@su-record/vibe 2.8.51 → 2.8.53

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 (428) hide show
  1. package/.env.example +37 -37
  2. package/CLAUDE.md +169 -169
  3. package/LICENSE +21 -21
  4. package/README.ko.md +5 -5
  5. package/README.md +5 -5
  6. package/agents/architect-low.md +41 -41
  7. package/agents/architect-medium.md +59 -59
  8. package/agents/architect.md +80 -80
  9. package/agents/build-error-resolver.md +115 -115
  10. package/agents/compounder.md +261 -261
  11. package/agents/diagrammer.md +178 -178
  12. package/agents/docs/api-documenter.md +99 -99
  13. package/agents/docs/changelog-writer.md +93 -93
  14. package/agents/e2e-tester.md +294 -294
  15. package/agents/event/event-comms.md +78 -78
  16. package/agents/event/event-content.md +68 -68
  17. package/agents/event/event-image.md +95 -95
  18. package/agents/event/event-ops.md +84 -84
  19. package/agents/event/event-scheduler.md +69 -69
  20. package/agents/event/event-speaker.md +86 -86
  21. package/agents/explorer-low.md +42 -42
  22. package/agents/explorer-medium.md +59 -59
  23. package/agents/explorer.md +48 -48
  24. package/agents/implementer-low.md +43 -43
  25. package/agents/implementer-medium.md +52 -52
  26. package/agents/implementer.md +54 -54
  27. package/agents/junior-mentor.md +141 -141
  28. package/agents/planning/requirements-analyst.md +84 -84
  29. package/agents/planning/ux-advisor.md +83 -83
  30. package/agents/qa/acceptance-tester.md +86 -86
  31. package/agents/qa/edge-case-finder.md +93 -93
  32. package/agents/qa/qa-coordinator.md +131 -131
  33. package/agents/refactor-cleaner.md +143 -143
  34. package/agents/research/best-practices-agent.md +199 -199
  35. package/agents/research/codebase-patterns-agent.md +157 -157
  36. package/agents/research/framework-docs-agent.md +188 -188
  37. package/agents/research/security-advisory-agent.md +213 -213
  38. package/agents/review/architecture-reviewer.md +107 -107
  39. package/agents/review/complexity-reviewer.md +116 -116
  40. package/agents/review/data-integrity-reviewer.md +88 -88
  41. package/agents/review/git-history-reviewer.md +103 -103
  42. package/agents/review/performance-reviewer.md +86 -86
  43. package/agents/review/python-reviewer.md +150 -150
  44. package/agents/review/rails-reviewer.md +139 -139
  45. package/agents/review/react-reviewer.md +144 -144
  46. package/agents/review/security-reviewer.md +80 -80
  47. package/agents/review/simplicity-reviewer.md +140 -140
  48. package/agents/review/test-coverage-reviewer.md +116 -116
  49. package/agents/review/typescript-reviewer.md +127 -127
  50. package/agents/searcher.md +54 -54
  51. package/agents/simplifier.md +120 -120
  52. package/agents/tester.md +49 -49
  53. package/agents/ui/ui-a11y-auditor.md +93 -93
  54. package/agents/ui/ui-antipattern-detector.md +102 -102
  55. package/agents/ui/ui-dataviz-advisor.md +69 -69
  56. package/agents/ui/ui-design-system-gen.md +57 -57
  57. package/agents/ui/ui-industry-analyzer.md +49 -49
  58. package/agents/ui/ui-layout-architect.md +65 -65
  59. package/agents/ui/ui-stack-implementer.md +68 -68
  60. package/agents/ui/ux-compliance-reviewer.md +81 -81
  61. package/agents/ui-previewer.md +258 -258
  62. package/commands/vibe.analyze.md +379 -379
  63. package/commands/vibe.docs.md +32 -32
  64. package/commands/vibe.event.md +163 -163
  65. package/commands/vibe.figma.md +69 -69
  66. package/commands/vibe.review.md +686 -686
  67. package/commands/vibe.run.md +2276 -2276
  68. package/commands/vibe.spec.md +1195 -1195
  69. package/commands/vibe.spec.review.md +609 -609
  70. package/commands/vibe.trace.md +259 -259
