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- namespace SRF.Components
- {
- using System;
- using System.Diagnostics;
- using UnityEngine;
- using Debug = UnityEngine.Debug;
- /// <summary>
- /// Inherit from this component to easily create a singleton gameobject.
- /// </summary>
- /// <typeparam name="T"></typeparam>
- public abstract class SRSingleton<T> : SRMonoBehaviour where T : SRSingleton<T>
- {
- private static T _instance;
- /// <summary>
- /// Get the instance of this singleton.
- /// </summary
- public static T Instance
- {
- [DebuggerStepThrough]
- get
- {
- // Instance requiered for the first time, we look for it
- if (_instance == null)
- {
- throw new InvalidOperationException("No instance of {0} present in scene".Fmt(typeof (T).Name));
- }
- return _instance;
- }
- }
- public static bool HasInstance
- {
- [DebuggerStepThrough] get { return _instance != null; }
- }
- private void Register()
- {
- if (_instance != null)
- {
- Debug.LogWarning("More than one singleton object of type {0} exists.".Fmt(typeof (T).Name));
- // Check if gameobject only contains Transform and this component
- if (GetComponents<Component>().Length == 2)
- {
- Destroy(gameObject);
- }
- else
- {
- Destroy(this);
- }
- return;
- }
- _instance = (T) this;
- }
- // If no other monobehaviour request the instance in an awake function
- // executing before this one, no need to search the object.
- protected virtual void Awake()
- {
- Register();
- }
- protected virtual void OnEnable()
- {
- // In case of code-reload, this should restore the single instance
- if (_instance == null)
- {
- Register();
- }
- }
- // Make sure the instance isn't referenced anymore when the user quit, just in case.
- private void OnApplicationQuit()
- {
- _instance = null;
- }
- }
- }
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