42 lines
1.4 KiB
C#
42 lines
1.4 KiB
C#
#if GRAPH_DESIGNER
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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.SaveLoad
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{
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using Opsive.GraphDesigner.Runtime.Variables;
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using UnityEngine;
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/// <summary>
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/// Gets a PlayerPrefs string value.
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/// </summary>
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[Opsive.Shared.Utility.Category("Save/Load")]
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[Opsive.Shared.Utility.Description("Gets a PlayerPrefs string value.")]
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public class GetPlayerPrefsString : Action
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{
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[Tooltip("The PlayerPrefs key.")]
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[SerializeField] protected SharedVariable<string> m_Key;
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[Tooltip("The default value to use if the key doesn't exist.")]
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[SerializeField] protected SharedVariable<string> m_DefaultValue;
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[Tooltip("The variable to store the retrieved value.")]
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[SerializeField] [RequireShared] protected SharedVariable<string> m_Value;
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/// <summary>
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/// Executes the action logic.
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/// </summary>
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/// <returns>The status of the action.</returns>
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public override TaskStatus OnUpdate()
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{
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if (string.IsNullOrEmpty(m_Key.Value)) {
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return TaskStatus.Success;
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}
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m_Value.Value = PlayerPrefs.GetString(m_Key.Value, m_DefaultValue.Value);
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return TaskStatus.Success;
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}
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}
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}
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#endif |