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var TryEquipWeapon = _inventory.GetAvailableWeapons().First();
if (TryEquipWeapon != null) {
TryDrawWeapon(TryEquipWeapon.name);
var tryEquipWeapon = _inventory.GetAvailableWeapons().First();
if (tryEquipWeapon != null) {
TryDrawWeapon(tryEquipWeapon.name);
public bool TryRemoveActionFromPlan(int Index) {
bool success = false;
if (_plannedActions.TryRemoveAt(Index, out IAction _)) {
public bool TryRemoveActionFromPlan(int index) {
var success = false;
if (_plannedActions.TryRemoveAt(index, out var _)) {
GameObject timeNode = Instantiate(TimeCounterNodeTemplate, TimeCounterTransform);
TextMeshProUGUI secLabel = timeNode.GetComponentInChildren<TextMeshProUGUI>();
var timeNode = Instantiate(TimeCounterNodeTemplate, TimeCounterTransform);
var secLabel = timeNode.GetComponentInChildren<TextMeshProUGUI>();
GameObject combatMoveNode = Instantiate(MartialSequenceNodeTemplate, MartialSequenceTransform);
TextMeshProUGUI nameLabel = combatMoveNode.GetComponentInChildren<TextMeshProUGUI>();
MartialSequenceClicker martialSequenceClicker = combatMoveNode.GetComponent<MartialSequenceClicker>();
RectTransform combatMoveNodeNodeTransform = combatMoveNode.GetComponent<RectTransform>();
var combatMoveNode = Instantiate(MartialSequenceNodeTemplate, MartialSequenceTransform);
var nameLabel = combatMoveNode.GetComponentInChildren<TextMeshProUGUI>();
var martialSequenceClicker = combatMoveNode.GetComponent<MartialSequenceClicker>();
var combatMoveNodeNodeTransform = combatMoveNode.GetComponent<RectTransform>();
GameObject runeBindingNode = Instantiate(RuneBindingSequenceNodeTemplate, RuneBindingSequenceTransform);
TextMeshProUGUI nameLabel = runeBindingNode.GetComponentInChildren<TextMeshProUGUI>();
RuneBindingSequenceClicker runeBindingSequenceClicker = runeBindingNode.GetComponent<RuneBindingSequenceClicker>();
RectTransform runeBindingNodeTransform = runeBindingNode.GetComponent<RectTransform>();
var runeBindingNode = Instantiate(RuneBindingSequenceNodeTemplate, RuneBindingSequenceTransform);
var nameLabel = runeBindingNode.GetComponentInChildren<TextMeshProUGUI>();
var runeBindingSequenceClicker = runeBindingNode.GetComponent<RuneBindingSequenceClicker>();
var runeBindingNodeTransform = runeBindingNode.GetComponent<RectTransform>();
if (ValidWeaveName.TryParse(weavePicker.options[weavePicker.value].text, out ValidWeaveName validWeaveName)) {
if (runeWeavingBank.TryGetWeaveByName(validWeaveName, out RuneWeavingContainer runeWeavingContainer)) {
if (ValidWeaveName.TryParse(weavePicker.options[weavePicker.value].text, out var validWeaveName)) {
if (runeWeavingBank.TryGetWeaveByName(validWeaveName, out var runeWeavingContainer)) {
bool deletedFromBank = false;
if (ValidWeaveName.TryParse(weavePicker.options[weavePicker.value].text, out ValidWeaveName validWeaveName)) {
var deletedFromBank = false;
if (ValidWeaveName.TryParse(weavePicker.options[weavePicker.value].text, out var validWeaveName)) {
GameObject movePickUIObject = Instantiate(MovePickUIPrefab, Content);
TextMeshProUGUI moveNameLabel = movePickUIObject.GetComponentInChildren<TextMeshProUGUI>();
var movePickUIObject = Instantiate(MovePickUIPrefab, Content);
var moveNameLabel = movePickUIObject.GetComponentInChildren<TextMeshProUGUI>();
if (moveClicker.TryGetComponent(out currentSelected)) {
currentSelected.color = Color.green;
if (moveClicker.TryGetComponent(out _currentSelected)) {
_currentSelected.color = Color.green;
_CombatFormDropDown = GetComponent<TMP_Dropdown>();
_CombatFormDropDown.onValueChanged.AddListener(delegate {
CombatFormDropDownValueChanged(_CombatFormDropDown);
_combatFormDropDown = GetComponent<TMP_Dropdown>();
_combatFormDropDown.onValueChanged.AddListener(delegate {
