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