Seneral / Node_Editor_Framework

A flexible and modular Node Editor Framework for creating node based displays and editors in Unity
https://nodeeditor.seneral.dev
MIT License
2.01k stars 414 forks source link

Made variables/methods more into C# naming standards. Removed redundancies. #30

Closed Zeloder closed 8 years ago

Zeloder commented 8 years ago

Adjusted variable and method naming to be more in line with C# naming standards. Also removed some redundancies in the code.

Seneral commented 8 years ago

Imo exact naming standards aren't very important, but consistency is... Some local variables in this commit are turned from strongly typed to weakly typed (using 'var') (has some disadvantages, personally do not like it:( ) whereas others aren't:/

Also, this seems to cause some conflicts. I might be wrong, because I assume you tested it, but there were cases like these in the code: using System; using UnityEngine; //... UnityEngine.Object obj = ...; -> Object obj = ...; Which will cause referencing issues, because both System.Object and UnityEngine.Object exist.

Regarding the naming conventions, most are just turned from Camel case (lowerUpperCase) to Pascal (UpperUpperCase), which isn't worth all the changes and possible incompabilities with custom code users of Node Editor made. Also, the UnityEngine doesn't seem to care much about naming standards either, which nobody seems to care;) If anyone disagrees, you may tell so, but I'm strongly against this commit:/ I'm sorry if you did this all manually:(

Edit: May have sounded harsh, but it's just my opinion and wasn't intended to sound harsh at all. It's not that my opinion is the only one;)