  71. package/commands/vibe.utils.md +413 -413
  72. package/commands/vibe.verify.md +510 -510
  73. package/dist/cli/collaborator.js +52 -52
  74. package/dist/cli/commands/config.js +9 -9
  75. package/dist/cli/commands/evolution.js +12 -12
  76. package/dist/cli/commands/figma.js +20 -20
  77. package/dist/cli/commands/info.js +53 -53
  78. package/dist/cli/commands/init.d.ts.map +1 -1
  79. package/dist/cli/commands/init.js +82 -15
  80. package/dist/cli/commands/init.js.map +1 -1
  81. package/dist/cli/commands/remove.js +14 -14
  82. package/dist/cli/commands/sentinel.js +27 -27
  83. package/dist/cli/commands/skills.js +5 -5
  84. package/dist/cli/commands/slack.js +10 -10
  85. package/dist/cli/commands/stats.js +6 -6
  86. package/dist/cli/commands/telegram.js +12 -12
  87. package/dist/cli/detect.js +32 -32
  88. package/dist/cli/index.js +51 -51
  89. package/dist/cli/llm/claude-commands.js +16 -16
  90. package/dist/cli/llm/config.js +18 -18
  91. package/dist/cli/llm/gemini-commands.js +16 -16
  92. package/dist/cli/llm/gpt-commands.js +19 -19
  93. package/dist/cli/llm/help.js +21 -21
  94. package/dist/cli/postinstall/constants.d.ts.map +1 -1
  95. package/dist/cli/postinstall/constants.js +2 -0
  96. package/dist/cli/postinstall/constants.js.map +1 -1
  97. package/dist/cli/postinstall/cursor-agents.js +32 -32
  98. package/dist/cli/postinstall/cursor-rules.js +83 -83
  99. package/dist/cli/postinstall/cursor-skills.js +743 -743
  100. package/dist/cli/setup/Provisioner.js +42 -42
  101. package/dist/cli/types.d.ts +12 -0
  102. package/dist/cli/types.d.ts.map +1 -1
  103. package/dist/infra/lib/DeepInit.js +24 -24
  104. package/dist/infra/lib/IterationTracker.js +11 -11
  105. package/dist/infra/lib/PythonParser.js +108 -108
  106. package/dist/infra/lib/ReviewRace.js +96 -96
  107. package/dist/infra/lib/SkillFrontmatter.js +28 -28
  108. package/dist/infra/lib/SkillQualityGate.js +9 -9
  109. package/dist/infra/lib/SkillRepository.js +159 -159
  110. package/dist/infra/lib/TokenBudgetTracker.d.ts +13 -0
  111. package/dist/infra/lib/TokenBudgetTracker.d.ts.map +1 -1
  112. package/dist/infra/lib/TokenBudgetTracker.js +44 -3
  113. package/dist/infra/lib/TokenBudgetTracker.js.map +1 -1
  114. package/dist/infra/lib/UltraQA.js +99 -99
  115. package/dist/infra/lib/autonomy/AuditStore.js +41 -41
  116. package/dist/infra/lib/autonomy/ConfirmationStore.js +30 -30
  117. package/dist/infra/lib/autonomy/EventOutbox.js +38 -38
  118. package/dist/infra/lib/autonomy/PolicyEngine.d.ts +3 -3
  119. package/dist/infra/lib/autonomy/PolicyEngine.js +18 -18
  120. package/dist/infra/lib/autonomy/SecuritySentinel.js +1 -1
  121. package/dist/infra/lib/autonomy/SuggestionStore.js +33 -33
  122. package/dist/infra/lib/embedding/VectorStore.js +22 -22
  123. package/dist/infra/lib/evolution/AgentAnalyzer.js +10 -10
  124. package/dist/infra/lib/evolution/DescriptionOptimizer.js +21 -21
  125. package/dist/infra/lib/evolution/GenerationRegistry.js +36 -36
  126. package/dist/infra/lib/evolution/InsightStore.js +90 -90
  127. package/dist/infra/lib/evolution/ParityTester.js +57 -57
  128. package/dist/infra/lib/evolution/RollbackManager.js +5 -5
  129. package/dist/infra/lib/evolution/SkillBenchmark.js +23 -23
  130. package/dist/infra/lib/evolution/SkillEvalRunner.js +50 -50
  131. package/dist/infra/lib/evolution/SkillGapDetector.js +10 -10
  132. package/dist/infra/lib/evolution/UsageTracker.js +28 -28
  133. package/dist/infra/lib/gemini/orchestration.js +5 -5
  134. package/dist/infra/lib/gpt/orchestration.js +4 -4
  135. package/dist/infra/lib/memory/KnowledgeGraph.js +4 -4
  136. package/dist/infra/lib/memory/MemorySearch.js +57 -57
