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- using UnityEngine;
- //客户端本地信息保存。通过PlayerPrefs来保存本地信息
- public static class ClientPrefs
- {
- const string MasterVolumeKey = "MasterVolume";
- const string MusicVolumeKey = "MusicVolume";
- const string ClientGUIDKey = "client_guid";
- const string AvailableProfilesKey = "AvailableProfiles";
- const float DefaultMasterVolume = 0.5f;
- const float DefaultMusicVolume = 0.8f;
- public static float GetMasterVolume()
- {
- return PlayerPrefs.GetFloat(MasterVolumeKey, DefaultMasterVolume);
- }
- public static void SetMasterVolume(float volume)
- {
- PlayerPrefs.SetFloat(MasterVolumeKey, volume);
- }
- public static float GetMusicVolume()
- {
- return PlayerPrefs.GetFloat(MusicVolumeKey, DefaultMusicVolume);
- }
- public static void SetMusicVolume(float volume)
- {
- PlayerPrefs.SetFloat(MusicVolumeKey, volume);
- }
- //客户端Guid
- public static string GetGuid(bool isNew)
- {
- if(isNew)
- {
- //没有则重新生成
- return System.Guid.NewGuid().ToString();
- }
- //缓存中有,返回
- if(PlayerPrefs.HasKey(ClientGUIDKey))
- {
- return PlayerPrefs.GetString(ClientGUIDKey);
- }
- //没有则重新生成
- var guidString = System.Guid.NewGuid().ToString();
- PlayerPrefs.SetString(ClientGUIDKey, guidString);
- return guidString;
- }
- public static string GetAvailableProfiles()
- {
- return PlayerPrefs.GetString(AvailableProfilesKey, "");
- }
- public static void SetAvailableProfiles(string availableProfiles)
- {
- PlayerPrefs.SetString(AvailableProfilesKey, availableProfiles);
- }
- }
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