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)); }