Last Updated: June 07, 2020
·
5.457K
· badawe

Improved PlayerPrefs for Unity

Here is a improved version of PlayerPref for unity, very helpfull to save another classes to player prefs in a easy way:

// ArrayPrefs2 v 1.3

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;

public class PlayerPrefsX
{
    static private int endianDiff1;
    static private int endianDiff2;
    static private int idx;
    static private byte [] byteBlock;

    enum ArrayType {Float, Int32, Bool, String, Vector2, Vector3, Quaternion, Color}

    public static bool SetBool ( String name, bool value)
    {
        try
        {
            PlayerPrefs.SetInt(name, value? 1 : 0);
        }
        catch
        {
            return false;
        }
        return true;
    }

    public static bool GetBool (String name)
    {
        return PlayerPrefs.GetInt(name) == 1;
    }

    public static bool GetBool (String name, bool defaultValue)
    {
        return (1==PlayerPrefs.GetInt(name, defaultValue?1:0));
    }

    public static long GetLong(string key, long defaultValue)
    {
        int lowBits, highBits;
        SplitLong(defaultValue, out lowBits, out highBits);
        lowBits = PlayerPrefs.GetInt(key+"_lowBits", lowBits);
        highBits = PlayerPrefs.GetInt(key+"_highBits", highBits);

        // unsigned, to prevent loss of sign bit.
        ulong ret = (uint)highBits;
        ret = (ret << 32);
        return (long)(ret | (ulong)(uint)lowBits);
    }

    public static long GetLong(string key)
    {
        int lowBits = PlayerPrefs.GetInt(key+"_lowBits");
        int highBits = PlayerPrefs.GetInt(key+"_highBits");

        // unsigned, to prevent loss of sign bit.
        ulong ret = (uint)highBits;
        ret = (ret << 32);
        return (long)(ret | (ulong)(uint)lowBits);
    }

    private static void SplitLong(long input, out int lowBits, out int highBits)
    {
        // unsigned everything, to prevent loss of sign bit.
        lowBits = (int)(uint)(ulong)input;
        highBits = (int)(uint)(input >> 32);
    }

    public static void SetLong(string key, long value)
    {
        int lowBits, highBits;
        SplitLong(value, out lowBits, out highBits);
        PlayerPrefs.SetInt(key+"_lowBits", lowBits);
        PlayerPrefs.SetInt(key+"_highBits", highBits);
    }

    public static bool SetVector2 (String key, Vector2 vector)
    {
        return SetFloatArray(key, new float[]{vector.x, vector.y});
    }

    static Vector2 GetVector2 (String key)
    {
        var floatArray = GetFloatArray(key);
        if (floatArray.Length < 2)
        {
            return Vector2.zero;
        }
        return new Vector2(floatArray[0], floatArray[1]);
    }

    public static Vector2 GetVector2 (String key, Vector2 defaultValue)
    {
        if (PlayerPrefs.HasKey(key))
        {
            return GetVector2(key);
        }
        return defaultValue;
    }

    public static bool SetVector3 (String key, Vector3 vector)
    {
        return SetFloatArray(key, new float []{vector.x, vector.y, vector.z});
    }

    public static Vector3 GetVector3 (String key)
    {
        var floatArray = GetFloatArray(key);
        if (floatArray.Length < 3)
        {
            return Vector3.zero;
        }
        return new Vector3(floatArray[0], floatArray[1], floatArray[2]);
    }

    public static Vector3 GetVector3 (String key, Vector3 defaultValue)
    {
        if (PlayerPrefs.HasKey(key))
        {
            return GetVector3(key);
        }
        return defaultValue;
    }

    public static bool SetQuaternion (String key, Quaternion vector)
    {
        return SetFloatArray(key, new float[]{vector.x, vector.y, vector.z, vector.w});
    }

    public static Quaternion GetQuaternion (String key)
    {
        var floatArray = GetFloatArray(key);
        if (floatArray.Length < 4)
        {
            return Quaternion.identity;
        }
        return new Quaternion(floatArray[0], floatArray[1], floatArray[2], floatArray[3]);
    }

