546 lines
20 KiB
C#

// ArrayPrefs2 v 1.4
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
public class RCC_PlayerPrefsX {
static private int endianDiff1;
static private int endianDiff2;
static private int idx;
static private byte[] byteBlock;
enum ArrayType { Float, Int32, Bool, String, Vector2, Vector3, Quaternion, Color }
public static bool SetBool(String name, bool value) {
try {
PlayerPrefs.SetInt(name, value ? 1 : 0);
} catch {
return false;
}
return true;
}
public static bool GetBool(String name) {
return PlayerPrefs.GetInt(name) == 1;
}
public static bool GetBool(String name, bool defaultValue) {
return (1 == PlayerPrefs.GetInt(name, defaultValue ? 1 : 0));
}
public static long GetLong(string key, long defaultValue) {
int lowBits, highBits;
SplitLong(defaultValue, out lowBits, out highBits);
lowBits = PlayerPrefs.GetInt(key + "_lowBits", lowBits);
highBits = PlayerPrefs.GetInt(key + "_highBits", highBits);
// unsigned, to prevent loss of sign bit.
ulong ret = (uint)highBits;
ret = (ret << 32);
return (long)(ret | (ulong)(uint)lowBits);
}
public static long GetLong(string key) {
int lowBits = PlayerPrefs.GetInt(key + "_lowBits");
int highBits = PlayerPrefs.GetInt(key + "_highBits");
// unsigned, to prevent loss of sign bit.
ulong ret = (uint)highBits;
ret = (ret << 32);
return (long)(ret | (ulong)(uint)lowBits);
}
private static void SplitLong(long input, out int lowBits, out int highBits) {
// unsigned everything, to prevent loss of sign bit.
lowBits = (int)(uint)(ulong)input;
highBits = (int)(uint)(input >> 32);
}
public static void SetLong(string key, long value) {
int lowBits, highBits;
SplitLong(value, out lowBits, out highBits);
PlayerPrefs.SetInt(key + "_lowBits", lowBits);
PlayerPrefs.SetInt(key + "_highBits", highBits);
}
public static bool SetVector2(String key, Vector2 vector) {
return SetFloatArray(key, new float[] { vector.x, vector.y });
}
static Vector2 GetVector2(String key) {
var floatArray = GetFloatArray(key);
if (floatArray.Length < 2) {
return Vector2.zero;
}
return new Vector2(floatArray[0], floatArray[1]);
}
public static Vector2 GetVector2(String key, Vector2 defaultValue) {
if (PlayerPrefs.HasKey(key)) {
return GetVector2(key);
}
return defaultValue;
}
public static bool SetVector3(String key, Vector3 vector) {
return SetFloatArray(key, new float[] { vector.x, vector.y, vector.z });
}
public static Vector3 GetVector3(String key) {
var floatArray = GetFloatArray(key);
if (floatArray.Length < 3) {
return Vector3.zero;
}
return new Vector3(floatArray[0], floatArray[1], floatArray[2]);
}
public static Vector3 GetVector3(String key, Vector3 defaultValue) {
if (PlayerPrefs.HasKey(key)) {
return GetVector3(key);
}
return defaultValue;
}
public static bool SetQuaternion(String key, Quaternion vector) {
return SetFloatArray(key, new float[] { vector.x, vector.y, vector.z, vector.w });
}
public static Quaternion GetQuaternion(String key) {
var floatArray = GetFloatArray(key);
if (floatArray.Length < 4) {
return Quaternion.identity;
}
return new Quaternion(floatArray[0], floatArray[1], floatArray[2], floatArray[3]);
}
public static Quaternion GetQuaternion(String key, Quaternion defaultValue) {
if (PlayerPrefs.HasKey(key)) {
return GetQuaternion(key);
}
return defaultValue;
}
public static bool SetColor(String key, Color color) {
return SetFloatArray(key, new float[] { color.r, color.g, color.b, color.a });
}
public static Color GetColor(String key) {
var floatArray = GetFloatArray(key);
if (floatArray.Length < 4) {
return new Color(0.0f, 0.0f, 0.0f, 0.0f);
}
return new Color(floatArray[0], floatArray[1], floatArray[2], floatArray[3]);
}
public static Color GetColor(String key, Color defaultValue) {
if (PlayerPrefs.HasKey(key)) {
return GetColor(key);
}
return defaultValue;
}
public static bool SetBoolArray(String key, bool[] boolArray) {
// Make a byte array that's a multiple of 8 in length, plus 5 bytes to store the number of entries as an int32 (+ identifier)
