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110 lines
3.5 KiB
110 lines
3.5 KiB
9 years ago
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using UnityEngine;
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using System.Collections;
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namespace Fungus
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{
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/// <summary>
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/// Wrapper class for PlayerPrefs that adds the concept of multiple save slots.
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/// Save slots allow you to store multiple player save profiles.
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/// </summary>
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public class FungusPrefs
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{
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/// <summary>
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/// Deletes all saved values for all slots.
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/// </summary>
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public static void DeleteAll()
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{
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PlayerPrefs.DeleteAll();
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}
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/// <summary>
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/// Removes key and its value from this save slot.
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/// </summary>
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public static void DeleteKey(int slot, string key)
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{
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string slotKey = GetSlotKey(slot, key);
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PlayerPrefs.DeleteKey(slotKey);
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}
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/// <summary>
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/// Returns the float value associated with this key in this save slot, it it exists.
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/// </summary>
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public static float GetFloat(int slot, string key, float defaultValue = 0f)
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{
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string slotKey = GetSlotKey(slot, key);
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return PlayerPrefs.GetFloat(slotKey, defaultValue);
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}
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/// <summary>
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/// Returns the int value associated with this key in this save slot, it it exists.
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/// </summary>
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public static int GetInt(int slot, string key, int defaultValue = 0)
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{
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string slotKey = GetSlotKey(slot, key);
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return PlayerPrefs.GetInt(slotKey, defaultValue);
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}
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/// <summary>
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/// Returns the string value associated with this key in this save slot, it it exists.
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/// </summary>
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public static string GetString(int slot, string key, string defaultValue = "")
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{
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string slotKey = GetSlotKey(slot, key);
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return PlayerPrefs.GetString(slotKey, defaultValue);
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}
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/// <summary>
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/// Returns true if the key exists in this save slot.
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/// </summary>
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public static bool HasKey(int slot, string key)
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{
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string slotKey = GetSlotKey(slot, key);
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return PlayerPrefs.HasKey(slotKey);
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}
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/// <summary>
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/// Writes all modified prefences to disk.
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/// </summary>
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public static void Save()
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{
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PlayerPrefs.Save();
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}
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/// <summary>
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/// Sets the value of the preference identified by key for this save slot.
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/// </summary>
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public static void SetFloat(int slot, string key, float value)
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{
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string slotKey = GetSlotKey(slot, key);
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PlayerPrefs.SetFloat(slotKey, value);
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}
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/// <summary>
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/// Sets the value of the preference identified by key for this save slot.
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/// </summary>
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public static void SetInt(int slot, string key, int value)
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{
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string slotKey = GetSlotKey(slot, key);
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PlayerPrefs.SetInt(slotKey, value);
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}
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/// <summary>
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/// Sets the value of the preference identified by key for this save slot.
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/// </summary>
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public static void SetString(int slot, string key, string value)
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{
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string slotKey = GetSlotKey(slot, key);
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PlayerPrefs.SetString(slotKey, value);
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}
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/// <summary>
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/// Returns the combined key used to identify a key within a save slot.
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/// </summary>
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private static string GetSlotKey(int slot, string key)
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{
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return slot.ToString() + ":" + key;
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}
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}
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}
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