#if UNITY_WEBGL using WeChatWASM; #endif public static class XData { //存储 public static void DeleteAll() { #if UNITY_WEBGL if (GlobalData.bWX) WX.StorageDeleteAllSync(); else PlayerPrefs.DeleteAll(); #endif UnityEngine.PlayerPrefs.DeleteAll(); } public static void DeleteKey(string key) { #if UNITY_WEBGL if (GlobalData.bWX) WX.StorageDeleteKeySync(key); else PlayerPrefs.DeleteKey(key); #endif UnityEngine.PlayerPrefs.DeleteKey(key); } public static float GetFloat(string key, float defaultValue = 0) { #if UNITY_WEBGL if (GlobalData.bWX) return WX.StorageGetFloatSync(key, defaultValue); else PlayerPrefs.GetFloat(key, defaultValue); #endif return UnityEngine.PlayerPrefs.GetFloat(key, defaultValue); } public static int GetInt(string key, int defaultValue = 0) { #if UNITY_WEBGL if (GlobalData.bWX) return WX.StorageGetIntSync(key, defaultValue); else return PlayerPrefs.GetInt(key, defaultValue); #endif return UnityEngine.PlayerPrefs.GetInt(key, defaultValue); } public static string GetString(string key, string defaultValue = "") { #if UNITY_WEBGL if (GlobalData.bWX) return WX.StorageGetStringSync(key, defaultValue); else return PlayerPrefs.GetString(key, defaultValue); #endif return UnityEngine.PlayerPrefs.GetString(key, defaultValue); } public static bool HasKey(string key) { #if UNITY_WEBGL if (GlobalData.bWX) return WX.StorageHasKeySync(key); else return PlayerPrefs.HasKey(key); #endif return UnityEngine.PlayerPrefs.HasKey(key); } public static void Save() { if (!GlobalData.bWX) UnityEngine.PlayerPrefs.Save(); //微信不需要 } public static void SetFloat(string key, float value) { #if UNITY_WEBGL if (GlobalData.bWX) WX.StorageSetFloatSync(key,value); else PlayerPrefs.SetFloat(key, value); #endif UnityEngine.PlayerPrefs.SetFloat(key, value); } public static void SetInt(string key, int value) { #if UNITY_WEBGL if (GlobalData.bWX) WX.StorageSetIntSync(key, value); else PlayerPrefs.SetInt(key, value); #endif UnityEngine.PlayerPrefs.SetInt(key, value); } public static void SetString(string key, string value) { #if UNITY_WEBGL if (GlobalData.bWX) WX.StorageSetStringSync(key, value); else PlayerPrefs.SetString(key, value); #endif UnityEngine.PlayerPrefs.SetString(key, value); } }