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Unity3d IEnumerator, Coroutines and Partial Function Application
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// Learning from https://codeblog.jonskeet.uk/2012/01/30/currying-vs-partial-function-application/ | |
public void DoThings() | |
{ | |
Func<Vector3, PlayerController, IEnumerator> orig = MoveToLocationAction; | |
var t = ApplyPartial(orig, data.eventObjects[0].point); | |
var t1 = ApplyPartial(t, player); | |
var tt = ApplyPartial(orig, data.eventObjects[1].point); | |
var tt1 = ApplyPartial(t, player); | |
StartCoroutine(DoActionItems(t1(), tt1())); | |
} | |
IEnumerator DoActionItems(params IEnumerator[] list) | |
{ | |
foreach(var item in list) | |
{ | |
yield return StartCoroutine(item); | |
} | |
yield break; | |
} | |
IEnumerator MoveToLocationAction(Vector3 point, PlayerController player) | |
{ | |
bool notArrived = true; | |
player.Run(); | |
player.SetDestination(point); | |
System.Action<PlayerController> lambda = (x) => { | |
Debug.Log("Callback! " + x.name); | |
notArrived = false; | |
}; | |
player.OnArrivedEvent += lambda; | |
while(notArrived) | |
{ | |
yield return null; | |
} | |
Debug.Log("Arrived!"); | |
player.OnArrivedEvent -= lambda; | |
} | |
static Func<T2, T3, TResult> ApplyPartial<T1, T2, T3, TResult> | |
(Func<T1, T2, T3, TResult> function, T1 arg1) | |
{ | |
return (b, c) => function(arg1, b, c); | |
} | |
static Func<T2, TResult> ApplyPartial<T1, T2, TResult> | |
(Func<T1, T2, TResult> function, T1 arg1) | |
{ | |
return arg2 => function(arg1, arg2); | |
} | |
static Func<TResult> ApplyPartial<T1, TResult> | |
(Func<T1, TResult> function, T1 arg1) | |
{ | |
return () => function(arg1); | |
} |
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