T[] GetCollisionObjectsFromAChild(Vector2 checkPoint, float checkRadius, QuadtreeEvent <T> child) { if (child._field.PointToFieldDistance(checkPoint) <= _maxRadius + checkRadius) { return(child.CheckCollision(checkPoint, checkRadius)); } return(new T[0]); }
public static GameObject[] CheckCollision(Vector2 checkPoint, float checkRadius) { return(_quadtree.CheckCollision(checkPoint, checkRadius)); }