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118 lines
3.5 KiB
C#
118 lines
3.5 KiB
C#
using System.Linq;
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using System.Reflection;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.SceneManagement;
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namespace LanLib.Singleton
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{
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[ExecuteInEditMode]
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public class Singleton<T> : SingletonBase where T : Singleton<T>
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{
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private const BindingFlags BindingFlags = System.Reflection.BindingFlags.Default
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| System.Reflection.BindingFlags.FlattenHierarchy
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| System.Reflection.BindingFlags.Static
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| System.Reflection.BindingFlags.Public
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| System.Reflection.BindingFlags.NonPublic;
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private static T _instance;
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public static T Instance
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{
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get
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{
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if (!_instance)
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{
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#if UNITY_EDITOR
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_instance = Resources.FindObjectsOfTypeAll<T>().FirstOrDefault(inst => inst);
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#else
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_instance = FindObjectOfType<T>();
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#endif
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}
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if (!_instance)
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{
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_instance = (T)typeof(T).GetMethod("CreateInstance", BindingFlags)?.Invoke(null, null);
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}
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Assert.IsNotNull(_instance);
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return _instance;
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}
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}
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protected static T CreateInstance()
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{
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return new GameObject(typeof(T).Name)
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{
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hideFlags = HideFlags.HideAndDontSave ^ HideFlags.NotEditable
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}.AddComponent<T>();
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}
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protected virtual void Awake()
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{
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if (_instance == null)
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{
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_instance = this as T;
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if (Application.isPlaying)
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{
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DestroyOnSceneUnload = DestroyOnSceneUnload;
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}
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}
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else
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{
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DestroySelf();
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}
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}
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}
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public abstract class SingletonBase : MonoBehaviour
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{
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private SingletonDestroyCondition _destroyCondition = SingletonDestroyCondition.ReloadDomain;
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public virtual SingletonDestroyCondition DestroyCondition
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{
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get => _destroyCondition;
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private set
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{
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var flgSceneUnload = (value ^ _destroyCondition) & SingletonDestroyCondition.SceneUnload;
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if (flgSceneUnload != 0)
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{
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var hasFlag = 0 != (value & SingletonDestroyCondition.SceneUnload);
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DestroyOnSceneUnload = hasFlag;
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}
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_destroyCondition = value;
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}
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}
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public bool DestroyOnSceneUnload
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{
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get => DestroyCondition.Contains(SingletonDestroyCondition.SceneUnload);
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set
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{
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if (value)
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{
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SceneManager.MoveGameObjectToScene(gameObject, SceneManager.GetActiveScene());
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DestroyCondition |= SingletonDestroyCondition.SceneUnload;
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}
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else
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{
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DontDestroyOnLoad(gameObject);
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DestroyCondition &= ~SingletonDestroyCondition.SceneUnload;
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}
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}
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}
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internal void DestroySelf()
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{
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if (Application.isPlaying)
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{
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Destroy(gameObject);
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}
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else
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{
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DestroyImmediate(gameObject);
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}
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}
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}
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} |