CombatFormDropDownValueChanged(_combatFormDropDown);
Transform partyMemberPortraitTransform = Instantiate(partyMemberUnitFrame, transform);
PartyMemberPortrait partyMemberPortrait = partyMemberPortraitTransform.GetComponentInChildren<PartyMemberPortrait>();
var partyMemberPortraitTransform = Instantiate(partyMemberUnitFrame, transform);
var partyMemberPortrait = partyMemberPortraitTransform.GetComponentInChildren<PartyMemberPortrait>();
float total = tags[TagColor.Red] + tags[TagColor.Green] + tags[TagColor.Blue];
float red = tags[TagColor.Red] / total;
float green = tags[TagColor.Green] / total;
float blue = tags[TagColor.Blue] / total;
var total = tags[TagColor.Red] + tags[TagColor.Green] + tags[TagColor.Blue];
var red = tags[TagColor.Red] / total;
var green = tags[TagColor.Green] / total;
var blue = tags[TagColor.Blue] / total;
private void DisplayEffect(Transform originUnit, Quaternion direction, Mesh mesh, Material material) {
GameObject effectObj = new ();
private void DisplayEffect(Transform originUnit, Quaternion direction, Mesh mesh, Material material) {
GameObject effectObj = new();
Time.timeScale = MathF.Max(MinTimeDilation, MathF.Round(Time.timeScale - dilationStep, TimeDilationPercision));
Time.timeScale = MathF.Max(MinTimeDilation, MathF.Round(Time.timeScale - _dilationStep, TimeDilationPercision));
Time.timeScale = MathF.Min(MaxTimeDilation, MathF.Round(Time.timeScale + dilationStep, TimeDilationPercision));
Time.timeScale = MathF.Min(MaxTimeDilation, MathF.Round(Time.timeScale + _dilationStep, TimeDilationPercision));
var eventArgs = new TagsChangedEventArgs{unit = taggableUnit, change = tags};
if (_eventAggregator != null) {
_eventAggregator.OnTagsChanged(this, eventArgs);
}
var eventArgs = new TagsChangedEventArgs { unit = taggableUnit, change = tags };
_eventAggregator?.OnTagsChanged(this, eventArgs);
Quaternion direction = Quaternion.LookRotation(directionVector, Vector3.up);
data.Context.EffectSystem.ApplyTagsEffect(c, data.Context.EffectLocation, direction , data.Context.AreaOfEffect);
var direction = Quaternion.LookRotation(directionVector, Vector3.up);
data.Context.EffectSystem.ApplyTagsEffect(c, data.Context.EffectLocation, direction, data.Context.AreaOfEffect);
RaycastHit[] possibleHits = Physics.SphereCastAll(origin.position, Radius, origin.forward, 0, LayerMask.NameToLayer("units"));
var possibleHits = Physics.SphereCastAll(origin.position, Radius, origin.forward, 0, LayerMask.NameToLayer("units"));
var hits = Physics.BoxCastAll(origin.position, new Vector3(Width/2, 0 , 0), origin.forward, origin.rotation, Length, LayerMask.NameToLayer("units"));
var hits = Physics.BoxCastAll(origin.position, new Vector3(Width / 2, 0, 0), origin.forward, origin.rotation, Length, LayerMask.NameToLayer("units"));
public ResourceInfoGet<IResourceTypeAccessor,IResourceLocationGet> From;
public ResourceInfoSet<IResourceTypeAccessor,IResourceLocationSet> To;
public ResourceInfoGet<IResourceTypeAccessor, IResourceLocationGet> From;
public ResourceInfoSet<IResourceTypeAccessor, IResourceLocationSet> To;
public ResourceInfoGet<IResourceTypeAccessor,IResourceLocationGet> FromA;
public ResourceInfoGet<IResourceTypeAccessor,IResourceLocationGet> FromB;
public ResourceInfoSet<IResourceTypeAccessor,IResourceLocationSet> To;
public ResourceInfoGet<IResourceTypeAccessor, IResourceLocationGet> FromA;
public ResourceInfoGet<IResourceTypeAccessor, IResourceLocationGet> FromB;
public ResourceInfoSet<IResourceTypeAccessor, IResourceLocationSet> To;
return formedMoveSet.AddMoves(moveSet.CombatMoves().Select(move => FormMove(move))).AddMoves(combatMoveSet);
return formedMoveSet.AddMoves(moveSet.CombatMoves().Select(move => FormMove(move))).AddMoves(_combatMoveSet);
