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flameskydexive

@flameskydexive source repo

17 published skills

  1. Aibridge · flameskydexive bundle
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  2. Unity YAML Editing · flameskydexive bundle
    Unity YAML text serialization editing workflow. Use when Codex needs to directly inspect, modify, create, or repair Unity serialized YAML files such as .unity scenes, .prefab assets, .asset ScriptableObject/config files, .mat, .controller, or other text-serialized Unity assets, especially when AIBridge inspector/prefab/scene APIs do not support the requested Prefab, Scene, ScriptableObjectTable, or custom asset operation.
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  3. Aibridge Code Index · flameskydexive
    Optional read-only AIBridge Code Index semantic lookup for Unity projects. Use only when this Skill is installed and project rules or AIBridge settings say Code Index is enabled. Use for CLI-only symbol, definition, reference, implementation, derived-type, caller, and diagnostic queries. Do not use when Code Index is disabled; use rg, host file reads, and regular AIBridge commands instead.
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  4. Aibridge Batch Script · flameskydexive bundle
    AIBridge batch and multi command automation. Use when Codex needs to run multiple Unity Editor CLI operations together, write batch scripts, use multi --cmd or multi --stdin, handle call/delay/log/menu lines, avoid PowerShell quoting issues, or automate long/JSON-heavy AIBridgeCLI workflows.
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  5. Aibridge Prefab Patch · flameskydexive bundle
    Unity Prefab asset patch workflow for AIBridge. Use when modifying complex prefab assets with prefab patch operations, child or component creation, SerializedProperty writes, array edits, internal GameObject/component references, dry-run validation, or when deciding between prefab patch, inspector set_property, scene object commands, and direct Unity YAML fallback.
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  6. Et Tdd · flameskydexive bundle
    ET test-driven development workflow for WOW. Use when implementing features or bug fixes through a complete loop of requirements, test plan, ATestHandler test writing, implementation, dotnet build ET.sln, targeted test execution, regression checks, and AGENTS.md rule updates.
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  7. Et Eui · flameskydexive bundle
    ET EUI client UI workflow for this project's cn.etetet.eui framework. Use when creating or modifying DlgXxx windows, ESxxx reusable sub-UI, ItemXxx loop items, AUIEvent handlers, WindowID registration, widget binding (E* via UIFindHelper), ShowWindow/Hide/Close flow, EUI root layers, or LoopScrollRect lists. Hand-authored 5-file pattern; there is NO code-gen menu here.
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  8. Et Git · flameskydexive bundle
    ET git workflow for preparing commits and reviewing changes. Use when checking git status or diff, filtering unrelated files, staging task-scoped changes, writing Chinese commit messages, or synchronizing with remotes using rebase instead of merge.
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  9. Et Code · flameskydexive bundle
    ET framework C# code authoring and review workflow. Use when creating or modifying Entity, Component, System, Helper, message handlers, package dependencies, assemblies, module analyzer boundaries, C# file placement, .meta handling, ECS layering, or component contract logic in WOW/ET packages.
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  10. Et Async · flameskydexive bundle
    ET async and EntityRef safety workflow. Use when adding, modifying, or reviewing async/await, ETTask, generic ETTask results, ETCancellationToken, NewContext, concurrent waits, handler Run async safety, or any Entity access after await in WOW/ET code or tests.
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  11. Et Build · flameskydexive bundle
    ET build, analyzer, proto export, server startup, and publish workflow. Use when compiling WOW with dotnet build ET.sln, exporting Proto to C#, starting ET.App, publishing, or validating analyzer/build results.
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  12. Et Excel · flameskydexive bundle
    ET Excel MCP workflow for reading, writing, styling, transforming, and inspecting xlsx data. Use when operating Excel cells, ranges, sheets, formulas, charts, merges, batch data import/export, or editing Luban source spreadsheets before export.
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  13. Et Luban · flameskydexive bundle
    ET Luban export workflow. Use when exporting generated C# config/data code, refreshing aggregated luban.conf, validating CodeMode outputs, or troubleshooting ET.ExcelExporter, LubanGen.ps1, table definitions, beans, enums, Defines, and Luban export failures.
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  14. Et Test Run · flameskydexive bundle
    ET test execution and failure debugging workflow for WOW. Use when building before tests, cleaning Logs, running server or Hotfix tests through ET.App Test commands, running Unity Editor tests through UnityBridge UnityTestRunRequest, reading Logs/All.log, judging results, and diagnosing failed or unmatched tests.
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  15. Aibridge Development Workflow · flameskydexive bundle
    AIBridge/Unity 项目的标准开发工作流。Use when creating, modifying, fixing, refactoring, or validating C# code, Unity assets, prefabs, editor tools, package structure, tests, AGENTS.md, or local Skills. Preserves visible modes for Skills matching, requirement confirmation, analysis, implementation, and final checklist. Do not use for pure Q&A, simple search/display, or code explanation tasks with no file/code/asset changes.
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  16. Et Test Write · flameskydexive bundle
    ET test authoring workflow for WOW. Use when writing or modifying ATestHandler tests, choosing test package placement, naming test classes, creating test-only model types, preparing deterministic coroutine-style assertions, handling ObjectWait, constructing test config data, and enforcing EntityRef safety in tests.
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  17. Et Unitybridge · flameskydexive bundle
    UnityBridge workflow for AI operations in Unity Editor. Use when checking UnityBridge connectivity, Unity compile or PlayMode state, running deferred UnityBridge commands, operating assets/scenes/GameObjects/Inspector/Prefabs/GameView/screenshots, running Editor tests, or troubleshooting UnityBridge responses.
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