memo
memo
formatter indexer \.get_(Item|ItemOf|Chars)\((.+?)\) [$2] getter \.get_(.+?)\(\) .$1 setter \.set_(Item|ItemOf|Chars)\((.+?),(.+)\); [$2] = $3; \.set_(.+?)\((.+)\) .$1 = $2 compress get-set ^([ \t]+p.+)\r\n[ \t]*\{\r?\n[ \t]*(.*get)\r?\n[ \t]*\{\r?\n[ \t]*(.+;)\r?\n[ \t]*\}\r?\n[ \t]*(.*set)\r?\n[ \t]*\{\r?\n[ \t]*(.+;)\r?\n[ \t]*\}\r?\n[ \t]*\}\r?\n $1 { $2 { $3 } $4 { $5 } } compress get or set only ^([ \t]+p.+)\r\n[ \t]*\{\r?\n[ \t]*(.*[gs]et)\r?\n[ \t]*\{\r?\n[ \t]*(.+;)\r?\n[ \t]*\}\r?\n[ \t]*\}\r?\n $1 { $2 { $3 } } compress auto-implement get-set (^[ \t]*p.+? [^\r]+)\r?\n[ \t]*{\r?\n[ \t]*(.*get;)\r?\n[ \t]*(.*set;)\r?\n[ \t]*}\r?\n $1 { $2 $3 } compress serializefield \[SerializeField\]\r?\n[ \t]*private (.+);\r?\n [SerializeField] $1; remove coroutine ^(.*)return.*c__Iterator.*$ $1yield return null; ^.*c__Iterator.*\r?\n ^.*DebuggerHidden.*\r?\n [ \t]*\[HideInInspector\]\r?\n compress add-remove (^[ \t]*)(public event)([^\r]+)\r?\n[ \t]*{\r?\n.+\r?\n[ \t]*add\r?\n[ \t]*{\r?\n[ \t]*(.+?) = .+?value.+\r?\n[ \t]*}\r?\n.+\r?\n[ \t]*remove\r?\n[ \t]*{\r?\n[ \t]*(.+?) = .+?value.+\r?\n[ \t]*}\r?\n[ \t]*}\r?\n\r?\n $1public$3;\r\n compress blank line (^[ \t]*(public|private|protected|internal) )(.+?) (.+);\r?\n\r?\n $1$3 $4;\r\n compress singleton Singleton<(.+?)>\. $1. var (^[ \t]+)([a-zA-Z_0-9]+) ([^ ]+? = new \2) $1var $3 Object/Random using UnityEngine; using UnityEngine;\r\nusing Random = UnityEngine.Random;\r\nusing Object = UnityEngine.Object; Diagnostics using System.Diagnostics;\r?\n (none) out (Try(GetValue|Parse)\(.+?)ref $1out non-regex this. base. Object. ==> GameObject. func, linq, dictionary Common singleton manager controller main audio sound bgm se voice player music effect particle prefab title debug logger animator animation extension fade transition screen input touch util utils utility save shader crypt constant const define font temp pref local base ai