@su-record/vibe 2.8.48 → 2.8.50

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 (414) hide show
  1. package/.env.example +37 -37
  2. package/CLAUDE.md +169 -169
  3. package/LICENSE +21 -21
  4. package/README.md +694 -554
  5. package/agents/architect-low.md +41 -41
  6. package/agents/architect-medium.md +59 -59
  7. package/agents/architect.md +80 -80
  8. package/agents/build-error-resolver.md +115 -115
  9. package/agents/compounder.md +261 -261
  10. package/agents/diagrammer.md +178 -178
  11. package/agents/docs/api-documenter.md +99 -99
  12. package/agents/docs/changelog-writer.md +93 -93
  13. package/agents/e2e-tester.md +294 -294
  14. package/agents/event/event-comms.md +78 -78
  15. package/agents/event/event-content.md +68 -68
  16. package/agents/event/event-image.md +95 -95
  17. package/agents/event/event-ops.md +84 -84
  18. package/agents/event/event-scheduler.md +69 -69
  19. package/agents/event/event-speaker.md +86 -86
  20. package/agents/explorer-low.md +42 -42
  21. package/agents/explorer-medium.md +59 -59
  22. package/agents/explorer.md +48 -48
  23. package/agents/implementer-low.md +43 -43
  24. package/agents/implementer-medium.md +52 -52
  25. package/agents/implementer.md +54 -54
  26. package/agents/junior-mentor.md +141 -141
  27. package/agents/planning/requirements-analyst.md +84 -84
  28. package/agents/planning/ux-advisor.md +83 -83
  29. package/agents/qa/acceptance-tester.md +86 -86
  30. package/agents/qa/edge-case-finder.md +93 -93
  31. package/agents/qa/qa-coordinator.md +131 -131
  32. package/agents/refactor-cleaner.md +143 -143
  33. package/agents/research/best-practices-agent.md +199 -199
  34. package/agents/research/codebase-patterns-agent.md +157 -157
  35. package/agents/research/framework-docs-agent.md +188 -188
  36. package/agents/research/security-advisory-agent.md +213 -213
  37. package/agents/review/architecture-reviewer.md +107 -107
  38. package/agents/review/complexity-reviewer.md +116 -116
  39. package/agents/review/data-integrity-reviewer.md +88 -88
  40. package/agents/review/git-history-reviewer.md +103 -103
  41. package/agents/review/performance-reviewer.md +86 -86
  42. package/agents/review/python-reviewer.md +150 -150
  43. package/agents/review/rails-reviewer.md +139 -139
  44. package/agents/review/react-reviewer.md +144 -144
  45. package/agents/review/security-reviewer.md +80 -80
  46. package/agents/review/simplicity-reviewer.md +140 -140
  47. package/agents/review/test-coverage-reviewer.md +116 -116
  48. package/agents/review/typescript-reviewer.md +127 -127
  49. package/agents/searcher.md +54 -54
  50. package/agents/simplifier.md +120 -120
  51. package/agents/tester.md +49 -49
  52. package/agents/ui/ui-a11y-auditor.md +93 -93
  53. package/agents/ui/ui-antipattern-detector.md +102 -102
  54. package/agents/ui/ui-dataviz-advisor.md +69 -69
  55. package/agents/ui/ui-design-system-gen.md +57 -57
  56. package/agents/ui/ui-industry-analyzer.md +49 -49
  57. package/agents/ui/ui-layout-architect.md +65 -65
  58. package/agents/ui/ui-stack-implementer.md +68 -68
  59. package/agents/ui/ux-compliance-reviewer.md +81 -81
  60. package/agents/ui-previewer.md +258 -258
  61. package/commands/vibe.analyze.md +379 -379
  62. package/commands/vibe.docs.md +32 -32
  63. package/commands/vibe.event.md +163 -163
  64. package/commands/vibe.figma.md +69 -69
  65. package/commands/vibe.review.md +686 -686
  66. package/commands/vibe.run.md +2276 -2276
  67. package/commands/vibe.spec.md +1195 -1195
  68. package/commands/vibe.spec.review.md +609 -609
