Skip to content

Instantly share code, notes, and snippets.

@kankikuchi
Last active October 23, 2015 04:48
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save kankikuchi/2e3804da228830c2fcf3 to your computer and use it in GitHub Desktop.
Save kankikuchi/2e3804da228830c2fcf3 to your computer and use it in GitHub Desktop.
PlayerPrefsでListやDictionaryの保存【Unity】
// PlayerPrefsUtility.cs
// http://kan-kikuchi.hatenablog.com/entry/PlayerPrefsUtility
//
// Created by kan kikuchi on 2015.10.22.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
using System;
/// <summary>
/// PlayerPrefsに関する便利クラス
/// </summary>
public static class PlayerPrefsUtility {
//=================================================================================
//保存
//=================================================================================
/// <summary>
/// リストを保存
/// </summary>
public static void SaveList<T>(string key , List<T> value){
string serizlizedList = Serialize<List<T>> (value);
PlayerPrefs.SetString (key, serizlizedList);
}
/// <summary>
/// ディクショナリーを保存
/// </summary>
public static void SaveDict<Key, Value>(string key , Dictionary<Key, Value> value){
string serizlizedDict = Serialize<Dictionary<Key, Value>> (value);
PlayerPrefs.SetString (key, serizlizedDict);
}
//=================================================================================
//読み込み
//=================================================================================
/// <summary>
/// リストを読み込み
/// </summary>
public static List<T> LoadList<T> (string key){
//keyがある時だけ読み込む
if (PlayerPrefs.HasKey (key)) {
string serizlizedList = PlayerPrefs.GetString (key);
return Deserialize<List<T>> (serizlizedList);
}
return new List<T> ();
}
/// <summary>
/// ディクショナリーを読み込み
/// </summary>
public static Dictionary<Key, Value> LoadDict<Key, Value> (string key){
//keyがある時だけ読み込む
if (PlayerPrefs.HasKey (key)) {
string serizlizedDict = PlayerPrefs.GetString (key);
return Deserialize<Dictionary<Key, Value>> (serizlizedDict);
}
return new Dictionary<Key, Value> ();
}
//=================================================================================
//シリアライズ、デシリアライズ
//=================================================================================
private static string Serialize<T> (T obj){
BinaryFormatter binaryFormatter = new BinaryFormatter ();
MemoryStream memoryStream = new MemoryStream ();
binaryFormatter.Serialize (memoryStream , obj);
return Convert.ToBase64String (memoryStream .GetBuffer ());
}
private static T Deserialize<T> (string str){
BinaryFormatter binaryFormatter = new BinaryFormatter ();
MemoryStream memoryStream = new MemoryStream (Convert.FromBase64String (str));
return (T)binaryFormatter.Deserialize (memoryStream);
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment