105 lines
2.8 KiB
C#
105 lines
2.8 KiB
C#
using UnityEngine;
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using System.Collections;
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namespace XED.Core
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{
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public abstract class UnitySingleton<T> : UnityEngine.MonoBehaviour where T : UnitySingleton<T>
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{
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private static T instance;
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private static object _lock = new object();
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protected static bool applicationIsQuitting = false;
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public static bool IsApplicationQuitting
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{
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get
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{
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return applicationIsQuitting;
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}
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}
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public static T I
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{
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get
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{
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if (applicationIsQuitting)
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{
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Debug.LogWarning("[Singleton] Instance '" + typeof(T) +
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"' already destroyed on application quit." +
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" Won't create again - returning null.");
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return null;
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}
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lock (_lock)
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{
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if (instance == null)
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{
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instance = FindFirstObjectByType(typeof(T)) as T;
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if (instance == null)
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{
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GameObject singleton = new GameObject(typeof(T).Name);
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instance = singleton.AddComponent<T>();
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instance.Init();
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instance.name = typeof(T).ToString();
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DontDestroyOnLoad(instance.gameObject);
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}
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}
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return instance;
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}
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}
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}
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void Awake()
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{
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lock (_lock)
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{
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if (instance == null)
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{
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instance = this as T;
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}
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else if (instance != this)
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{
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Debug.LogError(this.name + " Destroy !!!");
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Destroy(this.gameObject);
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return;
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}
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}
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}
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protected virtual void Init()
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{
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}
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protected virtual void OnApplicationQuit()
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{
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#if UNITY_EDITOR
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#else
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applicationIsQuitting = true;
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#endif
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}
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}
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public abstract class ISingleton<T> where T : class, new()
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{
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static volatile T instance = default(T);
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static readonly object padlock = new object();
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protected ISingleton()
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{
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}
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public static T I
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{
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get
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{
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lock (padlock)
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{
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if (instance == null)
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{
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instance = new T();
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(instance as ISingleton<T>).Init();
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}
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return instance;
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}
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}
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}
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public virtual void Init() { }
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}
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} |