在我的游戏中,有一个获利计数,该获利计数由我的money脚本ex中的addMoney变量控制。 profitcount = addMoney,无论如何,当我添加有关我的addMoney变量的玩家偏好设置时,它默认将ProfitCount设置为0时(实际上应为1),非常感谢,因为这是我的第一场比赛,这很容易是一件小事我被误解或忽视了。
moneyCount
public class moneyCount : MonoBehaviour
{
float timeTillAdd = 1;
public int addMoney = 1;
public int money;
public Text txt;
// Start is called before the first frame update
void Start()
{
money = PlayerPrefs.GetInt("Money");
addMoney = PlayerPrefs.GetInt("addmoney");
}
// Update is called once per frame
void Update()
{
PlayerPrefs.SetInt("addmoney", addMoney);
if (Time.time >= timeTillAdd)
{
money += addMoney;
timeTillAdd++;
}
txt.text = money.ToString();
PlayerPrefs.SetInt("Money", money);
}
}
利润计数
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class profitCount : MonoBehaviour
{
public int profitAmount;
public GameObject moneyManagerObj;
moneyCount mc;
public Text txt;
// Start is called before the first frame update
void Start()
{
mc = moneyManagerObj.GetComponent<moneyCount>();
// profitAmount = PlayerPrefs.GetInt("profitamount");
}
// Update is called once per frame
void Update()
{
profitAmount = mc.addMoney;
txt.text = profitAmount.ToString();
// PlayerPrefs.SetInt("profitamount", profitAmount);
}
}
shopManager
public class ShopManager : MonoBehaviour
{
public int item1_cost = 50;
public int item1_upgrade = 5;
public int item1_tier = 1;
public int item2_cost = 50;
public int item2_upgrade = 5;
public GameObject moneyManagerObj;
moneyCount mc;
public Text txt;
public Text item1;
public Text item1_text;
// Start is called before the first frame update
void Start()
{
mc = moneyManagerObj.GetComponent<moneyCount>();
item1_cost = PlayerPrefs.GetInt("Item1_cost");
//item1_upgrade = PlayerPrefs.GetInt("Item1_upgrade");
item1_tier = PlayerPrefs.GetInt("Item1_tier");
}
// Update is called once per frame
void Update()
{
item1.text = item1_tier.ToString();
PlayerPrefs.SetInt("Item1_cost", item1_cost);
// PlayerPrefs.SetInt("Item1_upgrade", item1_upgrade);
PlayerPrefs.SetInt("Item1_tier", item1_tier);
if (item1_tier > 0)
{
item1_text.text = ("Upgrade");
}
}
public void on_click()
{
{
if (mc.money >= item1_cost)
{
mc.money -= item1_cost;
mc.addMoney += item1_upgrade;
item1_tier += 1;
item1.text = item1_tier.ToString();
item1_cost += 50 * item1_tier;
}
}
}
}
答案 0 :(得分:2)
请勿使用PlayerPrefs
存储保存数据。这不是为了那个。它用于保存播放器的首选项,例如音量,全屏模式或输入类型。 PlayerPrefs
使用的文件是纯文本,并且不支持复杂的数据类型。
如果不存在保存数据,则读出的值为零(至少从PlayerPrefs中读出)。您需要考虑这一点,而目前还没有。当您使用其他保存方法时,您会遇到其他错误,例如空指针或找不到文件。您必须确定保存是否存在,并且只有存在时,您才应该从中读取。
答案 1 :(得分:0)
好的,因此您在初始化期间为addMoney
分配了默认值,即public int addMoney = 1;
但随后你开始你又赋予它已尚未保存的值addMoney = PlayerPrefs.GetInt("addmoney");
如果您要创建记录,请执行以下操作PlayerPrefs.SetInt("addmoney",addmoney);