public RigidBody(Vector2 pos, GameObject owner, Circle bCircle = null, Rect bBox = null, bool createbBox = true)
 {
     Position = pos;
     Owner    = owner;
     AddCollider(bCircle, bBox, createbBox);
     CollisionAffection = true;
     PhysicsMgr.Add(this);
 }
        public RigidBody(Vector2 pos, GameObject owner)
        {
            Position = pos;
            Owner    = owner;

            CollisionAffection = true;
            PhysicsMgr.Add(this);
        }
 public virtual void Spawn(Ship owner, Vector2 pos, Vector2 offset, Vector2 dir, float vel)
 {
     Owner    = owner;
     Rotation = owner.Rotation;
     Position = pos + offset;
     Velocity = vel * dir;
     IsActive = true;
     Create();
     PhysicsMgr.Add(Rigidbody);
     Rigidbody.SetDebugCircle(true);
 }