using System;
using UnityEngine;
using System.Reflection;
[AttributeUsage(AttributeTargets.Class)]
public class SingletonAttribute : Attribute
{
public bool DontDestroyOnLoad { get; }
public SingletonAttribute(bool dontDestroyOnLoad)
{
DontDestroyOnLoad = dontDestroyOnLoad;
}
}
public abstract class Singleton : MonoBehaviour where T : Singleton
{
protected static T mInstance;
public static T Instance
{
get
{
if(null == mInstance)
{
mInstance = CreateSingleton();
}
return mInstance;
}
}
public static T CreateSingleton() where T : Singleton
{
T retInstance = FindObjectOfType();
if (null == retInstance)
{
retInstance = new GameObject(typeof(T).Name.ToString()).AddComponent();
}
MemberInfo mi = typeof(T);
var attributes = mi.GetCustomAttributes(true);
foreach (var attribute in attributes)
{
if (attribute is SingletonAttribute attr)
{
if (attr.DontDestroyOnLoad)
{
DontDestroyOnLoad(retInstance);
}
}
}
return retInstance;
}
}
需要作为单例的类,只需继承Singleton
使用[Singleton(true)]属性 表示该单例物体在加载场景时做不销毁处理。
例如下例中的Foo类,继承Singleton后,即可在其他类中进行调用 Foo.Instance.TestMethod()
[Singleton(true)]
public class Foo : Singleton
{
public void TestMethod()
{
Debug.Log("Test");
}
}