public static IObservable <IGroupedObservable <TKey, TElement> > GroupBy <TSource, TKey, TElement>(this IObservable <TSource> source, Func <TSource, TKey> keySelector, Func <TSource, TElement> elementSelector, int capacity) { #if !UniRxLibrary var comparer = UnityEqualityComparer.GetDefault <TKey>(); #else var comparer = EqualityComparer <TKey> .Default; #endif return(GroupBy(source, keySelector, elementSelector, capacity, comparer)); }
public static IObservable <T> DistinctUntilChanged <T, TKey>(this IObservable <T> source, Func <T, TKey> keySelector) { #if !UniRxLibrary var comparer = UnityEqualityComparer.GetDefault <TKey>(); #else var comparer = EqualityComparer <TKey> .Default; #endif return(new DistinctUntilChangedObservable <T, TKey>(source, keySelector, comparer)); }
public static IObservable <TSource> Distinct <TSource>(this IObservable <TSource> source) { #if !UniRxLibrary var comparer = UnityEqualityComparer.GetDefault <TSource>(); #else var comparer = EqualityComparer <TSource> .Default; #endif return(new DistinctObservable <TSource>(source, comparer)); }
/// <summary> /// Publish target property when value is changed. If source is destroyed/destructed, publish OnCompleted. /// </summary> /// <param name="fastDestroyCheck">If true and target is UnityObject, use destroyed check by additional component. It is faster check for lifecycle but needs initial cost.</param> public static IObservable <TProperty> ObserveEveryValueChanged <TSource, TProperty>(this TSource source, Func <TSource, TProperty> propertySelector, FrameCountType frameCountType, IEqualityComparer <TProperty> comparer, bool fastDestroyCheck) where TSource : class { if (source == null) { return(Observable.Empty <TProperty>()); } if (comparer == null) { comparer = UnityEqualityComparer.GetDefault <TProperty>(); } var unityObject = source as UnityEngine.Object; var isUnityObject = source is UnityEngine.Object; if (isUnityObject && unityObject == null) { return(Observable.Empty <TProperty>()); } // MicroCoroutine does not publish value immediately, so publish value on subscribe. if (isUnityObject) { return(ObservableUnity.FromMicroCoroutine <TProperty>((observer, cancellationToken) => { if (unityObject != null) { var firstValue = default(TProperty); try { firstValue = propertySelector((TSource)(object)unityObject); } catch (Exception ex) { observer.OnError(ex); return EmptyEnumerator(); } observer.OnNext(firstValue); return PublishUnityObjectValueChanged(unityObject, firstValue, propertySelector, comparer, observer, cancellationToken, fastDestroyCheck); } else { observer.OnCompleted(); return EmptyEnumerator(); } }, frameCountType)); } else { var reference = new WeakReference(source); source = null; return(ObservableUnity.FromMicroCoroutine <TProperty>((observer, cancellationToken) => { var target = reference.Target; if (target != null) { var firstValue = default(TProperty); try { firstValue = propertySelector((TSource)target); } catch (Exception ex) { observer.OnError(ex); return EmptyEnumerator(); } finally { target = null; } observer.OnNext(firstValue); return PublishPocoValueChanged(reference, firstValue, propertySelector, comparer, observer, cancellationToken); } else { observer.OnCompleted(); return EmptyEnumerator(); } }, frameCountType)); } }
/// <summary> /// Publish target property when value is changed. If source is destroyed/destructed, publish OnCompleted. /// </summary> /// <param name="fastDestroyCheck">If true and target is UnityObject, use destroyed check by additional component. It is faster check for lifecycle but needs initial cost.</param> public static IObservable <TProperty> ObserveEveryValueChanged <TSource, TProperty>(this TSource source, Func <TSource, TProperty> propertySelector, FrameCountType frameCountType = FrameCountType.Update, bool fastDestroyCheck = false) where TSource : class { return(ObserveEveryValueChanged(source, propertySelector, frameCountType, UnityEqualityComparer.GetDefault <TProperty>(), fastDestroyCheck)); }