As noted in the other answer, you aren't getting fractional values, because you call Math.Round()
, which has the express purpose of rounding to the nearest whole number (when called the way you do).
As for preventing duplicates, I question the need to ensure against duplicates. First, the number of possible values within the range you're selecting is large enough that the chances of getting duplicates is very small. Second, it appears you are selecting random speeds for some game object, and it seems to me that in that scenario, it's entirely plausible that once in a while you would find a pair of game objects with the same speed.
That said, if you still want to do that, I would advise against the linear searches recommended by the other answers. Game logic should be reasonably efficient, and in this scenario that would mean using a hash set. For example:
HashSet<float> values = new HashSet<float>();
while (values.Count < gos.Length)
{
float randomSpeed = UnityEngine.Random.Range(1.0f, 15.0f);
// The Add() method returns "true" if the value _wasn't_ already in the set
if (values.Add(randomSpeed))
{
_animator[values.Count - 1].SetFloat("Speed, randomSpeed);
}
}
// it's not clear from your question whether you really need the list of
// floats at the end, but if you do, this is a way to convert the hash set
// to a list
floats = values.ToList();