root = true [*] charset = utf-8 end_of_line = lf insert_final_newline = true trim_trailing_whitespace = true indent_style = space indent_size = 4 max_line_length = 140 [*.cs] # ------------------------------------------------------------------------- # 중괄호 Allman 스타일 # ------------------------------------------------------------------------- # Good: Bad: # if (isAlive) if (isAlive) { # { TakeDamage(); # TakeDamage(); } # } csharp_new_line_before_open_brace = all # ------------------------------------------------------------------------- # 중괄호 항상 사용 # ------------------------------------------------------------------------- # Good: Bad: # if (isAlive) if (isAlive) # { TakeDamage(); # TakeDamage(); # } csharp_prefer_braces = true:warning # ------------------------------------------------------------------------- # 접근 제한자 항상 명시 # ------------------------------------------------------------------------- # Good: Bad: # private int health; int health; # public float moveSpeed; float moveSpeed; dotnet_style_require_accessibility_modifiers = always:warning # ------------------------------------------------------------------------- # this. 한정자 허용 (필드와 매개변수 이름이 같을 때 필요) # ------------------------------------------------------------------------- # 허용: this.stateContext = stateContext; (매개변수와 필드명 동일 시) # 불필요: this.Initialize(); (모호하지 않은 경우) dotnet_style_qualification_for_field = false:suggestion dotnet_style_qualification_for_property = false:suggestion dotnet_style_qualification_for_method = false:suggestion dotnet_style_qualification_for_event = false:suggestion # ------------------------------------------------------------------------- # var 사용 금지 # ------------------------------------------------------------------------- # Good: Bad: # Enemy enemy = GetEnemy(); var enemy = GetEnemy(); # int count = 0; var count = 0; csharp_style_var_for_built_in_types = false:warning csharp_style_var_when_type_is_apparent = false:warning csharp_style_var_elsewhere = false:warning # ------------------------------------------------------------------------- # null 체크 스타일 강제 # ------------------------------------------------------------------------- # Good: Bad: # animator?.Play("Run"); if (animator != null) animator.Play("Run"); # string name = playerName ?? "Unknown"; string name = playerName != null ? playerName : "Unknown"; # if (obj is null) { } if (object.ReferenceEquals(obj, null)) { } csharp_style_conditional_delegate_call = true:warning dotnet_style_null_propagation = true:warning dotnet_style_coalesce_expression = true:warning dotnet_style_prefer_is_null_check_over_reference_equality_method = true:warning # ------------------------------------------------------------------------- # 패턴 매칭 강제 (as + null 체크 대신 is 패턴 사용) # ------------------------------------------------------------------------- # Good: Bad: # if (obj is Enemy enemy) Enemy enemy = obj as Enemy; # { if (enemy != null) # enemy.TakeDamage(); { # } enemy.TakeDamage(); # } csharp_style_pattern_matching_over_is_with_cast_check = true:warning csharp_style_pattern_matching_over_as_with_null_check = true:warning # not 패턴 (C# 9+) # Good: if (obj is not null) Bad: if (!(obj is null)) # Good: if (enemy is not Dead) Bad: if (!(enemy is Dead)) csharp_style_prefer_not_pattern = true:warning # ------------------------------------------------------------------------- # throw 표현식 강제 # ------------------------------------------------------------------------- # Good: # target = player ?? throw new ArgumentNullException(nameof(player)); # # Bad: # if (player == null) throw new ArgumentNullException(nameof(player)); # target = player; csharp_style_throw_expression = true:warning # ------------------------------------------------------------------------- # 인라인 변수 선언 강제 # ------------------------------------------------------------------------- # Good: Bad: # TryGetComponent(out Rigidbody rb); Rigidbody rb; # TryGetComponent(out rb); csharp_style_inlined_variable_declaration = true:warning # ------------------------------------------------------------------------- # 튜플 해체 선언 # ------------------------------------------------------------------------- # Good: Bad: # var (x, y) = GetPosition(); var pos = GetPosition(); # var x = pos.x; var y = pos.y; csharp_style_deconstructed_variable_declaration = true:suggestion # ------------------------------------------------------------------------- # 간단한 using 선언문 # ------------------------------------------------------------------------- # Good: Bad: # using var stream = File.Open(...); using (var stream = File.Open(...)) # { # } csharp_prefer_simple_using_statement = true:suggestion # ------------------------------------------------------------------------- # 인덱스 / 범위 연산자 (C# 8+) # ------------------------------------------------------------------------- # Good: items[^1] Bad: items[items.Length - 1] # Good: items[1..3] Bad: items.Skip(1).Take(2) csharp_style_prefer_index_from_end = true:suggestion csharp_style_prefer_range_operator = true:suggestion # ------------------------------------------------------------------------- # switch 표현식 권장 # ------------------------------------------------------------------------- # Good: Bad: # string label = state switch string label; # { switch (state) # GameState.Playing => "Playing", { # GameState.Paused => "Paused", case GameState.Playing: label = "Playing"; break; # _ => "Unknown" case GameState.Paused: label = "Paused"; break; # }; default: label = "Unknown"; break; # } csharp_style_prefer_switch_expression = true:suggestion # ------------------------------------------------------------------------- # 불필요한 코드 제거 # ------------------------------------------------------------------------- # object initializer # Good: Bad: # Enemy enemy = new Enemy Enemy enemy = new Enemy(); # { enemy.hp = 100; # hp = 100, enemy.name = "Goblin"; # name = "Goblin" # }; # # 미사용 반환값은 _ 로 명시적으로 버리기 # Good: Bad: # _ = TryGetComponent(out Rigidbody rb); TryGetComponent(out Rigidbody rb); dotnet_style_object_initializer = true:warning dotnet_style_collection_initializer = true:warning dotnet_remove_unnecessary_suppression_exclusions = true csharp_style_unused_value_assignment_preference = discard_variable:warning csharp_style_unused_value_expression_statement_preference = discard_variable:warning # ------------------------------------------------------------------------- # 단순화 강제 # ------------------------------------------------------------------------- # auto property # Good: Bad: # public int Hp { get; private set; } private int hp; # public int Hp { get { return hp; } } # # boolean 단순화 # Good: Bad: # return isAlive; return isAlive == true; # # 삼항 연산자 (suggestion - 복잡한 경우 강제 안 함) # Good: Bad: # int damage = isCrit ? 200 : 100; int damage; # if (isCrit) damage = 200; # else damage = 100; dotnet_style_prefer_auto_properties = true:warning dotnet_style_prefer_simplified_boolean_expressions = true:warning dotnet_style_prefer_conditional_expression_over_assignment = true:suggestion dotnet_style_prefer_conditional_expression_over_return = true:suggestion # ------------------------------------------------------------------------- # 복합 할당 연산자 # ------------------------------------------------------------------------- # Good: hp -= damage; Bad: hp = hp - damage; # Good: score += point; Bad: score = score + point; dotnet_style_prefer_compound_assignment = true:warning # ------------------------------------------------------------------------- # 타입 예약어 강제 (BCL 타입명 대신 C# 예약어 사용) # ------------------------------------------------------------------------- # Good: Bad: # int count = 0; Int32 count = 0; # string name = "Player"; String name = "Player"; # object obj = new Enemy(); Object obj = new Enemy(); dotnet_style_predefined_type_for_locals_parameters_members = true:warning dotnet_style_predefined_type_for_member_access = true:warning # ------------------------------------------------------------------------- # expression-bodied 프로퍼티/접근자 강제, 메서드/생성자/로컬함수 금지 # ------------------------------------------------------------------------- # Good: Bad: # public int CurrentHp => currentHp; public int CurrentHp # { # get { return currentHp; } # } # # 메서드 / 생성자 / 로컬 함수는 expression-bodied 금지 # Good: Bad: # public void TakeDamage(int damage) public void TakeDamage(int damage) => hp -= damage; # { # hp -= damage; # } csharp_style_expression_bodied_properties = true:warning csharp_style_expression_bodied_accessors = true:warning csharp_style_expression_bodied_indexers = true:warning csharp_style_expression_bodied_operators = true:warning csharp_style_expression_bodied_lambdas = true:suggestion csharp_style_expression_bodied_methods = false:warning csharp_style_expression_bodied_constructors = false:warning csharp_style_expression_bodied_local_functions = false:warning # ------------------------------------------------------------------------- # 한 줄 블록 금지 (포맷터 적용 시 자동 정리) # ------------------------------------------------------------------------- # Good: Bad: # if (isAlive) if (isAlive) { TakeDamage(); } # { # TakeDamage(); # } # 주의: 이 설정은 경고가 아닌 포맷터 실행 시에만 적용됩니다. csharp_preserve_single_line_blocks = false csharp_preserve_single_line_statements = false # ------------------------------------------------------------------------- # using 정렬 # ------------------------------------------------------------------------- # Good: # using System.Collections; # using System.Collections.Generic; # using UnityEngine; dotnet_sort_system_directives_first = true dotnet_separate_import_directive_groups = false csharp_using_directive_placement = outside_namespace:warning # 네임스페이스는 폴더 구조와 일치 # Good: Assets/Scripts/Player/ → namespace Project.Player dotnet_style_namespace_match_folder = true:suggestion # ------------------------------------------------------------------------- # 네이밍 규칙 # ------------------------------------------------------------------------- # 주의: 더 구체적인 규칙(const 등)을 먼저 선언해야 올바르게 적용됩니다. # 상수: UPPER_SNAKE_CASE (const modifier로 가장 구체적 → 최우선) # Good: const int MAX_LEVEL = 100; Bad: const int MaxLevel = 100; # Good: const float DEFAULT_SPEED = 5f; Bad: const float defaultSpeed = 5f; dotnet_naming_rule.constants.severity = warning dotnet_naming_rule.constants.symbols = constants dotnet_naming_rule.constants.style = upper_snake_case dotnet_naming_symbols.constants.applicable_kinds = field dotnet_naming_symbols.constants.required_modifiers = const dotnet_naming_style.upper_snake_case.capitalization = all_upper dotnet_naming_style.upper_snake_case.word_separator = _ # private / protected 필드: camelCase (Unity 스타일 통일) # Good: private int currentHp; Bad: private int _currentHp; # Good: protected float baseSpeed; Bad: protected float _baseSpeed; dotnet_naming_rule.private_fields.severity = warning dotnet_naming_rule.private_fields.symbols = private_fields dotnet_naming_rule.private_fields.style = camel_case_style dotnet_naming_symbols.private_fields.applicable_kinds = field dotnet_naming_symbols.private_fields.applicable_accessibilities = private, protected, protected_internal # public 필드: camelCase (Unity Inspector 노출 필드 기준 - 일반 C# 컨벤션과 다름) # Good: public float moveSpeed; Bad: public float MoveSpeed; # Good: public int maxHealth; Bad: public int MaxHealth; dotnet_naming_rule.public_fields.severity = warning dotnet_naming_rule.public_fields.symbols = public_fields dotnet_naming_rule.public_fields.style = camel_case_style dotnet_naming_symbols.public_fields.applicable_kinds = field dotnet_naming_symbols.public_fields.applicable_accessibilities = public, internal dotnet_naming_style.camel_case_style.capitalization = camel_case # 인터페이스: IPascalCase # Good: interface IEnemy { } Bad: interface Enemy { } # Good: interface IDamageable { } Bad: interface Damageable { } dotnet_naming_rule.interfaces.severity = warning dotnet_naming_rule.interfaces.symbols = interfaces dotnet_naming_rule.interfaces.style = prefix_i dotnet_naming_symbols.interfaces.applicable_kinds = interface dotnet_naming_style.prefix_i.capitalization = pascal_case dotnet_naming_style.prefix_i.required_prefix = I # 클래스 / 구조체 / 열거형: PascalCase # Good: class PlayerController { } Bad: class playerController { } # Good: enum GameState { } Bad: enum gameState { } dotnet_naming_rule.types.severity = warning dotnet_naming_rule.types.symbols = types dotnet_naming_rule.types.style = pascal_case_style dotnet_naming_symbols.types.applicable_kinds = class, struct, enum, delegate dotnet_naming_style.pascal_case_style.capitalization = pascal_case # 메서드 / 프로퍼티 / 이벤트: PascalCase # Good: public void TakeDamage() { } Bad: public void takeDamage() { } # Good: public int CurrentHp { } Bad: public int currentHp { } # Good: public event Action OnDeath; Bad: public event Action onDeath; dotnet_naming_rule.members.severity = warning dotnet_naming_rule.members.symbols = members dotnet_naming_rule.members.style = pascal_case_style dotnet_naming_symbols.members.applicable_kinds = method, property, event # 매개변수 / 로컬 변수: camelCase # Good: void Init(int maxHp) { } Bad: void Init(int MaxHp) { } # Good: float moveSpeed = 5f; Bad: float MoveSpeed = 5f; dotnet_naming_rule.parameters_and_locals.severity = warning dotnet_naming_rule.parameters_and_locals.symbols = parameters_and_locals dotnet_naming_rule.parameters_and_locals.style = camel_case_style dotnet_naming_symbols.parameters_and_locals.applicable_kinds = parameter, local # enum 멤버: PascalCase # Good: GameState.Playing Bad: GameState.playing # Good: GameState.GameOver Bad: GameState.GAME_OVER dotnet_naming_rule.enum_members.severity = warning dotnet_naming_rule.enum_members.symbols = enum_members dotnet_naming_rule.enum_members.style = pascal_case_style dotnet_naming_symbols.enum_members.applicable_kinds = enum_member [*.{json,yaml,yml}] indent_size = 2 [*.md] trim_trailing_whitespace = false [*.{asmdef,asmref}] indent_size = 4 [*.shader] indent_size = 4 [*.{compute,hlsl,cginc}] indent_size = 4 [*.{uss,uxml}] indent_size = 4