/* ---------------------------------------
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* Sourced from: https://wiki.unity3d.com/index.php/Singleton
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* Modified by: Martín Pane (martintayx@gmail.com) (@tayx94)
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* Collaborators: Lars Aalbertsen (@Rockylars)
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* Project: Graphy - Ultimate Stats Monitor
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* Date: 07-Jul-17
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* Studio: Tayx
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*
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* This project is released under the MIT license.
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* Attribution is not required, but it is always welcomed!
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* -------------------------------------*/
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using UnityEngine;
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namespace Tayx.Graphy.Utils
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{
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/// <summary>
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/// Be aware this will not prevent a non singleton constructor
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/// such as `T myT = new T();`
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/// To prevent that, add `protected T () {}` to your singleton class.
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///
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/// As a note, this is made as MonoBehaviour because we need Coroutines.
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/// </summary>
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public class G_Singleton<T> : MonoBehaviour where T : MonoBehaviour
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{
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/* ----- TODO: ----------------------------
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* Check if we can seal this class.
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* Add summaries to the variables.
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* Add summaries to the functions.
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* Check if we should add "private" to the Unity Callbacks.
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* Fill in the missing date and author.
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* --------------------------------------*/
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#region Variables -> Private
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private static T _instance;
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private static object _lock = new object();
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#endregion
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#region Properties -> Public
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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 (_applicationIsQuitting)
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{
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//Debug.LogWarning("[Singleton] Instance '" + typeof(T) +
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// "' already destroyed on application quit." +
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// " Won't create again - returning null.");
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return null;
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}
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lock (_lock)
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{
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if (_instance == null)
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{
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_instance = (T)FindObjectOfType(typeof(T));
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if (FindObjectsOfType(typeof(T)).Length > 1)
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{
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//Debug.LogError("[Singleton] Something went really wrong " +
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// " - there should never be more than 1 singleton!" +
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// " Reopening the scene might fix it.");
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return _instance;
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}
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if (_instance == null)
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{
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//GameObject singleton = new GameObject();
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//_instance = singleton.AddComponent<T>();
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//singleton.name = "(singleton) " + typeof(T).ToString();
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//DontDestroyOnLoad(singleton);
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//Debug.Log("[Singleton] An instance of " + typeof(T) +
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// " is needed in the scene, so '" + singleton +
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// "' was created with DontDestroyOnLoad.");
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Debug.Log
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(
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"[Singleton] An instance of " + typeof(T) +
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" is trying to be accessed, but it wasn't initialized first. " +
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"Make sure to add an instance of " + typeof(T) + " in the scene before " +
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" trying to access it."
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);
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}
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else
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{
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//Debug.Log("[Singleton] Using instance already created: " +
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// _instance.gameObject.name);
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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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}
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#endregion
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#region Methods -> Unity Callbacks
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void Awake()
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{
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if (_instance != null)
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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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_instance = GetComponent<T>();
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}
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}
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private static bool _applicationIsQuitting = false;
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/// <summary>
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/// When Unity quits, it destroys objects in a random order.
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/// In principle, a Singleton is only destroyed when application quits.
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/// If any script calls Instance after it has been destroyed,
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/// it will create a buggy ghost object that will stay on the Editor scene
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/// even after stopping playing the Application. Really bad!
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/// So, this was made to be sure we're not creating that buggy ghost object.
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/// </summary>
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void OnDestroy()
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{
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_applicationIsQuitting = true;
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}
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#endregion
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}
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}
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