local DataRelay = {} DataRelay._cacheTable = {} DataRelay.KEY_TYPE = { -- CACHE ["SOME_CACHE_KEY"] = "SOME_CACHE_KEY", ["ALIGN_AREA"] = "ALIGN_AREA", ["GAME_TYPE"] = "GAME_TYPE", -- Gaming -- ["PASS_WARING_TIME"] = "PASS_WARING_TIME", ["PLAYER_OUT_SCREEN_TIME"] = "PLAYER_OUT_SCREEN_TIME", ["PLAYER_JOIN_SCREEN_TIME"] = "PLAYER_JOIN_SCREEN_TIME", ["BREAK_OFF_TIME"] = "BREAK_OFF_TIME", ["PLAYER_UNDETECTED_TIME"] = "PLAYER_UNDETECTED_TIME", ["PLAYER_IN_SCREEN"] = "PLAYER_IN_SCREEN", ["BREAK_OFF"] = "BREAK_OFF", ["MAX_RIGHT_X"] = "MAX_RIGHT_X", ["MAX_LEFT_X"] = "MAX_LEFT_X", ["GAME_STATE"] = "GAME_STATE", ["GAME_CURRENT_LEVEL"] = "GAME_CURRENT_LEVEL", ["SUM_CREATE"] = "SUM_CREATE", ["SUM_TOUCH_ALL"] = "SUM_TOUCH_ALL", ["SUM_TOUCH_TRUE"] = "SUM_TOUCH_TRUE", ["MAX_COMBO"] = "MAX_COMBO", ["CURRENT_SCORE"] = "CURRENT_SCORE", ["COMBO"] = "COMBO", ["ERROR_TIME"] = "ERROR_TIME", ["GAMING_SELECT_ONE"] = "GAMING_SELECT_ONE", ["GAMING_SELECT_TWO"] = "GAMING_SELECT_TWO", ["GAMING_CURRENT_PAIRED"] = "GAMING_CURRENT_PAIRED", ["GAME_LEVEL_INFO"] = "GAME_LEVEL_INFO", ["MAX_LEVEL"] = "MAX_LEVEL", ["CREATE_OBJ_LIST"] = "CREATE_OBJ_LIST", -- END -- ["PERCENT_CORRECT"] = "PERCENT_CORRECT", ["FOCUS"] = "FOCUS", ["EXERISE"] = "EXERISE", ["REACTION"] = "REACTION", ["REACTION_LEVEL"] = "REACTION_LEVEL", ["EXERCISE_LEVEL"] = "EXERCISE_LEVEL", ["FOCUS_LEVEL"] = "FOCUS_LEVEL", -- SAVE ["SOME_SAVE_KEY"] = "SOME_SAVE_KEY", ["HIGH_SCORE"] = "HIGH_SCORE" } 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