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CrowdControl/Assets/Feel/MMTools/Tools/MMSingletons/MMPersistentHumbleSingleton.cs

85 lines
2.0 KiB
C#

1 month ago
using UnityEngine;
using System;
namespace MoreMountains.Tools
{
/// <summary>
/// Persistent humble singleton, basically a classic singleton but will destroy any other older components of the same type it finds on awake
/// </summary>
public class MMPersistentHumbleSingleton<T> : MonoBehaviour where T : Component
{
/// whether or not this singleton already has an instance
public static bool HasInstance => _instance != null;
public static T Current => _instance;
protected static T _instance;
/// the timestamp at which this singleton got initialized
[MMReadOnly]
public float InitializationTime;
/// <summary>
/// Singleton design pattern
/// </summary>
/// <value>The instance.</value>
public static T Instance
{
get
{
if (_instance == null)
{
_instance = FindObjectOfType<T> ();
if (_instance == null)
{
GameObject obj = new GameObject ();
obj.hideFlags = HideFlags.HideAndDontSave;
obj.name = typeof(T).Name + "_AutoCreated";
_instance = obj.AddComponent<T> ();
}
}
return _instance;
}
}
/// <summary>
/// On awake, we check if there's already a copy of the object in the scene. If there's one, we destroy it.
/// </summary>
protected virtual void Awake ()
{
InitializeSingleton();
}
/// <summary>
/// Initializes the singleton.
/// </summary>
protected virtual void InitializeSingleton()
{
if (!Application.isPlaying)
{
return;
}
InitializationTime = Time.time;
DontDestroyOnLoad (this.gameObject);
// we check for existing objects of the same type
T[] check = FindObjectsOfType<T>();
foreach (T searched in check)
{
if (searched!=this)
{
// if we find another object of the same type (not this), and if it's older than our current object, we destroy it.
if (searched.GetComponent<MMPersistentHumbleSingleton<T>>().InitializationTime < InitializationTime)
{
Destroy (searched.gameObject);
}
}
}
if (_instance == null)
{
_instance = this as T;
}
}
}
}