1、MainMene脚本
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List<T>.Add(T) 方法——将对应的元素添加到List集合末尾
 
方法签名为void Add(T item),T代表List集合中的具体元素的类型,是C#中的泛型语法,item代表具体需要添加的元素对象。
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$符号——字符串的拼接优化
 
语法格式:$"string {参数}",以{}来进行传参,可以多个参数累加。
替代格式化字符串string.format(),原先赋值需要占位符和变量,需要拼接多个变量会造成语句过长等不易理解问题。
例:string.Format 的语法
	string str =string.Format("my name is {0},my age is {1}.", name, age);
$使代码简洁,可读性强
string str = $"my name is {name},my age is {age}.";
引用自:https://blog.csdn.net/weixin_47896156/article/details/114637372
using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI;public class TF_MainMenu : MonoBehaviour {
public Text Text_Ranking1, Text_Ranking2; public Transform PanelHonor; private readonly List _jlist = new List(); //定义只读List private readonly List _jlblist = new List(); private readonly List _njlist = new List(); private void Awake() { Transform _bg = PanelHonor.GetChild(0); //定义私有变量_bg并赋入PanelHonor下第一个子物体 for ( int i = 0; i < _bg.childCount; i++) { _jlist.Add(_bg.GetChild(i)); //将_bg下的子物体添加到_jlist集合中 //找到_bg下子物体"Label"上的Text组件,并添加到_jlbist集合中 _jlblist.Add(_bg.GetChild(i).Find( "Label" ).GetComponent()); } TF_GameData.getInstance().ResetData(); _njlist.Add(TF_GameData.getInstance().nj1); _njlist.Add(TF_GameData.getInstance().nj2); _njlist.Add(TF_GameData.getInstance().nj3); _njlist.Add(TF_GameData.getInstance().nj4); _njlist.Add(TF_GameData.getInstance().nj5); _njlist.Add(TF_GameData.getInstance().nj6); _njlist.Add(TF_GameData.getInstance().nj7); _njlist.Add(TF_GameData.getInstance().nj8); _njlist.Add(TF_GameData.getInstance().nj9); _njlist.Add(TF_GameData.getInstance().nj10); _njlist.Add(TF_GameData.getInstance().nj200); _njlist.Add(TF_GameData.getInstance().nj201); } public void OpenPanelHonor() { PanelHonor.gameObject.SetActive( true ); } void Start () { Text_Ranking1.text = $ "排行:{1}" ; //字符串的拼接优化 Text_Ranking2.text = "" ; } public void Loadnewlevel( string levelname) { SceneManager.LoadSceneAsync(levelname); }}
2、GameData脚本
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PlayerPrefs——数据存储
 
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using UnityEngine; public class TF_GameData { public static int totalLevel = 20; public static TF_GameData instance;public int levelPassed = 0; public int cLevel = 0; public int cScore = 0; public int cCoin = 0; public long gameStep, itemUsed; public long nj1, nj2, nj3, nj4, nj5, nj6, nj7, nj8, nj9, nj10;// nj11, nj12; public long nj200, nj201, nj202; public int nBomb = 0; public int nShove = 0; public string cBuyItem = ""; public int bestJew = 4; public bool isFail = false; public int isLock = 0; public static TF_GameData GetInstance() { instance ??= new TF_GameData(); return instance; } public void ResetData() { isLock = 0; isFail = false; cBuyItem = ""; bestJew = PlayerPrefs.GetInt("TrippleFarmbestjew", 4);//获取int值 nj1 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj1", "0")); nj2 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj2", "0")); nj3 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj3", "0")); nj4 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj4", "0")); nj5 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj5", "0")); nj6 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj6", "0")); nj7 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj7", "0")); nj8 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj8", "0")); nj9 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj9", "0")); nj10 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj10", "0")); nj200 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj200", "0")); nj201 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj201", "0")); nj202 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj202", "0")); gameStep = long.Parse(PlayerPrefs.GetString("TrippleFarmgameStep", "0")); itemUsed = long.Parse(PlayerPrefs.GetString("TrippleFarmitemUsed", "0")); } 
                    
                
                
            
        
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