@su-record/vibe 2.8.52 → 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 (417) hide show
  1. package/.env.example +37 -37
  2. package/CLAUDE.md +169 -169
  3. package/LICENSE +21 -21
  4. package/agents/architect-low.md +41 -41
  5. package/agents/architect-medium.md +59 -59
  6. package/agents/architect.md +80 -80
  7. package/agents/build-error-resolver.md +115 -115
  8. package/agents/compounder.md +261 -261
  9. package/agents/diagrammer.md +178 -178
  10. package/agents/docs/api-documenter.md +99 -99
  11. package/agents/docs/changelog-writer.md +93 -93
  12. package/agents/e2e-tester.md +294 -294
  13. package/agents/event/event-comms.md +78 -78
  14. package/agents/event/event-content.md +68 -68
  15. package/agents/event/event-image.md +95 -95
  16. package/agents/event/event-ops.md +84 -84
  17. package/agents/event/event-scheduler.md +69 -69
  18. package/agents/event/event-speaker.md +86 -86
  19. package/agents/explorer-low.md +42 -42
  20. package/agents/explorer-medium.md +59 -59
  21. package/agents/explorer.md +48 -48
  22. package/agents/implementer-low.md +43 -43
  23. package/agents/implementer-medium.md +52 -52
  24. package/agents/implementer.md +54 -54
  25. package/agents/junior-mentor.md +141 -141
  26. package/agents/planning/requirements-analyst.md +84 -84
  27. package/agents/planning/ux-advisor.md +83 -83
  28. package/agents/qa/acceptance-tester.md +86 -86
  29. package/agents/qa/edge-case-finder.md +93 -93
  30. package/agents/qa/qa-coordinator.md +131 -131
  31. package/agents/refactor-cleaner.md +143 -143
  32. package/agents/research/best-practices-agent.md +199 -199
  33. package/agents/research/codebase-patterns-agent.md +157 -157
  34. package/agents/research/framework-docs-agent.md +188 -188
  35. package/agents/research/security-advisory-agent.md +213 -213
  36. package/agents/review/architecture-reviewer.md +107 -107
  37. package/agents/review/complexity-reviewer.md +116 -116
  38. package/agents/review/data-integrity-reviewer.md +88 -88
  39. package/agents/review/git-history-reviewer.md +103 -103
  40. package/agents/review/performance-reviewer.md +86 -86
  41. package/agents/review/python-reviewer.md +150 -150
  42. package/agents/review/rails-reviewer.md +139 -139
  43. package/agents/review/react-reviewer.md +144 -144
  44. package/agents/review/security-reviewer.md +80 -80
  45. package/agents/review/simplicity-reviewer.md +140 -140
  46. package/agents/review/test-coverage-reviewer.md +116 -116
  47. package/agents/review/typescript-reviewer.md +127 -127
  48. package/agents/searcher.md +54 -54
  49. package/agents/simplifier.md +120 -120
  50. package/agents/tester.md +49 -49
  51. package/agents/ui/ui-a11y-auditor.md +93 -93
  52. package/agents/ui/ui-antipattern-detector.md +102 -102
  53. package/agents/ui/ui-dataviz-advisor.md +69 -69
  54. package/agents/ui/ui-design-system-gen.md +57 -57
  55. package/agents/ui/ui-industry-analyzer.md +49 -49
  56. package/agents/ui/ui-layout-architect.md +65 -65
  57. package/agents/ui/ui-stack-implementer.md +68 -68
  58. package/agents/ui/ux-compliance-reviewer.md +81 -81
  59. package/agents/ui-previewer.md +258 -258
  60. package/commands/vibe.analyze.md +379 -379
  61. package/commands/vibe.docs.md +32 -32
  62. package/commands/vibe.event.md +163 -163
  63. package/commands/vibe.figma.md +69 -69
  64. package/commands/vibe.review.md +686 -686
  65. package/commands/vibe.run.md +2276 -2276
  66. package/commands/vibe.spec.md +1195 -1195
  67. package/commands/vibe.spec.review.md +609 -609
  68. package/commands/vibe.trace.md +259 -259
