using Newtonsoft.Json; using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; /// /// 端口线条信息 /// [Serializable] public class LineInfor : MonoBehaviour { InputField t; [HideInInspector] public Root root; public List lines = new List(); public string cableGroupName = ""; public string cableName = ""; private void Awake() { //if (PlayerPrefs.HasKey(this.root.myID)) //{ // string json = PlayerPrefs.GetString(root.myID); // Root myObject = JsonUtility.FromJson(json); // // 使用加载的字段值 // this.root.otherID = myObject.otherID; //} } private void Update() { //if (!string.IsNullOrEmpty(root.otherID)) return; //root.otherID = t.text; //if (string.IsNullOrEmpty(root.otherID)) return; //root.otherID = t.text; //string json = JsonConvert.SerializeObject(root); //PlayerPrefs.SetString(root.myID, json); //PlayerPrefs.Save(); } [ContextMenu("查看PlayerPrefs")] void PrintAllPlayerPrefs() { // 获取PlayerPrefs中所有的键 string[] keys = GetAllPlayerPrefsKeys(); // 遍历所有的键,并打印对应的值 foreach (string key in keys) { string value = PlayerPrefs.GetString(key); // 或者使用对应的类型的Get方法,如GetInt(key), GetFloat(key)等 Debug.Log("Key: " + key + ", Value: " + value); } } // 获取PlayerPrefs中所有的键 private string[] GetAllPlayerPrefsKeys() { int count = PlayerPrefs.GetInt("PlayerPrefsCount"); string[] keys = new string[count]; for (int i = 0; i < count; i++) { keys[i] = PlayerPrefs.GetString("PlayerPrefsKey" + i.ToString()); } return keys; } #region JSON [System.Serializable] public class Root { [Header("自己ID")] public string myID; [Header("对方ID")] public string otherID; [Header("线条UID")] public string lineUID; } #endregion }