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using System; | |
namespace UniRx { | |
public static class SwitchExtensions { | |
public static IObservable<OUT> SwitchSelectWhenTrue<OUT>( this IObservable<bool> observable, Func<IObservable<OUT>> resultIfTrue ) { | |
return observable.Select(value => value == true ? resultIfTrue() : Observable.Empty<OUT>()).Switch(); | |
} |
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using System.Collections.Generic; | |
using System.IO; | |
using UnityEngine; | |
using UnityEditor.SceneManagement; | |
using UnityEditor; | |
using System.Collections; | |
using System.Linq; | |
public class MultiSceneSetup : ScriptableObject | |
{ |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Diagnostics.Contracts; | |
using System.Linq; | |
/// <summary> | |
/// A dictionary that remembers the order that keys were first inserted. If a new entry overwrites an existing entry, the original insertion position is left unchanged. Deleting an entry and reinserting it will move it to the end. | |
/// </summary> | |
/// <typeparam name="TKey">The type of keys</typeparam> |