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

@@ -12,31 +12,31 @@ namespace IsoTools {
public class IsoWorld : MonoBehaviour {
class ObjectInfo {
public int Index;
public IsoObject IsoObject;
public Vector3 MinSector;
public Vector3 MaxSector;
public int index;
public IsoObject isoObject;
public Vector3 minSector;
public Vector3 maxSector;
public bool Visited;
public int BeginDepend;
public int EndDepend;
public bool visited;
public int beginDepend;
public int endDepend;
public ObjectInfo(int index, IsoObject iso_object, Vector3 min_sector, Vector3 max_sector) {
Index = index;
IsoObject = iso_object;
MinSector = min_sector;
MaxSector = max_sector;
this.index = index;
this.isoObject = iso_object;
this.minSector = min_sector;
this.maxSector = max_sector;
}
public void Init(int first_depend) {
Visited = false;
BeginDepend = first_depend;
EndDepend = first_depend;
this.visited = false;
this.beginDepend = first_depend;
this.endDepend = first_depend;
}
}
class SectorInfo {
public List<int> Objects = new List<int>();
public List<int> objects = new List<int>();
}
bool _dirty = true;
@@ -52,7 +52,7 @@ namespace IsoTools {
[SerializeField]
public float _tileSize = 32.0f;
/// <summary>Isometric tile size.</summary>
public float TileSize {
public float tileSize {
get { return _tileSize; }
set {
_tileSize = Mathf.Max(value, Mathf.Epsilon);
@@ -63,7 +63,7 @@ namespace IsoTools {
[SerializeField]
public float _minDepth = 0.0f;
/// <summary>Min sorting depth value.</summary>
public float MinDepth {
public float minDepth {
get { return _minDepth; }
set {
_minDepth = value;
@@ -74,7 +74,7 @@ namespace IsoTools {
[SerializeField]
public float _maxDepth = 100.0f;
/// <summary>Max sorting depth value.</summary>
public float MaxDepth {
public float maxDepth {
get { return _maxDepth; }
set {
_maxDepth = value;
@@ -114,7 +114,7 @@ namespace IsoTools {
public Vector2 IsoToScreen(Vector3 pos) {
return new Vector2(
(pos.x - pos.y),
(pos.x + pos.y) * 0.5f + pos.z) * TileSize;
(pos.x + pos.y) * 0.5f + pos.z) * tileSize;
}
// ------------------------------------------------------------------------
@@ -128,7 +128,7 @@ namespace IsoTools {
return new Vector3(
(pos.x * 0.5f + pos.y),
(pos.y - pos.x * 0.5f),
0.0f) / TileSize;
0.0f) / tileSize;
}
// ------------------------------------------------------------------------
@@ -141,7 +141,7 @@ namespace IsoTools {
// ------------------------------------------------------------------------
public Vector3 ScreenToIso(Vector2 pos, float iso_z) {
return IsoUtils.Vec3ChangeZ(
ScreenToIso(new Vector2(pos.x, pos.y - iso_z * TileSize)),
ScreenToIso(new Vector2(pos.x, pos.y - iso_z * tileSize)),
iso_z);
}
@@ -289,7 +289,7 @@ namespace IsoTools {
var objsSum = 0;
foreach ( var obj in _visibles ) {
++objsSum;
_objsSectorSize += Mathf.Max(obj.Size.x, obj.Size.y, obj.Size.z);
_objsSectorSize += IsoUtils.Vec3MaxF(obj.size);
}
_objsSectorSize = Mathf.Round(Mathf.Max(3.0f, _objsSectorSize / objsSum));
}
@@ -299,9 +299,9 @@ namespace IsoTools {
_objsMinNumPos = Vector3.zero;
_objsMaxNumPos = Vector3.one;
foreach ( var obj in _visibles ) {
