2023-04-03 11:04:31 +08:00

104 lines
2.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BF
{
/// <summary>
/// 本地存储
/// 按照格式写Key
/// </summary>
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
}
}