Warning
Currently very experimental.
Disposify is a source generator to subscribe / unsubscribe C# events with using-dispose pattern.
using System;
using Disposify;
var c = new C();
using (c.Disposify().SomeEvent(v => ++v)) // subscribe with lambda
{
c.Invoke(100);
} // unsubscribe on Dispose()
public class C
{
public event Func<int, int>? SomeEvent;
public int Invoke(int a) => SomeEvent.Invoke(a);
}It is also useful to convert callbacks into await pattern.
using System;
using System.Threading.Tasks;
using Disposify;
var c = new C();
var tcs = new TaskCompletionSource<int>();
using (c.Disposify().SomethingCompleted(result => tcs.TrySetResult(result)))
{
var result = await tcs.Task;
}
public class C
{
public event Action<int>? SomethingCompleted;
}Install from https://www.nuget.org/packages/Disposify/ .
Unity 2022.3.12f1 and later is supported.
Add a git dependency to package manager:
https://github.com/ruccho/Disposify.git?path=/Disposify.Unity/Packages/com.ruccho.disposify
- Disposifying events declared in non-generic classes
- Disposifying events declared in generic types and value types
- Returned
IDisposables are automatically pooled after the disposal. Disposify()seems to returndynamicbut is replaced by performant overload (no dynamic, no boxed) by the source generator.
For instance types, use ((T)null).Disposify().
using System;
using Disposify;
using (((C)null).Disposify().SomeEvent(v => ++v))
{
C.Invoke(100);
}
public class C
{
public static event Func<int, int>? SomeEvent;
public static int Invoke(int a) => SomeEvent.Invoke(a);
}For static types, use [GenerateDisposifier(typeof(T))].
using System;
using Disposify;
using (C_Disposifier.SomeEvent(v => ++v))
{
C.Invoke(100);
}
public static class C
{
public static event Func<int, int>? SomeEvent;
public static int Invoke(int a) => SomeEvent.Invoke(a);
}
[GenerateDisposifier(typeof(C))]
static partial class C_Disposifier
{
// members will be generated
}