From 6f2c2edd52171a4df7f35de695c9b2e7801d3e5f Mon Sep 17 00:00:00 2001 From: Matheus Date: Thu, 4 Sep 2025 16:58:58 -0300 Subject: Preparação para itens MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- scripts/Time/TurnManager.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'scripts/Time') diff --git a/scripts/Time/TurnManager.cs b/scripts/Time/TurnManager.cs index cbf1176..fd16f0f 100644 --- a/scripts/Time/TurnManager.cs +++ b/scripts/Time/TurnManager.cs @@ -78,8 +78,8 @@ public partial class TurnManager : RefCounted TurnCount++; // Recarregamos a energia de todos os atores. - foreach (Actor actor in Map_Data.Actors) { - if (actor.IsAlive) { + foreach (Entity entity in Map_Data.Entities) { + if (entity is Actor actor && actor.IsAlive) { actor.RechargeEnergy(); } } @@ -89,11 +89,11 @@ public partial class TurnManager : RefCounted /// Executa turnos para cada ator no mapa. /// private void HandleEnemyTurns() { - foreach (Actor actor in Map_Data.Actors) { - if (actor is Player) continue; + foreach (Entity entity in Map_Data.Entities) { + if (entity is Player) continue; // Se o ator for um inimigo e estiver vivo, deixamos // que sua IA faça um turno. - if (actor is Enemy enemy && enemy.IsAlive) { + if (entity is Enemy enemy && enemy.IsAlive) { // O inimigo poderá fazer quantos turnos sua energia deixar. while (enemy.Energy > 0) { enemy.Soul.Perform(); -- cgit v1.2.3