class_name PlayerManager extends Node var tilemap_types: TileMapTileTypes = TileMapTileTypes.new() # var game_manager: GameManager = null var board_position: Vector2 = Vector2(0, 0) @onready var behavior_tree: BehaviorTree = $BehaviorTree func _ready() -> void: call_deferred("defer_ready") func defer_ready() -> void: behavior_tree.game_manager = game_manager update_board() func _process(delta: float) -> void: if Input.is_action_just_pressed("key_3"): game_manager.camera.go_to_zooming(game_manager.world.tilemap_player.cell_to_local(board_position), 2) func update_board() -> void: game_manager.world.tilemap_player.clear_cells() game_manager.world.tilemap_player.set_cell(board_position, tilemap_types.PLAYER) func game_tick() -> void: behavior_tree.game_tick()