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using UnityEngine;
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namespace Ilumisoft.GraphicsControl
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{
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/// <summary>
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/// Default settings storage using PlayerPrefs. You can write your own storage class by extending the <see cref="GraphicSettingsStorage"/>
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/// </summary>
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[DisallowMultipleComponent()]
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public class DefaultGraphicSettingsStorage : GraphicSettingsStorage
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{
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public override void SetFloat(string key, float value) => PlayerPrefs.SetFloat(key, value);
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public override void SetInt(string key, int value) => PlayerPrefs.SetInt(key, value);
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public override void SetString(string key, string value) => PlayerPrefs.SetString(key, value);
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public override void SetBool(string key, bool value) => PlayerPrefs.SetInt(key, value ? 1 : 0);
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public override float GetFloat(string key, float defaultValue) => PlayerPrefs.GetFloat(key, defaultValue);
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public override int GetInt(string key, int defaultValue) => PlayerPrefs.GetInt(key, defaultValue);
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public override string GetString(string key, string defaultValue) => PlayerPrefs.GetString(key, defaultValue);
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public override bool GetBool(string key, bool defaultValue)
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{
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int value = PlayerPrefs.GetInt(key, defaultValue ? 1 : 0);
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return value != 0;
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}
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private void OnDisable()
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{
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PlayerPrefs.Save();
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}
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private void OnApplicationFocus(bool focus)
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{
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if(!focus)
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{
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PlayerPrefs.Save();
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}
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}
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private void OnApplicationPause(bool pause)
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{
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PlayerPrefs.Save();
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}
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}
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}
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