/// <summary> /// If the direction is also a floor, add the dir to the maskDir bits. /// </summary> /// <param name="tiles"></param> /// <param name="maskDir"></param> /// <param name="dir"></param> /// <param name="x"></param> /// <param name="y"></param> private static void BitmaskDirection(TileType[][] tiles, ref MaskDirections maskDir, MaskDirections dir, int x, int y) { if (x >= tiles.Length || x < 0) { return; } if (y >= tiles[0].Length || y < 0) { return; } if ((tiles[x][y] & TileType.Floor) == TileType.Floor) { maskDir |= dir; } }