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- namespace SRF.Components
- {
- using System.Diagnostics;
- using UnityEngine;
- using Debug = UnityEngine.Debug;
- /// <summary>
- /// Singleton MonoBehaviour class which automatically creates an instance if one does not already exist.
- /// </summary>
- public abstract class SRAutoSingleton<T> : SRMonoBehaviour where T : SRAutoSingleton<T>
- {
- private static T _instance;
- /// <summary>
- /// Get (or create) the instance of this Singleton
- /// </summary>
- public static T Instance
- {
- [DebuggerStepThrough]
- get
- {
- // Instance required for the first time, we look for it
- if (_instance == null && Application.isPlaying)
- {
- #if UNITY_EDITOR
- // Support reloading scripts after a recompile - static reference will be cleared, but we can find it again.
- T autoSingleton = FindObjectOfType<T>();
- if (autoSingleton != null)
- {
- _instance = autoSingleton;
- return _instance;
- }
- #endif
- var go = new GameObject("_" + typeof (T).Name);
- go.AddComponent<T>(); // _instance set by Awake() constructor
- }
- return _instance;
- }
- }
- public static bool HasInstance
- {
- get { return _instance != null; }
- }
- // 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()
- {
- if (_instance != null)
- {
- Debug.LogWarning("More than one singleton object of type {0} exists.".Fmt(typeof (T).Name));
- return;
- }
- _instance = (T) this;
- }
- protected virtual void OnEnable()
- {
- #if UNITY_EDITOR
- // Restore reference after C# recompile.
- _instance = (T) this;
- #endif
- }
- // Make sure the instance isn't referenced anymore when the user quit, just in case.
- private void OnApplicationQuit()
- {
- _instance = null;
- }
- }
- }
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