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84 lines
1.9 KiB
C#
84 lines
1.9 KiB
C#
3 months ago
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using UnityEngine;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// Persistent singleton.
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/// </summary>
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public class MMPersistentSingleton<T> : MonoBehaviour where T : Component
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{
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[Header("Persistent Singleton")]
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/// if this is true, this singleton will auto detach if it finds itself parented on awake
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[Tooltip("if this is true, this singleton will auto detach if it finds itself parented on awake")]
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public bool AutomaticallyUnparentOnAwake = true;
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public static bool HasInstance => _instance != null;
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public static T Current => _instance;
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protected static T _instance;
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protected bool _enabled;
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/// <summary>
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/// Singleton design pattern
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/// </summary>
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/// <value>The instance.</value>
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public static T Instance
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{
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get
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{
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if (_instance == null)
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{
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_instance = FindObjectOfType<T> ();
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if (_instance == null)
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{
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GameObject obj = new GameObject ();
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obj.name = typeof(T).Name + "_AutoCreated";
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_instance = obj.AddComponent<T> ();
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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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/// <summary>
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/// On awake, we check if there's already a copy of the object in the scene. If there's one, we destroy it.
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/// </summary>
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protected virtual void Awake ()
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{
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InitializeSingleton();
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}
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/// <summary>
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/// Initializes the singleton.
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/// </summary>
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protected virtual void InitializeSingleton()
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{
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if (!Application.isPlaying)
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{
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return;
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}
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if (AutomaticallyUnparentOnAwake)
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{
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this.transform.SetParent(null);
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}
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if (_instance == null)
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{
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//If I am the first instance, make me the Singleton
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_instance = this as T;
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DontDestroyOnLoad (transform.gameObject);
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_enabled = true;
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}
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else
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{
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//If a Singleton already exists and you find
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//another reference in scene, destroy it!
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if(this != _instance)
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{
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Destroy(this.gameObject);
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}
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}
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}
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}
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}
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