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设计模式---单例模式(DesignPattern_Single

设计模式---单例模式(DesignPattern_Single

作者: su9257_海澜 | 来源:发表于2017-08-29 17:26 被阅读56次

    DesignPattern_AbstractFactory

    摘录自:设计模式与游戏完美开发

    工程GitHub

    SINGLETON—俺有6个漂亮的老婆,她们的老公都是我,我就是我们家里的老公Singleton,她们只要说道“老公”,都是指的同一个人,那就是我(刚才做了个梦啦,哪有这么好的事)
    单例模式:单例模式确保某一个类只有一个实例,而且自行实例化并向整个系统提供这个实例单例模式。单例模式只应在有真正的“单一实例”的需求时才可使用。

    using UnityEngine;
    using System.Collections;
    
    namespace DesignPattern_Singleton
    {
        // 单例模式
        public class Singleton
        {
            public string Name {get; set;}
    
            private static Singleton _instance;
            public static Singleton Instance
            {
                get
                {
                    if (_instance == null)
                    {
                        Debug.Log("产生Singleton");
                        _instance = new Singleton();                
                    }
                    return _instance;
                }
            }
    
            private Singleton(){}
        }
    }
    
    using UnityEngine;
    using System.Collections;
    using DesignPattern_Singleton;
    
    public class SingletonTest : MonoBehaviour {
    
        // Use this for initialization
        void Start () { 
            UnitTest();
            UnitTest_ClassWithCounter();
        }
    
        // 单例模式测试方法
        void UnitTest ()
        {       
            Singleton.Instance.Name = "Hello";
            Singleton.Instance.Name = "World";
            Debug.Log (Singleton.Instance.Name);
    
            //Singleton TempSingleton = new Singleton();// 錯誤  error CS0122: `DesignPattern_Singleton.Singleton.Singleton()' is inaccessible due to its protection level
    
        }
    
        // 有计数功能类別的测试方法
        void UnitTest_ClassWithCounter ()
        {
            // 有计数功能的类別
            ClassWithCounter pObj1 = new ClassWithCounter();
            pObj1.Operator();
    
            ClassWithCounter pObj2 = new ClassWithCounter();
            pObj2.Operator();
    
            pObj1.Operator();
        }
    }
    
    
    • 一种是具有计数功能的类,来达到单例的效果

    using UnityEngine;
    using System.Collections;
    
    // 有計數功能的類別
    public class ClassWithCounter 
    {
        protected static int m_ObjCounter = 0;
        protected bool m_bEnable=false;
    
        public ClassWithCounter()
        {
            m_ObjCounter++;
            m_bEnable = ( m_ObjCounter ==1 )? true:false ;
    
            if( m_bEnable==false)
                Debug.LogError("目前物件數["+m_ObjCounter+"]超過1個!!");
        }
    
        public void Operator()
        {
            if( m_bEnable ==false)
                return ;
            Debug.Log ("可以執行");
        }
    
    }
    
    • 还有一种比较安全的单例写法

    public class Singleton
    {  
        public const string Name = "Singleton";  
        static Singleton() { }  
        protected Singleton() { }  
        protected static volatile Singleton m_instance = null;  
        protected readonly object m_syncRoot = new object();  
        protected static readonly object m_staticSyncRoot = new object();  
      
        public static Singleton Instance  
        {  
            get  
            {  
                if (m_instance == null)  
                {  
                    lock (m_staticSyncRoot)  
                    {  
                        if (m_instance == null) m_instance = new Singleton();  
                    }  
                }  
                return m_instance;  
            }  
      
            //set { m_instance = value; }  
        }
      
      }
    
    

    Unity版

    public class Singleton
    {  
        public const string Name = "Singleton";  
        static Singleton() { }  
        protected Singleton() { }  
        protected static volatile Singleton m_instance = null;  
        protected readonly object m_syncRoot = new object();  
        protected static readonly object m_staticSyncRoot = new object();  
      
        public static Singleton Instance  
        {  
            get  
            {  
                if (m_instance == null)  
                {  
                    lock (m_staticSyncRoot)  
                    {  
                        if (m_instance == null)
                          {
                            GameObject Obj = new GameObject("Singleton ", typeof(Singleton ));
                            instance = Obj.GetComponent<Singleton >();                        
                          } 
                    }  
                }  
                return m_instance;  
            }  
      
            //set { m_instance = value; }  
        }
      
      }
    
    

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