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SavableValue.cs
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SavableValue.cs
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using System;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
namespace HexGrimmDev.Audio
{
[Serializable]
public sealed class SavableValue<T>
{
private readonly string playerPrefsPath;
private T value;
private T prevValue;
#pragma warning disable
public event Action OnChanged = () => { };
public T Value
{
get
{
return value;
}
set
{
this.prevValue = this.value;
this.value = value;
SaveToPrefs();
OnChanged.Invoke();
}
}
public T PrevValue
{
get { return prevValue; }
}
public SavableValue(string playerPrefsPath, T defaultValue = default(T))
{
if (string.IsNullOrEmpty(playerPrefsPath))
throw new Exception("empty playerPrefsPath in savebleValue");
this.playerPrefsPath = playerPrefsPath;
value = defaultValue;
prevValue = defaultValue;
LoadFromPrefs();
}
private void LoadFromPrefs()
{
if (!PlayerPrefs.HasKey(playerPrefsPath))
{
SaveToPrefs();
return;
}
var stringToDeserialize = PlayerPrefs.GetString(playerPrefsPath, "");
var bytes = Convert.FromBase64String(stringToDeserialize);
var memorystream = new MemoryStream(bytes);
var bf = new BinaryFormatter();
value = (T)bf.Deserialize(memorystream);
}
private void SaveToPrefs()
{
var memorystream = new MemoryStream();
var bf = new BinaryFormatter();
bf.Serialize(memorystream, value);
var stringToSave = Convert.ToBase64String(memorystream.ToArray());
PlayerPrefs.SetString(playerPrefsPath, stringToSave);
}
}
}