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-rw-r--r--scripts/Entities/Actors/AI/BaseAI.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/scripts/Entities/Actors/AI/BaseAI.cs b/scripts/Entities/Actors/AI/BaseAI.cs
index bdd1e61..3b9ae3e 100644
--- a/scripts/Entities/Actors/AI/BaseAI.cs
+++ b/scripts/Entities/Actors/AI/BaseAI.cs
@@ -20,13 +20,13 @@ public abstract partial class BaseAI : Node
/// Corpo controlado pela IA.
/// O corpo é a marionete da alma.
/// </summary>
- protected Actor Body { get; set; }
+ protected Actor body;
public override void _Ready()
{
base._Ready();
// Por padrão, a IA é filha do nó de seu corpo.
- Body = GetParent<Actor>();
+ body = GetParent<Actor>();
}
/// <summary>
@@ -42,12 +42,12 @@ public abstract partial class BaseAI : Node
/// </summary>
/// <param name="destination">Destino</param>
/// <returns>Vetor com vetores, passo a passo para chegar no destino.</returns>
- public Godot.Collections.Array<Vector2> GetPathTo(Vector2I destination)
+ protected Godot.Collections.Array<Vector2> GetPathTo(Vector2I destination)
{
// Arrays do Godot são muito mais confortáveis de manipular, então
// eu converto o Array do C# em um array do Godot antes de retornar o caminho.
Godot.Collections.Array<Vector2> list = [];
- Vector2[] path = Body.MapData.Pathfinder.GetPointPath(Body.GridPosition, destination);
+ Vector2[] path = body.MapData.Pathfinder.GetPointPath(body.GridPosition, destination);
list.AddRange(path);
return list;
}