fix the scripts formatting

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System;
using System.Threading.Tasks;

public class ExporterRuntime : MonoBehaviour
{
  public void ExportObj(GameObject mainObj, string path, string name)
  {
    Transform[] trs = mainObj.GetComponentsInChildren<Transform>();
    ExporterRuntimeS.ExportGOToOBJ(trs,path,name);
  }
}

public class ExporterRuntimeS : ScriptableObject
{
  	private static int vertexOffset = 0;
  	private static int normalOffset = 0;
  	private static int uvOffset = 0;
  	//private static string mainPath = "Assets/GameObjectToOBJExportFolder";
 
 
    private static string MeshToString(MeshFilter mf, Dictionary<string, OMATRuntime> materialList) 
    {
        Mesh m = mf.sharedMesh;
        Material[] mats = mf.GetComponent<Renderer>().sharedMaterials;
 
        StringBuilder sb = new StringBuilder();
 
        sb.Append("g ").Append(mf.name).Append("\n");

        foreach(Vector3 lv in m.vertices) 
        {
        	Vector3 wv = mf.transform.TransformPoint(lv);
 
          sb.Append(string.Format("v {0} {1} {2}\n",-wv.x,wv.y,wv.z));
        }

        sb.Append("\n");
 
        foreach(Vector3 lv in m.normals)
        {
        	Vector3 wv = mf.transform.TransformDirection(lv);
 
          sb.Append(string.Format("vn {0} {1} {2}\n",-wv.x,wv.y,wv.z));
        }

        sb.Append("\n");
 
        foreach(Vector3 v in m.uv) 
        {
          sb.Append(string.Format("vt {0} {1}\n",v.x,v.y));
        }
 
        for(int material=0; material < m.subMeshCount; material ++)
        {
            sb.Append("\n");
            sb.Append("usemtl ").Append(mats[material].name).Append("\n");
            sb.Append("usemap ").Append(mats[material].name).Append("\n");
 
            try
         		{
            		OMATRuntime objMaterial = new OMATRuntime();
   
            		objMaterial.name = mats[material].name;
                
                #if UNITY_EDITOR
            		if (mats[material].mainTexture)
            			objMaterial.textureName = UnityEditor.EditorUtility.GetAssetPath(mats[material].mainTexture);
            		else 
                #endif
            			objMaterial.textureName = null;
                
            		materialList.Add(objMaterial.name, objMaterial);
          	}
          	catch (ArgumentException)
          	{
          	}

            int[] triangles = m.GetTriangles(material);
            for (int i=0;i<triangles.Length;i+=3) 
            {
                sb.Append(string.Format("f {1}/{1}/{1} {0}/{0}/{0} {2}/{2}/{2}\n", 
                    triangles[i]+1 + vertexOffset, triangles[i+1]+1 + normalOffset, triangles[i+2]+1 + uvOffset));
            }
        }
 
        vertexOffset += m.vertices.Length;
        normalOffset += m.normals.Length;
        uvOffset += m.uv.Length;
 
        return sb.ToString();
    }
 
    private static void Clear()
    {
    	vertexOffset = 0;
    	normalOffset = 0;
    	uvOffset = 0;
    }
 
   	private static Dictionary<string, OMATRuntime> PrepareFileWrite()
   	{
   		Clear();
    	return new Dictionary<string, OMATRuntime>();
   	}

	private static void MaterialsToFile(Dictionary<string, OMATRuntime> materialList, string folder, string filename)
	{
		using (StreamWriter sw = new StreamWriter(folder + "/" + filename + ".mtl"))
		{
			foreach (KeyValuePair<string, OMATRuntime> kvp in materialList)
			{
				sw.Write("\n");
				sw.Write("newmtl {0}\n", kvp.Key);
				sw.Write("Ka  1.0 1.0 1.0\n");
				sw.Write("Kd  1.0 1.0 1.0\n");
				sw.Write("Ks  1.0 1.0 1.0\n");
				sw.Write("d   1.0\n");
				sw.Write("Ns  0.0\n");
				sw.Write("illum 2\n");

				if (kvp.Value.textureName != null)
				{
					string destinationFile = kvp.Value.textureName;
					int indexstrip = destinationFile.LastIndexOf('/');

					if (indexstrip >= 0)
					{
						destinationFile = destinationFile.Substring(indexstrip + 1).Trim();
					}

					string relativeFile = destinationFile;
					destinationFile = folder + "/" + destinationFile;

					if(kvp.Value.textureName == string.Empty)
					{
						//Skip.
						return;
					}
					else
					{
						File.Copy(kvp.Value.textureName, destinationFile);
						sw.Write("map_Kd {0}", relativeFile);
					}
				}

				sw.Write("\n\n\n");
			}
		}
	}

	private static void MeshesToFile(MeshFilter[] mf, string folder, string filename) 
    {
    	Dictionary<string, OMATRuntime> materialList = PrepareFileWrite();
 
        using (StreamWriter sw = new StreamWriter(folder +"/" + filename + ".obj")) 
        {
        	sw.Write("mtllib ./" + filename + ".mtl\n");
 
        	for (int i = 0; i < mf.Length; i++)
        	{
            	sw.Write(MeshToString(mf[i], materialList));
            }
        }
 
        MaterialsToFile(materialList, folder, filename);
    }

	public static async void ExportGOToOBJ(Transform[] selection, string mainPath, string filename)
	{
		await Task.Run(() =>
		{
			int objCount = 0;
			ArrayList mfList = new ArrayList();

			for (int i = 0; i < selection.Length; i++)
			{
				Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));

				for (int m = 0; m < meshfilter.Length; m++)
				{
					objCount++;
					mfList.Add(meshfilter[m]);
				}
			}

			if (objCount > 0)
			{
				MeshFilter[] mf = new MeshFilter[mfList.Count];

				for (int i = 0; i < mfList.Count; i++)
				{
					mf[i] = (MeshFilter)mfList[i];
				}

				if (string.IsNullOrEmpty(filename))
				{
					filename = selection[0].gameObject.name;
				}

				int indexstrip = filename.LastIndexOf('/');
				if (indexstrip >= 0)
				{
					filename = filename.Substring(indexstrip + 1).Trim();
				}

				// Call the method to save meshes to file
				MeshesToFile(mf, mainPath, filename);

				// Log the export result
				Debug.Log("Exported: " + mainPath + "/" + filename);

#if UNITY_EDITOR
				UnityEditor.AssetDatabase.SaveAssets();
				UnityEditor.AssetDatabase.Refresh();
#endif
			}
			else
			{
				Debug.Log("Error exporting. Make sure you selected the object.");
			}
		});
	}

	struct OMATRuntime
{
	public string name;
	public string textureName;
  public Color cls;
}