{"action":"created","comment":{"url":"https://api.github.com/repos/Wizcorp/StyleGuides/pulls/comments/25317938","id":25317938,"diff_hunk":"@@ -0,0 +1,263 @@\n+#Preamble \n+The below style uses the MSDN Style guidelines as a base to work with Unity, however because some of the nuances in Unity this style adapts and breaks from some of the standard conventions to obtain a higher level of readability.\n+\n+MSDN Style: http://msdn.microsoft.com/en-us/library/ff926074.aspx\n+\n+MSDN Class Styles documenting that public fields are not supposed to be used: http://msdn.microsoft.com/en-us/library/ms229012(v=vs.110).aspx\n+\n+MSDN XML Comments: http://msdn.microsoft.com/en-us/library/b2s063f7.aspx\n+\n+There is also a Unity style guide however because they have used Properties, which is not supported in the Unity Editor, and the style is almost exactly the same as the MSDN style, the MSDN style was used where possible.\n+Unity Style: http://wiki.unity3d.com/index.php/Csharp_Coding_Guidelines\n+\n+# Style\n+\n+## Indentation\n+Yes, a highly contentious topic so let's not waste time, at Wizcorp we use **tabs** for our projects. Tabs should be used for indentation, meaning at the beginning of lines only.\n+\n+\n+## Line length\n+Limit your lines to **120 characters**. We are not living in the 90's any more our screen got a lot bigger, but at the same time our brains are the same, so let's not go too far, readability come first.\n+\n+\n+## Whitespace\n+\n+* Conventional operators SHOULD be surrounded by a space (including ternary operators).\n+\n+* Commas SHOULD be followed by a space.\n+\n+* Colons SHOULD be followed by a space.\n+\n+* Semi-colons in for statements SHOULD be followed by a space.\n+\n+* Semi-colons SHOULD NOT be preceded by a space.\n+\n+* Function calls and method calls SHOULD NOT be followed by a space. Example: `DoSomething(string name); // NOT DoSomething (string name)`\n+\n+* Logical units within a block SHOULD be separated by one blank line.\n+\n+* Curly braces SHOULD have inner spaces.\n+\n+\n+## Braces\n+In C# where the braces are placed is up to the user, however the C# MSDN standard is on a new line.  That said as long as the project has agreed to use on the same line there should be no complaints.\n+\n+\n+## Naming\n+All names SHOULD be written in English, American English.\n+### In general:\n+#### Variable names\n+The use of the underscore for private variables is favoured, even though it is generally not standard, is because Properties are not supported in Unity. This means that the C# standard for accessors can not be used effectively and the MSDN guidelines for not having public members is not followed.\n+```csharp\n+public int aName;\n+private int _aName;\n+```\n+\n+\n+#### Property names\n+In Unity properties are not supported in the editor, and their use is discouraged.  If you want to have a member in the Unity Editor you need to use a public member (which is against MSDN coding guidelines).\n+```csharp\n+public int name { get; set; }\n+```\n+\n+\n+#### Method names\n+\n+```csharp\n+public void Rename(int name)\n+```\n+\n+\n+#### Class names\n+```csharp\n+public class User\n+```\n+\n+\n+#### Constants\n+```csharp\n+public const int MY_NUMBER = 42;\n+```\n+\n+\n+#### Enum\n+```csharp\n+public enum Name\n+```\n+\n+\n+#### Delegates\n+```csharp\n+public delegate ChangedNameHandler(string newValue)\n+```\n+\n+\n+#### Events\n+```csharp\n+public ChangedNameHandler OnNameChanged\n+```\n+\n+\n+#### Specific Naming Conventions\n+\n+- The \"is\" prefix SHOULD be used for boolean variables and methods. Alternatives include \"has\", \"can\" and \"should\".\n+\n+- The terms \"initialize\" or \"init\" CAN be used where an object or a concept is established.\n+\n+- Plural form MUST be used to name collections.\n+\n+- Iterator variables SHOULD be called \"i\", \"j\", \"k\", etc.\n+\n+- Complement names MUST be used for complement entities. Examples: get/set, add/remove, create/destroy, start/stop, insert/delete, begin/end, etc.\n+\n+- Negated boolean variable names MUST be avoided:\n+```csharp\n+\tbool isNotError, isNotFound; // WRONG.\n+```\n+\n+- Methods returning an object MAY be named after what they return, and methods returning void after what they do.\n+\n+\f\n+## Variable declarations\n+Declare one variable per type statement, it makes it easier to re-order the lines, and put declarations in the order in which they make sense.\n+Ideally, variables should be initialized where they are declared and they must be declared in the smallest scope possible.\n+\n+\n+### Loop\n+Only loop control statements MUST be included in the \"for\" loop construction.\n+\n+Loop variables should be initialized immediately before the loop; loop variables in a \"for\" statement may be initialized in the \"for\" loop construction.\n+\n+The use of \"break\" and \"continue\" is not discouraged.\n+\n+### Conditionals\n+Complex conditional expressions SHOULD be avoided; use temporary boolean variables instead with proper naming.\n+\n+```csharp\n+bool isAuthorized = (user.IsAdmin() || user.IsModerator());\n+if (isAuthorized)\n+{\n+\tConsole.Log('winning');\n+}\n+```\n+\n+The nominal case should be put in the \"if\" part and the exception in the \"else\" part of an \"if\" statement.\n+\n+Executable statements in conditionals MUST be avoided.\n+\n+### Miscellaneous\n+The use of magic numbers in the code should be avoided; they should be declared using named **constants** instead.