@su-record/vibe 2.6.17 → 2.6.18

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 (238) hide show
  1. package/CLAUDE.md +681 -681
  2. package/LICENSE +21 -21
  3. package/README.md +235 -239
  4. package/agents/architect-low.md +41 -41
  5. package/agents/architect-medium.md +59 -59
  6. package/agents/architect.md +80 -80
  7. package/agents/build-error-resolver.md +115 -115
  8. package/agents/compounder.md +261 -261
  9. package/agents/diagrammer.md +178 -178
  10. package/agents/e2e-tester.md +266 -266
  11. package/agents/explorer-low.md +42 -42
  12. package/agents/explorer-medium.md +59 -59
  13. package/agents/explorer.md +48 -48
  14. package/agents/implementer-low.md +43 -43
  15. package/agents/implementer-medium.md +52 -52
  16. package/agents/implementer.md +54 -54
  17. package/agents/refactor-cleaner.md +143 -143
  18. package/agents/research/best-practices-agent.md +199 -199
  19. package/agents/research/codebase-patterns-agent.md +157 -157
  20. package/agents/research/framework-docs-agent.md +188 -188
  21. package/agents/research/security-advisory-agent.md +213 -213
  22. package/agents/review/architecture-reviewer.md +107 -107
  23. package/agents/review/complexity-reviewer.md +116 -116
  24. package/agents/review/data-integrity-reviewer.md +88 -88
  25. package/agents/review/git-history-reviewer.md +103 -103
  26. package/agents/review/performance-reviewer.md +86 -86
  27. package/agents/review/python-reviewer.md +150 -150
  28. package/agents/review/rails-reviewer.md +139 -139
  29. package/agents/review/react-reviewer.md +144 -144
  30. package/agents/review/security-reviewer.md +80 -80
  31. package/agents/review/simplicity-reviewer.md +140 -140
  32. package/agents/review/test-coverage-reviewer.md +116 -116
  33. package/agents/review/typescript-reviewer.md +127 -127
  34. package/agents/searcher.md +54 -54
  35. package/agents/simplifier.md +120 -120
  36. package/agents/tester.md +49 -49
  37. package/agents/ui-previewer.md +268 -268
  38. package/commands/vibe.analyze.md +356 -356
  39. package/commands/vibe.reason.md +329 -329
  40. package/commands/vibe.review.md +412 -412
  41. package/commands/vibe.run.md +1266 -1266
  42. package/commands/vibe.spec.md +1054 -1054
  43. package/commands/vibe.spec.review.md +319 -319
  44. package/commands/vibe.trace.md +161 -161
  45. package/commands/vibe.utils.md +376 -376
  46. package/commands/vibe.verify.md +375 -375
  47. package/dist/cli/collaborator.js +52 -52
  48. package/dist/cli/detect.js +32 -32
  49. package/dist/cli/hud.js +20 -20
  50. package/dist/cli/index.d.ts.map +1 -1
  51. package/dist/cli/index.js +120 -118
  52. package/dist/cli/index.js.map +1 -1
  53. package/dist/cli/llm.js +144 -144
  54. package/dist/cli/postinstall.d.ts +1 -0
  55. package/dist/cli/postinstall.d.ts.map +1 -1
  56. package/dist/cli/postinstall.js +859 -859
  57. package/dist/cli/postinstall.js.map +1 -1
  58. package/dist/cli/setup/ProjectSetup.d.ts +2 -2
  59. package/dist/cli/setup/ProjectSetup.d.ts.map +1 -1
  60. package/dist/cli/setup/ProjectSetup.js +51 -17
  61. package/dist/cli/setup/ProjectSetup.js.map +1 -1
  62. package/dist/lib/DeepInit.js +24 -24
  63. package/dist/lib/IterationTracker.js +11 -11
  64. package/dist/lib/PythonParser.js +108 -108
  65. package/dist/lib/ReviewRace.js +96 -96
  66. package/dist/lib/SkillFrontmatter.js +28 -28
  67. package/dist/lib/SkillQualityGate.js +9 -9
  68. package/dist/lib/SkillRepository.js +159 -159
  69. package/dist/lib/UltraQA.js +77 -77
  70. package/dist/lib/gemini-api.js +5 -5
  71. package/dist/lib/gpt-api.js +4 -4
  72. package/dist/lib/memory/KnowledgeGraph.js +4 -4
