From 1d03689dadd20a202a8d64b48300ee32e64b7950 Mon Sep 17 00:00:00 2001 From: Matt F Date: Tue, 23 Jun 2026 22:52:24 -0700 Subject: [PATCH] Update WaveManager.cs --- Assets/_Project/Scripts/Gameplay/WaveManager.cs | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/Assets/_Project/Scripts/Gameplay/WaveManager.cs b/Assets/_Project/Scripts/Gameplay/WaveManager.cs index ad0ca3c..8834dc1 100644 --- a/Assets/_Project/Scripts/Gameplay/WaveManager.cs +++ b/Assets/_Project/Scripts/Gameplay/WaveManager.cs @@ -457,7 +457,6 @@ namespace TD.Gameplay // Flying enemies spawn elevated so they visually soar over towers. The // movement code preserves Y per-frame, so this height persists for the // enemy's whole flight. NetworkTransform replicates the raised position. - Vector3 spawnPos = GridCoordinates.GridToWorld(spawnerTile); if (def.IsFlying) spawnPos.y += def.FlightHeight; @@ -477,10 +476,8 @@ namespace TD.Gameplay return; } - health.InitializeServer(def.MaxHp, def.LivesCost, def.IsFlying); - movement.InitializeServer(def.MoveSpeed, spawnerTile, ownerSlot, def.IsFlying); health.InitializeServer(def.MaxHp, def.LivesCost, def.IsFlying, held); - movement.InitializeServer(def.MoveSpeed, spawnerTile, ownerSlot); + movement.InitializeServer(def.MoveSpeed, spawnerTile, ownerSlot, def.IsFlying); if (held) heldEnemies.Add(health); health.OnDied += HandleEnemyKilled;