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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 partial class PhysicsManager : Singleton<PhysicsManager>
{
#region Quadtrees
private PhysicsQuadtree m_CollisionQuadtree;
private PhysicsQuadtree m_HurtboxQuadtree;
#endregion
public Vector4 collisionQuadtreeRange
{
set
{
m_CollisionQuadtree.quadtreeRange = value;
}
}
public Vector4 hurtboxQuadtreeRange
{
set
{
m_HurtboxQuadtree.quadtreeRange = value;
}
}
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));
}
public void AddCollider(IQuadTreeObject collider)
{
m_CollisionQuadtree.AddObject(collider);
}
public void RemoveCollider(IQuadTreeObject collider)
{
m_CollisionQuadtree.RemoveObject(collider);
}
public void AddHurtboxes(IQuadTreeObject hurtbox)
{
m_HurtboxQuadtree.AddObject(hurtbox);
}
public void RemoveHurtbox(IQuadTreeObject hurtbox)
{
m_HurtboxQuadtree.RemoveObject(hurtbox);
}
public void Update()
{
m_CollisionQuadtree.UpdateQuadtree();
m_HurtboxQuadtree.UpdateQuadtree();
}
public bool RetriveColliders(ref List<IQuadTreeObject> returnObjs, IQuadTreeObject obj)
{
return m_CollisionQuadtree.Retrive(ref returnObjs, obj);
}
public bool RetriveColliders(ref List<IQuadTreeObject> returnObjs, Vector4 bound)
{
return m_CollisionQuadtree.Retrive(ref returnObjs, bound);
}
public bool RetriveHurtboxes(ref List<IQuadTreeObject> returnObjs, Vector4 bound)
{
return m_HurtboxQuadtree.Retrive(ref returnObjs, bound);
}
public bool RetriveColliders(Vector4 bound)
{
m_SharedRetriveResults.Clear();
return m_CollisionQuadtree.Retrive(ref m_SharedRetriveResults, bound);
}
public bool RetriveHurtboxes(Vector4 bound)
{
m_SharedRetriveResults.Clear();
return m_HurtboxQuadtree.Retrive(ref m_SharedRetriveResults, bound);
}
public System.Func<Vector4, bool> GetRetriverByType(ColliderType type)
{
if (type == ColliderType.Collider)
return RetriveColliders;
else if (type == ColliderType.Hurtbox)
return RetriveHurtboxes;
else
return null;
}
public void Debug()
{
m_CollisionQuadtree.Debug();
}
}
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