@su-record/vibe 2.5.6 → 2.5.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (188) hide show
  1. package/CLAUDE.md +338 -338
  2. package/LICENSE +21 -21
  3. package/README.md +262 -262
  4. package/agents/build-error-resolver.md +115 -0
  5. package/agents/compounder.md +261 -261
  6. package/agents/diagrammer.md +178 -178
  7. package/agents/e2e-tester.md +266 -266
  8. package/agents/explorer.md +48 -48
  9. package/agents/implementer.md +54 -54
  10. package/agents/refactor-cleaner.md +143 -0
  11. package/agents/research/best-practices-agent.md +189 -189
  12. package/agents/research/codebase-patterns-agent.md +147 -147
  13. package/agents/research/framework-docs-agent.md +178 -178
  14. package/agents/research/security-advisory-agent.md +203 -203
  15. package/agents/review/architecture-reviewer.md +107 -107
  16. package/agents/review/complexity-reviewer.md +116 -116
  17. package/agents/review/data-integrity-reviewer.md +88 -88
  18. package/agents/review/git-history-reviewer.md +103 -103
  19. package/agents/review/performance-reviewer.md +86 -86
  20. package/agents/review/python-reviewer.md +150 -150
  21. package/agents/review/rails-reviewer.md +139 -139
  22. package/agents/review/react-reviewer.md +144 -144
  23. package/agents/review/security-reviewer.md +80 -80
  24. package/agents/review/simplicity-reviewer.md +140 -140
  25. package/agents/review/test-coverage-reviewer.md +116 -116
  26. package/agents/review/typescript-reviewer.md +127 -127
  27. package/agents/searcher.md +54 -54
  28. package/agents/simplifier.md +120 -120
  29. package/agents/tester.md +49 -49
  30. package/agents/ui-previewer.md +129 -129
  31. package/commands/vibe.analyze.md +356 -356
  32. package/commands/vibe.reason.md +329 -329
  33. package/commands/vibe.review.md +326 -326
  34. package/commands/vibe.run.md +1031 -1031
  35. package/commands/vibe.spec.md +1022 -1022
  36. package/commands/vibe.utils.md +296 -202
  37. package/commands/vibe.verify.md +375 -375
  38. package/dist/cli/collaborator.js +52 -52
  39. package/dist/cli/detect.js +32 -32
  40. package/dist/cli/index.js +112 -112
  41. package/dist/cli/llm.js +144 -144
  42. package/dist/cli/mcp.d.ts +49 -0
  43. package/dist/cli/mcp.d.ts.map +1 -0
  44. package/dist/cli/mcp.js +169 -0
  45. package/dist/cli/mcp.js.map +1 -0
  46. package/dist/lib/PythonParser.js +108 -108
  47. package/dist/lib/gemini-mcp.d.ts +10 -0
  48. package/dist/lib/gemini-mcp.d.ts.map +1 -0
  49. package/dist/lib/gemini-mcp.js +353 -0
  50. package/dist/lib/gemini-mcp.js.map +1 -0
  51. package/dist/lib/gpt-api.js +4 -4
  52. package/dist/lib/gpt-mcp.d.ts +10 -0
  53. package/dist/lib/gpt-mcp.d.ts.map +1 -0
  54. package/dist/lib/gpt-mcp.js +352 -0
  55. package/dist/lib/gpt-mcp.js.map +1 -0
  56. package/dist/lib/memory/KnowledgeGraph.js +4 -4
  57. package/dist/lib/memory/MemorySearch.js +20 -20
  58. package/dist/lib/memory/MemoryStorage.js +64 -64
  59. package/dist/tools/analytics/getUsageAnalytics.d.ts +10 -0
  60. package/dist/tools/analytics/getUsageAnalytics.d.ts.map +1 -0
  61. package/dist/tools/analytics/getUsageAnalytics.js +246 -0
  62. package/dist/tools/analytics/getUsageAnalytics.js.map +1 -0
  63. package/dist/tools/analytics/index.d.ts +5 -0
  64. package/dist/tools/analytics/index.d.ts.map +1 -0
  65. package/dist/tools/analytics/index.js +5 -0
  66. package/dist/tools/analytics/index.js.map +1 -0
  67. package/dist/tools/convention/analyzeComplexity.test.js +115 -115
  68. package/dist/tools/convention/getCodingGuide.d.ts +7 -0
  69. package/dist/tools/convention/getCodingGuide.d.ts.map +1 -0
  70. package/dist/tools/convention/getCodingGuide.js +69 -0
  71. package/dist/tools/convention/getCodingGuide.js.map +1 -0
  72. package/dist/tools/convention/validateCodeQuality.test.js +104 -104
  73. package/dist/tools/planning/analyzeRequirements.d.ts +9 -0
  74. package/dist/tools/planning/analyzeRequirements.d.ts.map +1 -0
  75. package/dist/tools/planning/analyzeRequirements.js +171 -0
  76. package/dist/tools/planning/analyzeRequirements.js.map +1 -0
  77. package/dist/tools/planning/createUserStories.d.ts +9 -0
  78. package/dist/tools/planning/createUserStories.d.ts.map +1 -0
  79. package/dist/tools/planning/createUserStories.js +124 -0
  80. package/dist/tools/planning/createUserStories.js.map +1 -0
  81. package/dist/tools/planning/featureRoadmap.d.ts +10 -0
  82. package/dist/tools/planning/featureRoadmap.d.ts.map +1 -0
  83. package/dist/tools/planning/featureRoadmap.js +207 -0
  84. package/dist/tools/planning/featureRoadmap.js.map +1 -0
  85. package/dist/tools/planning/generatePrd.d.ts +11 -0
  86. package/dist/tools/planning/generatePrd.d.ts.map +1 -0
  87. package/dist/tools/planning/generatePrd.js +161 -0
  88. package/dist/tools/planning/generatePrd.js.map +1 -0
  89. package/dist/tools/planning/index.d.ts +8 -0
  90. package/dist/tools/planning/index.d.ts.map +1 -0
  91. package/dist/tools/planning/index.js +8 -0
  92. package/dist/tools/planning/index.js.map +1 -0
  93. package/dist/tools/prompt/analyzePrompt.d.ts +7 -0
  94. package/dist/tools/prompt/analyzePrompt.d.ts.map +1 -0
  95. package/dist/tools/prompt/analyzePrompt.js +150 -0
  96. package/dist/tools/prompt/analyzePrompt.js.map +1 -0
  97. package/dist/tools/prompt/enhancePrompt.d.ts +8 -0
  98. package/dist/tools/prompt/enhancePrompt.d.ts.map +1 -0
  99. package/dist/tools/prompt/enhancePrompt.js +110 -0
  100. package/dist/tools/prompt/enhancePrompt.js.map +1 -0
  101. package/dist/tools/prompt/enhancePromptGemini.d.ts +8 -0
  102. package/dist/tools/prompt/enhancePromptGemini.d.ts.map +1 -0
  103. package/dist/tools/prompt/enhancePromptGemini.js +332 -0
  104. package/dist/tools/prompt/enhancePromptGemini.js.map +1 -0
  105. package/dist/tools/prompt/index.d.ts +7 -0
  106. package/dist/tools/prompt/index.d.ts.map +1 -0
  107. package/dist/tools/prompt/index.js +7 -0
  108. package/dist/tools/prompt/index.js.map +1 -0
  109. package/dist/tools/reasoning/applyReasoningFramework.d.ts +8 -0
  110. package/dist/tools/reasoning/applyReasoningFramework.d.ts.map +1 -0
  111. package/dist/tools/reasoning/applyReasoningFramework.js +266 -0
  112. package/dist/tools/reasoning/applyReasoningFramework.js.map +1 -0
  113. package/dist/tools/reasoning/index.d.ts +5 -0
  114. package/dist/tools/reasoning/index.d.ts.map +1 -0
  115. package/dist/tools/reasoning/index.js +5 -0
  116. package/dist/tools/reasoning/index.js.map +1 -0
  117. package/dist/tools/thinking/analyzeProblem.d.ts +7 -0
  118. package/dist/tools/thinking/analyzeProblem.d.ts.map +1 -0
  119. package/dist/tools/thinking/analyzeProblem.js +55 -0
  120. package/dist/tools/thinking/analyzeProblem.js.map +1 -0
  121. package/dist/tools/thinking/breakDownProblem.d.ts +8 -0
  122. package/dist/tools/thinking/breakDownProblem.d.ts.map +1 -0
  123. package/dist/tools/thinking/breakDownProblem.js +145 -0
  124. package/dist/tools/thinking/breakDownProblem.js.map +1 -0
  125. package/dist/tools/thinking/createThinkingChain.d.ts +7 -0
  126. package/dist/tools/thinking/createThinkingChain.d.ts.map +1 -0
  127. package/dist/tools/thinking/createThinkingChain.js +44 -0
  128. package/dist/tools/thinking/createThinkingChain.js.map +1 -0
  129. package/dist/tools/thinking/formatAsPlan.d.ts +9 -0
  130. package/dist/tools/thinking/formatAsPlan.d.ts.map +1 -0
  131. package/dist/tools/thinking/formatAsPlan.js +78 -0
  132. package/dist/tools/thinking/formatAsPlan.js.map +1 -0
  133. package/dist/tools/thinking/index.d.ts +10 -0
  134. package/dist/tools/thinking/index.d.ts.map +1 -0
  135. package/dist/tools/thinking/index.js +10 -0
  136. package/dist/tools/thinking/index.js.map +1 -0
  137. package/dist/tools/thinking/stepByStepAnalysis.d.ts +8 -0
  138. package/dist/tools/thinking/stepByStepAnalysis.d.ts.map +1 -0
  139. package/dist/tools/thinking/stepByStepAnalysis.js +63 -0
  140. package/dist/tools/thinking/stepByStepAnalysis.js.map +1 -0
  141. package/dist/tools/thinking/thinkAloudProcess.d.ts +8 -0
