@su-record/vibe 2.9.25 → 2.9.32

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 (527) hide show
  1. package/.env.example +37 -37
  2. package/CLAUDE.md +109 -106
  3. package/LICENSE +21 -21
  4. package/README.en.md +220 -220
  5. package/README.md +171 -171
  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/teams/debug-team.md +70 -70
  53. package/agents/teams/dev-team.md +88 -88
  54. package/agents/teams/docs-team.md +80 -80
  55. package/agents/teams/figma/figma-analyst.md +52 -52
  56. package/agents/teams/figma/figma-architect.md +112 -112
  57. package/agents/teams/figma/figma-auditor.md +82 -82
  58. package/agents/teams/figma/figma-builder.md +100 -100
  59. package/agents/teams/figma-team.md +85 -85
  60. package/agents/teams/fullstack-team.md +83 -83
  61. package/agents/teams/lite-team.md +69 -69
  62. package/agents/teams/migration-team.md +78 -78
  63. package/agents/teams/refactor-team.md +94 -94
  64. package/agents/teams/research-team.md +86 -86
  65. package/agents/teams/review-debate-team.md +125 -125
  66. package/agents/teams/security-team.md +81 -81
  67. package/agents/tester.md +49 -49
  68. package/agents/ui/ui-a11y-auditor.md +93 -93
  69. package/agents/ui/ui-antipattern-detector.md +102 -102
  70. package/agents/ui/ui-dataviz-advisor.md +69 -69
  71. package/agents/ui/ui-design-system-gen.md +57 -57
  72. package/agents/ui/ui-industry-analyzer.md +49 -49
  73. package/agents/ui/ui-layout-architect.md +65 -65
  74. package/agents/ui/ui-stack-implementer.md +68 -68
  75. package/agents/ui/ux-compliance-reviewer.md +81 -81
  76. package/agents/ui-previewer.md +258 -258
  77. package/commands/vibe.analyze.md +533 -533
  78. package/commands/vibe.contract.md +105 -105
  79. package/commands/vibe.docs.md +33 -33
  80. package/commands/vibe.event.md +163 -163
  81. package/commands/vibe.figma.md +600 -584
  82. package/commands/vibe.harness.md +177 -177
  83. package/commands/vibe.regress.md +73 -73
  84. package/commands/vibe.review.md +624 -624
  85. package/commands/vibe.run.md +1946 -1940
  86. package/commands/vibe.scaffold.md +195 -195
  87. package/commands/vibe.spec.md +577 -577
  88. package/commands/vibe.test.md +49 -49
  89. package/commands/vibe.trace.md +276 -276
  90. package/commands/vibe.utils.md +413 -413
  91. package/commands/vibe.verify.md +572 -550
  92. package/dist/cli/auth.d.ts +7 -1
  93. package/dist/cli/auth.d.ts.map +1 -1
  94. package/dist/cli/auth.js +51 -11
  95. package/dist/cli/auth.js.map +1 -1
  96. package/dist/cli/collaborator.d.ts +5 -1
  97. package/dist/cli/collaborator.d.ts.map +1 -1
  98. package/dist/cli/collaborator.js +60 -55
  99. package/dist/cli/collaborator.js.map +1 -1
  100. package/dist/cli/commands/codex-proxy.js +15 -15
  101. package/dist/cli/commands/config.js +9 -9
  102. package/dist/cli/commands/evolution.js +12 -12
  103. package/dist/cli/commands/figma.js +20 -20
  104. package/dist/cli/commands/info.d.ts.map +1 -1
  105. package/dist/cli/commands/info.js +47 -63
  106. package/dist/cli/commands/info.js.map +1 -1
  107. package/dist/cli/commands/init.d.ts +13 -5
  108. package/dist/cli/commands/init.d.ts.map +1 -1
  109. package/dist/cli/commands/init.js +71 -35
  110. package/dist/cli/commands/init.js.map +1 -1
  111. package/dist/cli/commands/remove.d.ts.map +1 -1
  112. package/dist/cli/commands/remove.js +35 -22
  113. package/dist/cli/commands/remove.js.map +1 -1
  114. package/dist/cli/commands/sentinel.js +27 -27
  115. package/dist/cli/commands/skills.js +5 -5
  116. package/dist/cli/commands/slack.js +10 -10
  117. package/dist/cli/commands/stats.js +6 -6
  118. package/dist/cli/commands/telegram.js +12 -12
  119. package/dist/cli/commands/update.d.ts.map +1 -1
  120. package/dist/cli/commands/update.js +10 -6
  121. package/dist/cli/commands/update.js.map +1 -1
  122. package/dist/cli/detect.js +32 -32
  123. package/dist/cli/index.js +37 -35
  124. package/dist/cli/index.js.map +1 -1
  125. package/dist/cli/llm/claude-commands.js +16 -16