# EditorConfig is awesome: https://EditorConfig.org
# top-most EditorConfig file
root = true
# Don't use tabs for indentation.
[*]
indent_style = space
# (Please don't specify an indent_size here; that has too many unintended consequences.)
# Code files
[*.{cs,csx,vb,vbx}]
indent_size = 4
insert_final_newline = true
charset = utf-8-bom
# XML project files
[*.{csproj,vbproj,vcxproj,vcxproj.filters,proj,projitems,shproj}]
indent_size = 2
# XML config files
[*.{props,targets,ruleset,config,nuspec,resx,vsixmanifest,vsct}]
indent_size = 2
# JSON files
[*.json]
indent_size = 2
# Powershell files
[*.ps1]
indent_size = 2
# Shell script files
[*.sh]
end_of_line = lf
indent_size = 2
# Dotnet code style settings:
[*.{cs,vb}]
# IDE0055: Fix formatting
dotnet_diagnostic.IDE0055.severity = warning
# Sort using and Import directives with System.* appearing first
dotnet_sort_system_directives_first = true
dotnet_separate_import_directive_groups = false
# Avoid "this." and "Me." if not necessary
dotnet_style_qualification_for_field = false:refactoring
dotnet_style_qualification_for_property = false:refactoring
dotnet_style_qualification_for_method = false:refactoring
dotnet_style_qualification_for_event = false:refactoring
# Use language keywords instead of framework type names for type references
dotnet_style_predefined_type_for_locals_parameters_members = true:suggestion
dotnet_style_predefined_type_for_member_access = true:suggestion
# Suggest more modern language features when available
dotnet_style_object_initializer = true:suggestion
dotnet_style_collection_initializer = true:suggestion
dotnet_style_coalesce_expression = true:suggestion
dotnet_style_null_propagation = true:suggestion
dotnet_style_explicit_tuple_names = true:suggestion
# Whitespace options
dotnet_style_allow_multiple_blank_lines_experimental = false
# Non-private static fields are PascalCase
dotnet_naming_rule.non_private_static_fields_should_be_pascal_case.severity = suggestion
dotnet_naming_rule.non_private_static_fields_should_be_pascal_case.symbols = non_private_static_fields
dotnet_naming_rule.non_private_static_fields_should_be_pascal_case.style = non_private_static_field_style
dotnet_naming_symbols.non_private_static_fields.applicable_kinds = field
dotnet_naming_symbols.non_private_static_fields.applicable_accessibilities = public, protected, internal, protected_internal, private_protected
dotnet_naming_symbols.non_private_static_fields.required_modifiers = static
dotnet_naming_style.non_private_static_field_style.capitalization = pascal_case
# Non-private readonly fields are PascalCase
dotnet_naming_rule.non_private_readonly_fields_should_be_pascal_case.severity = suggestion
dotnet_naming_rule.non_private_readonly_fields_should_be_pascal_case.symbols = non_private_readonly_fields
dotnet_naming_rule.non_private_readonly_fields_should_be_pascal_case.style = non_private_readonly_field_style
dotnet_naming_symbols.non_private_readonly_fields.applicable_kinds = field
dotnet_naming_symbols.non_private_readonly_fields.applicable_accessibilities = public, protected, internal, protected_internal, private_protected
dotnet_naming_symbols.non_private_readonly_fields.required_modifiers = readonly
dotnet_naming_style.non_private_readonly_field_style.capitalization = pascal_case
# Constants are PascalCase
dotnet_naming_rule.constants_should_be_pascal_case.severity = suggestion
dotnet_naming_rule.constants_should_be_pascal_case.symbols = constants
dotnet_naming_rule.constants_should_be_pascal_case.style = constant_style
dotnet_naming_symbols.constants.applicable_kinds = field, local
dotnet_naming_symbols.constants.required_modifiers = const
dotnet_naming_style.constant_style.capitalization = pascal_case
# Static fields are camelCase and start with s_
dotnet_naming_rule.static_fields_should_be_camel_case.severity = suggestion
dotnet_naming_rule.static_fields_should_be_camel_case.symbols = static_fields
dotnet_naming_rule.static_fields_should_be_camel_case.style = static_field_style
dotnet_naming_symbols.static_fields.applicable_kinds = field
dotnet_naming_symbols.static_fields.required_modifiers = static
