--[=[
	Mounts children to the parent and returns an object which will cleanup and delete
	all children when removed.

	Note that this effectively recursively mounts children and their values, which is
	the heart of the reactive tree.

	```lua
	Blend.New "ScreenGui" {
		Parent = game.Players.LocalPlayer.PlayerGui;
		[Blend.Children] = {
			Blend.New "Frame" {
				Size = UDim2.new(1, 0, 1, 0);
				BackgroundTransparency = 0.5;
			};
		};
	};
	```

	Rules:

	* `{ Instance }` -Tables of instances are all parented to the parent
	* Brio<Instance> will last for the lifetime of the brio
	* Brio<Observable<Instance>> will last for the lifetime of the brio
		* Brio<Signal<Instance>> will also act as above
		* Brio<Promise<Instance>> will also act as above
		* Brio<{ Instance } will also act as above
	* Observable<Instance> will parent to the parent
		* Signal<Instance> will act as Observable<Instance>
		* ValueObject<Instance> will act as an Observable<Instance>
		* Promise<Instance> will act as an Observable<Instance>
	*  will parent all instances to the parent
	* Observables may emit non-observables (in form of Computed/Dynamic)
		* Observable<Brio<Instance>> will last for the lifetime of the brio, and parent the instance.
		* Observable<Observable<Instance>> occurs when computed returns a value.
	* ValueObject<Instance> will switch to the current value

	Cleanup:
	* Instances will be cleaned up on unsubscribe

	@param parent Instance
	@param value any
	@return MaidTask
]=]

function Blend.Children(parent, value)
	assert(typeof(parent) == "Instance", "Bad parent")

	local observe = Blend._observeChildren(value)
	if observe then
		return observe:Pipe({
			Rx.tap(function(child)
				child.Parent = parent;
			end);
		})
	else
		return Rx.EMPTY
	end
end