  137. package/dist/infra/lib/memory/MemoryStorage.js +181 -181
  138. package/dist/infra/lib/memory/ObservationStore.js +28 -28
  139. package/dist/infra/lib/memory/ReflectionStore.js +30 -30
  140. package/dist/infra/lib/memory/SessionRAGRetriever.js +7 -7
  141. package/dist/infra/lib/memory/SessionRAGStore.js +225 -225
  142. package/dist/infra/lib/memory/SessionSummarizer.js +9 -9
  143. package/dist/infra/orchestrator/AgentManager.js +12 -12
  144. package/dist/infra/orchestrator/AgentRegistry.js +65 -65
  145. package/dist/infra/orchestrator/MultiLlmResearch.js +8 -8
  146. package/dist/infra/orchestrator/SwarmOrchestrator.test.js +16 -16
  147. package/dist/infra/orchestrator/parallelResearch.js +24 -24
  148. package/dist/tools/convention/analyzeComplexity.test.js +115 -115
  149. package/dist/tools/convention/validateCodeQuality.test.js +104 -104
  150. package/dist/tools/memory/createMemoryTimeline.js +10 -10
  151. package/dist/tools/memory/getMemoryGraph.js +12 -12
  152. package/dist/tools/memory/getSessionContext.js +9 -9
  153. package/dist/tools/memory/linkMemories.js +14 -14
  154. package/dist/tools/memory/listMemories.js +4 -4
  155. package/dist/tools/memory/recallMemory.js +4 -4
  156. package/dist/tools/memory/saveMemory.js +4 -4
  157. package/dist/tools/memory/searchMemoriesAdvanced.js +23 -23
  158. package/dist/tools/semantic/analyzeDependencyGraph.js +12 -12
  159. package/dist/tools/semantic/astGrep.test.js +6 -6
  160. package/dist/tools/spec/prdParser.test.js +171 -171
  161. package/dist/tools/spec/specGenerator.js +169 -169
  162. package/dist/tools/spec/traceabilityMatrix.js +64 -64
  163. package/dist/tools/spec/traceabilityMatrix.test.js +28 -28
  164. package/hooks/gemini-hooks.json +73 -73
  165. package/hooks/hooks.json +174 -170
  166. package/hooks/scripts/__tests__/keyword-detector.test.js +199 -199
  167. package/hooks/scripts/__tests__/pre-tool-guard.test.js +286 -286
  168. package/hooks/scripts/__tests__/sentinel-guard.test.js +210 -210
  169. package/hooks/scripts/auto-commit.js +97 -97
  170. package/hooks/scripts/auto-format.js +64 -64
  171. package/hooks/scripts/auto-test.js +81 -81
  172. package/hooks/scripts/code-check.js +268 -268
  173. package/hooks/scripts/codex-detect.js +46 -46
  174. package/hooks/scripts/codex-review-gate.js +80 -80
  175. package/hooks/scripts/command-log.js +32 -32
  176. package/hooks/scripts/context-save.js +353 -353
  177. package/hooks/scripts/devlog-gen.js +230 -0
  178. package/hooks/scripts/evolution-engine.js +91 -91
  179. package/hooks/scripts/figma-extract.js +635 -477
  180. package/hooks/scripts/hud-status.js +321 -321
  181. package/hooks/scripts/keyword-detector.js +214 -214
  182. package/hooks/scripts/llm-orchestrate.js +572 -572
  183. package/hooks/scripts/post-edit.js +32 -32
  184. package/hooks/scripts/pr-test-gate.js +52 -52
  185. package/hooks/scripts/pre-tool-guard.js +214 -159
  186. package/hooks/scripts/prompt-dispatcher.js +185 -185
  187. package/hooks/scripts/sentinel-guard.js +131 -131
  188. package/hooks/scripts/session-start.js +177 -177
  189. package/hooks/scripts/skill-injector.js +83 -83
  190. package/hooks/scripts/stop-notify.js +209 -209
  191. package/hooks/scripts/utils.js +243 -243
  192. package/languages/csharp-unity.md +515 -515
  193. package/languages/gdscript-godot.md +470 -470
  194. package/languages/ruby-rails.md +489 -489
  195. package/languages/typescript-angular.md +433 -433
  196. package/languages/typescript-astro.md +416 -416
  197. package/languages/typescript-electron.md +406 -406
  198. package/languages/typescript-nestjs.md +524 -524
  199. package/languages/typescript-svelte.md +407 -407
