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@timofei7
Created March 15, 2015 22:06
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Generic Singleton MonoBehavior for Unity3D c#
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;
/// <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;
}
}
}
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