  69. package/commands/vibe.utils.md +413 -413
  70. package/commands/vibe.verify.md +510 -510
  71. package/dist/cli/collaborator.js +52 -52
  72. package/dist/cli/commands/config.js +9 -9
  73. package/dist/cli/commands/evolution.js +12 -12
  74. package/dist/cli/commands/figma.js +20 -20
  75. package/dist/cli/commands/info.js +53 -53
  76. package/dist/cli/commands/init.js +5 -5
  77. package/dist/cli/commands/remove.js +14 -14
  78. package/dist/cli/commands/sentinel.js +27 -27
  79. package/dist/cli/commands/skills.js +5 -5
  80. package/dist/cli/commands/slack.js +10 -10
  81. package/dist/cli/commands/stats.js +6 -6
  82. package/dist/cli/commands/telegram.js +12 -12
  83. package/dist/cli/detect.js +32 -32
  84. package/dist/cli/index.js +51 -51
  85. package/dist/cli/llm/claude-commands.js +16 -16
  86. package/dist/cli/llm/config.js +18 -18
  87. package/dist/cli/llm/gemini-commands.js +16 -16
  88. package/dist/cli/llm/gpt-commands.js +19 -19
  89. package/dist/cli/llm/help.js +21 -21
  90. package/dist/cli/postinstall/cursor-agents.js +32 -32
  91. package/dist/cli/postinstall/cursor-rules.js +83 -83
  92. package/dist/cli/postinstall/cursor-skills.js +743 -743
  93. package/dist/cli/setup/Provisioner.js +42 -42
  94. package/dist/infra/lib/DeepInit.js +24 -24
  95. package/dist/infra/lib/IterationTracker.js +11 -11
  96. package/dist/infra/lib/PythonParser.js +108 -108
  97. package/dist/infra/lib/ReviewRace.js +96 -96
  98. package/dist/infra/lib/SkillFrontmatter.js +28 -28
  99. package/dist/infra/lib/SkillQualityGate.js +9 -9
  100. package/dist/infra/lib/SkillRepository.js +159 -159
  101. package/dist/infra/lib/TokenBudgetTracker.d.ts +13 -0
  102. package/dist/infra/lib/TokenBudgetTracker.d.ts.map +1 -1
  103. package/dist/infra/lib/TokenBudgetTracker.js +44 -3
  104. package/dist/infra/lib/TokenBudgetTracker.js.map +1 -1
  105. package/dist/infra/lib/UltraQA.js +99 -99
  106. package/dist/infra/lib/autonomy/AuditStore.js +41 -41
  107. package/dist/infra/lib/autonomy/ConfirmationStore.js +30 -30
  108. package/dist/infra/lib/autonomy/EventOutbox.js +38 -38
  109. package/dist/infra/lib/autonomy/PolicyEngine.d.ts +3 -3
  110. package/dist/infra/lib/autonomy/PolicyEngine.js +18 -18
  111. package/dist/infra/lib/autonomy/SecuritySentinel.js +1 -1
  112. package/dist/infra/lib/autonomy/SuggestionStore.js +33 -33
  113. package/dist/infra/lib/embedding/VectorStore.js +22 -22
  114. package/dist/infra/lib/evolution/AgentAnalyzer.js +10 -10
  115. package/dist/infra/lib/evolution/DescriptionOptimizer.js +21 -21
  116. package/dist/infra/lib/evolution/GenerationRegistry.js +36 -36
  117. package/dist/infra/lib/evolution/InsightStore.js +90 -90
  118. package/dist/infra/lib/evolution/ParityTester.js +57 -57
  119. package/dist/infra/lib/evolution/RollbackManager.js +5 -5
  120. package/dist/infra/lib/evolution/SkillBenchmark.js +23 -23
  121. package/dist/infra/lib/evolution/SkillEvalRunner.js +50 -50
  122. package/dist/infra/lib/evolution/SkillGapDetector.js +10 -10
  123. package/dist/infra/lib/evolution/UsageTracker.js +28 -28
  124. package/dist/infra/lib/gemini/orchestration.js +5 -5
  125. package/dist/infra/lib/gpt/orchestration.js +4 -4
  126. package/dist/infra/lib/memory/KnowledgeGraph.js +4 -4
  127. package/dist/infra/lib/memory/MemorySearch.js +57 -57
  128. package/dist/infra/lib/memory/MemoryStorage.js +181 -181
  129. package/dist/infra/lib/memory/ObservationStore.js +28 -28
  130. package/dist/infra/lib/memory/ReflectionStore.js +30 -30
  131. package/dist/infra/lib/memory/SessionRAGRetriever.js +7 -7