  69. package/commands/vibe.trace.md +259 -259
  70. package/commands/vibe.utils.md +413 -413
  71. package/commands/vibe.verify.md +510 -510
  72. package/dist/cli/collaborator.js +52 -52
  73. package/dist/cli/commands/config.js +9 -9
  74. package/dist/cli/commands/evolution.js +12 -12
  75. package/dist/cli/commands/figma.js +20 -20
  76. package/dist/cli/commands/info.js +53 -53
  77. package/dist/cli/commands/init.js +5 -5
  78. package/dist/cli/commands/remove.js +14 -14
  79. package/dist/cli/commands/sentinel.js +27 -27
  80. package/dist/cli/commands/skills.js +5 -5
  81. package/dist/cli/commands/slack.js +10 -10
  82. package/dist/cli/commands/stats.js +6 -6
  83. package/dist/cli/commands/telegram.js +12 -12
  84. package/dist/cli/detect.js +32 -32
  85. package/dist/cli/index.js +53 -53
  86. package/dist/cli/llm/claude-commands.js +16 -16
  87. package/dist/cli/llm/config.js +18 -18
  88. package/dist/cli/llm/gemini-commands.js +16 -16
  89. package/dist/cli/llm/gpt-commands.js +19 -19
  90. package/dist/cli/llm/help.js +21 -21
  91. package/dist/cli/postinstall/cursor-agents.js +32 -32
  92. package/dist/cli/postinstall/cursor-rules.js +83 -83
  93. package/dist/cli/postinstall/cursor-skills.js +743 -743
  94. package/dist/cli/setup/Provisioner.js +42 -42
  95. package/dist/infra/lib/DeepInit.js +24 -24
  96. package/dist/infra/lib/IterationTracker.js +11 -11
  97. package/dist/infra/lib/PythonParser.js +108 -108
  98. package/dist/infra/lib/ReviewRace.js +96 -96
  99. package/dist/infra/lib/SkillFrontmatter.js +28 -28
  100. package/dist/infra/lib/SkillQualityGate.js +9 -9
  101. package/dist/infra/lib/SkillRepository.js +159 -159
  102. package/dist/infra/lib/UltraQA.js +99 -99
  103. package/dist/infra/lib/autonomy/AuditStore.js +41 -41
  104. package/dist/infra/lib/autonomy/ConfirmationStore.js +30 -30
  105. package/dist/infra/lib/autonomy/EventOutbox.js +38 -38
  106. package/dist/infra/lib/autonomy/PolicyEngine.d.ts +3 -3
  107. package/dist/infra/lib/autonomy/PolicyEngine.js +18 -18
  108. package/dist/infra/lib/autonomy/SecuritySentinel.js +1 -1
  109. package/dist/infra/lib/autonomy/SuggestionStore.js +33 -33
  110. package/dist/infra/lib/embedding/VectorStore.js +22 -22
  111. package/dist/infra/lib/evolution/AgentAnalyzer.js +10 -10
  112. package/dist/infra/lib/evolution/DescriptionOptimizer.js +21 -21
  113. package/dist/infra/lib/evolution/GenerationRegistry.js +36 -36
  114. package/dist/infra/lib/evolution/InsightStore.js +90 -90
  115. package/dist/infra/lib/evolution/ParityTester.js +57 -57
  116. package/dist/infra/lib/evolution/RollbackManager.js +5 -5
  117. package/dist/infra/lib/evolution/SkillBenchmark.js +23 -23
  118. package/dist/infra/lib/evolution/SkillEvalRunner.js +50 -50
  119. package/dist/infra/lib/evolution/SkillGapDetector.js +10 -10
  120. package/dist/infra/lib/evolution/UsageTracker.js +28 -28
  121. package/dist/infra/lib/gemini/orchestration.js +5 -5
  122. package/dist/infra/lib/gpt/orchestration.js +4 -4
  123. package/dist/infra/lib/memory/KnowledgeGraph.js +4 -4
  124. package/dist/infra/lib/memory/MemorySearch.js +57 -57
  125. package/dist/infra/lib/memory/MemoryStorage.js +181 -181
  126. package/dist/infra/lib/memory/ObservationStore.js +28 -28
  127. package/dist/infra/lib/memory/ReflectionStore.js +30 -30
  128. package/dist/infra/lib/memory/SessionRAGRetriever.js +7 -7
  129. package/dist/infra/lib/memory/SessionRAGStore.js +225 -225
  130. package/dist/infra/lib/memory/SessionSummarizer.js +9 -9
  131. package/dist/infra/orchestrator/AgentManager.js +12 -12
