private WorldObject[][] GetNewCollisions()
{
WorldObject[][] collisions = GetCollisions();
List<WorldObject[]> filteredCollisions = new List<WorldObject[]>();
foreach (WorldObject[] collision in collisions)
{
bool unique = true;
foreach (WorldObject[] oldCollision in oldCollisions)
{
if ((collision[0] == oldCollision[0] && collision[1] == oldCollision[1])
|| (collision[0] == oldCollision[1] && collision[1] == oldCollision[0]))
{
unique = false;
break;
}
}
if (unique)
{
filteredCollisions.Add(collision);
}
}
oldCollisions = collisions;
return filteredCollisions.ToArray<WorldObject[]>();
}