@su-record/vibe 2.9.18 → 2.9.20

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 (459) hide show
  1. package/.env.example +37 -37
  2. package/CLAUDE.md +6 -2
  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/teams/debug-team.md +70 -70
  51. package/agents/teams/dev-team.md +88 -88
  52. package/agents/teams/docs-team.md +80 -80
  53. package/agents/teams/figma/figma-analyst.md +52 -52
  54. package/agents/teams/figma/figma-architect.md +112 -112
  55. package/agents/teams/figma/figma-auditor.md +82 -82
  56. package/agents/teams/figma/figma-builder.md +100 -100
  57. package/agents/teams/figma-team.md +85 -85
  58. package/agents/teams/fullstack-team.md +83 -83
  59. package/agents/teams/lite-team.md +69 -69
  60. package/agents/teams/migration-team.md +78 -78
  61. package/agents/teams/refactor-team.md +94 -94
  62. package/agents/teams/research-team.md +86 -86
  63. package/agents/teams/review-debate-team.md +125 -125
  64. package/agents/teams/security-team.md +81 -81
  65. package/agents/tester.md +49 -49
  66. package/agents/ui/ui-a11y-auditor.md +93 -93
  67. package/agents/ui/ui-antipattern-detector.md +102 -102
  68. package/agents/ui/ui-dataviz-advisor.md +69 -69
  69. package/agents/ui/ui-design-system-gen.md +57 -57
  70. package/agents/ui/ui-industry-analyzer.md +49 -49
  71. package/agents/ui/ui-layout-architect.md +65 -65
  72. package/agents/ui/ui-stack-implementer.md +68 -68
  73. package/agents/ui/ux-compliance-reviewer.md +81 -81
  74. package/agents/ui-previewer.md +258 -258
  75. package/commands/vibe.analyze.md +533 -533
  76. package/commands/vibe.contract.md +105 -0
  77. package/commands/vibe.docs.md +33 -33
  78. package/commands/vibe.event.md +163 -163
  79. package/commands/vibe.figma.md +584 -584
  80. package/commands/vibe.harness.md +177 -177
  81. package/commands/vibe.regress.md +73 -0
  82. package/commands/vibe.review.md +624 -624
  83. package/commands/vibe.run.md +1940 -1925
  84. package/commands/vibe.scaffold.md +195 -195
  85. package/commands/vibe.spec.md +577 -565
  86. package/commands/vibe.trace.md +276 -276
  87. package/commands/vibe.utils.md +413 -413
  88. package/commands/vibe.verify.md +550 -519
  89. package/dist/cli/collaborator.js +52 -52
  90. package/dist/cli/commands/codex-proxy.js +15 -15
  91. package/dist/cli/commands/config.js +9 -9
  92. package/dist/cli/commands/evolution.js +12 -12
  93. package/dist/cli/commands/figma.js +20 -20
  94. package/dist/cli/commands/info.js +52 -52
  95. package/dist/cli/commands/init.js +5 -5
  96. package/dist/cli/commands/remove.js +14 -14
  97. package/dist/cli/commands/sentinel.js +27 -27
  98. package/dist/cli/commands/skills.js +5 -5
  99. package/dist/cli/commands/slack.js +10 -10
  100. package/dist/cli/commands/stats.js +6 -6
  101. package/dist/cli/commands/telegram.js +12 -12
  102. package/dist/cli/detect.js +32 -32
  103. package/dist/cli/index.js +33 -33
  104. package/dist/cli/llm/claude-commands.js +16 -16
  105. package/dist/cli/llm/config.js +18 -18
  106. package/dist/cli/llm/gemini-commands.js +16 -16
  107. package/dist/cli/llm/gpt-commands.js +19 -19
  108. package/dist/cli/llm/help.js +21 -21
  109. package/dist/cli/postinstall/cursor-agents.js +32 -32
  110. package/dist/cli/postinstall/cursor-rules.js +83 -83
  111. package/dist/cli/postinstall/cursor-skills.js +743 -743
  112. package/dist/cli/setup/GlobalInstaller.d.ts.map +1 -1
  113. package/dist/cli/setup/GlobalInstaller.js +9 -0
  114. package/dist/cli/setup/GlobalInstaller.js.map +1 -1
  115. package/dist/cli/setup/Provisioner.js +42 -42
  116. package/dist/infra/lib/DeepInit.js +24 -24
  117. package/dist/infra/lib/IterationTracker.js +11 -11
  118. package/dist/infra/lib/PythonParser.js +108 -108
