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using mh;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public enum ColliderType
{
Collider,
Hurtbox,
Hitbox,
}
public class PhysicsManager : Singleton<PhysicsManager>
{
public Vector4 quadtreeCollisionRange { set { m_QuadtreeCollisionRange = value; } }
private Vector4 m_QuadtreeCollisionRange;
private Quadtree m_QuadtreeCollision;
private List<IQuadTreeObject> m_QuadtreeObjColliders = new List<IQuadTreeObject>();
public Vector4 quadtreeHurtboxRange { set { m_QuadtreeHurtboxRange = value; } }
private Vector4 m_QuadtreeHurtboxRange;
private Quadtree m_QuadtreeHurtboxes;
private List<IQuadTreeObject> m_QuadtreeObjHurtboxes = new List<IQuadTreeObject>();
public PhysicsManager()
{
m_QuadtreeCollision = new Quadtree(0, new Vector4(0, 0, 30, 30));
m_QuadtreeHurtboxes= new Quadtree(0, new Vector4(0,0, 30, 30));
}
public void AddCollider(IQuadTreeObject collider)
{
m_QuadtreeObjColliders.Add(collider);
}
public void RemoveCollider(IQuadTreeObject collider)
{
m_QuadtreeObjColliders.Remove(collider);
}
public void AddHurtboxes(IQuadTreeObject hurtbox)
{
m_QuadtreeObjHurtboxes.Add(hurtbox);
}
public void RemoveHurtbox(IQuadTreeObject hurtbox)
{
m_QuadtreeObjHurtboxes.Remove(hurtbox);
}
public void UpdateQuadtreeCollision()
{
m_QuadtreeCollision.Clear(false);
m_QuadtreeCollision.Rebound(m_QuadtreeCollisionRange);
for (int i = 0; i < m_QuadtreeObjColliders.Count; i++)
{
IQuadTreeObject obj = m_QuadtreeObjColliders[i];
m_QuadtreeCollision.Insert(obj);
}
}
public void UpdateQuadtreeHurtbox()
{
m_QuadtreeHurtboxes.Clear(false);
m_QuadtreeHurtboxes.Rebound(m_QuadtreeHurtboxRange);
for (int i = 0; i < m_QuadtreeObjHurtboxes.Count; i++)
{
IQuadTreeObject obj = m_QuadtreeObjHurtboxes[i];
m_QuadtreeHurtboxes.Insert(obj);
}
}
public void Update()
{
UpdateQuadtreeCollision();
UpdateQuadtreeHurtbox();
}
public void Debug()
{
Color c = Gizmos.color;
Gizmos.color = Color.red;
m_QuadtreeCollision?.Iterate((t) => {
Vector3 pos = new Vector3(t.x, t.y, 0);
Vector3 size = new Vector3(t.w, t.h, 1);
Gizmos.DrawWireCube(pos, size);
});
Gizmos.color = c;
}
public bool RetriveColliders(ref List<IQuadTreeObject> returnObjs, IQuadTreeObject obj)
{
return m_QuadtreeCollision.Retrieve(ref returnObjs, obj);
}
public bool RetriveColliders(ref List<IQuadTreeObject> returnObjs, Vector4 bound)
{
return m_QuadtreeCollision.Retrieve(ref returnObjs, bound);
}
public static bool CircleVsCircle(Vector2 pos1, float r1, Vector2 pos2, float r2)
{
return (pos1 - pos2).magnitude <= r1+r2;
}
}
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