private void StartDraw() { _lineRenderer.gameObject.SetActive(true); _pointBegin.SetActive(false); _pointEnd.SetActive(false); _drawPoints.Clear(); this.StartCoroutine(ref _coroutineDraw, Co_Draw()); OnChangeDrawState?.Invoke(true); }
private void FinishDraw() { _lineRenderer.gameObject.SetActive(false); _pointBegin.SetActive(false); _pointEnd.SetActive(false); this.StopCoroutine(ref _coroutineDraw); var center = _drawPoints[0]; var scale = new Vector2(_ratio, 1f).normalized; OnChangeDrawState?.Invoke(false); OnChangeArmPoints?.Invoke(_drawPoints.Select(p => Vector2.Scale(p - center, scale)).ToList()); }