public Vector3 GetRepositionInTile(int index, int amount)
    {
        Vector3 newPos = playerController.currentTile.transform.position;

        newPos.y = this.transform.position.y;

        float fixPos = 0.3f;

        if (amount == 2)
        {
            if (index == 0)
            {
                if (MathDt.IsBetween(this.transform.rotation.eulerAngles.y, 80, 100))
                {
                    newPos.z += fixPos;
                }
                else if (MathDt.IsBetween(this.transform.rotation.eulerAngles.y, 170, 190))
                {
                    newPos.x -= fixPos;
                }
                else if (MathDt.IsBetween(this.transform.rotation.eulerAngles.y, 260, 280))
                {
                    newPos.z -= fixPos;
                }
                else
                {
                    newPos.x += fixPos;
                }
            }
            else
            {
                if (MathDt.IsBetween(this.transform.rotation.eulerAngles.y, 80, 100))
                {
                    newPos.z -= fixPos;
                }
                else if (MathDt.IsBetween(this.transform.rotation.eulerAngles.y, 170, 190))
                {
                    newPos.x += fixPos;
                }
                else if (MathDt.IsBetween(this.transform.rotation.eulerAngles.y, 260, 280))
                {
                    newPos.z += fixPos;
                }
                else
                {
                    newPos.x -= fixPos;
                }
            }
        }
        return(OffsetRotation(newPos));
    }
 public Vector3 OffsetRotation(Vector3 newPos)
 {
     if (MathDt.IsBetween(this.transform.rotation.eulerAngles.y, 80, 100))
     {
         newPos.x += playerController.currentTile.offsetZ;
     }
     else if (MathDt.IsBetween(this.transform.rotation.eulerAngles.y, 170, 190))
     {
         newPos.z -= playerController.currentTile.offsetZ;
     }
     else if (MathDt.IsBetween(this.transform.rotation.eulerAngles.y, 260, 280))
     {
         newPos.x += playerController.currentTile.offsetZ;
     }
     else
     {
         newPos.z -= playerController.currentTile.offsetZ;
     }
     return(newPos);
 }