152 lines
4.4 KiB
C#
152 lines
4.4 KiB
C#
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// using UnityEngine;
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//
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// [DefaultExecutionOrder(-1)]
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// public abstract class Singleton<T> : MonoBehaviour where T : MonoBehaviour
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// {
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// [SerializeField]
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// private bool _persistent;
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//
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// private static T _instance;
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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 (_instance) return _instance;
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//
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// _instance = FindAnyObjectByType<T>(FindObjectsInactive.Include);
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//
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// if (_instance) return _instance;
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//
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// var obj = new GameObject
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// {
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// name = typeof(T).Name
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// };
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// _instance = obj.AddComponent<T>();
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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 void Awake()
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// {
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// if (!_instance)
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// {
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// _instance = this as T;
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//
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// if (_persistent)
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// {
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// DontDestroyOnLoad(gameObject);
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// }
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//
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// OnAwake();
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// }
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// else if (_instance != this)
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// {
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// Destroy(gameObject);
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// }
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// }
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//
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// protected virtual void OnAwake() {}
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// }
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using JetBrains.Annotations;
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using UnityEngine;
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[DefaultExecutionOrder(-1)]
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public abstract class Singleton<T> : Singleton where T : MonoBehaviour
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{
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#region Fields
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[CanBeNull]
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private static T _instance;
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[NotNull]
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private static readonly object _lock = new();
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[SerializeField]
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private bool _persistent;
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#endregion
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#region Properties
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[NotNull]
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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 (Quitting)
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{
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if (_instance != null)
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return _instance;
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var instances = FindObjectsByType<T>(FindObjectsSortMode.None);
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var count = instances.Length;
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if (count > 0)
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{
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if (count == 1)
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return _instance = instances[0];
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Debug.LogWarning($"[{nameof(Singleton)}<{typeof(T)}>] There should never be more than one {nameof(Singleton)} of type {typeof(T)} in the scene, but {count} were found. The first instance found will be used, and all others will be destroyed.");
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for (var i = 1; i < instances.Length; i++)
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Destroy(instances[i]);
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return _instance = instances[0];
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}
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Debug.LogWarning($"[{nameof(Singleton)}<{typeof(T)}>] Instance will not be returned because the application is quitting.");
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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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return _instance;
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var instances = FindObjectsByType<T>(FindObjectsSortMode.None);
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var count = instances.Length;
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if (count > 0)
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{
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if (count == 1)
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return _instance = instances[0];
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Debug.LogWarning($"[{nameof(Singleton)}<{typeof(T)}>] There should never be more than one {nameof(Singleton)} of type {typeof(T)} in the scene, but {count} were found. The first instance found will be used, and all others will be destroyed.");
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for (var i = 1; i < instances.Length; i++)
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Destroy(instances[i]);
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return _instance = instances[0];
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}
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Debug.Log($"[{nameof(Singleton)}<{typeof(T)}>] An instance is needed in the scene and no existing instances were found, so a new instance will be created.");
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return _instance = new GameObject($"({nameof(Singleton)}){typeof(T)}")
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.AddComponent<T>();
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}
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}
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}
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#endregion
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#region Methods
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protected virtual void Awake()
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{
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if (_persistent)
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{
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if (_instance == null)
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{
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_instance = this as T;
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DontDestroyOnLoad(gameObject);
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}
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else if (_instance != this)
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{
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Destroy(gameObject);
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}
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}
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OnAwake();
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}
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protected virtual void OnAwake() { }
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#endregion
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}
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public abstract class Singleton : MonoBehaviour
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{
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#region Properties
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public static bool Quitting { get; private set; }
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#endregion
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#region Methods
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protected virtual void OnApplicationQuit()
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{
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Quitting = true;
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}
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#endregion
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}
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