/// <summary> /// this method requires that you are using a collision layer setup in the constructor. /// </summary> /// <returns>The tile at world position.</returns> /// <param name="worldPos">World position.</param> public TiledTile getTileAtWorldPosition(Vector2 worldPos) { Insist.isNotNull(collisionLayer, "collisionLayer must not be null!"); // offset the passed in world position to compensate for the entity position worldPos -= entity.transform.position + _localOffset; return(collisionLayer.getTileAtWorldPosition(worldPos)); }
/// <summary> /// this method requires that you are using a collision layer setup in the constructor. /// </summary> /// <returns>The tile at world position.</returns> /// <param name="worldPos">World position.</param> public TiledTile getTileAtWorldPosition(Vector2 worldPos) { // offset the passed in world position to compensate for the entity position worldPos -= localPosition; return(_collisionLayer.getTileAtWorldPosition(worldPos)); }
/// <summary> /// this method requires that you are using a collision layer setup in the constructor. /// </summary> /// <returns>The tile at world position.</returns> /// <param name="worldPos">World position.</param> public TiledTile getTileAtWorldPosition(Vector2 worldPos) { // offset the passed in world position to compensate for the entity position worldPos -= entity.transform.position + _localOffset; return(collisionLayer.getTileAtWorldPosition(worldPos)); }