using System; using UnityEngine; [Serializable] public struct MinMax { [SerializeField] private float min; [SerializeField] private float max; public float Min { get { return this.min; } set { this.min = value; } } public float Max { get { return this.max; } set { this.max = value; } } public float RandomValue { get { return UnityEngine.Random.Range(this.min, this.max); } } public MinMax(float min, float max) { this.min = min; this.max = max; } public float Clamp(float value) { return Mathf.Clamp(value, this.min, this.max); } }