Getting ready

We need to add another function to our AgentBehaviour class called OriToVec, which converts an orientation value to a vector:

public Vector3 GetOriAsVec (float orientation) { 
    Vector3 vector  = Vector3.zero; 
    vector.x = Mathf.Sin(orientation * Mathf.Deg2Rad) * 1.0f; 
    vector.z = Mathf.Cos(orientation * Mathf.Deg2Rad) * 1.0f; 
    return vector.normalized; 
} 

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