bool SetLeafToChildren(QuadtreeLeafUpdate <T> leaf) { Debug.Log("位置在" + _field.top + "," + _field.right + "," + _field.bottom + "," + _field.left + "的树枝节点向子节点存入位置在" + leaf.position + "半径是" + leaf.radius + "的叶子"); if (_upperRightChild._field.Contains(leaf.position)) { return(_upperRightChild.SetLeaf(leaf)); } if (_lowerRightChild._field.Contains(leaf.position)) { return(_lowerRightChild.SetLeaf(leaf)); } if (_lowerLeftChild._field.Contains(leaf.position)) { return(_lowerLeftChild.SetLeaf(leaf)); } if (_upperLeftChild._field.Contains(leaf.position)) { return(_upperLeftChild.SetLeaf(leaf)); } Debug.LogError("向位置在" + _field.top + "," + _field.right + "," + _field.bottom + "," + _field.left + "的节点存入叶子时发生错误:叶子不在所有子节点的范围里。"); //Debug.LogError:在Console面板输出Error,就是红色那种消息 return(false); }
public static bool SetLeaf(QuadtreeLeafUpdate <GameObject> leaf) { return(_quadtree.SetLeaf(leaf)); }
void ResetLeaf(QuadtreeLeafUpdate <T> leaf) { Debug.Log("位置在" + _field.top + "," + _field.right + "," + _field.bottom + "," + _field.left + "的树梢节点移除位置在" + leaf.position + "半径是" + leaf.radius + "的叶子,重新存入树"); RemoveLeafFromSelf(leaf); _root.SetLeaf(leaf); }