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Question by rafip · Oct 05, 2017 at 08:03 PM · c#random.rangeintif statement

Random.Range returns either 1 or 2

Whenever I run a "if (ChanceOfDrop == 3)" statement (ChanceOfDrop being set to Random.Range (1, 3)), it basically always returns a 2. Why is this?

My part of the code I am having a problem with:

 ChanceOfDrop = 0;
                     ChanceOfDrop += Random.Range (1, 3);
                     if (ChanceOfDrop == 3) {
                         //if (Enemy1Clone == false) {
                         //    Instantiate (wallDrop, Enemy.transform.position + (Enemy.transform.forward * 1), Enemy.transform.rotation);
                         //} else {
                         //    Instantiate (wallDrop, Enemy1.transform.position + (Enemy1.transform.forward * 1), Enemy1.transform.rotation);
                         //}
                         //Instantiate (wallDrop, Player.transform.position + (Player.transform.forward * 1.25f), Quaternion.identity);
                         WallDropTrans.position = this.transform.position + (this.transform.forward * 1.0f);
                         //WallDropTrans.rotation = Player.transform.rotation;
                     } else {
                         Debug.Log ("required int not received (wallDrop). (int received: " + ChanceOfDrop + ")");
                     }

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avatar image Positive7 · Oct 05, 2017 at 08:19 PM 0
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That's why :

 private void Update()
     {
         Debug.Log("Range 1 - 3: " + Random.Range(1, 3));
     }

Random.Range(1, 4) is what you looking for

avatar image rafip Positive7 · Oct 05, 2017 at 10:09 PM 0
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Ohhh... Im an idiot... Random.Range (1,3) means any number in BETWEEN 1 and 3... Thank you so much for clearing it up lol

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Answer by Caruzo · Oct 05, 2017 at 10:39 PM

If you are trying to make the chance of drop 33% as I'd assume so, you could easily do

 ChanceOfDrop = Random.Range (1, 4);
     if (ChanceofDrop == 3) {
     //your code
 }

I have also noticed that even though in the documentation it says that Random.Range( min, max) is inclusive, it seems to be only including the min but not the max.

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avatar image Positive7 · Oct 05, 2017 at 10:52 PM 0
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No. The documentation says "Note that max is exclusive, ..." for float value is inclusive.

Source : https://docs.unity3d.com/ScriptReference/Random.Range.html

avatar image Caruzo Positive7 · Oct 05, 2017 at 11:00 PM 0
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This is indeed true, however in the $$anonymous$$onoDevelop itself, it shows information only about the float and not about integers. This is where I was confused. Thanks for pointing out :)

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Answer by MaxGuernseyIII · Oct 05, 2017 at 11:15 PM

The Unity implementation of System.Random works and Next(int) seems like it will drive the behavior you want.

Just replace "maxValue" with "numberOfOptions" in your mind.

 var random = new Random();
 var dieRoll = random.Next(3);
 
 if (dieRoll == 0) { /* do special 1-in-3 case */ }

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