diff options
author | chai <215380520@qq.com> | 2023-05-16 16:03:51 +0800 |
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committer | chai <215380520@qq.com> | 2023-05-16 16:03:51 +0800 |
commit | 2afbb545027568fccc85853e18af02a7c6b2929e (patch) | |
tree | 3827873af133fe9f81041e4babbfd0d54a53f9d1 /WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs | |
parent | 88f739ea0f3440152082f34707e79328a71aabed (diff) |
*misc
Diffstat (limited to 'WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs')
-rw-r--r-- | WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs b/WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs index a012d26..bb20c76 100644 --- a/WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs +++ b/WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs @@ -7,6 +7,7 @@ using System.Linq; using System.Runtime.InteropServices.WindowsRuntime; using Unity.VisualScripting; using UnityEngine; +using WK; // https://gamedev.stackexchange.com/questions/6345/quad-tree-vs-grid-based-collision-detection @@ -104,7 +105,7 @@ namespace mh { if(!m_IsRoot) { - Debug.LogError("Quadtree.Rebound()只能运用于最外层"); + LogHelper.LogError("Quadtree.Rebound()只能运用于最外层"); return; } m_Bounds = bounds; |