public static WTPhysicsComponent Create(string name)
    {
        GameObject         physicsNodeGO = new GameObject(name);
        WTPhysicsComponent physicsNode   = physicsNodeGO.AddComponent <WTPhysicsComponent>();

        return(physicsNode);
    }
 private void InitPhysicsComponent(string name)
 {
     physicsComponent = WTPhysicsComponent.Create(name);
     physicsComponent.Init(Vector2.zero, 0, this);
     physicsComponent.SignalOnCollisionEnter += HandleOnCollisionEnter;
     physicsComponent.SignalOnTriggerEnter   += HandleOnTriggerEnter;
     physicsComponent.SignalOnTriggerEnter   += HandleOnTriggerExit;
     physicsComponent.SignalOnTriggerEnter   += HandleOnTriggerStay;
     UpdatePosition();
     UpdateRotation();
 }
 private void InitPhysicsComponent(string name)
 {
     physicsComponent = WTPhysicsComponent.Create(name);
     physicsComponent.Init(Vector2.zero, 0, this);
     physicsComponent.SignalOnCollisionEnter += HandleOnCollisionEnter;
     physicsComponent.SignalOnTriggerEnter += HandleOnTriggerEnter;
     physicsComponent.SignalOnTriggerEnter += HandleOnTriggerExit;
     physicsComponent.SignalOnTriggerEnter += HandleOnTriggerStay;
     UpdatePosition();
     UpdateRotation();
 }