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@BenDol
Created June 22, 2022 03:00
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Unity Singleton
using UnityEngine;
/// <summary>
/// Be aware this will not prevent a non singleton constructor
/// such as `T myT = new T();`
/// To prevent that, add `protected T () {}` to your singleton class.
/// </summary>
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour {
private static T _instance;
private static object _lock = new object();
public static T Instance {
get {
if (applicationIsQuitting) {
Logging.Log.Warn("[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 (FindObjectsOfType(typeof(T)).Length > 1) {
Logging.Log.Error("[Singleton] Something went really wrong " +
" - there should never be more than 1 singleton!" +
" Reopening the scene might fix it.");
return _instance;
}
if (_instance == null) {
GameObject singleton = new GameObject();
_instance = singleton.AddComponent<T>();
singleton.name = "(singleton) " + typeof(T).ToString();
Logging.Log.Info("[Singleton] An instance of " + typeof(T) +
" is needed in the scene, so '" + singleton +
"' was created.");
} else {
//Debug.Log("[Singleton] Using instance already created: " + _instance.gameObject.name);
}
}
return _instance;
}
}
}
private static bool IsDontDestroyOnLoad() {
if (_instance == null) {
return false;
}
// Object exists independent of Scene lifecycle, assume that means it has DontDestroyOnLoad set
if ((_instance.gameObject.hideFlags & HideFlags.DontSave) == HideFlags.DontSave) {
return true;
}
return false;
}
private static bool applicationIsQuitting = false;
/// <summary>
/// When Unity quits, it destroys objects in a random order.
/// In principle, a Singleton is only destroyed when application quits.
/// If any script calls Instance after it have been destroyed,
/// it will create a buggy ghost object that will stay on the Editor scene
/// even after stopping playing the Application. Really bad!
/// So, this was made to be sure we're not creating that buggy ghost object.
/// </summary>
protected override void OnDestroy() {
base.OnDestroy();
if (IsDontDestroyOnLoad()) {
applicationIsQuitting = true;
}
}
}
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