Bry*_*dds 1 monads f# computation-expression
所以,我想构建一个自定义计算表达式,允许我转这个 -
testWorld |>
subscribe ClickTestButtonAddress [] addBoxes |>
addScreen testScreen TestScreenAddress |>
setP (Some TestScreenAddress) World.optActiveScreenAddress |>
addGroup testGroup TestGroupAddress |>
addEntityGuiLabel (testLabelGuiEntity, testLabelGui, testLabel) TestLabelAddress |>
addEntityGuiButton (testButtonGuiEntity, testButtonGui, testButton) TestButtonAddress |>
addEntityActorBlock (testFloorActorEntity, testFloorActor, testFloor) TestFloorAddress |>
(let hintRenderingPackageUse = HintRenderingPackageUse { FileName = "AssetGraph.xml"; PackageName = "Misc"; HRPU = () }
fun world -> { world with RenderMessages = hintRenderingPackageUse :: world.RenderMessages }) |>
(let hintAudioPackageUse = HintAudioPackageUse { FileName = "AssetGraph.xml"; PackageName = "Misc"; HAPU = () }
fun world -> { world with AudioMessages = hintAudioPackageUse :: world.AudioMessages })
Run Code Online (Sandbox Code Playgroud)
变成这样的东西 -
fwd {
do! subscribe ClickTestButtonAddress [] addBoxes
do! addScreen testScreen TestScreenAddress
do! setP (Some TestScreenAddress) World.optActiveScreenAddress
do! addGroup testGroup TestGroupAddress
do! addEntityGuiLabel (testLabelGuiEntity, testLabelGui, testLabel) TestLabelAddress
do! addEntityGuiButton (testButtonGuiEntity, testButtonGui, testButton) TestButtonAddress
do! addEntityActorBlock (testFloorActorEntity, testFloorActor, testFloor) TestFloorAddress
let hintRenderingPackageUse = HintRenderingPackageUse { FileName = "AssetGraph.xml"; PackageName = "Misc"; HRPU = () }
do! fun world -> { world with RenderMessages = hintRenderingPackageUse :: world.RenderMessages }
let hintAudioPackageUse = HintAudioPackageUse { FileName = "AssetGraph.xml"; PackageName = "Misc"; HAPU = () }
do! fun world -> { world with AudioMessages = hintAudioPackageUse :: world.AudioMessages }}
<| runFwd testWorld
Run Code Online (Sandbox Code Playgroud)
这是可能的,还是接近可能的?如果是这样,可以采取什么方法?这是一个单子,或者更小的东西?
也许我应该回去做这件事 -
let tw_ = testWorld
let tw_ = subscribe ClickTestButtonAddress [] addBoxes tw_
let tw_ = addScreen testScreen TestScreenAddress tw_
let tw_ = setP (Some TestScreenAddress) World.optActiveScreenAddress tw_
let tw_ = addGroup testGroup TestGroupAddress tw_
let tw_ = addEntityGuiLabel (testLabelGuiEntity, testLabelGui, testLabel) TestLabelAddress tw_
let tw_ = addEntityGuiButton (testButtonGuiEntity, testButtonGui, testButton) TestButtonAddress tw_
let tw_ = addEntityActorBlock (testFloorActorEntity, testFloorActor, testFloor) TestFloorAddress tw_
let tw_ = { tw_ with RenderMessages = hintRenderingPackageUse :: tw_.RenderMessages }
{ tw_ with AudioMessages = hintAudioPackageUse :: tw_.AudioMessages }
Run Code Online (Sandbox Code Playgroud)
它调试很好(您可以在Autos窗口中找到tw_的所有先前版本,并且可以对每个操作进行调试),而且我认为它不是太冗长.