rename UniTask.VoidAction -> UniTask.Action, UniTask.VoidUnityAction -> UniTask.UnityAction, there return type Func<UniTask> -> Func<UniTaskVoid>
parent
78f56b9b33
commit
ec0123eec7
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@ -105,34 +105,67 @@ namespace Cysharp.Threading.Tasks
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/// helper of create add UniTaskVoid to delegate.
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/// For example: FooEvent += () => UniTask.Void(async () => { /* */ })
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/// </summary>
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public static void Void(Func<UniTask> asyncAction)
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public static void Void(Func<UniTaskVoid> asyncAction)
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{
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asyncAction().Forget();
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}
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public static Action VoidAction(Func<UniTask> asyncAction)
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/// <summary>
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/// helper of create add UniTaskVoid to delegate.
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/// </summary>
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public static void Void(Func<CancellationToken, UniTaskVoid> asyncAction, CancellationToken cancellationToken)
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{
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return () => Void(asyncAction);
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asyncAction(cancellationToken).Forget();
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}
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#if UNITY_2018_3_OR_NEWER
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public static UnityEngine.Events.UnityAction VoidUnityAction(Func<UniTask> asyncAction)
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{
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return () => Void(asyncAction);
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}
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#endif
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/// <summary>
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/// helper of create add UniTaskVoid to delegate.
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/// For example: FooEvent += (sender, e) => UniTask.Void(async arg => { /* */ }, (sender, e))
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/// </summary>
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public static void Void<T>(Func<T, UniTask> asyncAction, T state)
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public static void Void<T>(Func<T, UniTaskVoid> asyncAction, T state)
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{
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asyncAction(state).Forget();
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}
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/// <summary>
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/// helper of create add UniTaskVoid to delegate.
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/// For example: FooAction = UniTask.Action(async () => { /* */ })
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/// </summary>
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public static Action Action(Func<UniTaskVoid> asyncAction)
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{
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return () => asyncAction().Forget();
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}
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/// <summary>
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/// helper of create add UniTaskVoid to delegate.
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/// </summary>
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public static Action Action(Func<CancellationToken, UniTaskVoid> asyncAction, CancellationToken cancellationToken)
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{
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return () => asyncAction(cancellationToken).Forget();
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}
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#if UNITY_2018_3_OR_NEWER
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/// <summary>
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/// Create async void(UniTaskVoid) UnityAction.
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/// For exampe: onClick.AddListener(UniTask.UnityAction(async () => { /* */ } ))
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/// </summary>
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public static UnityEngine.Events.UnityAction UnityAction(Func<UniTaskVoid> asyncAction)
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{
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return () => asyncAction().Forget();
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}
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/// <summary>
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/// Create async void(UniTaskVoid) UnityAction.
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/// For exampe: onClick.AddListener(UniTask.UnityAction(FooAsync, this.GetCancellationTokenOnDestroy()))
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/// </summary>
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public static UnityEngine.Events.UnityAction UnityAction(Func<CancellationToken, UniTaskVoid> asyncAction, CancellationToken cancellationToken)
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{
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return () => asyncAction(cancellationToken).Forget();
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}
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#endif
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/// <summary>
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/// Defer the task creation just before call await.
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/// </summary>
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@ -142,7 +142,7 @@ public class SandboxMain : MonoBehaviour
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{
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// State<int> Hp { get; }
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public Model()
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@ -173,7 +173,7 @@ public class SandboxMain : MonoBehaviour
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void Start2()
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{
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}
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@ -260,7 +260,7 @@ public class SandboxMain : MonoBehaviour
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okButton.OnClickAsAsyncEnumerable().ForEachAsync(_ =>
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@ -277,6 +277,13 @@ public class SandboxMain : MonoBehaviour
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this.mcc = null;
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});
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okButton.onClick.AddListener(UniTask.UnityAction(async () => await UniTask.Yield()));
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}
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async UniTaskVoid CloseAsync(CancellationToken cancellationToken = default)
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{
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await UniTask.Yield();
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}
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async UniTaskVoid CheckDest()
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