  132. package/dist/infra/orchestrator/AgentRegistry.js +65 -65
  133. package/dist/infra/orchestrator/MultiLlmResearch.js +8 -8
  134. package/dist/infra/orchestrator/SwarmOrchestrator.test.js +16 -16
  135. package/dist/infra/orchestrator/parallelResearch.js +24 -24
  136. package/dist/tools/convention/analyzeComplexity.test.js +115 -115
  137. package/dist/tools/convention/validateCodeQuality.test.js +104 -104
  138. package/dist/tools/memory/createMemoryTimeline.js +10 -10
  139. package/dist/tools/memory/getMemoryGraph.js +12 -12
  140. package/dist/tools/memory/getSessionContext.js +9 -9
  141. package/dist/tools/memory/linkMemories.js +14 -14
  142. package/dist/tools/memory/listMemories.js +4 -4
  143. package/dist/tools/memory/recallMemory.js +4 -4
  144. package/dist/tools/memory/saveMemory.js +4 -4
  145. package/dist/tools/memory/searchMemoriesAdvanced.js +23 -23
  146. package/dist/tools/semantic/analyzeDependencyGraph.js +12 -12
  147. package/dist/tools/semantic/astGrep.test.js +6 -6
  148. package/dist/tools/spec/prdParser.test.js +171 -171
  149. package/dist/tools/spec/specGenerator.js +169 -169
  150. package/dist/tools/spec/traceabilityMatrix.js +64 -64
  151. package/dist/tools/spec/traceabilityMatrix.test.js +28 -28
  152. package/hooks/gemini-hooks.json +73 -73
  153. package/hooks/hooks.json +170 -170
  154. package/hooks/scripts/__tests__/keyword-detector.test.js +199 -199
  155. package/hooks/scripts/__tests__/pre-tool-guard.test.js +286 -286
  156. package/hooks/scripts/__tests__/sentinel-guard.test.js +210 -210
  157. package/hooks/scripts/auto-commit.js +97 -65
  158. package/hooks/scripts/auto-format.js +64 -64
  159. package/hooks/scripts/auto-test.js +81 -81
  160. package/hooks/scripts/code-check.js +268 -216
  161. package/hooks/scripts/codex-detect.js +46 -46
  162. package/hooks/scripts/codex-review-gate.js +80 -80
  163. package/hooks/scripts/command-log.js +32 -32
  164. package/hooks/scripts/context-save.js +353 -353
  165. package/hooks/scripts/evolution-engine.js +91 -91
  166. package/hooks/scripts/figma-extract.js +477 -477
  167. package/hooks/scripts/hud-status.js +321 -321
  168. package/hooks/scripts/keyword-detector.js +214 -214
  169. package/hooks/scripts/llm-orchestrate.js +572 -555
  170. package/hooks/scripts/post-edit.js +32 -32
  171. package/hooks/scripts/pr-test-gate.js +52 -52
  172. package/hooks/scripts/pre-tool-guard.js +159 -159
  173. package/hooks/scripts/prompt-dispatcher.js +185 -185
  174. package/hooks/scripts/sentinel-guard.js +131 -131
  175. package/hooks/scripts/session-start.js +177 -106
  176. package/hooks/scripts/skill-injector.js +83 -83
  177. package/hooks/scripts/stop-notify.js +209 -209
  178. package/hooks/scripts/utils.js +243 -186
  179. package/languages/csharp-unity.md +515 -515
  180. package/languages/gdscript-godot.md +470 -470
  181. package/languages/ruby-rails.md +489 -489
  182. package/languages/typescript-angular.md +433 -433
  183. package/languages/typescript-astro.md +416 -416
  184. package/languages/typescript-electron.md +406 -406
  185. package/languages/typescript-nestjs.md +524 -524
  186. package/languages/typescript-svelte.md +407 -407
  187. package/languages/typescript-tauri.md +365 -365
  188. package/package.json +101 -100
  189. package/skills/agents-md/SKILL.md +121 -121
  190. package/skills/agents-md/rubrics/what-to-keep.md +49 -49
  191. package/skills/agents-md/templates/agents-md.md +36 -36
  192. package/skills/arch-guard/SKILL.md +181 -181
  193. package/skills/arch-guard/agents/detector.md +48 -48
