using UnityEngine;
public class CalculateDestination : MonoBehaviour
{
public Transform startPoint;
public float distance;
void Start()
{
Vector3 destinationPosition = CalculateDestinationPosition(startPoint.position, startPoint.eulerAngles, distance);
Debug.Log("Destination Position: " + destinationPosition);
}
Vector3 CalculateDestinationPosition(Vector3 startPosition, Vector3 rotationEulerAngles, float distance)
{
Quaternion rotation = Quaternion.Euler(rotationEulerAngles);
Vector3 direction = rotation * Vector3.forward;
Vector3 destinationPosition = startPosition + direction * distance;
return destinationPosition;
}
}