public void Deactivate() { if (IsColliding) { Body1.NotifyContact(Body2, false, IsColliding); Body2.NotifyContact(Body1, false, IsColliding); } Active = false; }
public void Deactivate() { if (IsColliding) { Body1.NotifyContact(Body2, false, IsColliding); Body2.NotifyContact(Body1, false, IsColliding); } Active = false; if (_ranIndex >= 0) { PhysicsManager.RanCollisionPairs.RemoveAt(_ranIndex); _ranIndex = -1; } }