private void OnSceneGUI() { _cTarget = (CharacterDrunkController)target; if (_cTarget.ShowCone) { float unitCircle = Mathf.Atan2(_cTarget.transform.forward.z, _cTarget.transform.forward.x) + (Mathf.Deg2Rad * (_cTarget.MaxDeviationAmount * 2) / 2f); Vector3 from = new Vector3(Mathf.Cos(unitCircle), 0f, Mathf.Sin(unitCircle)); Handles.color = Color.red; Handles.DrawSolidArc(_cTarget.transform.position, Vector3.up, from, _cTarget.MaxDeviationAmount * 2, 3f); } }
void Awake() { _characterController = GetComponent <CharacterController>(); _characterDrunkController = GetComponent <CharacterDrunkController>(); _transform = transform; }