unity不想创建对象挂脚本实现单例模式
using UnityEngine;/// <summary>
/// Inherit from this base class to create a singleton.
/// e.g. public class MyClassName : Singleton<MyClassName> {}
/// </summary>
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
// Check to see if we're about to be destroyed.
private static bool m_ShuttingDown = false;
private static object m_Lock = new object();
private static T m_Instance;
/// <summary>
/// Access singleton instance through this propriety.
/// </summary>
public static T Instance
{
get
{
if (m_ShuttingDown)
{
Debug.LogWarning(" Instance '" + typeof(T) +
"' already destroyed. Returning null.");
return null;
}
lock (m_Lock)
{
if (m_Instance == null)
{
// Search for existing instance.
m_Instance = (T)FindObjectOfType(typeof(T));
// Create new instance if one doesn't already exist.
if (m_Instance == null)
{
// Need to create a new GameObject to attach the singleton to.
var singletonObject = new GameObject();
m_Instance = singletonObject.AddComponent<T>();
singletonObject.name = typeof(T).ToString() + " (Singleton)";
// Make instance persistent.
DontDestroyOnLoad(singletonObject);
}
}
return m_Instance;
}
}
}
private void OnApplicationQuit()
{
m_ShuttingDown = true;
}
private void OnDestroy()
{
m_ShuttingDown = true;
}
}地址:https://wiki.unity3d.com/index.php/Singleton
其他类public class IAPManager : Singleton<IAPManager>, IStoreListener继承此类自动初始化 自动销毁对象,免去策划忘记拉对象的尴尬
using UnityEngine;
/// <summary>
/// Inherit from this base class to create a singleton.
/// e.g. public class MyClassName : Singleton<MyClassName> {}
/// </summary>
///
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
public bool dontDestroy = false;
private static T m_instance;
public static T Instance
{
get
{
if (m_instance==null)
{
m_instance = GameObject.FindObjectOfType<T>();
if (m_instance==null)
{
GameObject singleton = new GameObject(typeof(T).Name);
m_instance = singleton.AddComponent<T>();
}
}
return m_instance;
}
}
public virtual void Awake()
{
if (m_instance==null)
{
m_instance = this as T;
if (dontDestroy)
{
transform.parent = null;
DontDestroyOnLoad(this.gameObject);
}
}
else
{
Destroy(gameObject);
}
}
}
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