private void AddOrRemoveHole(Vector2 position)
{
float selectDistance = HandleUtility.GetHandleSize(position) * baseSelectDistance;
selectDistance = selectDistance * selectDistance;
for(int i = 0; i < holes.Count; i++) {
if((position - holes[i]).sqrMagnitude < selectDistance) {
Undo.RecordObject(this, "Removed Hole");
holes.RemoveAt(i);
EditorUtility.SetDirty(this);
return;
}
}
Undo.RecordObject(this, "Added Hole");
holes.Add(position);
EditorUtility.SetDirty(this);
return;
}