Skip to content

Instantly share code, notes, and snippets.

@leventeren
Forked from whitebull/Singleton.cs
Created December 8, 2022 17:26
Show Gist options
  • Save leventeren/eb1c467a1e73542887940e37825b85cd to your computer and use it in GitHub Desktop.
Save leventeren/eb1c467a1e73542887940e37825b85cd to your computer and use it in GitHub Desktop.
Singleton abstract class for unity.
using UnityEngine;
using System.Collections;
/// <summary>
/// MONOBEHAVIOR PSEUDO SINGLETON ABSTRACT CLASS
/// usage : best is to be attached to a gameobject but if not that is ok,
/// : this will create one on first access
/// example : '''public sealed class MyClass : Singleton<MyClass> {'''
/// references : http://tinyurl.com/d498g8c
/// : http://tinyurl.com/cc73a9h
/// : http://unifycommunity.com/wiki/index.php?title=Singleton
/// </summary>
public abstract class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
private static T _instance = null;
public static bool IsAwake { get { return (_instance != null); } }
/// <summary>
/// gets the instance of this Singleton
/// use this for all instance calls:
/// MyClass.Instance.MyMethod();
/// or make your public methods static
/// and have them use Instance
/// </summary>
public static T Instance {
get {
if (_instance == null) {
_instance = (T)FindObjectOfType (typeof(T));
if (_instance == null) {
string goName = typeof(T).ToString ();
GameObject go = GameObject.Find (goName);
if (go == null) {
go = new GameObject ();
go.name = goName;
}
_instance = go.AddComponent<T> ();
}
}
return _instance;
}
}
/// <summary>
/// for garbage collection
/// </summary>
public virtual void OnApplicationQuit ()
{
// release reference on exit
_instance = null;
}
// in your child class you can implement Awake()
// and add any initialization code you want such as
// DontDestroyOnLoad(go);
// if you want this to persist across loads
// or if you want to set a parent object with SetParent()
/// <summary>
/// parent this to another gameobject by string
/// call from Awake if you so desire
/// </summary>
protected void SetParent (string parentGOName)
{
if (parentGOName != null) {
GameObject parentGO = GameObject.Find (parentGOName);
if (parentGO == null) {
parentGO = new GameObject ();
parentGO.name = parentGOName;
}
this.transform.parent = parentGO.transform;
}
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment