单例模式实例

public class CylSingleton<T> where T : CylSingleton<T>, new()
{
	private static T _instance;

		public static T Instance
		{
			get
			{
				if (_instance == null)
				{
					Initialize();
				}
				return _instance;
			}
		}

		public static bool HasInstance => _instance != null;

		public static void Initialize()
		{
			if (_instance == null)
			{
				_instance = new T();
				_instance.OnInitialize();
			}
		}
		
		public static void Destroy()
		{
			if (_instance != null)
			{
				_instance.OnUnInitialize();
				_instance = null;
			}
		}
		
		protected virtual void OnInitialize() {}
		protected virtual void OnUnInitialize() {}
}

	public class ExposedSingleton<T> : MonoBehaviour where T : ExposedSingleton<T>
	{
		protected static T _instance;
		
		public static T Instance => _instance;
		
		public static bool HasInstance => _instance;
		
		public static void Destroy()
		{
			if (_instance != null)
			{
				GameObject.Destroy(_instance.gameObject);
				_instance = null;
			}
		}
	}
	
    public class MonoSingleton<T> : MonoBehaviour where T : MonoSingleton<T>
    {
        protected static T _instance;

        public static T Instance
        {
            get
            {
                if(_instance == null)
                {
	                CreateInstance();
                }
                return _instance;
            }
        }

        public static bool HasInstance => _instance;

        public static void CreateInstance()
        {
	        if (_instance) return;
	        
	        var obj = new GameObject(typeof(T).Name);
	        _instance = obj.AddComponent<T>();
	        if (!Application.isPlaying)
	        {
		        obj.hideFlags = HideFlags.HideAndDontSave;
	        }

	        if (Application.isPlaying)
	        {
		        DontDestroyOnLoad(_instance);
	        }
        }
        
        public static void Destroy()
        {
	        if (_instance != null)
	        {
		        GameObject.Destroy(_instance.gameObject);
		        _instance = null;
	        }
        }
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