  119. package/dist/infra/lib/ReviewRace.js +96 -96
  120. package/dist/infra/lib/SkillFrontmatter.js +28 -28
  121. package/dist/infra/lib/SkillQualityGate.js +9 -9
  122. package/dist/infra/lib/SkillRepository.js +159 -159
  123. package/dist/infra/lib/UltraQA.js +99 -99
  124. package/dist/infra/lib/autonomy/AuditStore.js +41 -41
  125. package/dist/infra/lib/autonomy/ConfirmationStore.js +30 -30
  126. package/dist/infra/lib/autonomy/EventOutbox.js +38 -38
  127. package/dist/infra/lib/autonomy/PolicyEngine.d.ts +3 -3
  128. package/dist/infra/lib/autonomy/PolicyEngine.js +18 -18
  129. package/dist/infra/lib/autonomy/SecuritySentinel.js +1 -1
  130. package/dist/infra/lib/autonomy/SuggestionStore.js +33 -33
  131. package/dist/infra/lib/embedding/VectorStore.js +22 -22
  132. package/dist/infra/lib/evolution/AgentAnalyzer.js +10 -10
  133. package/dist/infra/lib/evolution/DescriptionOptimizer.js +21 -21
  134. package/dist/infra/lib/evolution/GenerationRegistry.js +36 -36
  135. package/dist/infra/lib/evolution/InsightStore.js +90 -90
  136. package/dist/infra/lib/evolution/ParityTester.js +57 -57
  137. package/dist/infra/lib/evolution/RollbackManager.js +5 -5
  138. package/dist/infra/lib/evolution/SkillBenchmark.js +23 -23
  139. package/dist/infra/lib/evolution/SkillEvalRunner.js +50 -50
  140. package/dist/infra/lib/evolution/SkillGapDetector.js +10 -10
  141. package/dist/infra/lib/evolution/UsageTracker.js +28 -28
  142. package/dist/infra/lib/gemini/orchestration.js +5 -5
  143. package/dist/infra/lib/gpt/orchestration.js +4 -4
  144. package/dist/infra/lib/memory/KnowledgeGraph.js +4 -4
  145. package/dist/infra/lib/memory/MemorySearch.js +57 -57
  146. package/dist/infra/lib/memory/MemoryStorage.js +181 -181
  147. package/dist/infra/lib/memory/ObservationStore.js +28 -28
  148. package/dist/infra/lib/memory/ReflectionStore.js +30 -30
  149. package/dist/infra/lib/memory/SessionRAGRetriever.js +7 -7
  150. package/dist/infra/lib/memory/SessionRAGStore.js +225 -225
  151. package/dist/infra/lib/memory/SessionSummarizer.js +9 -9
  152. package/dist/infra/orchestrator/AgentManager.js +12 -12
  153. package/dist/infra/orchestrator/AgentRegistry.js +65 -65
  154. package/dist/infra/orchestrator/MultiLlmResearch.js +8 -8
  155. package/dist/infra/orchestrator/SwarmOrchestrator.test.js +16 -16
  156. package/dist/infra/orchestrator/parallelResearch.js +24 -24
  157. package/dist/tools/convention/analyzeComplexity.test.js +115 -115
  158. package/dist/tools/convention/validateCodeQuality.test.js +104 -104
  159. package/dist/tools/memory/createMemoryTimeline.js +10 -10
  160. package/dist/tools/memory/getMemoryGraph.js +12 -12
  161. package/dist/tools/memory/getSessionContext.js +9 -9
  162. package/dist/tools/memory/linkMemories.js +14 -14
  163. package/dist/tools/memory/listMemories.js +4 -4
  164. package/dist/tools/memory/recallMemory.js +4 -4
  165. package/dist/tools/memory/saveMemory.js +4 -4
  166. package/dist/tools/memory/searchMemoriesAdvanced.js +23 -23
  167. package/dist/tools/semantic/analyzeDependencyGraph.js +12 -12
  168. package/dist/tools/semantic/astGrep.test.js +6 -6
  169. package/dist/tools/spec/prdParser.test.js +171 -171
  170. package/dist/tools/spec/specGenerator.js +169 -169
  171. package/dist/tools/spec/traceabilityMatrix.js +64 -64
  172. package/dist/tools/spec/traceabilityMatrix.test.js +28 -28
  173. package/hooks/gemini-hooks.json +73 -73
  174. package/hooks/hooks.json +126 -126
  175. package/hooks/scripts/__tests__/keyword-detector.test.js +199 -199
  176. package/hooks/scripts/__tests__/pre-tool-guard.test.js +287 -287
  177. package/hooks/scripts/__tests__/sentinel-guard.test.js +208 -208
  178. package/hooks/scripts/auto-commit.js +97 -97
  179. package/hooks/scripts/auto-format.js +64 -64
