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56 lines
1.8 KiB
56 lines
1.8 KiB
8 years ago
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# PlayerPrefs
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The [Unity PlayerPrefs](http://docs.unity3d.com/ScriptReference/PlayerPrefs.html) system stores and accesses player preferences between game sessions.
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Here's an example of using PlayerPrefs from Lua.
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```lua
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-- Saving a value to preferences
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playerprefs.SetInt("SaveName", 1)
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playerprefs.Save()
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-- Using a value from preferences
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local v = playerprefs.GetInt("SaveName")
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print(v) -- Will print out 1
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```
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# FungusPrefs
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The FungusPrefs class is a wrapper around PlayerPrefs that adds support for save slots.
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Basically, if you want to store simple values use PlayerPrefs. If you want to store values using multiple player profiles, you should use FungusPrefs. The slot variable is an integer [0..] and key is a string.
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```lua
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-- Deletes all saved values for all slots.
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prefs.DeleteAll()
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-- Removes key and its value from this save slot.
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prefs.DeleteKey(slot, key)
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-- Returns the float value associated with this key in this save slot, it it exists.
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prefs.GetFloat(slot, key, defaultValue)
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-- Returns the int value associated with this key in this save slot, it it exists.
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prefs.GetInt(slot, key, defaultValue)
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-- Returns the string value associated with this key in this save slot, it it exists.
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prefs.GetString(slot, key, defaultValue)
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-- Returns true if the key exists in this save slot.
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prefs.HasKey(slot, key)
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-- Writes all modified prefences to disk.
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prefs.Save()
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-- Sets the value of the preference identified by key for this save slot.
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prefs.SetFloat(slot, key, value)
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-- Sets the value of the preference identified by key for this save slot.
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prefs.SetInt(slot, key, value)
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-- Sets the value of the preference identified by key for this save slot.
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prefs.SetString(slot, key, value)
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-- Returns the combined key used to identify a key within a save slot.
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prefs.GetSlotKey(slot, key)
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```
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