C# 我如何创建随机数而不重复它们,并且它们之间有足够的空间?

C# 我如何创建随机数而不重复它们,并且它们之间有足够的空间?,c#,unity3d,C#,Unity3d,我现在使用的方法是: public void rndNumbers() { var currentValue = 90f; var increment = 90f / SpaceShipCount; for(int i=0;i<SpaceShipCount;i++) { randomNumbers.Add(currentValue); currentValue += increment;

我现在使用的方法是:

public void rndNumbers()
    {
        var currentValue = 90f;
        var increment = 90f / SpaceShipCount;
        for(int i=0;i<SpaceShipCount;i++) {
            randomNumbers.Add(currentValue);
            currentValue += increment;
        }
    }
但是现在它只是按顺序从列表中获取数字,而不使用ant random

这是宇宙飞船实例化的完整脚本

using System;
using UnityEngine;
using Random = UnityEngine.Random;
using System.Collections;
using System.Collections.Generic;
using System.Linq;

public class CloneSpaceShips : MonoBehaviour {

    public GameObject Spaceship;
    [HideInInspector]
    public GameObject[] spaceships;

    // for tracking properties change
    private Vector3 _extents;
    private int _spaceshipCount;
    private float _spaceshipSize;
    private List<int> randomNumbers = new List<int> ();

    /// <summary>
    ///     How far to place spheres randomly.
    /// </summary>
    public Vector3 Extents;

    /// <summary>
    ///     How many spheres wanted.
    /// </summary>
    public int SpaceShipCount;
    public float SpaceShipSize;

    // Use this for initialization
    void Start () {

        rndNumbers ();
        Clone();
        spaceships = GameObject.FindGameObjectsWithTag("SpaceShip");
    }

    private void OnValidate()
    {
        // prevent wrong values to be entered
        Extents = new Vector3(Mathf.Max(0.0f, Extents.x), Mathf.Max(0.0f, Extents.y), Mathf.Max(0.0f, Extents.z));
        SpaceShipCount = Mathf.Max(0, SpaceShipCount);
        SpaceShipSize = Mathf.Max(0.0f, SpaceShipSize);
    }

    private void Reset()
    {
        Extents = new Vector3(250.0f, 20.0f, 250.0f);
        SpaceShipCount = 100;
        SpaceShipSize = 20.0f;
    }

    // Update is called once per frame
    void Update () {

    }

    private void Clone()
    {
        if (Extents == _extents && SpaceShipCount == _spaceshipCount && Mathf.Approximately(SpaceShipSize, _spaceshipSize))
            return;

        // cleanup
        var ShipsToDestroy = GameObject.FindGameObjectsWithTag("SpaceShip");
        foreach (var t in ShipsToDestroy)
        {
            if (Application.isEditor)
            {
                DestroyImmediate(t);
            }
            else
            {
                Destroy(t);
            }
        }

        var withTag = GameObject.FindWithTag("Terrain");
        if (withTag == null)
            throw new InvalidOperationException("Terrain not found");

        for (var i = 0; i < SpaceShipCount; i++)
        {
            var o = Instantiate(Spaceship);
            o.tag = "SpaceShip";
            o.transform.SetParent(base.gameObject.transform);
            o.transform.localScale = new Vector3(SpaceShipSize, SpaceShipSize, SpaceShipSize);

            // get random position
            var x = Random.Range(-Extents.x, Extents.x);
            var y = Extents.y; // sphere altitude relative to terrain below
            var z = Random.Range(-Extents.z, Extents.z);

            // now send a ray down terrain to adjust Y according terrain below
            var height = 10000.0f; // should be higher than highest terrain altitude
            var origin = new Vector3(x, height, z);
            var ray = new Ray(origin, Vector3.down);
            RaycastHit hit;
            var maxDistance = 20000.0f;
            var nameToLayer = LayerMask.NameToLayer("Terrain");
            var layerMask = 1 << nameToLayer;
            if (Physics.Raycast(ray, out hit, maxDistance, layerMask))
            {
                var distance = hit.distance;
                y = height - distance + y; // adjust
            }
            else
            {
                Debug.LogWarning("Terrain not hit, using default height !");
            }

            o.transform.Rotate(0.0f,randomNumbers[i],0.0f);
            // place !
            o.transform.position = new Vector3(x, y, z);
        }

