Update WaveManager.cs
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1 changed files with 1 additions and 4 deletions
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@ -457,7 +457,6 @@ namespace TD.Gameplay
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// Flying enemies spawn elevated so they visually soar over towers. The
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// Flying enemies spawn elevated so they visually soar over towers. The
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// movement code preserves Y per-frame, so this height persists for the
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// movement code preserves Y per-frame, so this height persists for the
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// enemy's whole flight. NetworkTransform replicates the raised position.
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// enemy's whole flight. NetworkTransform replicates the raised position.
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Vector3 spawnPos = GridCoordinates.GridToWorld(spawnerTile);
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if (def.IsFlying)
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if (def.IsFlying)
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spawnPos.y += def.FlightHeight;
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spawnPos.y += def.FlightHeight;
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@ -477,10 +476,8 @@ namespace TD.Gameplay
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return;
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return;
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}
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}
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health.InitializeServer(def.MaxHp, def.LivesCost, def.IsFlying);
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movement.InitializeServer(def.MoveSpeed, spawnerTile, ownerSlot, def.IsFlying);
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health.InitializeServer(def.MaxHp, def.LivesCost, def.IsFlying, held);
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health.InitializeServer(def.MaxHp, def.LivesCost, def.IsFlying, held);
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movement.InitializeServer(def.MoveSpeed, spawnerTile, ownerSlot);
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movement.InitializeServer(def.MoveSpeed, spawnerTile, ownerSlot, def.IsFlying);
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if (held) heldEnemies.Add(health);
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if (held) heldEnemies.Add(health);
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health.OnDied += HandleEnemyKilled;
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health.OnDied += HandleEnemyKilled;
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