public static bool CirclesWithBasicRadiusOverlap(RawCircleCollider2D collider1, RawCircleCollider2D collider2, Vector2 bodiesRay)
 {
     return(circlesCollision.BasicRadiusOverlap(collider1, collider2, bodiesRay));
 }
 public static bool CirclesOverlap(RawCircleCollider2D collider1, RawCircleCollider2D collider2)
 {
     return(circlesCollision.Overlap(collider1, collider2));
 }
 public static bool TriangleCircleOverlap(RawTriangleCollider2D collider1, RawCircleCollider2D collider2, Vector2 bodiesRay)
 {
     return(triangleCircleCollision.Overlap(collider1, collider2, bodiesRay));
 }
 public static bool TriangleCircleOverlap(RawTriangleCollider2D collider1, RawCircleCollider2D collider2)
 {
     return(triangleCircleCollision.Overlap(collider1, collider2));
 }
 public static bool BoxCircleOverlap(RawBoxCollider2D collider1, RawCircleCollider2D collider2, Vector2 bodiesRay)
 {
     return(boxCircleCollision.Overlap(collider1, collider2, bodiesRay));
 }
 public static bool BoxCircleOverlap(RawBoxCollider2D collider1, RawCircleCollider2D collider2)
 {
     return(boxCircleCollision.Overlap(collider1, collider2));
 }