public static OnApplicationPauseAsObservable ( ) : IObservable |
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return | IObservable |
// I can't avoid Unity 5.3's uNET weaver bug, pending... //public static IObservable<T> SubscribeOnMainThread<T>(this IObservable<T> source, MainThreadDispatchType dispatchType) //{ // switch (dispatchType) // { // case MainThreadDispatchType.Update: // return source.SubscribeOnMainThread(); // faster path // // others, bit slower // case MainThreadDispatchType.FixedUpdate: // return new UniRx.Operators.SubscribeOnMainThreadObservable<T>(source, EveryFixedUpdate().Take(1)); // case MainThreadDispatchType.EndOfFrame: // return new UniRx.Operators.SubscribeOnMainThreadObservable<T>(source, EveryEndOfFrame().Take(1)); // case MainThreadDispatchType.GameObjectUpdate: // return new UniRx.Operators.SubscribeOnMainThreadObservable<T>(source, MainThreadDispatcher.UpdateAsObservable().Select(_ => 0L).Take(1)); // case MainThreadDispatchType.LateUpdate: // return new UniRx.Operators.SubscribeOnMainThreadObservable<T>(source, MainThreadDispatcher.LateUpdateAsObservable().Select(_ => 0L).Take(1)); // case MainThreadDispatchType.AfterUpdate: // return new UniRx.Operators.SubscribeOnMainThreadObservable<T>(source, EveryAfterUpdate().Take(1)); // default: // throw new ArgumentException("type is invalid"); // } //} public static IObservable <bool> EveryApplicationPause() { return(MainThreadDispatcher.OnApplicationPauseAsObservable().AsObservable()); }