为了安全保存,封装了一下,ok,直接上代码
using System;
using System.Text;
using UnityEngine;
public class SaveController
{
/// <summary>
/// 转成base64编码
/// </summary>
/// <param name="str"></param>
/// <returns></returns>
public static string toBase64(string str)
{
byte[] bta = Encoding.Default.GetBytes(str);
return Convert.ToBase64String(bta);
}
/// <summary>
/// 从base64字符串解码转成字符串
/// </summary>
/// <param name="base64"></param>
/// <returns></returns>
public static string fromBase64(string base64)
{
byte[] bta = Convert.FromBase64String(base64);
return Encoding.Default.GetString(bta);
}
/// <summary>
/// 保存值 到PlayerPrefs
/// </summary>
/// <param name="key"></param>
/// <param name="value">传null表示删除key</param>
/// <returns></returns>
public static void saveStoredData<T>(string key, object value)
{
if (value == null)
{
PlayerPrefs.DeleteKey(key);
return;
}
Type t = typeof(T);
if (t == typeof(string))
{
string str = value.ToString();
//用base64转码一下 以免中文出错
str = toBase64(str);
PlayerPrefs.SetString(key, str);
}
else if (t == typeof(int) || t == typeof(Int16) || t == typeof(long) || t == typeof(Int64) || t == typeof(byte) || t == typeof(char))
{
PlayerPrefs.SetInt(key, (int)value);
}
else if (t == typeof(float) || t == typeof(decimal) || t == typeof(double))
{
PlayerPrefs.SetFloat(key, (float)value);
}
else
{
throw new Exception("T 暂时只支持 数字和字符串类型的数据");
}
PlayerPrefs.Save();
}
/// <summary>
/// 获取PlayerPrefs存储的数据
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="key"></param>
/// <returns></returns>
public static T getStoredData<T>(string key)
{
Type t = typeof(T);
if (t == typeof(int) || t == typeof(Int16) || t == typeof(long) || t == typeof(Int64) || t == typeof(byte) || t == typeof(char))
{
return (T)(object)PlayerPrefs.GetInt(key);
}
if (t == typeof(float) || t == typeof(decimal) || t == typeof(double))
{
return (T)(object)PlayerPrefs.GetFloat(key);
}
if (t == typeof(string))
{
//用base64转码一下 以免中文出错
string str = PlayerPrefs.GetString(key);
str = fromBase64(str);
return (T)(object)str;
}
throw new Exception("T 暂时只支持 数字和字符串类型的数据");
}
/// <summary>
/// PlayerPrefs是否包含有存储指定的key 的数据
/// </summary>
/// <param name="key"></param>
/// <returns>PlayerPrefs.HasKey(key)</returns>
public static bool hasStoredData(string key)
{
return PlayerPrefs.HasKey(key);
}
/// <summary>
/// PlayerPrefs.DeleteKey(key)
/// </summary>
/// <param name="key"></param>
public static void deleteStoredData(string key)
{
PlayerPrefs.DeleteKey(key);
PlayerPrefs.Save();
}
/// <summary>
/// PlayerPrefs.DeleteAll
/// </summary>
public static void clearStoredData()
{
PlayerPrefs.DeleteAll();
PlayerPrefs.Save();
}
}