    public static Quaternion GetQuaternion (String key, Quaternion defaultValue )
    {
        if (PlayerPrefs.HasKey(key))
        {
            return GetQuaternion(key);
        }
        return defaultValue;
    }

    public static bool SetColor (String key, Color color)
    {
        return SetFloatArray(key, new float[]{color.r, color.g, color.b, color.a});
    }

    public static Color GetColor (String key)
    {
        var floatArray = GetFloatArray(key);
        if (floatArray.Length < 4)
        {
            return new Color(0.0f, 0.0f, 0.0f, 0.0f);
        }
        return new Color(floatArray[0], floatArray[1], floatArray[2], floatArray[3]);
    }

    public static Color GetColor (String key , Color defaultValue )
    {
        if (PlayerPrefs.HasKey(key))
        {
            return GetColor(key);
        }
        return defaultValue;
    }

    public static bool SetBoolArray (String key, bool[] boolArray)
    {
        if (boolArray.Length == 0)
        {
            Debug.LogError ("The bool array cannot have 0 entries when setting " + key);
            return false;
        }
        // Make a byte array that's a multiple of 8 in length, plus 5 bytes to store the number of entries as an int32 (+ identifier)
        // We have to store the number of entries, since the boolArray length might not be a multiple of 8, so there could be some padded zeroes
        var bytes = new byte[(boolArray.Length + 7)/8 + 5];
        bytes[0] = System.Convert.ToByte (ArrayType.Bool);  // Identifier
        var bits = new BitArray(boolArray);
        bits.CopyTo (bytes, 5);
        Initialize();
        ConvertInt32ToBytes (boolArray.Length, bytes); // The number of entries in the boolArray goes in the first 4 bytes

        return SaveBytes (key, bytes);  
    }

    public static bool[] GetBoolArray (String key)
    {
        if (PlayerPrefs.HasKey(key))
        {
            var bytes = System.Convert.FromBase64String (PlayerPrefs.GetString(key));
            if (bytes.Length < 6)
            {
                Debug.LogError ("Corrupt preference file for " + key);
                return new bool[0];
            }
            if ((ArrayType)bytes[0] != ArrayType.Bool)
            {
                Debug.LogError (key + " is not a boolean array");
                return new bool[0];
            }
            Initialize();

            // Make a new bytes array that doesn't include the number of entries + identifier (first 5 bytes) and turn that into a BitArray
            var bytes2 = new byte[bytes.Length-5];
            System.Array.Copy(bytes, 5, bytes2, 0, bytes2.Length);
            var bits = new BitArray(bytes2);
            // Get the number of entries from the first 4 bytes after the identifier and resize the BitArray to that length, then convert it to a boolean array
            bits.Length = ConvertBytesToInt32 (bytes);
            var boolArray = new bool[bits.Count];
            bits.CopyTo (boolArray, 0);

            return boolArray;
        }
        return new bool[0];
    }

    public static bool[] GetBoolArray (String key, bool defaultValue, int defaultSize) 
    {
        if (PlayerPrefs.HasKey(key))
        {
            return GetBoolArray(key);
        }
        var boolArray = new bool[defaultSize];
        for(int i=0;i<defaultSize;i++)
        {
            boolArray[i] = defaultValue;
        }
        return boolArray;
    }

    public static bool SetStringArray (String key, String[] stringArray)
    {
        if (stringArray.Length == 0)
        {
            Debug.LogError ("The string array cannot have 0 entries when setting " + key);
            return false;
        }
        var bytes = new byte[stringArray.Length + 1];
        bytes[0] = System.Convert.ToByte (ArrayType.String);    // Identifier
        Initialize();

        // Store the length of each string that's in stringArray, so we can extract the correct strings in GetStringArray
        for (var i = 0; i < stringArray.Length; i++)
        {
            if (stringArray[i] == null)
            {
                Debug.LogError ("Can't save null entries in the string array when setting " + key);
                return false;
            }
            if (stringArray[i].Length > 255)
            {
                Debug.LogError ("Strings cannot be longer than 255 characters when setting " + key);
                return false;
            }
            bytes[idx++] = (byte)stringArray[i].Length;
        }

        try
        {
            PlayerPrefs.SetString (key, System.Convert.ToBase64String (bytes) + "|" + String.Join("", stringArray));
        }
        catch
        {
            return false;
        }
        return true;
    }

