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- Vector2 depth = GetIntersectionDepth(collider.m_QuadTreePosition.Rect, testCollider.m_QuadTreePosition.Rect);
- if (depth != Vector2.zero)
- {
- float absX = Mathf.Abs(depth.x);
- float absY = Mathf.Abs(depth.y);
- if (absY < absX)
- {
- collider.m_ColliderPosition = new Vector2(collider.m_ColliderPosition.x, collider.m_ColliderPosition.y + depth.y);
- }
- else
- collider.m_ColliderPosition = new Vector2(collider.m_ColliderPosition.x + depth.x, collider.m_ColliderPosition.y);
- }
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