Optimization beam

This commit is contained in:
2026-02-06 17:07:38 -08:00
parent 7979d215cd
commit d1da746f21

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@@ -69,7 +69,7 @@ public partial class Map : Node3D, IMap
var newFloor = await LoadNewFloor(sceneName);
AddChild(newFloor);
InitializeFloor(newFloor);
var floor = MapOrder.GetChildren().OfType<FloorNode>().ElementAt(CurrentFloorNumber.Value + 1);
var floor = MapOrder.GetChildren().OfType<FloorNode>().ElementAt(CurrentFloorNumber.Value);
if (CurrentFloor is DungeonFloor dungeonFloor && floor is DungeonFloorNode dungeonFloorNode)
dungeonFloor.SpawnEnemies(dungeonFloorNode);
AnimationPlayer.CallDeferred(AnimationPlayer.MethodName.Play, ("fade_in"));