  200. package/languages/typescript-tauri.md +365 -365
  201. package/package.json +101 -101
  202. package/skills/agents-md/SKILL.md +121 -121
  203. package/skills/agents-md/rubrics/what-to-keep.md +49 -49
  204. package/skills/agents-md/templates/agents-md.md +36 -36
  205. package/skills/arch-guard/SKILL.md +181 -181
  206. package/skills/arch-guard/agents/detector.md +48 -48
  207. package/skills/arch-guard/agents/reporter.md +48 -48
  208. package/skills/arch-guard/agents/rule-generator.md +49 -49
  209. package/skills/arch-guard/agents/violation-checker.md +51 -51
  210. package/skills/arch-guard/frameworks/clean-architecture.md +108 -108
  211. package/skills/arch-guard/frameworks/solid.md +102 -102
  212. package/skills/arch-guard/scripts/check-boundaries.js +90 -90
  213. package/skills/arch-guard/templates/arch-rules.json +47 -47
  214. package/skills/arch-guard/templates/violation-report.md +53 -53
  215. package/skills/brand-assets/SKILL.md +147 -147
  216. package/skills/brand-assets/rubrics/asset-checklist.md +98 -98
  217. package/skills/brand-assets/templates/brand-guide.md +161 -161
  218. package/skills/capability-loop/SKILL.md +168 -168
  219. package/skills/capability-loop/agents/capability-designer.md +61 -61
  220. package/skills/capability-loop/agents/failure-analyst.md +55 -55
  221. package/skills/capability-loop/agents/implementer.md +50 -50
  222. package/skills/capability-loop/agents/tester.md +53 -53
  223. package/skills/capability-loop/templates/capability-spec.md +118 -118
  224. package/skills/capability-loop/templates/failure-analysis.md +118 -118
  225. package/skills/characterization-test/SKILL.md +207 -207
  226. package/skills/characterization-test/agents/behavior-capturer.md +50 -50
  227. package/skills/characterization-test/agents/coverage-checker.md +54 -54
  228. package/skills/characterization-test/agents/reporter.md +50 -50
  229. package/skills/characterization-test/agents/test-writer.md +49 -49
  230. package/skills/characterization-test/rubrics/coverage-criteria.md +53 -53
  231. package/skills/characterization-test/templates/test-template.ts +101 -101
  232. package/skills/chub-usage/SKILL.md +139 -139
  233. package/skills/claude-md-guide/SKILL.md +351 -351
  234. package/skills/claude-md-guide/rubrics/anti-patterns.md +88 -88
  235. package/skills/claude-md-guide/templates/claude-md.md +54 -54
  236. package/skills/commerce-patterns/SKILL.md +64 -64
  237. package/skills/commerce-patterns/rubrics/checkout-flow.md +48 -48
  238. package/skills/commerce-patterns/templates/product-schema.md +85 -85
  239. package/skills/commit-push-pr/SKILL.md +77 -77
  240. package/skills/commit-push-pr/agents/change-analyzer.md +55 -55
  241. package/skills/commit-push-pr/agents/message-writer.md +50 -50
  242. package/skills/commit-push-pr/agents/pr-writer.md +58 -58
  243. package/skills/commit-push-pr/agents/reviewer.md +52 -52
  244. package/skills/commit-push-pr/rubrics/commit-message.md +73 -73
  245. package/skills/commit-push-pr/templates/pr-body.md +63 -63
  246. package/skills/context7-usage/SKILL.md +106 -106
  247. package/skills/context7-usage/rubrics/when-to-use.md +50 -50
  248. package/skills/create-prd/SKILL.md +90 -90
  249. package/skills/create-prd/agents/edge-case-finder.md +48 -48
  250. package/skills/create-prd/agents/prioritizer.md +60 -60
  251. package/skills/create-prd/agents/requirements-writer.md +48 -48
  252. package/skills/create-prd/agents/researcher.md +55 -55
  253. package/skills/create-prd/agents/reviewer.md +54 -54
  254. package/skills/create-prd/frameworks/jobs-to-be-done.md +96 -96
  255. package/skills/create-prd/frameworks/rice-scoring.md +97 -97
