在 Unity 中进行本地存储,我们一般会用到 PlayerPrefs,而在 UE4 中,我们一般会使用 USaveGame,不过 USaveGame 在使用上和 PlayerPrefs 相差较大,这里给出一个 UE4 的 PlayerPrefs 实现,原理上仅是对 USaveGame 做了进一步的封装
#include "CoreMinimal.h"
#include "GameFramework/SaveGame.h"
#include "PlayerPrefsSaveGame.generated.h"
class PlayerPrefs;
UCLASS()
class UPlayerPrefsSaveGame : public USaveGame
{
GENERATED_BODY()
protected:
UPROPERTY()
TMap<FString, int> IntMap;
UPROPERTY()
TMap<FString, float> FloatMap;
UPROPERTY()
TMap<FString, FString> StringMap;
friend class PlayerPrefs;
};
#include "CoreMinimal.h"
#include "PlayerPrefsSaveGame.h"
class PlayerPrefs
{
public:
void Init();
void Release();
void Update(float DeltaTime);
// removes all key values from the preferences
void DeleteAll();
// removes key from the preferences, if key does not exist, DeleteKey has no impact
void DeleteKey(const FString& Key);
// returns the value corresponding to key in the preference file if it exists
float GetFloat(const FString& Key, float Default = 0);
// returns the value corresponding to key in the preference file if it exists
int GetInt(const FString& Key, int Default = 0);
// returns the value corresponding to key in the preference file if it exists
FString GetString(const FString& Key, const FString& Default = TEXT(""));
// returns the value corresponding to key in the preference file if it exists
bool GetBool(const FString& Key, bool Default = false);
// returns true if the given key exists in preference, otherwise returns false
bool HasKey(const FString& Key);
// writes all modified preferences to disk
void Save();
// sets the float value of the preference identified by the given key
void SetFloat(const FString& Key, float Value);
// sets a single integer value for the preference identified by the given key
void SetInt(const FString& Key, int Value);
// sets a single string value for the preference identified by the given key
void SetString(const FString& Key, const FString& Value);
// sets a single bool value for the preference identified by the given key
void SetBool(const FString& Key, bool Value);
private:
UPlayerPrefsSaveGame* mPlayerPrefsSaveGame{ nullptr };
bool mPlayerPrefsDirty{ false };
float mPlayerPrefsUpdateTime{ 0 };
float mPlayerPrefsUpdateInterval{ 5 };
};
值得提到的一点是 PlayerPrefs 主动存储的实现方式,代码中除了释放 PlayerPrefs 时会做一次主动存储以外,另外还使用了一个脏标记(mPlayerPrefsDirty)来定时的检查是否要进行主动存储
#include "PlayerPrefs.h"
#include "Kismet/GameplayStatics.h"
namespace
{
FString PlayerPrefsSaveGameSlotName = TEXT("PlayerPrefs");
}
void PlayerPrefs::Init()
{
check(!mPlayerPrefsSaveGame);
auto SavedGame = UGameplayStatics::LoadGameFromSlot(PlayerPrefsSaveGameSlotName, 0);
mPlayerPrefsSaveGame = Cast<UPlayerPrefsSaveGame>(SavedGame);
if (!mPlayerPrefsSaveGame)
{
mPlayerPrefsSaveGame = Cast<UPlayerPrefsSaveGame>(UGameplayStatics::CreateSaveGameObject(UPlayerPrefsSaveGame::StaticClass()));
bool Saved = UGameplayStatics::SaveGameToSlot(mPlayerPrefsSaveGame, PlayerPrefsSaveGameSlotName, 0);
if (!Saved)
{
UE_LOG(LogTemp, Error, TEXT("[PlayerPrefs]Error to save PlayerPrefs ..."));
return;
}
}
if (!mPlayerPrefsSaveGame)
{
UE_LOG(LogTemp, Error, TEXT("[PlayerPrefs]Error to init PlayerPrefs ..."));
return;
}
// add GC reference
mPlayerPrefsSaveGame->AddToRoot();
}
void PlayerPrefs::Release()
{
Save();
if (mPlayerPrefsSaveGame)
{
// remove GC reference
mPlayerPrefsSaveGame->RemoveFromRoot();
}
mPlayerPrefsSaveGame = nullptr;
}
void PlayerPrefs::Update(float DeltaTime)
{
mPlayerPrefsUpdateTime += DeltaTime;
if (mPlayerPrefsUpdateTime >= mPlayerPrefsUpdateInterval)
{
mPlayerPrefsUpdateTime = 0;
if (mPlayerPrefsDirty)
{
Save();
}
}
}
// removes all key values from the preferences
void PlayerPrefs::DeleteAll()
{
if (mPlayerPrefsSaveGame)
{
mPlayerPrefsSaveGame->IntMap.Empty();
