using mh; using System.Collections; using System.Collections.Generic; using UnityEngine; public partial class PhysicsManager : Singleton { private PhysicsQuadtree m_HurtboxQuadtree; public Vector4 hurtboxQuadtreeRange { set { m_HurtboxQuadtree.quadtreeRange = value; } } public void AddHurtboxes(IQuadTreeObject hurtbox) { m_HurtboxQuadtree.AddObject(hurtbox); } public void RemoveHurtbox(IQuadTreeObject hurtbox) { m_HurtboxQuadtree.RemoveObject(hurtbox); } public bool RetriveHurtboxes(ref List returnObjs, Vector4 bound) { return m_HurtboxQuadtree.Retrive(ref returnObjs, bound); } public bool RetriveHurtboxes(Vector4 bound) { m_SharedRetriveResults.Clear(); return m_HurtboxQuadtree.Retrive(ref m_SharedRetriveResults, bound); } }