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