I'm trying to create a class hierarchy such that I can have:
SpecificScreenController < ScreenController < Singleton
So far I have these set up as:
public abstract class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
private static T _instance;
public static T Instance{ get{... return _instance;} }
}
public abstract class ScreenController<T> : Singleton<T> where T : MonoBehaviour
{
public GAME_SCREEN GameScreen;
//many more ScreenController common properties/fields/methods
}
public class SpecificScreenController : ScreenController<SpecificScreenController>
{
//subclass specific properties, overriden ScreenController methods etc.
}
This way I can use SpecificScreenController.Instance.GameScreen;
This works, so far, so good.
What I want to now do with this is, for instance:
List<ScreenController> screenControllers = new List<ScreenController>();
screenControllers.Add(SpecificScreenController.Instance);
ScreenController s = screenControllers.Find(i => i.GameScreen == GAME_SCREEN.THING);
But, of course ... this won't compile because ScreenController
now requires a Generic Type etc. What idiom can/should I use to preserve the Singleton behavior and ScreenController sub/superclasses ?