using Engine.Core; namespace Engine.Physics2D; public class Collider2DShape : Collider2DBase, IShapeCollider2D { public Shape2D ShapeWorld { get; protected set; } = Shape2D.Square; public Shape2D ShapeLocal { get; set { field = value; NeedsRecalculation = true; } } = Shape2D.Square; public override void CalculateCollider() => ShapeLocal.Transform(Transform, ShapeWorld); public Collider2DShape() { } public Collider2DShape(Shape2D shape) { ShapeLocal = shape; } }