  73. package/dist/lib/memory/MemorySearch.js +20 -20
  74. package/dist/lib/memory/MemoryStorage.js +64 -64
  75. package/dist/orchestrator/AgentManager.js +12 -12
  76. package/dist/orchestrator/MultiLlmResearch.js +8 -8
  77. package/dist/orchestrator/SmartRouter.js +11 -11
  78. package/dist/orchestrator/SwarmOrchestrator.test.js +16 -16
  79. package/dist/orchestrator/parallelResearch.js +24 -24
  80. package/dist/tools/convention/analyzeComplexity.test.js +115 -115
  81. package/dist/tools/convention/validateCodeQuality.test.js +104 -104
  82. package/dist/tools/spec/prdParser.test.js +171 -171
  83. package/dist/tools/spec/specGenerator.js +169 -169
  84. package/dist/tools/spec/traceabilityMatrix.js +64 -64
  85. package/dist/tools/spec/traceabilityMatrix.test.js +28 -28
  86. package/hooks/hooks.json +222 -222
  87. package/hooks/scripts/code-check.js +22 -22
  88. package/hooks/scripts/code-review.js +22 -22
  89. package/hooks/scripts/complexity.js +22 -22
  90. package/hooks/scripts/compound.js +23 -23
  91. package/hooks/scripts/context-save.js +33 -33
  92. package/hooks/scripts/gemini-ui-gen.js +281 -281
  93. package/hooks/scripts/generate-brand-assets.js +474 -474
  94. package/hooks/scripts/hud-multiline.js +262 -262
  95. package/hooks/scripts/hud-status.js +291 -291
  96. package/hooks/scripts/keyword-detector.js +214 -214
  97. package/hooks/scripts/llm-orchestrate.js +171 -171
  98. package/hooks/scripts/post-edit.js +97 -97
  99. package/hooks/scripts/post-tool-verify.js +210 -210
  100. package/hooks/scripts/pre-tool-guard.js +125 -125
  101. package/hooks/scripts/recall.js +22 -22
  102. package/hooks/scripts/session-start.js +30 -30
  103. package/hooks/scripts/skill-injector.js +191 -191
  104. package/hooks/scripts/utils.js +97 -97
  105. package/languages/csharp-unity.md +515 -515
  106. package/languages/gdscript-godot.md +470 -470
  107. package/languages/ruby-rails.md +489 -489
  108. package/languages/typescript-angular.md +433 -433
  109. package/languages/typescript-astro.md +416 -416
  110. package/languages/typescript-electron.md +406 -406
  111. package/languages/typescript-nestjs.md +524 -524
  112. package/languages/typescript-svelte.md +407 -407
  113. package/languages/typescript-tauri.md +365 -365
  114. package/package.json +84 -84
  115. package/skills/brand-assets.md +141 -141
  116. package/skills/commerce-patterns.md +361 -361
  117. package/skills/context7-usage.md +102 -102
  118. package/skills/e2e-commerce.md +304 -304
  119. package/skills/frontend-design.md +92 -92
  120. package/skills/git-worktree.md +181 -181
  121. package/skills/parallel-research.md +77 -77
  122. package/skills/priority-todos.md +239 -239
  123. package/skills/seo-checklist.md +244 -244
  124. package/skills/tool-fallback.md +190 -190
  125. package/skills/vibe-capabilities.md +161 -161
  126. package/vibe/constitution.md +227 -227
  127. package/vibe/rules/core/communication-guide.md +98 -98
  128. package/vibe/rules/core/development-philosophy.md +52 -52
  129. package/vibe/rules/core/quick-start.md +102 -102
  130. package/vibe/rules/quality/bdd-contract-testing.md +393 -393
  131. package/vibe/rules/quality/checklist.md +276 -276
  132. package/vibe/rules/quality/testing-strategy.md +440 -440
  133. package/vibe/rules/standards/anti-patterns.md +541 -541
  134. package/vibe/rules/standards/code-structure.md +291 -291
  135. package/vibe/rules/standards/complexity-metrics.md +313 -313
  136. package/vibe/rules/standards/naming-conventions.md +198 -198
  137. package/vibe/setup.sh +31 -31
  138. package/vibe/templates/constitution-template.md +252 -252
  139. package/vibe/templates/contract-backend-template.md +526 -526
