using System;
public class Singleton<T> where T : class, new()
{
private static T m_instance;
public static T instance
{
get
{
if (Singleton<T>.m_instance == null)
{
Singleton<T>.CreateInstance();
}
return Singleton<T>.m_instance;
}
}
protected Singleton()
{
}
public static void CreateInstance()
{
if (Singleton<T>.m_instance == null)
{
Singleton<T>.m_instance = Activator.CreateInstance<T>();
(Singleton<T>.m_instance as Singleton<T>).Init();
}
}
public static void DestroyInstance()
{
if (Singleton<T>.m_instance != null)
{
(Singleton<T>.m_instance as Singleton<T>).UnInit();
Singleton<T>.m_instance = (T)((object)null);
}
}
public static T GetInstance()
{
if (Singleton<T>.m_instance == null)
{
Singleton<T>.CreateInstance();
}
return Singleton<T>.m_instance;
}
public static bool HasInstance()
{
return Singleton<T>.m_instance != null;
}
public virtual void Init()
{
}
public virtual void UnInit()
{
}
}
using UnityEngine;
public class MonoSingleton<T> : MonoBehaviour where T : MonoBehaviour
{
private static bool applicationIsQuitting = false;
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 = (T)FindObjectOfType(typeof(T));
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 void Awake()
{
Init();
}
private void Update()
{
Tick();
}
private void OnDestroy()
{
applicationIsQuitting = true;
UnInit();
}
///
protected virtual void Init()
{
}
protected virtual void UnInit()
{
}
protected virtual void Tick()
{
}
}