ExtendRealityLtd / ExtendRealityLtd/Zinnia.Unity

AngleToVector2Direction the conversion is not conventional

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Description

my intuition of it is given an angle, say DoTransform(30degs), it will output Transformed(Vector2( cos(30*degToRad), sin(30*degToRad) ))
after wired things up, i discover it isn't. so the code says:
1. there is an internal 'currentAngle', we'll increment it by the input angle every time we call transform,
2. the direction is normalized by 1f / Mathf.Max(Mathf.Abs(Direction.x), Mathf.Abs(Direction.y));

so i guess it is made this way because of input axis prefab needed this kind of manipulation,
but comparing this component among others, it shouldn't have incremented a hidden angle,
some components that provides increment feature would have both Set() and Increment()

also the special normalization would better be another component's duty

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