GQ_Communicate/GQ_TongXin/Assets/script/画线/LineInfor.cs

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using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 端口线条信息
/// </summary>
[Serializable]
public class LineInfor : MonoBehaviour
{
InputField t;
[HideInInspector] public Root root;
public List<Transform> lines = new List<Transform>();
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<Root>(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
}