using mh; using System.Collections; using System.Collections.Generic; using UnityEngine; public partial class PhysicsManager : Singleton { private PhysicsQuadtree m_CollisionQuadtree; public Vector4 collisionQuadtreeRange { set { m_CollisionQuadtree.quadtreeRange = value; } } public void AddCollider(IQuadTreeObject collider) { m_CollisionQuadtree.AddObject(collider); } public void RemoveCollider(IQuadTreeObject collider) { m_CollisionQuadtree.RemoveObject(collider); } public bool RetriveColliders(ref List returnObjs, IQuadTreeObject obj) { return m_CollisionQuadtree.Retrive(ref returnObjs, obj); } public bool RetriveColliders(ref List returnObjs, Vector4 bound) { return m_CollisionQuadtree.Retrive(ref returnObjs, bound); } public bool RetriveColliders(Vector4 bound) { m_SharedRetriveResults.Clear(); return m_CollisionQuadtree.Retrive(ref m_SharedRetriveResults, bound); } }