public void DrawSceneGUI(GameObject target, Vector2 offset, float rotY, float minHeight, float maxHeight) { UnlitWaterHandles.DrawUnlitWaterArea( target.transform.position + new Vector3(offset.x, 0, offset.y), Quaternion.Euler(0, rotY, 0), size, new Vector2(minHeight, maxHeight), Color.green); }
public void DrawSceneGUI(GameObject target, Vector2 offset, float rotY, float minHeight, float maxHeight) { UnlitWaterHandles.DrawUnlitWaterArea( target.transform.position + new Vector3(offset.x, 0, offset.y), Quaternion.Euler(0, rotY, 0), new Vector2(widthX, widthZ), new Vector2(minHeight, maxHeight), Color.green); UnlitWaterHandles.DrawUnlitWaterGrid(target.transform.position + new Vector3(offset.x, 0, offset.y), Quaternion.Euler(0, rotY, 0), new Vector2(widthX, widthZ), cellSizeX, cellSizeZ); float sz = Mathf.Max(widthX, widthZ) / 10; UnlitWaterHandles.DrawDirArrow( target.transform.position + new Vector3(offset.x, 0, offset.y), uvDir, sz, Color.cyan); }