enemies face south

This commit is contained in:
Ian Woods 2026-06-23 23:07:00 -07:00
parent 49ce33b162
commit d7700248fa

View file

@ -414,7 +414,7 @@ namespace TD.Gameplay
// PlayerZoneVolume (so OwnerGrid[spawnerTile] = None).
var spawner = zone.Spawners[0];
(float xHalf, float zHalf) = ComputeSpawnerHalfExtents(spawner.TileArea);
SpawnEnemy(def, spawner.TilePosition, zone.Owner, xHalf, zHalf, held);
SpawnEnemy(def, spawner.TilePosition, zone.Owner, xHalf, zHalf, held, spawner.Facing);
}
}
@ -440,7 +440,8 @@ namespace TD.Gameplay
}
private void SpawnEnemy(EnemyDefinition def, Vector2Int spawnerTile, PlayerSlot ownerSlot,
float xHalfExtent = 0f, float zHalfExtent = 0f, bool held = false)
float xHalfExtent = 0f, float zHalfExtent = 0f, bool held = false,
Direction facing = Direction.South)
{
if (def.EnemyPrefab == null)
{
@ -454,7 +455,15 @@ namespace TD.Gameplay
if (zHalfExtent > 0f)
spawnPos.z += Random.Range(-zHalfExtent, zHalfExtent);
var go = Instantiate(def.EnemyPrefab, spawnPos, Quaternion.identity);
float yaw = facing switch
{
Direction.North => 0f,
Direction.East => 90f,
Direction.South => 180f,
Direction.West => 270f,
_ => 0f,
};
var go = Instantiate(def.EnemyPrefab, spawnPos, Quaternion.Euler(0f, yaw, 0f));
var health = go.GetComponent<EnemyHealth>();
var movement = go.GetComponent<EnemyMovement>();