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plugin-library/Assets/00.StaryEvo/Runtime/Tool/CustomPlayerPrefs.cs

279 lines
8.1 KiB
C#
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2026-01-07 18:20:13 +08:00
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace Stary.Evo
{
/// <summary>
/// 自定义EditorPrefs实现数据存储在项目根目录的EditorPrefs.ini文件中
/// </summary>
public static class CustomPlayerPrefs
{
private const string FileName = "PlayerPrefs.ini";
private static string FilePath => Path.Combine(Application.persistentDataPath, FileName);
// 缓存的数据
private static Dictionary<string, object> _dataCache;
private static bool _isDataLoaded;
/// <summary>
/// 设置字符串值
/// </summary>
/// <param name="key">键</param>
/// <param name="value">值</param>
public static void SetString(string key, string value)
{
LoadData();
_dataCache[key] = value;
SaveData();
}
/// <summary>
/// 获取字符串值
/// </summary>
/// <param name="key">键</param>
/// <param name="defaultValue">默认值</param>
/// <returns>值</returns>
public static string GetString(string key, string defaultValue = "")
{
LoadData();
_dataCache.TryGetValue(key, out var value);
return value is string ? (string)value : defaultValue;
}
/// <summary>
/// 设置整数值
/// </summary>
/// <param name="key">键</param>
/// <param name="value">值</param>
public static void SetInt(string key, int value)
{
LoadData();
_dataCache[key] = value;
SaveData();
}
/// <summary>
/// 获取整数值
/// </summary>
/// <param name="key">键</param>
/// <param name="defaultValue">默认值</param>
/// <returns>值</returns>
public static int GetInt(string key, int defaultValue = 0)
{
LoadData();
return _dataCache.TryGetValue(key, out var value) ? (int)value : defaultValue;
}
/// <summary>
/// 设置浮点数值
/// </summary>
/// <param name="key">键</param>
/// <param name="value">值</param>
public static void SetFloat(string key, float value)
{
LoadData();
_dataCache[key] = value;
SaveData();
}
/// <summary>
/// 获取浮点数值
/// </summary>
/// <param name="key">键</param>
/// <param name="defaultValue">默认值</param>
/// <returns>值</returns>
public static float GetFloat(string key, float defaultValue = 0.0f)
{
LoadData();
return _dataCache.TryGetValue(key, out var value) ? (float)value : defaultValue;
}
/// <summary>
/// 设置布尔值
/// </summary>
/// <param name="key">键</param>
/// <param name="value">值</param>
public static void SetBool(string key, bool value)
{
LoadData();
_dataCache[key] = value;
SaveData();
}
/// <summary>
/// 获取布尔值
/// </summary>
/// <param name="key">键</param>
/// <param name="defaultValue">默认值</param>
/// <returns>值</returns>
public static bool GetBool(string key, bool defaultValue = false)
{
LoadData();
return _dataCache.TryGetValue(key, out var value) ? (bool)value : defaultValue;
}
/// <summary>
/// 检查是否存在指定的键
/// </summary>
/// <param name="key">键</param>
/// <returns>是否存在</returns>
public static bool HasKey(string key)
{
LoadData();
return _dataCache.ContainsKey(key);
}
/// <summary>
/// 删除指定的键
/// </summary>
/// <param name="key">键</param>
public static void DeleteKey(string key)
{
LoadData();
if (_dataCache.Remove(key))
{
SaveData();
}
}
/// <summary>
/// 清除所有数据
/// </summary>
public static void DeleteAll()
{
_dataCache.Clear();
SaveData();
}
/// <summary>
/// 获取所有键
/// </summary>
/// <returns>键列表</returns>
public static string[] GetAllKeys()
{
LoadData();
return _dataCache.Keys.ToArray();
}
/// <summary>
/// 获取所有键值对
/// </summary>
/// <returns>键值对字典</returns>
public static Dictionary<string, object> GetAll()
{
LoadData();
return new Dictionary<string, object>(_dataCache);
}
/// <summary>
/// 从文件加载数据
/// </summary>
private static void LoadData()
{
if (_isDataLoaded && _dataCache != null)
return;
_dataCache = new Dictionary<string, object>();
if (!File.Exists(FilePath))
{
_isDataLoaded = true;
return;
}
try
{
var lines = File.ReadAllLines(FilePath);
foreach (var line in lines)
{
if (string.IsNullOrWhiteSpace(line) || line.StartsWith("#"))
continue;
var parts = line.Split(new[] { '=' }, 2);
if (parts.Length != 2)
continue;
var key = parts[0].Trim();
var valueStr = parts[1].Trim();
// 尝试解析不同类型的值
if (bool.TryParse(valueStr, out var boolValue))
{
_dataCache[key] = boolValue;
}
else if (int.TryParse(valueStr, out var intValue))
{
_dataCache[key] = intValue;
}
else if (float.TryParse(valueStr, out var floatValue))
{
_dataCache[key] = floatValue;
}
else
{
// 字符串类型
_dataCache[key] = valueStr;
}
}
}
catch (Exception e)
{
Debug.LogError($"加载CustomPlayerPrefs数据失败: {e.Message}");
_dataCache = new Dictionary<string, object>();
}
_isDataLoaded = true;
}
/// <summary>
/// 保存数据到文件
/// </summary>
private static void SaveData()
{
if (_dataCache == null)
return;
try
{
var lines = new List<string>
{
"# Custom Player Prefs Data",
$"# Last Modified: {DateTime.Now}",
""
};
foreach (var kvp in _dataCache)
{
var valueStr = kvp.Value.ToString();
lines.Add($"{kvp.Key}={valueStr}");
}
// 确保目录存在
var directory = Path.GetDirectoryName(FilePath);
if (!string.IsNullOrEmpty(directory) && !Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
}
File.WriteAllLines(FilePath, lines);
}
catch (Exception e)
{
Debug.LogError($"保存CustomPlayerPrefs数据失败: {e.Message}");
}
}
/// <summary>
/// 手动刷新数据(重新从文件加载)
/// </summary>
public static void Refresh()
{
_isDataLoaded = false;
LoadData();
}
}
}