  180. package/hooks/scripts/auto-test.js +81 -81
  181. package/hooks/scripts/code-check.js +268 -268
  182. package/hooks/scripts/codex-detect.js +46 -46
  183. package/hooks/scripts/codex-review-gate.js +80 -80
  184. package/hooks/scripts/command-log.js +32 -32
  185. package/hooks/scripts/context-save.js +353 -353
  186. package/hooks/scripts/evolution-engine.js +91 -91
  187. package/hooks/scripts/figma-extract.js +635 -635
  188. package/hooks/scripts/figma-guard.js +219 -219
  189. package/hooks/scripts/figma-refine.js +315 -315
  190. package/hooks/scripts/figma-to-scss.js +394 -394
  191. package/hooks/scripts/figma-validate.js +353 -353
  192. package/hooks/scripts/hud-status.js +321 -321
  193. package/hooks/scripts/keyword-detector.js +214 -214
  194. package/hooks/scripts/llm-orchestrate.js +645 -645
  195. package/hooks/scripts/post-edit.js +32 -32
  196. package/hooks/scripts/pr-test-gate.js +52 -52
  197. package/hooks/scripts/pre-tool-guard.js +213 -213
  198. package/hooks/scripts/prompt-dispatcher.js +190 -190
  199. package/hooks/scripts/sentinel-guard.js +130 -130
  200. package/hooks/scripts/session-start.js +177 -177
  201. package/hooks/scripts/skill-injector.js +83 -83
  202. package/hooks/scripts/stop-notify.js +209 -209
  203. package/hooks/scripts/utils.js +257 -243
  204. package/languages/csharp-unity.md +515 -515
  205. package/languages/gdscript-godot.md +470 -470
  206. package/languages/ruby-rails.md +489 -489
  207. package/languages/typescript-angular.md +433 -433
  208. package/languages/typescript-astro.md +416 -416
  209. package/languages/typescript-electron.md +406 -406
  210. package/languages/typescript-nestjs.md +524 -524
  211. package/languages/typescript-svelte.md +407 -407
  212. package/languages/typescript-tauri.md +365 -365
  213. package/package.json +101 -101
  214. package/skills/agents-md/SKILL.md +121 -121
  215. package/skills/agents-md/rubrics/what-to-keep.md +49 -49
  216. package/skills/agents-md/templates/agents-md.md +36 -36
  217. package/skills/arch-guard/SKILL.md +181 -181
  218. package/skills/arch-guard/agents/detector.md +48 -48
  219. package/skills/arch-guard/agents/reporter.md +48 -48
  220. package/skills/arch-guard/agents/rule-generator.md +49 -49
  221. package/skills/arch-guard/agents/violation-checker.md +51 -51
  222. package/skills/arch-guard/frameworks/clean-architecture.md +108 -108
  223. package/skills/arch-guard/frameworks/solid.md +102 -102
  224. package/skills/arch-guard/scripts/check-boundaries.js +90 -90
  225. package/skills/arch-guard/templates/arch-rules.json +47 -47
  226. package/skills/arch-guard/templates/violation-report.md +53 -53
  227. package/skills/brand-assets/SKILL.md +147 -147
  228. package/skills/brand-assets/rubrics/asset-checklist.md +98 -98
  229. package/skills/brand-assets/templates/brand-guide.md +161 -161
  230. package/skills/capability-loop/SKILL.md +272 -272
  231. package/skills/capability-loop/agents/capability-designer.md +61 -61
  232. package/skills/capability-loop/agents/failure-analyst.md +55 -55
  233. package/skills/capability-loop/agents/implementer.md +50 -50
  234. package/skills/capability-loop/agents/tester.md +53 -53
  235. package/skills/capability-loop/templates/capability-spec.md +118 -118
  236. package/skills/capability-loop/templates/failure-analysis.md +118 -118
  237. package/skills/characterization-test/SKILL.md +207 -207
  238. package/skills/characterization-test/agents/behavior-capturer.md +50 -50
  239. package/skills/characterization-test/agents/coverage-checker.md +54 -54
  240. package/skills/characterization-test/agents/reporter.md +50 -50
  241. package/skills/characterization-test/agents/test-writer.md +49 -49
