/// <summary> /// 创建四叉树数据对象 /// </summary> /// <param name="Obj"></param> /// <param name="bounds"></param> /// <returns></returns> public static QTGameObject CreatQTGameObject(GameObject Obj, Bounds bounds) { if (Obj == null) { return(null); } Rect rect = new Rect(bounds.center.x - bounds.size.x / 2, bounds.center.z - bounds.size.z / 2, bounds.size.x, bounds.size.z); QTGameObject qTGameObject = new QTGameObject(rect); qTGameObject.SetData(Obj); return(qTGameObject); }
/// <summary> /// 初始化数据,转换为四叉树操作对象 /// </summary> /// <param name="datas"></param> /// <param name="qTGameObjects"></param> void CreadQuadTreeObject(List <QTGameObjectData> datas, List <QTObject> qTGameObjects) { if (qTGameObjects != null) { qTGameObjects.Clear(); } datas.ForEach(item => { QTGameObject qTGameObject = QTGameObject.CreatQTGameObject(item.obj, item.bounds); if (qTGameObject != null) { qTGameObjects.Add(qTGameObject); } }); }