/// <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));
        }
예제 #2
0
 /// <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));
 }
예제 #3
0
 /// <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));
 }