void checkTilemapCollision(Collider2D collider)
    {
        DestructibleTilemap dtm = collider.gameObject.GetComponent <DestructibleTilemap>();

        if (dtm == null)
        {
            return;
        }

        Vector3 origin = _boxCollider2D.transform.position;

        RaycastHit2D hit = Physics2D.BoxCast(_boxCollider2D.transform.position, _boxCollider2D.size, transform.rotation.eulerAngles.z,
                                             transform.right, 0.01f, PlatformMask);

        dtm.DamageTiles(hit.point, DamageCaused, radius);
    }