  132. package/dist/infra/lib/memory/SessionRAGStore.js +225 -225
  133. package/dist/infra/lib/memory/SessionSummarizer.js +9 -9
  134. package/dist/infra/orchestrator/AgentManager.js +12 -12
  135. package/dist/infra/orchestrator/AgentRegistry.js +65 -65
  136. package/dist/infra/orchestrator/MultiLlmResearch.js +8 -8
  137. package/dist/infra/orchestrator/SwarmOrchestrator.test.js +16 -16
  138. package/dist/infra/orchestrator/parallelResearch.js +24 -24
  139. package/dist/tools/convention/analyzeComplexity.test.js +115 -115
  140. package/dist/tools/convention/validateCodeQuality.test.js +104 -104
  141. package/dist/tools/memory/createMemoryTimeline.js +10 -10
  142. package/dist/tools/memory/getMemoryGraph.js +12 -12
  143. package/dist/tools/memory/getSessionContext.js +9 -9
  144. package/dist/tools/memory/linkMemories.js +14 -14
  145. package/dist/tools/memory/listMemories.js +4 -4
  146. package/dist/tools/memory/recallMemory.js +4 -4
  147. package/dist/tools/memory/saveMemory.js +4 -4
  148. package/dist/tools/memory/searchMemoriesAdvanced.js +23 -23
  149. package/dist/tools/semantic/analyzeDependencyGraph.js +12 -12
  150. package/dist/tools/semantic/astGrep.test.js +6 -6
  151. package/dist/tools/spec/prdParser.test.js +171 -171
  152. package/dist/tools/spec/specGenerator.js +169 -169
  153. package/dist/tools/spec/traceabilityMatrix.js +64 -64
  154. package/dist/tools/spec/traceabilityMatrix.test.js +28 -28
  155. package/hooks/gemini-hooks.json +73 -73
  156. package/hooks/hooks.json +174 -174
  157. package/hooks/scripts/__tests__/keyword-detector.test.js +199 -199
  158. package/hooks/scripts/__tests__/pre-tool-guard.test.js +286 -286
  159. package/hooks/scripts/__tests__/sentinel-guard.test.js +210 -210
  160. package/hooks/scripts/auto-commit.js +97 -97
  161. package/hooks/scripts/auto-format.js +64 -64
  162. package/hooks/scripts/auto-test.js +81 -81
  163. package/hooks/scripts/code-check.js +268 -268
  164. package/hooks/scripts/codex-detect.js +46 -46
  165. package/hooks/scripts/codex-review-gate.js +80 -80
  166. package/hooks/scripts/command-log.js +32 -32
  167. package/hooks/scripts/context-save.js +353 -353
  168. package/hooks/scripts/evolution-engine.js +91 -91
  169. package/hooks/scripts/figma-extract.js +635 -477
  170. package/hooks/scripts/hud-status.js +321 -321
  171. package/hooks/scripts/keyword-detector.js +214 -214
  172. package/hooks/scripts/llm-orchestrate.js +572 -572
  173. package/hooks/scripts/post-edit.js +32 -32
  174. package/hooks/scripts/pr-test-gate.js +52 -52
  175. package/hooks/scripts/pre-tool-guard.js +214 -159
  176. package/hooks/scripts/prompt-dispatcher.js +185 -185
  177. package/hooks/scripts/sentinel-guard.js +131 -131
  178. package/hooks/scripts/session-start.js +177 -177
  179. package/hooks/scripts/skill-injector.js +83 -83
  180. package/hooks/scripts/stop-notify.js +209 -209
  181. package/hooks/scripts/utils.js +243 -243
  182. package/languages/csharp-unity.md +515 -515
  183. package/languages/gdscript-godot.md +470 -470
  184. package/languages/ruby-rails.md +489 -489
  185. package/languages/typescript-angular.md +433 -433
  186. package/languages/typescript-astro.md +416 -416
  187. package/languages/typescript-electron.md +406 -406
  188. package/languages/typescript-nestjs.md +524 -524
  189. package/languages/typescript-svelte.md +407 -407
  190. package/languages/typescript-tauri.md +365 -365
  191. package/package.json +101 -101
  192. package/skills/agents-md/SKILL.md +121 -121
  193. package/skills/agents-md/rubrics/what-to-keep.md +49 -49
