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How to do Singleton scripts in Unity
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public class Singleton : Monobehaviour | |
{ | |
private static Singleton _instance = null; | |
public static Singleton instance | |
{ | |
get | |
{ | |
if (_instance == null) | |
{ | |
// First try to find an instance already in the scene | |
_instance = GameObject.FindObjectOfType<Singleton>(); | |
// Only instantiate if we're not cleaning up | |
// othewise objects will be leaked into the editor's version of the scene! | |
if(_instance == null && !_shuttingDown) | |
_instance = new GameObject("Singleton", typeof(Singleton)).GetComponent<Singleton>(); | |
// Let the user know we're returing null | |
if(_instance == null) | |
Debug.LogError("What is dead may never die!"); | |
} | |
return _instance; | |
} | |
} | |
private static bool _shuttingDown = false; | |
void OnApplicationQuit() | |
{ | |
// This is important: we need to prevent instantiation during scene cleanup! | |
_shuttingDown = true; | |
} | |
void Awake() | |
{ | |
if(_instance != null) | |
{ | |
Debug.LogError("There can only be one!"); | |
DestroyImmediate(this); | |
} | |
else | |
{ | |
// if a job's worth doing it's worth doing twice... just to make sure | |
_instance = this; | |
} | |
} | |
} |
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