var max_size = IsoUtils.Vec3Max(Vector3.one, obj.Size);
var min_npos = IsoUtils.Vec3DivFloor(obj.Position, _objsSectorSize);
var max_npos = IsoUtils.Vec3DivCeil(obj.Position + max_size, _objsSectorSize);
var max_size = IsoUtils.Vec3Max(Vector3.one, obj.size);
var min_npos = IsoUtils.Vec3DivFloor(obj.position, _objsSectorSize);
var max_npos = IsoUtils.Vec3DivCeil(obj.position + max_size, _objsSectorSize);
_objsMinNumPos = IsoUtils.Vec3Min(_objsMinNumPos, min_npos);
_objsMaxNumPos = IsoUtils.Vec3Max(_objsMaxNumPos, max_npos);
_objects.Add(new ObjectInfo(_objects.Count, obj, min_npos, max_npos));
@@ -316,12 +316,12 @@ namespace IsoTools {
_sectors.Add(new SectorInfo());
}
foreach ( var obj in _objects ) {
obj.MinSector -= _objsMinNumPos;
obj.MaxSector -= _objsMinNumPos;
IsoUtils.LookUpCube(obj.MinSector, obj.MaxSector, p => {
obj.minSector -= _objsMinNumPos;
obj.maxSector -= _objsMinNumPos;
IsoUtils.LookUpCube(obj.minSector, obj.maxSector, p => {
var sector = FindSector(p);
if ( sector != null ) {
sector.Objects.Add(obj.Index);
sector.objects.Add(obj.index);
}
});
}
@@ -331,14 +331,14 @@ namespace IsoTools {
_depends.Clear();
foreach ( var obj_a in _objects ) {
obj_a.Init(_depends.Count);
var obj_ao = obj_a.IsoObject;
IsoUtils.LookUpCube(obj_a.MinSector, obj_a.MaxSector, num_pos => {
var obj_ao = obj_a.isoObject;
IsoUtils.LookUpCube(obj_a.minSector, obj_a.maxSector, num_pos => {
LookUpSectorDepends(num_pos, sec => {
foreach ( var obj_bi in sec.Objects ) {
var obj_bo = _objects[obj_bi].IsoObject;
if ( obj_ao != obj_bo && IsDepends(obj_ao.Position, obj_ao.Size, obj_bo.Position, obj_bo.Size) ) {
foreach ( var obj_bi in sec.objects ) {
var obj_bo = _objects[obj_bi].isoObject;
if ( obj_ao != obj_bo && IsDepends(obj_ao.position, obj_ao.size, obj_bo.position, obj_bo.size) ) {
_depends.Add(obj_bi);
++obj_a.EndDepend;
++obj_a.endDepend;
}
}
});
@@ -347,7 +347,7 @@ namespace IsoTools {
}
void PlaceAllObjects() {
var depth = MinDepth;
var depth = minDepth;
foreach ( var info in _objects ) {
depth = PlaceObject(info, depth);
}
@@ -362,17 +362,17 @@ namespace IsoTools {
}
float PlaceObject(ObjectInfo info, float depth) {
if ( info.Visited ) {
if ( info.visited ) {
return depth;
}
info.Visited = true;
for ( var i = info.BeginDepend; i < info.EndDepend && i < _depends.Count; ++i ) {
info.visited = true;
for ( var i = info.beginDepend; i < info.endDepend && i < _depends.Count; ++i ) {
var obj_index = _depends[i];
var obj = _objects[obj_index];
depth = PlaceObject(obj, depth);
}
PlaceObject(info.IsoObject, depth);
return depth + (MaxDepth - MinDepth) / _objects.Count;
PlaceObject(info.isoObject, depth);
return depth + (maxDepth - minDepth) / _objects.Count;
}
void StepSort() {
@@ -407,15 +407,15 @@ namespace IsoTools {
#if UNITY_EDITOR
void Reset() {
TileSize = 32.0f;
MinDepth = 0.0f;
MaxDepth = 100.0f;
tileSize = 32.0f;
minDepth = 0.0f;
maxDepth = 100.0f;
}
void OnValidate() {
TileSize = _tileSize;
MinDepth = _minDepth;
MaxDepth = _maxDepth;
tileSize = _tileSize;
minDepth = _minDepth;
maxDepth = _maxDepth;
}
void OnRenderObject() {