mirror of https://github.com/Cysharp/UniTask
fix: add .Forget() call and rename paramters to keep coding style consistent
parent
cf19f18662
commit
353f15e94f
|
@ -190,34 +190,34 @@ namespace Cysharp.Threading.Tasks
|
|||
/// </summary>
|
||||
public static UnityEngine.Events.UnityAction<T> UnityAction<T>(Func<T, UniTaskVoid> asyncAction)
|
||||
{
|
||||
return (state) => asyncAction(state);
|
||||
return (state) => asyncAction(state).Forget();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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) => { /* */ } ))
|
||||
/// </summary>
|
||||
public static UnityEngine.Events.UnityAction<T1, T2> UnityAction<T1, T2>(Func<T1, T2, UniTaskVoid> asyncAction)
|
||||
{
|
||||
return (s1, s2) => asyncAction(s1, s2);
|
||||
return (state1, state2) => asyncAction(state1, state2).Forget();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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) => { /* */ } ))
|
||||
/// </summary>
|
||||
public static UnityEngine.Events.UnityAction<T1, T2, T3> UnityAction<T1, T2, T3>(Func<T1, T2, T3, UniTaskVoid> asyncAction)
|
||||
{
|
||||
return (s1, s2, s3) => asyncAction(s1, s2, s3);
|
||||
return (state1, state2, state3) => asyncAction(state1, state2, state3).Forget();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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) => { /* */ } ))
|
||||
/// </summary>
|
||||
public static UnityEngine.Events.UnityAction<T1, T2, T3, T4> UnityAction<T1, T2, T3, T4>(Func<T1, T2, T3, T4, UniTaskVoid> asyncAction)
|
||||
{
|
||||
return (s1, s2, s3, s4) => asyncAction(s1, s2, s3, s4);
|
||||
return (state1, state2, state3, state4) => asyncAction(state1, state2, state3, state4).Forget();
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue