// On each event it makes |\____|\_______|\_____.... public static ICell <float> SignalTrigger(this IEventReader e, float decayTime, Action <IDisposable> connectionSink) { TriggerCell cell = new TriggerCell { decay = decayTime }; connectionSink(UnityExecutor.instance.AddUpdatable(cell)); connectionSink(e.Subscribe(cell.Reset)); return(cell); }
// On each event it makes |\____|\_______|\_____.... public static ICell <float> SignalTrigger(this IEventStream e, float decayTime, IConnectionSink connectionSink) { TriggerCell cell = new TriggerCell { decay = decayTime }; connectionSink.AddConnection(UnityExecutor.Instance.AddUpdatable(cell)); connectionSink.AddConnection(e.Subscribe(cell.Reset)); return(cell); }