单例模式(Singleton Pattern)【创建型】__MonoSingleton,及 相关应用(TimerManager)

如果项目中有很多个单例,那么我们就必须每次都写这些代码,有什么办法可以省去这些不必要的代码呢?

 

using UnityEngine;

/// <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 MonoSingleton<T> : MonoBehaviour where T : MonoBehaviour
{
    private static T _instance;

    private static object _lock = new object();

    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 = FindObjectOfType<T>();

                    if (FindObjectsOfType<T>().Length > 1)
                    {
                        Debug.LogError("[Singleton] Something went really wrong " +
                                       " - there should never be more than 1 singleton!" +
                                       " Reopenning 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.");
                    }
                    else
                    {
                        //Debug.Log("[Singleton] Using instance already created: " + _instance.gameObject.name);
                    }
                }

                return _instance;
            }
        }
    }

    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 have 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>
    protected virtual void OnDestroy()
    {
        applicationIsQuitting = true;
    }
    public virtual void Awake()
    {
        if (gameObject.transform.parent == null)
            DontDestroyOnLoad(gameObject);
    }

}

应用: TimerManager——单例协同

 

using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
using UnityEngine.Events;

public class TimerManager : MonoSingleton<TimerManager> {

    public delegate void TimeoutEventDelegate(params object[] arr);

    public class Timer
    {
        CrudeElapsedTimer _TimerEntity;
        TimeoutEventDelegate _Callback;
        object[] _Params;


        public Timer(float timesec, TimeoutEventDelegate cb, params object[] arr)
        {
            _Params = arr;
            _Callback = cb;
            _TimerEntity = new CrudeElapsedTimer(timesec);
        }

        public bool Update()
        {
            if (_TimerEntity != null)
            {
                _TimerEntity.Advance(Time.deltaTime);

                if (_TimerEntity.TimeOutCount > 0)
                {
                    if (_Callback != null)
                    {
                        _Callback(_Params);
                    }
                    return true;
                }
            }
            return false;
        }
    }


    Dictionary<Type, Timer> _CallbackDic = new Dictionary<Type, Timer>();
    public TimerUpdateEvent _TimerUpdateEvent = new TimerUpdateEvent();

    List<Type> _WillRemove = new List<Type>();
    // Update is called once per frame
    void Update() {
        ClearWillRemove();

        foreach (KeyValuePair<Type, Timer> kv in _CallbackDic)
        {
            bool b = kv.Value.Update();
            if (b)
            {
                _WillRemove.Add(kv.Key);
            }
        }
        ClearWillRemove();

        if (_TimerUpdateEvent != null)
        {
            _TimerUpdateEvent.Invoke();
        }
    }

    void ClearWillRemove()
    {
        foreach (Type t in _WillRemove)
        {
            if (_CallbackDic.ContainsKey(t))
            {
                _CallbackDic.Remove(t);
            }
        }
        _WillRemove.Clear();
    }


    public void AddTimer<T>(float timesec, TimeoutEventDelegate cb, params object[] arr)
    {
        StartCoroutine(AddTimerCoroutine<T>(timesec, cb, arr));
    }
    IEnumerator AddTimerCoroutine<T>(float timesec, TimeoutEventDelegate cb, params object[] arr)
    {

        yield return 0;
        if (!_CallbackDic.ContainsKey(typeof(T)))
        {
            _CallbackDic.Add(typeof(T), new Timer(timesec, cb, arr));

        }
    }

    public void CancelTimer<T>()
    {
        StartCoroutine(CancelTimerCoroutine<T>());
    }
    IEnumerator CancelTimerCoroutine<T>()
    {
        yield return 0;

        if (!_WillRemove.Contains(typeof(T)))
        {
            _WillRemove.Add(typeof(T));
        }
    }


    #region calculate elapsed time tool

    private TimeSpan startTime;
    public void StartTime()
    {
        startTime = DateTime.Now.TimeOfDay;
    }

    /// <summary>
    /// 开始时间
    /// </summary>
    /// <returns>开始时间</returns>
    public TimeSpan StartTimeFlag()
    {
        TimeSpan stf = DateTime.Now.TimeOfDay;
        return stf;
    }

    /// <summary>
    /// 输出经过时间
    /// </summary>
    /// <param name="st">相对应的开始时间</param>
    /// <param name="timeFlag">需要计算的时间标志</param>
    public void LogElapsedTimeFlag(TimeSpan st,string timeFlag = "")
    {
        string te = (DateTime.Now.TimeOfDay - st).ToString();
        Debug.LogFormat("{0} elapse: {1}", timeFlag, te);
    }

    public TimeSpan EndTime(string entFlag = "")
    {
        TimeSpan endTime = DateTime.Now.TimeOfDay;
        return endTime;        
    }
    
    public void LogTimeElapsed(string tag = "")
    {
        string timeElapsed = (DateTime.Now.TimeOfDay - startTime).ToString();
        Debug.LogFormat("{0} !!!!!elapse: {1}", tag, timeElapsed);
    }
    
    #endregion


    #region Call Example

    //void OnTimeout(params object[] arr)
    //{

    //    //do something
    //}
    //TimerManager.Instance.AddTimer<T>(5.0f, OnTimeout);
    //TimerManager.Instance.CancelTimer<T>();


    #endregion
}
public class TimerUpdateEvent : UnityEvent
{
}

 

应用:

TimerManager.Instance.StartCoroutine(Test());

 

PS:MonoBehavior单例

今天我们就来看看在unity中如何使用单例模式,在unity中,我们分两种单例,一种是继承monobehavior的单例,一种是普通单例。

其实在unity中,如果脚本是继承monobehavior,那么使用起单例来更加简单。

只需要在Awake()里面,添加一句instance = this;

 

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using UnityEngine;

using System.Collections;

public class test2 : MonoBehaviour {

    public static test2 instance;

    // Use this for initialization

    void Awake () {

        instance = this;

    }

     

    // Update is called once per frame

    void Update () {

 

    }

}

  

2.普通类的单例

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using UnityEngine;

using System.Collections;

public class test2 {

    private static test2 instance;

    public static test2 Instance

    {

        get

        {

            if (null == instance)

                instance = new test2();

            return instance;

        }

        set { }

    }

}

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