I am Completely Noob in Programing So Please Anybody Can help me.
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My Error:-
NewPPrefs.cs(132,10): error CS0165: Use of unassigned local variable `returnValue’
Code:-
using UnityEngine;
public class NewPPrefs : MonoBehaviour {
//############################################# HasKey #############################################
//A has key method for NewPPrefs
public static bool HasKey(string key){
string[] types = {"{0}","NewPPrefs:bool:{0}","NewPPrefs:Colour:{0}-r","NewPPrefs:Colour32:{0}-r","NewPPrefs:Vector2:{0}-x","NewPPrefs:Vector3:{0}-x","NewPPrefs:Vector4:{0}-x","NewPPrefs:Vector3:Quaternion:{0}-x","NewPPrefs:Vector4:Rect:{0}-x"};
bool flag = false;
foreach( string type in types ){
if( PlayerPrefs.HasKey(string.Format(type,key)) )
flag = true;
}
return flag;
}
//############################################### int ##############################################
//Ints stored normally just to make things nice and similar in user projects
public static void SetInt(string key, int value){
PlayerPrefs.SetInt(key, value);
}
public static int GetInt(string key){
return PlayerPrefs.GetInt(key);
}
public static int GetInt(string key, int defaultValue){
return PlayerPrefs.GetInt(key, defaultValue);
}
//############################################### float ##############################################
//Floats also stored normally just to make things nice and similar in user projects
public static void SetFloat(string key, float value){
PlayerPrefs.SetFloat(key, value);
}
public static float GetFloat(string key){
return PlayerPrefs.GetFloat(key);
}
public static float GetFloat(string key, float defaultValue){
return PlayerPrefs.GetFloat(key, defaultValue);
}
//############################################### String ##############################################
//And strings
public static void SetString(string key, string value){
PlayerPrefs.SetString(key, value);
}
public static string GetString(string key){
return PlayerPrefs.GetString(key);
}
public static string GetString(string key, string defaultValue){
return PlayerPrefs.GetString(key, defaultValue);
}
//############################################## bool ##############################################
//Store bool as 0 or 1
public static void SetBool(string key, bool value){
if( value )
PlayerPrefs.SetInt("NewPPrefs:bool:"+key,1);
else
PlayerPrefs.SetInt("NewPPrefs:bool:"+key,0);
}
public static bool GetBool(string key){
return GetBool(key,false);
}
public static bool GetBool(string key, bool defaultValue){
int value = PlayerPrefs.GetInt("NewPPrefs:bool:"+key, 2);
if( value == 2 ) //Return default
return defaultValue;
else if( value == 1 ) //Return true
return true;
else //Return false
return false;
}
//############################################## Color ##############################################
//Store Color data as RGBA floats
public static void SetColour(string key, Color value){
PlayerPrefs.SetFloat("NewPPrefs:Colour:"+key+"-r",value.r);
PlayerPrefs.SetFloat("NewPPrefs:Colour:"+key+"-g",value.g);
PlayerPrefs.SetFloat("NewPPrefs:Colour:"+key+"-b",value.b);
PlayerPrefs.SetFloat("NewPPrefs:Colour:"+key+"-a",value.a);
}
//Rebuild Color data from RGBA floats
public static Color GetColour(string key){
return GetColour(key,Color.clear);
}
public static Color GetColour(string key, Color defaultValue){
Color returnValue;
returnValue.r = PlayerPrefs.GetFloat("NewPPrefs:Colour:"+key+"-r",defaultValue.r);
returnValue.g = PlayerPrefs.GetFloat("NewPPrefs:Colour:"+key+"-g",defaultValue.g);
returnValue.b = PlayerPrefs.GetFloat("NewPPrefs:Colour:"+key+"-b",defaultValue.b);
returnValue.a = PlayerPrefs.GetFloat("NewPPrefs:Colour:"+key+"-a",defaultValue.a);
return returnValue;
}
//############################################ Color 32 #############################################
//Store Color32 data RGBA Ints
public static void SetColour32(string key, Color32 value){
PlayerPrefs.SetInt("NewPPrefs:Colour32:"+key+"-r",value.r);
PlayerPrefs.SetInt("NewPPrefs:Colour32:"+key+"-g",value.g);
PlayerPrefs.SetInt("NewPPrefs:Colour32:"+key+"-b",value.b);
PlayerPrefs.SetInt("NewPPrefs:Colour32:"+key+"-a",value.a);
}
//Rebuild Color32 data from RGBA Ints
public static Color32 GetColour32(string key){
return GetColour32(key,new Color32(0,0,0,0));
}
public static Color32 GetColour32(string key, Color32 defaultValue){
