using UnityEngine; using System.Collections; public class PlayerPrefsManager { public static void Set(string title, string label, object value) { string key = title+"_"+label; Set(key, value); } public static void Set(string title, int id, object value) { string key = title+"_"+id; Set(key, value); } public static void Set(string key, object value) { if(value.GetType().Equals(typeof(int))) { PlayerPrefs.SetInt(key, (int)value); } else if(value.GetType().Equals(typeof(float))) { PlayerPrefs.SetFloat(key, (float)value); } else if(value.GetType().Equals(typeof(string))) { PlayerPrefs.SetString(key, (string)value); } } public static int GetInt(string title, string id) { string key = title+"_"+id; return GetInt(key); } public static int GetInt(string key) { return PlayerPrefs.GetInt(key); } public static float GetFloat(string title, string id) { string key = title+"_"+id; return GetFloat(key); } public static float GetFloat(string key) { return PlayerPrefs.GetFloat(key); } public static string GetString(string title, string id) { string key = title+"_"+id; return GetString(key); } public static string GetString(string key) { return PlayerPrefs.GetString(key); } public static bool HasKey(string title, string label) { string key = title+"_"+label; return HasKey(key); } public static bool HasKey(string title, int id) { string key = title+"_"+id; return HasKey(key); } public static bool HasKey(string key) { return PlayerPrefs.HasKey(key); } public static void DeleteKey(string key) { PlayerPrefs.DeleteKey(key); } public static void DeleteAll() { PlayerPrefs.DeleteAll(); } }