67 lines
2.1 KiB
C#
67 lines
2.1 KiB
C#
using System; // require keep for Windows Universal App
|
|
using UnityEngine;
|
|
|
|
namespace UniRx.Triggers
|
|
{
|
|
[DisallowMultipleComponent]
|
|
public class ObservableDestroyTrigger : MonoBehaviour
|
|
{
|
|
bool calledDestroy = false;
|
|
Subject<Unit> onDestroy;
|
|
CompositeDisposable disposablesOnDestroy;
|
|
|
|
[Obsolete("Internal Use.")]
|
|
internal bool IsMonitoredActivate { get; set; }
|
|
|
|
public bool IsActivated { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Check called OnDestroy.
|
|
/// This property does not guarantees GameObject was destroyed,
|
|
/// when gameObject is deactive, does not raise OnDestroy.
|
|
/// </summary>
|
|
public bool IsCalledOnDestroy { get { return calledDestroy; } }
|
|
|
|
void Awake()
|
|
{
|
|
IsActivated = true;
|
|
}
|
|
|
|
/// <summary>This function is called when the MonoBehaviour will be destroyed.</summary>
|
|
void OnDestroy()
|
|
{
|
|
if (!calledDestroy)
|
|
{
|
|
calledDestroy = true;
|
|
if (disposablesOnDestroy != null) disposablesOnDestroy.Dispose();
|
|
if (onDestroy != null) { onDestroy.OnNext(Unit.Default); onDestroy.OnCompleted(); }
|
|
}
|
|
}
|
|
|
|
/// <summary>This function is called when the MonoBehaviour will be destroyed.</summary>
|
|
public IObservable<Unit> OnDestroyAsObservable()
|
|
{
|
|
if (this == null) return Observable.Return(Unit.Default);
|
|
if (calledDestroy) return Observable.Return(Unit.Default);
|
|
return onDestroy ?? (onDestroy = new Subject<Unit>());
|
|
}
|
|
|
|
/// <summary>Invoke OnDestroy, this method is used on internal.</summary>
|
|
public void ForceRaiseOnDestroy()
|
|
{
|
|
OnDestroy();
|
|
}
|
|
|
|
public void AddDisposableOnDestroy(IDisposable disposable)
|
|
{
|
|
if (calledDestroy)
|
|
{
|
|
disposable.Dispose();
|
|
return;
|
|
}
|
|
|
|
if (disposablesOnDestroy == null) disposablesOnDestroy = new CompositeDisposable();
|
|
disposablesOnDestroy.Add(disposable);
|
|
}
|
|
}
|
|
} |