void Update() { //如果完成关卡 if (player.m_isFinish == true) { //获得主角当前的排名 int playerRank = script_PlayerRank.old_count; //计算主角打败敌人的数量 beat = rank[rank.Length - 1] - playerRank + 1; if (beat == 0) { timer += 0.02f; if (timer >= 2.0f) { faileGame.SetActive(true); } } else { timer += Time.deltaTime; if (timer >= 2.0f) { //激活胜利面板 finishGameUI.SetActive(true); timerOfstar1 += Time.deltaTime; //根据排名来进行 if (timerOfstar1 >= 1.0f && rank[0] <= beat) { stars[0].SetActive(true); timeOfstart2 += Time.deltaTime; xml.ExchangePassLevelXML(Application.loadedLevelName, 1);///设置该关卡的星星数量 } if (timeOfstart2 >= 1.0f && rank[1] <= beat) { stars[1].SetActive(true); timeOfstar3 += Time.deltaTime; xml.ExchangePassLevelXML(Application.loadedLevelName, 2);///设置该关卡的星星数量 } if (timeOfstar3 >= 1.0f && rank[2] <= beat) { stars[2].SetActive(true); xml.ExchangePassLevelXML(Application.loadedLevelName, 3);///设置该关卡的星星数量 } if (timer > 6.0f && isfinish == true) { isfinish = false; button_next.GetComponent <UIButton>().enabled = true; int HazeHaveBeenBeat = 0; //获取打败敌人的数目 HazeHaveBeenBeat = PlayerPrefs.GetInt("Enemy", HazeHaveBeenBeat); //累加打败敌人数目 HazeHaveBeenBeat += beat; //将累加成果写入XML中 PlayerPrefs.SetInt("Enemy", HazeHaveBeenBeat); } } } } //如果主角死亡 else if (player.m_isDead == true) { timer += 0.02f; if (timer >= 2.0f) { faileGame.SetActive(true); } } }