  126. package/dist/cli/llm/config.js +18 -18
  127. package/dist/cli/llm/gemini-commands.js +16 -16
  128. package/dist/cli/llm/gpt-commands.js +19 -19
  129. package/dist/cli/llm/help.js +21 -21
  130. package/dist/cli/postinstall/cursor-agents.js +32 -32
  131. package/dist/cli/postinstall/cursor-rules.js +83 -83
  132. package/dist/cli/postinstall/cursor-skills.js +743 -743
  133. package/dist/cli/postinstall/global-config.d.ts.map +1 -1
  134. package/dist/cli/postinstall/global-config.js +8 -4
  135. package/dist/cli/postinstall/global-config.js.map +1 -1
  136. package/dist/cli/setup/LegacyMigration.d.ts +14 -0
  137. package/dist/cli/setup/LegacyMigration.d.ts.map +1 -1
  138. package/dist/cli/setup/LegacyMigration.js +61 -0
  139. package/dist/cli/setup/LegacyMigration.js.map +1 -1
  140. package/dist/cli/setup/ProjectSetup.d.ts +9 -3
  141. package/dist/cli/setup/ProjectSetup.d.ts.map +1 -1
  142. package/dist/cli/setup/ProjectSetup.js +60 -36
  143. package/dist/cli/setup/ProjectSetup.js.map +1 -1
  144. package/dist/cli/setup/Provisioner.js +44 -44
  145. package/dist/cli/setup/Provisioner.js.map +1 -1
  146. package/dist/cli/setup.d.ts +1 -1
  147. package/dist/cli/setup.d.ts.map +1 -1
  148. package/dist/cli/setup.js +1 -1
  149. package/dist/cli/setup.js.map +1 -1
  150. package/dist/cli/utils/cli-detector.d.ts +9 -6
  151. package/dist/cli/utils/cli-detector.d.ts.map +1 -1
  152. package/dist/cli/utils/cli-detector.js +127 -8
  153. package/dist/cli/utils/cli-detector.js.map +1 -1
  154. package/dist/infra/lib/DeepInit.js +24 -24
  155. package/dist/infra/lib/IterationTracker.js +11 -11
  156. package/dist/infra/lib/PythonParser.js +108 -108
  157. package/dist/infra/lib/ReviewRace.js +96 -96
  158. package/dist/infra/lib/SkillFrontmatter.js +28 -28
  159. package/dist/infra/lib/SkillQualityGate.js +9 -9
  160. package/dist/infra/lib/SkillRepository.js +159 -159
  161. package/dist/infra/lib/UltraQA.js +99 -99
  162. package/dist/infra/lib/autonomy/AuditStore.js +41 -41
  163. package/dist/infra/lib/autonomy/ConfirmationStore.js +30 -30
  164. package/dist/infra/lib/autonomy/EventOutbox.js +38 -38
  165. package/dist/infra/lib/autonomy/PolicyEngine.d.ts +3 -3
  166. package/dist/infra/lib/autonomy/PolicyEngine.js +18 -18
  167. package/dist/infra/lib/autonomy/SecuritySentinel.js +1 -1
  168. package/dist/infra/lib/autonomy/SuggestionStore.js +33 -33
  169. package/dist/infra/lib/browser/compare.d.ts +27 -0
  170. package/dist/infra/lib/browser/compare.d.ts.map +1 -1
  171. package/dist/infra/lib/browser/compare.js +55 -0
  172. package/dist/infra/lib/browser/compare.js.map +1 -1
  173. package/dist/infra/lib/browser/index.d.ts +2 -1
  174. package/dist/infra/lib/browser/index.d.ts.map +1 -1
  175. package/dist/infra/lib/browser/index.js +1 -1
  176. package/dist/infra/lib/browser/index.js.map +1 -1
  177. package/dist/infra/lib/embedding/VectorStore.js +22 -22
  178. package/dist/infra/lib/evolution/AgentAnalyzer.js +10 -10
  179. package/dist/infra/lib/evolution/DescriptionOptimizer.js +21 -21
  180. package/dist/infra/lib/evolution/GenerationRegistry.js +36 -36
  181. package/dist/infra/lib/evolution/InsightStore.js +90 -90
  182. package/dist/infra/lib/evolution/ParityTester.js +57 -57
  183. package/dist/infra/lib/evolution/RollbackManager.js +5 -5
  184. package/dist/infra/lib/evolution/SkillBenchmark.js +23 -23
  185. package/dist/infra/lib/evolution/SkillEvalRunner.js +50 -50
  186. package/dist/infra/lib/evolution/SkillGapDetector.js +10 -10
  187. package/dist/infra/lib/evolution/UsageTracker.js +28 -28
  188. package/dist/infra/lib/figma/audit.d.ts +37 -0
  189. package/dist/infra/lib/figma/audit.d.ts.map +1 -0
  190. package/dist/infra/lib/figma/audit.js +130 -0
  191. package/dist/infra/lib/figma/audit.js.map +1 -0
  192. package/dist/infra/lib/figma/extract.d.ts +21 -1
  193. package/dist/infra/lib/figma/extract.d.ts.map +1 -1
  194. package/dist/infra/lib/figma/extract.js +84 -12
