void Gizmo()
    {
        Handles.color = Color.green;
        int[]     triangles       = myMeshCreator.GetMesh().triangles;
        Vector3[] vertices        = myMeshCreator.GetMesh().vertices;
        int[]     outLineVertices = myMeshCreator.GetOutLineVertice().ToArray();

        // tri 배열을 순환하면서 얻은 데이터로 vertices를 순환.
        for (int i = 0; i < myMeshCreator.GetMesh().triangles.Length; ++i)
        {
            if (i % 3 == 0)
            {
                Handles.DrawLine(
                    vertices[triangles[i]] + myMeshCreator.transform.position,
                    vertices[triangles[i + 2]] + myMeshCreator.transform.position
                    );
                continue;
            }
            Handles.DrawLine(
                myMeshCreator.GetMesh().vertices[myMeshCreator.GetMesh().triangles[i - 1]] + myMeshCreator.transform.position,
                myMeshCreator.GetMesh().vertices[myMeshCreator.GetMesh().triangles[i]] + myMeshCreator.transform.position
                );
        }

        Handles.color = Color.red;
        // OutLine을 그림.
        for (int i = 1; i < outLineVertices.Length; ++i)
        {
            for (int j = 0; j < 2; ++j)
            {
                Handles.DrawLine(
                    vertices[outLineVertices[i - 1]] + myMeshCreator.transform.position,
                    vertices[outLineVertices[i]] + myMeshCreator.transform.position);
            }
        }
    }