【问题标题】:Singleton Pattern Unity creates multiple copiesSingleton Pattern Unity 创建多个副本
【发布时间】:2016-05-05 07:03:02
【问题描述】:

我正在尝试使用单例模式来监控 Unity 项目的统计信息。我正在使用下面的课程。我遇到的问题是,我的代码似乎不是只有一个单例,而是为我调用单例函数的每个实例创建一个单例。例如,每次玩家开枪时,我都会拨打ShootingStats.Instance.incrementTotalShotsFired();。如果我总共有三个玩家,我的代码似乎会生成三个 ShootingStats 单曲 - 每个玩家一个。我想要实现的是只有一个类来监控所有玩家的这些统计数据,而不是每个玩家一个。 我找到了单例代码:http://wiki.unity3d.com/index.php/Singleton。我是 Unity 新手,但在编程方面很有经验。我最初尝试使用一个非常简单的 Singleton 模式版本,就像有人在 C# 中使用的那样,但它没有按预期工作。相反,每次我访问其中一个单例方法时,它都会创建一个新对象。非常感谢您提前提供的帮助。

单例类

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 类

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 类 - 不确定这是什么

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;
    }
}

【问题讨论】:

  • 很抱歉,您的评论没有任何帮助。什么应该是静态的,为什么?我调用获取实例的方法是静态的。更多解释将不胜感激

标签: c# design-patterns unity3d singleton unity5


【解决方案1】:

您可以通过更简单的方式为 GameObject 实现单例模式行为:

private static GameControllerBehaviour instance;

void Awake(){

    //SINGLETON PATTERN

    if (GameControllerBehaviour.instance == null){
        DontDestroyOnLoad (this);
        GameControllerBehaviour.instance = this;

    } else {
        Destroy (this.gameObject);
    }
}

【讨论】:

  • 好答案。很简单。
  • 您好,感谢您的回复。这不适用于我的代码。 Awake() 函数永远不会被调用。另外,我需要像 Singleton 这样的单例来持续整个项目的生命周期。我该怎么做?
猜你喜欢
  • 2011-10-19
  • 2016-10-12
  • 1970-01-01
  • 1970-01-01
  • 1970-01-01
  • 1970-01-01
  • 1970-01-01
  • 1970-01-01
  • 2021-10-22
相关资源
最近更新 更多