Vector2 Random Positions

Hi everyone, I wanted to know if how can I randomly distribute the vector2 of an array on different positions… I have a code created and yet im puzzled on how to randomize the vector2 fireCoinVector… ? Thanks for the response…

    using UnityEngine;
    using System.Collections;
    using System.Collections.Generic;

    public class FireCoinScript : MonoBehaviour 
    {
    public GameObject[] fireCoins;
    public GameObject otherGameObject;
    public GameObject selectedGameObject;
    private float randNumber;
    private GameObject[,] a = new GameObject[4,4];
    private TheChosenOne theChosen;
    private SelectedCoins selectC;
    public GUIText breakpointsText;
        public Vector2[] fireCoinVector;


    void Awake()
    {

	theChosen = otherGameObject.GetComponent<TheChosenOne> ();
	selectC = selectedGameObject.GetComponent<SelectedCoins> ();
	TotalSum.totalValue = 0 ;
	SelectedCoins.breakPointsCount = 0;
    }

    void Start () 
    {
	for (int x=0;x<1; x++) 
	{
		for(int y=0;y<1; y++)
		{
			if(!((x>0 && x<1) && (y>0 && y<1)))
			{

	            randNumber =    Mathf.RoundToInt(Random.Range(0.0f,8.0f)); 
                        int i = (int)randNumber;

	     
    GameObject randPreFab = fireCoins*;*

fireCoins = Instantiate(randPreFab) as GameObject;
fireCoins*.transform.position = new Vector2(0,0);*
_ fireCoins*.transform.parent = gameObject.transform;
a[x,y] = fireCoins;
fireCoins.SetActive(true);*_

* if((x == 0 && y == 0))*
* {*
* a[x,y].transform.position = new Vector2(-2.2f,2.816843f);*
* }*

* else if((x == 0 && y == 1))*
* {*
* a[x,y].transform.position = new Vector2(-0.6715746f,2.816843f);*
* }*
* else if((x == 0 && y == 2))*
* {*
* a[x,y].transform.position = new Vector2(0.7195799f,2.816843f);*
* //Debug.Log(i+1);*
* }*
* else if((x == 0 && y == 3))*
* {*
* a[x,y].transform.position = new Vector2(2.052296f,2.816843f);*
* //Debug.Log(i+1);*
* }*
* else if((x == 1 && y == 0))*
* {*
* a[x,y].transform.position = new Vector2(-1.996453f,1.363395f);*
* //Debug.Log(i+1);*
* }*
* else if((x == 1 && y == 3))*
* {*
* a[x,y].transform.position = new Vector2(2.052296f,1.363395f);*
* //Debug.Log(i+1);*
* }*
* else if((x == 2 && y == 0))*
* {*
* a[x,y].transform.position = new Vector2(-1.996453f,-0.07826781f);*
* //Debug.Log(i+1);*
* }*
* else if((x == 2 && y == 3))*
* {*
* a[x,y].transform.position = new Vector2(2.052296f,-0.07826781f);*
* //Debug.Log(i+1);*
* }*
* else if((x == 3 && y == 0))*
* {*
* a[x,y].transform.position = new Vector2(-1.996453f,-1.528115f);*
* //Debug.Log(i+1);*
* }*
* else if((x == 3 && y == 1))*
* {*
* a[x,y].transform.position = new Vector2(-0.6715746f,-1.528115f);*
* //Debug.Log(i+1);*
* }*
* else if((x == 3 && y == 2))*
* {*
* a[x,y].transform.position = new Vector2(0.7195799f,-1.528115f);*
* //Debug.Log(i+1);*
* }*
* else if((x == 3 && y == 3))*
* {*
* a[x,y].transform.position = new Vector2(2.052296f,-1.528115f);*
* //Debug.Log(i+1);*
* }*
* }*

* }*
* }*
* ShowGC ();*
* //turnOffSelect ();*

* }//End of Start*

* void Update()*
* {*
* NumberOfSelectedCoins ();*
* }*

* void ShowGC()*
* {*
* for(int c=0; c<theChosen.chooseCoin.Count;c++)*
* {*
* GameObject jas = theChosen.chooseCoin*
```c
*;
theChosen.chooseCoin[c] = Instantiate(jas) as GameObject;
theChosen.chooseCoin[c].transform.position = new Vector2(0,0);
theChosen.chooseCoin[c].transform.parent = gameObject.transform;
theChosen.chooseCoin[c].SetActive(true);
if(c==0)
{
theChosen.chooseCoin[c].transform.position = new Vector2(-0.6715746f,1.363395f);
}
else if(c==1)
{
theChosen.chooseCoin[c].transform.position = new Vector2(0.7195799f,1.363395f);
}
else if(c==2)
{
theChosen.chooseCoin[c].transform.position = new Vector2(-0.6715746f,-0.07826781f);
}
else if(c==3)
{
theChosen.chooseCoin[c].transform.position = new Vector2(0.7195799f,-0.07826781f);
}
}
}

void NumberOfSelectedCoins()
{
	Debug.Log (BlueCoinScript.b);
	if(SelectedCoins.cntCoins%BlueCoinScript.b == 0)
	{
		
		for (int n=0;n<selectC.selectedNumCoins.Count; n++) 
		{
			Destroy(selectC.selectedNumCoins[n]);
			TotalSum.totalValue = 0;
			SelectedCoins.breakPointsCount++;
		}
	breakpointsText.text = SelectedCoins.breakPointsCount.ToString  ();
		selectC.selectedNumCoins.Clear();
	}
}



    }//End script*</em></em></em></em></em>

```

@jinro02 Put it Awake instead of Start. idk why but Vector2/Vector3 wont set values in start.