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