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C# + Unity Convention
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using System.Collections; | |
using System.Collections.Generic; | |
namespace Default // or <Company>.(<Product>|<Technology>)[.<Feature>][.<Subnamespace>] | |
{ | |
public class Example | |
{ | |
// first consts | |
public const int TheAnswer = 42; | |
// then statics | |
public static string Message = "Hello World!" | |
// public variables on top of privates | |
public float Speed = 10; | |
public int Foo { get; private set; } | |
private float currTestVal; | |
[ExampleAttribute(Value = "Test")] | |
public enum ErrorLevel | |
{ | |
Warning = 0, | |
Error = 1, | |
Fatal = 99 | |
}; | |
public static void Main() | |
{ | |
if (this.currTestVal > 10) | |
{ | |
DoSomething(); | |
} | |
else | |
{ | |
var result = new LongExampleClassNameResult(); | |
var val = "I am a string!"; | |
} | |
foreach (var player in PlayerManager.List) | |
{ | |
if (player.Level > 10000) | |
Alert.Show("Hacker detected!"); | |
else | |
DoNothing(); | |
} | |
} | |
public void Log(LogType logType) | |
{ | |
if ((logType.Foo == 3) || (logType.Bar > 10)) | |
{ | |
// ... | |
} | |
} | |
} | |
} |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
namespace Default | |
{ | |
public class Unity : MonoBehaviour | |
{ | |
[SerializedField] | |
private SomeClass someClass1; | |
public SomeClass SomeClass1 | |
{ | |
get | |
{ | |
return someClass1; | |
} | |
set | |
{ | |
someClass1 = value; | |
} | |
} | |
// use Awake() to initialize any variables | |
// note that awake is called even if the script is disabled | |
void Awake() | |
{ | |
} | |
// use this method to start your logic | |
void Start() | |
{ | |
} | |
// don't use a modifier on MonobBhaviours methods to mark it as one of them | |
void Update() | |
{ | |
} | |
private void MyMethod() | |
{ | |
} | |
} | |
} |
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