#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; /// /// Gets a PlayerPrefs string value. /// [Opsive.Shared.Utility.Category("Save/Load")] [Opsive.Shared.Utility.Description("Gets a PlayerPrefs string value.")] public class GetPlayerPrefsString : Action { [Tooltip("The PlayerPrefs key.")] [SerializeField] protected SharedVariable m_Key; [Tooltip("The default value to use if the key doesn't exist.")] [SerializeField] protected SharedVariable m_DefaultValue; [Tooltip("The variable to store the retrieved value.")] [SerializeField] [RequireShared] protected SharedVariable m_Value; /// /// Executes the action logic. /// /// The status of the action. public override TaskStatus OnUpdate() { if (string.IsNullOrEmpty(m_Key.Value)) { return TaskStatus.Success; } m_Value.Value = PlayerPrefs.GetString(m_Key.Value, m_DefaultValue.Value); return TaskStatus.Success; } } } #endif