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Add events for a `Singleton`

Add `OnCreated()` and `OnDestroyed` event functions to provide
a more simple and safe way to handle these events.
new
Anton Tarasenko 5 years ago
parent
commit
dd0bdc8904
  1. 29
      sources/Singleton.uc

29
sources/Singleton.uc

@ -20,10 +20,10 @@
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class Singleton extends Actor
class Singleton extends AcediaActor
abstract;
// Default value of this variable will store one and only existing version\
// Default value of this variable will store one and only existing version
// of actor of this class.
var private Singleton activeInstance;
@ -44,8 +44,14 @@ public final static function bool IsSingletonCreationBlocked()
return default.blockSpawning;
}
protected function OnCreated(){}
protected function OnDestroyed(){}
// Make sure only one instance of 'Singleton' exists at any point in time.
// If you overload this function in any child class -
// Instead of overloading this function we suggest you overload a special
// event function `OnCreated()` that is called whenever a valid `Singleton`
// instance is spawned.
// If you absolutely must overload this function in any child class -
// first call this version of the method and then check if
// you are about to be deleted 'bDeleteMe == true':
// ____________________________________________________________________________
@ -57,6 +63,7 @@ public final static function bool IsSingletonCreationBlocked()
// |___________________________________________________________________________
event PreBeginPlay()
{
super.PreBeginPlay();
if (default.blockSpawning || GetInstance() != none)
{
Destroy();
@ -64,6 +71,22 @@ event PreBeginPlay()
else
{
default.activeInstance = self;
OnCreated();
}
}
// Make sure only one instance of 'Singleton' exists at any point in time.
// Instead of overloading this function we suggest you overload a special
// event function `OnDestroyed()` that is called whenever a valid `Singleton`
// instance is destroyed.
// If you absolutely must overload this function in any child class -
// first call this version of the method.
event Destroyed()
{
super.Destroyed();
if (self == GetInstance())
{
OnDestroyed();
}
}