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);
}
}
}