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fix: rename parameters and type parameters
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src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs

Lines changed: 11 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -186,38 +186,38 @@ public static UnityEngine.Events.UnityAction UnityAction<T>(T state, Func<T, Uni
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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 (T state) => { /* */ } ))
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/// For example: onClick.AddListener(UniTask.UnityAction(async (T arg) => { /* */ } ))
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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).Forget();
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return (arg) => asyncAction(arg).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 state1, T2 state2) => { /* */ } ))
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/// For example: onClick.AddListener(UniTask.UnityAction(async (T0 arg0, T1 arg1) => { /* */ } ))
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/// </summary>
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public static UnityEngine.Events.UnityAction<T1, T2> UnityAction<T1, T2>(Func<T1, T2, UniTaskVoid> asyncAction)
200+
public static UnityEngine.Events.UnityAction<T0, T1> UnityAction<T0, T1>(Func<T0, T1, UniTaskVoid> asyncAction)
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{
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return (state1, state2) => asyncAction(state1, state2).Forget();
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return (arg0, arg1) => asyncAction(arg0, arg1).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 state1, T2 state2, T3 state3) => { /* */ } ))
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/// For example: onClick.AddListener(UniTask.UnityAction(async (T0 arg0, T1 arg1, T2 arg2) => { /* */ } ))
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/// </summary>
209-
public static UnityEngine.Events.UnityAction<T1, T2, T3> UnityAction<T1, T2, T3>(Func<T1, T2, T3, UniTaskVoid> asyncAction)
209+
public static UnityEngine.Events.UnityAction<T0, T1, T2> UnityAction<T0, T1, T2>(Func<T0, T1, T2, UniTaskVoid> asyncAction)
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{
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return (state1, state2, state3) => asyncAction(state1, state2, state3).Forget();
211+
return (arg0, arg1, arg2) => asyncAction(arg0, arg1, arg2).Forget();
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}
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/// <summary>
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/// Create async void(UniTaskVoid) UnityAction.
216-
/// For example: onClick.AddListener(UniTask.UnityAction(async (T1 state1, T2 state2, T3 state3, T4 state4) => { /* */ } ))
216+
/// For example: onClick.AddListener(UniTask.UnityAction(async (T0 arg0, T1 arg1, T2 arg2, T3 arg3) => { /* */ } ))
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/// </summary>
218-
public static UnityEngine.Events.UnityAction<T1, T2, T3, T4> UnityAction<T1, T2, T3, T4>(Func<T1, T2, T3, T4, UniTaskVoid> asyncAction)
218+
public static UnityEngine.Events.UnityAction<T0, T1, T2, T3> UnityAction<T0, T1, T2, T3>(Func<T0, T1, T2, T3, UniTaskVoid> asyncAction)
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{
220-
return (state1, state2, state3, state4) => asyncAction(state1, state2, state3, state4).Forget();
220+
return (arg0, arg1, arg2, arg3) => asyncAction(arg0, arg1, arg2, arg3).Forget();
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}
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#endif

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