using UnityEngine; using XGame.Framework.Json; namespace XGame.Framework.Persistence { /// /// 数据持久化 /// public static class Persistence { public static bool Write(string key, object val) { PlayerPrefs.SetString(key, XJson.ToJson(val)); return true; } public static T Read(string key, T defaultValue) { if (!PlayerPrefs.HasKey(key)) { return defaultValue; } string str = PlayerPrefs.GetString(key); var val = XJson.ToObject(str); return val; } public static void Delete(string key) { PlayerPrefs.DeleteKey(key); } public static void Clear() { PlayerPrefs.DeleteAll(); } public static void Save() { PlayerPrefs.Save(); } } }