public Collidable(Bounds2d bounds) { _disposed = 0; Bounds = bounds; ID = Interlocked.Increment(ref _collidableIDs); // Set a default collision event so we don't have to check if its null OnCollision = obj => { }; OnDisposed = obj => { }; }
public override bool Intersects(Bounds2d obj) { return obj.Intersects(this); }
public abstract bool Intersects(Bounds2d obj);