Lifetime Overview
- Singleton : Single instance for all containers.
- Same type cannot be registered in the same container.
- Transient : Instance per resolving.
- Scoped : Instance per
LifetimeScope
.- If LifetimeScope is single, similar to Singleton.
- If you create a LifetimeScope child, the instance will be different for each child.
- When LifetimeScope is destroyed, its references are released and it calls all the registered
IDisposable
.
#
Lifetime with Parent/Child relationshipLifetimeScope
can build parent-child relationship.
it has following behaviours:
- If registered object is not found,
LifetimeScope
will look for a parentLifetimeScope
. - For
Lifetime.Singleton
- Basically, always returns the same instance.
- If parent and child have the same type, it returns the instance with the closest scope.
- When a
LifetimeScope
is destroyed, objects withIDisposable
implemented are calledDispose()
.
- For
LifeTime.Transient
- Instance creating for each resolving.
- If parent and child have the same registration, the child will create its own instance.
- For
Lifetime.Scoped
- Instance will be different for each child.
- If same child, returns same instance.
- If parent and child have the same registration, the child will create its own instance.
- When a
LifetimeScope
is destroyed, objects withIDisposable
implemented are calledDispose()
.
- Instance will be different for each child.
caution
If the scene is alive and only LifetimeScope
is destroyed, MonoBehaviours registered as Lifetime.Scoped
are not automatically destroyed.
If you want to destroy with LifetimeScope
, make it a child transform of LifetimeScope
or consider implement IDisposable.