@su-record/vibe 2.9.32 → 2.9.33

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 (480) hide show
  1. package/.env.example +37 -37
  2. package/CLAUDE.md +109 -109
  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 -600
  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 -1946
  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 -572
  92. package/dist/cli/collaborator.js +52 -52
  93. package/dist/cli/commands/codex-proxy.js +15 -15
  94. package/dist/cli/commands/config.js +9 -9
  95. package/dist/cli/commands/evolution.js +12 -12
  96. package/dist/cli/commands/figma.js +20 -20
  97. package/dist/cli/commands/info.js +46 -46
  98. package/dist/cli/commands/init.d.ts.map +1 -1
  99. package/dist/cli/commands/init.js +15 -10
  100. package/dist/cli/commands/init.js.map +1 -1
  101. package/dist/cli/commands/remove.js +14 -14
  102. package/dist/cli/commands/sentinel.js +27 -27
  103. package/dist/cli/commands/skills.js +5 -5
  104. package/dist/cli/commands/slack.js +10 -10
  105. package/dist/cli/commands/stats.js +6 -6
  106. package/dist/cli/commands/telegram.js +12 -12
  107. package/dist/cli/commands/update.d.ts.map +1 -1
  108. package/dist/cli/commands/update.js +5 -3
  109. package/dist/cli/commands/update.js.map +1 -1
  110. package/dist/cli/detect.js +32 -32
  111. package/dist/cli/index.js +33 -33
  112. package/dist/cli/llm/claude-commands.js +16 -16
  113. package/dist/cli/llm/config.js +18 -18
  114. package/dist/cli/llm/gemini-commands.js +16 -16
  115. package/dist/cli/llm/gpt-commands.js +19 -19
  116. package/dist/cli/llm/help.js +21 -21
  117. package/dist/cli/postinstall/cursor-agents.js +32 -32
  118. package/dist/cli/postinstall/cursor-rules.js +83 -83
  119. package/dist/cli/postinstall/cursor-skills.js +743 -743
  120. package/dist/cli/postinstall/main.d.ts.map +1 -1
  121. package/dist/cli/postinstall/main.js +11 -0
  122. package/dist/cli/postinstall/main.js.map +1 -1
  123. package/dist/cli/setup/ProjectSetup.d.ts +9 -4
  124. package/dist/cli/setup/ProjectSetup.d.ts.map +1 -1
  125. package/dist/cli/setup/ProjectSetup.js +95 -79
  126. package/dist/cli/setup/ProjectSetup.js.map +1 -1
  127. package/dist/cli/setup/Provisioner.js +42 -42
  128. package/dist/cli/setup.d.ts +1 -1
  129. package/dist/cli/setup.d.ts.map +1 -1
  130. package/dist/cli/setup.js +1 -1
  131. package/dist/cli/setup.js.map +1 -1
  132. package/dist/infra/lib/DeepInit.js +24 -24
  133. package/dist/infra/lib/IterationTracker.js +11 -11
  134. package/dist/infra/lib/PythonParser.js +108 -108
  135. package/dist/infra/lib/ReviewRace.js +96 -96
  136. package/dist/infra/lib/SkillFrontmatter.js +28 -28
  137. package/dist/infra/lib/SkillQualityGate.js +9 -9
  138. package/dist/infra/lib/SkillRepository.js +159 -159
  139. package/dist/infra/lib/UltraQA.js +99 -99
  140. package/dist/infra/lib/autonomy/AuditStore.js +41 -41
  141. package/dist/infra/lib/autonomy/ConfirmationStore.js +30 -30
  142. package/dist/infra/lib/autonomy/EventOutbox.js +38 -38
  143. package/dist/infra/lib/autonomy/PolicyEngine.d.ts +3 -3
  144. package/dist/infra/lib/autonomy/PolicyEngine.js +18 -18
  145. package/dist/infra/lib/autonomy/SecuritySentinel.js +1 -1
  146. package/dist/infra/lib/autonomy/SuggestionStore.js +33 -33
  147. package/dist/infra/lib/embedding/VectorStore.js +22 -22
  148. package/dist/infra/lib/evolution/AgentAnalyzer.js +10 -10
  149. package/dist/infra/lib/evolution/DescriptionOptimizer.js +21 -21
  150. package/dist/infra/lib/evolution/GenerationRegistry.js +36 -36
  151. package/dist/infra/lib/evolution/InsightStore.js +90 -90
  152. package/dist/infra/lib/evolution/ParityTester.js +57 -57
  153. package/dist/infra/lib/evolution/RollbackManager.js +5 -5
  154. package/dist/infra/lib/evolution/SkillBenchmark.js +23 -23
  155. package/dist/infra/lib/evolution/SkillEvalRunner.js +50 -50
  156. package/dist/infra/lib/evolution/SkillGapDetector.js +10 -10
  157. package/dist/infra/lib/evolution/UsageTracker.js +28 -28
  158. package/dist/infra/lib/gemini/orchestration.js +5 -5
  159. package/dist/infra/lib/gpt/orchestration.js +4 -4
  160. package/dist/infra/lib/memory/KnowledgeGraph.js +4 -4
  161. package/dist/infra/lib/memory/MemorySearch.js +57 -57
