unity-event-bus
Advanced code-driven event bus with reflection-based bootstrapping. Provides zero-setup global messaging.
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
القائمة
Advanced code-driven event bus with reflection-based bootstrapping. Provides zero-setup global messaging.
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
Factory pattern for creating families of related objects. Supports both ScriptableObject composition and simple prefab instantiation.
Manage project boundaries using Assembly Definitions (.asmdef) for faster compile times and modular architecture. Based on the patterns by Adam Myhre. Enforces responsibility-based organization and handles Runtime/Editor/Tests splits.
Step-by-step object construction using fluent interfaces. Simplifies complex GameObject setup.
Professional Unity C# Code Reviewer. Detects anti-patterns, performance leaks, and enforces project-specific architecture.
Encapsulate actions as objects for queuing, undo/redo, and async execution.
Implements "Composition over Inheritance" using ScriptableObject configs and C# Tuples. Replaces deep class hierarchies with modular, has-a relationships.
| name | unity-event-bus |
| description | Advanced code-driven event bus with reflection-based bootstrapping. Provides zero-setup global messaging. |
This skill provides a high-performance, type-safe messaging hub for Unity projects. It is designed for developers who want to decouple systems without the overhead of ScriptableObject-based event channels.
EventBusCore.cs.txt: Base interfaces and the static generic bus hub.EventBusBootstrapper.cs.txt: Unity-specific auto-initialization and assembly scanning.EventBusExample.cs.txt: Practical implementation of player and system events.Define a struct : IEvent, create an EventBinding<T>, and register it in OnEnable. Raise events from anywhere using EventBus<T>.Raise().