  242. package/skills/characterization-test/rubrics/coverage-criteria.md +53 -53
  243. package/skills/characterization-test/templates/test-template.ts +101 -101
  244. package/skills/chub-usage/SKILL.md +139 -139
  245. package/skills/claude-md-guide/SKILL.md +351 -351
  246. package/skills/claude-md-guide/rubrics/anti-patterns.md +88 -88
  247. package/skills/claude-md-guide/templates/claude-md.md +54 -54
  248. package/skills/commerce-patterns/SKILL.md +64 -64
  249. package/skills/commerce-patterns/rubrics/checkout-flow.md +48 -48
  250. package/skills/commerce-patterns/templates/product-schema.md +85 -85
  251. package/skills/commit-push-pr/SKILL.md +77 -77
  252. package/skills/commit-push-pr/agents/change-analyzer.md +55 -55
  253. package/skills/commit-push-pr/agents/message-writer.md +50 -50
  254. package/skills/commit-push-pr/agents/pr-writer.md +58 -58
  255. package/skills/commit-push-pr/agents/reviewer.md +52 -52
  256. package/skills/commit-push-pr/rubrics/commit-message.md +73 -73
  257. package/skills/commit-push-pr/templates/pr-body.md +63 -63
  258. package/skills/context7-usage/SKILL.md +106 -106
  259. package/skills/context7-usage/rubrics/when-to-use.md +50 -50
  260. package/skills/create-prd/SKILL.md +90 -90
  261. package/skills/create-prd/agents/edge-case-finder.md +48 -48
  262. package/skills/create-prd/agents/prioritizer.md +60 -60
  263. package/skills/create-prd/agents/requirements-writer.md +48 -48
  264. package/skills/create-prd/agents/researcher.md +55 -55
  265. package/skills/create-prd/agents/reviewer.md +54 -54
  266. package/skills/create-prd/frameworks/jobs-to-be-done.md +96 -96
  267. package/skills/create-prd/frameworks/rice-scoring.md +97 -97
  268. package/skills/create-prd/orchestrator.md +70 -70
  269. package/skills/create-prd/rubrics/completeness.md +58 -58
  270. package/skills/create-prd/templates/prd.md +139 -139
  271. package/skills/design-audit/SKILL.md +152 -152
  272. package/skills/design-audit/agents/a11y-auditor.md +43 -43
  273. package/skills/design-audit/agents/performance-auditor.md +46 -46
  274. package/skills/design-audit/agents/responsive-auditor.md +46 -46
  275. package/skills/design-audit/agents/scorer.md +47 -47
  276. package/skills/design-audit/agents/slop-detector.md +47 -47
  277. package/skills/design-audit/frameworks/core-web-vitals.md +107 -107
  278. package/skills/design-audit/frameworks/wcag-checklist.md +64 -64
  279. package/skills/design-audit/orchestrator.md +64 -64
  280. package/skills/design-audit/rubrics/ai-slop-patterns.md +83 -83
  281. package/skills/design-audit/rubrics/scoring.md +63 -63
  282. package/skills/design-audit/templates/report.md +88 -88
  283. package/skills/design-critique/SKILL.md +139 -139
  284. package/skills/design-critique/rubrics/ux-heuristics.md +143 -143
  285. package/skills/design-critique/templates/critique-report.md +86 -86
  286. package/skills/design-distill/SKILL.md +130 -130
  287. package/skills/design-distill/templates/design-system.md +132 -132
  288. package/skills/design-normalize/SKILL.md +133 -133
  289. package/skills/design-normalize/rubrics/token-naming.md +117 -117
  290. package/skills/design-normalize/templates/token-audit.md +89 -89
  291. package/skills/design-polish/SKILL.md +131 -131
  292. package/skills/design-polish/rubrics/polish-checklist.md +68 -68
  293. package/skills/design-polish/templates/polish-report.md +64 -64
  294. package/skills/design-teach/SKILL.md +182 -182
  295. package/skills/design-teach/rubrics/brand-personality.md +73 -73
  296. package/skills/design-teach/templates/design-context.json +36 -36
  297. package/skills/devlog/SKILL.md +143 -143
  298. package/skills/e2e-commerce/SKILL.md +62 -62
  299. package/skills/e2e-commerce/templates/test-scenarios.md +170 -170
