for(int i = 0; i < gos.Length; i++)
{
float randomspeed = (float)Math.Round (UnityEngine.Random.Range (1.0f, 15.0f));
floats.Add (randomspeed);
_animator [i].SetFloat ("Speed", randomspeed);
}
Now what i get is only round numbers between 1 and 15. I mean i'm not getting numbers like 1.0 or 5.4 or 9.8 or 14.5 is it logical to have speed values like this ? If so how can i make that the random numbers will include also floats ?
Second how can i make sure that there will be no the same numbers ?
gos Length is 15
The reason you're not getting any decimals is because you're using Math.Round, this will either raise the float to the next whole number or lower it.
As for if it's logical, it depends.As for your case animation speed is usually done by floats because it can smoothly speed up and down.
Also to answer your question on how to avoid duplicates of the same float.. which in itself is already very unlikely, try doing this instead :
for(int i = 0; i < gos.Length; i++)
{
float randomspeed = 0f;
// Keep repeating this until we find an unique randomspeed.
while(randomspeed == 0f || floats.Contains(randomspeed))
{
// Use this is you want round numbers
//randomspeed = Mathf.Round(Random.Range(1.0f, 15.0f));
randomspeed = Random.Range(1.0f, 15.0f);
}
floats.Add (randomspeed);
_animator [i].SetFloat ("Speed", randomspeed);
}