PhysicsObject.HandleColliders C# (CSharp) Method

HandleColliders() private method

Resets radius/area, based off of the collider values
private HandleColliders ( ) : void
return void
    private void HandleColliders()
    {
        // adjust rigidbody
        rigidbody = GetComponent<Rigidbody2D>();
        rigidbody.isKinematic = !isMovable;
        rigidbody.gravityScale = 0;
        gameObject.layer = LayerMask.NameToLayer(isMovable?"Default":"Static Gear");
        rigidbody.constraints = (isMovable?RigidbodyConstraints2D.FreezeRotation:RigidbodyConstraints2D.FreezeAll);

        // find coolider, set radius/area/momentOfInertiaMult
        Transform t = transform;
        collRadius = area = 0;
        momentOfInertiaMult = 0.01f;
        CircleCollider2D[] colls = GetComponents<CircleCollider2D>();
        for (int i=0; i<colls.Length; ++i) {
            // find constants
            float radius = colls[i].radius*Mathf.Sqrt(
                t.TransformVector(t.InverseTransformVector(Vector3.up).normalized).magnitude
                *t.TransformVector(t.InverseTransformVector(Vector3.right).normalized).magnitude);
            momentOfInertiaMult = 0.5f;
            // store results as trigger OR collider
            if (colls[i].isTrigger) {
                this.trig = colls[i];
                this.trigRadius = radius;
            } else {
                this.coll = colls[i];
                this.collRadius = radius;
                area = Mathf.PI*collRadius*collRadius;
            }
        }
    }