unity code style

This commit is contained in:
2015-07-11 15:57:58 +06:00
parent ff2db6d279
commit 3437fa40ce
23 changed files with 926 additions and 923 deletions

View File

@@ -11,7 +11,7 @@ namespace IsoTools {
// ------------------------------------------------------------------------
//
// Size
// size
//
// ------------------------------------------------------------------------
@@ -19,7 +19,7 @@ namespace IsoTools {
Vector3 _size = Vector3.one;
/// <summary>Isometric object size.</summary>
public Vector3 Size {
public Vector3 size {
get { return _size; }
set {
_size = IsoUtils.Vec3Max(value, Vector3.zero);
@@ -28,41 +28,41 @@ namespace IsoTools {
}
/// <summary>Isometric object size X.</summary>
public float SizeX {
get { return Size.x; }
set { Size = IsoUtils.Vec3ChangeX(Size, value); }
public float sizeX {
get { return size.x; }
set { size = IsoUtils.Vec3ChangeX(size, value); }
}
/// <summary>Isometric object size Y.</summary>
public float SizeY {
get { return Size.y; }
set { Size = IsoUtils.Vec3ChangeY(Size, value); }
public float sizeY {
get { return size.y; }
set { size = IsoUtils.Vec3ChangeY(size, value); }
}
/// <summary>Isometric object size Z.</summary>
public float SizeZ {
get { return Size.z; }
set { Size = IsoUtils.Vec3ChangeZ(Size, value); }
public float sizeZ {
get { return size.z; }
set { size = IsoUtils.Vec3ChangeZ(size, value); }
}
/// <summary>Isometric object size XY.</summary>
public Vector2 SizeXY {
get { return new Vector2(SizeX, SizeY); }
public Vector2 sizeXY {
get { return new Vector2(sizeX, sizeY); }
}
/// <summary>Isometric object size YZ.</summary>
public Vector2 SizeYZ {
get { return new Vector2(SizeY, SizeZ); }
public Vector2 sizeYZ {
get { return new Vector2(sizeY, sizeZ); }
}
/// <summary>Isometric object size XZ.</summary>
public Vector2 SizeXZ {
get { return new Vector2(SizeX, SizeZ); }
public Vector2 sizeXZ {
get { return new Vector2(sizeX, sizeZ); }
}
// ------------------------------------------------------------------------
//
// Position
// position
//
// ------------------------------------------------------------------------
@@ -70,7 +70,7 @@ namespace IsoTools {
Vector3 _position = Vector3.zero;
/// <summary>Isometric object position.</summary>
public Vector3 Position {
public Vector3 position {
get { return _position; }
set {
_position = value;
@@ -79,81 +79,81 @@ namespace IsoTools {
}
/// <summary>Isometric object position X.</summary>
public float PositionX {
get { return Position.x; }
set { Position = IsoUtils.Vec3ChangeX(Position, value); }
public float positionX {
get { return position.x; }
set { position = IsoUtils.Vec3ChangeX(position, value); }
}
/// <summary>Isometric object position Y.</summary>
public float PositionY {
get { return Position.y; }
set { Position = IsoUtils.Vec3ChangeY(Position, value); }
public float positionY {
get { return position.y; }
set { position = IsoUtils.Vec3ChangeY(position, value); }
}
/// <summary>Isometric object position Z.</summary>
public float PositionZ {
get { return Position.z; }
set { Position = IsoUtils.Vec3ChangeZ(Position, value); }
public float positionZ {
get { return position.z; }
set { position = IsoUtils.Vec3ChangeZ(position, value); }
}
/// <summary>Isometric object position XY.</summary>
public Vector2 PositionXY {
get { return new Vector2(PositionX, PositionY); }
public Vector2 positionXY {
get { return new Vector2(positionX, positionY); }
}
/// <summary>Isometric object position YZ.</summary>
public Vector2 PositionYZ {
get { return new Vector2(PositionY, PositionZ); }
public Vector2 positionYZ {
get { return new Vector2(positionY, positionZ); }
}
/// <summary>Isometric object position XZ.</summary>
public Vector2 PositionXZ {
get { return new Vector2(PositionX, PositionZ); }
public Vector2 positionXZ {
get { return new Vector2(positionX, positionZ); }
}
// ------------------------------------------------------------------------
//
// TilePosition
// tilePosition
//
// ------------------------------------------------------------------------
/// <summary>Isometric object tile position.</summary>
public Vector3 TilePosition {
get { return IsoUtils.Vec3Round(Position); }
set { Position = value; }
public Vector3 tilePosition {
get { return IsoUtils.Vec3Round(position); }
set { position = value; }
}