  142. package/dist/tools/thinking/thinkAloudProcess.d.ts.map +1 -0
  143. package/dist/tools/thinking/thinkAloudProcess.js +80 -0
  144. package/dist/tools/thinking/thinkAloudProcess.js.map +1 -0
  145. package/hooks/hooks.json +204 -195
  146. package/hooks/scripts/code-check.js +22 -22
  147. package/hooks/scripts/code-review.js +22 -22
  148. package/hooks/scripts/complexity.js +22 -22
  149. package/hooks/scripts/compound.js +23 -23
  150. package/hooks/scripts/context-save.js +33 -33
  151. package/hooks/scripts/llm-orchestrate.js +171 -171
  152. package/hooks/scripts/post-edit.js +97 -0
  153. package/hooks/scripts/recall.js +22 -22
  154. package/hooks/scripts/session-start.js +30 -30
  155. package/hooks/scripts/utils.js +97 -65
  156. package/languages/csharp-unity.md +515 -515
  157. package/languages/gdscript-godot.md +470 -470
  158. package/languages/ruby-rails.md +489 -489
  159. package/languages/typescript-angular.md +433 -433
  160. package/languages/typescript-astro.md +416 -416
  161. package/languages/typescript-electron.md +406 -406
  162. package/languages/typescript-nestjs.md +524 -524
  163. package/languages/typescript-svelte.md +407 -407
  164. package/languages/typescript-tauri.md +365 -365
  165. package/package.json +83 -83
  166. package/skills/context7-usage.md +102 -102
  167. package/skills/git-worktree.md +181 -181
  168. package/skills/parallel-research.md +77 -77
  169. package/skills/priority-todos.md +239 -239
  170. package/skills/tool-fallback.md +190 -190
  171. package/skills/vibe-capabilities.md +161 -161
  172. package/vibe/constitution.md +227 -227
  173. package/vibe/rules/core/communication-guide.md +98 -98
  174. package/vibe/rules/core/development-philosophy.md +52 -52
  175. package/vibe/rules/core/quick-start.md +102 -102
  176. package/vibe/rules/quality/bdd-contract-testing.md +393 -393
  177. package/vibe/rules/quality/checklist.md +276 -276
  178. package/vibe/rules/quality/testing-strategy.md +440 -440
  179. package/vibe/rules/standards/anti-patterns.md +541 -369
  180. package/vibe/rules/standards/code-structure.md +291 -291
  181. package/vibe/rules/standards/complexity-metrics.md +313 -313
  182. package/vibe/rules/standards/naming-conventions.md +198 -198
  183. package/vibe/setup.sh +31 -31
  184. package/vibe/templates/constitution-template.md +252 -252
  185. package/vibe/templates/contract-backend-template.md +526 -526
  186. package/vibe/templates/contract-frontend-template.md +599 -599
  187. package/vibe/templates/feature-template.md +96 -96
  188. package/vibe/templates/spec-template.md +221 -221
@@ -1,515 +1,515 @@
1
- # C# + Unity Quality Rules
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-
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- ## Core Principles (inherited from core)
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-
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- ```markdown
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- # Core Principles (inherited from core)
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- Single Responsibility (SRP)
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- No Duplication (DRY)
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- Reusability
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- Low Complexity
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- Function <= 30 lines
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- Nesting <= 3 levels
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- Cyclomatic complexity <= 10
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- ```
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-
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- ## Unity Architecture Understanding
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-
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- ```text
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- MonoBehaviour Lifecycle
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- Awake -> OnEnable -> Start -> Update -> ...
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-
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- ScriptableObject (Data Assets)
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- - Settings, Events, Shared Data
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-
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- Pure C# Classes (Non-MonoBehaviour)
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- - Game Logic, Utilities
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- ```
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-
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- ## C#/Unity Specific Rules
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-
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- ### 1. Minimize MonoBehaviour
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-
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- ```csharp
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- // Bad: All logic in MonoBehaviour
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- public class PlayerController : MonoBehaviour
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- {
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- public float health;
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- public float speed;
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- public int gold;
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-
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- void Update()
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- {
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- // Movement, combat, inventory, UI update all here...
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- // Hundreds of lines of code
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- }
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- }
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-
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- // Good: Separation of concerns
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- public class PlayerController : MonoBehaviour
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- {
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- [SerializeField] private PlayerData _data;
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-
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- private PlayerMovement _movement;
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- private PlayerCombat _combat;
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-
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- private void Awake()
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- {
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- _movement = new PlayerMovement(_data, transform);
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- _combat = new PlayerCombat(_data);
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- }
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-
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- private void Update()
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- {
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- _movement.Update(Time.deltaTime);
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- }
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- }
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-
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- // Pure C# class
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- public class PlayerMovement
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- {
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- private readonly PlayerData _data;
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- private readonly Transform _transform;
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-
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- public PlayerMovement(PlayerData data, Transform transform)
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- {
