using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace BF { /// /// 本地存储 /// 按照格式写Key /// public class LocalData { private const string DEVICE_QUALITY_CACHE = "DEVICE_QUALITY_CACHE"; private const string PROTO_PATH = "PROTO_PATH"; private const string CURRCANVAS_PATH = "CURRCANVAS_PATH"; #region Interface public static void SetString(string key, string value) { PlayerPrefs.SetString(key, value); } public static string GetString(string key) { return PlayerPrefs.GetString(key); } public static string GetString(string key, string defaultValue) { return PlayerPrefs.GetString(key, defaultValue); } public static void SetInt(string key, int value) { PlayerPrefs.SetInt(key, value); } public static int GetInt(string key) { return PlayerPrefs.GetInt(key); } public static void SetFloat(string key, float value) { PlayerPrefs.SetFloat(key, value); } public static float GetFloat(string key) { return PlayerPrefs.GetFloat(key); } public static bool HasKey(string key) { return PlayerPrefs.HasKey(key); } public static void DelKey(string key) { PlayerPrefs.DeleteKey(key); } #endregion #region Implement public static void SetDeviceQualityCache(string value) { SetString(DEVICE_QUALITY_CACHE, value); } public static string GetDeviceQualityCache() { return GetString(DEVICE_QUALITY_CACHE); } public static void SetProtoPath(string value) { SetString(PROTO_PATH, value); } public static string GetProtoPath() { return GetString(PROTO_PATH, ""); } public static void SetCurrentCanvasName(string value) { SetString(CURRCANVAS_PATH, value); } public static string GetCurrentCanvasName() { return GetString(CURRCANVAS_PATH, ""); } #endregion } }