/// <summary>Isometric object tile position X.</summary>
public float TilePositionX {
get { return TilePosition.x; }
set { TilePosition = IsoUtils.Vec3ChangeX(TilePosition, value); }
public float tilePositionX {
get { return tilePosition.x; }
set { tilePosition = IsoUtils.Vec3ChangeX(tilePosition, value); }
}
/// <summary>Isometric object tile position Y.</summary>
public float TilePositionY {
get { return TilePosition.y; }
set { TilePosition = IsoUtils.Vec3ChangeY(TilePosition, value); }
public float tilePositionY {
get { return tilePosition.y; }
set { tilePosition = IsoUtils.Vec3ChangeY(tilePosition, value); }
}
/// <summary>Isometric object tile position Z.</summary>
public float TilePositionZ {
get { return TilePosition.z; }
set { TilePosition = IsoUtils.Vec3ChangeZ(TilePosition, value); }
public float tilePositionZ {
get { return tilePosition.z; }
set { tilePosition = IsoUtils.Vec3ChangeZ(tilePosition, value); }
}
/// <summary>Isometric object tile position XY.</summary>
public Vector2 TilePositionXY {
get { return new Vector2(TilePositionX, TilePositionY); }
public Vector2 tilePositionXY {
get { return new Vector2(tilePositionX, tilePositionY); }
}
/// <summary>Isometric object tile position YZ.</summary>
public Vector2 TilePositionYZ {
get { return new Vector2(TilePositionY, TilePositionZ); }
public Vector2 tilePositionYZ {
get { return new Vector2(tilePositionY, tilePositionZ); }
}
/// <summary>Isometric object tile position XZ.</summary>
public Vector2 TilePositionXZ {
get { return new Vector2(TilePositionX, TilePositionZ); }
public Vector2 tilePositionXZ {
get { return new Vector2(tilePositionX, tilePositionZ); }
}
// ------------------------------------------------------------------------
@@ -167,15 +167,15 @@ namespace IsoTools {
Vector3 _lastPosition = Vector3.zero;
Vector2 _lastTransform = Vector2.zero;
[SerializeField] bool _alignment = true;
[SerializeField] bool _showBounds = false;
[SerializeField] bool _isAlignment = true;
[SerializeField] bool _isShowBounds = false;
public bool Alignment {
get { return _alignment; }
public bool isAlignment {
get { return _isAlignment; }
}
public bool ShowBounds {
get { return _showBounds; }
public bool isShowBounds {
get { return _isShowBounds; }
}
#endif
@@ -186,7 +186,7 @@ namespace IsoTools {
// ------------------------------------------------------------------------
IsoWorld _isoWorld = null;
public IsoWorld IsoWorld {
public IsoWorld isoWorld {
get {
if ( (object)_isoWorld == null ) {
_isoWorld = GameObject.FindObjectOfType<IsoWorld>();
@@ -204,12 +204,12 @@ namespace IsoTools {
public void FixTransform() {
#if UNITY_EDITOR
if ( Application.isEditor && !Application.isPlaying && Alignment ) {
_position = TilePosition;
if ( Application.isEditor && !Application.isPlaying && isAlignment ) {
_position = tilePosition;
}
#endif
transform.position = IsoUtils.Vec3ChangeZ(
IsoWorld.IsoToScreen(Position),
isoWorld.IsoToScreen(position),
transform.position.z);
FixLastProperties();
MartDirtyIsoWorld();
@@ -217,21 +217,21 @@ namespace IsoTools {
}
public void FixIsoPosition() {
Position = IsoWorld.ScreenToIso(
position = isoWorld.ScreenToIso(
transform.position,
PositionZ);
positionZ);
}
void FixLastProperties() {
#if UNITY_EDITOR
_lastSize = Size;
_lastPosition = Position;
_lastSize = size;
_lastPosition = position;
_lastTransform = transform.position;
#endif
}
void MartDirtyIsoWorld() {
IsoWorld.MarkDirty(this);
isoWorld.MarkDirty(this);
}
void MarkEditorObjectDirty() {
@@ -253,28 +253,28 @@ namespace IsoTools {
#if UNITY_EDITOR
void Reset() {
Size = Vector3.one;
Position = Vector3.zero;
size = Vector3.one;
position = Vector3.zero;
}
void OnValidate() {
Size = _size;
Position = _position;
size = _size;
position = _position;
}
void OnDrawGizmos() {
if ( ShowBounds && IsoWorld ) {
IsoUtils.DrawCube(IsoWorld, Position + Size * 0.5f, Size, Color.red);
if ( isShowBounds && isoWorld ) {
IsoUtils.DrawCube(isoWorld, position + size * 0.5f, size, Color.red);
}
}
void Update() {
if ( Application.isEditor ) {
if ( !IsoUtils.Vec3Approximately(_lastSize, _size) ) {
Size = _size;
size = _size;
}
if ( !IsoUtils.Vec3Approximately(_lastPosition, _position) ) {
Position = _position;
position = _position;
}
if ( !IsoUtils.Vec2Approximately(_lastTransform, transform.position) ) {
FixIsoPosition();