diff --git "a/DungeonShooting_Document/\345\274\200\345\217\221\346\227\245\345\277\227.md" "b/DungeonShooting_Document/\345\274\200\345\217\221\346\227\245\345\277\227.md"
index 8c52557..022aa28 100644
--- "a/DungeonShooting_Document/\345\274\200\345\217\221\346\227\245\345\277\227.md"
+++ "b/DungeonShooting_Document/\345\274\200\345\217\221\346\227\245\345\277\227.md"
@@ -1,14 +1,31 @@
+
+
+### 2023-3-13
+> 为了尽早能够完成核心功能, 对外展示demo, 三月上旬开发提速, 主要的工作内容有:
+> * 找到一个会触发关闭游戏卡死的 bug, 问题出在`TileMap.GetCellTileData()`函数上, 调用该函数在关闭游戏释放资源时会导致读取到已经被释放的内存, 但是卡死的问题还是有极小概率发生, 目前情况未知
+> * 发现并修复bug: 之前版本在自定义房间连接时, 如果生成带有拐角的通道, 通道生成的位置不是按最近位置生成, 这就导致生成的拐角通道特别长, 而且浪费空间, 现已修复
+> * 完成房间的定义, 并为房间划分好区域, 当玩家进入一个新的房间时开始关门并刷怪, 消灭房间内所有敌人时开门
+> * 重整`ActivityObject`子类实例化流程, 现在通过在`ActivityObject`子类上加`[RegisterActivity(id, prefabPath)]`标记来注册物体, 并调用`ActivityObject.Create(id)`来创建实例
+> * 在预制房间中添加自定义物体生成标记(`ActivityMark`), 通过标记可以指定生成的对象, 位置, 所在波数和延时生成时间, 也可以继承`ActivityMark`来扩展物体生成操作, 例如子类`EnemyMark`, 标记生成敌人, 并且可以指定初始武器与弹药量
+> * Ui核心框架已经搭建完成, 并划分好UI的层级, 现已通过`UiManager`管理Ui, 目前`UiManager`还有部分功能尚未完成
+> * 完成Ui类代码自动生成的功能, 现在可以根据Ui对象生成相应的图层调用代码, 更加方便编写Ui, 但是目前还没有接到编辑器中, 需要写代码手动调用接口
+> * 修复相机运动和抖动时存在的问题
+
+---
+
### 2023-02-28
-进过数十天开发, 已经完成自定义房间功能, 支持配置连接门生成区域, 而不是像之前一样整个矩形外框都能生成门, 并且还做了在编辑器中可视化编辑连接们生成区域的功能
-所有的自定义房间放在`resource/map/tileMaps`, 路径下, 使用`automation`面板下的`打包地牢配置`即可将所有房间的配置信息整合到`RoomConfig.json`文件内, 方便代码获取房间数据
-在编辑器中添加`DungeonRoomTemplate`节点, 用于创建模板房间
+> 进过数十天开发, 已经完成自定义房间功能, 支持配置连接门生成区域, 而不是像之前一样整个矩形外框都能生成门, 并且还做了在编辑器中可视化编辑连接们生成区域的功能,
+> 所有的自定义房间放在`resource/map/tileMaps`, 路径下, 使用`automation`面板下的`打包地牢配置`即可将所有房间的配置信息整合到`RoomConfig.json`文件内, 方便代码获取房间数据,
+> 在编辑器中添加`DungeonRoomTemplate`节点, 用于创建模板房间.
