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