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https://github.com/oliverbooth/X10D
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Replace NextSingle() with NextSingle(float)
.NET 6 introduced native NextSingle method, making X10D's implementation redundant
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78d4772004
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@ -157,19 +157,31 @@ public static class RandomExtensions
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}
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/// <summary>
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/// Returns a random single-precision floating point number between 0 and 1.
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/// Returns a non-negative random single-precision floating point number that is less than the specified maximum.
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/// </summary>
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/// <param name="random">The <see cref="System.Random" /> instance.</param>
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/// <returns>A random single-precision floating point number between 0 and 1.</returns>
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/// <param name="maxValue">
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/// The exclusive upper bound of the random number returned. This value must be greater than or equal to 0.
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/// </param>
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/// <returns>
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/// A random single-precision floating point number that is greater than or equal to 0, and less than
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/// <paramref name="maxValue" />.
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/// </returns>
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/// <exception cref="ArgumentNullException"><paramref name="random" /> is <see langword="null" />.</exception>
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public static float NextSingle(this Random random)
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/// <exception cref="ArgumentException"><paramref name="maxValue" /> is less than 0.</exception>
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public static float NextSingle(this Random random, float maxValue)
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{
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if (random is null)
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{
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throw new ArgumentNullException(nameof(random));
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}
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return random.NextSingle(0, 1);
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if (maxValue < 0)
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{
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throw new ArgumentOutOfRangeException(ExceptionMessages.MaxValueGreaterThanEqualTo0);
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}
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return random.NextSingle(0, maxValue);
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}
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/// <summary>
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@ -191,7 +203,7 @@ public static class RandomExtensions
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/// </exception>
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public static float NextSingle(this Random random, float minValue, float maxValue)
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{
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return (float)random.NextDouble(minValue, maxValue);
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return MathUtility.Lerp(minValue, maxValue, random.NextSingle());
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}
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/// <summary>
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