public static void Set(string key, object val) { var keys = GenerateKeys(key); for (var i = 0; i < keys.Count; ++i) { PlayerPrefsStrandard <float> .Set(keys[i], AbstractVector.GetAtIdx <T>(val, i)); } }
public static void Set(string key, object val) { var vec = new AbstractVector(val); var keys = GenerateKeys(key); for (var i = 0; i < keys.Count; ++i) { PlayerPrefsStrandard <ElemType> .Set(keys[i], vec[i]); } }
public static object Get(string key, object defaultValue) { object ret = default(T); var keys = GenerateKeys(key); for (var i = 0; i < keys.Count; ++i) { var elem = (float)PlayerPrefsStrandard <float> .Get(keys[i], AbstractVector.GetAtIdx <T>(defaultValue, i)); ret = AbstractVector.SetAtIdx <T>(ret, i, elem); } return(ret); }
public static object Get(string key, object defaultValue) { object ret = default(T); var defaultVec = new AbstractVector(defaultValue); var retVec = new AbstractVector(ret); var keys = GenerateKeys(key); for (var i = 0; i < keys.Count; ++i) { var elem = (ElemType)PlayerPrefsStrandard <ElemType> .Get(keys[i], defaultVec[i]); retVec[i] = elem; } return(ret); }
public static void DeleteKey(string key) { GenerateKeys(key).ForEach((k) => PlayerPrefsStrandard <ElemType> .DeleteKey(k)); }
public static bool HasKey(string key) { return(GenerateKeys(key).All(keyAtElement => PlayerPrefsStrandard <ElemType> .HasKey(keyAtElement))); }