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- _data = data;
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- _transform = transform;
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- }
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-
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- public void Update(float deltaTime)
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- {
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- // Movement logic only
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- }
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- }
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- ```
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-
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- ### 2. Using ScriptableObject
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-
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- ```csharp
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- // Good: Data Asset
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- [CreateAssetMenu(fileName = "PlayerData", menuName = "Game/PlayerData")]
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- public class PlayerData : ScriptableObject
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- {
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- [Header("Stats")]
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- public float maxHealth = 100f;
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- public float moveSpeed = 5f;
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-
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- [Header("Combat")]
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- public float attackDamage = 10f;
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- public float attackRange = 2f;
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- }
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-
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- // Good: Event Channel
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- [CreateAssetMenu(fileName = "GameEvent", menuName = "Events/GameEvent")]
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- public class GameEvent : ScriptableObject
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- {
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- private readonly List<IGameEventListener> _listeners = new();
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-
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- public void Raise()
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- {
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- for (int i = _listeners.Count - 1; i >= 0; i--)
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- {
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- _listeners[i].OnEventRaised();
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- }
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- }
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-
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- public void RegisterListener(IGameEventListener listener) => _listeners.Add(listener);
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- public void UnregisterListener(IGameEventListener listener) => _listeners.Remove(listener);
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- }
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-
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- public interface IGameEventListener
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- {
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- void OnEventRaised();
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- }
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- ```
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-
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- ### 3. Object Pooling
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-
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- ```csharp
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- // Good: Generic Object Pool
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- public class ObjectPool<T> where T : Component
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- {
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- private readonly T _prefab;
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- private readonly Transform _parent;
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- private readonly Queue<T> _pool = new();
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-
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- public ObjectPool(T prefab, Transform parent, int initialSize = 10)
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- {
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- _prefab = prefab;
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- _parent = parent;
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-
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- for (int i = 0; i < initialSize; i++)
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- {
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- CreateInstance();
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- }
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- }
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-
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- public T Get()
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- {
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- T instance = _pool.Count > 0 ? _pool.Dequeue() : CreateInstance();
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- instance.gameObject.SetActive(true);
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- return instance;
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- }
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-
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- public void Return(T instance)
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- {
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- instance.gameObject.SetActive(false);
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- _pool.Enqueue(instance);
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- }
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-
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- private T CreateInstance()
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- {
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- T instance = Object.Instantiate(_prefab, _parent);
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- instance.gameObject.SetActive(false);
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- return instance;
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- }
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- }
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-
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- // Usage example
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- public class BulletManager : MonoBehaviour
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- {
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- [SerializeField] private Bullet _bulletPrefab;
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-
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- private ObjectPool<Bullet> _bulletPool;
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-
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- private void Awake()
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- {
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- _bulletPool = new ObjectPool<Bullet>(_bulletPrefab, transform, 50);
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- }
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-
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- public Bullet SpawnBullet(Vector3 position, Vector3 direction)
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- {
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- Bullet bullet = _bulletPool.Get();
