Created
April 5, 2025 18:44
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PlayerPrefs Save&Load
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using UnityEngine; | |
public static class SaveLoad | |
{ | |
public static void SaveInt(string key, int value) => PlayerPrefs.SetInt(key, value); | |
public static void SaveFloat(string key, float value) => PlayerPrefs.SetFloat(key, value); | |
public static void SaveString(string key, string value) => PlayerPrefs.SetString(key, value); | |
public static int LoadInt(string key, int defaultValue = 0) => PlayerPrefs.GetInt(key, defaultValue); | |
public static float LoadFloat(string key, float defaultValue = 0f) => PlayerPrefs.GetFloat(key, defaultValue); | |
public static string LoadString(string key, string defaultValue = "") => PlayerPrefs.GetString(key, defaultValue); | |
public static bool HasKey(string key) => PlayerPrefs.HasKey(key); // Truee if the key exists | |
public static void DeleteKey(string key) => PlayerPrefs.DeleteKey(key); // Deletes the key | |
public static void DeleteAll() => PlayerPrefs.DeleteAll(); // Deletes all keys | |
public static void Save() => PlayerPrefs.Save(); // Saves all changes to PlayerPrefs | |
public static void SaveLocation(Transform t) | |
{ | |
SaveFloat("PlayerPosX", t.position.x); | |
SaveFloat("PlayerPosY", t.position.y); | |
SaveFloat("PlayerPosZ", t.position.z); | |
SaveFloat("PlayerRotX", t.eulerAngles.x); | |
SaveFloat("PlayerRotY", t.eulerAngles.y); | |
SaveFloat("PlayerRotZ", t.eulerAngles.z); | |
Save(); | |
} | |
public static void LoadLocation(out Vector3 pos, out Vector3 rot) | |
{ | |
Vector3 _pos = new Vector3(LoadFloat("PlayerPosX"), LoadFloat("PlayerPosY"), LoadFloat("PlayerPosZ")); | |
Vector3 _rot = new Vector3(LoadFloat("PlayerRotX"), LoadFloat("PlayerRotY"), LoadFloat("PlayerRotZ")); | |
pos = _pos; | |
rot = _rot; | |
} | |
} |
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