using UnityEngine; using UnityEditor; public class PathwayHandles { private Pathway _pathway; public PathwayHandles(Pathway pathway) { _pathway = pathway; } public void DispalyHandles() { EditorGUI.BeginChangeCheck(); for (int i = 0; i < _pathway.Waypoints.Count; i++) { _pathway.Waypoints[i] = Handles.PositionHandle(_pathway.Waypoints[i], Quaternion.identity); } } }