    public static String[] GetStringArray (String key)
    {
        if (PlayerPrefs.HasKey(key)) {
            var completeString = PlayerPrefs.GetString(key);
            var separatorIndex = completeString.IndexOf("|"[0]);
            if (separatorIndex < 4) {
                Debug.LogError ("Corrupt preference file for " + key);
                return new String[0];
            }
            var bytes = System.Convert.FromBase64String (completeString.Substring(0, separatorIndex));
            if ((ArrayType)bytes[0] != ArrayType.String) {
                Debug.LogError (key + " is not a string array");
                return new String[0];
            }
            Initialize();

            var numberOfEntries = bytes.Length-1;
            var stringArray = new String[numberOfEntries];
            var stringIndex = separatorIndex + 1;
            for (var i = 0; i < numberOfEntries; i++)
            {
                int stringLength = bytes[idx++];
                if (stringIndex + stringLength > completeString.Length)
                {
                    Debug.LogError ("Corrupt preference file for " + key);
                    return new String[0];
                }
                stringArray[i] = completeString.Substring(stringIndex, stringLength);
                stringIndex += stringLength;
            }

            return stringArray;
        }
        return new String[0];
    }

    public static String[] GetStringArray (String key, String defaultValue, int defaultSize)
    {
        if (PlayerPrefs.HasKey(key))
        {
            return GetStringArray(key);
        }
        var stringArray = new String[defaultSize];
        for(int i=0;i<defaultSize;i++)
        {
            stringArray[i] = defaultValue;
        }
        return stringArray;
    }

    public static bool SetIntArray (String key, int[] intArray)
    {
        return SetValue (key, intArray, ArrayType.Int32, 1, ConvertFromInt);
    }

    public static bool SetFloatArray (String key, float[] floatArray)
    {
        return SetValue (key, floatArray, ArrayType.Float, 1, ConvertFromFloat);
    }

    public static bool SetVector2Array (String key, Vector2[] vector2Array )
    {
        return SetValue (key, vector2Array, ArrayType.Vector2, 2, ConvertFromVector2);
    }

    public static bool SetVector3Array (String key, Vector3[] vector3Array)
    {
        return SetValue (key, vector3Array, ArrayType.Vector3, 3, ConvertFromVector3);
    }

    public static bool SetQuaternionArray (String key, Quaternion[] quaternionArray )
    {
        return SetValue (key, quaternionArray, ArrayType.Quaternion, 4, ConvertFromQuaternion);
    }

    public static bool SetColorArray (String key, Color[] colorArray)
    {
        return SetValue (key, colorArray, ArrayType.Color, 4, ConvertFromColor);
    }

    private static bool SetValue<T> (String key, T array, ArrayType arrayType, int vectorNumber, Action<T, byte[],int> convert) where T : IList
    {
        if (array.Count == 0)
        {
            Debug.LogError ("The " + arrayType.ToString() + " array cannot have 0 entries when setting " + key);
            return false;
        }
        var bytes = new byte[(4*array.Count)*vectorNumber + 1];
        bytes[0] = System.Convert.ToByte (arrayType);   // Identifier
        Initialize();

        for (var i = 0; i < array.Count; i++) {
            convert (array, bytes, i);  
        }
        return SaveBytes (key, bytes);
    }

    private static void ConvertFromInt (int[] array, byte[] bytes, int i)
    {
        ConvertInt32ToBytes (array[i], bytes);
    }

    private static void ConvertFromFloat (float[] array, byte[] bytes, int i)
    {
        ConvertFloatToBytes (array[i], bytes);
    }

    private static void ConvertFromVector2 (Vector2[] array, byte[] bytes, int i)
    {
        ConvertFloatToBytes (array[i].x, bytes);
        ConvertFloatToBytes (array[i].y, bytes);
    }

    private static void ConvertFromVector3 (Vector3[] array, byte[] bytes, int i)
    {
        ConvertFloatToBytes (array[i].x, bytes);
        ConvertFloatToBytes (array[i].y, bytes);
        ConvertFloatToBytes (array[i].z, bytes);
    }