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- bullet.Initialize(position, direction, () => _bulletPool.Return(bullet));
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- return bullet;
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- }
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- }
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- ```
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-
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- ### 4. Singleton Pattern (Use with Caution)
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-
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- ```csharp
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- // Good: Safe Singleton
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- public abstract class Singleton<T> : MonoBehaviour where T : MonoBehaviour
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- {
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- private static T _instance;
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- private static readonly object _lock = new();
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- private static bool _applicationIsQuitting;
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-
200
- public static T Instance
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- {
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- get
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- {
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- if (_applicationIsQuitting)
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- {
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- Debug.LogWarning($"[Singleton] Instance of {typeof(T)} already destroyed.");
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- return null;
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- }
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-
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- lock (_lock)
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- {
212
- if (_instance == null)
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- {
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- _instance = FindObjectOfType<T>();
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-
216
- if (_instance == null)
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- {
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- var singleton = new GameObject($"[Singleton] {typeof(T)}");
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- _instance = singleton.AddComponent<T>();
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- DontDestroyOnLoad(singleton);
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- }
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- }
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- return _instance;
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- }
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- }
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- }
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-
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- protected virtual void OnApplicationQuit()
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- {
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- _applicationIsQuitting = true;
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- }
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- }
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-
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- // Usage
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- public class GameManager : Singleton<GameManager>
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- {
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- public GameState CurrentState { get; private set; }
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-
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- public void ChangeState(GameState newState)
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- {
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- CurrentState = newState;
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- }
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- }
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- ```
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-
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- ### 5. Coroutine vs async/await
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-
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- ```csharp
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- // Good: Coroutine (integrated with Unity lifecycle)
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- public class EnemySpawner : MonoBehaviour
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- {
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- [SerializeField] private float _spawnInterval = 2f;
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-
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- private Coroutine _spawnCoroutine;
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-
256
- public void StartSpawning()
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- {
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- _spawnCoroutine = StartCoroutine(SpawnLoop());
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- }
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-
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- public void StopSpawning()
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- {
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- if (_spawnCoroutine != null)
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- {
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- StopCoroutine(_spawnCoroutine);
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- }
267
- }
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-
269
- private IEnumerator SpawnLoop()
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- {
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- while (true)
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- {
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- SpawnEnemy();
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- yield return new WaitForSeconds(_spawnInterval);
275
- }
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- }
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- }
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-
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- // Good: async/await (I/O operations)
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- public class SaveManager : MonoBehaviour
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- {
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- public async Task SaveGameAsync(GameSaveData data)
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- {
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- string json = JsonUtility.ToJson(data);
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- string path = Path.Combine(Application.persistentDataPath, "save.json");
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-
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- await File.WriteAllTextAsync(path, json);
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- Debug.Log("Game saved!");
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- }
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-
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- public async Task<GameSaveData> LoadGameAsync()
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- {
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- string path = Path.Combine(Application.persistentDataPath, "save.json");
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-
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- if (!File.Exists(path))
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- return null;
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-
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- string json = await File.ReadAllTextAsync(path);
