//在roomA和roomB之间创建走廊
        private void CreatePassage(CCaveRoom roomA, CCaveRoom roomB,
                                   Vector2Int tileA, Vector2Int tileB)
        {
            CCaveRoom.ConnectRooms(roomA, roomB);
            List <Vector2Int> line = GetLine(tileA, tileB);

            foreach (Vector2Int c in line)
            {
                DrawCircle(c, 5);
            }
        }
        //连接相邻的距离最近的room, 并且在相邻的房子中间创建走路
        private void ConnectClosestRooms(List <CCaveRoom> allRooms, bool forceAccessibilityFromMainRoom = false)
        {
            m_survivingRooms.Sort();
            m_survivingRooms[0].isMainRoom = true;
            m_survivingRooms[0].isAccessibleFromMainRoom = true;


            List <CCaveRoom> roomListA = new List <CCaveRoom>();
            List <CCaveRoom> roomListB = new List <CCaveRoom>();

            if (forceAccessibilityFromMainRoom)
            {
                foreach (CCaveRoom room in allRooms)
                {
                    if (room.isAccessibleFromMainRoom)
                    {
                        roomListB.Add(room);
                    }
                    else
                    {
                        roomListA.Add(room);
                    }
                }
            }
            else
            {
                roomListA = allRooms;
                roomListB = allRooms;
            }

            int        bestDistance            = 0;
            Vector2Int bestTileA               = new Vector2Int();
            Vector2Int bestTileB               = new Vector2Int();
            CCaveRoom  bestRoomA               = new CCaveRoom();
            CCaveRoom  bestRoomB               = new CCaveRoom();
            bool       possibleConnectionFound = false;

            foreach (CCaveRoom roomA in roomListA)
            {
                if (!forceAccessibilityFromMainRoom)
                {
                    possibleConnectionFound = false;
                    if (roomA.connectedRooms.Count > 0)
                    {
                        continue;
                    }
                }

                foreach (CCaveRoom roomB in roomListB)
                {
                    if (roomA == roomB || roomA.IsConnected(roomB))
                    {
                        continue;
                    }

                    for (int tileIndexA = 0; tileIndexA < roomA.edgeTiles.Count; tileIndexA++)
                    {
                        for (int tileIndexB = 0; tileIndexB < roomB.edgeTiles.Count; tileIndexB++)
                        {
                            Vector2Int tileA = roomA.edgeTiles[tileIndexA];
                            Vector2Int tileB = roomB.edgeTiles[tileIndexB];
                            int        distanceBetweenRooms =
                                (int)(Mathf.Pow(tileA.x - tileB.x, 2) + Mathf.Pow(tileA.y - tileB.y, 2));

                            if (distanceBetweenRooms < bestDistance || !possibleConnectionFound)
                            {
                                bestDistance            = distanceBetweenRooms;
                                possibleConnectionFound = true;
                                bestTileA = tileA;
                                bestTileB = tileB;
                                bestRoomA = roomA;
                                bestRoomB = roomB;
                            }
                        }
                    }
                }
                if (possibleConnectionFound && !forceAccessibilityFromMainRoom)
                {
                    CreatePassage(bestRoomA, bestRoomB, bestTileA, bestTileB);
                }
            }

            if (possibleConnectionFound && forceAccessibilityFromMainRoom)
            {
                CreatePassage(bestRoomA, bestRoomB, bestTileA, bestTileB);
                ConnectClosestRooms(allRooms, true);
            }

            if (!forceAccessibilityFromMainRoom)
            {
                ConnectClosestRooms(allRooms, true);
            }
        }