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authorchai <215380520@qq.com>2023-05-16 16:03:51 +0800
committerchai <215380520@qq.com>2023-05-16 16:03:51 +0800
commit2afbb545027568fccc85853e18af02a7c6b2929e (patch)
tree3827873af133fe9f81041e4babbfd0d54a53f9d1 /WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs
parent88f739ea0f3440152082f34707e79328a71aabed (diff)
*misc
Diffstat (limited to 'WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs')
-rw-r--r--WorldlineKeepers/Assets/Scripts/Physics/Quadtree.cs3
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;