public void Deactivate()
 {
     if (IsColliding)
     {
         Body1.NotifyContact(Body2, false, IsColliding);
         Body2.NotifyContact(Body1, false, IsColliding);
     }
     Active = false;
     if (_ranIndex >= 0)
     {
         PhysicsManager.RanCollisionPairs.RemoveAt(_ranIndex);
         _ranIndex = -1;
     }
 }