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@ -414,7 +414,7 @@ namespace TD.Gameplay
// PlayerZoneVolume (so OwnerGrid[spawnerTile] = None). // PlayerZoneVolume (so OwnerGrid[spawnerTile] = None).
var spawner = zone.Spawners[0]; var spawner = zone.Spawners[0];
(float xHalf, float zHalf) = ComputeSpawnerHalfExtents(spawner.TileArea); (float xHalf, float zHalf) = ComputeSpawnerHalfExtents(spawner.TileArea);
SpawnEnemy(def, spawner.TilePosition, zone.Owner, xHalf, zHalf, held, spawner.Facing); SpawnEnemy(def, spawner.TilePosition, zone.Owner, xHalf, zHalf, held);
} }
} }
@ -440,8 +440,7 @@ namespace TD.Gameplay
} }
private void SpawnEnemy(EnemyDefinition def, Vector2Int spawnerTile, PlayerSlot ownerSlot, 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) if (def.EnemyPrefab == null)
{ {
@ -461,19 +460,10 @@ namespace TD.Gameplay
if (def.IsFlying) if (def.IsFlying)
spawnPos.y += def.FlightHeight; spawnPos.y += def.FlightHeight;
float yaw = facing switch
{
Direction.North => 0f,
Direction.East => 90f,
Direction.South => 180f,
Direction.West => 270f,
_ => 0f,
};
var go = Instantiate( var go = Instantiate(
def.EnemyPrefab, def.EnemyPrefab,
spawnPos, spawnPos,
Quaternion.Euler(0f, yaw, 0f)); Quaternion.identity);
var health = go.GetComponent<EnemyHealth>(); var health = go.GetComponent<EnemyHealth>();
var movement = go.GetComponent<EnemyMovement>(); var movement = go.GetComponent<EnemyMovement>();