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using mh;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public enum ColliderType
{
Collider,
Hurtbox,
StaticCollider,
}
public partial class PhysicsManager : Singleton<PhysicsManager>
{
// 共享的四叉树查询存储结果列表
public List<IQuadTreeObject> sharedRetriveResults => m_SharedRetriveResults;
private List<IQuadTreeObject> m_SharedRetriveResults = new List<IQuadTreeObject>();
public PhysicsManager()
{
m_CollisionQuadtree = new PhysicsQuadtree(new Vector4(0, 0, 30, 30));
m_HurtboxQuadtree = new PhysicsQuadtree(new Vector4(0, 0, 30, 30));
m_StaticCollisionQuadtree = new PhysicsQuadtree(new Vector4(0, 0, 30, 30));
}
public void Initialize()
{
}
public System.Func<Vector4, bool> GetRetriverByType(ColliderType type)
{
if (type == ColliderType.Collider)
return RetriveColliders;
else if (type == ColliderType.Hurtbox)
return RetriveHurtboxes;
else if (type == ColliderType.StaticCollider)
return RetriveStaticColliders;
else
return null;
}
/// <summary>
/// 每帧更新
/// </summary>
public void Update()
{
m_CollisionQuadtree.UpdateQuadtree();
m_HurtboxQuadtree.UpdateQuadtree();
}
public void Debug()
{
m_CollisionQuadtree.Debug();
}
}
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