TonyMax

Results 11 issues of TonyMax

My first attempt was to try import package into project with URP, but when I try to paint in `Sample01-Paint-` scene it just blurs a bit and doesn't change color....

```csharp UnityEngine.Debug.Log($"start to await num selection"); await Observable.EveryUpdate() // never completes .Select(_ => GetNumberKeyPressed()) .Where(numberKey => numberKey != -1) .AsSystemObservable() .ToUniTask(); // await UniTask.Delay(1000); // works UnityEngine.Debug.Log($"await completed"); // never...

It is powerful thing to have implementations private while still be able to assign instances through unity inspector. The whole idea of this is to let code be flexible and...

enhancement

For new devs like me it is often confusing when callback rises immediately after subscription even there is now changes. It is even more confusing because when you use `PairWise`...

### What happened? Fields with `[SubClassSelector]` become null each time after compile (no matter opened or not in inspector) with error in console: `Release of invalid GC handle. The handle...

bug

### What happened? ```csharp [SerializeReference, SubclassSelector] private Object _params; ``` This field let me select any type accessible from unity ![image](https://github.com/user-attachments/assets/c08cd2de-bcca-40ac-89af-234aaa675215) But I can't select `int` / `float` / `bool`...

bug

### Feature description I have `IEffect` and some wrapper class like `CompositeEffect` which contains `IEffect` and `IProvider` to repeat effect execution certain times. In editor it looks like this: ![image](https://github.com/user-attachments/assets/204621a3-9696-403b-9863-53cb47ca0aac)...

enhancement

### Feature destription There are some cases where I want to select subclasses of `ICardActionCommand` directly, where I can create ready to use instance from inspector, but sometimes I need...

enhancement

**Describe the bug** I've spent a lot of time finding magic bug because Scope function prints no logs about inner exceptions **To Reproduce** Do this ```csharp container.Scope(builder => { UnityEngine.Debug.Log("Log");...

## Description Provides functionality to have multiple inherited containers. Instead of having one `Container Parent` field `Container` class now have `List Parents`. The major part of changes are in `ContainerBuilder`...