设计模式-单例模式
参考章节:https://gpp.tkchu.me/singleton.html
脑内画面
单例模式保证某个类在进程里只有一个实例,并提供一个全局入口。它像游戏里的总控开关:大家都能摸到它,但也正因为大家都能摸到,它很容易变成隐形依赖的集合点。
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SaveSystem.Instance
UI
调试工具
存档文件
它解决的问题
有些服务在技术上确实只应存在一个,例如平台成就接口、存档管理、硬件音频设备包装层。单例提供唯一实例和延迟初始化。但在游戏架构里,单例最常见的问题是:它让依赖关系从构造函数里消失,藏进任何地方都能访问的静态属性。
C# 示例
csharp
public sealed class SaveSystem
{
public static SaveSystem Instance { get; } = new SaveSystem();
private readonly Dictionary<string, string> _values = new();
private SaveSystem()
{
}
public void SetString(string key, string value)
{
_values[key] = value;
}
public string? GetString(string key)
{
return _values.TryGetValue(key, out var value) ? value : null;
}
}
public sealed class SettingsMenu
{
public void ChangeLanguage(string language)
{
SaveSystem.Instance.SetString("language", language);
}
}
更可控的替代写法
csharp
public interface ISaveSystem
{
void SetString(string key, string value);
string? GetString(string key);
}
public sealed class SettingsMenu2
{
private readonly ISaveSystem _saveSystem;
public SettingsMenu2(ISaveSystem saveSystem)
{
_saveSystem = saveSystem;
}
public void ChangeLanguage(string language)
{
_saveSystem.SetString("language", language);
}
}
什么时候用
- 对象天然唯一,并且重复实例会造成错误。
- 初始化顺序清晰,生命周期贯穿整个游戏。
- 测试不需要频繁替换该对象,或者已经提供替换通道。
使用时的锋利边
单例常把两个概念绑在一起:唯一实例和全局访问。真正危险的是全局访问。它会让代码表面上没有依赖,实际上依赖遍布各处。大型项目里更推荐依赖注入、服务定位器或显式上下文对象。