• Unity 单例


    1. 继承于MonoBehaviour(不随着场景切换而销毁)

      基类代码:

     1 using System.Collections;
     2 using System.Collections.Generic;
     3 using UnityEngine;
     4 
     5 /// <summary>
     6 /// 单例模式基类,继承于 MonoBehaviour,不随场景切换而销毁
     7 /// 在场景中新建空物体 DDOL,挂载 T 类继承 DDOLSingleton<T> 即可
     8 /// </summary>
     9 /// <typeparam name="T"></typeparam>
    10 public abstract class DDOLSingleton<T> : MonoBehaviour where T : DDOLSingleton<T>
    11 {
    12     protected static T _instance = null;
    13 
    14     public static T Instance
    15     {
    16         get
    17         {
    18             if (null == _instance)
    19             {
    20                 GameObject go = GameObject.Find("DDOL");
    21                 if (null == go)
    22                 {
    23                     go = new GameObject("DDOL");
    24                     DontDestroyOnLoad(go);
    25                 }
    26                 _instance = go.GetComponent<T>();
    27                 if (null == _instance)
    28                 {
    29                     _instance = go.AddComponent<T>();
    30                 }
    31             }
    32             return _instance;
    33         }
    34     }
    35 }

      测试:

      新建空实体 DDOL,挂载脚本 GameManage。

      新建一个按钮,实现加载下一场景功能,测试是否随场景销毁而销毁。

      Hierarchy :

      GameManage 代码:

     1 using System.Collections.Generic;
     2 using UnityEngine;
     3 
     4 /// <summary>
     5 /// 单例
     6 /// </summary>
     7 public class GameManage : DDOLSingleton<GameManage> {
     8     public void TestMethod()
     9     {
    10         Debug.Log("GameManage");
    11     }
    12 }

      测试代码: 

     1 /// <summary>
     2 /// 测试单例
     3 /// </summary>
     4 public class Test : MonoBehaviour {
     5 
     6     // Use this for initialization
     7     void Start () {
     8         GameManage.Instance.TestMethod();
     9     }
    10     
    11     // Update is called once per frame
    12     void Update () {
    13         
    14     }
    15 
    16     public void OnBtnClick()
    17     {
    18         SceneManager.LoadScene(1);
    19     }
    20 }

      效果图:

     

    2. 不继承于MonoBehaviour(随着场景切换而销毁)

      基类代码:

     1 /// <summary>
     2 /// 单例模式基类,不继承于 MonoBehaviour,随场景切换而销毁
     3 /// 挂载 T 类继承 DDOLSingleton<T>,重载 Init 函数即可
     4 /// </summary>
     5 /// <typeparam name="T"></typeparam>
     6 public abstract class Singleton<T> where T : class, new()
     7 {
     8     protected static T _instance = null;
     9 
    10     public static T Instance
    11     {
    12         get
    13         {
    14             if (null == _instance)
    15             {
    16                 _instance = new T();
    17             }
    18             return _instance;
    19         }
    20     }
    21 
    22     protected Singleton()
    23     {
    24         if (null != _instance)
    25         {
    26             Debug.LogError("This " + typeof(T).ToString() + " Singleton Instance is not null !!!");
    27         }
    28         Init();
    29     }
    30 
    31     public virtual void Init()
    32     {
    33 
    34     }
    35 }

      此时 GameManage 代码修改为:

     1 /// <summary>
     2 /// 测试 Singleton
     3 /// </summary>
     4 public class GameManage : Singleton<GameManage> {
     5     public override void Init()
     6     {
     7         base.Init();
     8     }
     9 
    10     public void TestMethod()
    11     {
    12         Debug.Log("GameManage");
    13     }
    14 }
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  • 原文地址:https://www.cnblogs.com/coderJiebao/p/unity3d15.html
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