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2026-05-10 11:47:55 -04:00

43 lines
1.3 KiB
C#

#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;
/// <summary>
/// Deletes a PlayerPrefs key.
/// </summary>
[Opsive.Shared.Utility.Category("Save/Load")]
[Opsive.Shared.Utility.Description("Deletes a PlayerPrefs key.")]
public class DeletePlayerPrefsKey : Action
{
[Tooltip("The PlayerPrefs key to delete.")]
[SerializeField] protected SharedVariable<string> m_Key;
[Tooltip("Should PlayerPrefs.Save() be called after deleting the key?")]
[SerializeField] protected bool m_Save = true;
/// <summary>
/// Executes the action logic.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (string.IsNullOrEmpty(m_Key.Value)) {
return TaskStatus.Success;
}
PlayerPrefs.DeleteKey(m_Key.Value);
if (m_Save) {
PlayerPrefs.Save();
}
return TaskStatus.Success;
}
}
}
#endif