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CrowdControl/Assets/3rd/StompyRobot/SRF/Scripts/Components/SRAutoSingleton.cs

75 lines
2.2 KiB
C#

namespace SRF.Components
{
using System.Diagnostics;
using UnityEngine;
using Debug = UnityEngine.Debug;
/// <summary>
/// Singleton MonoBehaviour class which automatically creates an instance if one does not already exist.
/// </summary>
public abstract class SRAutoSingleton<T> : SRMonoBehaviour where T : SRAutoSingleton<T>
{
private static T _instance;
/// <summary>
/// Get (or create) the instance of this Singleton
/// </summary>
public static T Instance
{
[DebuggerStepThrough]
get
{
// Instance required for the first time, we look for it
if (_instance == null && Application.isPlaying)
{
#if UNITY_EDITOR
// Support reloading scripts after a recompile - static reference will be cleared, but we can find it again.
T autoSingleton = FindObjectOfType<T>();
if (autoSingleton != null)
{
_instance = autoSingleton;
return _instance;
}
#endif
var go = new GameObject("_" + typeof (T).Name);
go.AddComponent<T>(); // _instance set by Awake() constructor
}
return _instance;
}
}
public static bool HasInstance
{
get { return _instance != null; }
}
// If no other monobehaviour request the instance in an awake function
// executing before this one, no need to search the object.
protected virtual void Awake()
{
if (_instance != null)
{
Debug.LogWarning("More than one singleton object of type {0} exists.".Fmt(typeof (T).Name));
return;
}
_instance = (T) this;
}
protected virtual void OnEnable()
{
#if UNITY_EDITOR
// Restore reference after C# recompile.
_instance = (T) this;
#endif
}
// Make sure the instance isn't referenced anymore when the user quit, just in case.
private void OnApplicationQuit()
{
_instance = null;
}
}
}