DungeonMasterEngine.Builders.LegacyMapBuilder.GetTargetTile C# (CSharp) Method

GetTargetTile() public method

public GetTargetTile ( ActuatorItemData callingActuator ) : DungeonMasterEngine.DungeonContent.Tiles.Tile
callingActuator ActuatorItemData
return DungeonMasterEngine.DungeonContent.Tiles.Tile
        public Tile GetTargetTile(ActuatorItemData callingActuator)
        {
            var targetPos = ((RemoteTarget)callingActuator.ActionLocation).Position.Position.ToAbsolutePosition(CurrentMap);

            Tile targetTile = null;
            if (TilesPositions.TryGetValue(targetPos, out targetTile))
                return targetTile;
            else
            {
                //try find tile in raw data, and than actuator, add it to Tiles Positions
                var virtualTileData = CurrentMap[targetPos.X, targetPos.Y];
                if (virtualTileData.Actuators.Any()) //virtual tile will be proccessed at the and so any checking shouldnt be necessary
                {
                    var newTile = new LogicTile(targetPos.ToGridVector3(CurrentLevel));
                    newTile.Gates = virtualTileData.Actuators.Where(x => x.ActuatorType == 5).Select(y => InitLogicGates(y, newTile)).ToArray(); //recurse
                    newTile.Counters = virtualTileData.Actuators.Where(x => x.ActuatorType == 6).Select(y => InitCounters(y, newTile)).ToArray(); //recurse

                    TilesPositions.Add(targetPos, targetTile = newTile); //subitems will be processed 
                }
                else if (virtualTileData.TextTags.Any())
                {
                    var textTag = virtualTileData.TextTags.Single();
                    textTag.HasTargetingActuator = true;
                    targetTile = TilesPositions[textTag.GetParentPosition(targetPos)];

                    if (textTag.Processed)
                        targetTile.SubItems.Single(x => x is TextTag).AcceptMessages = true;
                }

                return targetTile; //TODO (if null)  think out what to do 
                //Acutor at the begining references wall near by with tag only ... what to do ? 
            }
        }