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Unityのパーティクル生成を一元化するライブラリ作ってみた

1
Last updated at Posted at 2017-07-02

ライブラリURL

使い方

ParticleManager.cs
/// <summary>
/// 使い方
/// ①Resourcesディレクトリ配下に生成したいパーティクルを配置
/// ②Instantiate(ParticleManager.Instance.Create("パーティクル名"));
/// </summary>
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ParticleManager : SingletonMonoBehaviour<ParticleManager> {

	public GameObject Create(string name){
		return (GameObject)Resources.Load (string.Format("Particles/{0}", name));
	}
}
SingletonMonoBehaviour.cs
using UnityEngine;
using System;

public abstract class SingletonMonoBehaviour<T> : MonoBehaviour where T : MonoBehaviour{

	private static T instance;
	public static T Instance
	{
		get{
			if (instance == null) {
				Type t = typeof(T);

				instance = (T)FindObjectOfType (t);
				if (instance == null) {
					Debug.LogError (t + " をアタッチしているGameObjectはありません");
				}
			}

			return instance;
		}
	}

	virtual protected void Awake(){
		// 他のゲームオブジェクトにアタッチされているか調べる
		// アタッチされている場合は破棄する。
		CheckInstance();
	}

	protected bool CheckInstance(){
		if (instance == null) {
			instance = this as T;
			return true;
		} else if (Instance == this) {
			return true;
		}
		Destroy (this);
		return false;
	}
}
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