Unity PlayerPrefs数据持久化 拓展
【摘要】
PlayerPrefs 是用于本地持久化保存与读取的类,以键值对的形式将数据进行保存,它支持三种数据类型的保存和读取: int、float、string,以下为对PlayerPrefs的进一步封装,使其支持更多的数据类型。
using System;using UnityEngine; namespace SK.Framework{ ...
PlayerPrefs 是用于本地持久化保存与读取的类,以键值对的形式将数据进行保存,它支持三种数据类型的保存和读取: int、float、string,以下为对PlayerPrefs的进一步封装,使其支持更多的数据类型。
using System;
using UnityEngine;
namespace SK.Framework
{
/// <summary>
/// 本地数据持久化
/// </summary>
public static class PersistentData
{
/// <summary>
/// 保存Int类型数据
/// </summary>
/// <param name="key">Key值</param>
/// <param name="value">Int数据</param>
public static void SetInt(string key, int value)
{
PlayerPrefs.SetInt(key, value);
}
/// <summary>
/// 保存Float类型数据
/// </summary>
/// <param name="key">Key值</param>
/// <param name="value">Float数据</param>
public static void SetFloat(string key, float value)
{
PlayerPrefs.SetFloat(key, value);
}
/// <summary>
/// 保存String类型数据
/// </summary>
/// <param name="key">Key值</param>
/// <param name="value">String数据</param>
public static void SetString(string key, string value)
{
PlayerPrefs.SetString(key, value);
}
/// <summary>
/// 保存Bool类型数据
/// </summary>
/// <param name="key">Key值</param>
/// <param name="value">Bool数据</param>
public static void SetBool(string key, bool value)
{
PlayerPrefs.SetInt(key, value ? 0 : 1);
}
/// <summary>
/// 保存Enum类型数据
/// </summary>
/// <typeparam name="T">Enum类型</typeparam>
/// <param name="key">Key值</param>
/// <param name="value">Enum数据</param>
public static void SetEnum<T>(string key, T value) where T : Enum
{
PlayerPrefs.SetString(key, value.ToString());
}
/// <summary>
/// 保存Object数据 (Object可序列化)
/// </summary>
/// <typeparam name="T">Object类型</typeparam>
/// <param name="key">Key值</param>
/// <param name="value">Value值</param>
public static void SetObject<T>(string key, T value)
{
PlayerPrefs.SetString(key, value.ToJson());
}
/// <summary>
/// 获取Int类型数据
/// </summary>
/// <param name="key">Key值</param>
/// <returns>Value值</returns>
public static int GetInt(string key)
{
return PlayerPrefs.GetInt(key);
}
/// <summary>
/// 获取Float类型数据
/// </summary>
/// <param name="key">Key值</param>
/// <returns>Value值</returns>
public static float GetFloat(string key)
{
return PlayerPrefs.GetFloat(key);
}
/// <summary>
/// 获取String类型数据
/// </summary>
/// <param name="key">Key值</param>
/// <returns>Value值</returns>
public static string GetString(string key)
{
return PlayerPrefs.GetString(key);
}
/// <summary>
/// 获取Bool类型数据
/// </summary>
/// <param name="key">Key值</param>
/// <returns>Value值</returns>
public static bool GetBool(string key)
{
return PlayerPrefs.GetInt(key) == 0;
}
/// <summary>
/// 获取Enum类型数据
/// </summary>
/// <typeparam name="T">Enum类型</typeparam>
/// <param name="key">Key值</param>
/// <returns>Value值</returns>
public static T GetEnum<T>(string key) where T : Enum
{
return (T)Enum.Parse(typeof(T), PlayerPrefs.GetString(key));
}
/// <summary>
/// 获取Object数据
/// </summary>
/// <typeparam name="T">Object类型</typeparam>
/// <param name="key">Key值</param>
/// <returns>Value值</returns>
public static T GetObject<T>(string key)
{
return PlayerPrefs.GetString(key).ToObject<T>();
}
/// <summary>
/// 保存
/// </summary>
public static void Save()
{
PlayerPrefs.Save();
}
/// <summary>
/// 删除指定数据
/// </summary>
/// <param name="key">Key值</param>
public static void Delete(string key)
{
PlayerPrefs.DeleteKey(key);
}
/// <summary>
/// 删除全部数据
/// </summary>
public static void DeleteAll()
{
PlayerPrefs.DeleteAll();
}
/// <summary>
/// 是否存在Key值
/// </summary>
/// <param name="key">Key值</param>
/// <returns>是否存在</returns>
public static bool HasKey(string key)
{
return PlayerPrefs.HasKey(key);
}
}
}
文章来源: coderz.blog.csdn.net,作者:CoderZ1010,版权归原作者所有,如需转载,请联系作者。
原文链接:coderz.blog.csdn.net/article/details/114027572
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