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- return JsonUtility.FromJson<GameSaveData>(json);
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- }
301
- }
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- ```
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-
304
- ### 6. Event System
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-
306
- ```csharp
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- // Good: C# Events
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- public class Health : MonoBehaviour
309
- {
310
- public event Action<float> OnHealthChanged;
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- public event Action OnDeath;
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-
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- [SerializeField] private float _maxHealth = 100f;
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- private float _currentHealth;
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-
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- public float CurrentHealth => _currentHealth;
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- public float MaxHealth => _maxHealth;
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-
319
- private void Awake()
320
- {
321
- _currentHealth = _maxHealth;
322
- }
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-
324
- public void TakeDamage(float damage)
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- {
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- _currentHealth = Mathf.Max(0, _currentHealth - damage);
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- OnHealthChanged?.Invoke(_currentHealth / _maxHealth);
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-
329
- if (_currentHealth <= 0)
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- {
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- OnDeath?.Invoke();
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- }
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- }
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- }
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-
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- // Subscription
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- public class HealthUI : MonoBehaviour
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- {
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- [SerializeField] private Health _health;
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- [SerializeField] private Slider _healthBar;
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-
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- private void OnEnable()
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- {
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- _health.OnHealthChanged += UpdateHealthBar;
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- }
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-
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- private void OnDisable()
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- {
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- _health.OnHealthChanged -= UpdateHealthBar;
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- }
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-
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- private void UpdateHealthBar(float normalizedHealth)
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- {
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- _healthBar.value = normalizedHealth;
355
- }
356
- }
357
- ```
358
-
359
- ### 7. Inspector Optimization
360
-
361
- ```csharp
362
- // Good: SerializeField + private
363
- public class Enemy : MonoBehaviour
364
- {
365
- [Header("Settings")]
366
- [SerializeField] private float _moveSpeed = 3f;
367
- [SerializeField] private float _attackRange = 1.5f;
368
-
369
- [Header("References")]
370
- [SerializeField] private Transform _target;
371
- [SerializeField] private Animator _animator;
372
-
373
- [Header("Debug")]
374
- [SerializeField, ReadOnly] private float _distanceToTarget;
375
-
376
- // Read-only access via public property
377
- public float MoveSpeed => _moveSpeed;
378
- }
379
-
380
- // Good: RequireComponent
381
- [RequireComponent(typeof(Rigidbody))]
382
- [RequireComponent(typeof(Collider))]
383
- public class PhysicsObject : MonoBehaviour
384
- {
385
- private Rigidbody _rb;
386
-
387
- private void Awake()
388
- {
389
- _rb = GetComponent<Rigidbody>();
390
- }
391
- }
392
- ```
393
-
394
- ### 8. Performance Optimization
395
-
396
- ```csharp
397
- // Good: GetComponent Caching
398
- public class OptimizedBehaviour : MonoBehaviour
399
- {
400
- // Bad: GetComponent in Update
401
- void Update()
402
- {
403
- GetComponent<Rigidbody>().AddForce(Vector3.up);
404
- }
405
-
406
- // Good: Caching
407
- private Rigidbody _rb;
408
-
409
- void Awake()
410
- {
411
- _rb = GetComponent<Rigidbody>();
412
- }
413
-
414
- void Update()
415
- {
416
- _rb.AddForce(Vector3.up);
417
- }
418
- }
419
-
420
- // Good: String comparison optimization
421
- public class TagChecker : MonoBehaviour
422
- {
423
- // Bad: String comparison
424
- void OnTriggerEnter(Collider other)
425
- {
426
- if (other.tag == "Player") { }
427
- }
428
-
429
- // Good: Use CompareTag
430
- void OnTriggerEnter(Collider other)
431
- {
432
- if (other.CompareTag("Player")) { }
433
- }
434
- }
435
-
436
- // Good: Minimize allocations
437
- public class NoAllocExample : MonoBehaviour
438
- {
439
- // Pre-allocate
440
- private readonly Collider[] _hitBuffer = new Collider[10];
441
- private readonly RaycastHit[] _rayBuffer = new RaycastHit[5];
442
-
443
- void CheckOverlap(Vector3 position, float radius)
444
- {
445
- // Use NonAlloc version
446
- int count = Physics.OverlapSphereNonAlloc(position, radius, _hitBuffer);
447
-
448
- for (int i = 0; i < count; i++)
449
- {
450
- // Process _hitBuffer[i]
451
- }
452
- }
453
- }
454
- ```
455
-
456
- ## Recommended Folder Structure
457
-
458
- ```text
459
- Assets/
460
- ├── _Project/ # Project assets
461
- │ ├── Scripts/
462
- │ │ ├── Core/ # Core systems
463
- │ │ ├── Player/
464
- │ │ ├── Enemy/
465
- │ │ ├── UI/
466
- │ │ └── Utils/
467
- │ ├── Prefabs/
468
- │ ├── ScriptableObjects/
469
- │ │ ├── Data/
470
- │ │ └── Events/
471
- │ ├── Materials/
472
- │ ├── Textures/
473
- │ └── Audio/
474
- ├── Scenes/
475
- ├── Resources/ # Runtime load (use with caution)
476
- └── Plugins/
477
- ```
478
-
479
- ## Naming Conventions
480
-
481
- ```csharp
482
- // Class: PascalCase
483
- public class PlayerController { }
484
-
485
- // Interface: I prefix
486
- public interface IDamageable { }
487
-
488
- // Private field: _ prefix + camelCase
489
- private float _moveSpeed;
490
-
491
- // SerializeField: Keep _ prefix
492
- [SerializeField] private float _health;
493
-
494
- // Constants: UPPER_SNAKE_CASE or PascalCase
495
- private const float MAX_HEALTH = 100f;
496
- private const float MaxHealth = 100f;
497
-
498
- // Property: PascalCase
499
- public float Health => _health;
500
-
501
- // Method: PascalCase
502
- public void TakeDamage(float damage) { }
503
- ```
504
-
505
- ## Checklist
506
-
507
- - [ ] Minimize MonoBehaviour logic
508
- - [ ] Cache GetComponent results
509
- - [ ] Unsubscribe events (OnDisable)
510
- - [ ] Apply object pooling
511
- - [ ] Use SerializeField + private
512
- - [ ] Use CompareTag
513
- - [ ] Use NonAlloc APIs
514
- - [ ] Minimize Update (only when needed)
515
- - [ ] Separate data with ScriptableObject
1
+ # C# + Unity Quality Rules
2
+
3
+ ## Core Principles (inherited from core)
4
+
5
+ ```markdown
6
+ # Core Principles (inherited from core)
7
+ Single Responsibility (SRP)
8
+ No Duplication (DRY)
9
+ Reusability
10
+ Low Complexity
11
+ Function <= 30 lines
12
+ Nesting <= 3 levels
13
+ Cyclomatic complexity <= 10
14
+ ```
15
+
16
+ ## Unity Architecture Understanding
17
+
18
+ ```text
19
+ MonoBehaviour Lifecycle
20
+ Awake -> OnEnable -> Start -> Update -> ...
