public abstract class Singleton<T> where T : new()
{
private static T _instance;
static object _lock = new object();
public static T Instance
{
get
{
if (_instance == null)
{
lock (_lock)
{
if (_instance == null)
_instance = new T();
}
}
return _instance;
}
}
}
public class UnitySingleton<T> : MonoBehaviour
where T : Component
{
private static T _instance;
public static T Instance
{
get
{
if (_instance == null)
{
_instance = FindObjectOfType(typeof(T)) as T;
if (_instance == null)
{
GameObject obj = new GameObject();
//obj.hideFlags = HideFlags.DontSave;
obj.hideFlags = HideFlags.HideAndDontSave;
_instance = (T)obj.AddComponent(typeof(T));
}
}
return _instance;
}
}
public virtual void Awake()
{
DontDestroyOnLoad(this.gameObject);
if (_instance == null)
{
_instance = this as T;
}
else
{
Destroy(gameObject);
}
}
}
关于单例模式的讲解可参考:http://t.csdn.cn/A07fPhttp://t.csdn.cn/A07fP