  194. package/skills/arch-guard/agents/reporter.md +48 -48
  195. package/skills/arch-guard/agents/rule-generator.md +49 -49
  196. package/skills/arch-guard/agents/violation-checker.md +51 -51
  197. package/skills/arch-guard/frameworks/clean-architecture.md +108 -108
  198. package/skills/arch-guard/frameworks/solid.md +102 -102
  199. package/skills/arch-guard/scripts/check-boundaries.js +90 -90
  200. package/skills/arch-guard/templates/arch-rules.json +47 -47
  201. package/skills/arch-guard/templates/violation-report.md +53 -53
  202. package/skills/brand-assets/SKILL.md +147 -147
  203. package/skills/brand-assets/rubrics/asset-checklist.md +98 -98
  204. package/skills/brand-assets/templates/brand-guide.md +161 -161
  205. package/skills/capability-loop/SKILL.md +168 -168
  206. package/skills/capability-loop/agents/capability-designer.md +61 -61
  207. package/skills/capability-loop/agents/failure-analyst.md +55 -55
  208. package/skills/capability-loop/agents/implementer.md +50 -50
  209. package/skills/capability-loop/agents/tester.md +53 -53
  210. package/skills/capability-loop/templates/capability-spec.md +118 -118
  211. package/skills/capability-loop/templates/failure-analysis.md +118 -118
  212. package/skills/characterization-test/SKILL.md +207 -207
  213. package/skills/characterization-test/agents/behavior-capturer.md +50 -50
  214. package/skills/characterization-test/agents/coverage-checker.md +54 -54
  215. package/skills/characterization-test/agents/reporter.md +50 -50
  216. package/skills/characterization-test/agents/test-writer.md +49 -49
  217. package/skills/characterization-test/rubrics/coverage-criteria.md +53 -53
  218. package/skills/characterization-test/templates/test-template.ts +101 -101
  219. package/skills/chub-usage/SKILL.md +115 -115
  220. package/skills/claude-md-guide/SKILL.md +351 -351
  221. package/skills/claude-md-guide/rubrics/anti-patterns.md +88 -88
  222. package/skills/claude-md-guide/templates/claude-md.md +54 -54
  223. package/skills/commerce-patterns/SKILL.md +64 -64
  224. package/skills/commerce-patterns/rubrics/checkout-flow.md +48 -48
  225. package/skills/commerce-patterns/templates/product-schema.md +85 -85
  226. package/skills/commit-push-pr/SKILL.md +77 -77
  227. package/skills/commit-push-pr/agents/change-analyzer.md +55 -55
  228. package/skills/commit-push-pr/agents/message-writer.md +50 -50
  229. package/skills/commit-push-pr/agents/pr-writer.md +58 -58
  230. package/skills/commit-push-pr/agents/reviewer.md +52 -52
  231. package/skills/commit-push-pr/rubrics/commit-message.md +73 -73
  232. package/skills/commit-push-pr/templates/pr-body.md +63 -63
  233. package/skills/context7-usage/SKILL.md +106 -106
  234. package/skills/context7-usage/rubrics/when-to-use.md +50 -50
  235. package/skills/create-prd/SKILL.md +90 -90
  236. package/skills/create-prd/agents/edge-case-finder.md +48 -48
  237. package/skills/create-prd/agents/prioritizer.md +60 -60
  238. package/skills/create-prd/agents/requirements-writer.md +48 -48
  239. package/skills/create-prd/agents/researcher.md +55 -55
  240. package/skills/create-prd/agents/reviewer.md +54 -54
  241. package/skills/create-prd/frameworks/jobs-to-be-done.md +96 -96
  242. package/skills/create-prd/frameworks/rice-scoring.md +97 -97
  243. package/skills/create-prd/orchestrator.md +70 -70
  244. package/skills/create-prd/rubrics/completeness.md +58 -58
  245. package/skills/create-prd/templates/prd.md +139 -139
  246. package/skills/design-audit/SKILL.md +152 -152
  247. package/skills/design-audit/agents/a11y-auditor.md +43 -43
