@su-record/vibe 2.8.52 → 2.9.1

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 (426) hide show
  1. package/.env.example +37 -37
  2. package/CLAUDE.md +169 -169
  3. package/LICENSE +21 -21
  4. package/README.ko.md +43 -128
  5. package/README.md +43 -128
  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.js +5 -5
  79. package/dist/cli/commands/remove.js +14 -14
  80. package/dist/cli/commands/sentinel.js +27 -27
  81. package/dist/cli/commands/skills.js +5 -5
  82. package/dist/cli/commands/slack.js +10 -10
  83. package/dist/cli/commands/stats.js +6 -6
  84. package/dist/cli/commands/telegram.js +12 -12
  85. package/dist/cli/detect.js +32 -32
  86. package/dist/cli/index.js +51 -51
  87. package/dist/cli/llm/claude-commands.js +16 -16
  88. package/dist/cli/llm/config.js +18 -18
  89. package/dist/cli/llm/gemini-commands.js +16 -16
  90. package/dist/cli/llm/gpt-commands.js +19 -19
  91. package/dist/cli/llm/help.js +21 -21
  92. package/dist/cli/postinstall/cursor-agents.js +32 -32
  93. package/dist/cli/postinstall/cursor-rules.js +83 -83
  94. package/dist/cli/postinstall/cursor-skills.js +743 -743
  95. package/dist/cli/postinstall/main.d.ts.map +1 -1
  96. package/dist/cli/postinstall/main.js +40 -66
  97. package/dist/cli/postinstall/main.js.map +1 -1
  98. package/dist/cli/setup/Provisioner.js +42 -42
  99. package/dist/infra/lib/CostAccumulator.d.ts +58 -0
  100. package/dist/infra/lib/CostAccumulator.d.ts.map +1 -0
  101. package/dist/infra/lib/CostAccumulator.js +131 -0
  102. package/dist/infra/lib/CostAccumulator.js.map +1 -0
  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 -174
  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/evolution-engine.js +91 -91
  178. package/hooks/scripts/figma-extract.js +635 -477
  179. package/hooks/scripts/hud-status.js +321 -321
  180. package/hooks/scripts/keyword-detector.js +214 -214
  181. package/hooks/scripts/llm-orchestrate.js +572 -572
  182. package/hooks/scripts/post-edit.js +32 -32
  183. package/hooks/scripts/pr-test-gate.js +52 -52
  184. package/hooks/scripts/pre-tool-guard.js +214 -159
  185. package/hooks/scripts/prompt-dispatcher.js +185 -185
  186. package/hooks/scripts/sentinel-guard.js +131 -131
  187. package/hooks/scripts/session-start.js +177 -177
  188. package/hooks/scripts/skill-injector.js +83 -83
  189. package/hooks/scripts/stop-notify.js +209 -209
  190. package/hooks/scripts/utils.js +243 -243
  191. package/languages/csharp-unity.md +515 -515
  192. package/languages/gdscript-godot.md +470 -470
  193. package/languages/ruby-rails.md +489 -489
  194. package/languages/typescript-angular.md +433 -433
  195. package/languages/typescript-astro.md +416 -416
  196. package/languages/typescript-electron.md +406 -406
  197. package/languages/typescript-nestjs.md +524 -524
  198. package/languages/typescript-svelte.md +407 -407
  199. package/languages/typescript-tauri.md +365 -365
  200. package/package.json +101 -101
  201. package/skills/agents-md/SKILL.md +121 -121
  202. package/skills/agents-md/rubrics/what-to-keep.md +49 -49
  203. package/skills/agents-md/templates/agents-md.md +36 -36
  204. package/skills/arch-guard/SKILL.md +181 -181
  205. package/skills/arch-guard/agents/detector.md +48 -48
  206. package/skills/arch-guard/agents/reporter.md +48 -48
  207. package/skills/arch-guard/agents/rule-generator.md +49 -49
  208. package/skills/arch-guard/agents/violation-checker.md +51 -51
  209. package/skills/arch-guard/frameworks/clean-architecture.md +108 -108
  210. package/skills/arch-guard/frameworks/solid.md +102 -102
  211. package/skills/arch-guard/scripts/check-boundaries.js +90 -90
  212. package/skills/arch-guard/templates/arch-rules.json +47 -47
  213. package/skills/arch-guard/templates/violation-report.md +53 -53
  214. package/skills/brand-assets/SKILL.md +147 -147
  215. package/skills/brand-assets/rubrics/asset-checklist.md +98 -98
  216. package/skills/brand-assets/templates/brand-guide.md +161 -161
  217. package/skills/capability-loop/SKILL.md +168 -168
  218. package/skills/capability-loop/agents/capability-designer.md +61 -61
  219. package/skills/capability-loop/agents/failure-analyst.md +55 -55
  220. package/skills/capability-loop/agents/implementer.md +50 -50
  221. package/skills/capability-loop/agents/tester.md +53 -53
  222. package/skills/capability-loop/templates/capability-spec.md +118 -118
  223. package/skills/capability-loop/templates/failure-analysis.md +118 -118
  224. package/skills/characterization-test/SKILL.md +207 -207
  225. package/skills/characterization-test/agents/behavior-capturer.md +50 -50
  226. package/skills/characterization-test/agents/coverage-checker.md +54 -54
  227. package/skills/characterization-test/agents/reporter.md +50 -50
  228. package/skills/characterization-test/agents/test-writer.md +49 -49
  229. package/skills/characterization-test/rubrics/coverage-criteria.md +53 -53
  230. package/skills/characterization-test/templates/test-template.ts +101 -101
  231. package/skills/chub-usage/SKILL.md +139 -139
  232. package/skills/claude-md-guide/SKILL.md +351 -351
  233. package/skills/claude-md-guide/rubrics/anti-patterns.md +88 -88
  234. package/skills/claude-md-guide/templates/claude-md.md +54 -54
  235. package/skills/commerce-patterns/SKILL.md +64 -64
  236. package/skills/commerce-patterns/rubrics/checkout-flow.md +48 -48
  237. package/skills/commerce-patterns/templates/product-schema.md +85 -85
  238. package/skills/commit-push-pr/SKILL.md +77 -77
  239. package/skills/commit-push-pr/agents/change-analyzer.md +55 -55
  240. package/skills/commit-push-pr/agents/message-writer.md +50 -50
  241. package/skills/commit-push-pr/agents/pr-writer.md +58 -58
  242. package/skills/commit-push-pr/agents/reviewer.md +52 -52
  243. package/skills/commit-push-pr/rubrics/commit-message.md +73 -73
  244. package/skills/commit-push-pr/templates/pr-body.md +63 -63
  245. package/skills/context7-usage/SKILL.md +106 -106
  246. package/skills/context7-usage/rubrics/when-to-use.md +50 -50
  247. package/skills/create-prd/SKILL.md +90 -90
  248. package/skills/create-prd/agents/edge-case-finder.md +48 -48
  249. package/skills/create-prd/agents/prioritizer.md +60 -60
  250. package/skills/create-prd/agents/requirements-writer.md +48 -48
  251. package/skills/create-prd/agents/researcher.md +55 -55
  252. package/skills/create-prd/agents/reviewer.md +54 -54
  253. package/skills/create-prd/frameworks/jobs-to-be-done.md +96 -96
  254. package/skills/create-prd/frameworks/rice-scoring.md +97 -97
  255. package/skills/create-prd/orchestrator.md +70 -70
  256. package/skills/create-prd/rubrics/completeness.md +58 -58
  257. package/skills/create-prd/templates/prd.md +139 -139
  258. package/skills/design-audit/SKILL.md +152 -152
  259. package/skills/design-audit/agents/a11y-auditor.md +43 -43
  260. package/skills/design-audit/agents/performance-auditor.md +46 -46
  261. package/skills/design-audit/agents/responsive-auditor.md +46 -46
  262. package/skills/design-audit/agents/scorer.md +47 -47
  263. package/skills/design-audit/agents/slop-detector.md +47 -47
  264. package/skills/design-audit/frameworks/core-web-vitals.md +107 -107
  265. package/skills/design-audit/frameworks/wcag-checklist.md +64 -64
  266. package/skills/design-audit/orchestrator.md +64 -64
  267. package/skills/design-audit/rubrics/ai-slop-patterns.md +83 -83
  268. package/skills/design-audit/rubrics/scoring.md +63 -63
  269. package/skills/design-audit/templates/report.md +88 -88
  270. package/skills/design-critique/SKILL.md +139 -139
  271. package/skills/design-critique/rubrics/ux-heuristics.md +143 -143
  272. package/skills/design-critique/templates/critique-report.md +86 -86
  273. package/skills/design-distill/SKILL.md +130 -130
  274. package/skills/design-distill/templates/design-system.md +132 -132
  275. package/skills/design-normalize/SKILL.md +133 -133
  276. package/skills/design-normalize/rubrics/token-naming.md +117 -117
  277. package/skills/design-normalize/templates/token-audit.md +89 -89
  278. package/skills/design-polish/SKILL.md +131 -131
  279. package/skills/design-polish/rubrics/polish-checklist.md +68 -68
  280. package/skills/design-polish/templates/polish-report.md +64 -64
  281. package/skills/design-teach/SKILL.md +182 -182
  282. package/skills/design-teach/rubrics/brand-personality.md +73 -73
  283. package/skills/design-teach/templates/design-context.json +36 -36
  284. package/skills/e2e-commerce/SKILL.md +62 -62
  285. package/skills/e2e-commerce/templates/test-scenarios.md +170 -170
  286. package/skills/event-comms/SKILL.md +162 -162
  287. package/skills/event-comms/templates/email-invite.md +99 -99
  288. package/skills/event-comms/templates/sns-post.md +133 -133
  289. package/skills/event-ops/SKILL.md +198 -198
  290. package/skills/event-ops/rubrics/contingency.md +85 -85
  291. package/skills/event-ops/templates/d-day-checklist.md +65 -65
  292. package/skills/event-planning/SKILL.md +132 -132
  293. package/skills/event-planning/rubrics/timeline.md +70 -70
  294. package/skills/event-planning/templates/event-plan.md +91 -91
  295. package/skills/exec-plan/SKILL.md +149 -149
  296. package/skills/exec-plan/agents/decomposer.md +47 -47
  297. package/skills/exec-plan/agents/dependency-mapper.md +44 -44
  298. package/skills/exec-plan/agents/estimator.md +43 -43
  299. package/skills/exec-plan/agents/validator.md +55 -55
  300. package/skills/exec-plan/orchestrator.md +70 -70
  301. package/skills/exec-plan/rubrics/complexity-scoring.md +75 -75
  302. package/skills/exec-plan/templates/plan.md +147 -147
  303. package/skills/git-worktree/SKILL.md +73 -73
  304. package/skills/git-worktree/rubrics/when-to-use.md +55 -55
  305. package/skills/handoff/SKILL.md +110 -110
  306. package/skills/handoff/agents/context-summarizer.md +51 -51
  307. package/skills/handoff/agents/document-writer.md +63 -63
  308. package/skills/handoff/agents/state-collector.md +53 -53
  309. package/skills/handoff/agents/verifier.md +48 -48
  310. package/skills/handoff/rubrics/completeness.md +62 -62
  311. package/skills/handoff/templates/handoff.md +107 -107
  312. package/skills/parallel-research/SKILL.md +89 -89
  313. package/skills/parallel-research/agents/best-practices.md +43 -43
  314. package/skills/parallel-research/agents/codebase-patterns.md +46 -46
  315. package/skills/parallel-research/agents/framework-docs.md +45 -45
  316. package/skills/parallel-research/agents/security-advisory.md +46 -46
