```
public class MonoSingleton<T> : MonoBehaviour where T : MonoSingleton<T> //注意此约束为T必须为其本身或子类 { /* 相较于直接在需要唯一创建的脚本中创建实例,Awake初始化的过程需要解决的问题 1.代码重复 2.在Awake里面初始化,其它脚本在Awake中调用其可能会为Null的异常情况 */ //解决1:使用泛型创建实例 解决2:使用按需加载(即有其它脚本调用时在get中加载) private static T instance; //创建私有对象记录取值,可只赋值一次避免多次赋值 public static bool applicationIsQuitting = false; public static T Instance { get { if (applicationIsQuitting) { return instance; } if (instance==null && Application.isPlaying) { instance = FindObjectOfType(typeof(T)) as T; if (instance==null) { instance = new GameObject(typeof(T).ToString(), typeof(T)).GetComponent<T>(); } instance.Init(); } return instance; } } private void Awake() { //若无其它脚本在Awake中调用此实例,则可在Awake中自行初始化instance instance = this as T; //初始化 Init(); } //子类对成员进行初始化如果放在Awake里仍会出现Null问题所以自行制作一个init函数解决(可用可不用) protected virtual void Init() { } private void OnDestroy() { applicationIsQuitting = true; } }
/*单例结束运行之后出现错误!! Some objects were not cleaned up when closing the scene. (Did you spawn new GameObjects from OnDestroy?) The following scene GameObjects were found: Singleton of InputEvent * //实现按需加载 get { //当已经赋值,则直接返回即可 if (instance != null) return instance; instance = FindObjectOfType<T>(); //为了防止脚本还未挂到物体上,找不到的异常情况,可以自行创建空物体挂上去 if (instance == null) { //如果创建对象,则会在创建时调用其身上脚本的Awake即调用T的Awake(T的Awake实际上是继承的父类的) //所以此时无需为instance赋值,其会在Awake中赋值,自然也会初始化所以无需init() instance = new GameObject("Singleton of " + typeof(T)).AddComponent<T>(); } else instance.Init(); //保证Init只执行一次 return instance; }*/
```