  256. package/skills/create-prd/orchestrator.md +70 -70
  257. package/skills/create-prd/rubrics/completeness.md +58 -58
  258. package/skills/create-prd/templates/prd.md +139 -139
  259. package/skills/design-audit/SKILL.md +152 -152
  260. package/skills/design-audit/agents/a11y-auditor.md +43 -43
  261. package/skills/design-audit/agents/performance-auditor.md +46 -46
  262. package/skills/design-audit/agents/responsive-auditor.md +46 -46
  263. package/skills/design-audit/agents/scorer.md +47 -47
  264. package/skills/design-audit/agents/slop-detector.md +47 -47
  265. package/skills/design-audit/frameworks/core-web-vitals.md +107 -107
  266. package/skills/design-audit/frameworks/wcag-checklist.md +64 -64
  267. package/skills/design-audit/orchestrator.md +64 -64
  268. package/skills/design-audit/rubrics/ai-slop-patterns.md +83 -83
  269. package/skills/design-audit/rubrics/scoring.md +63 -63
  270. package/skills/design-audit/templates/report.md +88 -88
  271. package/skills/design-critique/SKILL.md +139 -139
  272. package/skills/design-critique/rubrics/ux-heuristics.md +143 -143
  273. package/skills/design-critique/templates/critique-report.md +86 -86
  274. package/skills/design-distill/SKILL.md +130 -130
  275. package/skills/design-distill/templates/design-system.md +132 -132
  276. package/skills/design-normalize/SKILL.md +133 -133
  277. package/skills/design-normalize/rubrics/token-naming.md +117 -117
  278. package/skills/design-normalize/templates/token-audit.md +89 -89
  279. package/skills/design-polish/SKILL.md +131 -131
  280. package/skills/design-polish/rubrics/polish-checklist.md +68 -68
  281. package/skills/design-polish/templates/polish-report.md +64 -64
  282. package/skills/design-teach/SKILL.md +182 -182
  283. package/skills/design-teach/rubrics/brand-personality.md +73 -73
  284. package/skills/design-teach/templates/design-context.json +36 -36
  285. package/skills/devlog/SKILL.md +143 -0
  286. package/skills/e2e-commerce/SKILL.md +62 -62
  287. package/skills/e2e-commerce/templates/test-scenarios.md +170 -170
  288. package/skills/event-comms/SKILL.md +162 -162
  289. package/skills/event-comms/templates/email-invite.md +99 -99
  290. package/skills/event-comms/templates/sns-post.md +133 -133
  291. package/skills/event-ops/SKILL.md +198 -198
  292. package/skills/event-ops/rubrics/contingency.md +85 -85
  293. package/skills/event-ops/templates/d-day-checklist.md +65 -65
  294. package/skills/event-planning/SKILL.md +132 -132
  295. package/skills/event-planning/rubrics/timeline.md +70 -70
  296. package/skills/event-planning/templates/event-plan.md +91 -91
  297. package/skills/exec-plan/SKILL.md +149 -149
  298. package/skills/exec-plan/agents/decomposer.md +47 -47
  299. package/skills/exec-plan/agents/dependency-mapper.md +44 -44
  300. package/skills/exec-plan/agents/estimator.md +43 -43
  301. package/skills/exec-plan/agents/validator.md +55 -55
  302. package/skills/exec-plan/orchestrator.md +70 -70
  303. package/skills/exec-plan/rubrics/complexity-scoring.md +75 -75
  304. package/skills/exec-plan/templates/plan.md +147 -147
  305. package/skills/git-worktree/SKILL.md +73 -73
  306. package/skills/git-worktree/rubrics/when-to-use.md +55 -55
  307. package/skills/handoff/SKILL.md +110 -110
  308. package/skills/handoff/agents/context-summarizer.md +51 -51
  309. package/skills/handoff/agents/document-writer.md +63 -63
  310. package/skills/handoff/agents/state-collector.md +53 -53
  311. package/skills/handoff/agents/verifier.md +48 -48
  312. package/skills/handoff/rubrics/completeness.md +62 -62
  313. package/skills/handoff/templates/handoff.md +107 -107
