private void WriteEquipmentCommonDate() { //保存普通装备数据 for (int i = 0; i < 20; i++) { //创造20个数据 EquipmentDate_Common equipmentCommon = new EquipmentDate_Common(); //实例化,用于数据持久化 equipmentCommon.Index = i; equipmentCommon.equipmentCommon = 1; //0为不存在 1为存在 equipmentCommon.type = Random.Range(1, 50); //种类编号 equipmentCommon.number = Random.Range(1, 50); //数量 saveDate.SaveEquipmentCommon(equipmentCommon); } }
public List <EquipmentDate_Common> el_c; //equipmentlList_Common普通装备 public void CreatEC(EquipmentDate_Common ed_c) { //读取到数据后实例化普通装备 EquipmentDate_Common equipment = Instantiate(ep_c, Vector3.zero, ep_c.transform.rotation).GetComponent <EquipmentDate_Common> (); //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_c.Index; //输入编号 equipment.equipmentCommon = ed_c.equipmentCommon; //0为不存在 1为存在 equipment.type = ed_c.type; equipment.number = ed_c.number; equipment.name = "EquipmentCommon" + equipment.Index; el_c.Add(equipment); }
private void LoadEquipmentCommonDate() { for (int i = 0; i <= 999; i++) { //遍历从0-999的编号 if (PlayerPrefs.HasKey("EquipmentCommon" + i)) { //如果该key存在数据,则加载 EquipmentDate_Common newEquipmentCommon = new EquipmentDate_Common(); //new 一个用于储存数据的 newEquipmentCommon.Index = i; newEquipmentCommon.equipmentCommon = 1; //0为不存在 1为存在 newEquipmentCommon.type = PlayerPrefs.GetInt("EquipmentCommonType" + i); newEquipmentCommon.number = PlayerPrefs.GetInt("EquipmentCommonNumber" + i); equipmentDateManager.CreatEC(newEquipmentCommon); } } }
//*************普通装备类 0~999 计量的 /*EquipmentCommon * EquipmentCommonType * EquipmentCommonNumber * */ public void SaveEquipmentCommon(EquipmentDate_Common equipmentDate_Common) { //保存普通装备数据 int index = equipmentDate_Common.Index; if (equipmentDate_Common.equipmentCommon == 0) { //说明不存在需要清空数据 PlayerPrefs.DeleteKey("EquipmentCommon" + index); //清除数据 PlayerPrefs.DeleteKey("EquipmentCommonType" + index); //清除数据 PlayerPrefs.DeleteKey("EquipmentCommonNumber" + index); //清除数据 } else { PlayerPrefs.SetInt("EquipmentCommon" + index, 1); //保存普通装备存在标志位 PlayerPrefs.SetInt("EquipmentCommonType" + index, equipmentDate_Common.type); //保存种类编号 PlayerPrefs.SetInt("EquipmentCommonNumber" + index, equipmentDate_Common.number); //保存数量 } }