Created
September 21, 2017 20:19
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using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
using System.IO; | |
#endif | |
using System.Collections; | |
/** Utility class for handling singleton ScriptableObjects for data management */ | |
public abstract class ScriptableSingleton<T> : ScriptableObject where T : ScriptableSingleton<T>{ | |
private static string FileName{ | |
get{ | |
return typeof(T).Name; | |
} | |
} | |
#if UNITY_EDITOR | |
private static string AssetPath{ | |
get{ | |
return "Assets/Resources/" + FileName + ".asset"; | |
} | |
} | |
#endif | |
private static string ResourcePath{ | |
get{ | |
return FileName; | |
} | |
} | |
public static T Instance{ | |
get{ | |
if(cachedInstance == null){ | |
cachedInstance = Resources.Load(ResourcePath) as T; | |
} | |
#if UNITY_EDITOR | |
if(cachedInstance == null){ | |
cachedInstance = CreateAndSave(); | |
} | |
#endif | |
if(cachedInstance == null){ | |
Debug.LogWarning("No instance of " + FileName + " found, using default values"); | |
cachedInstance = ScriptableObject.CreateInstance<T>(); | |
cachedInstance.OnCreate(); | |
} | |
return cachedInstance; | |
} | |
} | |
private static T cachedInstance; | |
#if UNITY_EDITOR | |
protected static T CreateAndSave(){ | |
T instance = ScriptableObject.CreateInstance<T>(); | |
instance.OnCreate(); | |
//Saving during Awake() will crash Unity, delay saving until next editor frame | |
if(EditorApplication.isPlayingOrWillChangePlaymode){ | |
EditorApplication.delayCall += () => SaveAsset(instance); | |
} | |
else{ | |
SaveAsset(instance); | |
} | |
return instance; | |
} | |
private static void SaveAsset(T obj){ | |
string dirName = Path.GetDirectoryName(AssetPath); | |
if(!Directory.Exists(dirName)){ | |
Directory.CreateDirectory(dirName); | |
} | |
AssetDatabase.CreateAsset(obj, AssetPath); | |
AssetDatabase.SaveAssets(); | |
Debug.Log("Saved " + FileName + " instance"); | |
} | |
#endif | |
protected virtual void OnCreate(){ | |
// Do setup particular to your class here | |
} | |
} |
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