C# LINQ Unity 单例
C# LINQ
1. 自定义 Master,Kongfu 类
1 class Master
2 {
3
4 public int Id { get; set; }
5 public string Name { get; set; }
6 public int Age { get; set; }
7 public string MenPai { get; set; }
8 public string Kongfu { get; set; }
9 public int Level { get; set; }
10
11 public override string ToString()
12 {
13 return string.Format("Id:{0},Name:{1},Age:{2},MenPai:{3},Kongfu:{4},Level:{5}", Id, Name, Age,MenPai,Kongfu,Level);
14 }
15 }
1 class Kongfu
2 {
3 public int Id { get; set; }
4 public string Name { get; set; }
5 public int Power { get; set; }
6
7 public override string ToString()
8 {
9 return string.Format("Id:{0},Name:{1},Power:{2}", Id, Name, Power);
10 }
11 }
2. 测试代码
1 class Program
2 {
3 static void Main(string[] args)
4 {
5 var master = new List<Master>()
6 {
7 new Master() { Id = 100, Age = 100, Kongfu = "九阳神功",Level=10,MenPai="华山",Name="李二狗" },
8 new Master() { Id = 50, Age = 10, Kongfu = "九阳神功1" ,Level=5,MenPai="华山",Name="李大狗"},
9 new Master() { Id = 200, Age = 60, Kongfu = "九阳神功2",Level=6,MenPai="华山",Name="李狗蛋" },
10 };
11
12 var kongfu = new List<Kongfu>()
13 {
14 new Kongfu(){Id=1,Name="打狗棒法",Power=90},
15 new Kongfu(){Id=2,Name="打狗棒法1",Power=30},
16 new Kongfu(){Id=3,Name="打狗棒法2",Power=20},
17 };
18
19 //使用LINQ做查询(表达式写法)
20 var res1 = from m in master //from后面设置查询的集合
21 where m.Level > 8 //where跟上条件
22
23 select m;//表示m的结果
24 //select m.Name; //只输出名字
25
26
27 //多个条件
28 var res3 = from m in master
29
30 where m.Level > 8 && m.MenPai == "丐帮"
31
32 select m;
33
34 var res4 = master.Where(m => m.Level > 8 && m.MenPai == "丐帮");
35
36 //LINQ联合查询
37 var res5 = from m in master
38 from k in kongfu
39 where m.Kongfu==k.Name
40 select new { master = m, kongfu = k };
41 //select m;
42 foreach (var temp in res)
43 {
44 Console.WriteLine(temp);
45 }
46
47 //join on 联合查询
48 var res12 = from m in master
49 join k in kongfu on m.Kongfu equals k.Name
50 where k.Power>90
51 select new { master = m, kongfu = k };
52
53
54 //对查询结果升序排序
55 var res7 = from m in master
56
57 where m.Level > 8 && m.MenPai == "丐帮"
58 orderby m.Age
59
60 select m;
61
62 //对查询结果倒序排序
63 var res8 = from m in master
64
65 where m.Level > 8 && m.MenPai == "丐帮"
66 orderby m.Age descending
67
68 select m;
69
70 //对查询结果升序排序
71 var res9 = from m in master
72
73 where m.Level > 8 && m.MenPai == "丐帮"
74 orderby m.Age,m.Level //按照多个字段进行排序,如果字段的属性相同,就按照第二个属性排序
75
76 select m;
77
78 var res10 = master.Where(m => m.Level > 8 && m.MenPai == "丐帮").OrderBy(m => m.Age);
79 var res11 = master.Where(m => m.Level > 8 && m.MenPai == "丐帮").OrderBy(m => m.Age).ThenBy(m=>m.Level);
80
81
82
83 //把人物按照所学功夫进行分类,看下哪个功夫修炼人数最多(分组查询)
84 var res13 = from k in kongfu
85 join m in master on k.Name equals m.Kongfu
86 into groups
87 orderby groups.Count()
88 select new { kongfu = k,count=groups.Count()};
89
90 //按照字段分组
91 var res14 = from m in master
92 group m by m.MenPai
93 into g
94 select new { count=g.Count(),key=g.Key}; //g.Key按照哪个属性分组
95
96 //量词操作符any all判断集合中是否满足某个条件
97 bool res15=master.Any(m => m.MenPai == "丐帮");
98 Console.WriteLine(res15);//只要有一个满足返回true
99
100 bool res16=master.All(m => m.MenPai == "丐帮");//所有都满足才返回true
101
102
103
104 Console.ReadKey();
105 }
106
107 //过滤方法
108 static bool Test1(Master m)
109 {
110 if (m.Level > 8) return true;
111 return false;
112 }
113 }
Unity 单例
1. 继承于MonoBehaviour(不随着场景切换而销毁)
基类代码:
1 using System.Collections;
2 using System.Collections.Generic;
3 using UnityEngine;
4
5 /// <summary>
6 /// 单例模式基类,继承于 MonoBehaviour,不随场景切换而销毁
7 /// 在场景中新建空物体 DDOL,挂载 T 类继承 DDOLSingleton<T> 即可
8 /// </summary>
9 /// <typeparam name="T"></typeparam>
10 public abstract class DDOLSingleton<T> : MonoBehaviour where T : DDOLSingleton<T>
11 {
12 protected static T _instance = null;
13
14 public static T Instance
15 {
16 get
17 {
18 if (null == _instance)
19 {
20 GameObject go = GameObject.Find("DDOL");
21 if (null == go)
22 {
23 go = new GameObject("DDOL");
24 DontDestroyOnLoad(go);
25 }
26 _instance = go.GetComponent<T>();
27 if (null == _instance)
28 {
29 _instance = go.AddComponent<T>();
30 }
31 }
32 return _instance;
33 }
34 }
35 }
测试:
新建空实体 DDOL,挂载脚本 GameManage。
新建一个按钮,实现加载下一场景功能,测试是否随场景销毁而销毁。
Hierarchy :

