public class CustomClass01 { public int id; } public interface IPlay { void PlayGame(); } public class CustomGeneric { public void Play<T>(T parameter) where T : CustomClass01, IPlay,new() { int Tempi = parameter.id; parameter.PlayGame(); parameter = null; } } 协变&&逆变在具有继...
对泛型T进行类型约束,在定义为泛型的代码后面加where T: xxx,表示T必须为xxx类型 举例: publicclassMajor//职业{ };publicclassTeacher : Major//教师{ }publicclassPerson<T1, T2, T3>whereT1 :class//T1 必须是个类 类型whereT2 :struct//T2 必须是个结构 类型whereT3 : Major//T3 必须是基类为Major的...
复制 publicclassFileSystemRepository<T>:IRepository<T>whereT:class,new(){//...省略部分代码...publicvoidInsert(Tinstance){try{string filename=GetFilename(Guid.NewGuid());if(File.Exists(filename)){thrownewException("Attempting to insert an object which already exists. Filename="+filename);}...
Text; using UnityEngine; namespace Singleton { public abstract class MonoSingleton<T> : MonoBehaviour where T : MonoSingleton<T> { protected static T m_instance = null; public static T instance { get { if (m_instance == null) { string name = typeof(T).ToString(); GameObject gameEntry...
You should always use this method to initialize a MonoBehavior-derived class, not a constructor. And don’t try to query for other objects in your scene here, as they may not be initialized yet. Start: This method is called during the first frame of the object’s lifetime ...
public class AsyncMessageBroker<T> : IDisposable { Channel<T> channel; IConnectableUniTaskAsyncEnumerable<T> multicastSource; IDisposable connection; public AsyncMessageBroker() { channel = Channel.CreateSingleConsumerUnbounded<T>(); multicastSource = channel.Reader.ReadAllAsync().Publish(); connection...
publicclassSingletonMonoBehaviour<T> : MonoBehaviourwhereT:MonoBehaviour//单例模式基类{privatestaticT instance;publicstaticT Instance {get{returninstance; } }publicvoidAwake() {if(instance ==null) { instance=thisasT; }else{ Destroy(gameObject); ...
public class Singleton<T> : MonoBehaviour where T : Singleton<T> { private static T instance; public static T Instance { get { return instance; } } /// /// 返回是否已经进行过实例 /// /// <value></value> public static bool IsInitialized...
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { private Camera cam; private CustomComponent comp; void Start() { cam = Camera.main; comp = GetComponent<CustomComponent>(); } void Update() { // Good this.transform.position = cam.transform.position + cam...
publicclassUnitySingleton: MonoBehaviour where T:Component { privatestaticT _instance; publicstaticT Instance { get{ if(_instance ==null){ _instance = FindObjectOfType(typeof(T))asT; if(_instance ==null){ GameObject obj =newGameObject (); ...