dotnet_naming_style.static_field_style.capitalization = camel_case
dotnet_naming_style.static_field_style.required_prefix = s_
# Instance fields are camelCase and start with _
dotnet_naming_rule.instance_fields_should_be_camel_case.severity = suggestion
dotnet_naming_rule.instance_fields_should_be_camel_case.symbols = instance_fields
dotnet_naming_rule.instance_fields_should_be_camel_case.style = instance_field_style
dotnet_naming_symbols.instance_fields.applicable_kinds = field
dotnet_naming_style.instance_field_style.capitalization = camel_case
dotnet_naming_style.instance_field_style.required_prefix = _
# Locals and parameters are camelCase
dotnet_naming_rule.locals_should_be_camel_case.severity = suggestion
dotnet_naming_rule.locals_should_be_camel_case.symbols = locals_and_parameters
dotnet_naming_rule.locals_should_be_camel_case.style = camel_case_style
dotnet_naming_symbols.locals_and_parameters.applicable_kinds = parameter, local
dotnet_naming_style.camel_case_style.capitalization = camel_case
# Local functions are PascalCase
dotnet_naming_rule.local_functions_should_be_pascal_case.severity = suggestion
dotnet_naming_rule.local_functions_should_be_pascal_case.symbols = local_functions
dotnet_naming_rule.local_functions_should_be_pascal_case.style = local_function_style
dotnet_naming_symbols.local_functions.applicable_kinds = local_function
dotnet_naming_style.local_function_style.capitalization = pascal_case
# By default, name items with PascalCase
dotnet_naming_rule.members_should_be_pascal_case.severity = suggestion
dotnet_naming_rule.members_should_be_pascal_case.symbols = all_members
dotnet_naming_rule.members_should_be_pascal_case.style = pascal_case_style
dotnet_naming_symbols.all_members.applicable_kinds = *
dotnet_naming_style.pascal_case_style.capitalization = pascal_case
# error RS2008: Enable analyzer release tracking for the analyzer project containing rule '{0}'
dotnet_diagnostic.RS2008.severity = none
# IDE0073: File header
#dotnet_diagnostic.IDE0073.severity = warning
#file_header_template = Licensed to the .NET Foundation under one or more agreements.\nThe .NET Foundation licenses this file to you under the MIT license.\nSee the LICENSE file in the project root for more information.
# IDE0035: Remove unreachable code
dotnet_diagnostic.IDE0035.severity = warning
# IDE0036: Order modifiers
dotnet_diagnostic.IDE0036.severity = warning
# IDE0043: Format string contains invalid placeholder
dotnet_diagnostic.IDE0043.severity = warning
# IDE0044: Make field readonly
dotnet_diagnostic.IDE0044.severity = warning
# CONSIDER: Are IDE0051 and IDE0052 too noisy to be warnings for IDE editing scenarios? Should they be made build-only warnings?
# IDE0051: Remove unused private member
dotnet_diagnostic.IDE0051.severity = warning
# IDE0170: Prefer extended property pattern
dotnet_diagnostic.IDE0170.severity = warning
# RS0016: Only enable if API files are present
dotnet_public_api_analyzer.require_api_files = true
# CSharp code style settings:
dotnet_diagnostic.IDE0044.severity = none # Make field readonly
# Make field readonly
dotnet_diagnostic.IDE0044.severity = none
# Newline settings
csharp_new_line_before_open_brace = types
csharp_new_line_before_else = true
csharp_new_line_before_catch = true
csharp_new_line_before_finally = true
csharp_new_line_before_members_in_object_initializers = true
csharp_new_line_before_members_in_anonymous_types = true
csharp_new_line_between_query_expression_clauses = true
# Indentation preferences
csharp_indent_block_contents = true
csharp_indent_braces = false
csharp_indent_case_contents = true
csharp_indent_case_contents_when_block = true
csharp_indent_switch_labels = true
csharp_indent_labels = flush_left
# Whitespace options
csharp_style_allow_embedded_statements_on_same_line_experimental = false
csharp_style_allow_blank_lines_between_consecutive_braces_experimental = false
csharp_style_allow_blank_line_after_colon_in_constructor_initializer_experimental = false
# Prefer "var" everywhere
csharp_style_var_for_built_in_types = true:suggestion
