@@ -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 )
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+ 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>
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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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+ 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 ( ) ;
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+ 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.
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- /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 state1 , T2 state2 , T3 state3, T4 state4 ) => { /* */ } ))
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+ /// For example: onClick.AddListener(UniTask.UnityAction(async (T0 arg0, T1 arg1 , T2 arg2 , T3 arg3 ) => { /* */ } ))
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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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+ 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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{
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- return ( state1 , state2 , state3 , state4 ) => asyncAction ( state1 , state2 , state3 , state4 ) . Forget ( ) ;
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+ return ( arg0 , arg1 , arg2 , arg3 ) => asyncAction ( arg0 , arg1 , arg2 , arg3 ) . Forget ( ) ;
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}
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#endif
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