21
+
22
+ ScriptableObject (Data Assets)
23
+ - Settings, Events, Shared Data
24
+
25
+ Pure C# Classes (Non-MonoBehaviour)
26
+ - Game Logic, Utilities
27
+ ```
28
+
29
+ ## C#/Unity Specific Rules
30
+
31
+ ### 1. Minimize MonoBehaviour
32
+
33
+ ```csharp
34
+ // Bad: All logic in MonoBehaviour
35
+ public class PlayerController : MonoBehaviour
36
+ {
37
+ public float health;
38
+ public float speed;
39
+ public int gold;
40
+
41
+ void Update()
42
+ {
43
+ // Movement, combat, inventory, UI update all here...
44
+ // Hundreds of lines of code
45
+ }
46
+ }
47
+
48
+ // Good: Separation of concerns
49
+ public class PlayerController : MonoBehaviour
50
+ {
51
+ [SerializeField] private PlayerData _data;
52
+
53
+ private PlayerMovement _movement;
54
+ private PlayerCombat _combat;
55
+
56
+ private void Awake()
57
+ {
58
+ _movement = new PlayerMovement(_data, transform);
59
+ _combat = new PlayerCombat(_data);
60
+ }
61
+
62
+ private void Update()
63
+ {
64
+ _movement.Update(Time.deltaTime);
65
+ }
66
+ }
67
+
68
+ // Pure C# class
69
+ public class PlayerMovement
70
+ {
71
+ private readonly PlayerData _data;
72
+ private readonly Transform _transform;
73
+
74
+ public PlayerMovement(PlayerData data, Transform transform)
75
+ {
76
+ _data = data;
77
+ _transform = transform;
78
+ }
79
+
80
+ public void Update(float deltaTime)
81
+ {
82
+ // Movement logic only
83
+ }
84
+ }
85
+ ```
86
+
87
+ ### 2. Using ScriptableObject
88
+
89
+ ```csharp
90
+ // Good: Data Asset
91
+ [CreateAssetMenu(fileName = "PlayerData", menuName = "Game/PlayerData")]
92
+ public class PlayerData : ScriptableObject
93
+ {
94
+ [Header("Stats")]
95
+ public float maxHealth = 100f;
96
+ public float moveSpeed = 5f;
97
+
98
+ [Header("Combat")]
99
+ public float attackDamage = 10f;
100
+ public float attackRange = 2f;
101
+ }
102
+
103
+ // Good: Event Channel
104
+ [CreateAssetMenu(fileName = "GameEvent", menuName = "Events/GameEvent")]
105
+ public class GameEvent : ScriptableObject
106
+ {
107
+ private readonly List<IGameEventListener> _listeners = new();
108
+
109
+ public void Raise()
110
+ {
111
+ for (int i = _listeners.Count - 1; i >= 0; i--)
112
+ {
113
+ _listeners[i].OnEventRaised();
114
+ }
115
+ }
116
+
117
+ public void RegisterListener(IGameEventListener listener) => _listeners.Add(listener);
118
+ public void UnregisterListener(IGameEventListener listener) => _listeners.Remove(listener);
119
+ }
120
+
121
+ public interface IGameEventListener
122
+ {
123
+ void OnEventRaised();
124
+ }
125
+ ```
126
+
127
+ ### 3. Object Pooling
128
+
129
+ ```csharp
130
+ // Good: Generic Object Pool
131
+ public class ObjectPool<T> where T : Component
132
+ {
133
+ private readonly T _prefab;
134
+ private readonly Transform _parent;
135
+ private readonly Queue<T> _pool = new();
136
+
137
+ public ObjectPool(T prefab, Transform parent, int initialSize = 10)
138
+ {
139
+ _prefab = prefab;
140
+ _parent = parent;
141
+
142
+ for (int i = 0; i < initialSize; i++)
143
+ {
144
+ CreateInstance();
145
+ }
146
+ }
147
+
148
+ public T Get()
149
+ {
150
+ T instance = _pool.Count > 0 ? _pool.Dequeue() : CreateInstance();
151
+ instance.gameObject.SetActive(true);
152
+ return instance;
153
+ }
154
+
155
+ public void Return(T instance)
156
+ {
157
+ instance.gameObject.SetActive(false);
158
+ _pool.Enqueue(instance);
159
+ }
160
+
161
+ private T CreateInstance()
162
+ {
163
+ T instance = Object.Instantiate(_prefab, _parent);
164
+ instance.gameObject.SetActive(false);
165
+ return instance;
166
+ }
167
+ }
168
+
169
+ // Usage example
170
+ public class BulletManager : MonoBehaviour
171
+ {
172
+ [SerializeField] private Bullet _bulletPrefab;
173
+
174
+ private ObjectPool<Bullet> _bulletPool;
175
+
176
+ private void Awake()
177
+ {
178
+ _bulletPool = new ObjectPool<Bullet>(_bulletPrefab, transform, 50);
179
+ }
180
+
181
+ public Bullet SpawnBullet(Vector3 position, Vector3 direction)
182
+ {
183
+ Bullet bullet = _bulletPool.Get();
184
+ bullet.Initialize(position, direction, () => _bulletPool.Return(bullet));
