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  • Unity里面两种单例模式的实现

    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()
        {
    
    
        }
    
    }
    

      

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  • 原文地址:https://www.cnblogs.com/kanekiken/p/7894827.html
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