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2 changes: 1 addition & 1 deletion Assets/Prefabs/RoomSystem/Corridor/Room.prefab
Original file line number Diff line number Diff line change
Expand Up @@ -1148,8 +1148,8 @@ MonoBehaviour:
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Expand Down
47 changes: 46 additions & 1 deletion Assets/Prefabs/Traps/Crossbow/crossbow_down_prefab.prefab
Original file line number Diff line number Diff line change
Expand Up @@ -44,6 +44,7 @@ GameObject:
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Expand Down Expand Up @@ -192,5 +193,49 @@ MonoBehaviour:
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48 changes: 47 additions & 1 deletion Assets/Prefabs/Traps/Crossbow/crossbow_side_prefab.prefab
Original file line number Diff line number Diff line change
Expand Up @@ -45,6 +45,7 @@ GameObject:
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Expand Down Expand Up @@ -229,4 +230,49 @@ MonoBehaviour:
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48 changes: 47 additions & 1 deletion Assets/Prefabs/Traps/Crossbow/crossbow_up_prefab.prefab
Original file line number Diff line number Diff line change
Expand Up @@ -14,9 +14,10 @@ GameObject:
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Expand Down Expand Up @@ -199,6 +200,51 @@ MonoBehaviour:
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3 changes: 1 addition & 2 deletions Assets/Scripts/Trap/TrapManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -31,7 +31,6 @@ async void Start()

clientSocket = SocketManager.Instance.ClientSocket;

// Start processing the placement queue
StartCoroutine(ProcessPlacementQueue());

await clientSocket.EmitAsync("traps:reload");
Expand Down Expand Up @@ -91,7 +90,7 @@ private void SpawnTrapAtPosition(int x, int y, string trapType)
{

// Instantiate the prefab at the calculated position
Vector3 spawnPosition = new Vector3(x, y, 0);
Vector3 spawnPosition = new Vector3(x + 0.5f, y - 0.25f, 0);
GameObject spawnedTrap = Instantiate(prefabToSpawn, spawnPosition, Quaternion.identity);

// Mark the grid spot as occupied
Expand Down