  195. package/dist/infra/lib/figma/extract.js.map +1 -1
  196. package/dist/infra/lib/figma/index.d.ts +4 -2
  197. package/dist/infra/lib/figma/index.d.ts.map +1 -1
  198. package/dist/infra/lib/figma/index.js +2 -1
  199. package/dist/infra/lib/figma/index.js.map +1 -1
  200. package/dist/infra/lib/figma/types.d.ts +31 -0
  201. package/dist/infra/lib/figma/types.d.ts.map +1 -1
  202. package/dist/infra/lib/gemini/orchestration.js +5 -5
  203. package/dist/infra/lib/gpt/orchestration.js +4 -4
  204. package/dist/infra/lib/memory/KnowledgeGraph.js +4 -4
  205. package/dist/infra/lib/memory/MemorySearch.js +57 -57
  206. package/dist/infra/lib/memory/MemoryStorage.d.ts +5 -0
  207. package/dist/infra/lib/memory/MemoryStorage.d.ts.map +1 -1
  208. package/dist/infra/lib/memory/MemoryStorage.js +202 -183
  209. package/dist/infra/lib/memory/MemoryStorage.js.map +1 -1
  210. package/dist/infra/lib/memory/ObservationStore.js +28 -28
  211. package/dist/infra/lib/memory/ReflectionStore.js +30 -30
  212. package/dist/infra/lib/memory/SessionRAGRetriever.js +7 -7
  213. package/dist/infra/lib/memory/SessionRAGStore.js +225 -225
  214. package/dist/infra/lib/memory/SessionSummarizer.js +9 -9
  215. package/dist/infra/orchestrator/AgentManager.js +12 -12
  216. package/dist/infra/orchestrator/AgentRegistry.js +65 -65
  217. package/dist/infra/orchestrator/MultiLlmResearch.js +8 -8
  218. package/dist/infra/orchestrator/SwarmOrchestrator.test.js +16 -16
  219. package/dist/infra/orchestrator/parallelResearch.js +24 -24
  220. package/dist/tools/convention/analyzeComplexity.test.js +115 -115
  221. package/dist/tools/convention/validateCodeQuality.test.js +104 -104
  222. package/dist/tools/memory/createMemoryTimeline.js +10 -10
  223. package/dist/tools/memory/getMemoryGraph.js +12 -12
  224. package/dist/tools/memory/getSessionContext.js +9 -9
  225. package/dist/tools/memory/linkMemories.js +14 -14
  226. package/dist/tools/memory/listMemories.js +4 -4
  227. package/dist/tools/memory/recallMemory.js +4 -4
  228. package/dist/tools/memory/saveMemory.js +4 -4
  229. package/dist/tools/memory/searchMemoriesAdvanced.js +23 -23
  230. package/dist/tools/semantic/analyzeDependencyGraph.js +12 -12
  231. package/dist/tools/semantic/astGrep.test.js +6 -6
  232. package/dist/tools/spec/prdParser.test.js +171 -171
  233. package/dist/tools/spec/specGenerator.js +169 -169
  234. package/dist/tools/spec/traceabilityMatrix.js +64 -64
  235. package/dist/tools/spec/traceabilityMatrix.test.js +28 -28
  236. package/hooks/gemini-hooks.json +73 -73
  237. package/hooks/hooks.json +134 -126
  238. package/hooks/scripts/__tests__/keyword-detector.test.js +199 -199
  239. package/hooks/scripts/__tests__/pre-tool-guard.test.js +409 -409
  240. package/hooks/scripts/__tests__/sentinel-guard.test.js +208 -208
  241. package/hooks/scripts/auto-commit.js +97 -97
  242. package/hooks/scripts/auto-format.js +64 -64
  243. package/hooks/scripts/auto-test.js +81 -81
  244. package/hooks/scripts/code-check.js +271 -271
  245. package/hooks/scripts/codex-detect.js +46 -46
  246. package/hooks/scripts/codex-review-gate.js +80 -80
  247. package/hooks/scripts/command-log.js +32 -32
  248. package/hooks/scripts/context-save.js +353 -353
  249. package/hooks/scripts/evolution-engine.js +91 -91
  250. package/hooks/scripts/figma-extract.js +768 -635
  251. package/hooks/scripts/figma-guard.js +219 -219
  252. package/hooks/scripts/figma-refine.js +315 -315
  253. package/hooks/scripts/figma-to-scss.js +394 -394
  254. package/hooks/scripts/figma-validate.js +353 -353
  255. package/hooks/scripts/hud-status.js +321 -321
  256. package/hooks/scripts/keyword-detector.js +214 -214
  257. package/hooks/scripts/lib/dispatcher.js +87 -83
  258. package/hooks/scripts/lib/scope-from-spec.js +276 -261
  259. package/hooks/scripts/llm-orchestrate.js +645 -645
  260. package/hooks/scripts/post-edit.js +35 -35
  261. package/hooks/scripts/pr-test-gate.js +52 -52
  262. package/hooks/scripts/pre-tool-guard.js +259 -259
