示例#1
0
    // Use this for initialization
    void Start()
    {
        //set values for IntArray at startup
        IntArray = new int[] { 1, 2, 3, 4, 5 };

        //set values for StringArray at startup
        StringArray = new string[] { "abc", "bcd" };

        //set values for FloatArray at startup
        FloatArray = new float[] { 0.1f, 100, Random.Range(-10.0f, 10.0f) };

        // save it
        PlayerPrefsElite.SetIntArray("IntArray", IntArray);
        PlayerPrefsElite.SetStringArray("StringArray", StringArray);
        PlayerPrefsElite.SetFloatArray("FloatArray", FloatArray);

        //now verify and read from PlayerPrefs
        if (PlayerPrefsElite.VerifyArray("IntArray"))
        {
            testIntArray = PlayerPrefsElite.GetIntArray("IntArray");
            Debug.Log("IntArray return true");
        }

        if (PlayerPrefsElite.VerifyArray("StringArray"))
        {
            testStringArray = PlayerPrefsElite.GetStringArray("StringArray");
            Debug.Log("StringArray return true");
        }

        if (PlayerPrefsElite.VerifyArray("FloatArray"))
        {
            testFloatArray = PlayerPrefsElite.GetFloatArray("FloatArray");
            Debug.Log("FloatArray return true");
        }
    }
示例#2
0
    // Use this for initialization
    void Start()
    {
        // add an new item to the end of the myArrayList
        myArrayList.Add("sometext");

        // save it
        PlayerPrefsElite.SetStringArray("myArrayList", myArrayList);

        //now verify and read from PlayerPrefs
        if (PlayerPrefsElite.VerifyArray("myArrayList"))
        {
            // Assign the myArrayList from player preferences to myOtherArrayList
            ArrayList myOtherArrayList = new ArrayList(PlayerPrefsElite.GetStringArray("myArrayList"));

            // log
            Debug.Log("myArrayList return true, myOtherArrayList now contained " + myOtherArrayList.Count + " number of elements and retrieve \"" + myOtherArrayList[0] + "\" from myOtherArrayList[0]");
        }
    }