Unity 数据存储PlayerPrefs管理类
2023-12-26 06:20:21
Unity 数据存储PlayerPrefs管理类
Unity 数据存储PlayerPrefs管理类
实现存取实体类对象
存储格式为Json格式
源码如下:
Singleton.cs
//单例模板
public class Singleton<T> where T : new()
{
private static T _Instance;
public static T Instance
{
get
{
if (_Instance == null)
{
_Instance = new T();
}
return _Instance;
}
}
public Singleton()
{
}
}
InventoryEntity.cs
/// <summary>
/// 实体类
/// </summary>
public class InventoryEntity {
/// <summary>
/// 金币
/// </summary>
public int coins = 0;
/// <summary>
/// 钻石
/// </summary>
public int gams = 0;
/// <summary>
/// 关卡
/// </summary>
public int Levels = 1;
public InventoryEntity()
{
}
public InventoryEntity(int coin, int gam, int level)
{
this.coins = coin;
this.gams = gam;
this.Levels = level;
}
}
DataManager.cs
using UnityEngine;
public class DataManager : Singleton<DataManager>
{
/// <summary>
/// 保存数据
/// </summary>
InventoryEntity m_Inventory;
/// <summary>
/// 初始化字典
/// </summary>
public void Init()
{
m_Inventory = GetObjectData<InventoryEntity>("data");
}
#region 人物ID读写
/// <summary>
/// 记录人物ID
/// </summary>
private string m_playerId = "";
/// <summary>
/// 设置人物ID
/// </summary>
/// <param name="id"></param>
public void SetID(string id)
{
m_playerId = id;
}
/// <summary>
/// 获取人物ID
/// </summary>
/// <returns></returns>
public string GetID()
{
return m_playerId;
}
#endregion
#region 测试该存储
#region 修改方法
/// <summary>
/// 修改金币
/// </summary>
public void SetCoins(int coin)
{
m_Inventory.coins = coin;
SaveObjectDate("data", m_Inventory);
}
/// <summary>
/// 获取金币
/// </summary>
public int GetCoins()
{
return m_Inventory.coins;
}
/// <summary>
/// 修改宝石
/// </summary>
public void SetGams(int gam)
{
m_Inventory.gams = gam;
SaveObjectDate("data", m_Inventory);
}
/// <summary>
/// 获取宝石
/// </summary>
public int GetGams()
{
return m_Inventory.gams;
}
/// <summary>
/// 修改关卡
/// </summary>
public void SetLevels(int level)
{
m_Inventory.Levels = level;
SaveObjectDate("data", m_Inventory);
}
/// <summary>
/// 获取关卡
/// </summary>
public int GetLevels()
{
return m_Inventory.Levels;
}
/// <summary>
/// 修改全部属性
/// </summary>
public void SetAll(int coin, int gam, int level)
{
m_Inventory.coins = coin;
m_Inventory.gams = gam;
m_Inventory.Levels = level;
SaveObjectDate("data", m_Inventory);
}
/// <summary>
/// 修改全部属性重载
/// </summary>
public void SetAll(InventoryEntity entity)
{
m_Inventory = entity;
SaveObjectDate("data", m_Inventory);
}
/// <summary>
/// 奖励使用逻辑
/// </summary>
public void SetAward(int awardcoin, int awardgam, int awardlevel)
{
m_Inventory.coins += awardcoin;
m_Inventory.gams += awardgam;
m_Inventory.Levels += awardlevel;
SaveObjectDate("data", m_Inventory);
}
#endregion
#endregion
#region 泛型存取数据
/// <summary>
/// 存储指定类型
/// </summary>
public void SaveObjectDate<T>(string key, T t, bool common = false)
{
if (common)
{
PlayerPrefs.SetString(key, JsonUtility.ToJson(t));
}
else
{
PlayerPrefs.SetString(m_playerId + key, JsonUtility.ToJson(t));
}
PlayerPrefs.Save();
}
/// <summary>
/// 获取指定类型
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="key"></param>
/// <param name="common"></param>
/// <returns></returns>
public T GetObjectData<T>(string key, bool common = false) where T : new()
{
string Data = null;
if (common)
{
Data = PlayerPrefs.GetString(key, null);
