protected override bool CollideRectangle(RectangleCollider other, out CollisionData data) { Vector2 depth = AABB.GetIntersectionDepth(Bounds, other.Bounds); if (depth != Vector2.Zero && (Math.Abs(depth.X) > 1 || Math.Abs(depth.Y) > 1)) { data = new CollisionData(depth); return true; } data = new CollisionData(Vector2.Zero); return false; }
// ABSTRACT METHODS protected abstract bool CollideRectangle(RectangleCollider other, out CollisionData data);
protected override bool CollideRectangle(RectangleCollider other, out CollisionData data) { // TODO: check collision data = new CollisionData(Vector2.Zero); return false; }