facebook twitter hatena line email

「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
移動: 案内検索
(Observable.EveryUpdate()~AddTo()の返り値まわり対応)
 
行31: 行31:
 
参考:https://qiita.com/toRisouP/items/4344fbcba7b7e8d8ce16
 
参考:https://qiita.com/toRisouP/items/4344fbcba7b7e8d8ce16
  
==Observable.Createの置換==
+
==IObservableをObservableへ==
 +
===Collisionの置換の場合===
 +
<pre>
 +
// UniRx
 +
ObservableCollision2DTrigger landTrigger;
 +
IObservable<Collision2D> landOnCollisionEnterAsObservable = landTrigger.OnCollisionEnter2DAsObservable();
 +
 
 +
// R3
 +
ObservableCollision2DTrigger landTrigger;
 +
Observable<Collision2D> landOnCollisionEnterAsObservable = landTrigger.OnCollisionEnter2DAsObservable();
 +
</pre>
 +
 
 +
===Observable.Createの置換の場合===
 
<pre>
 
<pre>
 
// UniRx
 
// UniRx
行43: 行55:
 
                 return Disposable.Empty;
 
                 return Disposable.Empty;
 
             });
 
             });
</pre>
 
==IObservableをObservableへ==
 
<pre>
 
// UniRx
 
ObservableCollision2DTrigger landTrigger;
 
IObservable<Collision2D> landOnCollisionEnterAsObservable = landTrigger.OnCollisionEnter2DAsObservable();
 
 
// R3
 
ObservableCollision2DTrigger landTrigger;
 
Observable<Collision2D> landOnCollisionEnterAsObservable = landTrigger.OnCollisionEnter2DAsObservable();
 
 
</pre>
 
</pre>
  

2024年4月4日 (木) 09:07時点における最新版

公式

変更メソッド名一覧

https://github.com/Cysharp/R3?tab=readme-ov-file#classmethod-name-changes-from-dotnetreactive-and-neueccunirx

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

IObservableをObservableへ

Collisionの置換の場合

// UniRx
ObservableCollision2DTrigger landTrigger;
IObservable<Collision2D> landOnCollisionEnterAsObservable = landTrigger.OnCollisionEnter2DAsObservable();

// R3
ObservableCollision2DTrigger landTrigger;
Observable<Collision2D> landOnCollisionEnterAsObservable = landTrigger.OnCollisionEnter2DAsObservable();

Observable.Createの置換の場合

// UniRx
IObservable<int> isCompletedsAsObservable = Observable.Create<int>(observer =>
            {
                return Disposable.Empty;
            });
// R3
Observable<int> isCompletedsAsObservable = Observable.Create<int>(observer =>
            {
                return Disposable.Empty;
            });

ObservableEventTriggerを設置してる場合は

InspectorにUnityEngineBridge/Triggers/ObservableEventTriggerを設置してる場合は、 R3/Runtime/Triggers/ObservableEventTriggerへ切り替える。

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