Got rid of previous material system, now uses enumerators and item ids. Also imported QuadTree.cs so we can have entity collision.
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@@ -10,8 +10,8 @@ namespace QuadTree
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public class QuadTree<T>
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{
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private static Stack<Branch> branchPool = new Stack<Branch>();
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private static Stack<Leaf> leafPool = new Stack<Leaf>();
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private static Stack<Branch> _branchPool = new Stack<Branch>();
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private static Stack<Leaf> _leafPool = new Stack<Leaf>();
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private readonly Branch _root;
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private readonly int _splitCount;
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@@ -49,8 +49,8 @@ namespace QuadTree
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public static void ClearPools()
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{
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branchPool = new Stack<Branch>();
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leafPool = new Stack<Leaf>();
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_branchPool = new Stack<Branch>();
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_leafPool = new Stack<Leaf>();
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}
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@@ -160,7 +160,7 @@ namespace QuadTree
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private static Branch CreateBranch(QuadTree<T> tree, Branch parent, int branchDepth, ref Quad quad)
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{
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var branch = branchPool.Count > 0 ? branchPool.Pop() : new Branch();
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var branch = _branchPool.Count > 0 ? _branchPool.Pop() : new Branch();
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branch.Tree = tree;
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branch.Parent = parent;
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branch.Split = false;
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@@ -176,7 +176,7 @@ namespace QuadTree
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private static Leaf CreateLeaf(T value, ref Quad quad)
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{
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var leaf = leafPool.Count > 0 ? leafPool.Pop() : new Leaf();
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var leaf = _leafPool.Count > 0 ? _leafPool.Pop() : new Leaf();
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leaf.Value = value;
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leaf.Quad = quad;
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return leaf;
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@@ -201,14 +201,14 @@ namespace QuadTree
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for (var i = 0; i < 4; ++i)
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{
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if (Branches[i] == null) continue;
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branchPool.Push(Branches[i]);
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_branchPool.Push(Branches[i]);
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Branches[i].Clear();
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Branches[i] = null;
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}
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foreach (var t in Leaves)
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{
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leafPool.Push(t);
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_leafPool.Push(t);
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t.Branch = null;
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t.Value = default;
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}
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