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Question by ffabioteixeira · Mar 03, 2017 at 11:48 PM · rotationtransform2d gameenemycircle

Create Field of vision

Hello devs,

I'm trying to make a field of vision for a basic Artificial Intelligence. I'm just having trouble with the rotation part. I used "DrawWireDisc" to get a debug.

 viewRadius=5;
 Handles.DrawWireDisc(tr.position, tr.forward, viewRadius);
 
 Vector3 angle1 = new Vector3(Mathf.Sin(viewRadius * Mathf.Deg2Rad), Mathf.Cos(viewRadius * Mathf.Deg2Rad), 0);
 Vector3 angle2 = new Vector3(Mathf.Sin(viewRadius * Mathf.Deg2Rad), Mathf.Cos(viewRadius * Mathf.Deg2Rad), 0);
 
 Handles.DrawLine(tr.position, tr.position + angle1 * viewRadius);
 Handles.DrawLine(tr.position, tr.position + angle2 * viewRadius);

The problem is that when the angle is changed when I change the rotate.y instead of the rotate.y As the game is 2d I just do the rotation for y.

What am I doing wrong?

(In the images I change the rotation in y. And the opening of the angles does not move.)

alt text alt text

rotate.png (59.8 kB)
rotate2.png (36.7 kB)
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Answer by ffabioteixeira · Mar 04, 2017 at 02:18 PM

Hello

Fix: https://docs.unity3d.com/ScriptReference/Transform-eulerAngles.html

 public Vector3 DirFromAngle(float angleInDegrees, bool angleIsGlobal)
 {
     Transform tr = GetComponent<Transform>();
     angleInDegrees -= tr.eulerAngles.z;
     return new Vector2(Mathf.Sin(angleInDegrees * Mathf.Deg2Rad), Mathf.Cos(angleInDegrees * Mathf.Deg2Rad));
 }

Use function:

 Vector2 viewAngleA = iconViewController.DirFromAngle(-iconViewController.viewAngle / 2, true);
 Vector2 viewAngleB = iconViewController.DirFromAngle(iconViewController.viewAngle / 2, true);
 
 Handles.DrawLine(tr.position, new Vector2(tr.position.x, tr.position.y) + viewAngleA * iconViewController.viewRadius);
 Handles.DrawLine(tr.position, new Vector2(tr.position.x, tr.position.y) + viewAngleB * iconViewController.viewRadius);

Font: https://www.youtube.com/watch?v=rQG9aUWarwE

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