griddungeon-design-docs
griddungeon-design-docs contient 14 skills collectées depuis miramocha, avec une couverture métier par dépôt et des pages de détail sur le site.
Skills dans ce dépôt
Pick C# type suffix and assembly before creating or renaming classes. Read class-naming-patterns.md via review-config.json. Use when adding new C# types, choosing View vs Presenter vs Coordinator, splitting god classes, or renaming type suffixes in griddungeon-game.
Writes Grid Dungeon GitHub/PR test plans with consistent structure (automated Edit Mode paths, DevBootstrap manual tables, sign-off, N/A deferrals). Use when creating or updating test plans for issues, PRs, handoff, or ticket close-out.
Creates or refreshes UITK design-mirror assets under Assets/UI/Editor/DesignMirror/ from production shells + placeholder fixtures. Use when the user asks to create a mock/mirror, bootstrap design mirror, add a new mirrored component, or regenerate placeholder UXML/USS for UX visual editing.
Promotes UITK design-mirror layout and USS from Assets/UI/Editor/DesignMirror/ into production bindable shells under Assets/UI/Screens/. Use when the user asks to sync design mirror, promote mirror to production, or apply UX UITK changes.
Selects the next highest-priority open item from a GitHub Project backlog (Ready then Backlog, P0→P1→P2), claims it, and starts implementation. Use when the user asks to pull the next ticket, pick up backlog work, start the top priority issue, or work from a GitHub Project board (e.g. users/OWNER/projects/N).
Builds ASCII UI trees, phase visibility tables, and cross-UIDocument maps for Unity UI Toolkit UXML. Use when the user asks to visualize, diagram, or explain a UXML hierarchy (e.g. CommandRail, HubHud, PartyMenu), trace name hooks to C#, or compare rail vs overlay documents.
Audits Grid Dungeon UI presenters, facades, and phase HUD wiring against centralized-ui-services.md and ICentralizedUiSurface. Auto-enables caveman mode (full) for audit output. Use when auditing a component for centralized UI service compliance, migration readiness, CloneTree embed smells, facade lifecycle vocabulary, presentation bus shells/projectors, or before/after extracting a picker/overlay to GameState.
Lists and runs Grid Dungeon batch-safe editor menu tools via Miraluna Editor Agent (list-agent-tools.ps1, request-tool-status.ps1). Use when the user asks to run create-dev-bootstrap, ensure-content-database, list agent tools, or regenerate scenes/content from CLI while Unity Editor stays open.
Runs Grid Dungeon Edit Mode tests via Miraluna Editor Agent while Unity Editor stays open (request-test-status.ps1 -Category). Use when verifying tests after .cs changes, before ticket handoff, or when the user asks to run tests from CLI. Default scope is domain category only — not -Fixture/-Test (brittle). Edit Mode only — not Play Mode or batch -runTests.
De-slop pass for any text: detects and erases statistical fingerprints of AI writing (negative parallelism / "not X but Y", em-dash abuse, rule-of-three, false ranges, puffery vocabulary, uniform cadence, hedged both-sidesing) and rewrites into the target register — academic article, tweet, reddit post, email, blog, anything between. Use when the user says "deslop", "de-slop", "de-slop this", "remove the AI tells", "humanize this", "make this not sound like AI", or invokes /deslop. Also use before publishing any agent-drafted prose, including player-facing game copy (UI labels, item/skill descriptions, help text, hints). See deslop-player-facing-copy.mdc and deslop-markdown.mdc. Adapted from https://github.com/JuliusBrussee/skills.
Validates Grid Dungeon S1 floor assets (walkability, funnel paths, exit links) via Floor Editor validation and Edit Mode FloorEditorValidationTests. Use when editing committed floor assets in Floor Editor, debugging path bypasses to stairsDown, or before committing map layout changes.
Formats UXML and USS with Prettier across a repo or selected paths. Use when the user asks to run Prettier, format UXML/USS, or fix UI Toolkit markup/styles before handoff or commit.
Validates Unity .meta GUID format (32 lowercase hex), uniqueness, and asset pairing under Assets/. Use when creating or editing .meta files, after adding Unity assets from the agent, before commit, or when diagnosing missing script types (CS0246).
Audits Grid Dungeon UI Toolkit C# for unnecessary VisualElement.style writes that should be BEM USS class toggles instead. Auto-enables caveman mode (full) for audit output. Use when the user asks to audit inline styles, USS vs C# styling, style.display/opacity in views, UITK class toggle compliance, or before/after UITK refactors.