  248. package/skills/design-audit/agents/performance-auditor.md +46 -46
  249. package/skills/design-audit/agents/responsive-auditor.md +46 -46
  250. package/skills/design-audit/agents/scorer.md +47 -47
  251. package/skills/design-audit/agents/slop-detector.md +47 -47
  252. package/skills/design-audit/frameworks/core-web-vitals.md +107 -107
  253. package/skills/design-audit/frameworks/wcag-checklist.md +64 -64
  254. package/skills/design-audit/orchestrator.md +64 -64
  255. package/skills/design-audit/rubrics/ai-slop-patterns.md +83 -83
  256. package/skills/design-audit/rubrics/scoring.md +63 -63
  257. package/skills/design-audit/templates/report.md +88 -88
  258. package/skills/design-critique/SKILL.md +139 -139
  259. package/skills/design-critique/rubrics/ux-heuristics.md +143 -143
  260. package/skills/design-critique/templates/critique-report.md +86 -86
  261. package/skills/design-distill/SKILL.md +130 -130
  262. package/skills/design-distill/templates/design-system.md +132 -132
  263. package/skills/design-normalize/SKILL.md +133 -133
  264. package/skills/design-normalize/rubrics/token-naming.md +117 -117
  265. package/skills/design-normalize/templates/token-audit.md +89 -89
  266. package/skills/design-polish/SKILL.md +131 -131
  267. package/skills/design-polish/rubrics/polish-checklist.md +68 -68
  268. package/skills/design-polish/templates/polish-report.md +64 -64
  269. package/skills/design-teach/SKILL.md +182 -182
  270. package/skills/design-teach/rubrics/brand-personality.md +73 -73
  271. package/skills/design-teach/templates/design-context.json +36 -36
  272. package/skills/e2e-commerce/SKILL.md +62 -62
  273. package/skills/e2e-commerce/templates/test-scenarios.md +170 -170
  274. package/skills/event-comms/SKILL.md +162 -162
  275. package/skills/event-comms/templates/email-invite.md +99 -99
  276. package/skills/event-comms/templates/sns-post.md +133 -133
  277. package/skills/event-ops/SKILL.md +198 -198
  278. package/skills/event-ops/rubrics/contingency.md +85 -85
  279. package/skills/event-ops/templates/d-day-checklist.md +65 -65
  280. package/skills/event-planning/SKILL.md +132 -132
  281. package/skills/event-planning/rubrics/timeline.md +70 -70
  282. package/skills/event-planning/templates/event-plan.md +91 -91
  283. package/skills/exec-plan/SKILL.md +149 -149
  284. package/skills/exec-plan/agents/decomposer.md +47 -47
  285. package/skills/exec-plan/agents/dependency-mapper.md +44 -44
  286. package/skills/exec-plan/agents/estimator.md +43 -43
  287. package/skills/exec-plan/agents/validator.md +55 -55
  288. package/skills/exec-plan/orchestrator.md +70 -70
  289. package/skills/exec-plan/rubrics/complexity-scoring.md +75 -75
  290. package/skills/exec-plan/templates/plan.md +147 -147
  291. package/skills/git-worktree/SKILL.md +73 -73
  292. package/skills/git-worktree/rubrics/when-to-use.md +55 -55
  293. package/skills/handoff/SKILL.md +110 -110
  294. package/skills/handoff/agents/context-summarizer.md +51 -51
  295. package/skills/handoff/agents/document-writer.md +63 -63
  296. package/skills/handoff/agents/state-collector.md +53 -53
  297. package/skills/handoff/agents/verifier.md +48 -48
  298. package/skills/handoff/rubrics/completeness.md +62 -62
  299. package/skills/handoff/templates/handoff.md +107 -107
  300. package/skills/parallel-research/SKILL.md +89 -89
  301. package/skills/parallel-research/agents/best-practices.md +43 -43
  302. package/skills/parallel-research/agents/codebase-patterns.md +46 -46
  303. package/skills/parallel-research/agents/framework-docs.md +45 -45