  162. package/dist/infra/lib/memory/MemoryStorage.js +181 -181
  163. package/dist/infra/lib/memory/ObservationStore.js +28 -28
  164. package/dist/infra/lib/memory/ReflectionStore.js +30 -30
  165. package/dist/infra/lib/memory/SessionRAGRetriever.js +7 -7
  166. package/dist/infra/lib/memory/SessionRAGStore.js +225 -225
  167. package/dist/infra/lib/memory/SessionSummarizer.js +9 -9
  168. package/dist/infra/orchestrator/AgentManager.js +12 -12
  169. package/dist/infra/orchestrator/AgentRegistry.js +65 -65
  170. package/dist/infra/orchestrator/MultiLlmResearch.js +8 -8
  171. package/dist/infra/orchestrator/SwarmOrchestrator.test.js +16 -16
  172. package/dist/infra/orchestrator/parallelResearch.js +24 -24
  173. package/dist/tools/convention/analyzeComplexity.test.js +115 -115
  174. package/dist/tools/convention/validateCodeQuality.test.js +104 -104
  175. package/dist/tools/memory/createMemoryTimeline.js +10 -10
  176. package/dist/tools/memory/getMemoryGraph.js +12 -12
  177. package/dist/tools/memory/getSessionContext.js +9 -9
  178. package/dist/tools/memory/linkMemories.js +14 -14
  179. package/dist/tools/memory/listMemories.js +4 -4
  180. package/dist/tools/memory/recallMemory.js +4 -4
  181. package/dist/tools/memory/saveMemory.js +4 -4
  182. package/dist/tools/memory/searchMemoriesAdvanced.js +23 -23
  183. package/dist/tools/semantic/analyzeDependencyGraph.js +12 -12
  184. package/dist/tools/semantic/astGrep.test.js +6 -6
  185. package/dist/tools/spec/prdParser.test.js +171 -171
  186. package/dist/tools/spec/specGenerator.js +169 -169
  187. package/dist/tools/spec/traceabilityMatrix.js +64 -64
  188. package/dist/tools/spec/traceabilityMatrix.test.js +28 -28
  189. package/hooks/gemini-hooks.json +73 -73
  190. package/hooks/hooks.json +134 -134
  191. package/hooks/scripts/__tests__/keyword-detector.test.js +199 -199
  192. package/hooks/scripts/__tests__/pre-tool-guard.test.js +409 -409
  193. package/hooks/scripts/__tests__/sentinel-guard.test.js +208 -208
  194. package/hooks/scripts/auto-commit.js +97 -97
  195. package/hooks/scripts/auto-format.js +64 -64
  196. package/hooks/scripts/auto-test.js +81 -81
  197. package/hooks/scripts/code-check.js +271 -271
  198. package/hooks/scripts/codex-detect.js +46 -46
  199. package/hooks/scripts/codex-review-gate.js +80 -80
  200. package/hooks/scripts/command-log.js +32 -32
  201. package/hooks/scripts/context-save.js +353 -353
  202. package/hooks/scripts/evolution-engine.js +91 -91
  203. package/hooks/scripts/figma-extract.js +768 -768
  204. package/hooks/scripts/figma-guard.js +219 -219
  205. package/hooks/scripts/figma-refine.js +315 -315
  206. package/hooks/scripts/figma-to-scss.js +394 -394
  207. package/hooks/scripts/figma-validate.js +353 -353
  208. package/hooks/scripts/hud-status.js +321 -321
  209. package/hooks/scripts/keyword-detector.js +214 -214
  210. package/hooks/scripts/lib/dispatcher.js +87 -87
  211. package/hooks/scripts/lib/scope-from-spec.js +276 -276
  212. package/hooks/scripts/llm-orchestrate.js +645 -645
  213. package/hooks/scripts/post-edit.js +35 -35
  214. package/hooks/scripts/pr-test-gate.js +52 -52
  215. package/hooks/scripts/pre-tool-guard.js +259 -259
  216. package/hooks/scripts/prompt-dispatcher.js +192 -192
  217. package/hooks/scripts/scope-guard.js +145 -145
  218. package/hooks/scripts/sentinel-guard.js +130 -130
  219. package/hooks/scripts/session-start.js +186 -186
  220. package/hooks/scripts/skill-injector.js +83 -83
  221. package/hooks/scripts/step-counter.js +45 -45
  222. package/hooks/scripts/stop-notify.js +209 -209
  223. package/hooks/scripts/utils.js +315 -315
  224. package/languages/csharp-unity.md +515 -515
  225. package/languages/gdscript-godot.md +470 -470
  226. package/languages/ruby-rails.md +489 -489
  227. package/languages/typescript-angular.md +433 -433
  228. package/languages/typescript-astro.md +416 -416
  229. package/languages/typescript-electron.md +406 -406
  230. package/languages/typescript-nestjs.md +524 -524
  231. package/languages/typescript-svelte.md +407 -407
  232. package/languages/typescript-tauri.md +365 -365
  233. package/package.json +106 -106
  234. package/skills/agents-md/SKILL.md +121 -121
