/// <summary>
        /// 判断圆形碰撞器和圆形碰撞器是否发生碰撞
        /// </summary>
        /// <param name="colliderA"></param>
        /// <param name="colliderB"></param>
        /// <returns></returns>
        private static bool CircleToCircle(QuadtreeCollider colliderA, QuadtreeCollider colliderB)
        {
            CircleQuadtreeCollider circleColliderA = (CircleQuadtreeCollider)colliderA;
            CircleQuadtreeCollider circleColliderB = (CircleQuadtreeCollider)colliderB;

            return(Vector2.Distance(circleColliderA.Position, circleColliderB.Position) <= circleColliderA.Radius + circleColliderB.Radius);
        }
        /// <summary>
        /// 判断圆形碰撞器和圆形碰撞器是否发生碰撞
        /// </summary>
        /// <param name="colliderA"></param>
        /// <param name="colliderB"></param>
        /// <returns></returns>
        private static bool CircleToCircle(QuadtreeCollider colliderA, QuadtreeCollider colliderB)
        {
            CircleQuadtreeCollider circleColliderA = (CircleQuadtreeCollider)colliderA;
            CircleQuadtreeCollider circleColliderB = (CircleQuadtreeCollider)colliderB;

            return(Vector2.Distance(circleColliderA.position, circleColliderB.position) <= circleColliderA.radius + circleColliderB.radius);
            //TODO:圆形碰撞器的半径和最大检测半径是一样的,如果功能无误可以考虑不进行强转节约计算量
        }