Промежуточный
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+23
-7
@@ -34,7 +34,6 @@ namespace Code.Generator
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_roomIndexesStack.Clear();
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_roomIndexesStack.Clear();
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var remainingTime = _timer;
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var remainingTime = _timer;
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var ladderTimer = 0f;
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var ladderTimer = 0f;
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bool isNextLadder = false;
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int totalRooms = generatorConfig.roomAssetReferences.Length;
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int totalRooms = generatorConfig.roomAssetReferences.Length;
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List<int> availableIndexes = new List<int>();
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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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for (int i = 0; i < totalRooms; i++)
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@@ -51,16 +50,28 @@ namespace Code.Generator
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Room room = prefab.GetComponent<Room>();
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Room room = prefab.GetComponent<Room>();
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if (room == null)
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if (room == null)
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continue;
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continue;
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availableIndexes.RemoveAt(randomIndex);
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float currentRoomTime = room.RoomTimer;
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if (room.RoomType == RoomType.Basic)
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if (remainingTime >= currentRoomTime)
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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($"комната {room.name} время {currentRoomTime} осталось: {remainingTime}");
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}
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}
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else if (room.RoomType == RoomType.Ladder && ladderTimer >= 30f)
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{
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{
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_roomIndexesStack.Add(chosenOne);
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_roomIndexesStack.Add(chosenOne);
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remainingTime -= currentRoomTime;
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ladderTimer = 0f;
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Debug.Log($"комната {room.name} время {currentRoomTime} осталось: {remainingTime}");
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}
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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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}
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Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
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Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
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@@ -88,6 +99,11 @@ namespace Code.Generator
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}
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}
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}
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}
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private void AddSaveZone(List<int> roomIndexes)
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{
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}
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private void PlaceRoom(Room current, Room previous)
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private void PlaceRoom(Room current, Room previous)
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{
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{
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if (current.EnterMarker == null || previous.ExitMarker == null)
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if (current.EnterMarker == null || previous.ExitMarker == null)
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