Example #1
0
        private void Export(bool onlySelected)
        {
            Dictionary <string, object> entries = new Dictionary <string, object>();

            for (int i = 0; i < this.filteredPpeList.Count; i++)
            {
                if (onlySelected == false)
                {
                    entries.Add(this.filteredPpeList[i].Key, this.filteredPpeList[i].Value);
                }
                else if (this.filteredPpeList[i].IsSelected)
                {
                    entries.Add(this.filteredPpeList[i].Key, this.filteredPpeList[i].Value);
                }
            }

            if (onlySelected && entries.Count == 0)
            {
                Debug.LogError("Cannot export selected entries as no entries has been selected.");
            }
            else
            {
                string exportPath = EditorUtility.SaveFilePanelInProject("Export all PlayPrefs entries", PlayerSettings.productName + "_PlayerPrefs", "ppe", "Export all PlayerPrefs entries");

                if (!string.IsNullOrEmpty(exportPath))
                {
                    string xml = Plist.writeXml(entries);
                    File.WriteAllText(exportPath, xml);
                    AssetDatabase.Refresh();
                }
            }
        }
        private void OnImport()
        {
            string importPath = EditorUtility.OpenFilePanel("Import PlayerPrefs", "", "ppe");

            if (!string.IsNullOrEmpty(importPath))
            {
                FileInfo fi = new FileInfo(importPath);
                Dictionary <string, object> plist = (Dictionary <string, object>)Plist.readPlist(fi.FullName);

                foreach (KeyValuePair <string, object> kvp in plist)
                {
                    PlayerPrefsEntry entry = null;

                    if (kvp.Value is float)
                    {
                        entry = new PlayerPrefsEntry(kvp.Key, (float)kvp.Value);
                    }
                    else if (kvp.Value is int)
                    {
                        entry = new PlayerPrefsEntry(kvp.Key, (int)kvp.Value);
                    }
                    else if (kvp.Value is string)
                    {
                        entry = new PlayerPrefsEntry(kvp.Key, (string)kvp.Value);
                    }

                    if (entry != null)
                    {
                        PlayerPrefsEntry existingEntry = ppeList.Find(p => p.Key == entry.Key);
                        if (existingEntry == null)
                        {
                            ppeList.Add(entry);
                            entry.SaveChanges();
                        }
                        else if (!entry.Value.Equals(existingEntry.Value) && EditorUtility.DisplayDialog("Duplicate entry found", string.Format("Key \"{0}\" with value \"{1}\" already exists.{2}Do you want to overwrite it with value \"{3}\" ?", existingEntry.Key, existingEntry.Value, Environment.NewLine, entry.Value), "Yes", "No"))
                        {
                            ppeList.Remove(existingEntry);
                            ppeList.Add(entry);
                            entry.SaveChanges();
                        }
                    }
                }

                Sort();
                Repaint();
            }
        }
Example #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.
        /// </summary>
        private string[] GetAllMacKeys()
        {
            string plistPath = Environment.GetFolderPath(Environment.SpecialFolder.Personal) + "/Library/Preferences/unity." + PlayerSettings.companyName + "." + PlayerSettings.productName + ".plist";

            string[] keys = new string[0];

            if (File.Exists(plistPath))
            {
                FileInfo fi = new FileInfo(plistPath);
                Dictionary <string, object> plist = (Dictionary <string, object>)Plist.readPlist(fi.FullName);

                keys = new string[plist.Count];
                plist.Keys.CopyTo(keys, 0);
            }

            return(keys);
        }
        /// <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.
        /// </summary>
        private string[] GetAllMacKeys()
        {
            string companyName = ReplaceSpecialCharacters(PlayerSettings.companyName);
            string productName = ReplaceSpecialCharacters(PlayerSettings.productName);
            string plistPath   = string.Format("{0}/Library/Preferences/unity.{1}.{2}.plist", Environment.GetFolderPath(Environment.SpecialFolder.Personal), companyName, productName);

            string[] keys = new string[0];

            if (File.Exists(plistPath))
            {
                FileInfo fi = new FileInfo(plistPath);
                Dictionary <string, object> plist = (Dictionary <string, object>)Plist.readPlist(fi.FullName);

                keys = new string[plist.Count];
                plist.Keys.CopyTo(keys, 0);
            }

            return(keys);
        }
Example #5
0
        private void OnImport()
        {
            string importPath = EditorUtility.OpenFilePanel("Import PlayerPrefs", "", "ppe");

            if (!string.IsNullOrEmpty(importPath))
            {
                FileInfo fi = new FileInfo(importPath);
                Dictionary <string, object> plist = (Dictionary <string, object>)Plist.readPlist(fi.FullName);

                foreach (KeyValuePair <string, object> kvp in plist)
                {
                    PlayerPrefsEntry entry = null;

                    if (kvp.Value is float)
                    {
                        entry = new PlayerPrefsEntry(kvp.Key, (float)kvp.Value);
                    }
                    else if (kvp.Value is int)
                    {
                        entry = new PlayerPrefsEntry(kvp.Key, (int)kvp.Value);
                    }
                    else if (kvp.Value is string)
                    {
                        entry = new PlayerPrefsEntry(kvp.Key, (string)kvp.Value);
                    }

                    if (entry != null)
                    {
                        ppeList.Add(entry);
                        entry.SaveChanges();
                    }
                }

                Sort();
                Repaint();
            }
        }