  235. package/skills/agents-md/rubrics/what-to-keep.md +49 -49
  236. package/skills/agents-md/templates/agents-md.md +36 -36
  237. package/skills/arch-guard/SKILL.md +181 -181
  238. package/skills/arch-guard/agents/detector.md +48 -48
  239. package/skills/arch-guard/agents/reporter.md +48 -48
  240. package/skills/arch-guard/agents/rule-generator.md +49 -49
  241. package/skills/arch-guard/agents/violation-checker.md +51 -51
  242. package/skills/arch-guard/frameworks/clean-architecture.md +108 -108
  243. package/skills/arch-guard/frameworks/solid.md +102 -102
  244. package/skills/arch-guard/scripts/check-boundaries.js +90 -90
  245. package/skills/arch-guard/templates/arch-rules.json +47 -47
  246. package/skills/arch-guard/templates/violation-report.md +53 -53
  247. package/skills/brand-assets/SKILL.md +147 -147
  248. package/skills/brand-assets/rubrics/asset-checklist.md +98 -98
  249. package/skills/brand-assets/templates/brand-guide.md +161 -161
  250. package/skills/capability-loop/SKILL.md +272 -272
  251. package/skills/capability-loop/agents/capability-designer.md +61 -61
  252. package/skills/capability-loop/agents/failure-analyst.md +55 -55
  253. package/skills/capability-loop/agents/implementer.md +50 -50
  254. package/skills/capability-loop/agents/tester.md +53 -53
  255. package/skills/capability-loop/templates/capability-spec.md +118 -118
  256. package/skills/capability-loop/templates/failure-analysis.md +118 -118
  257. package/skills/characterization-test/SKILL.md +207 -207
  258. package/skills/characterization-test/agents/behavior-capturer.md +50 -50
  259. package/skills/characterization-test/agents/coverage-checker.md +54 -54
  260. package/skills/characterization-test/agents/reporter.md +50 -50
  261. package/skills/characterization-test/agents/test-writer.md +49 -49
  262. package/skills/characterization-test/rubrics/coverage-criteria.md +53 -53
  263. package/skills/characterization-test/templates/test-template.ts +101 -101
  264. package/skills/chub-usage/SKILL.md +139 -139
  265. package/skills/claude-md-guide/SKILL.md +351 -351
  266. package/skills/claude-md-guide/rubrics/anti-patterns.md +88 -88
  267. package/skills/claude-md-guide/templates/claude-md.md +54 -54
  268. package/skills/commerce-patterns/SKILL.md +64 -64
  269. package/skills/commerce-patterns/rubrics/checkout-flow.md +48 -48
  270. package/skills/commerce-patterns/templates/product-schema.md +85 -85
  271. package/skills/commit-push-pr/SKILL.md +77 -77
  272. package/skills/commit-push-pr/agents/change-analyzer.md +55 -55
  273. package/skills/commit-push-pr/agents/message-writer.md +50 -50
  274. package/skills/commit-push-pr/agents/pr-writer.md +58 -58
  275. package/skills/commit-push-pr/agents/reviewer.md +52 -52
  276. package/skills/commit-push-pr/rubrics/commit-message.md +73 -73
  277. package/skills/commit-push-pr/templates/pr-body.md +63 -63
  278. package/skills/context7-usage/SKILL.md +106 -106
  279. package/skills/context7-usage/rubrics/when-to-use.md +50 -50
  280. package/skills/create-prd/SKILL.md +90 -90
  281. package/skills/create-prd/agents/edge-case-finder.md +48 -48
  282. package/skills/create-prd/agents/prioritizer.md +60 -60
  283. package/skills/create-prd/agents/requirements-writer.md +48 -48
  284. package/skills/create-prd/agents/researcher.md +55 -55
  285. package/skills/create-prd/agents/reviewer.md +54 -54
  286. package/skills/create-prd/frameworks/jobs-to-be-done.md +96 -96
  287. package/skills/create-prd/frameworks/rice-scoring.md +97 -97
  288. package/skills/create-prd/orchestrator.md +70 -70
  289. package/skills/create-prd/rubrics/completeness.md +58 -58
  290. package/skills/create-prd/templates/prd.md +139 -139
  291. package/skills/design-audit/SKILL.md +152 -152
  292. package/skills/design-audit/agents/a11y-auditor.md +43 -43
  293. package/skills/design-audit/agents/performance-auditor.md +46 -46
  294. package/skills/design-audit/agents/responsive-auditor.md +46 -46
  295. package/skills/design-audit/agents/scorer.md +47 -47
  296. package/skills/design-audit/agents/slop-detector.md +47 -47
  297. package/skills/design-audit/frameworks/core-web-vitals.md +107 -107
