我正在嘗試使用Singleton模式來監視Unity項目上的統計信息。我正在使用下面的類。我遇到的問題是,似乎代替只有一個單例,我的代碼爲我稱之爲單例函數的每個實例創建一個單例。例如,每次玩家開槍時我都會打電話給ShootingStats.Instance.incrementTotalShotsFired();
。如果我總共有三名玩家,我的代碼似乎會產生三個ShootingStats singeton - 每個玩家一個。我想要達到的目標只有一個班級來監測所有球員的統計數據,而不是每個球員的統計數據。 我找到了單身代碼:http://wiki.unity3d.com/index.php/Singleton。我是Unity新手,但在編程方面頗有經驗。我最初嘗試使用一個非常簡單的Singleton模式版本,因爲有人會在C#中使用它,但它沒有按預期工作。相反,每次我訪問其中一個單例方法時,它都會創建一個新對象。非常感謝您的幫助。Singleton Pattern Unity創建多個副本
Singleton類
using UnityEngine;
/// <summary>
/// Be aware this will not prevent a non singleton constructor
/// such as `T myT = new T();`
/// To prevent that, add `protected T() {}` to your singleton class.
///
/// As a note, this is made as MonoBehaviour because we need Coroutines.
/// </summary>
namespace Porject.Statistics
{
public class Singleton<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 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;
}
}
}
ShootingStats類
using UnityEngine;
using System.Collections;
using Project.Statistics;
namespace Project.Statistics
{
public class ShootingStats : Singleton<ShootingStats>
{
private int _onTarget = 0;
private int _totalShotsFired = 0;
protected ShootingStats() { }
public void incrementOnTarget()
{
_onTarget++;
}
public void incrementTotalShotsFired()
{
_totalShotsFired++;
}
public void printStats()
{
string lines = "Total shots fired: " + _totalShotsFired + "\n" + "Shots on target: " + _onTarget + "\n.";
Debug.Log(lines);
}
}
}
MethodExtensionForMonoBehaviourTransform級 - 不完全相信這是什麼
using UnityEngine;
static public class MethodExtensionForMonoBehaviourTransform
{
/// <summary>
/// Gets or add a component. Usage example:
/// BoxCollider boxCollider = transform.GetOrAddComponent<BoxCollider>();
/// </summary>
static public T GetOrAddComponent<T>(this Component child) where T : Component
{
T result = child.GetComponent<T>();
if (result == null)
{
result = child.gameObject.AddComponent<T>();
}
return result;
}
}
我很抱歉,但您的評論不以任何方式幫助。什麼應該是靜態的,爲什麼?我調用獲取實例的方法是靜態的。一些更多的解釋,將不勝感激 – Soc