《UnityAPI.Random随机数》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Random+Range+seed+onUnitSphere+立钻哥哥++OK++)

《UnityAPI.Random随机数》

版本

作者

参与者

完成日期

备注

UnityAPI_Random_V01_1.0

严立钻

 

2020.07.01

 

 

 

 

 

 

#《UnityAPI.Random随机数》发布说明:

++++“UnityAPI.Random随机数是对UnityAPIRandom随机数类的剖析和拓展

立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力

++1、API的积累:API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷

++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程

++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验

++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

$$$$博客溯源:

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

#Random随机数

#Random随机数

#Random随机数

++A1、Description描述

++B2、Variables变量

++C3、Public Function共有函数

++D4、Message消息

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立钻哥哥:Random(随机数)是产生随机数的类

++++[namespace]

++++[Inherits from]

#B2、Static Variables静态变量

#B2、Static Variables静态变量

++B2、Static Variables静态变量

++++B2.1、insideUnitCircle

++++B2.2、insideUnitSphere

++++B2.3、onUnitSphere

++++B2.4、rotation

++++B2.5、rotationUniform

++++B2.6、seed

++++B2.7、value

++++B2.8、YanlzXREngine.Random.StaticVariables

++B2.1、insideUnitCircle

++B2.1、insideUnitCircle

++B2.1、insideUnitCircle

++++立钻哥哥:单位圆内

public static Vector2 insideUnitCircle;

++++随机返回一个半径为1的单位圆内的点

//将位置设置为一个半径为5中心点在原点的圆圈内的某个点

transform.position = Random.insideUnitCircle * 5;

 

 

 

 

 

++B2.2、insideUnitSphere

++B2.2、insideUnitSphere

++B2.2、insideUnitSphere

++++立钻哥哥:单位球内

public static Vector3 insideUnitSphere;

++++随机返回半径为1的球体内的一个点(只读

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRandom : MonoBehaviour{

 

    void MyTestFunc(){

        transform.position = Random.insideUnitSphere * 5;

    }    //立钻哥哥:void MyTestFunc(){}

 

}    //立钻哥哥:public class YanlzRandom{}

 

 

 

 

 

++B2.3、onUnitSphere

++B2.3、onUnitSphere

++B2.3、onUnitSphere

++++立钻哥哥:单位球上(表面)

public static Vector3 onUnitSphere;

++++随机返回一个单位球体表面上的点(只读

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRandom : MonoBehaviour{

 

    void MyTestFunc(){

        //transform.position = Random.insideUnitSphere * 5;

        transform.position = Random.onUnitSphere * 5;

    }    //立钻哥哥:void MyTestFunc(){}

 

}    //立钻哥哥:public class YanlzRandom{}

++B2.4、rotation

++B2.4、rotation

++B2.4、rotation

++++立钻哥哥:旋转

public static Quaternion rotation;

++++随机返回一个角度(只读

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRandom : MonoBehaviour{

 

    void MyTestFunc(){

        transform.rotation = Random.rotation;

    }    //立钻哥哥:void MyTestFunc(){}

 

}    //立钻哥哥:public class YanlzRandom{}

 

 

 

 

 

++B2.5、rotationUniform

++B2.5、rotationUniform

++B2.5、rotationUniform

++++立钻哥哥:随机均匀分布的角度

public static Quaternion rotationUniform;

++++随机返回一个均匀分布的旋转角度(只读

++++均匀分布:用计算机求解的随机数,通常称作伪随机数,并不是真正的随机数,一般都是输进去一个真随机数,然后通过公式的迭代等方法,产生的伪随机数;均匀分布是在【0,1】区间内,任意随机数在一半跟另一半产生的概率相等;然而计算机是不能做到那么精确的,所以只能近似的是随机数,所以一般产生的都是伪随机数

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRandom : MonoBehaviour{

 

    void MyTestFunc(){

        //transform.rotation = Random.rotation;

        transform.rotation = Random.rotationUniform;

    }    //立钻哥哥:void MyTestFunc(){}

 

}    //立钻哥哥:public class YanlzRandom{}

 

 

 

 

 

++B2.6、seed

++B2.6、seed

++B2.6、seed

++++立钻哥哥:种子

public static int seed;

++++给随机数发生器设置种子

++++随机数发生器不是真正的随机(伪随机数),它产生的随机数是预先设定的顺序(对于大多数情况而言,这个随机的值是在一个序列范围内跳动)

++++在序列中运行的随机的点:开始随机时是通过一个叫做种子的值被从序列中挑选出来的;在random方法被调用之前,种子的设置通常来自一些随意的值比如系统时间;这可以避免在游戏运行时出现相同的随机数,从而避免可预见的游戏;然而,通过相同种子产生的伪随机数也可以满足某些需求的

