如何在Vue / Nuxt中使用Flowtype和eslint?

时间:2018-04-27 18:29:19

标签: vue.js babeljs eslint flowtype nuxt.js

我正在尝试使用eslint和Vue.js / Nuxt.js为模板和脚本设置Flowtype。

我安装了流程,我在Atom得到了很好的反馈,包括来自flow和eslint(yay)和更漂亮的原子,就像一个魅力...经过几个小时的尝试,因为我从来没有真正玩过那些。

现在我想知道是否:

1)我错过了配置

2)可以使用配置或包在我的Vuejs中使流不报告Unexpected token @

3)如果我的@click="something"函数正常(例如规则),或者data()中的变量从未用于"devDependencies": { "babel-eslint": "^8.2.3", "eslint-plugin-flowtype": "^2.46.3", "babel-plugin-syntax-flow": "^6.18.0", "babel-plugin-transform-class-properties": "^6.24.1", "babel-plugin-transform-flow-strip-types": "^6.22.0", "eslint": "^4.19.1", "eslint-config-vue": "^2.0.2", "eslint-plugin-babel": "^5.1.0", "eslint-plugin-flowtype-errors": "^3.5.1", "eslint-plugin-html": "^4.0.3", "eslint-plugin-prettier": "^2.6.0", "eslint-plugin-vue": "^4.5.0", "prettier": "^1.12.1", "prettier-eslint": "^8.8.1" }, ,是否可能使Atom / eslint / flow报告错误模板或脚本等

作为参考,我首先设法使一切工作更漂亮 - 原子,现在我正在尝试添加Vue / Nuxt支持。我按照this link进行了设置。

devDependencies:

root: true,
"parser": "babel-eslint",

"plugins": [
  "html",
  "flowtype",
  "prettier"
],
settings: {
  flowtype: {
    onlyFilesWithFlowAnnotation: false
  }
},
"extends": [
  "vue"
],

parserOptions: {
  ecmaVersion: 6,
  ecmaFeatures: {
    unicodeCodePointEscapes: true,
    globalReturn: true,
    jsx: true
  }
},
"globals": {
  "axios": true
},
"env": {
  "browser": true,
  "node": true,
  "commonjs": true,
  "es6": true
},

eslintrc:

{
   "plugins": [
    "babel-plugin-transform-class-properties",
    "babel-plugin-syntax-flow",
    "babel-plugin-transform-flow-strip-types"
  ]
}

我省略了规则,因为我在弄清楚我想要的东西时,我有所有的规则和描述。

babelrc:

<template>
  <p>I'm made with Flow and a bunch of other cool stuff! {{ defined }}</p>
  <a @click="actionDefined">Submit this {{ NotDefined }}.</a>
  <a @click="actionUndefined">Looks like this one won't work.</a>
</template>

<script>
export default {
  created() {
    console.log(randomThing)
  },
  data() {
    return {
      defined: "boop!",
    }
  },
  methods: {
    async actionDefined() {
      console.log("yay")
    },
  }
}
</script>

我的“测试”代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SeleccionarTesoro : MonoBehaviour {


public GameObject infotesoro0001A;
public GameObject infotesoro0002A;
public GameObject infotesoro0003A;
public GameObject infotesoro0004A;
public GameObject infotesoro0005A;

void Update() {

    if (Input.GetMouseButtonDown (0)) 
    {
        RaycastHit hit;
        Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
        if (Physics.Raycast (ray, out hit)) 
        {
            if (hit.collider.gameObject.name == "tesoro_0001") {
                infotesoro0001A.SetActive (true);
            }
            if (hit.collider.gameObject.name == "tesoro_0002") {
                infotesoro0002A.SetActive (true);
            }
            if (hit.collider.gameObject.name == "tesoro_0003") {
                infotesoro0003A.SetActive (true);
            }
            if (hit.collider.gameObject.name == "tesoro_0004") {
                infotesoro0004A.SetActive (true);
            }
            if (hit.collider.gameObject.name == "tesoro_0005") {
                infotesoro0005A.SetActive (true);
            }
        }
    }
}   
}

我真的很感谢你的帮助, 谢谢!

0 个答案:

没有答案