I don’t get the code you posted. The last line is making use of sin but it doesn’t use anything from the code above.
But just for the rectords: sin and cos are working with radians rather than with degrees. so, the usual range is between -180° and 180° which is in radians between -Mathf.PI and Mathf.PI.
If you want to convert between degree and radians, you can do:
float degrees = UnityEngine.Random.Range(-180, 180);
float radians = Mathf.Deg2Rad * degrees;
float convertBack = Mathf.Rad2Deg * radians;
// The following assertion should not trigger because they are the same
// (or close to the same because of rounding errors)
Debug.Assert(Mathf.Approximately(degrees, convertBack));