Color32 returnValue;
returnValue.r = (byte)PlayerPrefs.GetInt("NewPPrefs:Colour32:"+key+"-r",defaultValue.r);
returnValue.g = (byte)PlayerPrefs.GetInt("NewPPrefs:Colour32:"+key+"-g",defaultValue.g);
returnValue.b = (byte)PlayerPrefs.GetInt("NewPPrefs:Colour32:"+key+"-b",defaultValue.b);
returnValue.a = (byte)PlayerPrefs.GetInt("NewPPrefs:Colour32:"+key+"-a",defaultValue.a);
return returnValue;
}
//############################################# Vector2 #############################################
//Store Vector2 data as as x & y floats
public static void SetVector2(string key, Vector2 value){
PlayerPrefs.SetFloat("NewPPrefs:Vector2:"+key+"-x",value.x);
PlayerPrefs.SetFloat("NewPPrefs:Vector2:"+key+"-y",value.y);
}
//Rebuild Vector2 from floats
public static Vector2 GetVector2(string key){
return GetVector2(key,Vector2.zero);
}
public static Vector2 GetVector2(string key, Vector2 defaultValue){
Vector2 returnValue;
returnValue.x = PlayerPrefs.GetFloat("NewPPrefs:Vector2:"+key+"-x",defaultValue.x);
returnValue.y = PlayerPrefs.GetFloat("NewPPrefs:Vector2:"+key+"-y",defaultValue.y);
return returnValue;
}
//############################################# Vector3 #############################################
//Store Vector3 data as as x, y & z floats
public static void SetVector3(string key, Vector3 value){
PlayerPrefs.SetFloat("NewPPrefs:Vector3:"+key+"-x",value.x);
PlayerPrefs.SetFloat("NewPPrefs:Vector3:"+key+"-y",value.y);
PlayerPrefs.SetFloat("NewPPrefs:Vector3:"+key+"-z",value.z);
}
//Rebuild Vector3 from floats
public static Vector3 GetVector3(string key){
return GetVector3(key,Vector3.zero);
}
public static Vector3 GetVector3(string key, Vector3 defaultValue){
Vector3 returnValue;
returnValue.x = PlayerPrefs.GetFloat("NewPPrefs:Vector3:"+key+"-x",defaultValue.x);
returnValue.y = PlayerPrefs.GetFloat("NewPPrefs:Vector3:"+key+"-y",defaultValue.y);
returnValue.z = PlayerPrefs.GetFloat("NewPPrefs:Vector3:"+key+"-z",defaultValue.z);
return returnValue;
}
//############################################# Vector4 #############################################
//Store Vector4 data as as x, y, z & w floats
public static void SetVector4(string key, Vector4 value){
PlayerPrefs.SetFloat("NewPPrefs:Vector4:"+key+"-x",value.x);
PlayerPrefs.SetFloat("NewPPrefs:Vector4:"+key+"-y",value.y);
PlayerPrefs.SetFloat("NewPPrefs:Vector4:"+key+"-z",value.z);
PlayerPrefs.SetFloat("NewPPrefs:Vector4:"+key+"-w",value.w);
}
//Rebuild Vector4 from floats
public static Vector4 GetVector4(string key){
return GetVector4(key,Vector4.zero);
}
public static Vector4 GetVector4(string key, Vector4 defaultValue){
Vector4 returnValue;
returnValue.x = PlayerPrefs.GetFloat("NewPPrefs:Vector4:"+key+"-x",defaultValue.x);
returnValue.y = PlayerPrefs.GetFloat("NewPPrefs:Vector4:"+key+"-y",defaultValue.y);
returnValue.z = PlayerPrefs.GetFloat("NewPPrefs:Vector4:"+key+"-z",defaultValue.z);
returnValue.w = PlayerPrefs.GetFloat("NewPPrefs:Vector4:"+key+"-w",defaultValue.w);
return returnValue;
}
//############################################ Quaternion ############################################
//For simplicity we are just going to put Quaternions into Vector3s with "Quaternion" before the key
public static void SetQuaternion(string key, Quaternion value){
SetVector3("Quaternion:"+key,value.eulerAngles);
}
public static Quaternion GetQuaternion(string key){
return Quaternion.Euler( GetVector3("Quaternion:"+key,Quaternion.identity.eulerAngles) );
}
public static Quaternion GetQuaternion(string key, Quaternion defaultValue){
return Quaternion.Euler( GetVector3("Quaternion:"+key,defaultValue.eulerAngles) );
}
//############################################### Rect ###############################################
//Similar to Quaternions we are just going to put Rects into Vector4s with "Rect" before the key
public static void SetRect(string key, Rect value){
SetVector4("Rect:"+key, new Vector4( value.x, value.y, value.width, value.height ));
}
public static Rect GetRect(string key){
Vector4 v4 = GetVector4("Rect:"+key, Vector4.zero );
return new Rect( v4.x, v4.y, v4.z, v4.w );
}
public static Rect GetRect(string key, Rect defaultValue){
Vector4 v4 = GetVector4("Rect:"+key, new Vector4( defaultValue.x, defaultValue.y, defaultValue.width, defaultValue.height ) );
return new Rect( v4.x, v4.y, v4.z, v4.w );
}
}
public class PPP : NewPPrefs{}
Screenshot Of error
Thanks
