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https://github.com/Cysharp/UniTask.git
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reduce AsyncTrigger allocation
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@@ -15,6 +15,55 @@ using System.Reactive.Concurrency;
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namespace NetCoreSandbox
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{
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public class Text
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{
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public string text { get; set; }
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}
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public static partial class UnityUIComponentExtensions
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{
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public static void BindTo(this IUniTaskAsyncEnumerable<string> source, Text text)
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{
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AAAACORECORE(source, text).Forget();
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async UniTaskVoid AAAACORECORE(IUniTaskAsyncEnumerable<string> source2, Text text2)
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{
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var e = source2.GetAsyncEnumerator();
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try
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{
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while (await e.MoveNextAsync())
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{
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text2.text = e.Current;
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// action(e.Current);
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}
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}
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finally
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{
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if (e != null)
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{
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await e.DisposeAsync();
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}
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}
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}
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}
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//public static IDisposable SubscribeToText<T>(this IObservable<T> source, Text text)
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//{
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// return source.SubscribeWithState(text, (x, t) => t.text = x.ToString());
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//}
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//public static IDisposable SubscribeToText<T>(this IObservable<T> source, Text text, Func<T, string> selector)
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//{
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// return source.SubscribeWithState2(text, selector, (x, t, s) => t.text = s(x));
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//}
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//public static IDisposable SubscribeToInteractable(this IObservable<bool> source, Selectable selectable)
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//{
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// return source.SubscribeWithState(selectable, (x, s) => s.interactable = x);
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//}
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}
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class Program
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{
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static string FlattenGenArgs(Type type)
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