DataRelay.lua.txt 3.2 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. ["ALIGN_AREA"] = "ALIGN_AREA",
  7. ["GAME_TYPE"] = "GAME_TYPE",
  8. -- Gaming --
  9. ["PASS_WARING_TIME"] = "PASS_WARING_TIME",
  10. ["PLAYER_OUT_SCREEN_TIME"] = "PLAYER_OUT_SCREEN_TIME",
  11. ["PLAYER_JOIN_SCREEN_TIME"] = "PLAYER_JOIN_SCREEN_TIME",
  12. ["BREAK_OFF_TIME"] = "BREAK_OFF_TIME",
  13. ["PLAYER_UNDETECTED_TIME"] = "PLAYER_UNDETECTED_TIME",
  14. ["PLAYER_IN_SCREEN"] = "PLAYER_IN_SCREEN",
  15. ["BREAK_OFF"] = "BREAK_OFF",
  16. ["MAX_RIGHT_X"] = "MAX_RIGHT_X",
  17. ["MAX_LEFT_X"] = "MAX_LEFT_X",
  18. ["GAME_STATE"] = "GAME_STATE",
  19. ["GAME_CURRENT_LEVEL"] = "GAME_CURRENT_LEVEL",
  20. ["SUM_CREATE"] = "SUM_CREATE",
  21. ["SUM_TOUCH_ALL"] = "SUM_TOUCH_ALL",
  22. ["SUM_TOUCH_TRUE"] = "SUM_TOUCH_TRUE",
  23. ["MAX_COMBO"] = "MAX_COMBO",
  24. ["CURRENT_SCORE"] = "CURRENT_SCORE",
  25. ["COMBO"] = "COMBO",
  26. ["ERROR_TIME"] = "ERROR_TIME",
  27. ["GAMING_SELECT_ONE"] = "GAMING_SELECT_ONE",
  28. ["GAMING_SELECT_TWO"] = "GAMING_SELECT_TWO",
  29. ["GAMING_CURRENT_PAIRED"] = "GAMING_CURRENT_PAIRED",
  30. ["GAME_LEVEL_INFO"] = "GAME_LEVEL_INFO",
  31. ["MAX_LEVEL"] = "MAX_LEVEL",
  32. ["CREATE_OBJ_LIST"] = "CREATE_OBJ_LIST",
  33. -- END --
  34. ["PERCENT_CORRECT"] = "PERCENT_CORRECT",
  35. ["FOCUS"] = "FOCUS",
  36. ["EXERISE"] = "EXERISE",
  37. ["REACTION"] = "REACTION",
  38. ["REACTION_LEVEL"] = "REACTION_LEVEL",
  39. ["EXERCISE_LEVEL"] = "EXERCISE_LEVEL",
  40. ["FOCUS_LEVEL"] = "FOCUS_LEVEL",
  41. -- SAVE
  42. ["SOME_SAVE_KEY"] = "SOME_SAVE_KEY",
  43. ["HIGH_SCORE"] = "HIGH_SCORE"
  44. }
  45. function DataRelay:SetCache(key, value)
  46. self._cacheTable[key] = value
  47. end
  48. function DataRelay:GetCache(key, defaultValue)
  49. local result = self._cacheTable[key]
  50. if nil == result then return defaultValue end
  51. return result
  52. end
  53. function DataRelay:SaveString(key, value)
  54. CS.UnityEngine.PlayerPrefs.SetString(key, value)
  55. end
  56. function DataRelay:LoadString(key, defaultValue)
  57. local result = CS.UnityEngine.PlayerPrefs.GetString(key, defaultValue)
  58. return result
  59. end
  60. function DataRelay:SetInt(key, value)
  61. CS.UnityEngine.PlayerPrefs.SetInt(key, value)
  62. end
  63. function DataRelay:GetInt(key, defaultValue)
  64. local result = CS.UnityEngine.PlayerPrefs.GetInt(key, defaultValue)
  65. return result
  66. end
  67. function DataRelay:SetFloat(key, value)
  68. CS.UnityEngine.PlayerPrefs.SetFloat(key, value)
  69. end
  70. function DataRelay:GetFloat(key, defaultValue)
  71. local result = CS.UnityEngine.PlayerPrefs.GetFloat(key, defaultValue)
  72. return result
  73. end
  74. return DataRelay