internal CollisionPair2D(Collider2D collider1, Collider2D collider2) { this.collider1 = collider1; this.collider2 = collider2; collisionPairState = new CollisionPairState(); }
internal void Collision(Collider2D other, CollisionPairState state, HitState hitState) { if (state.enter) { CollisionEnter?.Invoke(other, hitState); } if (state.stay) { CollisionStay?.Invoke(other, hitState); } if (state.exit) { CollisionExit?.Invoke(other, hitState); } }
internal void Trigger(Collider2D other, CollisionPairState state) { if (state.enter) { TriggerEnter?.Invoke(other); } if (state.stay) { TriggerStay?.Invoke(other); } if (state.exit) { TriggerExit?.Invoke(other); } }