Update WaveManager.cs

This commit is contained in:
Matt F 2026-06-23 22:52:24 -07:00
parent 04d4167db6
commit 1d03689dad

View file

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