// We have to store the number of entries, since the boolArray length might not be a multiple of 8, so there could be some padded zeroes
var bytes = new byte[(boolArray.Length + 7) / 8 + 5];
bytes[0] = System.Convert.ToByte(ArrayType.Bool); // Identifier
var bits = new BitArray(boolArray);
bits.CopyTo(bytes, 5);
Initialize();
ConvertInt32ToBytes(boolArray.Length, bytes); // The number of entries in the boolArray goes in the first 4 bytes
return SaveBytes(key, bytes);
}
public static bool[] GetBoolArray(String key) {
if (PlayerPrefs.HasKey(key)) {
var bytes = System.Convert.FromBase64String(PlayerPrefs.GetString(key));
if (bytes.Length < 5) {
Debug.LogError("Corrupt preference file for " + key);
return new bool[0];
}
if ((ArrayType)bytes[0] != ArrayType.Bool) {
Debug.LogError(key + " is not a boolean array");
return new bool[0];
}
Initialize();
// Make a new bytes array that doesn't include the number of entries + identifier (first 5 bytes) and turn that into a BitArray
var bytes2 = new byte[bytes.Length - 5];
System.Array.Copy(bytes, 5, bytes2, 0, bytes2.Length);
var bits = new BitArray(bytes2);
// Get the number of entries from the first 4 bytes after the identifier and resize the BitArray to that length, then convert it to a boolean array
bits.Length = ConvertBytesToInt32(bytes);
var boolArray = new bool[bits.Count];
bits.CopyTo(boolArray, 0);
return boolArray;
}
return new bool[0];
}
public static bool[] GetBoolArray(String key, bool defaultValue, int defaultSize) {
if (PlayerPrefs.HasKey(key)) {
return GetBoolArray(key);
}
var boolArray = new bool[defaultSize];
for (int i = 0; i < defaultSize; i++) {
boolArray[i] = defaultValue;
}
return boolArray;
}
public static bool SetStringArray(String key, String[] stringArray) {
var bytes = new byte[stringArray.Length + 1];
bytes[0] = System.Convert.ToByte(ArrayType.String); // Identifier
Initialize();
// Store the length of each string that's in stringArray, so we can extract the correct strings in GetStringArray
for (var i = 0; i < stringArray.Length; i++) {
if (stringArray[i] == null) {
Debug.LogError("Can't save null entries in the string array when setting " + key);
return false;
}
if (stringArray[i].Length > 255) {
Debug.LogError("Strings cannot be longer than 255 characters when setting " + key);
return false;
}
bytes[idx++] = (byte)stringArray[i].Length;
}
try {
PlayerPrefs.SetString(key, System.Convert.ToBase64String(bytes) + "|" + String.Join("", stringArray));
} catch {
return false;
}
return true;
}
public static String[] GetStringArray(String key) {
if (PlayerPrefs.HasKey(key)) {
var completeString = PlayerPrefs.GetString(key);
var separatorIndex = completeString.IndexOf("|"[0]);
if (separatorIndex < 4) {
Debug.LogError("Corrupt preference file for " + key);
return new String[0];
}
var bytes = System.Convert.FromBase64String(completeString.Substring(0, separatorIndex));
if ((ArrayType)bytes[0] != ArrayType.String) {
Debug.LogError(key + " is not a string array");
return new String[0];
}
Initialize();
var numberOfEntries = bytes.Length - 1;
var stringArray = new String[numberOfEntries];
var stringIndex = separatorIndex + 1;
for (var i = 0; i < numberOfEntries; i++) {
int stringLength = bytes[idx++];
if (stringIndex + stringLength > completeString.Length) {
Debug.LogError("Corrupt preference file for " + key);
return new String[0];
}
stringArray[i] = completeString.Substring(stringIndex, stringLength);
stringIndex += stringLength;
}
return stringArray;
}
return new String[0];
}
public static String[] GetStringArray(String key, String defaultValue, int defaultSize) {
if (PlayerPrefs.HasKey(key)) {
return GetStringArray(key);
}
var stringArray = new String[defaultSize];
for (int i = 0; i < defaultSize; i++) {
stringArray[i] = defaultValue;
}
return stringArray;
}
public static bool SetIntArray(String key, int[] intArray) {
return SetValue(key, intArray, ArrayType.Int32, 1, ConvertFromInt);
}
public static bool SetFloatArray(String key, float[] floatArray) {
return SetValue(key, floatArray, ArrayType.Float, 1, ConvertFromFloat);
