From 5146895cf537dd69867da612abed5b4abaf805cd Mon Sep 17 00:00:00 2001 From: Matheus Date: Thu, 18 Sep 2025 12:06:59 -0300 Subject: ME ELIMINE AAAAAAAAAAAAAAAAAAAAAAAAAAAA --- scripts/Entities/Actors/AI/BaseAI.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'scripts/Entities/Actors/AI/BaseAI.cs') 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. /// - 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(); + body = GetParent(); } /// @@ -42,12 +42,12 @@ public abstract partial class BaseAI : Node /// /// Destino /// Vetor com vetores, passo a passo para chegar no destino. - public Godot.Collections.Array GetPathTo(Vector2I destination) + protected Godot.Collections.Array 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 list = []; - Vector2[] path = Body.MapData.Pathfinder.GetPointPath(Body.GridPosition, destination); + Vector2[] path = body.MapData.Pathfinder.GetPointPath(body.GridPosition, destination); list.AddRange(path); return list; } -- cgit v1.2.3