  300. package/skills/event-comms/SKILL.md +172 -172
  301. package/skills/event-comms/templates/email-invite.md +99 -99
  302. package/skills/event-comms/templates/sns-post.md +133 -133
  303. package/skills/event-ops/SKILL.md +207 -207
  304. package/skills/event-ops/rubrics/contingency.md +85 -85
  305. package/skills/event-ops/templates/d-day-checklist.md +65 -65
  306. package/skills/event-planning/SKILL.md +144 -144
  307. package/skills/event-planning/rubrics/timeline.md +70 -70
  308. package/skills/event-planning/templates/event-plan.md +91 -91
  309. package/skills/exec-plan/SKILL.md +149 -149
  310. package/skills/exec-plan/agents/decomposer.md +47 -47
  311. package/skills/exec-plan/agents/dependency-mapper.md +44 -44
  312. package/skills/exec-plan/agents/estimator.md +43 -43
  313. package/skills/exec-plan/agents/validator.md +55 -55
  314. package/skills/exec-plan/orchestrator.md +70 -70
  315. package/skills/exec-plan/rubrics/complexity-scoring.md +75 -75
  316. package/skills/exec-plan/templates/plan.md +147 -147
  317. package/skills/git-worktree/SKILL.md +73 -73
  318. package/skills/git-worktree/rubrics/when-to-use.md +55 -55
  319. package/skills/handoff/SKILL.md +110 -110
  320. package/skills/handoff/agents/context-summarizer.md +51 -51
  321. package/skills/handoff/agents/document-writer.md +63 -63
  322. package/skills/handoff/agents/state-collector.md +53 -53
  323. package/skills/handoff/agents/verifier.md +48 -48
  324. package/skills/handoff/rubrics/completeness.md +62 -62
  325. package/skills/handoff/templates/handoff.md +107 -107
  326. package/skills/parallel-research/SKILL.md +104 -89
  327. package/skills/parallel-research/agents/best-practices.md +43 -43
  328. package/skills/parallel-research/agents/codebase-patterns.md +46 -46
  329. package/skills/parallel-research/agents/framework-docs.md +45 -45
  330. package/skills/parallel-research/agents/security-advisory.md +46 -46
  331. package/skills/parallel-research/agents/synthesizer.md +57 -52
  332. package/skills/parallel-research/experts/best-practices.md +50 -50
  333. package/skills/parallel-research/experts/codebase-patterns.md +70 -70
  334. package/skills/parallel-research/experts/framework-docs.md +65 -65
  335. package/skills/parallel-research/experts/security-advisory.md +69 -69
  336. package/skills/parallel-research/orchestrator.md +79 -65
  337. package/skills/parallel-research/templates/awesome-list.md +32 -0
  338. package/skills/parallel-research/templates/paper.md +88 -0
  339. package/skills/parallel-research/templates/synthesis.md +101 -101
  340. package/skills/prioritization-frameworks/SKILL.md +87 -87
  341. package/skills/prioritization-frameworks/rubrics/frameworks.md +79 -79
  342. package/skills/prioritization-frameworks/templates/scoring-matrix.md +69 -69
  343. package/skills/priority-todos/SKILL.md +64 -64
  344. package/skills/priority-todos/rubrics/prioritization.md +70 -70
  345. package/skills/priority-todos/templates/todo-board.md +59 -59
  346. package/skills/seo-checklist/SKILL.md +58 -58
  347. package/skills/seo-checklist/frameworks/structured-data.md +153 -153
  348. package/skills/seo-checklist/rubrics/content-seo.md +42 -42
  349. package/skills/seo-checklist/rubrics/technical-seo.md +48 -48
  350. package/skills/techdebt/SKILL.md +124 -124
  351. package/skills/techdebt/agents/analyzer.md +50 -50
  352. package/skills/techdebt/agents/fixer.md +41 -41
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  354. package/skills/techdebt/agents/scanner.md +44 -44
  355. package/skills/techdebt/orchestrator.md +70 -70
  356. package/skills/techdebt/rubrics/severity.md +51 -51
  357. package/skills/techdebt/scripts/scan.js +90 -90
  358. package/skills/techdebt/templates/report.md +86 -86
