protected void CreateDropPositions()
{
dropPositions = new List<DropPosition>();
var angleStep = 360f/dropPositionCount;
// Debug.Log("AngleStep = " + angleStep);
var angle = 180f;
var startVector = -transform.forward * dropRadius;
startVector.y = 0;
for (var i = 0; i < dropPositionCount; i++)
{
var newDropPos = new DropPosition();
newDropPos.offset = Quaternion.AngleAxis(angle, Vector3.up) * startVector;
newDropPos.inUse = false;
newDropPos.index = i;
dropPositions.Add(newDropPos);
angle += angleStep;
}
}