// Update is called once per frame void Update() { if (Input.GetButtonDown("Buy") && inShop && Globel.inClear)//通过boss { Debug.Log("G!"); //储存临时数据---------------------------------------------------------------------------------------------------------- Globel.HP_data = Globel.HP; Globel.Coin_data = Globel.Coin; Globel.AbilityNum_data = Globel.AbilityNum; Globel.MAXHP_data = Globel.MAXHP; //最大血量 Globel.MAXArrmo_data = Globel.MAXArrmo; //最大护甲 Globel.HP_Cover_data = Globel.HP_Cover; //血量自动恢复 Globel.ATK_data = Globel.ATK; //攻击 Globel.DEF_data = Globel.DEF; //防御 Globel.Luck_data = Globel.Luck; //暴击率 Globel.Conter_data = Globel.Conter; //减伤率 Globel.Damege_data = Globel.Damege; //承伤率 Globel.Speed_data = Globel.Speed; //奔跑速度 Globel.Rollspeed_data = Globel.Rollspeed; //翻滚速度 Globel.Arrowspeed_data = Globel.Arrowspeed; //箭矢速度 Globel.Skill1Time_data = Globel.Skill1Time; //技能1持续 Globel.Skill1CD_data = Globel.Skill1CD; //技能1CD Globel.Skill2Time_data = Globel.Skill2Time; //技能2持续 Globel.Skill2CD_data = Globel.Skill2CD; //技能2CD Globel.Case8_data = Globel.Case8; //攻击回复 遗物特效 Globel.Case10_data = Globel.Case10; //常驻剑技能 遗物特效 Globel.Case15_data = Globel.Case15; //强化剑技能 遗物特效 Globel.Case21_data = Globel.Case21; //根据血量坚守 遗物特效 Globel.Case25_data = Globel.Case25; //根据盾技能加伤 遗物特效 Globel.Case30_data = Globel.Case30; //随机伤害 遗物特效 Globel.Case31_data = Globel.Case31; //根据护盾浑身 遗物特效 Globel.Case34_data = Globel.Case34; //霸体 背水 遗物特效 Globel.Case38_data = Globel.Case38; //暴击回复 遗物特效 abilityData = GameObject.FindGameObjectWithTag("Data"); for (int i = 0; i < Globel.AbilityNum; i++) { abilityData.GetComponent <AbilityData>().Datam1[i] = abilityData.GetComponent <AbilityData>().temp_Datam1[i]; abilityData.GetComponent <AbilityData>().Datam2[i] = abilityData.GetComponent <AbilityData>().temp_Datam2[i]; abilityData.GetComponent <AbilityData>().Datam3[i] = abilityData.GetComponent <AbilityData>().temp_Datam3[i]; abilityData.GetComponent <AbilityData>().DataSprite[i] = abilityData.GetComponent <AbilityData>().temp_DataSprite[i]; } for (int i = 0; i <= 40; i++) { abilityData.GetComponent <AbilityData>().abilityCheck[i] = abilityData.GetComponent <AbilityData>().temp_abilityCheck[i]; } //---------------------------------------------------------------------------------------------------------------------- Globel.stage++; Globel.inEndRoom = false; SceneManager.LoadScene(1); //Destroy(gameObject); } if (Input.GetButtonDown("Buy") && inShop && Globel.inClear && Globel.stage > 3) { Globel.stage = 1; Globel.inEndRoom = false; SceneManager.LoadScene(3); } if (Input.GetButtonDown("Buy") && inShop && !Globel.inClear && !Globel.inBoss) { Debug.Log(1); BGMManager.PlayBoss(); fix = new Vector3(0f, 1.32f, 0f); Instantiate(Boss_bornGb, transform.position + fix, Quaternion.identity); Globel.inBoss = true; DialogDisplay.SetTrigger("Undisplay"); Invoke("Iv_undisplay", 0.125f); inShop = false; } }