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Jul 19th, 2018
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  1. escapeAngle += 90;
  2. var radians = escapeAngle * (Mathf.PI / 180);
  3.  
  4. var escapeAngleAsDirectionVector = new Vector2 ();
  5. escapeAngleAsDirectionVector.x = Mathf.Cos (radians);
  6. escapeAngleAsDirectionVector.y = Mathf.Sin (radians);
  7.  
  8. escapeAngleAsDirectionVector = transform.TransformPoint (escapeAngleAsDirectionVector);
  9.  
  10. Quaternion.Euler(x, y, z) * Vector3.forward;
  11.  
  12. if(esacapeAngle < 0)
  13. escapeAngle += 360;
  14.  
  15. if(escapeAngle >= 360)
  16. throw error
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