revival/game/Assets/Scripts/Settings/PlayerPrefValue.cs

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using System.CodeDom;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
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[CreateAssetMenu(fileName = "PPValue.asset", menuName = "KernelPanic/PlayerPrefValue")]
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public class PlayerPrefValue : ScriptableObject
{
[SerializeField]
private string KeyName;
void Awake()
{
OnStringSet = new UnityEvent<string>();
OnIntSet = new UnityEvent<int>();
OnFloatSet = new UnityEvent<float>();
}
public UnityEvent<string> OnStringSet { get; private set; }
public UnityEvent<int> OnIntSet { get; private set; }
public UnityEvent<float> OnFloatSet { get; private set; }
public bool HasValue
=> PlayerPrefs.HasKey( KeyName );
public int GetInt( int defaultValue = int.MaxValue )
=> PlayerPrefs.GetInt( KeyName, defaultValue );
public string GetString( string defaultValue = null )
=> PlayerPrefs.GetString( KeyName, defaultValue );
public float GetFloat( float defaultValue = float.NaN )
=> PlayerPrefs.GetFloat( KeyName, defaultValue );
public void SetInt( int value )
{
PlayerPrefs.SetInt( KeyName, value );
OnIntSet.Invoke( value );
}
public void SetFloat( float value )
{
PlayerPrefs.SetFloat( KeyName, value );
OnFloatSet.Invoke( value );
}
public void SetString( string value )
{
PlayerPrefs.SetString( KeyName, value );
OnStringSet.Invoke( value );
}
public static void Save()
=> PlayerPrefs.Save();
}