From 353f15e94fbad17c1ae5c4c7bc026674340c2bed Mon Sep 17 00:00:00 2001 From: dvsilch <64416955+dvsilch@users.noreply.github.com> Date: Fri, 27 Sep 2024 23:43:16 +0800 Subject: [PATCH] fix: add .Forget() call and rename paramters to keep coding style consistent --- .../Plugins/UniTask/Runtime/UniTask.Factory.cs | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs b/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs index 82d44fa..e04949b 100644 --- a/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs +++ b/src/UniTask/Assets/Plugins/UniTask/Runtime/UniTask.Factory.cs @@ -190,34 +190,34 @@ namespace Cysharp.Threading.Tasks /// public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) { - return (state) => asyncAction(state); + return (state) => asyncAction(state).Forget(); } /// /// Create async void(UniTaskVoid) UnityAction. - /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 s1, T2 s2) => { /* */ } )) + /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 state1, T2 state2) => { /* */ } )) /// public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) { - return (s1, s2) => asyncAction(s1, s2); + return (state1, state2) => asyncAction(state1, state2).Forget(); } /// /// Create async void(UniTaskVoid) UnityAction. - /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 s1, T2 s2, T3 s3) => { /* */ } )) + /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 state1, T2 state2, T3 state3) => { /* */ } )) /// public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) { - return (s1, s2, s3) => asyncAction(s1, s2, s3); + return (state1, state2, state3) => asyncAction(state1, state2, state3).Forget(); } /// /// Create async void(UniTaskVoid) UnityAction. - /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 s1, T2 s2, T3 s3, T4 s4) => { /* */ } )) + /// For example: onClick.AddListener(UniTask.UnityAction(async (T1 state1, T2 state2, T3 state3, T4 state4) => { /* */ } )) /// public static UnityEngine.Events.UnityAction UnityAction(Func asyncAction) { - return (s1, s2, s3, s4) => asyncAction(s1, s2, s3, s4); + return (state1, state2, state3, state4) => asyncAction(state1, state2, state3, state4).Forget(); } #endif