chore(style): changed brackets to match style
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@ -35,9 +35,8 @@ bool UnitWorldState::get_can_see_target() const {
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};
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// construct list for ignored objects including target node and parent unit
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gd::TypedArray<gd::RID> ignore_list{this->parent_unit->get_rid()};
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if(gd::CollisionObject3D *target_collider{gd::Object::cast_to<gd::CollisionObject3D>(this->target_node)}) {
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if(gd::CollisionObject3D *target_collider{gd::Object::cast_to<gd::CollisionObject3D>(this->target_node)})
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ignore_list.push_back(target_collider->get_rid());
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}
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// construct raycast query from unit's eye node to vision target. Ignoring parent unit and target if applicable
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gd::Ref<gd::PhysicsRayQueryParameters3D> const query{gd::PhysicsRayQueryParameters3D::create(
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eyes.origin,
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@ -64,9 +63,8 @@ bool UnitWorldState::get_is_target_dead() const {
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void UnitWorldState::set_target_node(gd::Node3D *node) {
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if(node == this->target_node)
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return;
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if(this->target_node != nullptr) {
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if(this->target_node != nullptr)
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this->target_node->disconnect("tree_exited", this->target_node_exited_tree.bind(this->target_node));
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}
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this->target_node = node;
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if(node != nullptr)
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node->connect("tree_exited", this->target_node_exited_tree.bind(node));
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