local DataRelay = {} DataRelay._cacheTable = {} DataRelay.KEY_TYPE = { -- CACHE ["SOME_CACHE_KEY"] = "SOME_CACHE_KEY", -- 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