private void SpawnCharacter(int x, int y)
        {
            int idx = this.m_defenceTroopCount % 2;

            if (this.m_defenceTroopData[idx] == null)
            {
                idx = 0;
            }

            LogicBuilding     building     = (LogicBuilding)this.m_parent;
            LogicBuildingData buildingData = building.GetBuildingData();

            if (buildingData.IsEnabledInVillageType(this.m_parent.GetLevel().GetVillageType()) &&
                this.m_parent.GetLevel().GetState() != 1 &&
                this.m_parent.GetLevel().GetState() != 4)
            {
                LogicCharacterData data      = this.m_defenceTroopData[idx];
                LogicCharacter     character = (LogicCharacter)LogicGameObjectFactory.CreateGameObject(data, this.m_parent.GetLevel(), this.m_parent.GetVillageType());

                character.SetInitialPosition(x, y);
                character.SetUpgradeLevel(this.m_defenceTroopUpgradeLevel - 1);
                character.GetHitpointComponent()?.SetTeam(1);

                if (LogicDataTables.GetGlobals().EnableDefendingAllianceTroopJump())
                {
                    character.GetMovementComponent().EnableJump(3600000);
                }

                this.m_parent.GetGameObjectManager().AddGameObject(character, -1);

                character.GetCombatComponent().SetSearchRadius(LogicDataTables.GetGlobals().GetClanCastleRadius() >> 9);
                character.GetMovementComponent().GetMovementSystem().CreatePatrolArea(this.m_parent, this.m_parent.GetLevel(), true, this.m_defenceTroopCount);

                LogicDefenceUnitProductionComponent defenceUnitProductionComponent = building.GetDefenceUnitProduction();

                if (defenceUnitProductionComponent != null)
                {
                    defenceUnitProductionComponent.m_defenceTroops.Add(character);
                }

                ++this.m_defenceTroopCount;
            }
        }