/// <summary> /// Initializes a new queue /// </summary> /// <param name="keyPrefix">The prefix to use when reading and writing PlayerPref values</param> /// <param name="length">The maximum amount of items stored in the queue</param> public PlayerPrefsQueue(string keyPrefix, int length) { _keyPrefix = keyPrefix; Length = length; _insertIndex = new PlayerPrefsInt(keyPrefix + ":insertIndex", 0); _fetchIndex = new PlayerPrefsInt(keyPrefix + ":fetchIndex", 0); }
public CItemData() { mItem1 = new PlayerPrefsInt("mItem1"); mItem2 = new PlayerPrefsInt("mItem2"); mItem3 = new PlayerPrefsInt("mItem3"); mItem4 = new PlayerPrefsInt("mItem4"); }
private GameManager() { mGold = new PlayerPrefsInt("gold"); mSceneNames = new Dictionary <SceneState, string>(); mSceneNames.Add(SceneState.Title, "SceneTitle"); mSceneNames.Add(SceneState.PencilGame, "PenCilGame"); mSceneNames.Add(SceneState.CatGame, "Cat"); mSceneNames.Add(SceneState.NiddleGame, "SceneNiddleGame"); }
public UserData() { mCoin = new PlayerPrefsInt("UserCoin"); mHeart = new PlayerPrefsInt("UserHeart"); mExitTime = new PlayerPrefsInt("ExitTime"); mSpareTime = new PlayerPrefsInt("SpareTime"); mItem1 = new PlayerPrefsInt("Item1"); mItem2 = new PlayerPrefsInt("Item2"); mItem3 = new PlayerPrefsInt("Item3"); mItem4 = new PlayerPrefsInt("Item4"); }