akiojin
- 35 skills
- 0 followers
- 3 hours ago last updated
- ▌ Frontend Design · akiojinCreate distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, or applications. Generates creative, polished code that avoids generic AI aesthetics.
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- ▌ Gh Fix Pr · akiojin bundleInspect GitHub PR for CI failures, merge conflicts, update-branch requirements, reviewer comments, change requests, and unresolved review threads. Create fix plans and implement after user approval. Reply to ALL reviewer comments with action taken or reason for not addressing, then resolve threads. Notify reviewers after fixes.
- ▌ Gh Pr Check · akiojinCheck GitHub PR status with the gh CLI, including unmerged PR detection and post-merge new-commit detection for the current branch.
- ▌ Gh Fix Issue · akiojin bundleAnalyze a GitHub Issue to extract error context, stack traces, file references, and cross-references. Classify the issue, search the codebase for relevant files, produce a structured Issue Analysis Report, and propose a concrete fix plan. Post progress updates to the issue.
- ▌ Speckit Update · akiojinGitHub Spec Kit (https://github.com/github/spec-kit) のベースバージョン更新やテンプレート/スクリプト同期を行うための手順。Spec Kitの更新、上流リリースとの差分適用、templates/commands/scriptsの取り込み、ローカル運用(日本語化・ブランチ非操作・SPEC-[UUID8桁])の維持が必要なときに使用する。
- ▌ Speckit Require · akiojinGitHub Spec Kit (https://github.com/github/spec-kit) を使って要件定義や仕様作成(仕様策定・仕様書作成・仕様設計を含む)を新規作成または既存仕様へ追記し、spec.md/plan.md/tasks.mdまで生成・更新する。要件定義、要件追加/変更、TDD前提の要件整理、仕様の明文化、Spec Kitのspecify/clarify/plan/tasksフロー実行が求められるときに使用。
- ▌ Opentui Design · akiojin bundleComprehensive toolkit for designing and implementing CLI applications with OpenTUI and SolidJS. Use when building CLI screens/components, debugging input handling, implementing screen navigation, handling mouse events, or optimizing CLI performance.
- ▌ Gh Pr · akiojin bundleCreate or update GitHub Pull Requests with the gh CLI, including deciding whether to create a new PR or only push based on existing PR merge status. Use when the user asks to open/create/edit a PR, generate a PR body/template, or says 'PRを出して/PR作成/gh pr'. Defaults: base=develop, head=current branch (same-branch only; never create/switch branches).
- ▌ Gh Fix CI · akiojin bundleInspect GitHub PR for CI failures, merge conflicts, update-branch requirements, reviewer comments, change requests, and unresolved review threads. Create fix plans and implement after user approval. Reply to ALL reviewer comments with action taken or reason for not addressing, then resolve threads. Notify reviewers after fixes.
- ▌ Tui Design · akiojinCreate distinctive, production-grade terminal user interfaces. Use when building TUI components with ratatui, CLI output styling, or xterm.js terminal rendering. Triggers: 'design TUI', 'terminal UI', 'TUIデザイン', 'ターミナルUI', 'ratatui widget'
- ▌ Gh Skills Sync · akiojin bundleSync the gh-* automation skills from the upstream skills repository into Codex and project skill directories. Use when the user asks to refresh, check, or pin `gh-fix-ci`, `gh-fix-issue`, `gh-pr`, or `gh-pr-check` in this repo or the global Codex install. Do not use for updating unity-cli workflow skills; edit those skill folders directly.
- ▌ Unity CLI Usage · akiojin bundleBootstrap the unity-cli toolchain for Unity Editor automation. Use when verifying the unity-cli binary, discovering available tools, invoking a tool by name, switching active Unity instances, or troubleshooting host/port and install-mode issues. Do not use once a more specific Unity workflow skill applies; defer to `unity-scene-create`, `unity-csharp-edit`, `unity-editor-tools`, or another domain skill instead.
- ▌ Unity Csharp Edit · akiojin bundleImplement, fix, and refactor Unity C# code with unity-cli write tools. Use when the user wants to change behavior in .cs files, create or rewrite scripts, update multiple C# files together, rename a symbol, add or remove members, or change project or package settings as part of a code change. Do not use for read-only inspection with no planned edit; use `unity-csharp-navigate` instead.
- ▌ Unity Addressables · akiojin bundleManage Unity Addressables groups and content with unity-cli. Use when the user asks to list or create a group, add or remove an entry, build or clean addressables content, or analyze and fix addressables issues before a build. Do not use for generic import settings or material edits; use `unity-asset-management` instead.
- ▌ Unity Editor Tools · akiojin bundleInspect and control Unity Editor state with unity-cli. Use when the user asks to ping the editor, read console output, inspect or update a project setting, run a menu item, inspect windows or selection, manage packages, or capture profiler data. Do not use for scene authoring or asset edits; use `unity-scene-create`, `unity-asset-management`, or `unity-csharp-edit` for those workflows.