        _extents = Extents;
        _spaceshipCount = SpaceShipCount;
        _spaceshipSize = SpaceShipSize;
    }

    public void rndNumbers()
    {
        var currentValue = 90f;
        var increment = 90f / SpaceShipCount;
        for(int i=0;i<SpaceShipCount;i++) {
            randomNumbers.Add(currentValue);
            currentValue += increment;
        }
    }
}
使用系统;
使用UnityEngine;
使用Random=UnityEngine.Random;
使用系统集合;
使用System.Collections.Generic;
使用System.Linq;
公共类克隆空间:单行为{
公共游戏物体飞船;
[hideininstecpt]
公共游戏对象[]宇宙飞船;
//用于跟踪属性更改
私有向量3_范围;
私人国际宇宙飞船计数;
私人漂浮物(太空船尺寸),;
私有列表编号=新列表();
/// 
///随机放置球体的距离。
/// 
公共向量3范围;
/// 
///需要多少个球体。
/// 
公共国际宇宙飞船计数;
公共漂浮宇宙飞船尺寸;
//用于初始化
无效开始(){
rndNumbers();
克隆();
spaceships=GameObject.findGameObjectsSwithTag(“太空船”);
}
私有void OnValidate()
{
//防止输入错误的值
区段=新矢量3(Mathf.Max(0.0f,区段.x)、Mathf.Max(0.0f,区段.y)、Mathf.Max(0.0f,区段.z));
SpaceShipCount=Mathf.Max(0,SpaceShipCount);
SpaceShipSize=数学最大值(0.0f,SpaceShipSize);
}
私有无效重置()
{
范围=新矢量3(250.0f、20.0f、250.0f);
宇宙飞船数量=100;
宇宙飞船尺寸=20.0华氏度;
}
//每帧调用一次更新
无效更新(){
}
私有void Clone()
{
如果(区段==(U区段&&SpaceShipCount==)U SpaceShipCount&&Mathf.近似值(SpaceShipSize,)U SpaceShipSize)
返回;
//清理
var ShipsToDestroy=GameObject.FindGameObjectsWithTag(“太空船”);
foreach(在ShipsToDestroy中的var t)
{
if(Application.isEditor)
{
立即终止(t);
}
其他的
{
销毁(t);
}
}
var withTag=GameObject.FindWithTag(“地形”);
如果(withTag==null)
抛出新的无效操作异常(“未找到地形”);
对于(变量i=0;ivar layerMask=1您需要改进“太近”的内容用于您的目的。然后您可以收集在列表中生成的随机数。每次生成新的随机数时,在将其添加到列表之前,请对照列表进行检查,以确保其与其他随机数不太接近。这意味着您必须在生成列表中维护先前生成的随机数列表nction,否则在调用新的随机数时,您必须将列表传递给函数。如果您想要控制您的数字,这些数字不再是随机的,因此我必须加入@DavidBowling:提供更多详细信息,说明您到底想做什么,以及您到底想做什么it@Mark我想做的是制作宇宙飞船现在只在Y轴上。在另一个脚本中,我移动这些船。但首先我要生成它们,这样当它们开始移动时,它们会移动另一个方向。所以我想使每个船都随机地面对另一个方向/角度,并尽可能使每艘船看起来都会移动朝向另一个方向。我不介意两艘船是否朝向同一个方向,但我的想法是随机选择每艘船朝向的方向。你可以使每艘船朝向中心的相反方向,然后给每艘船添加一个小的随机角度变化。你可以在单位圆的不同切片上选择点。有点。或者更简单地说,以n为底编号(从0.0f开始),并随机从开始滚动到“x”、“n”次数,然后提高开始次数并开始循环。您需要改进“太接近”的内容用于您的目的。然后您可以收集在列表中生成的随机数。每次生成新的随机数时,在将其添加到列表之前,请对照列表进行检查,以确保其与其他随机数不太接近。这意味着您必须在生成列表中维护先前生成的随机数列表nction,否则在调用新的随机数时,您必须将列表传递给函数。如果您想要控制您的数字,这些数字不再是随机的,因此我必须加入@DavidBowling:提供更多详细信息,说明您到底想做什么,以及您到底想做什么it@Mark我想做的是制作宇宙飞船现在只在Y轴上。在另一个脚本中,我移动这些船。但首先我要生成它们,这样当它们开始移动时,它们会移动另一个方向。所以我想使每个船都随机地面对另一个方向/角度,并尽可能使每艘船看起来都会移动面对另一个方向。我不介意两艘船是否会面对
o.transform.Rotate(0.0f,randomNumbers[i],0.0f);
using System;
using UnityEngine;
using Random = UnityEngine.Random;
using System.Collections;
using System.Collections.Generic;
using System.Linq;

