在Unity3D中使用单例模式
# 起因
通过构造函数的方式实现单例模式在Unity3D中存在问题,因每当挂载的组件被调用时,构造函数会被反复调用。
# 方法
第一步:创建工具类 Singleton
using UnityEngine;
/// <summary>
/// Inherit from this base class to create a singleton.
/// e.g. public class MyClassName : Singleton<MyClassName> {}
/// </summary>
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
// Check to see if we're about to be destroyed.
private static bool m_ShuttingDown = false;
private static object m_Lock = new object();
private static T m_Instance;
/// <summary>
/// Access singleton instance through this propriety.
/// </summary>
public static T Instance
{
get
{
if (m_ShuttingDown)
{
Debug.LogWarning("[Singleton] Instance '" + typeof(T) +
"' already destroyed. Returning null.");
return null;
}
lock (m_Lock)
{
if (m_Instance == null)
{
// Search for existing instance.
m_Instance = (T)FindObjectOfType(typeof(T));
// Create new instance if one doesn't already exist.
if (m_Instance == null)
{
// Need to create a new GameObject to attach the singleton to.
var singletonObject = new GameObject();
m_Instance = singletonObject.AddComponent<T>();
singletonObject.name = typeof(T).ToString() + " (Singleton)";
// Make instance persistent.
DontDestroyOnLoad(singletonObject);
}
}
return m_Instance;
}
}
}
private void OnApplicationQuit()
{
m_ShuttingDown = true;
}
private void OnDestroy()
{
m_ShuttingDown = true;
}
}
第二步:调整单例类
public class MagicWallManager : Singleton<MagicWallManager>
{
//
// Single
//
protected MagicWallManager() { }
void Awake(){
… 初始化内容
}
。。。
}
使用方式
MagicWallManager.Instance
# REF