/// <summary>
        /// Apply Gravity on a unit and eat it if close enough
        /// call on each unit during unit update loop
        /// </summary>
        /// <param name="unit">unit to affect. Should be called after updating unit</param>
        public void ApplyToUnit(PhysicalBody unit, GameTime gameTime)
        {
            float massEaten;
            if (_state != BlackHoleState.Pulling && _state != BlackHoleState.Overdrive)
                return;
            if (_state == BlackHoleState.Pulling)
            {
                unit.ApplyGravity(Gravity, gameTime);
            }
            else if (_state == BlackHoleState.Overdrive)
            {
                unit.FlyToPoint(Position, _overdriveTimer, 2.0f);
            }

            if ((massEaten = unit.EatByBlackHole(Position, _radius)) > 0)
            {
                _capacityUsed += massEaten;
                _particleEffect.IntensityFactor = 1.0f + _capacityUsed / _totalCapacity;
                Gravity.MagnitudeFactor = (1.0f + _capacityUsed / _totalCapacity);
                if (_capacityUsed > _totalCapacity)
                {
                    goOverdrive();
                }
            }
        }
 public void CheckAndApplyCollision(PhysicalBody unit, GameTime gameTime)
 {
     switch (_state)
     {
         case State.Dormant:
             break;
         case State.Appearing:
         case State.Scanning:
             unit.ApplyGravity(_gravity, gameTime);
             break;
         case State.Charging:
             unit.ApplyGravity(_gravity, gameTime);
             if (willCollide(unit.Top, unit.Bottom, unit.Left, unit.Right, gameTime.ElapsedGameTime))
             {
                 unit.ApplyImpact(_velocity, IMPACT_IMPULSE);
                 unit.ApplyDamage(IMPACT_DAMAGE);
                 break;
             }
             break;
     }
 }