  359. package/skills/tool-fallback/SKILL.md +104 -104
  360. package/skills/tool-fallback/rubrics/fallback-chain.md +58 -58
  361. package/skills/typescript-advanced-types/SKILL.md +67 -67
  362. package/skills/typescript-advanced-types/rubrics/type-patterns.md +109 -109
  363. package/skills/ui-ux-pro-max/SKILL.md +236 -236
  364. package/skills/ui-ux-pro-max/reference/color-and-contrast.md +517 -517
  365. package/skills/ui-ux-pro-max/reference/interaction-design.md +544 -544
  366. package/skills/ui-ux-pro-max/reference/motion-design.md +591 -591
  367. package/skills/ui-ux-pro-max/reference/responsive-design.md +463 -463
  368. package/skills/ui-ux-pro-max/reference/spatial-design.md +390 -390
  369. package/skills/ui-ux-pro-max/reference/typography.md +455 -455
  370. package/skills/ui-ux-pro-max/reference/ux-writing.md +469 -469
  371. package/skills/ui-ux-pro-max/rubrics/interaction-states.md +83 -83
  372. package/skills/ui-ux-pro-max/rubrics/responsive-breakpoints.md +99 -99
  373. package/skills/user-personas/SKILL.md +75 -75
  374. package/skills/user-personas/rubrics/research-methods.md +56 -56
  375. package/skills/user-personas/templates/persona.md +89 -89
  376. package/skills/vercel-react-best-practices/SKILL.md +60 -60
  377. package/skills/vercel-react-best-practices/rubrics/performance.md +82 -82
  378. package/skills/vercel-react-best-practices/rubrics/server-components.md +86 -86
  379. package/skills/vibe-contract/SKILL.md +166 -0
  380. package/skills/vibe-docs/templates/architecture.md +80 -80
  381. package/skills/vibe-docs/templates/readme.md +84 -84
  382. package/skills/vibe-docs/templates/release-notes.md +74 -74
  383. package/skills/vibe-figma/SKILL.md +363 -363
  384. package/skills/vibe-figma/rubrics/extraction-checklist.md +51 -51
  385. package/skills/vibe-figma/templates/component-index.md +126 -126
  386. package/skills/vibe-figma/templates/component-spec.md +168 -168
  387. package/skills/vibe-figma/templates/figma-handoff.md +100 -100
  388. package/skills/vibe-figma/templates/remapped-tree.md +277 -277
  389. package/skills/vibe-figma-convert/SKILL.md +235 -235
  390. package/skills/vibe-figma-convert/rubrics/conversion-rules.md +141 -141
  391. package/skills/vibe-figma-convert/templates/component.md +140 -140
  392. package/skills/vibe-figma-extract/SKILL.md +219 -219
  393. package/skills/vibe-figma-extract/rubrics/image-rules.md +157 -157
  394. package/skills/vibe-interview/SKILL.md +358 -358
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  400. package/skills/vibe-interview/checklists/website.md +99 -99
  401. package/skills/vibe-plan/SKILL.md +254 -254
  402. package/skills/vibe-regress/SKILL.md +174 -0
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  406. package/skills/vibe-spec/SKILL.md +1195 -1155
  407. package/skills/vibe-spec-review/SKILL.md +726 -726
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  410. package/skills/video-production/templates/production-plan.md +104 -104
  411. package/vibe/config.json +29 -29
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  414. package/vibe/rules/principles/development-philosophy.md +52 -52
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  417. package/vibe/rules/quality/checklist.md +276 -276
  418. package/vibe/rules/quality/performance.md +236 -236
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  420. package/vibe/rules/standards/anti-patterns.md +541 -541
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  427. package/vibe/setup.sh +31 -31
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  450. package/vibe/ui-ux-data/stacks/shadcn.csv +61 -61
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  459. 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