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Conventions.md

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Code Conventions

General

On this page, you'll find the code conventions setup for the Netherlands3D project.

They're primarily based on Microsoft's conventions, but a few specific decisions have been made by the development team.

Consistency is the main goal, but there are a few exceptions and those are also mentioned on this page.

Basic Conventions

    public class Conventions : MonoBehaviour, IExampleInterface
    {
        // Comments are placed above the line/function they're explaining.
        // Public variables in PascalCase.
        public int ConventionValue;
        // Variables that are closely coupled in functionality (such as dimensions) can be declared on the same line (but not assigned).
        // This is acceptable.
        public int Width, Height, Depth;
        // This is unacceptable.
        public int X = 10, Y = 20, Z = 30;

        // Use an explicit property only if one of following situations apply:
        // 1. The value needs to be serialized in the inspector (not a functionality of properties).
        // 2. The Get and/or Set needs to execute more than their default functionality.

        // Situation 1.
        public int IntegerProperty { get { return privateValue; } private set { privateValue = value; } }

        // Situation 2.
        // If the line is getting too long or unreadable, split it up into multiple lines.
        public int OnScreenProperty { get { return myPrivateValue; } private set { privateValue = value; UpdateInterface(privateValue); } }

        // Default Situation.
        public int AutoProperty { get; private set; }

        // Serialized protected variables (with an underscore, in camelCase).
        [SerializeField] protected int _protectedValue;
        // Protected variables (also with an underscore and in camelCase).
        protected int _myProtectedValue;

        // Declare private variables explicitly as private.
        // Serialized private variables (in camelCase).
        [SerializeField] private int privateValue;
        // Private variables (also in camelCase).
        private int myPrivateValue;
        private OtherClass otherClass;

        // The order for variables is: public, [SerializeField] protected, protected, [SerializeField] private and private.
        // This is to have a very clear order and overview of the access level of variables and this system is also in order of accessibility.

        
        // An exception to the rule above is the [Header], which is of itself a way to categorize variables and bundle them together.
        // Within the [Header], the variable order still stands.
        [Header("Special Cases")]
        public Vector2Int TwoDimensionalVectorInt;
        protected string _nameOverride;
        private int secretValue;

        // If a comment summarizes a design decision or the workings of multiple lines, place it underneath those lines
        // with one empty line above and two empty lines beneath if there are additional lines after the comment.
        // This is a special exception to be used only when it's really necessary.


        #region MyRegion
    
        // Minimize the use of regions, as they may hide the fact that the script might be getting too big.

        #endregion

        // The order for functions is as follows: Unity functions first (even though they're private), then public, protected and private functions. 
        // Private functions must be explicitly declared as such (with exception of the standard Unity functions).
        // Make sure to have Awake, Start, Update in that order. Other Unity functions go underneath Update (if used) and above self-defined functions.
        // Unused Unity functions should be removed (as they're still called and it clutters).
        // Do all setup of a class' own variables in Awake and linking to other classes in Start, to ensure setup/creation is complete before assignment.
        // If the other class is created by the first class (for example, with the new keyword), create it in Awake as well.

        void Awake()
        {
            otherClass = new OtherClass();
        }

        void Start()
        {
            Debug.Log(AssignedClass.Instance.Number);
        }

        // Removed Update as it wasn't needed. (This doesn't need to be commented.)

        // Functions use PascalCase.
        public void MyPublicFunction()
        {
            // Use if-shorthands only for early returns.
            if (true)
                return;
        }

        private void MyPersonalFunction()
        {
            // Place curly brackets on the next line, as Visual Studio draws lines to visualize the connection.
            if(myPrivateValue >= 1)
            {
                myPrivateValue -= 1;
                ConventionValue = myPrivateValue;
            }
        }

        // Function parameters use camelCase.
        // Make sure the parameter's name is descriptive enough. If it's generic, make sure that's clear as well.

        /// <summary>
        /// We use summaries to describe the functionality of functions if it's not clear enough by looking at the function name and parameters (if any).
        /// This also allows other developers to see the summary in other scripts.
        /// </summary>
        /// <param name="newValue"> The interface will set a text element to this value </param>
        /// <returns> Function returns a true if UI was updated successfully (this is only here as an example) </returns>
        private bool UpdateInterface(int newValue)
        {
            // There's no interface here, but instead of this function or within this function, we probably want to fire an event. 
            return true;
        }

    }
// Interfaces follow the standard conventions of: capital I + [PascalCase name of the interface].
public interface IExampleInterface
{

}

Abstraction

// When using generics, it may help to constrain them using (where), if possible.
public abstract class Abstraction<T> : MonoBehaviour where T : MonoBehaviour
{
    protected T _generic;

    // Use virtual functions if one or more of following situations apply:
    // 1. There's functionality that has to be executed on every inheriting class.
    // 2. The function is always ran and evaluated, but inheriting classes aren't obligated to actually use it.
    //    In this case, create a virtual function with an empty body.
    protected virtual void VirtualFunction()
    {

    }

    // Use abstract functions when functionality can't be predefined, but must be implemented by inheriting classes.
    public abstract void AbstractFunction();

}

public class ConcreteClass : Abstraction<Conventions>
{
    protected override void VirtualFunction()
    {
        // When overriding the virtual function, remember to call the function on the base, if it exists.
        base.VirtualFunction();
    }
    public override void AbstractFunction()
    {
        //Do something specific to this class.
    }
}