using System;
using UnityEngine;
namespace Platinio
{
///
/// Basic singleton class
///
public class Singleton : MonoBehaviour where T : Singleton
{
private static T m_instance = null;
public static T instance
{
get
{
if(m_instance == null)
{
//get all the singletones
T[] singletons = GameObject.FindObjectsOfType( typeof(T) ) as T[];
if(singletons != null)
{
if(singletons.Length == 1)
{
m_instance = singletons[0];
return m_instance;
}
else if(singletons.Length > 1)
{
Debug.LogWarning("You have more thah one " + typeof( T ).Name + " In the scene, you only need one , all the instances will be destroyed for create a new one");
m_instance = singletons[0];
for(int n = 1 ; n < singletons.Length ; n++)
{
Destroy( singletons[n].gameObject );
}
return m_instance;
}
}
}
return m_instance;
}
}
public static bool ApplicationIsQuitting = false;
public static event Action OnInstanceCreated = null;
public static bool DestroyOnLoad
{
get
{
return m_instance.m_destroyOnLoad;
}
}
[SerializeField] protected bool m_destroyOnLoad = true;
protected virtual void Awake()
{
if( !ReferenceEquals( (object)instance , (object)gameObject.GetComponent() ))
{
//destroy repeat instance
Destroy(gameObject);
}
}
protected virtual void Start()
{
//get the instance
T singleton = instance;
if (!DestroyOnLoad && instance.transform.parent != null)
{
instance.transform.parent = null;
}
if(!DestroyOnLoad)
{
DontDestroyOnLoad( m_instance );
}
OnInstanceCreated?.Invoke(instance);
}
protected virtual void OnApplicationQuit()
{
ApplicationIsQuitting = true;
}
}
}