OldBlueWater/BlueWater/Assets/Doozy/Runtime/Common/ScriptableObjects/SingletonRuntimeScriptableObject.cs
2023-08-02 15:08:03 +09:00

82 lines
3.2 KiB
C#

// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
// This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
using Doozy.Runtime.Common.Attributes;
using Doozy.Runtime.Common.Utils;
using UnityEngine;
namespace Doozy.Runtime.Common.ScriptableObjects
{
/// <summary> Base ScriptableObject class that implements a modified singleton pattern to work for scriptable objects </summary>
/// <typeparam name="T"> Class type </typeparam>
public class SingletonRuntimeScriptableObject<T> : ScriptableObject where T : ScriptableObject
{
private static string fileName => $"{typeof(T).Name}";
private static string assetFileName => $"{fileName}.asset";
private static string assetFolderPath => $"{RuntimePath.path}/Data/Resources/";
private static string assetFilePath => $"{assetFolderPath}/{assetFileName}";
[ClearOnReload]
private static T s_instance;
/// <summary> Get asset singleton instance </summary>
public static T instance
{
get
{
if (s_instance != null) return s_instance;
s_instance = Resources.Load<T>(fileName);
if (s_instance != null) return s_instance;
#if UNITY_EDITOR
{
s_instance = UnityEditor.AssetDatabase.LoadAssetAtPath<T>(assetFilePath);
if (s_instance != null) return s_instance;
}
#endif
s_instance = CreateInstance<T>();
#if UNITY_EDITOR
{
PathUtils.CreatePath(assetFolderPath);
UnityEditor.AssetDatabase.CreateAsset(s_instance, assetFilePath);
}
#endif
return s_instance;
}
}
#if UNITY_EDITOR
/// <summary> [Editor Only] Reload the asset singleton instance </summary>
public static void Initialize()
{
_ = instance;
}
/// <summary> [Editor Only] Save the asset singleton instance </summary>
public static void Restore()
{
UnityEditor.EditorUtility.SetDirty(instance);
}
/// <summary> [Editor Only] Save undo point for the asset singleton instance </summary>
/// <param name="message"> The message to display in the undo history </param>
public static void UndoRecord(string message)
{
UnityEditor.Undo.RecordObject(instance, message);
UnityEditor.EditorUtility.SetDirty(instance);
}
/// <summary> [Editor Only] Save changes to the asset singleton instance </summary>
/// <param name="refreshAssetDatabase"> Should the asset database be refreshed? </param>
public static void Save(bool refreshAssetDatabase = false)
{
UnityEditor.EditorUtility.SetDirty(instance);
UnityEditor.AssetDatabase.SaveAssetIfDirty(instance);
if (refreshAssetDatabase) UnityEditor.AssetDatabase.Refresh();
}
#endif
}
}