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Unity/R3/値変更検知/ReactivePropertyData

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Dataクラスを維持したまま、ReactivePropertyを使う全体サンプル

using UnityEngine;
using R3;

public class ReactivePropertyDataScene : MonoBehaviour
{
    SampleReactiveProperty sampleReactiveProperty;
    class SampleData
    {
        public bool IsCompleted = false;
    }
    class SampleReactiveProperty
    {
        private CompositeDisposable disposables = new CompositeDisposable();
        private SampleData sampleData;
        public ReactiveProperty<bool> IsCompleted;
        public SampleReactiveProperty(SampleData sampleData)
        {
            this.sampleData = sampleData;
            IsCompleted = new ReactiveProperty<bool>(sampleData.IsCompleted);

            // ReactiveProperty の変更を監視し、SampleData に反映
            IsCompleted.Subscribe(value => sampleData.IsCompleted = value)
            .AddTo(disposables);
        }
        public void Request()
        {
            IsCompleted.Value = true;
        }
        public void Dispose()
        {
            disposables?.Dispose();
        }
    }
    void Start()
    {
        var sampleData = new SampleData();
        sampleReactiveProperty = new SampleReactiveProperty(sampleData);
        sampleReactiveProperty.IsCompleted
            .Subscribe(value =>
            {
                if (!value) return;
                Debug.Log("Change IsCompleted : " + value);
                Debug.Log("Change sampleData.IsCompleted : " + sampleData.IsCompleted);
            })
            .AddTo(gameObject);

        // 5秒後に遅延実行
        Observable.Timer(System.TimeSpan.FromSeconds(5))
            .Subscribe(_ => {
                sampleReactiveProperty.Request();
            }).AddTo(gameObject);
    }
    void OnDestroy()
    {
        sampleReactiveProperty?.Dispose();
    }
}