  194. package/skills/agents-md/templates/agents-md.md +36 -36
  195. package/skills/arch-guard/SKILL.md +181 -181
  196. package/skills/arch-guard/agents/detector.md +48 -48
  197. package/skills/arch-guard/agents/reporter.md +48 -48
  198. package/skills/arch-guard/agents/rule-generator.md +49 -49
  199. package/skills/arch-guard/agents/violation-checker.md +51 -51
  200. package/skills/arch-guard/frameworks/clean-architecture.md +108 -108
  201. package/skills/arch-guard/frameworks/solid.md +102 -102
  202. package/skills/arch-guard/scripts/check-boundaries.js +90 -90
  203. package/skills/arch-guard/templates/arch-rules.json +47 -47
  204. package/skills/arch-guard/templates/violation-report.md +53 -53
  205. package/skills/brand-assets/SKILL.md +147 -147
  206. package/skills/brand-assets/rubrics/asset-checklist.md +98 -98
  207. package/skills/brand-assets/templates/brand-guide.md +161 -161
  208. package/skills/capability-loop/SKILL.md +168 -168
  209. package/skills/capability-loop/agents/capability-designer.md +61 -61
  210. package/skills/capability-loop/agents/failure-analyst.md +55 -55
  211. package/skills/capability-loop/agents/implementer.md +50 -50
  212. package/skills/capability-loop/agents/tester.md +53 -53
  213. package/skills/capability-loop/templates/capability-spec.md +118 -118
  214. package/skills/capability-loop/templates/failure-analysis.md +118 -118
  215. package/skills/characterization-test/SKILL.md +207 -207
  216. package/skills/characterization-test/agents/behavior-capturer.md +50 -50
  217. package/skills/characterization-test/agents/coverage-checker.md +54 -54
  218. package/skills/characterization-test/agents/reporter.md +50 -50
  219. package/skills/characterization-test/agents/test-writer.md +49 -49
  220. package/skills/characterization-test/rubrics/coverage-criteria.md +53 -53
  221. package/skills/characterization-test/templates/test-template.ts +101 -101
  222. package/skills/chub-usage/SKILL.md +139 -139
  223. package/skills/claude-md-guide/SKILL.md +351 -351
  224. package/skills/claude-md-guide/rubrics/anti-patterns.md +88 -88
  225. package/skills/claude-md-guide/templates/claude-md.md +54 -54
  226. package/skills/commerce-patterns/SKILL.md +64 -64
  227. package/skills/commerce-patterns/rubrics/checkout-flow.md +48 -48
  228. package/skills/commerce-patterns/templates/product-schema.md +85 -85
  229. package/skills/commit-push-pr/SKILL.md +77 -77
  230. package/skills/commit-push-pr/agents/change-analyzer.md +55 -55
  231. package/skills/commit-push-pr/agents/message-writer.md +50 -50
  232. package/skills/commit-push-pr/agents/pr-writer.md +58 -58
  233. package/skills/commit-push-pr/agents/reviewer.md +52 -52
  234. package/skills/commit-push-pr/rubrics/commit-message.md +73 -73
  235. package/skills/commit-push-pr/templates/pr-body.md +63 -63
  236. package/skills/context7-usage/SKILL.md +106 -106
  237. package/skills/context7-usage/rubrics/when-to-use.md +50 -50
  238. package/skills/create-prd/SKILL.md +90 -90
  239. package/skills/create-prd/agents/edge-case-finder.md +48 -48
  240. package/skills/create-prd/agents/prioritizer.md +60 -60
  241. package/skills/create-prd/agents/requirements-writer.md +48 -48
  242. package/skills/create-prd/agents/researcher.md +55 -55
  243. package/skills/create-prd/agents/reviewer.md +54 -54
  244. package/skills/create-prd/frameworks/jobs-to-be-done.md +96 -96
  245. package/skills/create-prd/frameworks/rice-scoring.md +97 -97
  246. package/skills/create-prd/orchestrator.md +70 -70
  247. package/skills/create-prd/rubrics/completeness.md +58 -58
  248. package/skills/create-prd/templates/prd.md +139 -139
