using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using static UnityEngine.GraphicsBuffer;
[CustomEditor(typeof(FieldOfView))]
public class Editor_FieldOfView : Editor
{
private void OnSceneGUI()
{
FieldOfView FOV = (FieldOfView)target;
Handles.color = Color.white;
Handles.DrawWireArc(FOV.transform.position, Vector3.up, Vector3.forward, 360, FOV.viewRadius);
Vector3 viewAngleA = FOV.DirFromAngle(-FOV.viewAngle / 2, false);
Vector3 viewAngleB = FOV.DirFromAngle(FOV.viewAngle / 2, false);
Handles.DrawLine(FOV.transform.position, FOV.transform.position + viewAngleA * FOV.viewRadius);
Handles.DrawLine(FOV.transform.position, FOV.transform.position + viewAngleB * FOV.viewRadius);
Handles.color = Color.red;
foreach (Transform visibleTarget in FOV.visibleTargets)
{
visibleTarget.GetComponent<MeshRenderer>().enabled = true;
Handles.DrawLine(FOV.transform.position, visibleTarget.position);
}
}
}
My FieldOfView.cs is working fine. It's adding the targets to the a list correctly