OldBlueWater/BlueWater/Assets/02.Scripts/Utility/Singletone.cs
2023-08-08 16:08:41 +09:00

118 lines
3.3 KiB
C#

using JetBrains.Annotations;
using UnityEngine;
public abstract class Singleton<T> : Singleton where T : MonoBehaviour
{
#region Fields
[CanBeNull]
protected static T _instance;
[NotNull]
// ReSharper disable once StaticMemberInGenericType
private static readonly object Lock = new object();
[SerializeField]
protected bool _persistent = false;
#endregion
#region Properties
[NotNull]
public static T Inst
{
get
{
if (Quitting)
{
Debug.LogWarning($"[{nameof(Singleton)}<{typeof(T)}>] Instance will not be returned because the application is quitting.");
// ReSharper disable once AssignNullToNotNullAttribute
return null;
}
lock (Lock)
{
if (_instance != null)
return _instance;
var instances = FindObjectsOfType<T>();
var count = instances.Length;
if (count > 0)
{
if (count == 1)
return _instance = instances[0];
Debug.LogWarning($"[{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)
{
DontDestroyOnLoad(gameObject);
}
else if (_instance != this)
{
Destroy(_instance.gameObject);
DontDestroyOnLoad(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
}
// public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
// {
// protected static GameObject _gameObject;
// protected static T _instance = null;
//
// [SerializeField]
// protected bool _persistent = false;
//
// public static T Inst
// {
// get
// {
// if (null != _instance)
// {
// return _instance;
// }
//
// _instance = (T)FindObjectOfType(typeof(T));
//
// if (_instance == null)
// {
// _gameObject = new GameObject(typeof(T).Name);
// _instance = _gameObject.AddComponent<T>();
// }
//
// return _instance;
// }
// }
// }