Triniti 后续开发项目的代码规范
public class ClassName
public interface INode{}
public int BulletAmount;
private int _bulletAmount;
public int Count{get;set;}
private int _Count{get;set;}
public void SampleFunction(){}
private void _SampleFunction(){}
[可选不强制]float tempValue = 0;
const
全大写 _字符分割 public const string PATH_NAME = "C:\\a.txt";
define
全大写 _字符分割 #define ENABLE_LUA
分隔符号放在行尾 eg
_assetLoadOperation.Add(new AssetLoadOperation(
assetPathInfo.BundleName, assetPathInfo.AssetNameInBundle
, typeof(T), GetAssetBundle,
(asset) => { onAssetLoadedCallback?.Invoke((T)asset); }
)
);
string[] dirtyWords;
Data creation;
public void Create();
public enum HereType
{
Infantry,
Cavarly,
Archer
}
public class HeroData
{
private float _hp;
protected int _type;
public float Hp { get { return _hp; } }
public float Attack { get; set; }
public void Create() { }
private float _Start(){}
}
public class Hero
{
public HeroData Data { get; set; }
public void SampleFunc()
{
if(Data._hp < 0)
{
FireEvent("die");
}
}
}