\n+\n+\n+## Return statement\n+To avoid deep nesting of if-statements, always return a function's value as early as possible.\n+\n+```csharp\n+public bool IsPercentage(int percent) \n+{\n+\tif (percent < 0)\n+\t{\n+\t\treturn false;\n+\t}\n+\n+\tif (percent > 100)\n+\t{\n+\t\treturn false;\n+\t}\n+\n+\treturn true;\n+}\n+\n+```\n+\n+\n+## Comments\n+\n+Comments are the documentation of your code; therefore **tricky code should not be commented but rewritten**. \n+\n+All comments should be written in English and be politically correct, even those that are supposed to be temporary.\n+\n+Comments should be indented relative to their position in the code, preceding the code in question.\n+\n+Even if everybody likes commented code, do not comment every single line of code; you will kill the readability of it.\n+\n+Comments are supposed to explain an algorithm, not repeat it in a different language. This is wrong:\n+```csharp\n+// increment i by 1\n+i += 1;\n+```\n+\n+Try to put comment at the top of a block of code to explain the point of it..\n+\n+\n+### Comment Syntax\n+The XML syntax is from the Microsoft C# compiler /doc command, this command is also implemented in the Mono compiler for cross platform usability. Many tools can extract this XML and create useful help documents for you. These comments must be well-formed.\n+\n+It is important to note that projects in Unity may not be using Visual Studio for ease of implementation, in this case one style should be picked, and be accepted project wide.\n+\n+For more details about the comments and the compilers see:\n+\n+https://msdn.microsoft.com/en-us/library/aa288481%28v=vs.71%29.aspx\n+\n+http://www.mono-project.com/docs/about-mono/languages/csharp/\n+\n+```csharp\n+/// <summary>\n+/// You can use the summary tags above any piece of code so tools can extract this\n+/// </summary>\n+\n+// If you do not want the comment to appear you can use the normal comment syntax,\n+// the use of /* comment */ is discouraged.\n+\n+// Single line version is preferred\n+```\n+\n+### Class Comments\n+Classes must be documented with a description summary\n+```csharp\n+/// <summary>\n+/// A simple user class\n+/// </summary>\n+public class User\n+{\n+\t/// <summary>\n+\t/// User constructor initialises user name\n+\t/// </summary>\n+\t/// <param name=\"name\">The name of the user</param>\n+\tpublic User(string name) \n+\t{\n+\t\t// ...\n+\t}\n+}\n+\n+// A simple user class\n+public class User\n+{\n+\t// User constructor initialises user name\n+\t// name - The name of the user\n+\tpublic User(string name) \n+\t{\n+\t\t// ...\n+\t}\n+}\n+```\n+\n+### Method Comments\n+Method descriptions should start with a sentence written in the third person declarative voice.\n+```csharp\n+/// <summary>\n+/// Assigns the provided name to the user\n+/// </summary>\n+/// <param name=\"name\">The new name to assign to the user</param>","path":"Unity-C#/README.md","position":251,"original_position":251,"commit_id":"76118f5c84e118065315abc15e04818105ac1168","original_commit_id":"76118f5c84e118065315abc15e04818105ac1168","user":{"login":"daniel-dressler","id":365198,"avatar_url":"https://avatars.githubusercontent.com/u/365198?v=3","gravatar_id":"","url":"https://api.github.com/users/daniel-dressler","html_url":"https://github.com/daniel-dressler","followers_url":"https://api.github.com/users/daniel-dressler/followers","following_url":"https://api.github.com/users/daniel-dressler/following{/other_user}","gists_url":"https://api.github.com/users/daniel-dressler/gists{/gist_id}","starred_url":"https://api.github.com/users/daniel-dressler/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/daniel-dressler/subscriptions","organizations_url":"https://api.github.com/users/daniel-dressler/orgs","repos_url":"https://api.github.com/users/daniel-dressler/repos","events_url":"https://api.github.com/users/daniel-dressler/events{/privacy}","received_events_url":"https://api.github.com/users/daniel-dressler/received_events","type":"User","site_admin":false},"body":"Would this be the proper place to point out that this documentation does not appear to justify itself?\r\n\r\nThe pareter name should likely be something like \"newName\", if nothing else I would expect this Class to already contain a \"name\" field. With this alteration the comment does not appear to provide anything a glance at the function declaration would not provide.\r\n\r\nOf course we charge by the man month so there could be a business case for busy work.","created_at":"2015-02-25T04:50:11Z","updated_at":"2015-02-25T04:50:11Z","html_url":"https://github.com/Wizcorp/StyleGuides/pull/8#discussion_r25317938","pull_request_url":"https://api.github.com/repos/Wizcorp/StyleGuides/pulls/8","_links":{"self":{"href":"https://api.github.com/repos/Wizcorp/StyleGuides/pulls/comments/25317938"},"html":{"href":"https://github.com/Wizcorp/StyleGuides/pull/8#discussion_r25317938"},"pull_request":{"href":"https://api.github.com/repos/Wizcorp/StyleGuides/pulls/8"}}},"pull_request":{"url":"https://api.github.com/repos/Wizcorp/StyleGuides/pulls/8","id":27080035,"html_url":"https://github.com/Wizcorp/StyleGuides/pull/8","diff_url":"https://github.com/Wizcorp/StyleGuides/pull/8.diff","patch_url":"https://github.com/Wizcorp/StyleGuides/pull/8.patch","issue_url":"https://api.github.com/repos/Wizcorp/StyleGuides/issues/8","number":8,"state":"open","locked":false,"title":"WIP: Unity 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