//############################################### bool ############################################## //Set an array of bool public static void SetBoolArray(string key, bool[] value) { PlayerPrefs.SetInt("PlayerPrefsArray:Bool:L:" + key, value.Length); int i = 0; while (i < value.Length) { NewPPrefs.SetBool("PlayerPrefsArray:Bool:" + key + i.ToString(), value[i]); ++i; } }
//############################################### Rect ############################################## //Set an array of Rects public static void SetRectArray(string key, Rect[] value) { PlayerPrefs.SetInt("PlayerPrefsArray:Rect:L:" + key, value.Length); int i = 0; while (i < value.Length) { NewPPrefs.SetRect("PlayerPrefsArray:Rect:" + key + i.ToString(), value[i]); ++i; } }
//############################################### Quaternion ############################################## //Set an array of Quaternions public static void SetQuaternionArray(string key, Quaternion[] value) { PlayerPrefs.SetInt("PlayerPrefsArray:Quaternion:L:" + key, value.Length); int i = 0; while (i < value.Length) { NewPPrefs.SetQuaternion("PlayerPrefsArray:Quaternion:" + key + i.ToString(), value[i]); ++i; } }
//############################################### Vector4 ############################################## //Set an array of Vector4s public static void SetVector4Array(string key, Vector4[] value) { PlayerPrefs.SetInt("PlayerPrefsArray:Vector4:L:" + key, value.Length); int i = 0; while (i < value.Length) { NewPPrefs.SetVector4("PlayerPrefsArray:Vector4:" + key + i.ToString(), value[i]); ++i; } }
//############################################### Color32 ############################################## //Set an array of Colour32s public static void SetColour32Array(string key, Color32[] value) { PlayerPrefs.SetInt("PlayerPrefsArray:Colour32:L:" + key, value.Length); int i = 0; while (i < value.Length) { NewPPrefs.SetColour32("PlayerPrefsArray:Colour32:" + key + i.ToString(), value[i]); ++i; } }
//Get an array of Rects public static Rect[] GetRectArray(string key) { Rect[] returns = new Rect[PlayerPrefs.GetInt("PlayerPrefsArray:Rect:L:" + key)]; int i = 0; while (i < PlayerPrefs.GetInt("PlayerPrefsArray:Rect:L:" + key)) { returns.SetValue(NewPPrefs.GetRect("PlayerPrefsArray:Rect:" + key + i.ToString()), i); ++i; } return(returns); }
//Get an array of Quaternions public static Quaternion[] GetQuaternionArray(string key) { Quaternion[] returns = new Quaternion[PlayerPrefs.GetInt("PlayerPrefsArray:Quaternion:L:" + key)]; int i = 0; while (i < PlayerPrefs.GetInt("PlayerPrefsArray:Quaternion:L:" + key)) { returns.SetValue(NewPPrefs.GetQuaternion("PlayerPrefsArray:Quaternion:" + key + i.ToString()), i); ++i; } return(returns); }
//Get an array of Vector4s public static Vector4[] GetVector4Array(string key) { Vector4[] returns = new Vector4[PlayerPrefs.GetInt("PlayerPrefsArray:Vector4:L:" + key)]; int i = 0; while (i < PlayerPrefs.GetInt("PlayerPrefsArray:Vector4:L:" + key)) { returns.SetValue(NewPPrefs.GetVector4("PlayerPrefsArray:Vector4:" + key + i.ToString()), i); ++i; } return(returns); }
//Get an array of Colour32s public static Color32[] GetColour32Array(string key) { Color32[] returns = new Color32[PlayerPrefs.GetInt("PlayerPrefsArray:Colour32:L:" + key)]; int i = 0; while (i < PlayerPrefs.GetInt("PlayerPrefsArray:Colour32:L:" + key)) { returns.SetValue(NewPPrefs.GetColour32("PlayerPrefsArray:Colour32:" + key + i.ToString()), i); ++i; } return(returns); }
//Get an array of bools public static bool[] GetBoolArray(string key) { bool[] returns = new bool[PlayerPrefs.GetInt("PlayerPrefsArray:Bool:L:" + key)]; int i = 0; while (i < PlayerPrefs.GetInt("PlayerPrefsArray:Bool:L:" + key)) { returns.SetValue(NewPPrefs.GetBool("PlayerPrefsArray:Bool:" + key + i.ToString()), i); ++i; } return(returns); }