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