  249. package/skills/design-audit/SKILL.md +152 -152
  250. package/skills/design-audit/agents/a11y-auditor.md +43 -43
  251. package/skills/design-audit/agents/performance-auditor.md +46 -46
  252. package/skills/design-audit/agents/responsive-auditor.md +46 -46
  253. package/skills/design-audit/agents/scorer.md +47 -47
  254. package/skills/design-audit/agents/slop-detector.md +47 -47
  255. package/skills/design-audit/frameworks/core-web-vitals.md +107 -107
  256. package/skills/design-audit/frameworks/wcag-checklist.md +64 -64
  257. package/skills/design-audit/orchestrator.md +64 -64
  258. package/skills/design-audit/rubrics/ai-slop-patterns.md +83 -83
  259. package/skills/design-audit/rubrics/scoring.md +63 -63
  260. package/skills/design-audit/templates/report.md +88 -88
  261. package/skills/design-critique/SKILL.md +139 -139
  262. package/skills/design-critique/rubrics/ux-heuristics.md +143 -143
  263. package/skills/design-critique/templates/critique-report.md +86 -86
  264. package/skills/design-distill/SKILL.md +130 -130
  265. package/skills/design-distill/templates/design-system.md +132 -132
  266. package/skills/design-normalize/SKILL.md +133 -133
  267. package/skills/design-normalize/rubrics/token-naming.md +117 -117
  268. package/skills/design-normalize/templates/token-audit.md +89 -89
  269. package/skills/design-polish/SKILL.md +131 -131
  270. package/skills/design-polish/rubrics/polish-checklist.md +68 -68
  271. package/skills/design-polish/templates/polish-report.md +64 -64
  272. package/skills/design-teach/SKILL.md +182 -182
  273. package/skills/design-teach/rubrics/brand-personality.md +73 -73
  274. package/skills/design-teach/templates/design-context.json +36 -36
  275. package/skills/e2e-commerce/SKILL.md +62 -62
  276. package/skills/e2e-commerce/templates/test-scenarios.md +170 -170
  277. package/skills/event-comms/SKILL.md +162 -162
  278. package/skills/event-comms/templates/email-invite.md +99 -99
  279. package/skills/event-comms/templates/sns-post.md +133 -133
  280. package/skills/event-ops/SKILL.md +198 -198
  281. package/skills/event-ops/rubrics/contingency.md +85 -85
  282. package/skills/event-ops/templates/d-day-checklist.md +65 -65
  283. package/skills/event-planning/SKILL.md +132 -132
  284. package/skills/event-planning/rubrics/timeline.md +70 -70
  285. package/skills/event-planning/templates/event-plan.md +91 -91
  286. package/skills/exec-plan/SKILL.md +149 -149
  287. package/skills/exec-plan/agents/decomposer.md +47 -47
  288. package/skills/exec-plan/agents/dependency-mapper.md +44 -44
  289. package/skills/exec-plan/agents/estimator.md +43 -43
  290. package/skills/exec-plan/agents/validator.md +55 -55
  291. package/skills/exec-plan/orchestrator.md +70 -70
  292. package/skills/exec-plan/rubrics/complexity-scoring.md +75 -75
  293. package/skills/exec-plan/templates/plan.md +147 -147
  294. package/skills/git-worktree/SKILL.md +73 -73
  295. package/skills/git-worktree/rubrics/when-to-use.md +55 -55
  296. package/skills/handoff/SKILL.md +110 -110
  297. package/skills/handoff/agents/context-summarizer.md +51 -51
  298. package/skills/handoff/agents/document-writer.md +63 -63
  299. package/skills/handoff/agents/state-collector.md +53 -53
  300. package/skills/handoff/agents/verifier.md +48 -48
  301. package/skills/handoff/rubrics/completeness.md +62 -62
  302. package/skills/handoff/templates/handoff.md +107 -107
  303. package/skills/parallel-research/SKILL.md +89 -89
  304. package/skills/parallel-research/agents/best-practices.md +43 -43
