using System; using UnityEngine; namespace UnityAtoms.BaseAtoms { /// /// IPair of type `<Collision>`. Inherits from `IPair<Collision>`. /// [Serializable] public struct CollisionPair : IPair { public Collision Item1 { get => _item1; set => _item1 = value; } public Collision Item2 { get => _item2; set => _item2 = value; } [SerializeField] private Collision _item1; [SerializeField] private Collision _item2; public void Deconstruct(out Collision item1, out Collision item2) { item1 = Item1; item2 = Item2; } } }