CapersProject/Assets/02.Scripts/Utility/Singletone.cs
2024-06-04 03:26:03 +09:00

152 lines
4.4 KiB
C#

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