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