public class CloneSpaceShips : MonoBehaviour {

    public GameObject Spaceship;
    [HideInInspector]
    public GameObject[] spaceships;

    // for tracking properties change
    private Vector3 _extents;
    private int _spaceshipCount;
    private float _spaceshipSize;
    private List<int> randomNumbers = new List<int> ();

    /// <summary>
    ///     How far to place spheres randomly.
    /// </summary>
    public Vector3 Extents;

    /// <summary>
    ///     How many spheres wanted.
    /// </summary>
    public int SpaceShipCount;
    public float SpaceShipSize;

    // Use this for initialization
    void Start () {

        rndNumbers ();
        Clone();
        spaceships = GameObject.FindGameObjectsWithTag("SpaceShip");
    }

    private void OnValidate()
    {
        // prevent wrong values to be entered
        Extents = new Vector3(Mathf.Max(0.0f, Extents.x), Mathf.Max(0.0f, Extents.y), Mathf.Max(0.0f, Extents.z));
        SpaceShipCount = Mathf.Max(0, SpaceShipCount);
        SpaceShipSize = Mathf.Max(0.0f, SpaceShipSize);
    }

    private void Reset()
    {
        Extents = new Vector3(250.0f, 20.0f, 250.0f);
        SpaceShipCount = 100;
        SpaceShipSize = 20.0f;
    }

    // Update is called once per frame
    void Update () {

    }

    private void Clone()
    {
        if (Extents == _extents && SpaceShipCount == _spaceshipCount && Mathf.Approximately(SpaceShipSize, _spaceshipSize))
            return;

        // cleanup
        var ShipsToDestroy = GameObject.FindGameObjectsWithTag("SpaceShip");
        foreach (var t in ShipsToDestroy)
        {
            if (Application.isEditor)
            {
                DestroyImmediate(t);
            }
            else
            {
                Destroy(t);
            }
        }

        var withTag = GameObject.FindWithTag("Terrain");
        if (withTag == null)
            throw new InvalidOperationException("Terrain not found");

        for (var i = 0; i < SpaceShipCount; i++)
        {
            var o = Instantiate(Spaceship);
            o.tag = "SpaceShip";
            o.transform.SetParent(base.gameObject.transform);
            o.transform.localScale = new Vector3(SpaceShipSize, SpaceShipSize, SpaceShipSize);

            // get random position
            var x = Random.Range(-Extents.x, Extents.x);
            var y = Extents.y; // sphere altitude relative to terrain below
            var z = Random.Range(-Extents.z, Extents.z);

            // now send a ray down terrain to adjust Y according terrain below
            var height = 10000.0f; // should be higher than highest terrain altitude
            var origin = new Vector3(x, height, z);
            var ray = new Ray(origin, Vector3.down);
            RaycastHit hit;
            var maxDistance = 20000.0f;
            var nameToLayer = LayerMask.NameToLayer("Terrain");
            var layerMask = 1 << nameToLayer;
            if (Physics.Raycast(ray, out hit, maxDistance, layerMask))
            {
                var distance = hit.distance;
                y = height - distance + y; // adjust
            }
            else
            {
                Debug.LogWarning("Terrain not hit, using default height !");
            }

            o.transform.Rotate(0.0f,randomNumbers[i],0.0f);
            // place !
            o.transform.position = new Vector3(x, y, z);
        }

        _extents = Extents;
        _spaceshipCount = SpaceShipCount;
        _spaceshipSize = SpaceShipSize;
    }

    public void rndNumbers()
    {
        var currentValue = 90f;
        var increment = 90f / SpaceShipCount;
        for(int i=0;i<SpaceShipCount;i++) {
            randomNumbers.Add(currentValue);
            currentValue += increment;
        }
    }
}