  305. package/skills/parallel-research/agents/codebase-patterns.md +46 -46
  306. package/skills/parallel-research/agents/framework-docs.md +45 -45
  307. package/skills/parallel-research/agents/security-advisory.md +46 -46
  308. package/skills/parallel-research/agents/synthesizer.md +52 -52
  309. package/skills/parallel-research/experts/best-practices.md +50 -50
  310. package/skills/parallel-research/experts/codebase-patterns.md +70 -70
  311. package/skills/parallel-research/experts/framework-docs.md +65 -65
  312. package/skills/parallel-research/experts/security-advisory.md +69 -69
  313. package/skills/parallel-research/orchestrator.md +65 -65
  314. package/skills/parallel-research/templates/synthesis.md +101 -101
  315. package/skills/prioritization-frameworks/SKILL.md +87 -87
  316. package/skills/prioritization-frameworks/rubrics/frameworks.md +79 -79
  317. package/skills/prioritization-frameworks/templates/scoring-matrix.md +69 -69
  318. package/skills/priority-todos/SKILL.md +64 -64
  319. package/skills/priority-todos/rubrics/prioritization.md +70 -70
  320. package/skills/priority-todos/templates/todo-board.md +59 -59
  321. package/skills/seo-checklist/SKILL.md +58 -58
  322. package/skills/seo-checklist/frameworks/structured-data.md +153 -153
  323. package/skills/seo-checklist/rubrics/content-seo.md +42 -42
  324. package/skills/seo-checklist/rubrics/technical-seo.md +48 -48
  325. package/skills/techdebt/SKILL.md +124 -124
  326. package/skills/techdebt/agents/analyzer.md +50 -50
  327. package/skills/techdebt/agents/fixer.md +41 -41
  328. package/skills/techdebt/agents/reviewer.md +47 -47
  329. package/skills/techdebt/agents/scanner.md +44 -44
  330. package/skills/techdebt/orchestrator.md +70 -70
  331. package/skills/techdebt/rubrics/severity.md +51 -51
  332. package/skills/techdebt/scripts/scan.js +90 -90
  333. package/skills/techdebt/templates/report.md +86 -86
  334. package/skills/tool-fallback/SKILL.md +104 -104
  335. package/skills/tool-fallback/rubrics/fallback-chain.md +58 -58
  336. package/skills/typescript-advanced-types/SKILL.md +67 -67
  337. package/skills/typescript-advanced-types/rubrics/type-patterns.md +109 -109
  338. package/skills/ui-ux-pro-max/SKILL.md +236 -236
  339. package/skills/ui-ux-pro-max/reference/color-and-contrast.md +517 -517
  340. package/skills/ui-ux-pro-max/reference/interaction-design.md +544 -544
  341. package/skills/ui-ux-pro-max/reference/motion-design.md +591 -591
  342. package/skills/ui-ux-pro-max/reference/responsive-design.md +463 -463
  343. package/skills/ui-ux-pro-max/reference/spatial-design.md +390 -390
  344. package/skills/ui-ux-pro-max/reference/typography.md +455 -455
  345. package/skills/ui-ux-pro-max/reference/ux-writing.md +469 -469
  346. package/skills/ui-ux-pro-max/rubrics/interaction-states.md +83 -83
  347. package/skills/ui-ux-pro-max/rubrics/responsive-breakpoints.md +99 -99
  348. package/skills/user-personas/SKILL.md +75 -75
  349. package/skills/user-personas/rubrics/research-methods.md +56 -56
  350. package/skills/user-personas/templates/persona.md +89 -89
  351. package/skills/vercel-react-best-practices/SKILL.md +60 -60
  352. package/skills/vercel-react-best-practices/rubrics/performance.md +82 -82
  353. package/skills/vercel-react-best-practices/rubrics/server-components.md +86 -86
  354. package/skills/vibe.docs/SKILL.md +171 -171
  355. package/skills/vibe.docs/templates/architecture.md +80 -80
  356. package/skills/vibe.docs/templates/readme.md +84 -84
  357. package/skills/vibe.docs/templates/release-notes.md +74 -74
