forked from BilalY/Rasagar
49 lines
1.3 KiB
C#
49 lines
1.3 KiB
C#
using System;
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namespace UnityEngine.InputSystem.Utilities
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{
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internal class WhereObservable<TValue> : IObservable<TValue>
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{
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private readonly IObservable<TValue> m_Source;
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private readonly Func<TValue, bool> m_Predicate;
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public WhereObservable(IObservable<TValue> source, Func<TValue, bool> predicate)
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{
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m_Source = source;
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m_Predicate = predicate;
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}
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public IDisposable Subscribe(IObserver<TValue> observer)
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{
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return m_Source.Subscribe(new Where(this, observer));
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}
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private class Where : IObserver<TValue>
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{
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private WhereObservable<TValue> m_Observable;
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private readonly IObserver<TValue> m_Observer;
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public Where(WhereObservable<TValue> observable, IObserver<TValue> observer)
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{
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m_Observable = observable;
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m_Observer = observer;
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}
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public void OnCompleted()
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{
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}
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public void OnError(Exception error)
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{
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Debug.LogException(error);
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}
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public void OnNext(TValue evt)
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{
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if (m_Observable.m_Predicate(evt))
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m_Observer.OnNext(evt);
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}
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}
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}
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}
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