using UnityEngine; using UnityEditor; public class PathwayHandles { private PathwayConfigSO _pathway; private Vector3 _tmp; public PathwayHandles(PathwayConfigSO pathway) { _pathway = pathway; } public int DisplayHandles() { for (int i = 0; i < _pathway.Waypoints.Count; i++) { EditorGUI.BeginChangeCheck(); _tmp = Handles.PositionHandle(_pathway.Waypoints[i].waypoint, Quaternion.identity); if (EditorGUI.EndChangeCheck()) { _pathway.Waypoints[i].waypoint = _tmp; return i; } } return -1; } }