    private static void ConvertFromQuaternion (Quaternion[] array, byte[] bytes, int i)
    {
        ConvertFloatToBytes (array[i].x, bytes);
        ConvertFloatToBytes (array[i].y, bytes);
        ConvertFloatToBytes (array[i].z, bytes);
        ConvertFloatToBytes (array[i].w, bytes);
    }

    private static void ConvertFromColor (Color[] array, byte[] bytes, int i)
    {
        ConvertFloatToBytes (array[i].r, bytes);
        ConvertFloatToBytes (array[i].g, bytes);
        ConvertFloatToBytes (array[i].b, bytes);
        ConvertFloatToBytes (array[i].a, bytes);
    }

    public static int[] GetIntArray (String key)
    {
        var intList = new List<int>();
        GetValue (key, intList, ArrayType.Int32, 1, ConvertToInt);
        return intList.ToArray();
    }

    public static int[] GetIntArray (String key, int defaultValue, int defaultSize)
    {
        if (PlayerPrefs.HasKey(key))
        {
            return GetIntArray(key);
        }
        var intArray = new int[defaultSize];
        for (int i=0; i<defaultSize; i++)
        {
            intArray[i] = defaultValue;
        }
        return intArray;
    }

    public static float[] GetFloatArray (String key)
    {
        var floatList = new List<float>();
        GetValue (key, floatList, ArrayType.Float, 1, ConvertToFloat);
        return floatList.ToArray();
    }

    public static float[] GetFloatArray (String key, float defaultValue, int defaultSize)
    {
        if (PlayerPrefs.HasKey(key))
        {
            return GetFloatArray(key);
        }
        var floatArray = new float[defaultSize];
        for (int i=0; i<defaultSize; i++)
        {
            floatArray[i] = defaultValue;
        }
        return floatArray;
    }

    public static Vector2[] GetVector2Array (String key)
    {
        var vector2List = new List<Vector2>();
        GetValue (key, vector2List, ArrayType.Vector2, 2, ConvertToVector2);
        return vector2List.ToArray();
    }

    public static Vector2[] GetVector2Array (String key, Vector2 defaultValue, int defaultSize)
    {
        if (PlayerPrefs.HasKey(key))
        {
            return GetVector2Array(key);
        }
        var vector2Array = new Vector2[defaultSize];
        for(int i=0; i< defaultSize;i++)
        {
            vector2Array[i] = defaultValue;
        }
        return vector2Array;
    }

    public static Vector3[] GetVector3Array (String key)
    {
        var vector3List = new List<Vector3>();
        GetValue (key, vector3List, ArrayType.Vector3, 3, ConvertToVector3);
        return vector3List.ToArray();
    }

    public static Vector3[] GetVector3Array (String key, Vector3 defaultValue, int defaultSize)
    {
        if (PlayerPrefs.HasKey(key))

        {
            return GetVector3Array(key);
        }
        var vector3Array = new Vector3[defaultSize];
        for (int i=0; i<defaultSize;i++)
        {
            vector3Array[i] = defaultValue;
        }
        return vector3Array;
    }

    public static Quaternion[] GetQuaternionArray (String key)
    {
        var quaternionList = new List<Quaternion>();
        GetValue (key, quaternionList, ArrayType.Quaternion, 4, ConvertToQuaternion);
        return quaternionList.ToArray();
    }

    public static Quaternion[] GetQuaternionArray (String key, Quaternion defaultValue, int defaultSize)
    {
        if (PlayerPrefs.HasKey(key))
        {
            return GetQuaternionArray(key);
        }
        var quaternionArray = new Quaternion[defaultSize];
        for(int i=0;i<defaultSize;i++)
        {
            quaternionArray[i] = defaultValue;
        }
        return quaternionArray;
    }

    public static Color[] GetColorArray (String key)
    {
        var colorList = new List<Color>();
        GetValue (key, colorList, ArrayType.Color, 4, ConvertToColor);
        return colorList.ToArray();
    }

    public static Color[] GetColorArray (String key, Color defaultValue, int defaultSize)
    {
        if (PlayerPrefs.HasKey(key)) {
            return GetColorArray(key);
        }
        var colorArray = new Color[defaultSize];
        for(int i=0;i<defaultSize;i++)
        {
            colorArray[i] = defaultValue;
        }
        return colorArray;
    }

