float x1 = x0 + r * Mathf.Cos(a * Mathf.PI / 180);
float y1 =y0 + r * Mathf.Sin(a * Mathf.PI / 180);
trs_point.localPosition = new Vector2(x1, y1);
float x1 = x0 + r * Mathf.Cos(a * Mathf.PI / 180);
float y1 =y0 + r * Mathf.Sin(a * Mathf.PI / 180);
trs_point.localPosition = new Vector2(x1, y1);