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PlayerPrefsEx.cs
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PlayerPrefsEx.cs
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using UnityEngine;
namespace ExUnity
{
public class PlayerPrefsEx
{
#region Set Bool
/// <summary>
/// Sets the value of the preference identified by key.
/// </summary>
/// <param name="key">key</param>
/// <param name="value">value</param>
public static void SetBool(string key, bool value)
=> PlayerPrefs.SetInt(key, value ? 1 : 0);
#endregion
#region Get Bool
/// <summary>
/// Returns the value corresponding to key in the preference file if it exists.
/// </summary>
/// <param name="key">key</param>
public static bool GetBool(string key)
=> PlayerPrefs.GetInt(key) == 1;
/// <summary>
/// Returns the value corresponding to key in the preference file if it exists.
/// </summary>
/// <param name="key">key</param>
/// <param name="defaultValue">Default value, when key doesn't exists.</param>
public static bool GetBool(string key, bool defaultValue)
=> PlayerPrefs.GetInt(key, defaultValue ? 1 : 0) == 1;
#endregion
#region Set Long
/// <summary>
/// Sets the value of the preference identified by key.
/// </summary>
/// <param name="key">key</param>
/// <param name="value">value</param>
public static void SetLong(string key, long value)
{
int lowBits;
int highBits;
SplitLong(value, out lowBits, out highBits);
PlayerPrefs.SetInt(key + "_LowBits", lowBits);
PlayerPrefs.SetInt(key + "_HighBits", highBits);
}
#endregion
#region Get Long
/// <summary>
/// Returns the value corresponding to key in the preference file if it exists.
/// </summary>
/// <param name="key">key</param>
public static long GetLong(string key)
{
int lowBits = PlayerPrefs.GetInt(key + "_LowBits");
int highBits = PlayerPrefs.GetInt(key + "_HighBits");
// Unsigned, to prevent loss of sign bit.
ulong ret = (uint) highBits;
ret = ret << 32;
return (long) (ret | (uint) lowBits);
}
/// <summary>
/// Returns the value corresponding to key in the preference file if it exists.
/// </summary>
/// <param name="key">key</param>
/// <param name="defaultValue">Default value, when key doesn't exists.</param>
public static long GetLong(string key, long defaultValue)
{
int lowBits;
int highBits;
SplitLong(defaultValue, out lowBits, out highBits);
lowBits = PlayerPrefs.GetInt(key + "_LowBits", lowBits);
highBits = PlayerPrefs.GetInt(key + "_HighBits", highBits);
// Unsigned, to prevent loss of sign bit.
ulong ret = (uint) highBits;
ret = ret << 32;
return (long) (ret | (uint) lowBits);
}
#endregion
#region Split Long
/// <summary>
/// Splits long to 2 integers.
/// </summary>
/// <param name="input">Long to split</param>
/// <param name="lowBits">First integer</param>
/// <param name="highBits">Second integer</param>
private static void SplitLong(long input, out int lowBits, out int highBits)
{
// Unsigned everything, to prevent loss of sign bit.
lowBits = (int) (uint) (ulong) input;
highBits = (int) (uint) (input >> 32);
}
#endregion
}
}