Beispiel #1
0
        /// <summary>
        /// On Mac OS X PlayerPrefs are stored in ~/Library/Preferences folder, in a file named unity.[company name].[product name].plist,
        /// where company and product names are the names set up in Project Settings. The same .plist file is used for both Projects run
        /// in the Editor and standalone players. (http://docs.unity3d.com/ScriptReference/PlayerPrefs.html)
        /// </summary>
        void RefreshPlayerPrefsOSX()
        {
            var prefsPath = Environment.GetFolderPath(Environment.SpecialFolder.Personal) + "/Library/Preferences/unity." + PlayerSettings.companyName + "." + PlayerSettings.productName + ".plist";

            if (File.Exists(prefsPath))
            {
                var prefsPlist = (Dictionary <string, object>)Plist.readPlist(prefsPath);
                foreach (var prefsKey in prefsPlist.Keys)
                {
                    var keyName = prefsKey;
                    if (!_systemEntries.Contains(keyName))
                    {
                        _playerPrefsEntries.Add(new PlayerPrefsEntry(keyName));
                    }
                }
            }
            else
            {
            }
        }
Beispiel #2
0
        /// <summary>
        /// On Mac OS X PlayerPrefs are stored in ~/Library/Preferences folder, in a file named com.unity3d.UnityEditor.plist
        /// </summary>
        void RefreshEditorPrefsOSX()
        {
            var prefsPath = Environment.GetFolderPath(Environment.SpecialFolder.Personal) + "/Library/Preferences/com.unity3d.UnityEditor.plist";

            if (File.Exists(prefsPath))
            {
                var prefsPlist = (Dictionary <string, object>)Plist.readPlist(prefsPath);
                foreach (var prefsKey in prefsPlist.Keys)
                {
                    var keyName = prefsKey;
                    _editorPrefsEntries.Add(new PrefsEntry(keyName, false)
                    {
                        MatchesFilter = keyName.IndexOf(_editorPrefsFilter + "", StringComparison.OrdinalIgnoreCase) >= 0
                    });
                }
            }
            else
            {
                Debug.Log("OSX Prefs file not found '" + prefsPath + "'");
            }
        }
Beispiel #3
0
        /// <summary>
        /// On Mac OS X PlayerPrefs are stored in ~/Library/Preferences folder, in a file named unity.[company name].[product name].plist,
        /// where company and product names are the names set up in Project Settings. The same .plist file is used for both Projects run
        /// in the Editor and standalone players. (http://docs.unity3d.com/ScriptReference/PlayerPrefs.html)
        /// </summary>
        void RefreshPlayerPrefsOSX()
        {
            var prefsPath = Environment.GetFolderPath(Environment.SpecialFolder.Personal) + "/Library/Preferences/unity." + PlayerSettings.companyName + "." + PlayerSettings.productName + ".plist";

            if (File.Exists(prefsPath))
            {
                var prefsPlist = (Dictionary <string, object>)Plist.readPlist(prefsPath);
                foreach (var prefsKey in prefsPlist.Keys)
                {
                    var keyName = prefsKey;
                    if (!_systemEntries.Contains(keyName))
                    {
                        _playerPrefsEntries.Add(new PrefsEntry(keyName, true)
                        {
                            MatchesFilter = keyName.IndexOf(_playerPrefsFilter + "", StringComparison.OrdinalIgnoreCase) >= 0
                        });
                    }
                }
            }
            else
            {
                Debug.Log("OSX Prefs file not found '" + prefsPath + "'");
            }
        }