FLCL's idea is very correct, I show you in a code:
public class O1<T> where T: class
{
public Guid Id { get; }
public O1(Guid id)
{
Id = id;
}
public bool IsNull => !GlobalHolder.Holder.ContainsKey(Id);
public T Val => GlobalHolder.Holder.ContainsKey(Id) ? (T)GlobalHolder.Holder[Id] : null;
}
public class GlobalHolder
{
public static readonly Dictionary<Guid, object> Holder = new Dictionary<Guid, object>();
public static O1<T> Instantiate<T>() where T: class, new()
{
var a = new T();
var nguid = Guid.NewGuid();
var b = new O1<T>(nguid);
Holder[nguid] = a;
return b;
}
public static void Destroy<T>(O1<T> obj) where T: class
{
Holder.Remove(obj.Id);
}
}
public class Animal
{
}
public class AnimalTest
{
public static void Test()
{
var tom = GlobalHolder.Instantiate<Animal>();
var duplicateTomReference = tom;
GlobalHolder.Destroy(tom);
Console.WriteLine($"{duplicateTomReference.IsNull}");
// prints true
}
}
Note: In this code sample, my naming convention comes from Unity.