DataRelay.lua.txt 1.2 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. -- SAVE
  7. ["SOME_SAVE_KEY"] = "SOME_SAVE_KEY",
  8. }
  9. function DataRelay:SetCache(key, value)
  10. self._cacheTable[key] = value
  11. end
  12. function DataRelay:GetCache(key, defaultValue)
  13. local result = self._cacheTable[key]
  14. if nil == result then return defaultValue end
  15. return result
  16. end
  17. function DataRelay:SaveString(key, value)
  18. CS.UnityEngine.PlayerPrefs.SetString(key, value)
  19. end
  20. function DataRelay:LoadString(key, defaultValue)
  21. local result = CS.UnityEngine.PlayerPrefs.GetString(key, defaultValue)
  22. return result
  23. end
  24. function DataRelay:SetInt(key, value)
  25. CS.UnityEngine.PlayerPrefs.SetInt(key, value)
  26. end
  27. function DataRelay:GetInt(key, defaultValue)
  28. local result = CS.UnityEngine.PlayerPrefs.GetInt(key, defaultValue)
  29. return result
  30. end
  31. function DataRelay:SetFloat(key, value)
  32. CS.UnityEngine.PlayerPrefs.SetFloat(key, value)
  33. end
  34. function DataRelay:GetFloat(key, defaultValue)
  35. local result = CS.UnityEngine.PlayerPrefs.GetFloat(key, defaultValue)
  36. return result
  37. end
  38. return DataRelay