///Cross-matrix edition of <see cref="Matrix.IsPassableAt(UnityEngine.Vector3Int,UnityEngine.Vector3Int,bool,GameObject)"/> ///<inheritdoc cref="Matrix.IsPassableAt(UnityEngine.Vector3Int,UnityEngine.Vector3Int,bool,GameObject)"/> /// FIXME: not truly cross-matrix. can walk diagonally between matrices public static bool IsPassableAt(Vector3Int worldOrigin, Vector3Int worldTarget, CollisionType collisionType = CollisionType.Player, bool includingPlayers = true, GameObject context = null, int[] excludeList = null) { // Gets the list of Matrixes to actually check MatrixInfo[] includeList = excludeList != null?MatrixManager.ExcludeFromAllMatrixes(MatrixManager.GetList(excludeList)) : Instance.ActiveMatrices; return(isAtInternal(mat => mat.Matrix.IsPassableAt(WorldToLocalInt(worldOrigin, mat), WorldToLocalInt(worldTarget, mat), collisionType: collisionType, includingPlayers: includingPlayers, context: context), includeList)); }