private void DrawPolygonCollider(Transform transform)
{
// Fetch the collider offset.
var colliderOffset = m_ActiveCollider.offset;
int pathCount = PolygonEditor.GetPathCount();
for (int pathIndex = 0; pathIndex < pathCount; ++pathIndex)
{
int pointCount = PolygonEditor.GetPointCount(pathIndex);
// Draw the points.
for (int i = 0, j = pointCount - 1; i < pointCount; j = i++)
{
Vector2 p0;
Vector2 p1;
PolygonEditor.GetPoint(pathIndex, i, out p0);
PolygonEditor.GetPoint(pathIndex, j, out p1);
p0 += colliderOffset;
p1 += colliderOffset;
Vector3 worldPosV0 = transform.TransformPoint(p0);
Vector3 worldPosV1 = transform.TransformPoint(p1);
worldPosV0.z = worldPosV1.z = transform.position.z;
Handles.color = Color.green;
Handles.DrawAAPolyLine(1.0f, new Vector3[] { worldPosV0, worldPosV1 });
}
}
}