  314. package/skills/parallel-research/SKILL.md +89 -89
  315. package/skills/parallel-research/agents/best-practices.md +43 -43
  316. package/skills/parallel-research/agents/codebase-patterns.md +46 -46
  317. package/skills/parallel-research/agents/framework-docs.md +45 -45
  318. package/skills/parallel-research/agents/security-advisory.md +46 -46
  319. package/skills/parallel-research/agents/synthesizer.md +52 -52
  320. package/skills/parallel-research/experts/best-practices.md +50 -50
  321. package/skills/parallel-research/experts/codebase-patterns.md +70 -70
  322. package/skills/parallel-research/experts/framework-docs.md +65 -65
  323. package/skills/parallel-research/experts/security-advisory.md +69 -69
  324. package/skills/parallel-research/orchestrator.md +65 -65
  325. package/skills/parallel-research/templates/synthesis.md +101 -101
  326. package/skills/prioritization-frameworks/SKILL.md +87 -87
  327. package/skills/prioritization-frameworks/rubrics/frameworks.md +79 -79
  328. package/skills/prioritization-frameworks/templates/scoring-matrix.md +69 -69
  329. package/skills/priority-todos/SKILL.md +64 -64
  330. package/skills/priority-todos/rubrics/prioritization.md +70 -70
  331. package/skills/priority-todos/templates/todo-board.md +59 -59
  332. package/skills/seo-checklist/SKILL.md +58 -58
  333. package/skills/seo-checklist/frameworks/structured-data.md +153 -153
  334. package/skills/seo-checklist/rubrics/content-seo.md +42 -42
  335. package/skills/seo-checklist/rubrics/technical-seo.md +48 -48
  336. package/skills/techdebt/SKILL.md +124 -124
  337. package/skills/techdebt/agents/analyzer.md +50 -50
  338. package/skills/techdebt/agents/fixer.md +41 -41
  339. package/skills/techdebt/agents/reviewer.md +47 -47
  340. package/skills/techdebt/agents/scanner.md +44 -44
  341. package/skills/techdebt/orchestrator.md +70 -70
  342. package/skills/techdebt/rubrics/severity.md +51 -51
  343. package/skills/techdebt/scripts/scan.js +90 -90
  344. package/skills/techdebt/templates/report.md +86 -86
  345. package/skills/tool-fallback/SKILL.md +104 -104
  346. package/skills/tool-fallback/rubrics/fallback-chain.md +58 -58
  347. package/skills/typescript-advanced-types/SKILL.md +67 -67
  348. package/skills/typescript-advanced-types/rubrics/type-patterns.md +109 -109
  349. package/skills/ui-ux-pro-max/SKILL.md +236 -236
  350. package/skills/ui-ux-pro-max/reference/color-and-contrast.md +517 -517
  351. package/skills/ui-ux-pro-max/reference/interaction-design.md +544 -544
  352. package/skills/ui-ux-pro-max/reference/motion-design.md +591 -591
  353. package/skills/ui-ux-pro-max/reference/responsive-design.md +463 -463
  354. package/skills/ui-ux-pro-max/reference/spatial-design.md +390 -390
  355. package/skills/ui-ux-pro-max/reference/typography.md +455 -455
  356. package/skills/ui-ux-pro-max/reference/ux-writing.md +469 -469
  357. package/skills/ui-ux-pro-max/rubrics/interaction-states.md +83 -83
  358. package/skills/ui-ux-pro-max/rubrics/responsive-breakpoints.md +99 -99
  359. package/skills/user-personas/SKILL.md +75 -75
  360. package/skills/user-personas/rubrics/research-methods.md +56 -56
  361. package/skills/user-personas/templates/persona.md +89 -89
  362. package/skills/vercel-react-best-practices/SKILL.md +60 -60
  363. package/skills/vercel-react-best-practices/rubrics/performance.md +82 -82
  364. package/skills/vercel-react-best-practices/rubrics/server-components.md +86 -86
  365. package/skills/vibe.docs/SKILL.md +171 -171
  366. package/skills/vibe.docs/templates/architecture.md +80 -80
  367. package/skills/vibe.docs/templates/readme.md +84 -84