+
+---
### 2023-02-15
-第一篇开发日志, 后面会更加频繁更新日志
-用了大半年事件完成完成项目基础架构搭建, 已经包含的功能有:
-* 所有物体的父物体为`ActivityObject`, 可以在编辑器中找到节点`ActivityObjectTemplate`来快速创建物体模板
-* 玩家, 敌人的基础移动, 拾起/扔掉武器, 武器袋存放武器, 切换武器, 手持武器开火, 换弹,
-* 武器类别有近战/远程武器, 武器由属性类控制
-* ai行为逻辑, 包括自动寻路, 发现玩家后追踪玩家, 通知其它ai玩家位置, 射程足够时朝玩家射击, 在玩家周围徘徊, 没有武器/弹药时寻找可用的武器
-* 随机生成地牢, 地牢房间与房间由过道连接, 一个房间至少连接一个其它房间
-* 游戏中UI, 包括血条, 玩家手持武器, 武器弹药, 换弹进度, 拾起武器提示
\ No newline at end of file
+> 第一篇开发日志, 后面会更加频繁更新日志
+> 用了大半年事件完成完成项目基础架构搭建, 已经包含的功能有:
+> * 所有物体的父物体为`ActivityObject`, 可以在编辑器中找到节点`ActivityObjectTemplate`来快速创建物体模板
+> * 玩家, 敌人的基础移动, 拾起/扔掉武器, 武器袋存放武器, 切换武器, 手持武器开火, 换弹,
+> * 武器类别有近战/远程武器, 武器由属性类控制
+> * ai行为逻辑, 包括自动寻路, 发现玩家后追踪玩家, 通知其它ai玩家位置, 射程足够时朝玩家射击, 在玩家周围徘徊, 没有武器/弹药时寻找可用的武器
+> * 随机生成地牢, 地牢房间与房间由过道连接, 一个房间至少连接一个其它房间
+> * 游戏中UI, 包括血条, 玩家手持武器, 武器弹药, 换弹进度, 拾起武器提示
\ No newline at end of file
diff --git a/DungeonShooting_Godot/resource/theme/mainTheme.tres b/DungeonShooting_Godot/resource/theme/mainTheme.tres
index d5a8e0e..a3f2a1e 100644
--- a/DungeonShooting_Godot/resource/theme/mainTheme.tres
+++ b/DungeonShooting_Godot/resource/theme/mainTheme.tres
@@ -352,7 +352,7 @@
[sub_resource type="ImageTexture" id="58"]
-[sub_resource type="Image" id="Image_exlxx"]
+[sub_resource type="Image" id="Image_55nhs"]
data = {
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"format": "RGBA8",
@@ -362,7 +362,7 @@
}
[sub_resource type="ImageTexture" id="60"]
-image = SubResource("Image_exlxx")
+image = SubResource("Image_55nhs")
[sub_resource type="StyleBoxTexture" id="61"]
content_margin_left = 2.0
@@ -372,7 +372,7 @@
texture = SubResource("60")
region_rect = Rect2(0, 0, 12, 12)
-[sub_resource type="Image" id="Image_4stjh"]
+[sub_resource type="Image" id="Image_8hfn8"]
data = {
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"format": "RGBA8",
@@ -382,7 +382,7 @@
}
[sub_resource type="ImageTexture" id="63"]
-image = SubResource("Image_4stjh")
+image = SubResource("Image_8hfn8")
[sub_resource type="StyleBoxTexture" id="64"]
content_margin_left = 2.0
@@ -392,7 +392,7 @@
texture = SubResource("63")
region_rect = Rect2(0, 0, 12, 12)
-[sub_resource type="Image" id="Image_w1egd"]
+[sub_resource type="Image" id="Image_73ey7"]
data = {
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"format": "RGBA8",
@@ -402,7 +402,7 @@
}
[sub_resource type="ImageTexture" id="66"]
-image = SubResource("Image_w1egd")
+image = SubResource("Image_73ey7")
[sub_resource type="StyleBoxTexture" id="67"]
content_margin_left = 2.0
@@ -412,7 +412,7 @@
texture = SubResource("66")
region_rect = Rect2(0, 0, 12, 12)
-[sub_resource type="Image" id="Image_m6u6g"]
+[sub_resource type="Image" id="Image_t6clc"]
data = {
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"format": "RGBA8",
@@ -422,7 +422,7 @@
}
[sub_resource type="ImageTexture" id="69"]
-image = SubResource("Image_m6u6g")
+image = SubResource("Image_t6clc")
[sub_resource type="StyleBoxTexture" id="70"]
content_margin_left = 0.0
@@ -446,7 +446,7 @@
content_margin_right = 4.0
content_margin_bottom = 4.0
-[sub_resource type="Image" id="Image_pbquv"]
+[sub_resource type="Image" id="Image_7qvk8"]
data = {
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"format": "RGBA8",
@@ -456,7 +456,7 @@
}
[sub_resource type="ImageTexture" id="56"]
-image = SubResource("Image_pbquv")
+image = SubResource("Image_7qvk8")
[sub_resource type="StyleBoxFlat" id="57"]
content_margin_left = 6.0
diff --git a/DungeonShooting_Godot/src/game/room/RoomManager.cs b/DungeonShooting_Godot/src/game/room/RoomManager.cs
index 1afb6b0..ae6cdc4 100644
--- a/DungeonShooting_Godot/src/game/room/RoomManager.cs
+++ b/DungeonShooting_Godot/src/game/room/RoomManager.cs
@@ -94,8 +94,6 @@
Player.PutDown(RoomLayerEnum.YSortLayer);
Player.PickUpWeapon(ActivityObject.Create(ActivityIdPrefix.Weapon + "0001"));
- Player.PickUpWeapon(ActivityObject.Create(ActivityIdPrefix.Weapon + "0002"));
- ActivityObject.Create(ActivityIdPrefix.Weapon + "0003").PutDown(new Vector2(10, 10), RoomLayerEnum.NormalLayer);
// for (int i = 0; i < 10; i++)
// {