TriggerBase();
~TriggerBase();
void update(float elapsed_time);
void draw(DrawingContext& context);
HitResponse collision(GameObject& other, const CollisionHit& hit);
TriggerBase();
~TriggerBase();
void update(float elapsed_time);
void draw(DrawingContext& context);
HitResponse collision(GameObject& other, const CollisionHit& hit);