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

83 lines
2.3 KiB
C#

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