185
+ return bullet;
186
+ }
187
+ }
188
+ ```
189
+
190
+ ### 4. Singleton Pattern (Use with Caution)
191
+
192
+ ```csharp
193
+ // Good: Safe Singleton
194
+ public abstract class Singleton<T> : MonoBehaviour where T : MonoBehaviour
195
+ {
196
+ private static T _instance;
197
+ private static readonly object _lock = new();
198
+ private static bool _applicationIsQuitting;
199
+
200
+ public static T Instance
201
+ {
202
+ get
203
+ {
204
+ if (_applicationIsQuitting)
205
+ {
206
+ Debug.LogWarning($"[Singleton] Instance of {typeof(T)} already destroyed.");
207
+ return null;
208
+ }
209
+
210
+ lock (_lock)
211
+ {
212
+ if (_instance == null)
213
+ {
214
+ _instance = FindObjectOfType<T>();
215
+
216
+ if (_instance == null)
217
+ {
218
+ var singleton = new GameObject($"[Singleton] {typeof(T)}");
219
+ _instance = singleton.AddComponent<T>();
220
+ DontDestroyOnLoad(singleton);
221
+ }
222
+ }
223
+ return _instance;
224
+ }
225
+ }
226
+ }
227
+
228
+ protected virtual void OnApplicationQuit()
229
+ {
230
+ _applicationIsQuitting = true;
231
+ }
232
+ }
233
+
234
+ // Usage
235
+ public class GameManager : Singleton<GameManager>
236
+ {
237
+ public GameState CurrentState { get; private set; }
238
+
239
+ public void ChangeState(GameState newState)
240
+ {
241
+ CurrentState = newState;
242
+ }
243
+ }
244
+ ```
245
+
246
+ ### 5. Coroutine vs async/await
247
+
248
+ ```csharp
249
+ // Good: Coroutine (integrated with Unity lifecycle)
250
+ public class EnemySpawner : MonoBehaviour
251
+ {
252
+ [SerializeField] private float _spawnInterval = 2f;
253
+
254
+ private Coroutine _spawnCoroutine;
255
+
256
+ public void StartSpawning()
257
+ {
258
+ _spawnCoroutine = StartCoroutine(SpawnLoop());
259
+ }
260
+
261
+ public void StopSpawning()
262
+ {
263
+ if (_spawnCoroutine != null)
264
+ {
265
+ StopCoroutine(_spawnCoroutine);
266
+ }
267
+ }
268
+
269
+ private IEnumerator SpawnLoop()
270
+ {
271
+ while (true)
272
+ {
273
+ SpawnEnemy();
274
+ yield return new WaitForSeconds(_spawnInterval);
275
+ }
276
+ }
277
+ }
278
+
279
+ // Good: async/await (I/O operations)
280
+ public class SaveManager : MonoBehaviour
281
+ {
282
+ public async Task SaveGameAsync(GameSaveData data)
283
+ {
284
+ string json = JsonUtility.ToJson(data);
285
+ string path = Path.Combine(Application.persistentDataPath, "save.json");
286
+
287
+ await File.WriteAllTextAsync(path, json);
288
+ Debug.Log("Game saved!");
289
+ }
290
+
291
+ public async Task<GameSaveData> LoadGameAsync()
292
+ {
293
+ string path = Path.Combine(Application.persistentDataPath, "save.json");
294
+
295
+ if (!File.Exists(path))
296
+ return null;
297
+
298
+ string json = await File.ReadAllTextAsync(path);
299
+ return JsonUtility.FromJson<GameSaveData>(json);
300
+ }
301
+ }
302
+ ```
303
+
304
+ ### 6. Event System
305
+
306
+ ```csharp
307
+ // Good: C# Events
308
+ public class Health : MonoBehaviour
309
+ {
310
+ public event Action<float> OnHealthChanged;
311
+ public event Action OnDeath;
312
+
313
+ [SerializeField] private float _maxHealth = 100f;
314
+ private float _currentHealth;
315
+
316
+ public float CurrentHealth => _currentHealth;
317
+ public float MaxHealth => _maxHealth;
318
+
319
+ private void Awake()
320
+ {
321
+ _currentHealth = _maxHealth;
322
+ }
323
+
324
+ public void TakeDamage(float damage)
325
+ {
326
+ _currentHealth = Mathf.Max(0, _currentHealth - damage);
327
+ OnHealthChanged?.Invoke(_currentHealth / _maxHealth);
328
+
329
+ if (_currentHealth <= 0)
330
+ {
331
+ OnDeath?.Invoke();
332
+ }
333
+ }
334
+ }
335
+
336
+ // Subscription
337
+ public class HealthUI : MonoBehaviour
338
+ {
339
+ [SerializeField] private Health _health;
340
+ [SerializeField] private Slider _healthBar;
341
+
342
+ private void OnEnable()
343
+ {
344
+ _health.OnHealthChanged += UpdateHealthBar;
345
+ }
346
+
347
+ private void OnDisable()
348
+ {
349
+ _health.OnHealthChanged -= UpdateHealthBar;
350
+ }
351
+
352
+ private void UpdateHealthBar(float normalizedHealth)
