public void OldUsage2() { /* Its possible to stay closer to the original Unity syntax by using PlayerPrefsV2 where you typically * would write PlayerPrefs but this will couple the code to Unity. Typically Preferences.instance is * the recommended way to interact with persisted preferences. Below are some examples if you want to * stick to PlayerPrefsV2 anyways: */ // PlayerPrefsV2.SetBool and PlayerPrefsV2.GetBool example: bool myBool = true; PlayerPrefsV2.SetBool("myBool", myBool); Assert.AreEqual(myBool, PlayerPrefsV2.GetBool("myBool", defaultValue: false)); // PlayerPrefsV2.SetStringEncrypted and PlayerPrefsV2.GetStringDecrypted example: PlayerPrefsV2.SetStringEncrypted("mySecureString", "some text to encrypt", password: "******"); var decryptedAgain = PlayerPrefsV2.GetStringDecrypted("mySecureString", null, password: "******"); Assert.AreEqual("some text to encrypt", decryptedAgain); // PlayerPrefsV2.SetObject and PlayerPrefsV2.GetObject example (uses JSON internally): MyClass1 myObjectToSave = new MyClass1() { myString = "Im a string", myInt = 123 }; PlayerPrefsV2.SetObject("myObject1", myObjectToSave); MyClass1 objLoadedAgain = PlayerPrefsV2.GetObject <MyClass1>("myObject1", defaultValue: null); Assert.AreEqual(myObjectToSave.myInt, objLoadedAgain.myInt); }
public void ExampleUsage() { // PlayerPrefsV2.SetBool and PlayerPrefsV2.GetBool example: bool myBool = true; PlayerPrefsV2.SetBool("myBool", myBool); Assert.AreEqual(myBool, PlayerPrefsV2.GetBool("myBool", defaultValue: false)); // PlayerPrefsV2.SetStringEncrypted and PlayerPrefsV2.GetStringDecrypted example: PlayerPrefsV2.SetStringEncrypted("mySecureString", "some text to encrypt", password: "******"); var decryptedAgain = PlayerPrefsV2.GetStringDecrypted("mySecureString", null, password: "******"); Assert.AreEqual("some text to encrypt", decryptedAgain); // PlayerPrefsV2.SetObject and PlayerPrefsV2.GetObject example (uses JSON internally): MyClass1 myObjectToSave = new MyClass1() { myString = "Im a string", myInt = 123 }; PlayerPrefsV2.SetObject("myObject1", myObjectToSave); MyClass1 objLoadedAgain = PlayerPrefsV2.GetObject <MyClass1>("myObject1", defaultValue: null); Assert.AreEqual(myObjectToSave.myInt, objLoadedAgain.myInt); }
public void TestGetAndSetBool() { var key = "b1"; Assert.IsFalse(PlayerPrefsV2.GetBool(key, false)); PlayerPrefsV2.SetBool(key, true); Assert.IsTrue(PlayerPrefsV2.GetBool(key, false)); PlayerPrefsV2.DeleteKey(key); }
void Start() { links = gameObject.GetLinkMap(); toggle1().isOn = PlayerPrefsV2.GetBool(TOGGLE1, false); toggle2().isOn = PlayerPrefsV2.GetBool(TOGGLE2, false); toggle3().isOn = PlayerPrefsV2.GetBool(TOGGLE3, false); links.Get <Button>("SaveButton").SetOnClickAction(delegate { PlayerPrefsV2.SetBool(TOGGLE1, toggle1().isOn); PlayerPrefsV2.SetBool(TOGGLE2, toggle2().isOn); PlayerPrefsV2.SetBool(TOGGLE3, toggle3().isOn); gameObject.GetViewStack().SwitchBackToLastView(gameObject); }); }