public int ActualClosestIndexTo(Vector2 pos, bool checkObstructions = true) { if (NodeIndexQuadTreeNode == null || (checkObstructions && Physics2D.OverlapPoint(pos, 1 << LayerMask.NameToLayer(ObstructionLayer)) != null)) { return(-1); } VectorIndexPair pair = NodeIndexQuadTreeNode.ActualClosestTo(pos); if (pair != null) { return(pair.Obj); } else { return(-1); } }
public int ClosestIndexTo(Vector2 pos) { if (NodeIndexQuadTreeNode == null || Physics2D.OverlapPoint(pos, 1 << LayerMask.NameToLayer(ObstructionLayer)) != null) { return(-1); } VectorIndexPair pair = NodeIndexQuadTreeNode.ClosestTo(pos); if (pair != null) { return(pair.Obj); } else { return(-1); } }
public void SetIndicies(VectorIndexPair[] transforms) { AllIndiciesInTree = transforms; }