  317. package/skills/parallel-research/agents/synthesizer.md +52 -52
  318. package/skills/parallel-research/experts/best-practices.md +50 -50
  319. package/skills/parallel-research/experts/codebase-patterns.md +70 -70
  320. package/skills/parallel-research/experts/framework-docs.md +65 -65
  321. package/skills/parallel-research/experts/security-advisory.md +69 -69
  322. package/skills/parallel-research/orchestrator.md +65 -65
  323. package/skills/parallel-research/templates/synthesis.md +101 -101
  324. package/skills/prioritization-frameworks/SKILL.md +87 -87
  325. package/skills/prioritization-frameworks/rubrics/frameworks.md +79 -79
  326. package/skills/prioritization-frameworks/templates/scoring-matrix.md +69 -69
  327. package/skills/priority-todos/SKILL.md +64 -64
  328. package/skills/priority-todos/rubrics/prioritization.md +70 -70
  329. package/skills/priority-todos/templates/todo-board.md +59 -59
  330. package/skills/seo-checklist/SKILL.md +58 -58
  331. package/skills/seo-checklist/frameworks/structured-data.md +153 -153
  332. package/skills/seo-checklist/rubrics/content-seo.md +42 -42
  333. package/skills/seo-checklist/rubrics/technical-seo.md +48 -48
  334. package/skills/techdebt/SKILL.md +124 -124
  335. package/skills/techdebt/agents/analyzer.md +50 -50
  336. package/skills/techdebt/agents/fixer.md +41 -41
  337. package/skills/techdebt/agents/reviewer.md +47 -47
  338. package/skills/techdebt/agents/scanner.md +44 -44
  339. package/skills/techdebt/orchestrator.md +70 -70
  340. package/skills/techdebt/rubrics/severity.md +51 -51
  341. package/skills/techdebt/scripts/scan.js +90 -90
  342. package/skills/techdebt/templates/report.md +86 -86
  343. package/skills/tool-fallback/SKILL.md +104 -104
  344. package/skills/tool-fallback/rubrics/fallback-chain.md +58 -58
  345. package/skills/typescript-advanced-types/SKILL.md +67 -67
  346. package/skills/typescript-advanced-types/rubrics/type-patterns.md +109 -109
  347. package/skills/ui-ux-pro-max/SKILL.md +236 -236
  348. package/skills/ui-ux-pro-max/reference/color-and-contrast.md +517 -517
  349. package/skills/ui-ux-pro-max/reference/interaction-design.md +544 -544
  350. package/skills/ui-ux-pro-max/reference/motion-design.md +591 -591
  351. package/skills/ui-ux-pro-max/reference/responsive-design.md +463 -463
  352. package/skills/ui-ux-pro-max/reference/spatial-design.md +390 -390
  353. package/skills/ui-ux-pro-max/reference/typography.md +455 -455
  354. package/skills/ui-ux-pro-max/reference/ux-writing.md +469 -469
  355. package/skills/ui-ux-pro-max/rubrics/interaction-states.md +83 -83
  356. package/skills/ui-ux-pro-max/rubrics/responsive-breakpoints.md +99 -99
  357. package/skills/user-personas/SKILL.md +75 -75
  358. package/skills/user-personas/rubrics/research-methods.md +56 -56
  359. package/skills/user-personas/templates/persona.md +89 -89
  360. package/skills/vercel-react-best-practices/SKILL.md +60 -60
  361. package/skills/vercel-react-best-practices/rubrics/performance.md +82 -82
  362. package/skills/vercel-react-best-practices/rubrics/server-components.md +86 -86
  363. package/skills/vibe.docs/SKILL.md +171 -171
  364. package/skills/vibe.docs/templates/architecture.md +80 -80
  365. package/skills/vibe.docs/templates/readme.md +84 -84
  366. package/skills/vibe.docs/templates/release-notes.md +74 -74
  367. package/skills/vibe.figma/SKILL.md +215 -982
  368. package/skills/vibe.figma/rubrics/extraction-checklist.md +51 -51
