单例模式通常用于生成单一管理者,例如假设游戏只能有一个玩家,那么就可以将玩家的控制器作为一个单例存在使用。或者场景控制,也可以作为一个单例来使用。
| |
| using System.Collections; |
| using System.Collections.Generic; |
| using UnityEngine; |
| |
| public class Singleton <T> where T:new() |
| { |
| private static T instance; |
| public static T GetInstance() |
| { |
| if(instance == null) |
| instance = new T(); |
| return instance; |
| } |
| } |
| |
| public class MonoSingleton<T> : MonoBehaviour where T: MonoBehaviour |
| { |
| protected static T instance; |
| public static T GetInstance() |
| { |
| if(instance == null) |
| { |
| instance = (T)FindFirstObjectByType(typeof(T)); |
| if(instance == null) |
| { |
| GameObject singleton = new GameObject(); |
| instance = singleton.AddComponent<T>(); |
| singleton.name = typeof(T).Name; |
| DontDestroyOnLoad(singleton); |
| } |
| } |
| return instance; |
| } |
| void Awake() |
| { |
| DontDestroyOnLoad(gameObject); |
| if(instance == null) |
| instance = this as T; |
| else |
| Destroy(gameObject); |
| } |
| } |
逐步解释
| public class Singleton<T> where T:new() |
| |
| |
| { |
| private static T instance; |
| |
| public static T GetInstance() |
| |
| { |
| if(instance == null) |
| instance = new T(); |
| return instance; |
| } |
| } |
| |
| public class MonoSingleton<T> : MonoBehaviour where T: MonoBehaviour |
| { |
| protected static T instance; |
| public static T GetInstance() |
| { |
| |
| if(instance == null) |
| { |
| |
| |
| instance = (T)FindFirstObjectByType(typeof(T)); |
| |
| if(instance == null) |
| { |
| GameObject singleton = new GameObject(); |
| instance = singleton.AddComponent<T>(); |
| singleton.name = typeof(T).Name; |
| DontDestroyOnLoad(singleton); |
| } |
| } |
| return instance; |
| } |
| void Awake() |
| { |
| |
| DontDestroyOnLoad(gameObject); |
| if(instance == null) |
| instance = this as T; |
| |
| else |
| Destroy(gameObject); |
| } |
| } |
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