  263. package/hooks/scripts/prompt-dispatcher.js +192 -190
  264. package/hooks/scripts/scope-guard.js +145 -145
  265. package/hooks/scripts/sentinel-guard.js +130 -130
  266. package/hooks/scripts/session-start.js +186 -186
  267. package/hooks/scripts/skill-injector.js +83 -83
  268. package/hooks/scripts/step-counter.js +45 -0
  269. package/hooks/scripts/stop-notify.js +209 -209
  270. package/hooks/scripts/utils.js +315 -257
  271. package/languages/csharp-unity.md +515 -515
  272. package/languages/gdscript-godot.md +470 -470
  273. package/languages/ruby-rails.md +489 -489
  274. package/languages/typescript-angular.md +433 -433
  275. package/languages/typescript-astro.md +416 -416
  276. package/languages/typescript-electron.md +406 -406
  277. package/languages/typescript-nestjs.md +524 -524
  278. package/languages/typescript-svelte.md +407 -407
  279. package/languages/typescript-tauri.md +365 -365
  280. package/package.json +106 -106
  281. package/skills/agents-md/SKILL.md +121 -121
  282. package/skills/agents-md/rubrics/what-to-keep.md +49 -49
  283. package/skills/agents-md/templates/agents-md.md +36 -36
  284. package/skills/arch-guard/SKILL.md +181 -181
  285. package/skills/arch-guard/agents/detector.md +48 -48
  286. package/skills/arch-guard/agents/reporter.md +48 -48
  287. package/skills/arch-guard/agents/rule-generator.md +49 -49
  288. package/skills/arch-guard/agents/violation-checker.md +51 -51
  289. package/skills/arch-guard/frameworks/clean-architecture.md +108 -108
  290. package/skills/arch-guard/frameworks/solid.md +102 -102
  291. package/skills/arch-guard/scripts/check-boundaries.js +90 -90
  292. package/skills/arch-guard/templates/arch-rules.json +47 -47
  293. package/skills/arch-guard/templates/violation-report.md +53 -53
  294. package/skills/brand-assets/SKILL.md +147 -147
  295. package/skills/brand-assets/rubrics/asset-checklist.md +98 -98
  296. package/skills/brand-assets/templates/brand-guide.md +161 -161
  297. package/skills/capability-loop/SKILL.md +272 -272
  298. package/skills/capability-loop/agents/capability-designer.md +61 -61
  299. package/skills/capability-loop/agents/failure-analyst.md +55 -55
  300. package/skills/capability-loop/agents/implementer.md +50 -50
  301. package/skills/capability-loop/agents/tester.md +53 -53
  302. package/skills/capability-loop/templates/capability-spec.md +118 -118
  303. package/skills/capability-loop/templates/failure-analysis.md +118 -118
  304. package/skills/characterization-test/SKILL.md +207 -207
  305. package/skills/characterization-test/agents/behavior-capturer.md +50 -50
  306. package/skills/characterization-test/agents/coverage-checker.md +54 -54
  307. package/skills/characterization-test/agents/reporter.md +50 -50
  308. package/skills/characterization-test/agents/test-writer.md +49 -49
  309. package/skills/characterization-test/rubrics/coverage-criteria.md +53 -53
  310. package/skills/characterization-test/templates/test-template.ts +101 -101
  311. package/skills/chub-usage/SKILL.md +139 -139
  312. package/skills/claude-md-guide/SKILL.md +351 -351
  313. package/skills/claude-md-guide/rubrics/anti-patterns.md +88 -88
  314. package/skills/claude-md-guide/templates/claude-md.md +54 -54
  315. package/skills/commerce-patterns/SKILL.md +64 -64
  316. package/skills/commerce-patterns/rubrics/checkout-flow.md +48 -48
  317. package/skills/commerce-patterns/templates/product-schema.md +85 -85
  318. package/skills/commit-push-pr/SKILL.md +77 -77
  319. package/skills/commit-push-pr/agents/change-analyzer.md +55 -55
  320. package/skills/commit-push-pr/agents/message-writer.md +50 -50
  321. package/skills/commit-push-pr/agents/pr-writer.md +58 -58
  322. package/skills/commit-push-pr/agents/reviewer.md +52 -52
  323. package/skills/commit-push-pr/rubrics/commit-message.md +73 -73
  324. package/skills/commit-push-pr/templates/pr-body.md +63 -63
  325. package/skills/context7-usage/SKILL.md +106 -106