353
+ {
354
+ _healthBar.value = normalizedHealth;
355
+ }
356
+ }
357
+ ```
358
+
359
+ ### 7. Inspector Optimization
360
+
361
+ ```csharp
362
+ // Good: SerializeField + private
363
+ public class Enemy : MonoBehaviour
364
+ {
365
+ [Header("Settings")]
366
+ [SerializeField] private float _moveSpeed = 3f;
367
+ [SerializeField] private float _attackRange = 1.5f;
368
+
369
+ [Header("References")]
370
+ [SerializeField] private Transform _target;
371
+ [SerializeField] private Animator _animator;
372
+
373
+ [Header("Debug")]
374
+ [SerializeField, ReadOnly] private float _distanceToTarget;
375
+
376
+ // Read-only access via public property
377
+ public float MoveSpeed => _moveSpeed;
378
+ }
379
+
380
+ // Good: RequireComponent
381
+ [RequireComponent(typeof(Rigidbody))]
382
+ [RequireComponent(typeof(Collider))]
383
+ public class PhysicsObject : MonoBehaviour
384
+ {
385
+ private Rigidbody _rb;
386
+
387
+ private void Awake()
388
+ {
389
+ _rb = GetComponent<Rigidbody>();
390
+ }
391
+ }
392
+ ```
393
+
394
+ ### 8. Performance Optimization
395
+
396
+ ```csharp
397
+ // Good: GetComponent Caching
398
+ public class OptimizedBehaviour : MonoBehaviour
399
+ {
400
+ // Bad: GetComponent in Update
401
+ void Update()
402
+ {
403
+ GetComponent<Rigidbody>().AddForce(Vector3.up);
404
+ }
405
+
406
+ // Good: Caching
407
+ private Rigidbody _rb;
408
+
409
+ void Awake()
410
+ {
411
+ _rb = GetComponent<Rigidbody>();
412
+ }
413
+
414
+ void Update()
415
+ {
416
+ _rb.AddForce(Vector3.up);
417
+ }
418
+ }
419
+
420
+ // Good: String comparison optimization
421
+ public class TagChecker : MonoBehaviour
422
+ {
423
+ // Bad: String comparison
424
+ void OnTriggerEnter(Collider other)
425
+ {
426
+ if (other.tag == "Player") { }
427
+ }
428
+
429
+ // Good: Use CompareTag
430
+ void OnTriggerEnter(Collider other)
431
+ {
432
+ if (other.CompareTag("Player")) { }
433
+ }
434
+ }
435
+
436
+ // Good: Minimize allocations
437
+ public class NoAllocExample : MonoBehaviour
438
+ {
439
+ // Pre-allocate
440
+ private readonly Collider[] _hitBuffer = new Collider[10];
441
+ private readonly RaycastHit[] _rayBuffer = new RaycastHit[5];
442
+
443
+ void CheckOverlap(Vector3 position, float radius)
444
+ {
445
+ // Use NonAlloc version
446
+ int count = Physics.OverlapSphereNonAlloc(position, radius, _hitBuffer);
447
+
448
+ for (int i = 0; i < count; i++)
449
+ {
450
+ // Process _hitBuffer[i]
451
+ }
452
+ }
453
+ }
454
+ ```
455
+
456
+ ## Recommended Folder Structure
457
+
458
+ ```text
459
+ Assets/
460
+ ├── _Project/ # Project assets
461
+ │ ├── Scripts/
462
+ │ │ ├── Core/ # Core systems
463
+ │ │ ├── Player/
464
+ │ │ ├── Enemy/
465
+ │ │ ├── UI/
466
+ │ │ └── Utils/
467
+ │ ├── Prefabs/
468
+ │ ├── ScriptableObjects/
469
+ │ │ ├── Data/
470
+ │ │ └── Events/
471
+ │ ├── Materials/
472
+ │ ├── Textures/
473
+ │ └── Audio/
474
+ ├── Scenes/
475
+ ├── Resources/ # Runtime load (use with caution)
476
+ └── Plugins/
477
+ ```
478
+
479
+ ## Naming Conventions
480
+
481
+ ```csharp
482
+ // Class: PascalCase
483
+ public class PlayerController { }
484
+
485
+ // Interface: I prefix
486
+ public interface IDamageable { }
487
+
488
+ // Private field: _ prefix + camelCase
489
+ private float _moveSpeed;
490
+
491
+ // SerializeField: Keep _ prefix
492
+ [SerializeField] private float _health;
493
+
494
+ // Constants: UPPER_SNAKE_CASE or PascalCase
495
+ private const float MAX_HEALTH = 100f;
496
+ private const float MaxHealth = 100f;
497
+
498
+ // Property: PascalCase
499
+ public float Health => _health;
500
+
501
+ // Method: PascalCase
502
+ public void TakeDamage(float damage) { }
503
+ ```
504
+
505
+ ## Checklist
506
+
507
+ - [ ] Minimize MonoBehaviour logic
508
+ - [ ] Cache GetComponent results
509
+ - [ ] Unsubscribe events (OnDisable)
510
+ - [ ] Apply object pooling
511
+ - [ ] Use SerializeField + private
512
+ - [ ] Use CompareTag
513
+ - [ ] Use NonAlloc APIs
514
+ - [ ] Minimize Update (only when needed)
515
+ - [ ] Separate data with ScriptableObject