protected override void Update(GameTime gameTime)
        {
            timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds / 1000;
            timerInt = (int)timer;

            if (timerInt >= 5)
            {
                //Character p = new Character(this, new Vector3(1.25f, 0, 1.25f), new Vector3(0, 90, 0), new Vector3(0, 1, 0), ImageLibrary.getInstance().getImage("Player"), cam, path.origin);
                //enemys.Add(p);
                timer = 0;
            }

            this.keyboard.Update();

            enemysArray = enemys.ToArray();

            //Erro ao utilizar foreach no Update. Melhor Solução foi esta.
            for (int i = 0; i < enemysArray.Length; i++)
            {
                enemysArray[i].Update(gameTime);
            }

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            if (this.keyboard.IsKeyDown(Keys.P))
            {
                Random rand = new Random();

                int x = rand.Next(3, 6);
                int y = rand.Next(0, 6);

                this.path.Search(this.grid.nodes[0, 0], this.grid.nodes[x, y], ref this.grid, this, ref allTrees, ref this.nodePath);
                ArrangeNodes(ref this.nodePath);

                player.setPosition(new Vector3(0, 1, 0));
                player.target = path.origin;
            }

            if (this.keyboard.IsKeyDown(Keys.Space)) //Ação!
            {
                if (activeNode.state == nodeState.OPEN)
                {
                    towers.Add(new Tree(this, new Vector3(1, 1, 1), new Vector3(0, 0, 0), new Vector3(activeNode.x * 2.5f, 0, activeNode.y * 2.5f), cam));
                }
            }

            if (this.keyboard.IsKeyDown(Keys.Down))
            {
                if (activeNode.y < 5)
                {
                    activeNode.ChangeTexture(ImageLibrary.getInstance().getImage("Floor"));
                    int x = activeNode.x;
                    int y = activeNode.y;

                    activeNode = grid.nodes[x, y + 1];
                    activeNode.ChangeTexture(ImageLibrary.getInstance().getImage("FloorSelected"));
                }
            }

            if (this.keyboard.IsKeyDown(Keys.Up))
            {
                if (activeNode.y > 0)
                {
                    activeNode.ChangeTexture(ImageLibrary.getInstance().getImage("Floor"));
                    int x = activeNode.x;
                    int y = activeNode.y;

                    activeNode = grid.nodes[x, y - 1];
                    activeNode.ChangeTexture(ImageLibrary.getInstance().getImage("FloorSelected"));
                }
            }

            if (this.keyboard.IsKeyDown(Keys.Right))
            {
                if (activeNode.x < 5)
                {
                    activeNode.ChangeTexture(ImageLibrary.getInstance().getImage("Floor"));
                    int x = activeNode.x;
                    int y = activeNode.y;

                    activeNode = grid.nodes[x + 1, y];
                    activeNode.ChangeTexture(ImageLibrary.getInstance().getImage("FloorSelected"));
                }
            }

            if (this.keyboard.IsKeyDown(Keys.Left))
            {
                if (activeNode.x > 0)
                {
                    activeNode.ChangeTexture(ImageLibrary.getInstance().getImage("Floor"));
                    int x = activeNode.x;
                    int y = activeNode.y;

                    activeNode = grid.nodes[x - 1, y];
                    activeNode.ChangeTexture(ImageLibrary.getInstance().getImage("FloorSelected"));
                }
            }

            foreach (Tree currentTree in allTrees)
            {
                currentTree.Update();
            }

            cam.Update();

            this.keyboard.LateUpdate();

            base.Update(gameTime);
        }