public static void setInvenSortDirection(UIInvenSort.InvenType type, bool fromHigh) { switch (type) { case UIInvenSort.InvenType.unit: PlayerPrefs.SetInt(UNIT_SORT_DIRECTION, fromHigh?SORT_HIGH:SORT_LOW); break; case UIInvenSort.InvenType.skill: PlayerPrefs.SetInt(SKILL_SORT_DIRECTION, fromHigh?SORT_HIGH:SORT_LOW); break; case UIInvenSort.InvenType.equip: PlayerPrefs.SetInt(PARTS_SORT_DIRECTION, fromHigh?SORT_HIGH:SORT_LOW); break; } }
public static void setInvenSortType(UIInvenSort.InvenType type, string sortType) { switch (type) { case UIInvenSort.InvenType.unit: PlayerPrefs.SetString(UNIT_SORT_TYPE, sortType); break; case UIInvenSort.InvenType.skill: PlayerPrefs.SetString(SKILL_SORT_TYPE, sortType); break; case UIInvenSort.InvenType.equip: PlayerPrefs.SetString(PARTS_SORT_TYPE, sortType); break; } }
public static bool isInvenSortDirectionHigh(UIInvenSort.InvenType type) { switch (type) { case UIInvenSort.InvenType.unit: return((PlayerPrefs.GetInt(UNIT_SORT_DIRECTION, SORT_HIGH) == SORT_HIGH)?true:false); break; case UIInvenSort.InvenType.skill: return((PlayerPrefs.GetInt(SKILL_SORT_DIRECTION, SORT_HIGH) == SORT_HIGH)?true:false); break; case UIInvenSort.InvenType.equip: return((PlayerPrefs.GetInt(PARTS_SORT_DIRECTION, SORT_HIGH) == SORT_HIGH)?true:false); break; } return(true); }
public static string getInvenSortType(UIInvenSort.InvenType type) { switch (type) { case UIInvenSort.InvenType.unit: return(PlayerPrefs.GetString(UNIT_SORT_TYPE, "RARE")); break; case UIInvenSort.InvenType.skill: return(PlayerPrefs.GetString(SKILL_SORT_TYPE, "RARE")); break; case UIInvenSort.InvenType.equip: return(PlayerPrefs.GetString(PARTS_SORT_TYPE, "RARE")); break; } return("RARE"); }