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| 1 | +using System.Collections; |
| 2 | +using System.Collections.Generic; |
| 3 | +using UnityEngine; |
| 4 | + |
| 5 | +// "Scene Singleton Pattern" or "Local Singleton Pattern" |
| 6 | +// It differs from the traditional "Global singleton pattern", |
| 7 | +// The purpose of "Scene Singleton Pattern" is to ensure that there is only one instance of the class in a given scene, but it does not require that instance to persist across scenes. |
| 8 | +// This pattern is useful when you need to manage certain assets or features in a single scene, but you don't want those assets or features to remain present when the scene is switched. |
| 9 | + |
| 10 | +public abstract class SceneSingleton<T> : MonoBehaviour where T : Component |
| 11 | +{ |
| 12 | + |
| 13 | + #region Fields |
| 14 | + |
| 15 | + /// <summary> |
| 16 | + /// The instance. |
| 17 | + /// </summary> |
| 18 | + private static T instance; |
| 19 | + |
| 20 | + #endregion |
| 21 | + |
| 22 | + #region Properties |
| 23 | + |
| 24 | + /// <summary> |
| 25 | + /// Gets the instance. |
| 26 | + /// </summary> |
| 27 | + /// <value>The instance.</value> |
| 28 | + public static T Instance |
| 29 | + { |
| 30 | + get |
| 31 | + { |
| 32 | + if (instance == null) |
| 33 | + { |
| 34 | + instance = FindObjectOfType<T>(); |
| 35 | + if (instance == null) |
| 36 | + { |
| 37 | + GameObject obj = new GameObject(); |
| 38 | + obj.name = typeof(T).Name; |
| 39 | + instance = obj.AddComponent<T>(); |
| 40 | + } |
| 41 | + } |
| 42 | + return instance; |
| 43 | + } |
| 44 | + } |
| 45 | + |
| 46 | + #endregion |
| 47 | + |
| 48 | + #region Methods |
| 49 | + |
| 50 | + /// <summary> |
| 51 | + /// Use this for initialization. |
| 52 | + /// </summary> |
| 53 | + protected virtual void Awake() |
| 54 | + { |
| 55 | + if (instance == null) |
| 56 | + { |
| 57 | + instance = this as T; |
| 58 | + } |
| 59 | + else |
| 60 | + { |
| 61 | + Destroy(gameObject); |
| 62 | + } |
| 63 | + } |
| 64 | + |
| 65 | + #endregion |
| 66 | + |
| 67 | +} |
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