TiledSharp issue: ITmxLayer does not contain a definition for 'Tiles'

Hi-- this is my first post here, so please tell me if I do anything wrong. So, I’m attempting to use TiledSharp to import my tile maps made in Tiled. I’m using the example provided by Temeez here: https://github.com/Temeez/TiledSharp-MonoGame-Example . However, I’m getting the error “ITmxLayer does not contain a definition for ‘Tiles’ and no acceptable extension method ‘Tiles’ accepting a first argument of the type ‘ITmxLayer’ could be found.” Can anyone either spot my error or let me know if they’ve had a similar issue? Thanks!

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using Nez;
using TiledSharp;

namespace _00monogame_test
{
    /// <summary>
    /// This is the main type for your game.
    /// </summary>
    public class Game1 : Nez.Core
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        //mapstuff

        TmxMap easyMap;
        Texture2D easyTileset;

        //tile properties

        int tileWidth;
        int tileHeight;
        int tilesetTilesWide;
        int tilesetTilesHigh;

        //easyMap = new TmxMap("testmaps/easy_test_map.tmx");

        //map properties
        //TmxTileset easyTileset = easyMap.Tilesets["testmaps/testspritesheet.tsx"];

        
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 640;
            graphics.PreferredBackBufferHeight = 480;
            Content.RootDirectory = "Content";
            //position = new Vector2(0, 0);
            this.IsFixedTimeStep = true;
            this.graphics.SynchronizeWithVerticalRetrace = true;
            this.TargetElapsedTime = new System.TimeSpan(0, 0, 0, 0, 33); //33 ms = 30 fps
        }

        
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            //based on Temeez example
            easyMap = new TmxMap("testmaps/easy_test_map.tmx");
            easyTileset = Content.Load<Texture2D>(easyMap.Tilesets[0].Name.ToString());

            tileWidth = easyMap.Tilesets[0].TileWidth;
            tileHeight = easyMap.Tilesets[0].TileHeight;

            tilesetTilesWide = easyTileset.Width / tileWidth;
            tilesetTilesHigh = easyTileset.Height / tileHeight;
        }

        
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
                Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            for (var i = 0; i < easyMap.Layers[0].Tiles.Count; i++)
            {
                int gid = easyMap.Layers[0].Tiles[i].Gid;

                // Empty tile, do nothing
                if (gid == 0)
                {

                }
                else
                {
                    int tileFrame = gid - 1;
                    int column = tileFrame % tilesetTilesWide;
                    int row = (int)Math.Floor((double)tileFrame / (double)tilesetTilesWide);

                    float x = (i % easyMap.Width) * easyMap.TileWidth;
                    float y = (float)Math.Floor(i / (double)easyMap.Width) * easyMap.TileHeight;

                    Rectangle tilesetRec = new Rectangle(tileWidth * column, tileHeight * row, tileWidth, tileHeight);

                    spriteBatch.Draw(easyTileset, new Rectangle((int)x, (int)y, tileWidth, tileHeight), tilesetRec, Color.White);
                }
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}

So I have answered my own question! If anyone else out there is using TiledSharp, Layers, as used in the example, has now been changed to TileLayers. Additionally, Tiles is now a Collection<TmxLayerTile> rather than a List, as of 2016.