  298. package/skills/design-audit/frameworks/wcag-checklist.md +64 -64
  299. package/skills/design-audit/orchestrator.md +64 -64
  300. package/skills/design-audit/rubrics/ai-slop-patterns.md +83 -83
  301. package/skills/design-audit/rubrics/scoring.md +63 -63
  302. package/skills/design-audit/templates/report.md +88 -88
  303. package/skills/design-critique/SKILL.md +139 -139
  304. package/skills/design-critique/rubrics/ux-heuristics.md +143 -143
  305. package/skills/design-critique/templates/critique-report.md +86 -86
  306. package/skills/design-distill/SKILL.md +130 -130
  307. package/skills/design-distill/templates/design-system.md +132 -132
  308. package/skills/design-normalize/SKILL.md +133 -133
  309. package/skills/design-normalize/rubrics/token-naming.md +117 -117
  310. package/skills/design-normalize/templates/token-audit.md +89 -89
  311. package/skills/design-polish/SKILL.md +131 -131
  312. package/skills/design-polish/rubrics/polish-checklist.md +68 -68
  313. package/skills/design-polish/templates/polish-report.md +64 -64
  314. package/skills/design-teach/SKILL.md +182 -182
  315. package/skills/design-teach/rubrics/brand-personality.md +73 -73
  316. package/skills/design-teach/templates/design-context.json +36 -36
  317. package/skills/devlog/SKILL.md +143 -143
  318. package/skills/e2e-commerce/SKILL.md +62 -62
  319. package/skills/e2e-commerce/templates/test-scenarios.md +170 -170
  320. package/skills/event-comms/SKILL.md +172 -172
  321. package/skills/event-comms/templates/email-invite.md +99 -99
  322. package/skills/event-comms/templates/sns-post.md +133 -133
  323. package/skills/event-ops/SKILL.md +207 -207
  324. package/skills/event-ops/rubrics/contingency.md +85 -85
  325. package/skills/event-ops/templates/d-day-checklist.md +65 -65
  326. package/skills/event-planning/SKILL.md +144 -144
  327. package/skills/event-planning/rubrics/timeline.md +70 -70
  328. package/skills/event-planning/templates/event-plan.md +91 -91
  329. package/skills/exec-plan/SKILL.md +149 -149
  330. package/skills/exec-plan/agents/decomposer.md +47 -47
  331. package/skills/exec-plan/agents/dependency-mapper.md +44 -44
  332. package/skills/exec-plan/agents/estimator.md +43 -43
  333. package/skills/exec-plan/agents/validator.md +55 -55
  334. package/skills/exec-plan/orchestrator.md +70 -70
  335. package/skills/exec-plan/rubrics/complexity-scoring.md +75 -75
  336. package/skills/exec-plan/templates/plan.md +147 -147
  337. package/skills/git-worktree/SKILL.md +73 -73
  338. package/skills/git-worktree/rubrics/when-to-use.md +55 -55
  339. package/skills/handoff/SKILL.md +110 -110
  340. package/skills/handoff/agents/context-summarizer.md +51 -51
  341. package/skills/handoff/agents/document-writer.md +63 -63
  342. package/skills/handoff/agents/state-collector.md +53 -53
  343. package/skills/handoff/agents/verifier.md +48 -48
  344. package/skills/handoff/rubrics/completeness.md +62 -62
  345. package/skills/handoff/templates/handoff.md +107 -107
  346. package/skills/parallel-research/SKILL.md +104 -104
  347. package/skills/parallel-research/agents/best-practices.md +43 -43
  348. package/skills/parallel-research/agents/codebase-patterns.md +46 -46
  349. package/skills/parallel-research/agents/framework-docs.md +45 -45
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  366. package/skills/seo-checklist/SKILL.md +58 -58
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  381. package/skills/typescript-advanced-types/SKILL.md +67 -67
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  387. package/skills/ui-ux-pro-max/reference/responsive-design.md +463 -463
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  391. package/skills/ui-ux-pro-max/rubrics/interaction-states.md +83 -83
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  396. package/skills/vercel-react-best-practices/SKILL.md +60 -60
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  398. package/skills/vercel-react-best-practices/rubrics/server-components.md +86 -86
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  427. package/skills/vibe-spec-review/SKILL.md +726 -726
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  480. 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