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144 lines
5.0 KiB
C#
144 lines
5.0 KiB
C#
/// Shady
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/// SingletonBase v1.4
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using UnityEngine;
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namespace Shady.Core.Singletons
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{
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#if ODIN_INSPECTOR
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using Sirenix.OdinInspector;
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[HideMonoScript]
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#endif
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/// <summary>
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/// Main Base class that holds some setting variables on how to Initialize the Singleton.
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/// </summary>
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public abstract class SingletonBase : MonoBehaviour
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{
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//===================================================
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// FIELDS
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//===================================================
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#if ODIN_INSPECTOR
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[BoxGroup("SINGLETON BASE", showLabel: false)]
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[Title("SINGLETON BASE", titleAlignment: TitleAlignments.Centered)]
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[LabelWidth(140)]
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[DisplayAsString]
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[LabelText("Initialized : ")]
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#endif
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[SerializeField] private bool _initialized = false;
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#if ODIN_INSPECTOR
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[BoxGroup("SINGLETON BASE")]
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[Switch]
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[LabelWidth(140)]
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[DisableInPlayMode]
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[LabelText("Initialize In Awake")]
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#endif
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[SerializeField] private bool _initInAwake = false;
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#if ODIN_INSPECTOR
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[BoxGroup("SINGLETON BASE")]
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[Switch]
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[LabelWidth(140)]
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[DisableInPlayMode]
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[LabelText("Dont Destroy On Load")]
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#endif
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[SerializeField] private bool _dontDestroyOnLoad = false;
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//===================================================
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// PROPERTIES
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//===================================================
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protected bool Initialized => _initialized;
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protected bool InitInAwake => _initInAwake;
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protected bool DontDestroy => _dontDestroyOnLoad;
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//===================================================
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// METHODS
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//===================================================
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/// <summary>
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/// Virtual Method being overrided in the child class
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/// </summary>
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internal virtual void Init() => _initialized = true;
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}//class end
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/// <summary>
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/// class taking a Generic type for creating a Singelton of the passed type.
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/// Inherit from this class to make that class a Singleton.
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/// </summary>
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public abstract class Singleton<T> : SingletonBase where T : Component
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{
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//===================================================
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// FIELDS
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//===================================================
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public static T Instance {get; private set;}
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/// <summary>
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/// This property was specifically created to check when the Init method is being override.
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/// As if a Singleton object was present more than one time or present in multiple scenes it did destroy but
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/// the Initialization was also called in the derived class and the object was destoryed a bit late.
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/// </summary>
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protected bool InstanceNotSelf => Instance.gameObject != gameObject;
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//===================================================
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// METHODS
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//===================================================
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/// <summary>
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/// Called when the script instance is being loaded.
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/// Instance will only be created if the field InitInAwake is true.
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/// Otherwise you have to manually call the Init method externally for
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/// sequential initializations of multiple singletons which have cross dependencies.
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/// </summary>
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private void Awake()
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{
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if(InitInAwake)
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Init();
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}//Awake() end
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/// <summary>
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/// Method Override in which instance is being created.
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/// This method can be overrided by your derived class for any extended functionality
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/// you require to run in the Initialization process(Awake) but do call base.Init() first
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/// in your override method.
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/// </summary>
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internal override void Init()
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{
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if(Instance is null && Initialized is false)
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{
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Instance = this as T;
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if(DontDestroy is true)
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{
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transform.SetParent(null);
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DontDestroyOnLoad(gameObject);
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}//if end
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base.Init();
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GameLog.InitMessage<T>();
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}//if end
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else
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{
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Destroy(this);
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Destroy(gameObject);
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}//else end
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}//Init() end
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/// <summary>
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/// Method called upon Destroying this Game Object or Scene Reload.
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/// This method was implemented in the Singleton Base class to make the Instance null,
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/// because the Instance does not get destroyed upon scene reload it lives in the memory.
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/// This method was marked virtual so it can be overrided by the derived class
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/// for any extended functionality but do call base.OnDestroy() in your override method.
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/// </summary>
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public virtual void OnDestroy()
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{
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if(DontDestroy is false)
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Instance = null;
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}//OnDestroy() end
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}//class end
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}//namespace end
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