void Update()
    {
        Quaternion r  = this.transform.rotation;
        Vector3    f0 = transform.position + (r * Vector3.forward) * distance;
        //Debug.DrawLine(transform.position, f0, Color.red);//正前方

        Quaternion r0 = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y - angle, transform.rotation.eulerAngles.z);
        Vector3    f1 = transform.position + (r0 * Vector3.forward) * distance;

        Debug.DrawLine(transform.position, f1, Color.red);//左30度方向

        Quaternion r1 = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y + angle, transform.rotation.eulerAngles.z);
        Vector3    f2 = transform.position + (r1 * Vector3.forward) * distance;//右30度方向

        Debug.DrawLine(transform.position, f2, Color.red);

        Debug.DrawLine(f1, f2, Color.red);//连接成一个三角形

        Vector3 point = PointTrans.position;

        //点是否在一个三角形内
        if (MyTool.isINTriangle(point, transform.position, f1, f2))
        {
            Debug.Log("in");
        }
        else
        {
            Debug.Log("not in");
        }
    }