  358. package/skills/vibe.figma/SKILL.md +215 -982
  359. package/skills/vibe.figma/rubrics/extraction-checklist.md +51 -51
  360. package/skills/vibe.figma/templates/component-index.md +126 -126
  361. package/skills/vibe.figma/templates/figma-handoff.md +100 -100
  362. package/skills/vibe.figma/templates/remapped-tree.md +277 -277
  363. package/skills/vibe.figma.convert/SKILL.md +188 -511
  364. package/skills/vibe.figma.convert/rubrics/conversion-rules.md +129 -113
  365. package/skills/vibe.figma.convert/templates/component.md +140 -140
  366. package/skills/vibe.figma.extract/SKILL.md +179 -300
  367. package/skills/vibe.figma.extract/rubrics/image-rules.md +145 -137
  368. package/skills/video-production/SKILL.md +52 -52
  369. package/skills/video-production/rubrics/quality-checklist.md +58 -58
  370. package/skills/video-production/templates/production-plan.md +104 -104
  371. package/vibe/config.json +29 -29
  372. package/vibe/constitution.md +227 -227
  373. package/vibe/rules/principles/communication-guide.md +98 -98
  374. package/vibe/rules/principles/development-philosophy.md +52 -52
  375. package/vibe/rules/principles/quick-start.md +102 -102
  376. package/vibe/rules/quality/bdd-contract-testing.md +393 -393
  377. package/vibe/rules/quality/checklist.md +276 -276
  378. package/vibe/rules/quality/performance.md +236 -236
  379. package/vibe/rules/quality/testing-strategy.md +440 -440
  380. package/vibe/rules/standards/anti-patterns.md +541 -541
  381. package/vibe/rules/standards/code-structure.md +291 -291
  382. package/vibe/rules/standards/complexity-metrics.md +313 -313
  383. package/vibe/rules/standards/git-workflow.md +237 -237
  384. package/vibe/rules/standards/naming-conventions.md +198 -198
  385. package/vibe/rules/standards/security.md +305 -305
  386. package/vibe/rules/writing/document-style.md +74 -74
  387. package/vibe/setup.sh +31 -31
  388. package/vibe/templates/constitution-template.md +252 -252
  389. package/vibe/templates/contract-backend-template.md +526 -526
  390. package/vibe/templates/contract-frontend-template.md +599 -599
  391. package/vibe/templates/feature-template.md +96 -96
  392. package/vibe/templates/spec-template.md +221 -221
  393. package/vibe/ui-ux-data/charts.csv +26 -26
  394. package/vibe/ui-ux-data/colors.csv +97 -97
  395. package/vibe/ui-ux-data/icons.csv +101 -101
  396. package/vibe/ui-ux-data/landing.csv +31 -31
  397. package/vibe/ui-ux-data/products.csv +96 -96
  398. package/vibe/ui-ux-data/react-performance.csv +45 -45
  399. package/vibe/ui-ux-data/stacks/astro.csv +54 -54
  400. package/vibe/ui-ux-data/stacks/flutter.csv +53 -53
  401. package/vibe/ui-ux-data/stacks/html-tailwind.csv +56 -56
  402. package/vibe/ui-ux-data/stacks/jetpack-compose.csv +53 -53
  403. package/vibe/ui-ux-data/stacks/nextjs.csv +53 -53
  404. package/vibe/ui-ux-data/stacks/nuxt-ui.csv +51 -51
  405. package/vibe/ui-ux-data/stacks/nuxtjs.csv +59 -59
  406. package/vibe/ui-ux-data/stacks/react-native.csv +52 -52
  407. package/vibe/ui-ux-data/stacks/react.csv +54 -54
  408. package/vibe/ui-ux-data/stacks/shadcn.csv +61 -61
  409. package/vibe/ui-ux-data/stacks/svelte.csv +54 -54
  410. package/vibe/ui-ux-data/stacks/swiftui.csv +51 -51
  411. package/vibe/ui-ux-data/stacks/vue.csv +50 -50
  412. package/vibe/ui-ux-data/styles.csv +68 -68
  413. package/vibe/ui-ux-data/typography.csv +57 -57
  414. package/vibe/ui-ux-data/ui-reasoning.csv +101 -101
  415. package/vibe/ui-ux-data/ux-guidelines.csv +99 -99
  416. package/vibe/ui-ux-data/version.json +31 -31
  417. 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