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Singleton.cs
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Singleton.cs
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using UnityEngine;
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
private static T _instance;
private static object _lock = new object();
private static bool applicationIsQuitting = false;
public static T Instance
{
get
{
if (applicationIsQuitting)
{
Debug.LogWarning("[Singleton] Instance '" + typeof(T) +
"' already destroyed on application quit." +
" Won't create again - returning null.");
return null;
}
lock (_lock)
{
if (_instance == null)
{
_instance = (T)FindObjectOfType(typeof(T));
if (FindObjectsOfType(typeof(T)).Length > 1)
{
Debug.LogError("[Singleton] Something went really wrong " +
" - there should never be more than 1 singleton!" +
" Reopening the scene might fix it.");
return _instance;
}
if (_instance == null)
{
GameObject singleton = new GameObject();
_instance = singleton.AddComponent<T>();
singleton.name = "(singleton) " + typeof(T).ToString();
DontDestroyOnLoad(singleton);
Debug.Log("[Singleton] An instance of " + typeof(T) +
" is needed in the scene, so '" + singleton +
"' was created with DontDestroyOnLoad.");
}
else
{
DontDestroyOnLoad(_instance);
Debug.Log("[Singleton] Using instance already created: " +
_instance.gameObject.name);
}
}
return _instance;
}
}
}
protected virtual void Awake()
{
if (_instance == null)
{
_instance = (T)FindObjectOfType(typeof(T));
if (FindObjectsOfType(typeof(T)).Length > 1)
{
Debug.LogError("[Singleton] Something went really wrong " +
" - there should never be more than 1 singleton!" +
" Reopening the scene might fix it.");
}
DontDestroyOnLoad(_instance);
Debug.Log("[Singleton] Using instance already created: " +
_instance.gameObject.name);
}
else
{
Destroy(this);
}
}
/// <summary>
/// When Unity quits, it destroys objects in a random order.
/// In principle, a Singleton is only destroyed when application quits.
/// If any script calls Instance after it have been destroyed,
/// it will create a buggy ghost object that will stay on the Editor scene
/// even after stopping playing the Application. Really bad!
/// So, this was made to be sure we're not creating that buggy ghost object.
/// </summary>
protected virtual void OnDestroy()
{
if (_instance.gameObject.GetInstanceID() == this.gameObject.GetInstanceID())
applicationIsQuitting = true;
}
}