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Cache Singleton<T> instance on Awake
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@ -111,7 +111,7 @@
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### Changed
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- X10D: `TimeSpanParser.TryParse` now accepts a nullable string, and returns false if this input is null or empty
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- X10D.Unity: Obsolesced `Singleton<T>`
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- X10D.Unity: `Singleton<T>` now caches instance where possible
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## [3.1.0]
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### Added
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@ -7,12 +7,11 @@ namespace X10D.Unity;
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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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[Obsolete("This implementation of the singleton pattern is discouraged, and this class will be removed in future. " +
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"DO NOT USE THIS TYPE IN PRODUCTION.")]
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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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private static T? s_instance;
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/// <summary>
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/// Gets the instance of the singleton.
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@ -20,7 +19,15 @@ public abstract class Singleton<T> : MonoBehaviour
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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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get => s_instance ? s_instance! : s_instanceLazy.Value;
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}
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/// <summary>
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/// Called when the script instance is being loaded.
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/// </summary>
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protected virtual void Awake()
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{
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s_instance = (T?)this;
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}
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/// <summary>
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@ -28,17 +35,24 @@ public abstract class Singleton<T> : MonoBehaviour
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/// </summary>
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protected virtual void OnDestroy()
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{
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s_instance = null;
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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 (s_instance)
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{
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return s_instance!;
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}
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if (FindObjectOfType<T>() is { } instance)
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{
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s_instance = instance;
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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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return s_instance = gameObject.AddComponent<T>();
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}
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}
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