UniRx
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Reactive Extensions for Unity
``` void Test() { Time.timeScale = 0; Debug.Log(Time.time); Observable.Timer(TimeSpan.FromSeconds(5), Scheduler.MainThread) Subscribe(_ => { Debug.Log(Time.time); }); } ``` Timer doesn't stop although TimeScale=0. And ofcourse two Time.time log return same result.
It's weird. Here's a sample code: ``` private void TakeAITurnsAsync(Action onComplete) { Debug.Log("AI Take AI turns started. Thread: " + System.Threading.Thread.CurrentThread.Name); aiTurnSubscription = Observable .Start(() => { System.Threading.Thread.Sleep(millisecondsTimeout: 1000)); Debug.Log("AI...
for example: public ReactiveProperty total { get; private set; } public ReactiveCollection listUsed = new ReactiveCollection(); public class UsedElem { public ReactiveProperty tvalue; } ReactiveProperty total is the sum of...
 Currently using ToReactiveProperty will create a ReadOnlyReactiveProperty and only return its interface. Due to the interface not being an IDisposable the subscription to the stream (which is created inside...
Disabling Reload Domain gives significant speed up in game develop iteration. But when its disabled, Observable.EveryUpdate is called multiple times. And when I stop the game in UnityEditor, update call...
Fix warning Fix #534
Fix #433