Unity架构之路-小试牛刀-1

希望能坚持写下去

设计模式之单例

using UnityEngine;
using System;
using System.Threading;

// ReSharper disable CheckNamespace

namespace MyFrameWork
{
    public abstract class Singleton<T> where T : new()
    {
        private static T _instance;
        private static object _lock = new object();

        public static T Instance
        {
            get
            {
                if (_instance == null)
                {
                    Monitor.Enter(_lock);
                    try
                    {
                        if (_instance == null)
                            _instance = Activator.CreateInstance<T>();
                    }
                    finally
                    {
                        Monitor.Exit(_lock);
                    }
                }
                return _instance;
            }
        }

        public virtual void Init()
        {
        }
    }

    public abstract class MonoSingleton<T> : MonoBehaviour where T : MonoSingleton<T>
    {
        private static T _instance;
        private static readonly object LockObject = new object();

        public static T Instance
        {
            get
            {
                if (_instance == null)
                {
                    Monitor.Enter(LockObject);
                    _instance = GameObject.FindObjectOfType(typeof (T)) as T;
                    if (_instance == null)
                    {
                        _instance = new GameObject(typeof (T).Name, typeof (T)).GetComponent<T>();
                    }
                    Monitor.Exit(LockObject);
                }
                return _instance;
            }
        }

        public virtual void SetDontDestroyOnLoad(Transform parent)
        {
            transform.SetParent(parent);
        }
    }
}

https://msdn.microsoft.com/zh-cn/library/system.threading.monitor(v=vs.110).aspx
http://www.cnblogs.com/chengxingliang/p/3150731.html
http://www.cnblogs.com/lxblog/archive/2013/03/07/2947182.html
线程锁参考上面几个网站

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