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https://github.com/aharabada/glitchy-engine-beef.git
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Invoke on collision enter + start of attach child colliders to rigidbody
+ Changed default Namespace of ScriptCore to GlitchyEngine + Implicit Casts float2 <-> b2Vec2 + Entity constructor internal + Renamed RigidBody2D to Rigidbody2D (notice the B) + Basic Debug Draw actual 2D Colliders + Added Entity::GetParentWithComponent
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using System.Runtime.InteropServices;
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using GlitchyEngine.Core;
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namespace GlitchyEngine.Physics;
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[StructLayout(LayoutKind.Sequential, Pack=1)]
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public struct Collision2D
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{
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private UUID _entity;
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private UUID _otherEntity;
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private UUID _rigidbody;
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private UUID _otherRigidbody;
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/// <summary>
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/// Gets the Entity whose Collider takes part in the collision.
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/// This entity is either the entity of the script instance receiving the event or a child of it.
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/// </summary>
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public Entity Entity => new(_entity);
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/// <summary>
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/// Gets the other Entity whose collider takes part in the collision.
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/// </summary>
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public Entity OtherEntity => new(_otherEntity);
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/// <summary>
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/// Gets the rigidbody whose Collider takes part in the collision.
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/// This Rigidbody is either a component of the entity whose script instance received the event or a parent of it.
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/// </summary>
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public Rigidbody2D Rigidbody => new() { Entity = Entity };
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/// <summary>
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/// Gets the other rigidbody whose Collider takes part in the collision.
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/// </summary>
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public Rigidbody2D OtherRigidbody => new() { Entity = OtherEntity };
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}
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