Unity PlayerPrefs 之 数据判断有无、删除清空
1、PlayerPrefs:
Stores and accesses player preferences between game sessions.
2、PlayerPrefs.HasKey:
1)函数形式:
public static bool HasKey(string key);
2)Description
Returns true if key exists in the preferences.
3、PlayerPrefs.DeleteKey
1)函数形式:
public static void DeleteKey(string key);
2)Description
Removes key and its corresponding value from the preferences.
4、PlayerPrefs.DeleteAll
1)函数形式:
public static void DeleteAll();
2)Description
Removes all keys and values from the preferences. Use with caution.
Call this function in a script to delete all current settings in the PlayerPrefs. Any values or keys have previously been set up are then reset. Be careful when using this.
1、打开Unity,新建一个空工程,然后Unity界面如下图
2、在工程中新建一个脚本,脚本可以命名为“PlayerprefsTest”,具体如下图
3、选中“PlayerprefsTest”脚本,双击脚本或者右键“Open C# Project”,具体如下图
4、在打开的“DictionaryTest”脚本上进行代码编辑,首先设置存储变量,然后赋值变量,并进行保存,接着删除指定的“_AGE”,使用HasKey()判断有无,最后删除整个数据,在判断数据有无,具体代码及代码说明如下图
5、脚本具体代码如下:
using UnityEngine;
public class PlayerprefsTest : MonoBehaviour {
private string set_NAME ;
private int set_AGE ;
private void Start()
{
set_NAME = "Andy";
set_AGE = 16;
PlayerPrefs.SetString("_NAME", set_NAME);
PlayerPrefs.SetInt("_AGE", set_AGE);
print("_NAME 值为 :" + PlayerPrefs.GetString("_NAME"));
print("_AGE 值为 :" + PlayerPrefs.GetInt("_AGE"));
PlayerPrefs.DeleteKey("_AGE");
print("_AGE 是否存在 : " + PlayerPrefs.HasKey("_AGE"));
PlayerPrefs.DeleteAll();
print("_NAME 是否存在 : " + PlayerPrefs.HasKey("_NAME"));
}
}
6、脚本编译正确后,回到Unity界面,在场景中新建一个“GameObject”,然后把脚本“PlayerprefsTest ”赋给“GameObject”,具体如下图
7、运行场景,即可看到控制台Console上的打印结果与预期一致,具体如下图
8、到此,《Unity PlayerPrefs 之 数据判断有无、删除清空》讲解结束,谢谢