private void DrawCone() { angle = Mathf.Abs(90 - ExtendVector2.ReturnAngleToDir(direction)); if (angle < 90 && direction.x > 0) { angle = 360 - angle; } transform.rotation = Quaternion.Euler(Vector3.forward * angle); componentLight.RangeAngle = angleCone; componentLight.LightRadius = distance; }
public static Quaternion Direction(Vector2 dir) { return(Quaternion.AngleAxis(ExtendVector2.ReturnAngleToDir(dir), Vector3.forward)); }
public static Vector2 OrthogonalVector(Vector2 a) { return(ExtendVector2.ReturnDirToAngle(ExtendVector2.ReturnAngleToDir(a) + 90)); }