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Testing Out a Simple Component Manager
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using UnityEngine; | |
using UniRx; | |
using UnityEngine.SceneManagement; | |
public class Character { | |
public enum State { | |
Idle, | |
Attacking | |
} | |
public ReactiveProperty<State> CurStateObservable = new ReactiveProperty<State>(); | |
public string Name; | |
public Character( string name ) { | |
Name = name; | |
} | |
} | |
public class RxCharacter : MonoBehaviour { | |
ReactiveCollection<Character> CharacterManager = new ReactiveCollection<Character>(); | |
private void CharacterAdded( Character character ) { | |
CharacterManager.Add(character); | |
} | |
public IObservable<Character> NewAndExistingCharacters { | |
get { | |
IObservable<Character> existingCharacters = CharacterManager.ToObservable(); | |
IObservable<Character> newCharacters = CharacterManager.ObserveAdd() | |
.Select(e => e.Value); | |
return existingCharacters.Merge(newCharacters); | |
} | |
} | |
public IObservable<string> CharacterStateStream { | |
get { | |
return NewAndExistingCharacters | |
.SelectMany( character => character.CurStateObservable | |
.Select( newState => string.Format("{0} {1}", character.Name, newState) ) ); | |
} | |
} | |
/* | |
Expected Output: | |
c1 Idle | |
c2 Idle | |
c1 Attacking | |
c3 Attacking | |
*/ | |
private void Start() { | |
Character c1 = new Character("c1"); | |
Character c2 = new Character("c2"); | |
CharacterAdded(c1); | |
CharacterStateStream | |
.Subscribe(state => | |
Debug.Log(state) | |
).AddTo(this); | |
CharacterAdded(c2); | |
c1.CurStateObservable.Value = Character.State.Attacking; | |
Character c3 = new Character("c3"); | |
c3.CurStateObservable.Value = Character.State.Attacking; | |
CharacterAdded(c3); | |
Observable.EveryUpdate() | |
.Where(_ => Input.GetKeyDown(KeyCode.R)) | |
.Subscribe(_ => | |
SceneManager.LoadScene(0) | |
).AddTo(this); | |
} | |
} |
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