Exemplo n.º 1
0
    // 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;
        }
    }