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https://github.com/oliverbooth/X10D
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Add Singleton<T> class
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- X10D: Added `Vector4.WithY()`
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- X10D: Added `Vector4.WithY()`
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- X10D: Added `Vector4.WithZ()`
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- X10D: Added `Vector4.WithZ()`
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- X10D: Added `Vector4.WithW()`
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- X10D: Added `Vector4.WithW()`
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- X10D.Unity: Added `Singleton<T>` class
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- X10D.Unity: Added `Color.Inverted()`
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- X10D.Unity: Added `Color.Inverted()`
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- X10D.Unity: Added `Color.WithA()`
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- X10D.Unity: Added `Color.WithA()`
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- X10D.Unity: Added `Color.WithB()`
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- X10D.Unity: Added `Color.WithB()`
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45
X10D.Unity.Tests/Assets/Tests/SingletonTests.cs
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45
X10D.Unity.Tests/Assets/Tests/SingletonTests.cs
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using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace X10D.Unity.Tests
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{
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public class SingletonTests
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{
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[UnityTest]
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public IEnumerator Singleton_ShouldReturnNewInstance_WhenNoInstanceExists()
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{
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TestBehaviour instance = Singleton<TestBehaviour>.Instance;
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Assert.IsTrue(instance);
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Assert.IsTrue(instance.Flag);
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yield break;
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}
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[UnityTest]
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public IEnumerator Singleton_ShouldReturnSameInstance_WhenAccessedTwice()
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{
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TestBehaviour instance = Singleton<TestBehaviour>.Instance;
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Assert.IsTrue(instance);
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Assert.AreEqual(instance, Singleton<TestBehaviour>.Instance);
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yield break;
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}
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[UnityTest]
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public IEnumerator Singleton_ShouldReturnNewInstance_WhenDestroyed()
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{
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TestBehaviour instance = Singleton<TestBehaviour>.Instance;
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Assert.IsTrue(instance);
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Object.Destroy(instance);
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yield return null;
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Assert.IsFalse(instance);
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// ReSharper disable once HeuristicUnreachableCode
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instance = Singleton<TestBehaviour>.Instance;
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Assert.IsNotNull(instance);
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Assert.IsTrue(instance.Flag);
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}
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}
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}
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3
X10D.Unity.Tests/Assets/Tests/SingletonTests.cs.meta
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3
X10D.Unity.Tests/Assets/Tests/SingletonTests.cs.meta
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fileFormatVersion: 2
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guid: 5c51198d124f40859bd9298d3241d5a6
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timeCreated: 1652428949
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10
X10D.Unity.Tests/Assets/Tests/TestBehaviour.cs
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X10D.Unity.Tests/Assets/Tests/TestBehaviour.cs
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namespace X10D.Unity.Tests
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{
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internal sealed class TestBehaviour : Singleton<TestBehaviour>
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{
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public bool Flag
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{
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get => true;
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}
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}
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}
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3
X10D.Unity.Tests/Assets/Tests/TestBehaviour.cs.meta
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3
X10D.Unity.Tests/Assets/Tests/TestBehaviour.cs.meta
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fileFormatVersion: 2
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guid: df932718d20948ecbe9b0de8aa7bbaf4
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timeCreated: 1652428898
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42
X10D.Unity/src/Singleton.cs
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42
X10D.Unity/src/Singleton.cs
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using UnityEngine;
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namespace X10D.Unity;
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/// <summary>
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/// Represents a class which implements the singleton pattern for a specific <see cref="MonoBehaviour" />. This class is not
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/// thread-safe.
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/// </summary>
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/// <typeparam name="T">The type of the singleton.</typeparam>
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public abstract class Singleton<T> : MonoBehaviour
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where T : Singleton<T>
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{
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private static Lazy<T> s_instanceLazy = new(CreateLazyInstanceInternal, false);
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/// <summary>
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/// Gets the instance of the singleton.
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/// </summary>
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/// <value>The singleton instance.</value>
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public static T Instance
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{
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get => s_instanceLazy.Value;
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}
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/// <summary>
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/// Called when the object is destroyed.
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/// </summary>
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protected virtual void OnDestroy()
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{
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s_instanceLazy = new Lazy<T>(CreateLazyInstanceInternal, false);
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}
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private static T CreateLazyInstanceInternal()
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{
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if (FindObjectOfType<T>() is { } instance)
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{
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return instance;
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}
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var gameObject = new GameObject {name = typeof(T).Name};
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return gameObject.AddComponent<T>();
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}
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}
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