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Singleton.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityCommunity.UnitySingleton
{
public enum SingletonInitializationStatus
{
None,
Initializing,
Initialized
}
/// <summary>
/// The singleton implementation for classes.
/// </summary>
/// <typeparam name="T"></typeparam>
public abstract class Singleton<T> : ISingleton where T : Singleton<T>, new()
{
#region Fields
/// <summary>
/// The instance.
/// </summary>
private static T instance;
/// <summary>
/// The initialization status of the singleton's instance.
/// </summary>
private SingletonInitializationStatus initializationStatus = SingletonInitializationStatus.None;
#endregion
#region Properties
/// <summary>
/// Gets the instance.
/// </summary>
/// <value>The instance.</value>
public static T Instance
{
get
{
if (instance == null)
{
//ensure that only one thread can execute
lock (typeof(T))
{
if (instance == null)
{
instance = new T();
instance.InitializeSingleton();
}
}
}
return instance;
}
}
/// <summary>
/// Gets whether the singleton's instance is initialized.
/// </summary>
public virtual bool IsInitialized => this.initializationStatus == SingletonInitializationStatus.Initialized;
#endregion
#region Protected Methods
protected virtual void OnInitializing()
{
}
protected virtual void OnInitialized()
{
}
#endregion
#region Public Methods
public virtual void InitializeSingleton()
{
if (this.initializationStatus != SingletonInitializationStatus.None)
{
return;
}
this.initializationStatus = SingletonInitializationStatus.Initializing;
OnInitializing();
this.initializationStatus = SingletonInitializationStatus.Initialized;
OnInitialized();
}
public virtual void ClearSingleton() { }
public static void CreateInstance()
{
DestroyInstance();
instance = Instance;
}
public static void DestroyInstance()
{
if (instance == null)
{
return;
}
instance.ClearSingleton();
instance = default(T);
}
#endregion
}
}