DataRelay.lua.txt 1.3 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. ["HEART_BEAT"] = "HEART_BEAT",
  7. -- ScreenContent
  8. ["CURRENT_SCREEN_CONTENT_INFO"] = "CURRENT_SCREEN_CONTENT_INFO",
  9. -- SAVE
  10. ["SOME_SAVE_KEY"] = "SOME_SAVE_KEY",
  11. }
  12. function DataRelay:SetCache(key, value)
  13. self._cacheTable[key] = value
  14. end
  15. function DataRelay:GetCache(key, defaultValue)
  16. local result = self._cacheTable[key]
  17. if nil == result then return defaultValue end
  18. return result
  19. end
  20. function DataRelay:SaveString(key, value)
  21. CS.UnityEngine.PlayerPrefs.SetString(key, value)
  22. end
  23. function DataRelay:LoadString(key, defaultValue)
  24. local result = CS.UnityEngine.PlayerPrefs.GetString(key, defaultValue)
  25. return result
  26. end
  27. function DataRelay:SetInt(key, value)
  28. CS.UnityEngine.PlayerPrefs.SetInt(key, value)
  29. end
  30. function DataRelay:GetInt(key, defaultValue)
  31. local result = CS.UnityEngine.PlayerPrefs.GetInt(key, defaultValue)
  32. return result
  33. end
  34. function DataRelay:SetFloat(key, value)
  35. CS.UnityEngine.PlayerPrefs.SetFloat(key, value)
  36. end
  37. function DataRelay:GetFloat(key, defaultValue)
  38. local result = CS.UnityEngine.PlayerPrefs.GetFloat(key, defaultValue)
  39. return result
  40. end
  41. return DataRelay