  368. package/skills/vibe.docs/templates/release-notes.md +74 -74
  369. package/skills/vibe.figma/SKILL.md +215 -982
  370. package/skills/vibe.figma/rubrics/extraction-checklist.md +51 -51
  371. package/skills/vibe.figma/templates/component-index.md +126 -126
  372. package/skills/vibe.figma/templates/figma-handoff.md +100 -100
  373. package/skills/vibe.figma/templates/remapped-tree.md +277 -277
  374. package/skills/vibe.figma.convert/SKILL.md +188 -511
  375. package/skills/vibe.figma.convert/rubrics/conversion-rules.md +129 -113
  376. package/skills/vibe.figma.convert/templates/component.md +140 -140
  377. package/skills/vibe.figma.extract/SKILL.md +179 -300
  378. package/skills/vibe.figma.extract/rubrics/image-rules.md +145 -137
  379. package/skills/video-production/SKILL.md +52 -52
  380. package/skills/video-production/rubrics/quality-checklist.md +58 -58
  381. package/skills/video-production/templates/production-plan.md +104 -104
  382. package/vibe/config.json +29 -29
  383. package/vibe/constitution.md +227 -227
  384. package/vibe/rules/principles/communication-guide.md +98 -98
  385. package/vibe/rules/principles/development-philosophy.md +52 -52
  386. package/vibe/rules/principles/quick-start.md +102 -102
  387. package/vibe/rules/quality/bdd-contract-testing.md +393 -393
  388. package/vibe/rules/quality/checklist.md +276 -276
  389. package/vibe/rules/quality/performance.md +236 -236
  390. package/vibe/rules/quality/testing-strategy.md +440 -440
  391. package/vibe/rules/standards/anti-patterns.md +541 -541
  392. package/vibe/rules/standards/code-structure.md +291 -291
  393. package/vibe/rules/standards/complexity-metrics.md +313 -313
  394. package/vibe/rules/standards/git-workflow.md +237 -237
  395. package/vibe/rules/standards/naming-conventions.md +198 -198
  396. package/vibe/rules/standards/security.md +305 -305
  397. package/vibe/rules/writing/document-style.md +74 -74
  398. package/vibe/setup.sh +31 -31
  399. package/vibe/templates/constitution-template.md +252 -252
  400. package/vibe/templates/contract-backend-template.md +526 -526
  401. package/vibe/templates/contract-frontend-template.md +599 -599
  402. package/vibe/templates/feature-template.md +96 -96
  403. package/vibe/templates/spec-template.md +221 -221
  404. package/vibe/ui-ux-data/charts.csv +26 -26
  405. package/vibe/ui-ux-data/colors.csv +97 -97
  406. package/vibe/ui-ux-data/icons.csv +101 -101
  407. package/vibe/ui-ux-data/landing.csv +31 -31
  408. package/vibe/ui-ux-data/products.csv +96 -96
  409. package/vibe/ui-ux-data/react-performance.csv +45 -45
  410. package/vibe/ui-ux-data/stacks/astro.csv +54 -54
  411. package/vibe/ui-ux-data/stacks/flutter.csv +53 -53
  412. package/vibe/ui-ux-data/stacks/html-tailwind.csv +56 -56
  413. package/vibe/ui-ux-data/stacks/jetpack-compose.csv +53 -53
  414. package/vibe/ui-ux-data/stacks/nextjs.csv +53 -53
  415. package/vibe/ui-ux-data/stacks/nuxt-ui.csv +51 -51
  416. package/vibe/ui-ux-data/stacks/nuxtjs.csv +59 -59
  417. package/vibe/ui-ux-data/stacks/react-native.csv +52 -52
  418. package/vibe/ui-ux-data/stacks/react.csv +54 -54
  419. package/vibe/ui-ux-data/stacks/shadcn.csv +61 -61
  420. package/vibe/ui-ux-data/stacks/svelte.csv +54 -54
  421. package/vibe/ui-ux-data/stacks/swiftui.csv +51 -51
  422. package/vibe/ui-ux-data/stacks/vue.csv +50 -50
  423. package/vibe/ui-ux-data/styles.csv +68 -68
  424. package/vibe/ui-ux-data/typography.csv +57 -57
  425. package/vibe/ui-ux-data/ui-reasoning.csv +101 -101
  426. package/vibe/ui-ux-data/ux-guidelines.csv +99 -99
  427. package/vibe/ui-ux-data/version.json +31 -31
  428. 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