using UnityEngine; namespace Unity.Multiplayer.Samples.BossRoom.Client { /// /// Singleton class which saves/loads local-client settings. /// (This is just a wrapper around the PlayerPrefs system, /// so that all the calls are in the same place.) /// public static class ClientPrefs { const string k_MasterVolumeKey = "MasterVolume"; const string k_MusicVolumeKey = "MusicVolume"; const string k_ClientGUIDKey = "client_guid"; const string k_AvailableProfilesKey = "AvailableProfiles"; const float k_DefaultMasterVolume = 0.5f; const float k_DefaultMusicVolume = 0.8f; public static float GetMasterVolume() { return PlayerPrefs.GetFloat(k_MasterVolumeKey, k_DefaultMasterVolume); } public static void SetMasterVolume(float volume) { PlayerPrefs.SetFloat(k_MasterVolumeKey, volume); } public static float GetMusicVolume() { return PlayerPrefs.GetFloat(k_MusicVolumeKey, k_DefaultMusicVolume); } public static void SetMusicVolume(float volume) { PlayerPrefs.SetFloat(k_MusicVolumeKey, volume); } /// /// Either loads a Guid string from Unity preferences, or creates one and checkpoints it, then returns it. /// /// The Guid that uniquely identifies this client install, in string form. public static string GetGuid() { if (PlayerPrefs.HasKey(k_ClientGUIDKey)) { return PlayerPrefs.GetString(k_ClientGUIDKey); } var guid = System.Guid.NewGuid(); var guidString = guid.ToString(); PlayerPrefs.SetString(k_ClientGUIDKey, guidString); return guidString; } public static string GetAvailableProfiles() { return PlayerPrefs.GetString(k_AvailableProfilesKey, ""); } public static void SetAvailableProfiles(string availableProfiles) { PlayerPrefs.SetString(k_AvailableProfilesKey, availableProfiles); } } }