参考自:http://wiki.unity3d.com/index.php/Singleton
我们要使用Unity3d在Object类中提供了1个静态函数 :Object.DontDestroyOnLoad (Object target) . 加载新场景的时候使单例对象不被自动烧毁
作为 MonoBehaviour 由于我们可能需要协同程序,所以使用 Lock同步
用法示例
MyClass.cs
public class MyClass : MonoBehaviour {
void Awake () {
Debug.Log(Manager.Instance.myGlobalVar);
}
}
Manager.cs
public class Manager : Singleton<Manager> {
protected Manager () {} // guarantee this will be always a singleton only - can't use the constructor!
public string myGlobalVar = "whatever";
}
履行
Singleton.cs
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 Singleton<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 = (T) FindObjectOfType(typeof(T));
if ( FindObjectsOfType(typeof(T)).Length > 1 )
{
Debug.LogError("[Singleton] Something went really wrong " +
" - there should never be more than 1 singleton!" +
" Reopening 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>
public void OnDestroy () {
applicationIsQuitting = true;
}
}
要求
(从GetOrAddComponent MonoBehaviourExtended.cs)
static public class MethodExtensionForMonoBehaviourTransform {
/// <summary>
/// Gets or add a component. Usage example:
/// BoxCollider boxCollider = transform.GetOrAddComponent<BoxCollider>();
/// </summary>
static public T GetOrAddComponent<T> (this Component child) where T: Component {
T result = child.GetComponent<T>();
if (result == null) {
result = child.gameObject.AddComponent<T>();
}
return result;
}
}