  369. package/skills/vibe.figma/templates/component-index.md +126 -126
  370. package/skills/vibe.figma/templates/figma-handoff.md +100 -100
  371. package/skills/vibe.figma/templates/remapped-tree.md +277 -277
  372. package/skills/vibe.figma.convert/SKILL.md +188 -511
  373. package/skills/vibe.figma.convert/rubrics/conversion-rules.md +129 -113
  374. package/skills/vibe.figma.convert/templates/component.md +140 -140
  375. package/skills/vibe.figma.extract/SKILL.md +179 -300
  376. package/skills/vibe.figma.extract/rubrics/image-rules.md +145 -137
  377. package/skills/video-production/SKILL.md +52 -52
  378. package/skills/video-production/rubrics/quality-checklist.md +58 -58
  379. package/skills/video-production/templates/production-plan.md +104 -104
  380. package/vibe/config.json +29 -29
  381. package/vibe/constitution.md +227 -227
  382. package/vibe/rules/principles/communication-guide.md +98 -98
  383. package/vibe/rules/principles/development-philosophy.md +52 -52
  384. package/vibe/rules/principles/quick-start.md +102 -102
  385. package/vibe/rules/quality/bdd-contract-testing.md +393 -393
  386. package/vibe/rules/quality/checklist.md +276 -276
  387. package/vibe/rules/quality/performance.md +236 -236
  388. package/vibe/rules/quality/testing-strategy.md +440 -440
  389. package/vibe/rules/standards/anti-patterns.md +541 -541
  390. package/vibe/rules/standards/code-structure.md +291 -291
  391. package/vibe/rules/standards/complexity-metrics.md +313 -313
  392. package/vibe/rules/standards/git-workflow.md +237 -237
  393. package/vibe/rules/standards/naming-conventions.md +198 -198
  394. package/vibe/rules/standards/security.md +305 -305
  395. package/vibe/rules/writing/document-style.md +74 -74
  396. package/vibe/setup.sh +31 -31
  397. package/vibe/templates/constitution-template.md +252 -252
  398. package/vibe/templates/contract-backend-template.md +526 -526
  399. package/vibe/templates/contract-frontend-template.md +599 -599
  400. package/vibe/templates/feature-template.md +96 -96
  401. package/vibe/templates/spec-template.md +221 -221
  402. package/vibe/ui-ux-data/charts.csv +26 -26
  403. package/vibe/ui-ux-data/colors.csv +97 -97
  404. package/vibe/ui-ux-data/icons.csv +101 -101
  405. package/vibe/ui-ux-data/landing.csv +31 -31
  406. package/vibe/ui-ux-data/products.csv +96 -96
  407. package/vibe/ui-ux-data/react-performance.csv +45 -45
  408. package/vibe/ui-ux-data/stacks/astro.csv +54 -54
  409. package/vibe/ui-ux-data/stacks/flutter.csv +53 -53
  410. package/vibe/ui-ux-data/stacks/html-tailwind.csv +56 -56
  411. package/vibe/ui-ux-data/stacks/jetpack-compose.csv +53 -53
  412. package/vibe/ui-ux-data/stacks/nextjs.csv +53 -53
  413. package/vibe/ui-ux-data/stacks/nuxt-ui.csv +51 -51
  414. package/vibe/ui-ux-data/stacks/nuxtjs.csv +59 -59
  415. package/vibe/ui-ux-data/stacks/react-native.csv +52 -52
  416. package/vibe/ui-ux-data/stacks/react.csv +54 -54
  417. package/vibe/ui-ux-data/stacks/shadcn.csv +61 -61
  418. package/vibe/ui-ux-data/stacks/svelte.csv +54 -54
  419. package/vibe/ui-ux-data/stacks/swiftui.csv +51 -51
  420. package/vibe/ui-ux-data/stacks/vue.csv +50 -50
  421. package/vibe/ui-ux-data/styles.csv +68 -68
  422. package/vibe/ui-ux-data/typography.csv +57 -57
  423. package/vibe/ui-ux-data/ui-reasoning.csv +101 -101
  424. package/vibe/ui-ux-data/ux-guidelines.csv +99 -99
  425. package/vibe/ui-ux-data/version.json +31 -31
  426. 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