}
public static bool SetVector2Array(String key, Vector2[] vector2Array) {
return SetValue(key, vector2Array, ArrayType.Vector2, 2, ConvertFromVector2);
}
public static bool SetVector3Array(String key, Vector3[] vector3Array) {
return SetValue(key, vector3Array, ArrayType.Vector3, 3, ConvertFromVector3);
}
public static bool SetQuaternionArray(String key, Quaternion[] quaternionArray) {
return SetValue(key, quaternionArray, ArrayType.Quaternion, 4, ConvertFromQuaternion);
}
public static bool SetColorArray(String key, Color[] colorArray) {
return SetValue(key, colorArray, ArrayType.Color, 4, ConvertFromColor);
}
private static bool SetValue<T>(String key, T array, ArrayType arrayType, int vectorNumber, Action<T, byte[], int> convert) where T : IList {
var bytes = new byte[(4 * array.Count) * vectorNumber + 1];
bytes[0] = System.Convert.ToByte(arrayType); // Identifier
Initialize();
for (var i = 0; i < array.Count; i++) {
convert(array, bytes, i);
}
return SaveBytes(key, bytes);
}
private static void ConvertFromInt(int[] array, byte[] bytes, int i) {
ConvertInt32ToBytes(array[i], bytes);
}
private static void ConvertFromFloat(float[] array, byte[] bytes, int i) {
ConvertFloatToBytes(array[i], bytes);
}
private static void ConvertFromVector2(Vector2[] array, byte[] bytes, int i) {
ConvertFloatToBytes(array[i].x, bytes);
ConvertFloatToBytes(array[i].y, bytes);
}
private static void ConvertFromVector3(Vector3[] array, byte[] bytes, int i) {
ConvertFloatToBytes(array[i].x, bytes);
ConvertFloatToBytes(array[i].y, bytes);
ConvertFloatToBytes(array[i].z, bytes);
}
private static void ConvertFromQuaternion(Quaternion[] array, byte[] bytes, int i) {
ConvertFloatToBytes(array[i].x, bytes);
ConvertFloatToBytes(array[i].y, bytes);
ConvertFloatToBytes(array[i].z, bytes);
ConvertFloatToBytes(array[i].w, bytes);
}
private static void ConvertFromColor(Color[] array, byte[] bytes, int i) {
ConvertFloatToBytes(array[i].r, bytes);
ConvertFloatToBytes(array[i].g, bytes);
ConvertFloatToBytes(array[i].b, bytes);
ConvertFloatToBytes(array[i].a, bytes);
}
public static int[] GetIntArray(String key) {
var intList = new List<int>();
GetValue(key, intList, ArrayType.Int32, 1, ConvertToInt);
return intList.ToArray();
}
public static int[] GetIntArray(String key, int defaultValue, int defaultSize) {
if (PlayerPrefs.HasKey(key)) {
return GetIntArray(key);
}
var intArray = new int[defaultSize];
for (int i = 0; i < defaultSize; i++) {
intArray[i] = defaultValue;
}
return intArray;
}
public static float[] GetFloatArray(String key) {
var floatList = new List<float>();
GetValue(key, floatList, ArrayType.Float, 1, ConvertToFloat);
return floatList.ToArray();
}
public static float[] GetFloatArray(String key, float defaultValue, int defaultSize) {
if (PlayerPrefs.HasKey(key)) {
return GetFloatArray(key);
}
var floatArray = new float[defaultSize];
for (int i = 0; i < defaultSize; i++) {
floatArray[i] = defaultValue;
}
return floatArray;
}
public static Vector2[] GetVector2Array(String key) {
var vector2List = new List<Vector2>();
GetValue(key, vector2List, ArrayType.Vector2, 2, ConvertToVector2);
return vector2List.ToArray();
}
public static Vector2[] GetVector2Array(String key, Vector2 defaultValue, int defaultSize) {
if (PlayerPrefs.HasKey(key)) {
return GetVector2Array(key);
}
var vector2Array = new Vector2[defaultSize];
for (int i = 0; i < defaultSize; i++) {
vector2Array[i] = defaultValue;
}
return vector2Array;
}
public static Vector3[] GetVector3Array(String key) {
var vector3List = new List<Vector3>();
GetValue(key, vector3List, ArrayType.Vector3, 3, ConvertToVector3);
return vector3List.ToArray();
}
public static Vector3[] GetVector3Array(String key, Vector3 defaultValue, int defaultSize) {
if (PlayerPrefs.HasKey(key)) {
return GetVector3Array(key);
}
var vector3Array = new Vector3[defaultSize];
for (int i = 0; i < defaultSize; i++) {
vector3Array[i] = defaultValue;
}
return vector3Array;
}
public static Quaternion[] GetQuaternionArray(String key) {