    private static void GetValue<T> (String key, T list, ArrayType arrayType, int vectorNumber, Action<T, byte[]> convert) where T : IList
    {
        if (PlayerPrefs.HasKey(key))
        {
            var bytes = System.Convert.FromBase64String (PlayerPrefs.GetString(key));
            if ((bytes.Length-1) % (vectorNumber*4) != 0)
            {
                Debug.LogError ("Corrupt preference file for " + key);
                return;
            }
            if ((ArrayType)bytes[0] != arrayType)
            {
                Debug.LogError (key + " is not a " + arrayType.ToString() + " array");
                return;
            }
            Initialize();

            var end = (bytes.Length-1) / (vectorNumber*4);
            for (var i = 0; i < end; i++)
            {
                convert (list, bytes);
            }
        }
    }

    private static void ConvertToInt (List<int> list, byte[] bytes)
    {
        list.Add (ConvertBytesToInt32(bytes));
    }

    private static void ConvertToFloat (List<float> list, byte[] bytes)
    {
        list.Add (ConvertBytesToFloat(bytes));
    }

    private static void ConvertToVector2 (List<Vector2> list, byte[] bytes)
    {
        list.Add (new Vector2(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
    }

    private static void ConvertToVector3 (List<Vector3> list, byte[] bytes)
    {
        list.Add (new Vector3(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
    }

    private static void ConvertToQuaternion (List<Quaternion> list,byte[] bytes)
    {
        list.Add (new Quaternion(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
    }

    private static void ConvertToColor (List<Color> list, byte[] bytes)
    {
        list.Add (new Color(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
    }

    public static void ShowArrayType (String key)
    {
        var bytes = System.Convert.FromBase64String (PlayerPrefs.GetString(key));
        if (bytes.Length > 0)
        {
            ArrayType arrayType = (ArrayType)bytes[0];
            Debug.Log (key + " is a " + arrayType.ToString() + " array");
        }
    }

    private static void Initialize ()
    {
        if (System.BitConverter.IsLittleEndian)
        {
            endianDiff1 = 0;
            endianDiff2 = 0;
        }
        else
        {
            endianDiff1 = 3;
            endianDiff2 = 1;
        }
        if (byteBlock == null)
        {
            byteBlock = new byte[4];
        }
        idx = 1;
    }

    private static bool SaveBytes (String key, byte[] bytes)
    {
        try
        {
            PlayerPrefs.SetString (key, System.Convert.ToBase64String (bytes));
        }
        catch
        {
            return false;
        }
        return true;
    }

    private static void ConvertFloatToBytes (float f, byte[] bytes)
    {
        byteBlock = System.BitConverter.GetBytes (f);
        ConvertTo4Bytes (bytes);
    }

    private static float ConvertBytesToFloat (byte[] bytes)
    {
        ConvertFrom4Bytes (bytes);
        return System.BitConverter.ToSingle (byteBlock, 0);
    }

    private static void ConvertInt32ToBytes (int i, byte[] bytes)
    {
        byteBlock = System.BitConverter.GetBytes (i);
        ConvertTo4Bytes (bytes);
    }

    private static int ConvertBytesToInt32 (byte[] bytes)
    {
        ConvertFrom4Bytes (bytes);
        return System.BitConverter.ToInt32 (byteBlock, 0);
    }

    private static void ConvertTo4Bytes (byte[] bytes)
    {
        bytes[idx  ] = byteBlock[    endianDiff1];
        bytes[idx+1] = byteBlock[1 + endianDiff2];
        bytes[idx+2] = byteBlock[2 - endianDiff2];
        bytes[idx+3] = byteBlock[3 - endianDiff1];
        idx += 4;
    }

    private static void ConvertFrom4Bytes (byte[] bytes)
    {
        byteBlock[    endianDiff1] = bytes[idx  ];
        byteBlock[1 + endianDiff2] = bytes[idx+1];
        byteBlock[2 - endianDiff2] = bytes[idx+2];
        byteBlock[3 - endianDiff1] = bytes[idx+3];
        idx += 4;
    }
}