}
else
{
Data = PlayerPrefs.GetString(m_playerId + key, null);
}
if (string.IsNullOrEmpty(Data))
{
return new T();
}
else
{
return JsonUtility.FromJson<T>(Data);
}
}
#endregion
#region 存取数据
/// <summary>
/// 存储int类型
/// </summary>
public void SaveIntDate(string key,int num, bool common = false)
{
if (common)
{
PlayerPrefs.SetInt(key,num);
}
else
{
PlayerPrefs.SetInt(m_playerId + key, num);
}
PlayerPrefs.Save();
}
/// <summary>
/// 获取int类型
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="key"></param>
/// <param name="common"></param>
/// <returns></returns>
public int GetIntData<T>(string key, bool common = false) where T : new()
{
if (common)
{
return PlayerPrefs.GetInt(key, -1);
}
else
{
return PlayerPrefs.GetInt(m_playerId + key, -1);
}
}
/// <summary>
/// 存储Float类型
/// </summary>
public void SaveFloatDate(string key, float num, bool common = false)
{
if (common)
{
PlayerPrefs.SetFloat(key, num);
}
else
{
PlayerPrefs.SetFloat(m_playerId + key, num);
}
PlayerPrefs.Save();
}
/// <summary>
/// 获取Float类型
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="key"></param>
/// <param name="common"></param>
/// <returns></returns>
public float GetFloatData(string key, bool common = false)
{
if (common)
{
return PlayerPrefs.GetFloat(key, -1);
}
else
{
return PlayerPrefs.GetFloat(m_playerId + key, -1);
}
}
/// <summary>
/// 存储Bool类型
/// </summary>
public void SaveBoolDate(string key, bool boolean, bool common = false)
{
if (common)
{
PlayerPrefs.SetInt(key, boolean ? 1 : 0);
}
else
{
PlayerPrefs.SetInt(m_playerId + key, boolean ? 1 : 0);
}
PlayerPrefs.Save();
}
/// <summary>
/// 获取Bool类型
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="key"></param>
/// <param name="common"></param>
/// <returns></returns>
public bool GetBoolData(string key, bool common = false)
{
int? boolean = null;
if (common)
{
boolean = PlayerPrefs.GetInt(key, -1);
}
else
{
boolean = PlayerPrefs.GetInt(m_playerId + key, -1);
}
if (boolean == 1) return true;
else return false;
}
/// <summary>
/// 存储Bool类型
/// </summary>
public void SaveStrDate(string key, string str, bool common = false)
{
if (common)
{
PlayerPrefs.SetString(key, str);
}
else
{
PlayerPrefs.SetString(m_playerId + key, str);
}
PlayerPrefs.Save();
}
/// <summary>
/// 获取Bool类型
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="key"></param>
/// <param name="common"></param>
/// <returns></returns>
public string GetStrData(string key, bool common = false)
{
if (common)
{
return PlayerPrefs.GetString(key, "");
}
else
{
return PlayerPrefs.GetString(m_playerId + key, "");
}
}
#endregion
}
用法如下
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataTest : MonoBehaviour {
// Use this for initialization
void Start () {
DataManager.Instance.Init();
Debug.LogError("金币"+DataManager.Instance.GetCoins());
Debug.LogError("宝石"+DataManager.Instance.GetGams());
Debug.LogError("关卡" + DataManager.Instance.GetLevels());
DataManager.Instance.SetAward(10,20,3);
}
}
文章来源:https://blog.csdn.net/qq_42194657/article/details/135192470
本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。 如若内容造成侵权/违法违规/事实不符,请联系我的编程经验分享网邮箱:veading@qq.com进行投诉反馈,一经查实,立即删除!
本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。 如若内容造成侵权/违法违规/事实不符,请联系我的编程经验分享网邮箱:veading@qq.com进行投诉反馈,一经查实,立即删除!