修复地牢生成器存在的bug
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@ -221,6 +221,7 @@ public class DungeonGenerator
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currTryCount++;
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if (currTryCount >= maxTryCount)
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{
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//Debug.Log("生成失败, 房间总数: " + RoomInfos.Count);
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return false;
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}
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@ -281,7 +282,7 @@ public class DungeonGenerator
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{
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_rule.GenerateRoomFail(tempPrevRoomInfo, nextRoomType);
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//Debug.Log("生成第" + (_count + 1) + "个房间失败! 失败原因: " + errorCode);
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//Debug.Log("生成第" + (RoomInfos.Count + 1) + "个房间失败! 失败原因: " + errorCode);
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if (errorCode == GenerateRoomErrorCode.OutArea)
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{
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_failCount++;
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@ -299,6 +300,7 @@ public class DungeonGenerator
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currTryCount++;
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if (currTryCount >= maxTryCount)
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{
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//Debug.Log("生成失败, 房间总数: " + RoomInfos.Count);
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return false;
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}
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}
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@ -375,11 +377,11 @@ public class DungeonGenerator
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if (direction == RoomDirection.Up) //上
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{
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room.Position = new Vector2I(prevRoom.Position.X + offset,
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prevRoom.Position.Y - room.Size.Y - space);
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prevRoom.Position.Y - room.Size.Y - space - 1);
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}
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else if (direction == RoomDirection.Right) //右
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{
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room.Position = new Vector2I(prevRoom.Position.X + prevRoom.Size.Y + space,
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room.Position = new Vector2I(prevRoom.Position.X + prevRoom.Size.X + space,
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prevRoom.Position.Y + offset);
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}
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else if (direction == RoomDirection.Down) //下
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