unity-atoms/Packages/Core/Runtime/Observables/ObservableVoidEvent.cs

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Added Variable Instancer, Event Reference, Atom Collection and Atom List (old Atom List renamed to Atom Value List) (#110) AtomVariableInstancer - Added AtomVariableInstancer as an option to AtomReference. - Added AtomVariableInstancer to generator. - Added editor icon for AtomVariableInstancer. AtomEventReference - Added an AtomEventReference class (and AtomEventX2Reference). It’s similar to an AtomReference, but for Events. Let’s you pick between an Event, Variable (will select the Changed event) and a VariableInstancer (see above). - Added AtomEventReference and AtomEventX2Reference to generator. - Added a drawer for AtomEventReference. - Listeners are now using AtomEventReference instead of AtomEvent. - Refactoring of VoidHooks since Listeners are now using AtomEventReference. AtomCollection - Created an AtomCollection - a collection of Atoms associated with key strings (AtomReferences). - Added new editor icon for collections. - Created a SerializableDictionary class, which AtomCollection is using. - Custom property drawer for SerializableDictionary. - SerializableDictionary supports nested structures meaning that a AtomCollection can have a KVP that is pointing to another AtomCollection. - AtomCollections have 3 events: Added, Removed, Cleared. - Added an option to sync an InstanceVariable to collection - adding it to the collection when created (using gameObject’s instance id as key) and removing it from the collection when destroyed. AtomList - Renamed old AtomList to AtomValueList - Added AtomList, like Collection, but a list - Added new icon for AtomList - Created a AtomBaseVariableList class, which AtomList is using. - Custom property drawer for AtomBaseVariableList. - AtomLists have 3 events: Added, Removed, Cleared. - Added an option to sync an InstanceVariable to list - adding it to the list when created and removing it from the list when destroyed.
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using System;
using System.Collections.Generic;
namespace UnityAtoms
{
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public class ObservableVoidEvent : IObservable<Void>
Added Variable Instancer, Event Reference, Atom Collection and Atom List (old Atom List renamed to Atom Value List) (#110) AtomVariableInstancer - Added AtomVariableInstancer as an option to AtomReference. - Added AtomVariableInstancer to generator. - Added editor icon for AtomVariableInstancer. AtomEventReference - Added an AtomEventReference class (and AtomEventX2Reference). It’s similar to an AtomReference, but for Events. Let’s you pick between an Event, Variable (will select the Changed event) and a VariableInstancer (see above). - Added AtomEventReference and AtomEventX2Reference to generator. - Added a drawer for AtomEventReference. - Listeners are now using AtomEventReference instead of AtomEvent. - Refactoring of VoidHooks since Listeners are now using AtomEventReference. AtomCollection - Created an AtomCollection - a collection of Atoms associated with key strings (AtomReferences). - Added new editor icon for collections. - Created a SerializableDictionary class, which AtomCollection is using. - Custom property drawer for SerializableDictionary. - SerializableDictionary supports nested structures meaning that a AtomCollection can have a KVP that is pointing to another AtomCollection. - AtomCollections have 3 events: Added, Removed, Cleared. - Added an option to sync an InstanceVariable to collection - adding it to the collection when created (using gameObject’s instance id as key) and removing it from the collection when destroyed. AtomList - Renamed old AtomList to AtomValueList - Added AtomList, like Collection, but a list - Added new icon for AtomList - Created a AtomBaseVariableList class, which AtomList is using. - Custom property drawer for AtomBaseVariableList. - AtomLists have 3 events: Added, Removed, Cleared. - Added an option to sync an InstanceVariable to list - adding it to the list when created and removing it from the list when destroyed.
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{
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private Action<Action> _unregister = default(Action<Action>);
Added Variable Instancer, Event Reference, Atom Collection and Atom List (old Atom List renamed to Atom Value List) (#110) AtomVariableInstancer - Added AtomVariableInstancer as an option to AtomReference. - Added AtomVariableInstancer to generator. - Added editor icon for AtomVariableInstancer. AtomEventReference - Added an AtomEventReference class (and AtomEventX2Reference). It’s similar to an AtomReference, but for Events. Let’s you pick between an Event, Variable (will select the Changed event) and a VariableInstancer (see above). - Added AtomEventReference and AtomEventX2Reference to generator. - Added a drawer for AtomEventReference. - Listeners are now using AtomEventReference instead of AtomEvent. - Refactoring of VoidHooks since Listeners are now using AtomEventReference. AtomCollection - Created an AtomCollection - a collection of Atoms associated with key strings (AtomReferences). - Added new editor icon for collections. - Created a SerializableDictionary class, which AtomCollection is using. - Custom property drawer for SerializableDictionary. - SerializableDictionary supports nested structures meaning that a AtomCollection can have a KVP that is pointing to another AtomCollection. - AtomCollections have 3 events: Added, Removed, Cleared. - Added an option to sync an InstanceVariable to collection - adding it to the collection when created (using gameObject’s instance id as key) and removing it from the collection when destroyed. AtomList - Renamed old AtomList to AtomValueList - Added AtomList, like Collection, but a list - Added new icon for AtomList - Created a AtomBaseVariableList class, which AtomList is using. - Custom property drawer for AtomBaseVariableList. - AtomLists have 3 events: Added, Removed, Cleared. - Added an option to sync an InstanceVariable to list - adding it to the list when created and removing it from the list when destroyed.
2020-02-23 02:39:43 +01:00
private List<IObserver<Void>> _observers = new List<IObserver<Void>>();
public ObservableVoidEvent(Action<Action> register, Action<Action> unregister)
{
register(NotifyObservers);
}
~ObservableVoidEvent()
{
if (_unregister != null)
{
_unregister(NotifyObservers);
}
}
public IDisposable Subscribe(IObserver<Void> observer)
{
if (!_observers.Contains(observer))
_observers.Add(observer);
return new ObservableUnsubscriber<Void>(_observers, observer);
}
private void NotifyObservers()
{
for (int i = 0; _observers != null && i < _observers.Count; ++i)
{
_observers[i].OnNext(new Void());
}
}
}
}