/// <summary> /// Sets the vectors active and updates thier position and directions /// </summary> private void UpdateVectors() { if (selectedInstance == null) { return; } cameraDistance = Vector3.Distance(selectedInstance.position, FlightCamera.fetch.transform.position) / 4; if (referenceSystem == Space.World) { fwdVR.SetShow(true); upVR.SetShow(true); rightVR.SetShow(true); fwdVR.Vector = selectedInstance.groupCenter.gameObject.transform.forward; fwdVR.Start = vectorDrawPosition; fwdVR.Scale = cameraDistance; fwdVR.Draw(); upVR.Vector = selectedInstance.groupCenter.gameObject.transform.up; upVR.Start = vectorDrawPosition; upVR.Scale = cameraDistance; upVR.Draw(); rightVR.Vector = selectedInstance.groupCenter.gameObject.transform.right; rightVR.Start = vectorDrawPosition; rightVR.Scale = cameraDistance; rightVR.Draw(); } else { fwdVR.SetShow(true); upVR.SetShow(true); rightVR.SetShow(true); fwdVR.Vector = selectedInstance.transform.forward; fwdVR.Start = vectorDrawPosition; fwdVR.Scale = cameraDistance; fwdVR.Draw(); upVR.Vector = selectedInstance.transform.up; upVR.Start = vectorDrawPosition; upVR.Scale = cameraDistance; upVR.Draw(); rightVR.Vector = selectedInstance.transform.right; rightVR.Start = vectorDrawPosition; rightVR.Scale = cameraDistance; rightVR.Draw(); } }