csharp_style_var_when_type_is_apparent = true:suggestion
csharp_style_var_elsewhere = true:suggestion
# Prefer method-like constructs to have a block body
csharp_style_expression_bodied_methods = false:none
csharp_style_expression_bodied_constructors = false:none
csharp_style_expression_bodied_operators = false:none
# Prefer property-like constructs to have an expression-body
csharp_style_expression_bodied_properties = true:none
csharp_style_expression_bodied_indexers = true:none
csharp_style_expression_bodied_accessors = true:none
# Suggest more modern language features when available
csharp_style_pattern_matching_over_is_with_cast_check = true:suggestion
csharp_style_pattern_matching_over_as_with_null_check = true:suggestion
csharp_style_inlined_variable_declaration = true:suggestion
csharp_style_throw_expression = true:suggestion
csharp_style_conditional_delegate_call = true:suggestion
csharp_style_prefer_extended_property_pattern = true:suggestion
# Space preferences
csharp_space_after_cast = false
csharp_space_after_colon_in_inheritance_clause = true
csharp_space_after_comma = true
csharp_space_after_dot = false
csharp_space_after_keywords_in_control_flow_statements = true
csharp_space_after_semicolon_in_for_statement = true
csharp_space_around_binary_operators = before_and_after
csharp_space_around_declaration_statements = do_not_ignore
csharp_space_before_colon_in_inheritance_clause = true
csharp_space_before_comma = false
csharp_space_before_dot = false
csharp_space_before_open_square_brackets = false
csharp_space_before_semicolon_in_for_statement = false
csharp_space_between_empty_square_brackets = false
csharp_space_between_method_call_empty_parameter_list_parentheses = false
csharp_space_between_method_call_name_and_opening_parenthesis = false
csharp_space_between_method_call_parameter_list_parentheses = false
csharp_space_between_method_declaration_empty_parameter_list_parentheses = false
csharp_space_between_method_declaration_name_and_open_parenthesis = false
csharp_space_between_method_declaration_parameter_list_parentheses = false
csharp_space_between_parentheses = false
csharp_space_between_square_brackets = false
# Blocks are allowed
csharp_prefer_braces = true:silent
csharp_preserve_single_line_blocks = true
csharp_preserve_single_line_statements = true
[src/{Analyzers,CodeStyle,Features,Workspaces,EditorFeatures,VisualStudio}/**/*.{cs,vb}]
# IDE0011: Add braces
csharp_prefer_braces = when_multiline:warning
# NOTE: We need the below severity entry for Add Braces due to https://github.com/dotnet/roslyn/issues/44201
dotnet_diagnostic.IDE0011.severity = warning
# IDE0040: Add accessibility modifiers
dotnet_diagnostic.IDE0040.severity = warning
# IDE0052: Remove unread private member
dotnet_diagnostic.IDE0052.severity = warning
# IDE0059: Unnecessary assignment to a value
dotnet_diagnostic.IDE0059.severity = warning
# IDE0060: Remove unused parameter
dotnet_diagnostic.IDE0060.severity = warning
# CA1012: Abstract types should not have public constructors
dotnet_diagnostic.CA1012.severity = warning
# CA1822: Make member static
dotnet_diagnostic.CA1822.severity = warning
# Prefer "var" everywhere
dotnet_diagnostic.IDE0007.severity = warning
csharp_style_var_for_built_in_types = true:warning
csharp_style_var_when_type_is_apparent = true:warning
csharp_style_var_elsewhere = true:warning
# dotnet_style_allow_multiple_blank_lines_experimental
dotnet_diagnostic.IDE2000.severity = warning
# csharp_style_allow_embedded_statements_on_same_line_experimental
dotnet_diagnostic.IDE2001.severity = warning
# csharp_style_allow_blank_lines_between_consecutive_braces_experimental
dotnet_diagnostic.IDE2002.severity = warning
# dotnet_style_allow_statement_immediately_after_block_experimental
dotnet_diagnostic.IDE2003.severity = warning
# csharp_style_allow_blank_line_after_colon_in_constructor_initializer_experimental
dotnet_diagnostic.IDE2004.severity = warning
[src/{VisualStudio}/**/*.{cs,vb}]
# CA1822: Make member static
# There is a risk of accidentally breaking an internal API that partners rely on though IVT.
dotnet_code_quality.CA1822.api_surface = private