DrawArrow() public static method

Draws an arrow using Debug.Draw
public static DrawArrow ( Vector2 origin, Vector2 endpoint, Color color, float duration = 0.01f ) : void
origin UnityEngine.Vector2 Origin point in world space.
endpoint UnityEngine.Vector2 Endpoint in world space.
color UnityEngine.Color Color for Debug.Draw.
duration float Duration to show the arrow.
return void
        private static void DrawLineAndHits(RaycastHit2D[] hits, Vector2 origin, Vector2 endpoint)
        {
            DrawHitsForRaycasts(hits);

            Color drawColor = RaycastHitsContainHit(hits) ? HitCastColor : CastColor;

            DebugUtility.DrawArrow(origin, endpoint, drawColor);
        }
        private static void DrawCircleCastAndHits(
            RaycastHit2D[] hits,
            Vector2 origin,
            float radius,
            Vector2 direction,
            float distance = Mathf.Infinity)
        {
            // Nothing to draw with a 0 radius or 0 distance
            if (Mathf.Approximately(radius, 0.0f) || Mathf.Approximately(distance, 0.0f))
            {
                return;
            }

            // Just in case direction isn't normalized, do it now
            if (!Mathf.Approximately(direction.sqrMagnitude, 1.0f))
            {
                direction.Normalize();
            }

            DrawHitsForCirclecast(hits, radius);

            Color drawColor = RaycastHitsContainHit(hits) ? HitCastColor : CastColor;

            // Draw origin and end circles
            DebugUtility.DrawCircle(origin, radius, drawColor);
            Vector2 endCirclePosition = origin + (direction * distance);

            DebugUtility.DrawCircle(endCirclePosition, radius, drawColor);

            // Draw edges
            Vector2 radiusSegment    = direction * radius;
            Vector2 orthoganalRadius = new Vector2(radiusSegment.y, -radiusSegment.x);

            DebugUtility.DrawArrow(origin + orthoganalRadius, endCirclePosition + orthoganalRadius, drawColor);
            DebugUtility.DrawArrow(origin - orthoganalRadius, endCirclePosition - orthoganalRadius, drawColor);
        }