#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.SaveLoad
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
///
/// Sets a PlayerPrefs string value.
///
[Opsive.Shared.Utility.Category("Save/Load")]
[Opsive.Shared.Utility.Description("Sets a PlayerPrefs string value.")]
public class SetPlayerPrefsString : Action
{
[Tooltip("The PlayerPrefs key.")]
[SerializeField] protected SharedVariable m_Key;
[Tooltip("The string value to set.")]
[SerializeField] protected SharedVariable m_Value;
[Tooltip("Should PlayerPrefs.Save() be called after setting the value?")]
[SerializeField] protected bool m_Save = true;
///
/// Executes the action logic.
///
/// The status of the action.
public override TaskStatus OnUpdate()
{
if (string.IsNullOrEmpty(m_Key.Value)) {
return TaskStatus.Success;
}
PlayerPrefs.SetString(m_Key.Value, m_Value.Value);
if (m_Save) {
PlayerPrefs.Save();
}
return TaskStatus.Success;
}
}
}
#endif