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- local DataRelay = {}
- DataRelay._cacheTable = {}
- DataRelay.KEY_TYPE = {
- -- CACHE
- ["SOME_CACHE_KEY"] = "SOME_CACHE_KEY",
- ["HEART_BEAT"] = "HEART_BEAT",
- -- ScreenContent
- ["CURRENT_SCREEN_CONTENT_INFO"] = "CURRENT_SCREEN_CONTENT_INFO",
- -- SAVE
- ["SOME_SAVE_KEY"] = "SOME_SAVE_KEY",
- }
- function DataRelay:SetCache(key, value)
- self._cacheTable[key] = value
- end
- function DataRelay:GetCache(key, defaultValue)
- local result = self._cacheTable[key]
- if nil == result then return defaultValue end
- return result
- end
- function DataRelay:SaveString(key, value)
- CS.UnityEngine.PlayerPrefs.SetString(key, value)
- end
- function DataRelay:LoadString(key, defaultValue)
- local result = CS.UnityEngine.PlayerPrefs.GetString(key, defaultValue)
- return result
- end
- function DataRelay:SetInt(key, value)
- CS.UnityEngine.PlayerPrefs.SetInt(key, value)
- end
- function DataRelay:GetInt(key, defaultValue)
- local result = CS.UnityEngine.PlayerPrefs.GetInt(key, defaultValue)
- return result
- end
- function DataRelay:SetFloat(key, value)
- CS.UnityEngine.PlayerPrefs.SetFloat(key, value)
- end
- function DataRelay:GetFloat(key, defaultValue)
- local result = CS.UnityEngine.PlayerPrefs.GetFloat(key, defaultValue)
- return result
- end
- return DataRelay
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