What I found was how to create random numbers. Great. This solution, however, was not working in other functions. To create a random number, I used
Random randomDirection = new Random();
int directionChoice = randomDirection.Next(1, 4);
inside of a function called enemyWalk(){};
However, this caused an error:
Type 'UnityEngine.Random' does not contain a definition for 'Next' and no extension method 'Next' of type 'UnityEngine.Random' could be found (are you missing a using directive or an assembly reference?)
This error does not appear when I take the random integer generator out of the function. Any solutions to fix this problem?
I'm hoping to use this code to make my enemy wander around when not doing anything by randomly choosing an integer that decides which direction he walks (up, left, right, or down), then using a random double generator to determine the distance it walks. However I need a random number generated whenever enemyWalk(){};
is called.
There's a simple, single-line method for getting a random number within a range: int randomNumber = Random. Range(0, 2); This little code will instantly provide you with either a '0' or a '1' as a result, and it will place the result in the randomNumber variable for later use.
In Unity C# the method is as follows
Random.Range(minVal, maxVal);
See Unity Documentation - Random
The method will accept either integer or float arguments. If using ints minVal
is inclusive and maxVal
is exclusive of the returned random value. In your case it would be:
Random.Range(1,4);
Instead of Next(1,4)
.
If using floats, for example
Random.Range(1.0F, 3.5F);
The return value is also a float, minVal
and maxVal
are inclusive in this case.
The simple solution would be to just use .NET's Random
class, which happens to be in the System
namespace:
using System;
...
//Or System.Random without the using
Random randomDirection = new Random();
int directionChoice = randomDirection.Next(1, 5);
If you want to use Unity's, call Range
instead of Next
:
int directionChoice = randomDirection.Range(1, 5);
Note that "max" is exclusive in both cases, so you should use 5 to return values between 1 and 4 (including 4)
To get random float
:
Random.NextDouble(); //careful, this is between 0 and 1, you have to scale it
//Also, this one is exclusive on the upper bound (1)
Random.Range(1f, 4f); //max is inclusive now
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With