[LayaAir 2.0]下面这段unity碰撞代码如何用laya2.0物理引擎实现

private void OnCollisionEnter2D(Collision2D collision)
{
    if (collision.gameObject.tag != Constants.TagPlayer)
    {
        return;
    }
    float num = 0f;
    foreach (ContactPoint2D contactPoint2D in collision.contacts)
    {
        num += contactPoint2D.normalImpulse;
    }

       this.AddResistence(collision, this.inflationUtils.GetEnemyResistance() * 0.5f, num);
    
        num = num * (100f - this.inflationUtils.GetEnemyResistance()) / 100f;
        
        this.AddPlayerForce(collision, this.playerController.PlayerUpdates.force, num);
}
 
private void AddResistence(Collision2D collision, float newImpulsePercent, float impulseForce)
{
    Vector3 a = base.transform.position - collision.gameObject.transform.position;
    float num = -(newImpulsePercent * impulseForce / 100f);
    num = Mathf.Clamp(num, -impulseForce, impulseForce);
    a.Normalize();
    base.gameObject.GetComponent<Rigidbody2D>().AddForce(a * num, ForceMode2D.Impulse);
}
 
private void AddPlayerForce(Collision2D collision, float playerStrong, float impulseForce)
{
    if (playerStrong == 0f || impulseForce == 0f)
    {
        return;
    }
    Vector3 a = base.transform.position - collision.gameObject.transform.position;
    float d = Mathf.Sqrt(playerStrong - 1f) * UpdatesAndInflationConstants.UpdateForcePlayerForcePerUpdate * impulseForce;
    a.Normalize();
    base.gameObject.GetComponent<Rigidbody2D>().AddForce(a * d);
}    
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