在我的游戏中,有一个获利计数,由我的money脚本ex中的addMoney变量控制。 Profitcount = addMoney。
当我添加有关我的addMoney变量的玩家偏好时,它实际上将ProfitCount设置为1时默认将ProfitCount设置为0。这是我的第一场比赛,因此很容易被我误解或忽视。
moneyCount
public class moneyCount : MonoBehaviour
{
float timeTillAdd = 1;
public int addMoney = 1;
public int money;
public Text txt;
// Start is called before the first frame update
void Start()
{
money = PlayerPrefs.GetInt("Money");
addMoney = PlayerPrefs.GetInt("addmoney");
}
// Update is called once per frame
void Update()
{
PlayerPrefs.SetInt("addmoney", addMoney);
if (Time.time >= timeTillAdd)
{
money += addMoney;
timeTillAdd++;
}
txt.text = money.ToString();
PlayerPrefs.SetInt("Money", money);
}
}
利润计数
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class profitCount : MonoBehaviour
{
public int profitAmount;
public GameObject moneyManagerObj;
moneyCount mc;
public Text txt;
// Start is called before the first frame update
void Start()
{
mc = moneyManagerObj.GetComponent<moneyCount>();
// profitAmount = PlayerPrefs.GetInt("profitamount");
}
// Update is called once per frame
void Update()
{
profitAmount = mc.addMoney;
txt.text = profitAmount.ToString();
// PlayerPrefs.SetInt("profitamount", profitAmount);
}
}
商店管理员
public class ShopManager : MonoBehaviour
{
public int item1_cost = 50;
public int item1_upgrade = 5;
public int item1_tier = 1;
public int item2_cost = 50;
public int item2_upgrade = 5;
public GameObject moneyManagerObj;
moneyCount mc;
public Text txt;
public Text item1;
public Text item1_text;
// Start is called before the first frame update
void Start()
{
mc = moneyManagerObj.GetComponent<moneyCount>();
item1_cost = PlayerPrefs.GetInt("Item1_cost");
//item1_upgrade = PlayerPrefs.GetInt("Item1_upgrade");
item1_tier = PlayerPrefs.GetInt("Item1_tier");
}
// Update is called once per frame
void Update()
{
item1.text = item1_tier.ToString();
PlayerPrefs.SetInt("Item1_cost", item1_cost);
// PlayerPrefs.SetInt("Item1_upgrade", item1_upgrade);
PlayerPrefs.SetInt("Item1_tier", item1_tier);
if (item1_tier > 0)
{
item1_text.text = ("Upgrade");
}
}
public void on_click()
{
{
if (mc.money >= item1_cost)
{
mc.money -= item1_cost;
mc.addMoney += item1_upgrade;
item1_tier += 1;
item1.text = item1_tier.ToString();
item1_cost += 50 * item1_tier;
}
}
}
}
最佳答案
两件事情:
不要使用PlayerPrefs
存储保存数据。这不是为了那个。它用于保存播放器首选项,例如音量,全屏模式或输入类型。 PlayerPrefs
使用的文件是纯文本,不支持复杂的数据类型。
如果不存在保存数据,则读出的值为零(至少从PlayerPrefs中读出)。您需要考虑这一点,而目前还没有。当您使用另一种保存方法时,会出现其他错误,例如空指针或找不到文件。您必须确定是否存在保存,并且只有在存在的情况下才应该从中读取。