android+unity3D实现数据的存取(PlayerPrefs)

来源:互联网 发布:mac app store未知错误 编辑:程序博客网 时间:2024/04/30 23:32

我们先来看看PlayerPrefs的API吧,

 

我来解释一下,

SetInt是保存一个值PlayerPrefs.SetInt("Player Score",10);,

GetInt是读取一个值PlayerPrefs.GetInt("Player Score"),他们就是一对啦,作为整形的存取。

顾名思义,SetFloat和GetFloat为浮点型的存取,SetString和GetString是字符型的存取;

 

HasKey是指如果存有这个数,返回值就是true,反之,false;PlayerPrefs.HasKey("Player Score");

DeleteKey就是指删除这个数,PlayerPrefs.DeleteKey("Player Score");

DeleteAll就是删除所有数啦,PlayerPrefs.DeleteAll();

 

那下面我们来个简单的练习吧,

    pref2.cs

using UnityEngine;using System.Collections;public class pref2 : MonoBehaviour {// Use this for initializationvoid Start () {PlayerPrefs.SetInt("Player Score",10);print (PlayerPrefs.GetInt("Player Score")+"---"+PlayerPrefs.HasKey("Player Score"));PlayerPrefs.DeleteKey("Player Score");print(PlayerPrefs.GetInt("Player Score"));}// Update is called once per framevoid Update () {}}


 

 

 

原创粉丝点击