如果想要查找存储值的位置的话:
Mac OS
在Mac OS X上PlayerPrefs是存储在~/Library/Preferences文件夹,名为unity.[company name].[product name].plist,其中company name和product name名是在Project Setting中设置,.plist文件可用于编辑器和桌面平台运行。 (打开Find,按住Option键,点击“前往 →“资源库”,就可以找到Preferences文件夹。)Windows
在Windows平台下,PlayerPrefs被存储在注册表的 HKEY_CURRENT_USER\Software[company name][product name]键下(打开“运行”输入regedit打开注册表),其中company name和product name名是在Project Setting中设置。
-
例如
[HKEY_CURRENT_USER\SOFTWARE*1*2]
*1对应PlayerSettings的Company Name
*2对应Product Name
...
using UnityEngine;
using System.Collections;
using System;
public class LocalSave
{
public static string GetString(string key, string defaultvalue = "")
{
return PlayerPrefs.GetString(key, defaultvalue);
}
public static void SetString(string key, string value)
{
PlayerPrefs.SetString(key, value);
}
public static int GetInt(string key, int defaultvalue = 0)
{
return PlayerPrefs.GetInt(key, defaultvalue);
}
public static void SetInt(string key, int value)
{
PlayerPrefs.SetInt(key, value);
}
public static float GetFloat(string key, float defaultvalue = 0)
{
return PlayerPrefs.GetFloat(key, defaultvalue);
}
public static void SetFloat(string key, float value)
{
PlayerPrefs.SetFloat(key, value);
}
/// <summary>
/// 储存Bool
/// </summary>
public static void SetBool(string key, bool value)
{
PlayerPrefs.SetString(key + "Bool", value.ToString());
}
/// <summary>
/// 取Bool
/// </summary>
public static bool GetBool(string key)
{
try
{
return bool.Parse(PlayerPrefs.GetString(key + "Bool"));
}
catch (Exception e)
{
return false;
}
}
/// <summary>
/// 储存IntArray
/// </summary>
public static void SetIntArray(string key, int[] value)
{
for (int i = 0; i < value.Length; i++)
{
PlayerPrefs.SetInt(key + "IntArray" + i, value[i]);
}
PlayerPrefs.SetInt(key + "IntArray", value.Length);
}
/// <summary>
/// 取IntArray
/// </summary>
public static int[] GetIntArray(string key)
{
int[] intArr = new int[1];
if (PlayerPrefs.GetInt(key + "IntArray") != 0)
{
intArr = new int[PlayerPrefs.GetInt(key + "IntArray")];
for (int i = 0; i < intArr.Length; i++)
{
intArr[i] = PlayerPrefs.GetInt(key + "IntArray" + i);
}
}
return intArr;
}
/// <summary>
/// 储存FloatArray
/// </summary>
public static void SetFloatArray(string key, float[] value)
{
for (int i = 0; i < value.Length; i++)
{
PlayerPrefs.SetFloat(key + "FloatArray" + i, value[i]);
}
PlayerPrefs.SetInt(key + "FloatArray", value.Length);
}
/// <summary>
/// 取FloatArray
/// </summary>
public static float[] GetFloatArray(string key)
{
float[] floatArr = new float[1];
if (PlayerPrefs.GetInt(key + "FloatArray") != 0)
{
floatArr = new float[PlayerPrefs.GetInt(key + "FloatArray")];
for (int i = 0; i < floatArr.Length; i++)
{
floatArr[i] = PlayerPrefs.GetFloat(key + "FloatArray" + i);
}
}
return floatArr;
}
/// <summary>
/// 储存StringArray
/// </summary>
public static void SetStringArray(string key, string[] value)
{
for (int i = 0; i < value.Length; i++)
{
PlayerPrefs.SetString(key + "StringArray" + i, value[i]);
}
PlayerPrefs.SetInt(key + "StringArray", value.Length);
}
/// <summary>
/// 取StringArray
/// </summary>
public static string[] GetStringArray(string key)
{
string[] stringArr = new string[1];
if (PlayerPrefs.GetInt(key + "StringArray") != 0)
{
stringArr = new string[PlayerPrefs.GetInt(key + "StringArray")];
for (int i = 0; i < stringArr.Length; i++)
{
stringArr[i] = PlayerPrefs.GetString(key + "StringArray" + i);
}
}
return stringArr;
}
/// <summary>
/// 储存Vector2
/// </summary>
public static void SetVector2(string key, Vector2 value)
{
PlayerPrefs.SetFloat(key + "Vector2X", value.x);
PlayerPrefs.SetFloat(key + "Vector2Y", value.y);
}
/// <summary>
/// 取Vector2
/// </summary>
/// <param name="key">键</param>
/// <returns></returns>
public static Vector2 GetVector2(string key)
{
Vector2 Vector2;
Vector2.x = PlayerPrefs.GetFloat(key + "Vector2X");
Vector2.y = PlayerPrefs.GetFloat(key + "Vector2Y");
return Vector2;
}
/// <summary>
/// 储存Vector3
/// </summary>
public static void SetVector3(string key, Vector3 value)
{
PlayerPrefs.SetFloat(key + "Vector3X", value.x);
PlayerPrefs.SetFloat(key + "Vector3Y", value.y);
PlayerPrefs.SetFloat(key + "Vector3Z", value.z);
}
/// <summary>
/// 取Vector3
/// </summary>
public static Vector3 GetVector3(string key)
{
Vector3 vector3;
vector3.x = PlayerPrefs.GetFloat(key + "Vector3X");
vector3.y = PlayerPrefs.GetFloat(key + "Vector3Y");
vector3.z = PlayerPrefs.GetFloat(key + "Vector3Z");
return vector3;
}
/// <summary>
/// 储存Quaternion
/// </summary>
public static void SetQuaternion(string key, Quaternion value)
{
PlayerPrefs.SetFloat(key + "QuaternionX", value.x);
PlayerPrefs.SetFloat(key + "QuaternionY", value.y);
PlayerPrefs.SetFloat(key + "QuaternionZ", value.z);
PlayerPrefs.SetFloat(key + "QuaternionW", value.w);
}
/// <summary>
/// 取Quaternion
/// </summary>
public static Quaternion GetQuaternion(string key)
{
Quaternion quaternion;
quaternion.x = PlayerPrefs.GetFloat(key + "QuaternionX");
quaternion.y = PlayerPrefs.GetFloat(key + "QuaternionY");
quaternion.z = PlayerPrefs.GetFloat(key + "QuaternionZ");
quaternion.w = PlayerPrefs.GetFloat(key + "QuaternionW");
return quaternion;
}
}
...