private void Start() { _quadTree = new QuadTree(new Rect(0, 0, WorldSize.x, WorldSize.y), BodiesPerNode, MaxSplits); _csQuad = new CollisionSystemQuadTree(_quadTree); for (int i = 0; i < MaxBodies; i++) { //InstantiateObj(); var body = GameObject.Instantiate <DemoPhysicsBody>(DemoPhysicsBody); body.gameObject.tag = "instantiated"; body.health = 5; body.transform.position = new Vector3(Random.Range(0, WorldSize.x), 0, Random.Range(0, WorldSize.y)); _csBrute.AddBody(body); // add body to CollisionSystemBrute _csQuad.AddBody(body); _quadTree.AddBody(body); // add body to QuadTree _quadTreeBodies.Add(body); // cache bodies so we can refresh the tree in update } }
/// <summary> /// Instantiate Method /// </summary> public void InstantiateObj() { if (DemoPhysicsBody == null) { DemoPhysicsBody = Resources.Load <DemoPhysicsBody>("Prefabs/DemoPhysicsBody") as DemoPhysicsBody; } var body = GameObject.Instantiate <DemoPhysicsBody>(DemoPhysicsBody); body.gameObject.tag = "instantiated"; body.health = 5; body.transform.position = new Vector3(Random.Range(0, WorldSize.x), 0, Random.Range(0, WorldSize.y)); _csBrute.AddBody(body); // add body to CollisionSystemBrute _csQuad.AddBody(body); _quadTree.AddBody(body); // add body to QuadTree _quadTreeBodies.Add(body); }