/// Can one pass from `origin` to adjacent `position`? /// <param name="origin">Position object is at now</param> /// <param name="position">Adjacent position object wants to move to</param> /// <param name="includingPlayers">Set this to false to ignore players from check</param> /// <param name="context">Is excluded from passable check</param> /// <param name="isReach">True if we're seeing if an object can be reached through</param> /// <param name="onlyExcludeLayerOnDestination">false if every involved tile should have the layers excluded, true if only the destination tile</param> /// <returns></returns> public bool IsPassableAtOneMatrix(Vector3Int origin, Vector3Int position, bool isServer, CollisionType collisionType = CollisionType.Player, bool includingPlayers = true, GameObject context = null, List <LayerType> excludeLayers = null, List <TileType> excludeTiles = null, bool ignoreObjects = false, bool isReach = false, bool onlyExcludeLayerOnDestination = false) { return(MetaTileMap.IsPassableAtOneTileMap(origin, position, isServer, collisionType: collisionType, inclPlayers: includingPlayers, context: context, excludeLayers: excludeLayers, excludeTiles: excludeTiles, ignoreObjects: ignoreObjects, isReach: isReach, onlyExcludeLayerOnDestination: onlyExcludeLayerOnDestination)); }