public class Singleton<T> : MonoBehaviour where T : MonoBehaviour { private static T _instance; private static readonly object _lock = new object(); private static bool _applicationIsQuitting = false; public st
这个问题的一个常见解决方案是实现一个类似于单例的组件--它提供静态方法来授予全局访问权,在任何给定时间只允许MonoBehaviour的一个实例存在下面是 SingletonComponent类的定义: using UnityEngine; public class SingletonComponent<T> : MonoBehaviour where T : SingletonComponent<T>{ private static _TInstance; prot...
using System.Collections; using System.Collections.Generic; using UnityEngine; using MQTTnet.Client; using MQTTnet; using System.Threading.Tasks; using MQTTnet.Packets; using Newtonsoft.Json.Linq; using Newtonsoft.Json; /// /// MQTT管理器 /// public class MQTTManager : MonoSingleton<MQTTManag...
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour { private static T instance; public static T Instance { get { if (instance == null) { instance = FindObjectOfType<T>(); if (instance == null) { GameObject singleton = new GameObject(typeof(T).Name); ins...
29、使用单件(Singleton)模式 从下面这个类派生的所有类,将自动获得单件功能: publicclassSingleton: MonoBehaviour where T : MonoBehaviour {protectedstaticT instance;/** Returns the instance of this singleton. */publicstaticT Instance { get {if(instance == null) ...
WebApi { public static class UnityConfig { public static void RegisterComponents() { UsingUnityContainer.Init(); DependencyRegisterType.Container_Sys(ref UsingUnityContainer._container); GlobalConfiguration.Configuration.DependencyResolver = new Unity.WebApi.UnityDependencyResolver(UsingUnityContainer._container);...
public class UniversalPlugin : IUniversalPlugin { // Singleton pattern private static readonly IUniversalPlugin iinstance = new UniversalPlugin(); public static IUniversalPlugin IInstance { get { return iinstance; } } // Implementation of the first public method of IUniversalPlugin public void Sh...
a) It's good practice to have a dedicated Singleton class or service to handle your gaze Raycast into the scene and then reuse this result in all other scene components, instead of making repeated and identical Raycast operations by each component. Some applications may require raycasts from dif...
class Program { private static User user = new User { Id = 1, Name = "admin" }; static void Main(string[] args) { RegisterAndLog(); Console.ReadKey(); } private static void RegisterAndLog() { var map = new ExeConfigurationFileMap { ExeConfigFilename = "unity.config" };//使用此...
public class LogCallback { public string Condition; public string StackTrace; public UnityEngine.LogType LogType; } public static class LogHelper { static Subject<LogCallback> subject; public static IObservable<LogCallback> LogCallbackAsObservable() { if (subject == null) { subject = new ...