我正在使用Google Play服务云存储。我找到了一个有关如何保存的教程,但有一个类似高分的问题。我想保存多个playerpref,例如,我有3个能力,并且每个能力都保存在一个playerpref中,所以我想将它们保存到云中,我有黄金可以购买这些能力,因此您可以使用IAP购买黄金我也想在云中保存黄金,但是我不知道如何保存多个Playerprefs。您可以帮我吗。
我的playerprefs是这样的
PlayerPrefs.SetInt(“ Revive”,revive);
PlayerPrefs.SetInt(“ SlowTime”,slowTime);
PlayerPrefs.SetInt(“ Immortal”,不朽);
购买IAP后,我将更改并保存黄金
PlayerPrefs.SetInt(“ Gold”,PlayerPrefs.GetInt(“ Gold”)+ 250);
这是Cloud Save脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using GooglePlayGames;
using UnityEngine.SocialPlatforms;
using GooglePlayGames.BasicApi;
using GooglePlayGames.BasicApi.SavedGame;
using System.Text;
using System;
public class PlayGamesController : MonoBehaviour
{
public static PlayGamesController Instance { set; get; }
const string Save_Name = "Save";
bool isSaving;
bool isCloudDataLoaded = false;
private void Start()
{
if (Instance == null)
{
DontDestroyOnLoad(gameObject);
Instance = this;
}
else
{
Destroy(gameObject);
}
if (!PlayerPrefs.HasKey(Save_Name))
PlayerPrefs.SetString(Save_Name, "0");
if (!PlayerPrefs.HasKey("IsFirstTime"))
PlayerPrefs.SetInt("IsFirstTime", 1);
LoadLocal();
PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder().EnableSavedGames().Build();
PlayGamesPlatform.InitializeInstance(config);
PlayGamesPlatform.Activate();
SignIn();
}
private void SignIn()
{
Social.localUser.Authenticate((success) => {
LoadData();
});
}
public void AddScoreToLeaderboard(string leaderboardId, long score)
{
Social.ReportScore(score, leaderboardId, (bool success) => { });
}
public void OnAchievementClick()
{
if (Social.localUser.authenticated)
{
Social.ShowAchievementsUI();
}
if (!Social.localUser.authenticated)
{
SignIn();
}
}
public void OnLeaderboardClick()
{
if (Social.localUser.authenticated)
{
Social.ShowLeaderboardUI();
}
if (!Social.localUser.authenticated)
{
SignIn();
}
}
#region Saved Games
string GameDataToString()
{
return CloudVariables.highScore.ToString();
}
void StringToGameData(string cloudData, string localData)
{
if(PlayerPrefs.GetInt("IsFirstTime") == 1)
{
PlayerPrefs.SetInt("IsFirstTime", 0);
if (int.Parse(cloudData) > int.Parse(localData))
{
PlayerPrefs.SetString(Save_Name, cloudData);
}
}
else
{
if(int.Parse(localData) > int.Parse(cloudData))
{
CloudVariables.highScore = int.Parse(localData);
AddScoreToLeaderboard(GPGSIds.leaderboard_high_score, CloudVariables.highScore);
isCloudDataLoaded = true;
SaveData();
return;
}
}
CloudVariables.highScore = int.Parse(cloudData);
isCloudDataLoaded = true;
}
void StringToGameData(string localData)
{
CloudVariables.highScore = int.Parse(localData);
}
public void LoadData()
{
if (Social.localUser.authenticated)
{
isSaving = false;
((PlayGamesPlatform)Social.Active).SavedGame.OpenWithManualConflictResolution(Save_Name, DataSource.ReadCacheOrNetwork, true, ResolveConflict, OnSavedGameOpened);
}
else
{
LoadLocal();
}
}
private void LoadLocal()
{
StringToGameData(PlayerPrefs.GetString(Save_Name));
}
public void SaveData()
{
if (!isCloudDataLoaded)
{
SaveLocal();
return;
}
if (Social.localUser.authenticated)
{
isSaving = true;
((PlayGamesPlatform)Social.Active).SavedGame.OpenWithManualConflictResolution(Save_Name, DataSource.ReadCacheOrNetwork, true, ResolveConflict, OnSavedGameOpened);
}
else
{
SaveLocal();
}
}
private void SaveLocal()
{
PlayerPrefs.SetString(Save_Name, GameDataToString());
}
private void ResolveConflict(IConflictResolver resolver, ISavedGameMetadata original, byte[] originalData, ISavedGameMetadata unmerged, byte[] unmergedData)
{
if (originalData == null)
resolver.ChooseMetadata(unmerged);
else if (unmergedData == null)
resolver.ChooseMetadata(original);
else
{
string originalStr = Encoding.ASCII.GetString(originalData);
string unmergedStr = Encoding.ASCII.GetString(unmergedData);
int originalNum = int.Parse(originalStr);
int unmergedNum = int.Parse(unmergedStr);
if(originalNum > unmergedNum)
{
resolver.ChooseMetadata(original);
return;
}
else if (unmergedNum > originalNum)
{
resolver.ChooseMetadata(unmerged);
return;
}
resolver.ChooseMetadata(original);
}
}
private void OnSavedGameOpened(SavedGameRequestStatus status, ISavedGameMetadata game)
{
if(status == SavedGameRequestStatus.Success)
{
if (!isSaving)
LoadGame(game);
else
SaveGame(game);
}
else
{
if (!isSaving)
LoadLocal();
else
SaveLocal();
}
}
private void LoadGame(ISavedGameMetadata game)
{
((PlayGamesPlatform)Social.Active).SavedGame.ReadBinaryData(game, OnSavedGameDataRead);
}
private void SaveGame(ISavedGameMetadata game)
{
string stringToSave = GameDataToString();
PlayerPrefs.SetString(Save_Name, stringToSave);
byte[] dataToSave = Encoding.ASCII.GetBytes(stringToSave);
SavedGameMetadataUpdate update = new SavedGameMetadataUpdate.Builder().Build();
((PlayGamesPlatform)Social.Active).SavedGame.CommitUpdate(game, update, dataToSave, OnSavedGameDataWritten);
}
private void OnSavedGameDataRead(SavedGameRequestStatus status, byte[] savedData)
{
if(status == SavedGameRequestStatus.Success)
{
string cloudDataString;
if (savedData.Length == 0)
cloudDataString = "0";
else
cloudDataString = Encoding.ASCII.GetString(savedData);
string localDataString = PlayerPrefs.GetString(Save_Name);
StringToGameData(cloudDataString, localDataString);
}
}
private void OnSavedGameDataWritten(SavedGameRequestStatus status, ISavedGameMetadata game)
{
}
#endregion /Saved Games
}