  326. package/skills/context7-usage/rubrics/when-to-use.md +50 -50
  327. package/skills/create-prd/SKILL.md +90 -90
  328. package/skills/create-prd/agents/edge-case-finder.md +48 -48
  329. package/skills/create-prd/agents/prioritizer.md +60 -60
  330. package/skills/create-prd/agents/requirements-writer.md +48 -48
  331. package/skills/create-prd/agents/researcher.md +55 -55
  332. package/skills/create-prd/agents/reviewer.md +54 -54
  333. package/skills/create-prd/frameworks/jobs-to-be-done.md +96 -96
  334. package/skills/create-prd/frameworks/rice-scoring.md +97 -97
  335. package/skills/create-prd/orchestrator.md +70 -70
  336. package/skills/create-prd/rubrics/completeness.md +58 -58
  337. package/skills/create-prd/templates/prd.md +139 -139
  338. package/skills/design-audit/SKILL.md +152 -152
  339. package/skills/design-audit/agents/a11y-auditor.md +43 -43
  340. package/skills/design-audit/agents/performance-auditor.md +46 -46
  341. package/skills/design-audit/agents/responsive-auditor.md +46 -46
  342. package/skills/design-audit/agents/scorer.md +47 -47
  343. package/skills/design-audit/agents/slop-detector.md +47 -47
  344. package/skills/design-audit/frameworks/core-web-vitals.md +107 -107
  345. package/skills/design-audit/frameworks/wcag-checklist.md +64 -64
  346. package/skills/design-audit/orchestrator.md +64 -64
  347. package/skills/design-audit/rubrics/ai-slop-patterns.md +83 -83
  348. package/skills/design-audit/rubrics/scoring.md +63 -63
  349. package/skills/design-audit/templates/report.md +88 -88
  350. package/skills/design-critique/SKILL.md +139 -139
  351. package/skills/design-critique/rubrics/ux-heuristics.md +143 -143
  352. package/skills/design-critique/templates/critique-report.md +86 -86
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  443. package/skills/vercel-react-best-practices/SKILL.md +60 -60
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  474. package/skills/vibe-spec-review/SKILL.md +726 -726
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@@ -1,515 +1,515 @@
1
- # C# + Unity Quality Rules
2
-
3
- ## Core Principles (inherited from core)
4
-
5
- ```markdown
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- # Core Principles (inherited from core)
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- Single Responsibility (SRP)
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- No Duplication (DRY)
9
- Reusability
10
- Low Complexity
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- Function <= 30 lines
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- Nesting <= 3 levels
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- Cyclomatic complexity <= 10
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- ```
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-
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- ## Unity Architecture Understanding
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-
18
- ```text
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- MonoBehaviour Lifecycle
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- Awake -> OnEnable -> Start -> Update -> ...
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-
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- ScriptableObject (Data Assets)
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- - Settings, Events, Shared Data
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-
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- Pure C# Classes (Non-MonoBehaviour)
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- - Game Logic, Utilities
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- ```
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-
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- ## C#/Unity Specific Rules
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-
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- ### 1. Minimize MonoBehaviour
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-
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- ```csharp
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- // Bad: All logic in MonoBehaviour
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- public class PlayerController : MonoBehaviour
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- {
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- public float health;
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- public float speed;
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- public int gold;
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-
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- void Update()
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- {
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- // Movement, combat, inventory, UI update all here...
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- // Hundreds of lines of code
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- }
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- }
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-
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- // Good: Separation of concerns
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- public class PlayerController : MonoBehaviour
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- {
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- [SerializeField] private PlayerData _data;
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-
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- private PlayerMovement _movement;
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- private PlayerCombat _combat;
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-
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- private void Awake()
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- {
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- _movement = new PlayerMovement(_data, transform);
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- _combat = new PlayerCombat(_data);
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- }
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-
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- private void Update()
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- {
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- _movement.Update(Time.deltaTime);
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- }
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- }
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-
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- // Pure C# class
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- public class PlayerMovement
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- {
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- private readonly PlayerData _data;
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- private readonly Transform _transform;
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-
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- public PlayerMovement(PlayerData data, Transform transform)
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- {
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- _data = data;
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- _transform = transform;
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- }
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-
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- public void Update(float deltaTime)
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- {
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- // Movement logic only
83
- }
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- }
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- ```
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-
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- ### 2. Using ScriptableObject
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-
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