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fix: add .Forget() call and rename paramters to keep coding style consistent
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src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs

Lines changed: 7 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -190,34 +190,34 @@ public static UnityEngine.Events.UnityAction UnityAction<T>(T state, Func<T, Uni
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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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{
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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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/// <summary>
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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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public static UnityEngine.Events.UnityAction<T1, T2> UnityAction<T1, T2>(Func<T1, T2, UniTaskVoid> asyncAction)
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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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/// <summary>
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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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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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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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/// <summary>
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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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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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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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#endif

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