var quaternionList = new List<Quaternion>();
GetValue(key, quaternionList, ArrayType.Quaternion, 4, ConvertToQuaternion);
return quaternionList.ToArray();
}
public static Quaternion[] GetQuaternionArray(String key, Quaternion defaultValue, int defaultSize) {
if (PlayerPrefs.HasKey(key)) {
return GetQuaternionArray(key);
}
var quaternionArray = new Quaternion[defaultSize];
for (int i = 0; i < defaultSize; i++) {
quaternionArray[i] = defaultValue;
}
return quaternionArray;
}
public static Color[] GetColorArray(String key) {
var colorList = new List<Color>();
GetValue(key, colorList, ArrayType.Color, 4, ConvertToColor);
return colorList.ToArray();
}
public static Color[] GetColorArray(String key, Color defaultValue, int defaultSize) {
if (PlayerPrefs.HasKey(key)) {
return GetColorArray(key);
}
var colorArray = new Color[defaultSize];
for (int i = 0; i < defaultSize; i++) {
colorArray[i] = defaultValue;
}
return colorArray;
}
private static void GetValue<T>(String key, T list, ArrayType arrayType, int vectorNumber, Action<T, byte[]> convert) where T : IList {
if (PlayerPrefs.HasKey(key)) {
var bytes = System.Convert.FromBase64String(PlayerPrefs.GetString(key));
if ((bytes.Length - 1) % (vectorNumber * 4) != 0) {
Debug.LogError("Corrupt preference file for " + key);
return;
}
if ((ArrayType)bytes[0] != arrayType) {
Debug.LogError(key + " is not a " + arrayType.ToString() + " array");
return;
}
Initialize();
var end = (bytes.Length - 1) / (vectorNumber * 4);
for (var i = 0; i < end; i++) {
convert(list, bytes);
}
}
}
private static void ConvertToInt(List<int> list, byte[] bytes) {
list.Add(ConvertBytesToInt32(bytes));
}
private static void ConvertToFloat(List<float> list, byte[] bytes) {
list.Add(ConvertBytesToFloat(bytes));
}
private static void ConvertToVector2(List<Vector2> list, byte[] bytes) {
list.Add(new Vector2(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
}
private static void ConvertToVector3(List<Vector3> list, byte[] bytes) {
list.Add(new Vector3(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
}
private static void ConvertToQuaternion(List<Quaternion> list, byte[] bytes) {
list.Add(new Quaternion(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
}
private static void ConvertToColor(List<Color> list, byte[] bytes) {
list.Add(new Color(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
}
public static void ShowArrayType(String key) {
var bytes = System.Convert.FromBase64String(PlayerPrefs.GetString(key));
if (bytes.Length > 0) {
ArrayType arrayType = (ArrayType)bytes[0];
Debug.Log(key + " is a " + arrayType.ToString() + " array");
}
}
private static void Initialize() {
if (System.BitConverter.IsLittleEndian) {
endianDiff1 = 0;
endianDiff2 = 0;
} else {
endianDiff1 = 3;
endianDiff2 = 1;
}
if (byteBlock == null) {
byteBlock = new byte[4];
}
idx = 1;
}
private static bool SaveBytes(String key, byte[] bytes) {
try {
PlayerPrefs.SetString(key, System.Convert.ToBase64String(bytes));
} catch {
return false;
}
return true;
}
private static void ConvertFloatToBytes(float f, byte[] bytes) {
byteBlock = System.BitConverter.GetBytes(f);
ConvertTo4Bytes(bytes);
}
private static float ConvertBytesToFloat(byte[] bytes) {
ConvertFrom4Bytes(bytes);
return System.BitConverter.ToSingle(byteBlock, 0);
}
private static void ConvertInt32ToBytes(int i, byte[] bytes) {
byteBlock = System.BitConverter.GetBytes(i);
ConvertTo4Bytes(bytes);
}
private static int ConvertBytesToInt32(byte[] bytes) {
ConvertFrom4Bytes(bytes);
return System.BitConverter.ToInt32(byteBlock, 0);
}
private static void ConvertTo4Bytes(byte[] bytes) {
bytes[idx] = byteBlock[endianDiff1];
bytes[idx + 1] = byteBlock[1 + endianDiff2];
bytes[idx + 2] = byteBlock[2 - endianDiff2];
bytes[idx + 3] = byteBlock[3 - endianDiff1];
idx += 4;
}
private static void ConvertFrom4Bytes(byte[] bytes) {
byteBlock[endianDiff1] = bytes[idx];
byteBlock[1 + endianDiff2] = bytes[idx + 1];
byteBlock[2 - endianDiff2] = bytes[idx + 2];
byteBlock[3 - endianDiff1] = bytes[idx + 3];
idx += 4;
}
}