OnApplicationPauseAsObservable() public static method

public static OnApplicationPauseAsObservable ( ) : IObservable
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());
        }