I am trying to use the Singleton pattern to monitor statistics on a Unity project. I am using the classes below. The problem I have is that it seems that instead of having only one singleton, my code creates a singleton for every instance I am calling the singleton functions. For example, I call the ShootingStats.Instance.incrementTotalShotsFired();
every time a player fires his gun. If I got three players in total, my code seems to generate three of the ShootingStats singeton - one for each player. What I want to achieve is have only a single class to monitor these statistics for all players not one for each. I have found the singleton code: http://ift.tt/1xofdOc. I am new to Unity but quite experienced in programming. I initially tried using a very simple version of the Singleton pattern as someone would use in C# but it did not work as intended. Instead every single time I was accessing one of the singleton methods, it was creating a new object. Many thanks for your help in advance.
Singleton class
using UnityEngine;
/// <summary>
/// Be aware this will not prevent a non singleton constructor
/// such as `T myT = new T();`
/// To prevent that, add `protected T () {}` to your singleton class.
///
/// As a note, this is made as MonoBehaviour because we need Coroutines.
/// </summary>
namespace Porject.Statistics
{
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
private static T _instance;
private static object _lock = new object();
public static T Instance
{
get
{
if (applicationIsQuitting)
{
//Debug.LogWarning("[Singleton] Instance '" + typeof(T) +
// "' already destroyed on application quit." +
// " Won't create again - returning null.");
return null;
}
lock (_lock)
{
if (_instance == null)
{
_instance = (T)FindObjectOfType(typeof(T));
if (FindObjectsOfType(typeof(T)).Length > 1)
{
//Debug.LogError("[Singleton] Something went really wrong " +
// " - there should never be more than 1 singleton!" +
// " Reopening the scene might fix it.");
return _instance;
}
if (_instance == null)
{
GameObject singleton = new GameObject();
_instance = singleton.AddComponent<T>();
singleton.name = "(singleton) " + typeof(T).ToString();
DontDestroyOnLoad(singleton);
//Debug.Log("[Singleton] An instance of " + typeof(T) +
// " is needed in the scene, so '" + singleton +
// "' was created with DontDestroyOnLoad.");
}
else
{
//Debug.Log("[Singleton] Using instance already created: " +
// _instance.gameObject.name);
}
}
return _instance;
}
}
}
private static bool applicationIsQuitting = false;
/// <summary>
/// When Unity quits, it destroys objects in a random order.
/// In principle, a Singleton is only destroyed when application quits.
/// If any script calls Instance after it have been destroyed,
/// it will create a buggy ghost object that will stay on the Editor scene
/// even after stopping playing the Application. Really bad!
/// So, this was made to be sure we're not creating that buggy ghost object.
/// </summary>
public void OnDestroy()
{
applicationIsQuitting = true;
}
}
}
ShootingStats class
using UnityEngine;
using System.Collections;
using Project.Statistics;
namespace Project.Statistics
{
public class ShootingStats : Singleton<ShootingStats>
{
private int _onTarget = 0;
private int _totalShotsFired = 0;
protected ShootingStats() { }
public void incrementOnTarget()
{
_onTarget++;
}
public void incrementTotalShotsFired()
{
_totalShotsFired++;
}
public void printStats()
{
string lines = "Total shots fired: " + _totalShotsFired + "\n" + "Shots on target: " + _onTarget + "\n.";
Debug.Log(lines);
}
}
}
MethodExtensionForMonoBehaviourTransform Class - not exactly sure what this is
using UnityEngine;
static public class MethodExtensionForMonoBehaviourTransform
{
/// <summary>
/// Gets or add a component. Usage example:
/// BoxCollider boxCollider = transform.GetOrAddComponent<BoxCollider>();
/// </summary>
static public T GetOrAddComponent<T>(this Component child) where T : Component
{
T result = child.GetComponent<T>();
if (result == null)
{
result = child.gameObject.AddComponent<T>();
}
return result;
}
}
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