  140. package/vibe/templates/contract-frontend-template.md +599 -599
  141. package/vibe/templates/feature-template.md +96 -96
  142. package/vibe/templates/spec-template.md +221 -221
  143. package/dist/cli/mcp.d.ts +0 -49
  144. package/dist/cli/mcp.d.ts.map +0 -1
  145. package/dist/cli/mcp.js +0 -169
  146. package/dist/cli/mcp.js.map +0 -1
  147. package/dist/lib/gemini-mcp.d.ts +0 -10
  148. package/dist/lib/gemini-mcp.d.ts.map +0 -1
  149. package/dist/lib/gemini-mcp.js +0 -353
  150. package/dist/lib/gemini-mcp.js.map +0 -1
  151. package/dist/lib/gpt-mcp.d.ts +0 -10
  152. package/dist/lib/gpt-mcp.d.ts.map +0 -1
  153. package/dist/lib/gpt-mcp.js +0 -352
  154. package/dist/lib/gpt-mcp.js.map +0 -1
  155. package/dist/tools/analytics/getUsageAnalytics.d.ts +0 -10
  156. package/dist/tools/analytics/getUsageAnalytics.d.ts.map +0 -1
  157. package/dist/tools/analytics/getUsageAnalytics.js +0 -246
  158. package/dist/tools/analytics/getUsageAnalytics.js.map +0 -1
  159. package/dist/tools/analytics/index.d.ts +0 -5
  160. package/dist/tools/analytics/index.d.ts.map +0 -1
  161. package/dist/tools/analytics/index.js +0 -5
  162. package/dist/tools/analytics/index.js.map +0 -1
  163. package/dist/tools/convention/getCodingGuide.d.ts +0 -7
  164. package/dist/tools/convention/getCodingGuide.d.ts.map +0 -1
  165. package/dist/tools/convention/getCodingGuide.js +0 -69
  166. package/dist/tools/convention/getCodingGuide.js.map +0 -1
  167. package/dist/tools/planning/analyzeRequirements.d.ts +0 -9
  168. package/dist/tools/planning/analyzeRequirements.d.ts.map +0 -1
  169. package/dist/tools/planning/analyzeRequirements.js +0 -171
  170. package/dist/tools/planning/analyzeRequirements.js.map +0 -1
  171. package/dist/tools/planning/createUserStories.d.ts +0 -9
  172. package/dist/tools/planning/createUserStories.d.ts.map +0 -1
  173. package/dist/tools/planning/createUserStories.js +0 -124
  174. package/dist/tools/planning/createUserStories.js.map +0 -1
  175. package/dist/tools/planning/featureRoadmap.d.ts +0 -10
  176. package/dist/tools/planning/featureRoadmap.d.ts.map +0 -1
  177. package/dist/tools/planning/featureRoadmap.js +0 -207
  178. package/dist/tools/planning/featureRoadmap.js.map +0 -1
  179. package/dist/tools/planning/generatePrd.d.ts +0 -11
  180. package/dist/tools/planning/generatePrd.d.ts.map +0 -1
  181. package/dist/tools/planning/generatePrd.js +0 -161
  182. package/dist/tools/planning/generatePrd.js.map +0 -1
  183. package/dist/tools/planning/index.d.ts +0 -8
  184. package/dist/tools/planning/index.d.ts.map +0 -1
  185. package/dist/tools/planning/index.js +0 -8
  186. package/dist/tools/planning/index.js.map +0 -1
  187. package/dist/tools/prompt/analyzePrompt.d.ts +0 -7
  188. package/dist/tools/prompt/analyzePrompt.d.ts.map +0 -1
  189. package/dist/tools/prompt/analyzePrompt.js +0 -150
  190. package/dist/tools/prompt/analyzePrompt.js.map +0 -1
  191. package/dist/tools/prompt/enhancePrompt.d.ts +0 -8
  192. package/dist/tools/prompt/enhancePrompt.d.ts.map +0 -1
  193. package/dist/tools/prompt/enhancePrompt.js +0 -110
  194. package/dist/tools/prompt/enhancePrompt.js.map +0 -1
  195. package/dist/tools/prompt/enhancePromptGemini.d.ts +0 -8
  196. package/dist/tools/prompt/enhancePromptGemini.d.ts.map +0 -1
  197. package/dist/tools/prompt/enhancePromptGemini.js +0 -332
  198. package/dist/tools/prompt/enhancePromptGemini.js.map +0 -1
  199. package/dist/tools/prompt/index.d.ts +0 -7
  200. package/dist/tools/prompt/index.d.ts.map +0 -1
  201. package/dist/tools/prompt/index.js +0 -7
  202. package/dist/tools/prompt/index.js.map +0 -1
