public void RemoveImpassable(Impassable i)
 {
     notPassables.Remove(i);
 }
        public void Update()
        {
            //Goes through all the objects
            for (int i = 0; i < topObjects.Count; i++)
            {
                //Store the item in case it dies
                Environment e = topObjects[i];

                //Lets it update
                e.Update(managers);

                //If it no longer exists, re-sync the loop
                if (!topObjects.Contains(e))
                {
                    i--;
                }
            }

            //Goes through all the objects
            for (int i = 0; i < botObjects.Count; i++)
            {
                //Store the item in case it dies
                Environment e = botObjects[i];

                //Lets it update
                e.Update(managers);

                //If it no longer exists, re-sync the loop
                if (!botObjects.Contains(e))
                {
                    i--;
                }
            }

            for (int i = 0; i < staticBlockers.Count; i++)
            {
                //Store the item in case it dies
                Environment e = staticBlockers[i];

                //Lets it update
                e.Update(managers);

                //If it no longer exists, re-sync the loop
                if (!staticBlockers.Contains(e))
                {
                    i--;
                }
            }

            for (int i = 0; i < notPassables.Count; i++)
            {
                //Store the item in case it dies
                Impassable e = notPassables[i];

                //Lets it update
                e.Update(managers);

                //If it no longer exists, re-sync the loop
                if (!notPassables.Contains(e))
                {
                    i--;
                }
            }

            for (int i = 0; i < notPathables.Count; i++)
            {
                //Store the item in case it dies
                Impathable e = notPathables[i];

                //Lets it update
                e.Update(managers);

                //If it no longer exists, re-sync the loop
                if (!notPathables.Contains(e))
                {
                    i--;
                }
            }
        }
 public void AddImpassable(Impassable i)
 {
     notPassables.Add(i);
     i.LoadContent(managers.GetTextureManager());
 }