++++可以设置自己的种子,例如,当用程序生成了一个游戏关卡;可以使用随机选择的元素,使现场看起来随意和自然,但之前产生种子设定为预设值

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRandom : MonoBehaviour{

    private float[] noiseValues;

 

    void Start(){

        Random.seed = 42;

        noiseValues = new float[10];

    

        int i = 0;

        while(i < noiseValues.Length){

            noiseValues[i] = Random.value;

            Debug.Log(noiseValues[i]);

 

            i++;

        }    //立钻哥哥:while(){}

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzRandom{}

 

 

 

 

 

++B2.7、value

++B2.7、value

++B2.7、value

++++立钻哥哥:

public static float value;

++++返回一个0.0(包括)到1.0(包括)之间的随机数

++++0.01.0都可以通过这个属性返回;这种做法和其他的许多数随机数生成器不同,返回的值只会小于1.0但不会等于1.0

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRandom : MonoBehaviour{

 

    Color MyRandomColor(){

        return new Color(Random.value, Random.value, Random.value);

    }    //立钻哥哥:Color MyRandomColor(){}

 

}    //立钻哥哥:public class YanlzRandom{}

 

 

 

 

 

 

 

#C3、Static Functions静态方法

#C3、Static Functions静态方法

++C3、Static Functions静态方法

++++C3.1、Range

++++C3.2、YanlzXREngine.Random.StaticFunctions

++C3.1、Range

++C3.1、Range

++C3.1、Range

++++立钻哥哥:随机范围

public static float Range(float min, float max);

public static int Range(int min, int max);

++++返回一个在最小值(包括)和最大值(包括)之间的浮点型随机数(只读

++++返回一个在最小值(包括)和最大值(包括)之间的整型随机数(只读

++++如果传入的最大值和最小值相等,最小值将会被返回;这个返回值不是来自最大值,除非最小值和最大值是同一个(内存地址

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRandom : MonoBehaviour{

    public GameObject prefab;

 

    //Instantiate the prefab somewhere between -10.0 and 10.0 on the x-z plane

    void Start(){

        Vector3 position = new Vector3(Random.Range(-10.0F, 10.0F), 0, Random.Range(-10.F, 10.0F));

        Instantiate(prefab, position, Quaternion.identity);

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzRandom{}

 

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRandom : MonoBehaviour{

 

    void MyTestFunc(){

        Application.LoadLevel(Random.Range(0, Application.levelCount));

    }    //立钻哥哥:void MyTestFunc(){}

 

}    //立钻哥哥:public class YanlzRandom{}

 

 

 

 

 

 

 

 

#D4、立钻哥哥对Random类的拓展

#D4、立钻哥哥对Random类的拓展

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Transform变换]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761

++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062

++++[Collider碰撞器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106696886

++++[Rigidbody刚体]:https://blog.csdn.net/VRunSoftYanlz/article/details/106698042

++++[Animator动画]:https://blog.csdn.net/VRunSoftYanlz/article/details/106863517

++++[Animation]:https://blog.csdn.net/VRunSoftYanlz/article/details/106931626

++++[AnimationCurve]:https://blog.csdn.net/VRunSoftYanlz/article/details/106952329

++++[AnimationEvent]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008468

++++[Joint关节]:https://blog.csdn.net/VRunSoftYanlz/article/details/106771226

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995

++++[WWW万维网]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

++++[Keyframe关键帧]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

++++[Gizmos可视化]:https://blog.csdn.net/VRunSoftYanlz/article/details/107049986

++++[Debug调试]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029574

++++[PlayerPrefs存档]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029106

++++[StateMachine]:https://blog.csdn.net/VRunSoftYanlz/article/details/107028714

++++[AnimationClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106951675

++++[Input输入]:https://blog.csdn.net/VRunSoftYanlz/article/details/106843487

++++[Resources资源]:https://blog.csdn.net/VRunSoftYanlz/article/details/106818524

++++[Network网络]:https://blog.csdn.net/VRunSoftYanlz/article/details/106795026

++++[Collision碰撞]:https://blog.csdn.net/VRunSoftYanlz/article/details/106697669

++++[Matrix4x4矩阵]:https://blog.csdn.net/VRunSoftYanlz/article/details/106504027

++++[Renerer渲染器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106481994

++++[AudioSource]:https://blog.csdn.net/VRunSoftYanlz/article/details/106462679

++++[AudioClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448955

++++[Texture纹理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448589

++++[AssetBundle]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412190

++++[ScriptableObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106392769

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

【XR游戏开发QQ群:784477094

++立钻哥哥推荐的拓展学习链接(Link_Url)

立钻哥哥推荐的拓展学习链接(Link_Url)

