Skip to main content
Manusで任意のスキルを実行
ワンクリックで
tangziwen
GitHub クリエイタープロフィール

tangziwen

1 件の GitHub リポジトリにある 12 件の収集済み skills をリポジトリ単位で表示します。

収集済み skills
12
リポジトリ
1
更新
2026-06-27
リポジトリマップ

skills がある場所

収集済み skill 数が多いリポジトリを、このクリエイターカタログ内の比率と職業範囲とともに表示します。

リポジトリエクスプローラー

リポジトリと代表的な skills

engine-codemap-sync
ソフトウェア開発者

Assess whether completed engine code changes should be reflected in Doc/EngineCodeMap. Use implicitly only after C/C++ source or header file changes under CubeEngine/EngineSrc, such as .c, .cc, .cpp, .cxx, .h, .hh, .hpp, .hxx, .inl, or .ipp, and only when the change may alter durable module responsibilities, important objects, or stable entry points that help narrow source search. Ignore doc-only, build-only, asset-only, config-only, generated, formatting, and other non-code-file changes unless the user explicitly asks to evaluate CodeMap. Also use when the user says "更新codemap", "update codemap", or otherwise explicitly asks to update or sync CodeMap. First filter out pure bug fixes, tiny helper-only changes, formatting, generated files, assets, build-only changes, and implementation-only refactors that do not change AI navigation value. If classified as skip, do not ask the user; only ask before editing when a real CodeMap update is likely needed.

2026-06-27
gameplay-design-sync
ソフトウェア開発者

Assess whether completed CubeGame gameplay changes should be reconciled into Doc/GameplayIntent design documents. Use implicitly only after C/C++ source or header file changes under CubeEngine/Application/CubeGame, such as .c, .cc, .cpp, .cxx, .h, .hh, .hpp, .hxx, .inl, or .ipp, and only when the change may alter gameplay design intent, concrete design mechanisms, concepts, object relationships, aliases, or Concept Code Anchors. Ignore doc-only, build-only, asset-only, config-only, generated, formatting, and other non-code-file changes unless the user explicitly asks to evaluate gameplay design docs. First filter out pure engine/non-gameplay changes, then list candidate concept changes and ask the user before editing design docs. Do not use for pure engine changes, pure rendering/backend changes, ordinary bug fixes, helper/config/data-only additions, or implementation-only refactors that do not change gameplay concepts.

2026-06-27
cp-apply
ソフトウェア開発者

Apply exactly one CodePlan step to the repository, with preflight idempotency checks and progress.md updates. Use when the user asks to execute, apply, continue, or implement a specific step or the next unchecked step.

2026-06-27
gameplay-design-verify
ソフトウェア品質保証アナリスト・テスター

Explicitly verify CubeGame gameplay code against Doc/GameplayIntent design documents. Use only when the user asks to verify, audit, review, or check whether gameplay implementation matches accepted design intent. This is one-way verification: if code and intent disagree, report or fix code; never rewrite intent documents to match the current code unless the user separately asks for design sync.

2026-06-27
build-project
ソフトウェア開発者

Build the project using the CMake presets defined for this repository. Use when the user asks to compile, build, or verify that the project builds.

2026-06-23
cp-explore
ソフトウェア開発者

Explore and clarify a prospective CodePlan before writing design.md. Use when the user has a rough requirement and wants read-only investigation, clarifying questions, constraints discovery, and a compact candidate CodePlan name before running cp-plan.

2026-06-14
cp-plan
ソフトウェア開発者

Create or update a CodePlan design.md from clarified requirements, repository observations, constraints, and architecture intent. Use after cp-explore or when the user explicitly asks to write, update, or refine the high-level CodePlan design.

2026-06-14
cp-refine
ソフトウェア開発者

Refine a CodePlan design.md into precise step1.md through stepX.md files and progress.md. Use when the user asks to detail, refine, decompose, split, or prepare a CodePlan for implementation by weaker or cheaper models.

2026-06-14
このリポジトリの収集済み skills 12 件中、上位 8 件を表示しています。
1 件中 1 件のリポジトリを表示
すべてのリポジトリを表示しました