feat: Rigidbody Mass Restriction
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@ -10,14 +10,18 @@ public class RigidBody2D : BehaviourOverride, IRigidBody2D
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{
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public Action<IAssignableTransform>? OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
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public Action<IAssignableTransform>? OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
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private const float LOWEST_ALLOWED_MASS = 0.00001f;
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private float _mass = 1f;
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public IPhysicsMaterial2D Material { get; set; } = new PhysicsMaterial2DDefault();
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public IPhysicsMaterial2D Material { get; set; } = new PhysicsMaterial2DDefault();
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public Vector2D Velocity { get; set; } = Vector2D.Zero;
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public Vector2D Velocity { get; set; } = Vector2D.Zero;
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public float AngularVelocity { get; set; } = 0f;
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public float AngularVelocity { get; set; } = 0f;
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public float Mass { get; set; } = 1f;
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public bool IsStatic { get; set; } = false;
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public bool IsStatic { get; set; } = false;
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public float Mass { get => _mass; set => _mass = Core.Math.Max(value, LOWEST_ALLOWED_MASS); }
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ITransform IAssignableTransform.Transform => Transform;
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ITransform IAssignableTransform.Transform => Transform;
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