- ▌ Unity Input System · akiojin bundleConfigure Unity Input System assets with unity-cli. Use when the user asks to create or remove an action map, add or remove an action or binding, set up a composite binding, inspect an input actions asset, or manage a control scheme. Do not use for runtime input simulation during tests; use `unity-playmode-testing`.
- ▌ Unity Scene Create · akiojin bundleCreate and bootstrap Unity scenes with unity-cli. Use when the user asks to create a new scene, load or save a scene, add starter GameObjects, or attach initial components while bootstrapping a level or test scene. Do not use for editing existing GameObjects in place; use `unity-gameobject-edit`. Do not use inside prefab edit mode; use `unity-prefab-workflow` instead.
- ▌ Unity Scene Inspect · akiojin bundleInspect Unity scenes without mutating them. Use when the user asks to analyze scene hierarchy, list scenes, find a gameobject by name or component, inspect component values, review object references, or query animator state. Do not use for creating scenes; use `unity-scene-create`. Do not use for editing GameObjects; use `unity-gameobject-edit`.
- ▌ Unity UI Automation · akiojin bundleAutomate Unity UI inspection and interaction with unity-cli. Use when the user asks to find a UI element by name or type, inspect button or input state, click a UI element, set a UI value, or run a short UI interaction sequence during testing. Do not use for scene authoring or general play-mode control without UI targeting; use `unity-scene-create` or `unity-playmode-testing` instead.
- ▌ Unity Csharp Navigate · akiojin bundleExplore Unity C# code without modifying files. Use when the user asks to read scripts, search text, find a symbol, trace references, inspect namespaces or packages, or understand where a class, method, or field is used. Do not use for code edits, renames, or refactors; use `unity-csharp-edit`. Do not use for scene inspection; use `unity-scene-inspect`.
- ▌ Unity Gameobject Edit · akiojin bundleEdit existing GameObjects and components in Unity with unity-cli. Use when the user asks to rename objects, move or deactivate them, change component fields, add or remove tags and layers, or delete objects from an existing scene. Do not use for new scene bootstrapping; use `unity-scene-create`. Do not use inside prefab edit mode; use `unity-prefab-workflow`.
- ▌ Unity Prefab Workflow · akiojin bundleManage Unity prefab assets with unity-cli. Use when the user asks to create a prefab from a scene object, open a prefab in edit mode, save prefab changes, instantiate a prefab, or update prefab asset properties. Do not use for general scene object editing; use `unity-gameobject-edit` or `unity-scene-create` instead.
- ▌ Unity Asset Management · akiojin bundleManage Unity assets and import metadata with unity-cli. Use when the user asks to refresh the asset database, inspect asset info, create or modify a material, create an animation clip or sprite atlas, update import settings, or analyze asset dependencies before moving or deleting files. Do not use for Addressables groups or content builds; use `unity-addressables`. Do not use for scene object edits; use `unity-gameobject-edit`.
- ▌ Unity Csharp Reference · akiojin bundleBrowse Unity Technologies' official UnityCsReference C# source as a read-only local cache. Use when the user asks about the exact signature, behavior, or internal implementation of a Unity API, when comparing API differences between Unity versions, or when validating LLM-suggested Unity code against the canonical source. Do not use for editing project code (use `unity-csharp-edit`). Do not use for project-local script reading (use `unity-csharp-navigate`).
- ▌ Unity Development Loop · akiojin bundleRun Unity runtime development loops with gameplay-focused implementation and validation. Use when the user asks to iterate on runtime behavior, reproduce and fix a gameplay bug, or implement a Unity-side flow until acceptance criteria are met. Do not use for `.inputactions` authoring, read-only inspection, or Rust CLI-only work.
- ▌ Unity Playmode Testing · akiojin bundleDrive Unity runtime verification with unity-cli. Use when the user asks to enter or exit play-mode, run an editmode or playmode test, simulate keyboard, mouse, gamepad, or touch input, capture a screenshot or video, or inspect current test status. Do not use for authoring input action assets; use `unity-input-system` instead.
- ▌ Gwt Pr · akiojin bundleCreate or update GitHub Pull Requests with the gh CLI, including deciding whether to create a new PR or only push based on existing PR merge status. Use when the user asks to open/create/edit a PR, generate a PR body/template, or says 'open a PR/create a PR/gh pr'. Defaults: base=develop, head=current branch (same-branch only; never create/switch branches).
- ▌ Gwt Pr Check · akiojinCheck GitHub PR status with the gh CLI, including unmerged PR detection and post-merge new-commit detection for the current branch.
- ▌ Gwt Project Index · akiojinSemantic search over project source files using vector embeddings. Use to find files related to a feature, bug, or concept.
- ▌ Gwt Spec To Issue Migration · akiojin bundleMigrate legacy spec sources to artifact-first GitHub Issue specs. Supports local `specs/SPEC-*` directories and body-canonical `gwt-spec` Issues using the bundled migration script.