inclusive random value between Minimum and Maximum.
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/// </summary>
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/// <returns></returns>
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public float RandomInclusive()
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{
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return Ints.RandomInclusiveRange(Minimum, Maximum);
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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@@ -0,0 +1,44 @@
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using FirstGearGames.Utilities.Maths;
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using UnityEngine;
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namespace FirstGearGames.Utilities.Structures
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{
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[System.Serializable]
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public struct Vector2Range
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{
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public Vector2Range(Vector2 minimum, Vector2 maximum)
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{
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X = new FloatRange(minimum.x, maximum.x);
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Y = new FloatRange(minimum.y, maximum.y);
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}
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public Vector2Range(FloatRange minimum, FloatRange maximum)
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{
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X = minimum;
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Y = maximum;
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}
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/// <summary>
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/// Minimum range.
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/// </summary>
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public FloatRange X;
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/// <summary>
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/// Maximum range.
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/// </summary>
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public FloatRange Y;
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/// <summary>
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/// Returns a random value between Minimum and Maximum.
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/// </summary>
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/// <returns></returns>
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public Vector2 RandomInclusive()
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{
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return new Vector2(
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Floats.RandomInclusiveRange(X.Minimum, X.Maximum),
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Floats.RandomInclusiveRange(Y.Minimum, Y.Maximum)
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);
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}
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}
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}
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