using UnityEngine; namespace FlowerPower { public static class PlayerPrefsKit { public static void WriteInt(string key, int data) { PlayerPrefs.SetInt(key, data); } public static void WriteBool(string key, bool data) { PlayerPrefs.SetInt(key, data ? PrefsConst.IntTrue : PrefsConst.IntFalse); } public static void WriteString(string key, string data) { PlayerPrefs.SetString(key, data); } public static void WriteObject(string key, object data) { string dataStr = SerializeUtil.ToJson(data); PlayerPrefs.SetString(key, dataStr); } public static bool ReadBool(string key, bool defalutValue = PrefsConst.BoolDefault) { if (!HasKey(key)) { return defalutValue; } bool data = PlayerPrefs.GetInt(key) == PrefsConst.IntTrue ? true : false; return data; } public static string ReadString(string key) { string data = PlayerPrefs.GetString(key, string.Empty); return data; } public static bool HasKey(string key) { return PlayerPrefs.HasKey(key); } } }