Reputation: 7724
Suppose I have this ScriptableObject to represent a list of cards:
using UnityEngine;
using System.Collections;
[CreateAssetMenu(fileName = "CardList", menuName = "Inventory/List", order = 1)]
public class CardList : ScriptableObject {
public string[] cardName;
public Sprite[] cardSprite;
}
Then I create the ScriptableObject and fill it with all my cards information.
Is there a way to modify this code so that any script have access to it statically? For example, is it possible to give CardList
a singleton behaviour?
I don't want to create another class, it would be easy to create a ScriptableObjectManager
that could reference CardList
. I'd rather call something like CardList.instance.cardName[i]
directly.
Upvotes: 2
Views: 5773
Reputation: 753
Definitely, you can create it as singleton so for this. Suppose that we have Unity Project that has file hierarchy like
UnityProject
- Assets (directory)
Scripts
SampleScriptableObject.cs
- Resources (directory)
SampleScriptableObject.asset
- Project
- ..etc
in "SampleScriptableObject" class will be like
public class SampleScriptableObject<T> : ScriptableObject where T : ScriptableObject
{
private static T _instance;
public T GetInstance()
{
if (_instance == null)
{
_instance = Resources.Load(typeof(T).Name) as T;
}
return _instance;
}
}
you can use scriptable object as singleton as you want.
Upvotes: 4