「Unity/R3/UniRxから移植」の版間の差分
提供: 初心者エンジニアの簡易メモ
(→TakeUntilDestroy()はAddTo()へ置換) |
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行1: | 行1: | ||
+ | ==公式== | ||
+ | https://github.com/Cysharp/R3?tab=readme-ov-file#classmethod-name-changes-from-dotnetreactive-and-neueccunirx | ||
+ | |||
==using置換== | ==using置換== | ||
<pre> | <pre> |
2024年4月3日 (水) 04:58時点における版
目次
公式
using置換
- using UniRx; + using R3; - using UniRx.Triggers; + using R3.Triggers; - using System;
参考:https://zenn.dev/tkada/articles/a96258e080056a
ObserveEveryValueChangedはEveryValueChangedへ
// UniRx transform.ObserveEveryValueChanged(_ => _.Count).Subscribe(count => Debug.Log(count)) .AddTo(gameObject); // R3 CompositeDisposable disposable; disposable = new CompositeDisposable(); Observable.EveryValueChanged(transform, _ => _.Count) .Subscribe(count => Debug.Log(count)) .AddTo(disposable);
参考:https://qiita.com/toRisouP/items/4344fbcba7b7e8d8ce16
Observable.Createの置換
// UniRx IObservable<int> isCompletedsAsObservable = Observable.Create<int>(observer => { return Disposable.Empty; }); // R3 Observable<int> isCompletedsAsObservable = Observable.Create<int>(observer => { return Disposable.Empty; });
IObservableをObservableへ
// UniRx ObservableCollision2DTrigger landTrigger; IObservable<Collision2D> landOnCollisionEnterAsObservable = landTrigger.OnCollisionEnter2DAsObservable(); // R3 ObservableCollision2DTrigger landTrigger; Observable<Collision2D> landOnCollisionEnterAsObservable = landTrigger.OnCollisionEnter2DAsObservable();
Observable.EveryUpdate()~AddTo()の返り値まわり対応
//UniRx var observable = Observable.EveryUpdate() .Subscribe(_ => { }).AddTo(disposable); // R3 Observable.EveryUpdate() .Subscribe(_ => { // 略 }).AddTo(disposable);
ReactiveCollectionをObservableList<T>へ
ObservableList では、`using ObservableCollections;`を追加する。
// UniRx private ReactiveCollection<string> users = new ReactiveCollection<string>(); users .ObserveAdd() .Subscribe(value => { Debug.Log($"[Add]Index={value.Index},Value={value.Value}"); }); // R3 using ObservableCollections; private ObservableList<string> users = new ObservableList<string>(); users .ObserveAdd() .Subscribe(value => { Debug.Log($"[Add]Index={value.Index},Value={value.Value}"); });
SubjectのSubscribeの置換
// UniRx Subject<string> subject = new Subject<string>(); subject .Subscribe( message => Debug.Log("msg1:" + message), error => Debug.LogError("Error" + error) () => Debug.Log("Completed") ); // R3 Subject<string> subject = new Subject<string>(); subject .Subscribe( message => Debug.Log("msg1:" + message), error => Debug.LogError("Error" + error) );
TakeUntilDestroy()はAddTo()へ置換
TakeUntilDestroyは、R3に存在しないので、AddTo()へ
// UniRx button.OnClickAsObservable() .TakeUntilDestroy(gameObject) .Subscribe(_ => { Debug.Log("click!"); }); // R3 CompositeDisposable disposable; disposable = new CompositeDisposable(); button.OnClickAsObservable() .Subscribe(_ => { Debug.Log("click!"); }) .AddTo(disposable);
参考:https://naninunenoy.hatenablog.com/entry/2024/03/07/001818