GameManage 代码:
1 using System.Collections.Generic;
2 using UnityEngine;
3
4 /// <summary>
5 /// 单例
6 /// </summary>
7 public class GameManage : DDOLSingleton<GameManage> {
8 public void TestMethod()
9 {
10 Debug.Log("GameManage");
11 }
12 }
测试代码:
1 /// <summary>
2 /// 测试单例
3 /// </summary>
4 public class Test : MonoBehaviour {
5
6 // Use this for initialization
7 void Start () {
8 GameManage.Instance.TestMethod();
9 }
10
11 // Update is called once per frame
12 void Update () {
13
14 }
15
16 public void OnBtnClick()
17 {
18 SceneManager.LoadScene(1);
19 }
20 }
效果图:

2. 不继承于MonoBehaviour(随着场景切换而销毁)
基类代码:
1 /// <summary>
2 /// 单例模式基类,不继承于 MonoBehaviour,随场景切换而销毁
3 /// 挂载 T 类继承 DDOLSingleton<T>,重载 Init 函数即可
4 /// </summary>
5 /// <typeparam name="T"></typeparam>
6 public abstract class Singleton<T> where T : class, new()
7 {
8 protected static T _instance = null;
9
10 public static T Instance
11 {
12 get
13 {
14 if (null == _instance)
15 {
16 _instance = new T();
17 }
18 return _instance;
19 }
20 }
21
22 protected Singleton()
23 {
24 if (null != _instance)
25 {
26 Debug.LogError("This " + typeof(T).ToString() + " Singleton Instance is not null !!!");
27 }
28 Init();
29 }
30
31 public virtual void Init()
32 {
33
34 }
35 }
此时 GameManage 代码修改为:
1 /// <summary>
2 /// 测试 Singleton
3 /// </summary>
4 public class GameManage : Singleton<GameManage> {
5 public override void Init()
6 {
7 base.Init();
8 }
9
10 public void TestMethod()
11 {
12 Debug.Log("GameManage");
13 }
14 }



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