private void DrawTransitionFromPointToPoint(TransitionViewData transitionViewData, Vector2 point, Vector2 targetPoint, TransitionViewStyle style) { Color transitionColor = TransitionViewStyleUtil.GetColor(style); GUIStyle transitionArrowStyle = TransitionViewStyleUtil.GetArrowStyle(style); Vector2 offset = targetPoint - point; // ex. A ---> B == Direction.RIGHT Direction offsetDirection = DirectionUtil.ConvertVector2(offset); // ex. (Direction.RIGHT).Vector2Value() == Vector2(1.0f, 0.0f) Vector2 nodeTangent = Vector2.Scale(offsetDirection.Vector2Value(), Vector2Util.Abs(offset) * kTransitionTangentMultiplier); Vector2 targetNodeTangent = -nodeTangent; Handles.DrawBezier(point, targetPoint, point + nodeTangent, targetPoint + targetNodeTangent, transitionColor, null, kTransitionLineWidth); Vector3[] bezierPoints = Handles.MakeBezierPoints(point, targetPoint, point + nodeTangent, targetPoint + targetNodeTangent, division: 40); int midPointIndex = Mathf.FloorToInt(bezierPoints.Length / 2.0f); Vector2 midPointTangent = bezierPoints[midPointIndex + 1] - bezierPoints[midPointIndex]; Vector2 midPoint = (point + targetPoint) / 2.0f; float rotationAngle = Vector2.Angle(Vector2.right, midPointTangent); if (midPointTangent.y < 0.0f) { rotationAngle *= -1.0f; } GUIUtility.RotateAroundPivot(rotationAngle, midPoint); GUI.Box(RectUtil.MakeRect(midPoint, new Vector2(10.0f, 10.0f), pivot: new Vector2(0.5f, 0.5f)), "", transitionArrowStyle); GUIUtility.RotateAroundPivot(-rotationAngle, midPoint); }