我有一个基本的玩家类,其中包含一个Singleton声明。如果可能的话,我想用derivedClass填充baseClass.Instance var。
我当前的方法是,当派生类“醒来”时,它尝试设置Instance = this;我也尝试调用base.Init(),然后设置Instance = this;。在base.Init()方法中。这会将Instance!=设置为null,但将Instance!=衍生类设置为null。
// Current approach
public abstract class BasePlayer : Entity, IPlayerBase
{
// Singleton instance, to be populated by the derived class
private static BasePlayer _i = null;
private static object _lock = new object();
private static bool _disposing = false; // Check if we're in the process of disposing this singleton
public static BasePlayer Instance
{
get
{
if (_disposing)
return null;
else
return _i;
}
protected set
{
lock (_lock)
{
if(_i == null && !_disposing)
_i = value;
}
}
}
protected void Init()
{
if (Instance == null)
{
Instance = this;
}
else if (Instance != null)
{
Active = false;
Destroy(this.gameObject);
}
if (Instance == this)
{
Debug.Log("Successfully set BaseClass");
...
}
}
}
// Current approach
public class FPSPlayer : BasePlayer
{
void OnEnable()
{
base.Init();
}
}
// Also tried
public class FPSPlayer : BasePlayer
{
void OnEnable()
{
if (Instance == null)
{
Instance = this;
}
else if (Instance != null)
{
Active = false;
Destroy(this.gameObject);
}
if (Instance == this)
{
...
}
}
}
答案 0 :(得分:0)
使用工厂类返回您的单例实例。例如
public static class PlayerFactory
{
private static BasePlayer _instance;
public static BasePlayer Instance
{
get { return _instance; }
protected set { _instance = value; }
}
}
应将BasePlayer派生的任何对象作为单个实例。