بنقرة واحدة
overthrow-architecture
Overthrow mod architecture patterns, naming conventions, and project structure
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
القائمة
Overthrow mod architecture patterns, naming conventions, and project structure
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
استنادا إلى تصنيف SOC المهني
| name | overthrow-architecture |
| description | Overthrow mod architecture patterns, naming conventions, and project structure |
| version | 1.0.0 |
Quick reference for Overthrow mod-specific patterns and conventions. For detailed patterns, see resource files below.
Use this skill when:
Singleton components on OVT_OverthrowGameMode managing entire systems. Use GetInstance() pattern with static s_Instance. Init() and PostGameStart() called manually by game mode.
See: managers.md for complete manager patterns
Non-singleton components managing individual entities (bases, towns, camps). Register with manager in constructor. Multiple instances can exist simultaneously.
See: controllers.md for complete controller patterns
Central static class providing easy access to all manager singletons. Use OVT_Global.GetSomething() instead of calling GetInstance() directly. Cleaner and more consistent.
See: global-access.md for access patterns
New modular architecture for client-server communication. Each player owns a controller entity with specialized components. Replaces legacy OVT_PlayerCommsComponent. Built-in progress tracking support.
See: overthrow-controller.md for complete pattern
Scripts in Scripts/Game/, configs in Configs/, prefabs in Prefabs/. Specific subdirectories for Components, GameMode, Entities, Controllers, UI, UserActions.
See: file-structure.md for directory structure
OVT_ class prefix, m_ member prefix, type prefixes (m_i, m_f, m_s, m_b, m_a, m_m). Doxygen-style comments. Getters/setters for protected members.
See: coding-standards.md for complete conventions
OVT_OverthrowGameMode (entity)
├── OVT_SomeManagerComponent (singleton)
│ ├── Manages multiple controllers
│ └── Global system state
└── OVT_AnotherManagerComponent (singleton)
└── Manages different system
Entity in World
└── OVT_SomeControllerComponent (instance)
├── Manages this specific entity
└── Registered with relevant manager
Detailed documentation organized by concern:
Pattern: Start here for quick reference, dive into resource files for implementation details.