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- 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
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