  304. package/skills/parallel-research/agents/security-advisory.md +46 -46
  305. package/skills/parallel-research/agents/synthesizer.md +52 -52
  306. package/skills/parallel-research/experts/best-practices.md +50 -50
  307. package/skills/parallel-research/experts/codebase-patterns.md +70 -70
  308. package/skills/parallel-research/experts/framework-docs.md +65 -65
  309. package/skills/parallel-research/experts/security-advisory.md +69 -69
  310. package/skills/parallel-research/orchestrator.md +65 -65
  311. package/skills/parallel-research/templates/synthesis.md +101 -101
  312. package/skills/prioritization-frameworks/SKILL.md +87 -87
  313. package/skills/prioritization-frameworks/rubrics/frameworks.md +79 -79
  314. package/skills/prioritization-frameworks/templates/scoring-matrix.md +69 -69
  315. package/skills/priority-todos/SKILL.md +64 -64
  316. package/skills/priority-todos/rubrics/prioritization.md +70 -70
  317. package/skills/priority-todos/templates/todo-board.md +59 -59
  318. package/skills/seo-checklist/SKILL.md +58 -58
  319. package/skills/seo-checklist/frameworks/structured-data.md +153 -153
  320. package/skills/seo-checklist/rubrics/content-seo.md +42 -42
  321. package/skills/seo-checklist/rubrics/technical-seo.md +48 -48
  322. package/skills/techdebt/SKILL.md +124 -124
  323. package/skills/techdebt/agents/analyzer.md +50 -50
  324. package/skills/techdebt/agents/fixer.md +41 -41
  325. package/skills/techdebt/agents/reviewer.md +47 -47
  326. package/skills/techdebt/agents/scanner.md +44 -44
  327. package/skills/techdebt/orchestrator.md +70 -70
  328. package/skills/techdebt/rubrics/severity.md +51 -51
  329. package/skills/techdebt/scripts/scan.js +90 -90
  330. package/skills/techdebt/templates/report.md +86 -86
  331. package/skills/tool-fallback/SKILL.md +104 -104
  332. package/skills/tool-fallback/rubrics/fallback-chain.md +58 -58
  333. package/skills/typescript-advanced-types/SKILL.md +67 -67
  334. package/skills/typescript-advanced-types/rubrics/type-patterns.md +109 -109
  335. package/skills/ui-ux-pro-max/SKILL.md +236 -236
  336. package/skills/ui-ux-pro-max/reference/color-and-contrast.md +517 -517
  337. package/skills/ui-ux-pro-max/reference/interaction-design.md +544 -544
  338. package/skills/ui-ux-pro-max/reference/motion-design.md +591 -591
  339. package/skills/ui-ux-pro-max/reference/responsive-design.md +463 -463
  340. package/skills/ui-ux-pro-max/reference/spatial-design.md +390 -390
  341. package/skills/ui-ux-pro-max/reference/typography.md +455 -455
  342. package/skills/ui-ux-pro-max/reference/ux-writing.md +469 -469
  343. package/skills/ui-ux-pro-max/rubrics/interaction-states.md +83 -83
  344. package/skills/ui-ux-pro-max/rubrics/responsive-breakpoints.md +99 -99
  345. package/skills/user-personas/SKILL.md +75 -75
  346. package/skills/user-personas/rubrics/research-methods.md +56 -56
  347. package/skills/user-personas/templates/persona.md +89 -89
  348. package/skills/vercel-react-best-practices/SKILL.md +60 -60
  349. package/skills/vercel-react-best-practices/rubrics/performance.md +82 -82
  350. package/skills/vercel-react-best-practices/rubrics/server-components.md +86 -86
  351. package/skills/vibe.docs/SKILL.md +171 -171
  352. package/skills/vibe.docs/templates/architecture.md +80 -80
  353. package/skills/vibe.docs/templates/readme.md +84 -84
  354. package/skills/vibe.docs/templates/release-notes.md +74 -74
  355. package/skills/vibe.figma/SKILL.md +982 -1064
  356. package/skills/vibe.figma/rubrics/extraction-checklist.md +51 -51
