private void WriteEquipmentGodDate() { //保存神兵数据 for (int i = 0; i < 20; i++) { //创造20个数据 EquipmentDate_God equipmentGod = new EquipmentDate_God(); //实例化,用于数据持久化 equipmentGod.Index = i; equipmentGod.equipmentGod = 1; //0为不存在 1为存在 equipmentGod.type = Random.Range(1, 50); //种类编号 saveDate.SaveEquipmentGod(equipmentGod); } }
public List <EquipmentDate_God> el_g; //equipmentList_God神兵 public void CreatEG(EquipmentDate_God ed_g) { //读取到数据后实例化神兵 EquipmentDate_God equipment = Instantiate(ep_g, Vector3.zero, ep_g.transform.rotation).GetComponent <EquipmentDate_God> (); //实例化,用于数据持久化 equipment.transform.parent = transform; //放置该实例化物体到管理物体下 equipment.Index = ed_g.Index; //输入编号 equipment.equipmentGod = ed_g.equipmentGod; //0为不存在 1为存在 equipment.name = "EquipmentGod" + equipment.Index; el_g.Add(equipment); }
private void LoadEquipmentGodDate() { for (int i = 0; i <= 999; i++) { //遍历从0-999的编号 if (PlayerPrefs.HasKey("EquipmentGod" + i)) { //如果该key存在数据,则加载 EquipmentDate_God newEquipmentGod = new EquipmentDate_God(); //new 一个用于储存数据的 newEquipmentGod.Index = i; newEquipmentGod.equipmentGod = 1; //0为不存在 1为存在 newEquipmentGod.type = PlayerPrefs.GetInt("EquipmentGodType" + i); equipmentDateManager.CreatEG(newEquipmentGod); } } }
//*************神兵类 0~999 /*EquipmentGod * EquipmentGodType * * */ public void SaveEquipmentGod(EquipmentDate_God equipmentDate_God) { //保存神兵数据 int index = equipmentDate_God.Index; if (equipmentDate_God.equipmentGod == 0) { //说明不存在需要清空数据 PlayerPrefs.DeleteKey("EquipmentGod" + index); //清除数据 PlayerPrefs.DeleteKey("EquipmentGodType" + index); //清除数据 } else { PlayerPrefs.SetInt("EquipmentGod" + index, 1); //保存神兵存在标志位 PlayerPrefs.SetInt("EquipmentGodType" + index, equipmentDate_God.type); //保存种类编号 } }