From fdb9d1cf95a1337983c94b133e49028169b44138 Mon Sep 17 00:00:00 2001 From: dvsilch <64416955+dvsilch@users.noreply.github.com> Date: Fri, 27 Sep 2024 22:57:05 +0800 Subject: [PATCH 1/5] feature: add overload in UniTask.UnityAction to support generic type UnityAction --- .../UniTask/Runtime/UniTask.Factory.cs | 36 +++++++++++++++++++ 1 file changed, 36 insertions(+) diff --git a/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs b/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs index 8d4f0c5d..82d44fad 100644 --- a/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs +++ b/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs @@ -184,6 +184,42 @@ public static UnityEngine.Events.UnityAction UnityAction(T state, Func asyncAction(state).Forget(); } + /// + /// Create async void(UniTaskVoid) UnityAction. + /// For example: onClick.AddListener(UniTask.UnityAction(async (T state) => { /* */ } )) + /// + public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) + { + return (state) => asyncAction(state); + } + + /// + /// Create async void(UniTaskVoid) UnityAction. + /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 s1, T2 s2) => { /* */ } )) + /// + public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) + { + return (s1, s2) => asyncAction(s1, s2); + } + + /// + /// Create async void(UniTaskVoid) UnityAction. + /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 s1, T2 s2, T3 s3) => { /* */ } )) + /// + public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) + { + return (s1, s2, s3) => asyncAction(s1, s2, s3); + } + + /// + /// Create async void(UniTaskVoid) UnityAction. + /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 s1, T2 s2, T3 s3, T4 s4) => { /* */ } )) + /// + public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) + { + return (s1, s2, s3, s4) => asyncAction(s1, s2, s3, s4); + } + #endif /// From cf19f18662191d4aadd6864f7ae037834815902d Mon Sep 17 00:00:00 2001 From: dvsilch <64416955+dvsilch@users.noreply.github.com> Date: Fri, 27 Sep 2024 22:57:36 +0800 Subject: [PATCH 2/5] fix: typo --- src/UniTask/Assets/Tests/AsyncTest.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/UniTask/Assets/Tests/AsyncTest.cs b/src/UniTask/Assets/Tests/AsyncTest.cs index 29645daf..2f07d1e0 100644 --- a/src/UniTask/Assets/Tests/AsyncTest.cs +++ b/src/UniTask/Assets/Tests/AsyncTest.cs @@ -145,7 +145,7 @@ class MyMyClass public int MyProperty { get; set; } } - class MyBoolenClass + class MyBooleanClass { public bool MyProperty { get; set; } } @@ -167,7 +167,7 @@ public IEnumerator WaitUntil() => UniTask.ToCoroutine(async () => [UnityTest] public IEnumerator WaitUntilWithState() => UniTask.ToCoroutine(async () => { - var v = new MyBoolenClass { MyProperty = false }; + var v = new MyBooleanClass { MyProperty = false }; UniTask.DelayFrame(10, PlayerLoopTiming.PostLateUpdate).ContinueWith(() => v.MyProperty = true).Forget(); @@ -195,7 +195,7 @@ public IEnumerator WaitWhile() => UniTask.ToCoroutine(async () => [UnityTest] public IEnumerator WaitWhileWithState() => UniTask.ToCoroutine(async () => { - var v = new MyBoolenClass { MyProperty = true }; + var v = new MyBooleanClass { MyProperty = true }; UniTask.DelayFrame(10, PlayerLoopTiming.PostLateUpdate).ContinueWith(() => v.MyProperty = false).Forget(); From 353f15e94fbad17c1ae5c4c7bc026674340c2bed Mon Sep 17 00:00:00 2001 From: dvsilch <64416955+dvsilch@users.noreply.github.com> Date: Fri, 27 Sep 2024 23:43:16 +0800 Subject: [PATCH 3/5] fix: add .Forget() call and rename paramters to keep coding style consistent --- .../Plugins/UniTask/Runtime/UniTask.Factory.cs | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs b/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs index 82d44fad..e04949b0 100644 --- a/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs +++ b/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs @@ -190,34 +190,34 @@ public static UnityEngine.Events.UnityAction UnityAction(T state, Func public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) { - return (state) => asyncAction(state); + return (state) => asyncAction(state).Forget(); } /// /// Create async void(UniTaskVoid) UnityAction. - /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 s1, T2 s2) => { /* */ } )) + /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 state1, T2 state2) => { /* */ } )) /// public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) { - return (s1, s2) => asyncAction(s1, s2); + return (state1, state2) => asyncAction(state1, state2).Forget(); } /// /// Create async void(UniTaskVoid) UnityAction. - /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 s1, T2 s2, T3 s3) => { /* */ } )) + /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 state1, T2 state2, T3 state3) => { /* */ } )) /// public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) { - return (s1, s2, s3) => asyncAction(s1, s2, s3); + return (state1, state2, state3) => asyncAction(state1, state2, state3).Forget(); } /// /// Create async void(UniTaskVoid) UnityAction. - /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 s1, T2 s2, T3 s3, T4 s4) => { /* */ } )) + /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 state1, T2 state2, T3 state3, T4 state4) => { /* */ } )) /// public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) { - return (s1, s2, s3, s4) => asyncAction(s1, s2, s3, s4); + return (state1, state2, state3, state4) => asyncAction(state1, state2, state3, state4).Forget(); } #endif From bf945a7ef4b4470278f9615343c7c848b22ff3f1 Mon Sep 17 00:00:00 2001 From: dvsilch <64416955+dvsilch@users.noreply.github.com> Date: Mon, 30 Sep 2024 10:10:35 +0800 Subject: [PATCH 4/5] fix: rename parameters and type parameters --- .../UniTask/Runtime/UniTask.Factory.cs | 22 +++++++++---------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs b/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs index e04949b0..1a0030fa 100644 --- a/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs +++ b/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs @@ -186,38 +186,38 @@ public static UnityEngine.Events.UnityAction UnityAction(T state, Func /// Create async void(UniTaskVoid) UnityAction. - /// For example: onClick.AddListener(UniTask.UnityAction(async (T state) => { /* */ } )) + /// For example: onClick.AddListener(UniTask.UnityAction(async (T arg) => { /* */ } )) /// public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) { - return (state) => asyncAction(state).Forget(); + return (arg) => asyncAction(arg).Forget(); } /// /// Create async void(UniTaskVoid) UnityAction. - /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 state1, T2 state2) => { /* */ } )) + /// For example: onClick.AddListener(UniTask.UnityAction(async (T0 arg0, T1 arg1) => { /* */ } )) /// - public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) + public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) { - return (state1, state2) => asyncAction(state1, state2).Forget(); + return (arg0, arg1) => asyncAction(arg0, arg1).Forget(); } /// /// Create async void(UniTaskVoid) UnityAction. - /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 state1, T2 state2, T3 state3) => { /* */ } )) + /// For example: onClick.AddListener(UniTask.UnityAction(async (T0 arg0, T1 arg1, T2 arg2) => { /* */ } )) /// - public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) + public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) { - return (state1, state2, state3) => asyncAction(state1, state2, state3).Forget(); + return (arg0, arg1, arg2) => asyncAction(arg0, arg1, arg2).Forget(); } /// /// Create async void(UniTaskVoid) UnityAction. - /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 state1, T2 state2, T3 state3, T4 state4) => { /* */ } )) + /// For example: onClick.AddListener(UniTask.UnityAction(async (T0 arg0, T1 arg1, T2 arg2, T3 arg3) => { /* */ } )) /// - public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) + public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) { - return (state1, state2, state3, state4) => asyncAction(state1, state2, state3, state4).Forget(); + return (arg0, arg1, arg2, arg3) => asyncAction(arg0, arg1, arg2, arg3).Forget(); } #endif From a51632cd4b2512e7f14e89e5ffcf91dd3bf742d8 Mon Sep 17 00:00:00 2001 From: dvsilch <64416955+dvsilch@users.noreply.github.com> Date: Mon, 30 Sep 2024 10:13:29 +0800 Subject: [PATCH 5/5] fix: add overloads for CancellationToken --- .../UniTask/Runtime/UniTask.Factory.cs | 36 +++++++++++++++++++ 1 file changed, 36 insertions(+) diff --git a/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs b/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs index 1a0030fa..8bdec75f 100644 --- a/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs +++ b/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs @@ -220,6 +220,42 @@ public static UnityEngine.Events.UnityAction UnityAction asyncAction(arg0, arg1, arg2, arg3).Forget(); } + // + /// Create async void(UniTaskVoid) UnityAction. + /// For example: onClick.AddListener(UniTask.UnityAction(async (T arg, CancellationToken cancellationToken) => { /* */ } )) + /// + public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction, CancellationToken cancellationToken) + { + return (arg) => asyncAction(arg, cancellationToken).Forget(); + } + + /// + /// Create async void(UniTaskVoid) UnityAction. + /// For example: onClick.AddListener(UniTask.UnityAction(async (T0 arg0, T1 arg1, CancellationToken cancellationToken) => { /* */ } )) + /// + public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction, CancellationToken cancellationToken) + { + return (arg0, arg1) => asyncAction(arg0, arg1, cancellationToken).Forget(); + } + + /// + /// Create async void(UniTaskVoid) UnityAction. + /// For example: onClick.AddListener(UniTask.UnityAction(async (T0 arg0, T1 arg1, T2 arg2, CancellationToken cancellationToken) => { /* */ } )) + /// + public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction, CancellationToken cancellationToken) + { + return (arg0, arg1, arg2) => asyncAction(arg0, arg1, arg2, cancellationToken).Forget(); + } + + /// + /// Create async void(UniTaskVoid) UnityAction. + /// For example: onClick.AddListener(UniTask.UnityAction(async (T0 arg0, T1 arg1, T2 arg2, T3 arg3, CancellationToken cancellationToken) => { /* */ } )) + /// + public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction, CancellationToken cancellationToken) + { + return (arg0, arg1, arg2, arg3) => asyncAction(arg0, arg1, arg2, arg3, cancellationToken).Forget(); + } + #endif ///