mPlayerPrefsSaveGame->FloatMap.Empty();
mPlayerPrefsSaveGame->StringMap.Empty();
mPlayerPrefsDirty = true;
}
}
// removes key from the preferences, if key does not exist, DeleteKey has no impact
void PlayerPrefs::DeleteKey(const FString& Key)
{
if (mPlayerPrefsSaveGame)
{
bool Ret = mPlayerPrefsSaveGame->IntMap.Remove(Key) > 0;
Ret |= mPlayerPrefsSaveGame->FloatMap.Remove(Key) > 0;
Ret |= mPlayerPrefsSaveGame->StringMap.Remove(Key) > 0;
if (Ret)
{
mPlayerPrefsDirty = true;
}
}
}
// returns the value corresponding to key in the preference file if it exists
float PlayerPrefs::GetFloat(const FString& Key, float Default)
{
if (mPlayerPrefsSaveGame)
{
if (mPlayerPrefsSaveGame->FloatMap.Contains(Key))
{
return mPlayerPrefsSaveGame->FloatMap[Key];
}
}
return Default;
}
// returns the value corresponding to key in the preference file if it exists
int PlayerPrefs::GetInt(const FString& Key, int Default)
{
if (mPlayerPrefsSaveGame)
{
if (mPlayerPrefsSaveGame->IntMap.Contains(Key))
{
return mPlayerPrefsSaveGame->IntMap[Key];
}
}
return Default;
}
// returns the value corresponding to key in the preference file if it exists
FString PlayerPrefs::GetString(const FString& Key, const FString& Default)
{
if (mPlayerPrefsSaveGame)
{
if (mPlayerPrefsSaveGame->StringMap.Contains(Key))
{
return mPlayerPrefsSaveGame->StringMap[Key];
}
}
return Default;
}
// returns the value corresponding to key in the preference file if it exists
bool PlayerPrefs::GetBool(const FString& Key, bool Default)
{
auto DefaultInt = Default ? 1 : 0;
auto Value = GetInt(Key, DefaultInt);
return Value > 0;
}
// returns true if the given key exists in preference, otherwise returns false
bool PlayerPrefs::HasKey(const FString& Key)
{
if (mPlayerPrefsSaveGame)
{
bool Ret = mPlayerPrefsSaveGame->IntMap.Contains(Key) ||
mPlayerPrefsSaveGame->FloatMap.Contains(Key) ||
mPlayerPrefsSaveGame->StringMap.Contains(Key);
return Ret;
}
return false;
}
// writes all modified preferences to disk
void PlayerPrefs::Save()
{
if (mPlayerPrefsSaveGame)
{
bool Saved = UGameplayStatics::SaveGameToSlot(mPlayerPrefsSaveGame, PlayerPrefsSaveGameSlotName, 0);
if (!Saved)
{
UE_LOG(LogTemp, Error, TEXT("[PlayerPrefs]Error to save PlayerPrefs ..."));
}
mPlayerPrefsDirty = false;
}
}
// sets the float value of the preference identified by the given key
void PlayerPrefs::SetFloat(const FString& Key, float Value)
{
if (mPlayerPrefsSaveGame)
{
if (mPlayerPrefsSaveGame->FloatMap.Contains(Key))
{
mPlayerPrefsSaveGame->FloatMap[Key] = Value;
}
else
{
mPlayerPrefsSaveGame->FloatMap.Add(Key, Value);
}
mPlayerPrefsDirty = true;
}
}
// sets a single integer value for the preference identified by the given key
void PlayerPrefs::SetInt(const FString& Key, int Value)
{
if (mPlayerPrefsSaveGame)
{
if (mPlayerPrefsSaveGame->IntMap.Contains(Key))
{
mPlayerPrefsSaveGame->IntMap[Key] = Value;
}
else
{
mPlayerPrefsSaveGame->IntMap.Add(Key, Value);
}
mPlayerPrefsDirty = true;
}
}
// sets a single string value for the preference identified by the given key
void PlayerPrefs::SetString(const FString& Key, const FString& Value)
{
if (mPlayerPrefsSaveGame)
{
if (mPlayerPrefsSaveGame->StringMap.Contains(Key))
{
mPlayerPrefsSaveGame->StringMap[Key] = Value;
}
else
{
mPlayerPrefsSaveGame->StringMap.Add(Key, Value);
}
mPlayerPrefsDirty = true;
}
}
// sets a single bool value for the preference identified by the given key
void PlayerPrefs::SetBool(const FString& Key, bool Value)
{
if (mPlayerPrefsSaveGame)
{
if (mPlayerPrefsSaveGame->IntMap.Contains(Key))
{
mPlayerPrefsSaveGame->IntMap[Key] = Value ? 1 : 0;
}
else
{
mPlayerPrefsSaveGame->IntMap.Add(Key, Value ? 1 : 0);
}
mPlayerPrefsDirty = true;
}
}
值得注意的一点是,虽然实现上使用了不同类型的映射表(TMap)来存储不同类型的数值,但程序概念上表键(Key)是相通的,不同映射表之间不存在重复的表键(Key)