DataRelay.lua.txt 1.5 KB

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  1. local DataRelay = {}
  2. DataRelay._cacheTable = {}
  3. DataRelay.KEY_TYPE = {
  4. -- CACHE
  5. ["SOME_CACHE_KEY"] = "SOME_CACHE_KEY",
  6. -- COMMON_UTILS MENU
  7. ["MENU_SHOW_ITEM_COUNT"] = "MENU_SHOW_ITEM_COUNT",
  8. ["MENU_SCROLL"] = "MENU_SCROLL",
  9. -- COMMON_UTILS_PAGE
  10. ["PAGE_INFO"] = "PAGE_INFO",
  11. ["PAGE_POSTER_TAG_INFO"] = "PAGE_POSTER_TAG_INFO",
  12. -- SAVE
  13. ["SOME_SAVE_KEY"] = "SOME_SAVE_KEY",
  14. }
  15. function DataRelay:SetCache(key, value)
  16. self._cacheTable[key] = value
  17. end
  18. function DataRelay:GetCache(key, defaultValue)
  19. local result = self._cacheTable[key]
  20. if nil == result then return defaultValue end
  21. return result
  22. end
  23. function DataRelay:SaveString(key, value)
  24. CS.UnityEngine.PlayerPrefs.SetString(key, value)
  25. end
  26. function DataRelay:LoadString(key, defaultValue)
  27. local result = CS.UnityEngine.PlayerPrefs.GetString(key, defaultValue)
  28. return result
  29. end
  30. function DataRelay:SetInt(key, value)
  31. CS.UnityEngine.PlayerPrefs.SetInt(key, value)
  32. end
  33. function DataRelay:GetInt(key, defaultValue)
  34. local result = CS.UnityEngine.PlayerPrefs.GetInt(key, defaultValue)
  35. return result
  36. end
  37. function DataRelay:SetFloat(key, value)
  38. CS.UnityEngine.PlayerPrefs.SetFloat(key, value)
  39. end
  40. function DataRelay:GetFloat(key, defaultValue)
  41. local result = CS.UnityEngine.PlayerPrefs.GetFloat(key, defaultValue)
  42. return result
  43. end
  44. return DataRelay