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Unity单例模式的实践

Unity单例模式的实践

作者: 白桦叶 | 来源:发表于2017-11-07 09:53 被阅读140次

    为什么使用单例模式

      单例模式的效果是系统中对应类只有一个实例对象,根据不同的场景原因各有不同,有的是为了避免多次创建带来的资源开销,有的是为了方便数据的统一处理和保存等等。

    经验中可使用单例的情景

    • 游戏数据管理器:管理游戏数据如最新的关卡,上次进行关卡的数据等。
    • 声音管理器:播放背景音乐或者点击音效。
    • 内购管理:管理内购。
    • 广告管理器:管理广告的显示和隐藏,统一管理广告的各种回调如广告的关闭。
    • 更多

    实践

      当单例无需使用MonoBehaviour的特性如开启协程的时候,可以直接使用C#的单例。

    C#单例(饿汉)

    using System;
    public class Singleton{
      private object _lock = new object();
      private Singleton _instance = null;
      
      public static Instance{
        get{
          if(_instance==null){
                lock(_lock){
                     if(_instance==null){
                           
                            _instance = new Singleton();
                        
                      }
      
                }
            }
    
          return _instance;
        }
    
      }
    
    }
    

    MonoBehaviour单例

       我在网上找到一个MonoBehaviour单例的写法,如下所示。

    using UnityEngine;
    public abstract class SingletonMono<T> : MonoBehaviour where T : MonoBehaviour
        {
            private static T _instance;
    
            private static object _lock = new object();
    
            public static T Instance
            {
                get
                {
                    if (applicationIsQuitting)
                    {
                        Debug.LogWarning("[Singleton] Instance '" + typeof(T) +
                                         "' already destroyed on application quit." +
                                         " Won't create again - returning null.");
                        return null;
                    }
    
                    lock (_lock)
                    {
                        if (_instance == null)
                        {
                            _instance = (T) FindObjectOfType(typeof(T));
    
                            if (FindObjectsOfType(typeof(T)).Length > 1)
                            {
                                Debug.LogError("[Singleton] Something went really wrong " +
                                               " - there should never be more than 1 singleton!" +
                                               " Reopening the scene might fix it.");
                                return _instance;
                            }
    
                            if (_instance == null)
                            {
                                GameObject singletonPrefab = null;
                                GameObject singleton = null;
    
                                // Check if exists a singleton prefab on Resources Folder.
                                // -- Prefab must have the same name as the Singleton SubClass
                                singletonPrefab =
                                    (GameObject) Resources.Load("Prefabs/" + typeof(T).ToString(), typeof(GameObject));
    
                                // Create singleton as new or from prefab
                                if (singletonPrefab != null)
                                {
                                    singleton = Instantiate(singletonPrefab);
                                    _instance = singleton.GetComponent<T>();
                                }
                                else
                                {
                                    singleton = new GameObject();
                                    _instance = singleton.AddComponent<T>();
                                }
    
                                singleton.name = "(singleton) " + typeof(T).ToString();
    
                                DontDestroyOnLoad(singleton);
    
                                Debug.Log("[Singleton] An instance of " + typeof(T) +
                                          " is needed in the scene, so '" + singleton +
                                          "' was created with DontDestroyOnLoad.");
                            }
                            else
                            {
                                Debug.Log("[Singleton] Using instance already created: " +
                                          _instance.gameObject.name);
                            }
                        }
    
                        return _instance;
                    }
                }
            }
    
    
            private static bool applicationIsQuitting = false;
    
            /// <summary>
            /// When Unity quits, it destroys objects in a random order.
            /// In principle, a Singleton is only destroyed when application quits.
            /// If any script calls Instance after it have been destroyed, 
            ///   it will create a buggy ghost object that will stay on the Editor scene
            ///   even after stopping playing the Application. Really bad!
            /// So, this was made to be sure we're not creating that buggy ghost object.
            /// </summary>
            public void OnDestroy()
            {
                applicationIsQuitting = true;
            }
    
    
            void Awake()
            {
                if (_instance != null && _instance != this)
                {
                    Destroy(this.gameObject);
                }
                else
                {
                    Init();
                }
                DontDestroyOnLoad(this.gameObject);
            }
    
            protected virtual void Init()
            {
            }
        }
    

    其中下列语句是重要,可要到Resource目录下加载与类名相对应的Prefab预制体

    singletonPrefab =(GameObject)Resources.Load(typeof(T).ToString(),typeof(GameObject)); 
    

    Init()方法在生命周期函数Awake()中调用,可重写该函数扩展操作。

     protected virtual void Init()
      {
      }
    
    

    我的实践

    SoundManager C#脚本

      对于声音管理器,我定义了下面显示的SoundManager用于声音的管理。SoundManager继承了上述的SingletonMono类。

    
    using System.Collections;
    using System.Collections.Generic;
    using Model;
    using UnityEngine;
    using zbUtil;
    
    public class SoundManager : SingletonMono<SoundManager>
    {
        public AudioClip[] AudioClips;
        private AudioSource _audioSource;
    
        public enum SoundType
        {
            Click = 0,
            CorrectLetter,
            Coin,
            Win,
            Move,
        }
    
        protected override void Init()
        {
            base.Init();
            _audioSource = GetComponent<AudioSource>();
        }
    
        private bool _soundOn
        {
            get { return GameDataManager.getInstance().IsSoundOn(); }
        }
    
        public void Play(SoundType type)
        {
            if (!_soundOn)
            {
                return;
            }
            _audioSource.PlayOneShot(AudioClips[(int) type]);
        }
    }
    

    SoundManager的预制体

    • 存储目录
    • Inspector

    使用

    SoundManager.Instance.Play(SoundManager.SoundType.Click);
    

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