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/

++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE开发基础https://blog.csdn.net/VRunSoftYanlz/article/details/81989970

++++Oculus杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82469850

++++Oculus安装使用https://blog.csdn.net/VRunSoftYanlz/article/details/82718982

++++Unity+SteamVR=>VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88809370

++++Unity减少VR晕眩症https://blog.csdn.net/VRunSoftYanlz/article/details/89115518

++++SteamVR简介https://blog.csdn.net/VRunSoftYanlz/article/details/86484254

++++SteamVR脚本功能分析https://blog.csdn.net/VRunSoftYanlz/article/details/86531480

++++SteamVR2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/88784527

++++SteamVR2.2.0快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/88833579

++++SteamVR2.2.0交互系统https://blog.csdn.net/VRunSoftYanlz/article/details/89199778

++++SteamVR2.2.0传送机制https://blog.csdn.net/VRunSoftYanlz/article/details/89390866

++++SteamVR2.2.0教程(一)https://blog.csdn.net/VRunSoftYanlz/article/details/89324067

++++SteamVR2.2.0教程(二)https://blog.csdn.net/VRunSoftYanlz/article/details/89894097

++++SteamVR_Skeleton_Poserhttps://blog.csdn.net/VRunSoftYanlz/article/details/89931725

++++SteamVR实战之PMCorehttps://blog.csdn.net/VRunSoftYanlz/article/details/89463658

++++SteamVR/Extrashttps://blog.csdn.net/VRunSoftYanlz/article/details/86584108

++++SteamVR/Inputhttps://blog.csdn.net/VRunSoftYanlz/article/details/86601950

++++OpenXR简介https://blog.csdn.net/VRunSoftYanlz/article/details/85726365

++++VRTK杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82562993

++++VRTK快速入门(杂谈)https://blog.csdn.net/VRunSoftYanlz/article/details/82955267

++++VRTK官方示例(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82955410

++++VRTK代码结构(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82780085

++++VRTK(SceneResources)https://blog.csdn.net/VRunSoftYanlz/article/details/82795400

++++VRTK_ControllerEventshttps://blog.csdn.net/VRunSoftYanlz/article/details/83099512

++++VRTK_InteractTouchhttps://blog.csdn.net/VRunSoftYanlz/article/details/83120220

++++虚拟现实行业应用https://blog.csdn.net/VRunSoftYanlz/article/details/88360157

++++Steam平台上的VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88960085

++++Steam平台热销VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/89007741

++++VR实验:以太网帧的构成https://blog.csdn.net/VRunSoftYanlz/article/details/82598140

++++实验四:存储器扩展实验https://blog.csdn.net/VRunSoftYanlz/article/details/87834434

++++FrameVR示例V0913https://blog.csdn.net/VRunSoftYanlz/article/details/82808498

++++FrameVR示例V1003https://blog.csdn.net/VRunSoftYanlz/article/details/83066516

++++SwitchMachineV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++PlaySceneManagerV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++Unity5.x用户手册https://blog.csdn.net/VRunSoftYanlz/article/details/81712741

++++Unity面试题ABChttps://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++Unity面试题Dhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630838

++++Unity面试题Ehttps://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity面试题Fhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630945

++++Cocos2dx面试题https://blog.csdn.net/VRunSoftYanlz/article/details/78630967

++++禅道[zentao]https://blog.csdn.net/VRunSoftYanlz/article/details/83964057

++++Lua快速入门篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818

++++Lua快速入门篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502

++++Lua快速入门篇(基础概述)https://blog.csdn.net/VRunSoftYanlz/article/details/81041359

++++框架知识点https://blog.csdn.net/VRunSoftYanlz/article/details/80862879

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++++Unity知识点0008https://blog.csdn.net/VRunSoftYanlz/article/details/81153606

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++++JSON数据结构https://blog.csdn.net/VRunSoftYanlz/article/details/82026644

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++++Unity企业内训(第3讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82927699

++++Unity企业内训(第4讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83479776

++++Unity企业内训(第5讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83963811

++++Unity企业内训(第6讲)https://blog.csdn.net/VRunSoftYanlz/article/details/84207696

++++钻哥带您了解产品原型https://blog.csdn.net/VRunSoftYanlz/article/details/87303828

++++插件<Obi Rope>https://blog.csdn.net/VRunSoftYanlz/article/details/83963905

++++计算机组成原理(教材篇)https://blog.csdn.net/VRunSoftYanlz/article/details/82719129

++++5G接入:云计算和雾计算https://blog.csdn.net/VRunSoftYanlz/article/details/88372718

++++云计算通俗讲义https://blog.csdn.net/VRunSoftYanlz/article/details/88652803

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz

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