private void DrawAnchorPoints(ref bool elementClicked) { float buttonRadius = 1; Handles.color = Color.green; foreach (Transform t in creator.transform) { Node current = t.GetComponent <Node>(); switch (selectedToolbar) { //Crear un stretch case (int)ToolbarOptions.NodeEdition: if (Handles.Button(t.position, Quaternion.identity, buttonRadius, buttonRadius, Handles.SphereHandleCap)) { if (selectedNode == current) { float clickTime = Time.time; if ((clickTime - lastClickTime) < 0.2f) { Selection.activeGameObject = t.gameObject; } } if (selectedNode != null) { Undo.RecordObject(creator, "Stretch added"); Stretch st = creator.TryCreateStretch(selectedNode, current); } selectedNode = current; elementClicked = true; lastClickTime = Time.time; } break; //Seleccionar un nodo para moverlo case (int)ToolbarOptions.CurveEdition: if (current != selectedNode) { if (Handles.Button(t.position, Quaternion.identity, buttonRadius, buttonRadius, Handles.SphereHandleCap)) { selectedNode = current; Selection.activeGameObject = current.gameObject; elementClicked = true; } } break; default: Debug.LogError("NodeNetEditor: Invalid value of 'selectedToolbar': " + selectedToolbar); break; } } }