Вроде ок, осталось проверить на практике нормально, когда комнаты будут готовы
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@@ -11,7 +11,7 @@ namespace Code.Generator
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private RoomGeneratorFactory _factory;
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private float _timer;
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private List<int> _roomIndexesStack;
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private List<int> _roomIndexesStack;
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private List<Room> _spawnedRooms;
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private async void Awake()
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@@ -25,20 +25,37 @@ namespace Code.Generator
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await _factory.PreloadRooms();
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CreateRoomsStack();
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await GenerateRoomsAsync();
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CreateRoomsStack();
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await GenerateRoomsAsync();
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}
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private void CreateRoomsStack()
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{
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_roomIndexesStack.Clear();
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var remainingTime = _timer;
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var ladderTimer = 0f;
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float ladderTimer = 0f;
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int totalRooms = generatorConfig.roomAssetReferences.Length;
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List<int> availableIndexes = new List<int>();
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for (int i = 0; i < totalRooms; i++)
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availableIndexes.Add(i);
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int saveIndex = FindRoomIndexByType(RoomType.Save);
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if (saveIndex != -1)
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{
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var prefab = _factory.GetCachedPrefab(saveIndex);
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if (prefab != null)
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{
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Room saveRoom = prefab.GetComponent<Room>();
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if (saveRoom != null)
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{
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_roomIndexesStack.Add(saveIndex);
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availableIndexes.Remove(saveIndex);
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Debug.Log($"Первая комната: {saveRoom.name}");
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}
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}
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}
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while (remainingTime > 0 && availableIndexes.Count > 0)
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{
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int randomIndex = Random.Range(0, availableIndexes.Count);
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@@ -47,33 +64,48 @@ namespace Code.Generator
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var prefab = _factory.GetCachedPrefab(chosenOne);
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if (prefab == null)
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continue;
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Room room = prefab.GetComponent<Room>();
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if (room == null)
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continue;
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if (room.RoomType == RoomType.Basic)
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switch (room.RoomType)
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{
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float currentRoomTime = room.RoomTimer;
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if (remainingTime >= currentRoomTime && ladderTimer < 30f)
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{
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_roomIndexesStack.Add(chosenOne);
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remainingTime -= currentRoomTime;
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ladderTimer += currentRoomTime;
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Debug.Log($"комната {room.name} время {currentRoomTime} осталось: {remainingTime}");
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}
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case RoomType.Save or RoomType.PickUp:
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availableIndexes.RemoveAt(randomIndex);
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continue;
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case RoomType.Basic:
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float currentRoomTime = room.RoomTimer;
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if (remainingTime >= currentRoomTime && ladderTimer < 30f)
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{
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_roomIndexesStack.Add(chosenOne);
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remainingTime -= currentRoomTime;
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ladderTimer += currentRoomTime;
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Debug.Log($"комната {room.name} время {currentRoomTime} осталось: {remainingTime}");
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}
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availableIndexes.RemoveAt(randomIndex);
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break;
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case RoomType.Ladder:
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if (ladderTimer >= 30f)
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{
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_roomIndexesStack.Add(chosenOne);
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ladderTimer = 0f;
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availableIndexes.RemoveAt(randomIndex);
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Debug.Log($"Лестница ура {room.name}");
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}
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break;
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default:
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Debug.Log($"тип комнаты {room.RoomType}");
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availableIndexes.RemoveAt(randomIndex);
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break;
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}
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else if (room.RoomType == RoomType.Ladder && ladderTimer >= 30f)
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{
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_roomIndexesStack.Add(chosenOne);
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ladderTimer = 0f;
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}
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else
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{
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continue;
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}
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availableIndexes.RemoveAt(randomIndex);
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}
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AddPickupRoom();
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Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
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}
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@@ -98,12 +130,57 @@ namespace Code.Generator
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_spawnedRooms.Add(room);
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}
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}
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private void AddSaveZone(List<int> roomIndexes)
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private int FindRoomIndexByType(RoomType neededType)
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{
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int totalRooms = generatorConfig.roomAssetReferences.Length;
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for (int i = 0; i < totalRooms; i++)
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{
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var prefab = _factory.GetCachedPrefab(i);
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if (prefab == null)
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continue;
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Room room = prefab.GetComponent<Room>();
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if (room == null)
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continue;
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if (room.RoomType == neededType)
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return i;
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}
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return -1;
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}
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private void AddPickupRoom()
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{
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int pickupIndex = FindRoomIndexByType(RoomType.PickUp);
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if (pickupIndex == -1)
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{
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Debug.Log("PickUp комнат не найдено але");
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return;
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}
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var prefab = _factory.GetCachedPrefab(pickupIndex);
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if (prefab == null)
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return;
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Room pickupRoom = prefab.GetComponent<Room>();
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if (pickupRoom == null)
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return;
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if (_roomIndexesStack.Count == 0)
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{
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Debug.LogWarning("стек пуст, нет позиции после первой");
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return;
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}
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int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
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_roomIndexesStack.Insert(insertPos, pickupIndex);
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Debug.Log($"PickUp комната '{pickupRoom.name}' позиция {insertPos}");
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}
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private void PlaceRoom(Room current, Room previous)
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{
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if (current.EnterMarker == null || previous.ExitMarker == null)
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