pub fn tile_to_world(
        &self,
        cam_transform: &GlobalTransform,
        tile_pos: [i32; 2],
    ) -> Option<Vec3> {
        self.grid.tile_to_world(cam_transform, tile_pos)
    }
/// Converts a tile index to it's tile position in world space, or None if it's out of bounds.
///
/// The "position" of a tile in world space is it's bottom left corner.
Converts a tile index to it's tile position in world space, or None if it's out of bounds.
The "position" of a tile in world space is it's bottom left corner.
Converts a tile index to it ' s tile position in world space or None if it ' s out of bounds . The " position " of a tile in world space is it ' s bottom left corner .
pub fn tile_to_world(
        &self,
        cam_transform: &GlobalTransform,
        tile_pos: [i32; 2],
    ) -> Option<Vec3> {
        self.grid.tile_to_world(cam_transform, tile_pos)
    }
pub fn tile_to_world ( & self , cam_transform : & GlobalTransform , tile_pos : [ i32 ; 2 ] , ) -> Option < Vec3 > { self . grid . tile_to_world ( cam_transform , tile_pos ) }
Converts a tile index to it's tile position in world space, or None if it's out of bounds.
Converts a tile index to it ' s tile position in world space or None if it ' s out of bounds .
&self
cam_transform
&GlobalTransform
tile_pos
[i32; 2]
&self
cam_transform
&GlobalTransform
tile_pos
[i32; 2]