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「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
(ReactiveCollectionをObservableListへ)
(ObserveEveryValueChangedはEveryValueChangedへ)
(同じ利用者による、間の7版が非表示)
行13: 行13:
 
<pre>
 
<pre>
 
// UniRx
 
// UniRx
transform.ObserveEveryValueChanged(_ => _.Count).Subscribe(count => Debug.Log(count));
+
transform.ObserveEveryValueChanged(_ => _.Count).Subscribe(count => Debug.Log(count))
 +
    .AddTo(gameObject);
  
 
// R3
 
// R3
 +
CompositeDisposable disposable;
 +
disposable = new CompositeDisposable();
 
Observable.EveryValueChanged(transform, _ => _.Count)
 
Observable.EveryValueChanged(transform, _ => _.Count)
    .Subscribe(count => Debug.Log(count));
+
    .Subscribe(count => Debug.Log(count))
 +
    .AddTo(disposable);
 
</pre>
 
</pre>
  
行44: 行48:
 
ObservableCollision2DTrigger landTrigger;
 
ObservableCollision2DTrigger landTrigger;
 
Observable<Collision2D> landOnCollisionEnterAsObservable = landTrigger.OnCollisionEnter2DAsObservable();
 
Observable<Collision2D> landOnCollisionEnterAsObservable = landTrigger.OnCollisionEnter2DAsObservable();
 +
</pre>
 +
 +
==Observable.EveryUpdate()~AddTo()の返り値まわり対応==
 +
<pre>
 +
//UniRx
 +
var observable = Observable.EveryUpdate()
 +
.Subscribe(_ => {
 +
            }).AddTo(disposable);
 +
 +
// R3
 +
Observable.EveryUpdate()
 +
.Subscribe(_ => {
 +
    // 略
 +
            }).AddTo(disposable);
 
</pre>
 
</pre>
  
 
==ReactiveCollectionをObservableList<T>へ==
 
==ReactiveCollectionをObservableList<T>へ==
 
ObservableList では、`using ObservableCollections;`を追加する。
 
ObservableList では、`using ObservableCollections;`を追加する。
 +
 
<pre>
 
<pre>
// R3
+
// UniRx
using ObservableCollections;
+
private ReactiveCollection<string> users = new ReactiveCollection<string>();
private ObservableList<string> users = new ObservableList<string>();
+
 
users
 
users
 
     .ObserveAdd()
 
     .ObserveAdd()
行59: 行77:
 
     });
 
     });
  
// UniRx
+
// R3
private ReactiveCollection<string> users = new ReactiveCollection<string>();
+
using ObservableCollections;
 +
private ObservableList<string> users = new ObservableList<string>();
 
users
 
users
 
     .ObserveAdd()
 
     .ObserveAdd()
行67: 行86:
 
         Debug.Log($"[Add]Index={value.Index},Value={value.Value}");
 
         Debug.Log($"[Add]Index={value.Index},Value={value.Value}");
 
     });
 
     });
 +
 
</pre>
 
</pre>
  
 
==SubjectのSubscribeの置換==
 
==SubjectのSubscribeの置換==
 
<pre>
 
<pre>
// R3
+
// UniRx
 
Subject<string> subject = new Subject<string>();
 
Subject<string> subject = new Subject<string>();
 
subject
 
subject
行77: 行97:
 
         message => Debug.Log("msg1:" + message),
 
         message => Debug.Log("msg1:" + message),
 
         error => Debug.LogError("Error" + error)
 
         error => Debug.LogError("Error" + error)
 +
        () => Debug.Log("Completed")
 
             );
 
             );
  
// UniRx
+
// R3
 
Subject<string> subject = new Subject<string>();
 
Subject<string> subject = new Subject<string>();
 
subject
 
subject
行85: 行106:
 
         message => Debug.Log("msg1:" + message),
 
         message => Debug.Log("msg1:" + message),
 
         error => Debug.LogError("Error" + error)
 
         error => Debug.LogError("Error" + error)
        () => Debug.Log("Completed")
 
 
             );
 
             );
 
</pre>
 
</pre>

2024年4月2日 (火) 15:27時点における版

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)
            );