Unity provides the Playerprefs class for storing game data on a computer's hard drive. This class has 10 functions that can be used
Class Functionsclass Functions
- Setintsets the value of the preference identified by key.
Sets the value of the parameter determined by key.
- Getintreturns the value corresponding to key in the preference file if it exists.
If present, returns the value corresponding to the key in the preference file.
- Setfloatsets the value of the preference identified by key.
Sets the value of the parameter determined by key.
- Getfloatreturns the value corresponding to key in the preference file if it exists.
If present, returns the value corresponding to key in the game archive file.
- Setstringsets the value of the preference identified by key.
Sets the value of the parameter determined by key.
- Getstringreturns the value corresponding to key in the preference file if it exists.
If present, returns the value corresponding to key in the game archive file.
- Haskeyreturns true if key exists in the preferences.
Returns true if key exists in the game archive.
- Deletekeyremoves key and its corresponding value from the preferences.
Removes the key and its corresponding value from the game archive.
- Deleteallremoves all keys and values from the preferences. Use with caution.
Remove all keys from your preferences. Please use it carefully.
- Savewrites all modified preferences to disk.
Write all modification parameters to the hard disk.
The data saved by the Playerprefs class function is saved to the hard disk as a collection of key-value pairs.
Where the first parameter of the Set class function is a string representing the name of the data to be set, the second parameter depends on the type of data to be saved. If you want to save a floating-point data with the name Playerscore, you should write it like this:
PlayerPrefs.SetFloat("Player Score", 10.5);
同样的如果想要博存的是int 类型的数据或者 string类型的数据,那么只需要把第二个参数指定为相应的类型就可以了。
关于get 类函数参数也有两个。第一个必须是 sting 类型的参数,表示你要取出的值对应的键名称,第二个参数则表示 如果没找到对应的键的情况下返回的默认值,下面是 一个例子:
print (PlayerPrefs.GetString("Player Name","没找到,我是默认返回值"));
像这样,如果买有找到 PlayerName 这个键 ,那么将会在控制台 打印
"没找到,我是默认返回值"
还用两个常用的函数;
//删除 PlayerPrefs 中某一个key的值
Playerprefs. deletekey ("key"); //Determine if this key exists in the Playerprefsbool b = playerprefs. Haskey("key");
欢迎志同道合的朋友一起学习, 一起进步。
Persistent storage of data in unity