Using Euler Angles to test which way is forward with a movement script

Currently I am using the script
Angle = GameObject.Find (“Player”).transform.eulerAngles.y;

	input = new Vector3 (Mathf.Cos (Angle) * 1, 0, Mathf.Sin (Angle) * 1);
	GetComponent<Rigidbody>().AddForce (input * moveSpeed);

To set up movement so the W key always moves in the direction the object is facing, I have other scripts that set angle

if (Input.GetKey (KeyCode.D))
transform.Rotate (Vector3.up, turnspeed * Time.deltaTime);
if (Input.GetKey (KeyCode.A))
transform.Rotate (Vector3.up, -turnspeed * Time.deltaTime);

I am using Cos and Sin to figure out how much it needs to move in the X and how much it needs to move in the Z. It is no at all functional so I am wondering if there is a simpler way to do this.

transform.forward is forward. It is also the local z axis of the object. x is right and y is up. No need to use Sin/Cos to work stuff out and also its slow to use it. You can work out angles with Vector dot product, Vector3.Angle etc which is a lot better for the given applications than a load of maths code.

But yes, No need to test for forward as its already given.