T[] GetCollisionObjectsFromAChild(Vector2 checkPoint, float checkRadius, QuadtreeUpdate <T> child) { if (child._field.PointToFieldDistance(checkPoint) <= _maxRadius + checkRadius) //这里不光要考虑到检测半径,还要考虑到节点最大半径 { return(child.CheckCollision(checkPoint, checkRadius)); } return(new T[0]); }
public static GameObject[] CheckCollision(Vector2 checkPoint, float checkRadius) { return(_quadtree.CheckCollision(checkPoint, checkRadius)); }