  357. package/skills/vibe.figma/templates/component-index.md +126 -126
  358. package/skills/vibe.figma/templates/figma-handoff.md +100 -100
  359. package/skills/vibe.figma/templates/remapped-tree.md +277 -277
  360. package/skills/vibe.figma.convert/SKILL.md +511 -553
  361. package/skills/vibe.figma.convert/rubrics/conversion-rules.md +113 -129
  362. package/skills/vibe.figma.convert/templates/component.md +140 -140
  363. package/skills/vibe.figma.extract/SKILL.md +300 -312
  364. package/skills/vibe.figma.extract/rubrics/image-rules.md +137 -145
  365. package/skills/video-production/SKILL.md +52 -52
  366. package/skills/video-production/rubrics/quality-checklist.md +58 -58
  367. package/skills/video-production/templates/production-plan.md +104 -104
  368. package/vibe/config.json +29 -29
  369. package/vibe/constitution.md +227 -227
  370. package/vibe/rules/principles/communication-guide.md +98 -98
  371. package/vibe/rules/principles/development-philosophy.md +52 -52
  372. package/vibe/rules/principles/quick-start.md +102 -102
  373. package/vibe/rules/quality/bdd-contract-testing.md +393 -393
  374. package/vibe/rules/quality/checklist.md +276 -276
  375. package/vibe/rules/quality/performance.md +236 -236
  376. package/vibe/rules/quality/testing-strategy.md +440 -440
  377. package/vibe/rules/standards/anti-patterns.md +541 -541
  378. package/vibe/rules/standards/code-structure.md +291 -291
  379. package/vibe/rules/standards/complexity-metrics.md +313 -313
  380. package/vibe/rules/standards/git-workflow.md +237 -237
  381. package/vibe/rules/standards/naming-conventions.md +198 -198
  382. package/vibe/rules/standards/security.md +305 -305
  383. package/vibe/rules/writing/document-style.md +74 -74
  384. package/vibe/setup.sh +31 -31
  385. package/vibe/templates/constitution-template.md +252 -252
  386. package/vibe/templates/contract-backend-template.md +526 -526
  387. package/vibe/templates/contract-frontend-template.md +599 -599
  388. package/vibe/templates/feature-template.md +96 -96
  389. package/vibe/templates/spec-template.md +221 -221
  390. package/vibe/ui-ux-data/charts.csv +26 -26
  391. package/vibe/ui-ux-data/colors.csv +97 -97
  392. package/vibe/ui-ux-data/icons.csv +101 -101
  393. package/vibe/ui-ux-data/landing.csv +31 -31
  394. package/vibe/ui-ux-data/products.csv +96 -96
  395. package/vibe/ui-ux-data/react-performance.csv +45 -45
  396. package/vibe/ui-ux-data/stacks/astro.csv +54 -54
  397. package/vibe/ui-ux-data/stacks/flutter.csv +53 -53
  398. package/vibe/ui-ux-data/stacks/html-tailwind.csv +56 -56
  399. package/vibe/ui-ux-data/stacks/jetpack-compose.csv +53 -53
  400. package/vibe/ui-ux-data/stacks/nextjs.csv +53 -53
  401. package/vibe/ui-ux-data/stacks/nuxt-ui.csv +51 -51
  402. package/vibe/ui-ux-data/stacks/nuxtjs.csv +59 -59
  403. package/vibe/ui-ux-data/stacks/react-native.csv +52 -52
  404. package/vibe/ui-ux-data/stacks/react.csv +54 -54
  405. package/vibe/ui-ux-data/stacks/shadcn.csv +61 -61
  406. package/vibe/ui-ux-data/stacks/svelte.csv +54 -54
  407. package/vibe/ui-ux-data/stacks/swiftui.csv +51 -51
  408. package/vibe/ui-ux-data/stacks/vue.csv +50 -50
  409. package/vibe/ui-ux-data/styles.csv +68 -68
  410. package/vibe/ui-ux-data/typography.csv +57 -57
  411. package/vibe/ui-ux-data/ui-reasoning.csv +101 -101
  412. package/vibe/ui-ux-data/ux-guidelines.csv +99 -99
  413. package/vibe/ui-ux-data/version.json +31 -31
  414. package/vibe/ui-ux-data/web-interface.csv +31 -31
@@ -1,515 +1,515 @@
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
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