  203. package/dist/tools/reasoning/applyReasoningFramework.d.ts +0 -8
  204. package/dist/tools/reasoning/applyReasoningFramework.d.ts.map +0 -1
  205. package/dist/tools/reasoning/applyReasoningFramework.js +0 -266
  206. package/dist/tools/reasoning/applyReasoningFramework.js.map +0 -1
  207. package/dist/tools/reasoning/index.d.ts +0 -5
  208. package/dist/tools/reasoning/index.d.ts.map +0 -1
  209. package/dist/tools/reasoning/index.js +0 -5
  210. package/dist/tools/reasoning/index.js.map +0 -1
  211. package/dist/tools/thinking/analyzeProblem.d.ts +0 -7
  212. package/dist/tools/thinking/analyzeProblem.d.ts.map +0 -1
  213. package/dist/tools/thinking/analyzeProblem.js +0 -55
  214. package/dist/tools/thinking/analyzeProblem.js.map +0 -1
  215. package/dist/tools/thinking/breakDownProblem.d.ts +0 -8
  216. package/dist/tools/thinking/breakDownProblem.d.ts.map +0 -1
  217. package/dist/tools/thinking/breakDownProblem.js +0 -145
  218. package/dist/tools/thinking/breakDownProblem.js.map +0 -1
  219. package/dist/tools/thinking/createThinkingChain.d.ts +0 -7
  220. package/dist/tools/thinking/createThinkingChain.d.ts.map +0 -1
  221. package/dist/tools/thinking/createThinkingChain.js +0 -44
  222. package/dist/tools/thinking/createThinkingChain.js.map +0 -1
  223. package/dist/tools/thinking/formatAsPlan.d.ts +0 -9
  224. package/dist/tools/thinking/formatAsPlan.d.ts.map +0 -1
  225. package/dist/tools/thinking/formatAsPlan.js +0 -78
  226. package/dist/tools/thinking/formatAsPlan.js.map +0 -1
  227. package/dist/tools/thinking/index.d.ts +0 -10
  228. package/dist/tools/thinking/index.d.ts.map +0 -1
  229. package/dist/tools/thinking/index.js +0 -10
  230. package/dist/tools/thinking/index.js.map +0 -1
  231. package/dist/tools/thinking/stepByStepAnalysis.d.ts +0 -8
  232. package/dist/tools/thinking/stepByStepAnalysis.d.ts.map +0 -1
  233. package/dist/tools/thinking/stepByStepAnalysis.js +0 -63
  234. package/dist/tools/thinking/stepByStepAnalysis.js.map +0 -1
  235. package/dist/tools/thinking/thinkAloudProcess.d.ts +0 -8
  236. package/dist/tools/thinking/thinkAloudProcess.d.ts.map +0 -1
  237. package/dist/tools/thinking/thinkAloudProcess.js +0 -80
  238. package/dist/tools/thinking/thinkAloudProcess.js.map +0 -1
@@ -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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-
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- 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($"[Singleton] Instance of {typeof(T)} already destroyed.");
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- return null;
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- }
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-
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- lock (_lock)
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- {
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- if (_instance == null)
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- {
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- _instance = FindObjectOfType<T>();
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-
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- if (_instance == null)
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- {
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- var singleton = new GameObject($"[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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-
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- public void StartSpawning()
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- {
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
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