Timing in FlatRedBall2. Use when working with cooldowns, timers, delays, entity lifetimes, self-destruct, repeating events, or FrameTime.DeltaSeconds. Covers cooldown gates, repeating timers, and entity lifetime patterns.
原文の言語: 英語
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このリポジトリの skills
SkillsMP は vchelaru/FlatRedBall2 から 44 件の skill を収集しています。skill を開くとソースと詳細を確認できます。
vchelaru/FlatRedBall2収集済み skill 44 件中 4 件を表示しています。
Timing in FlatRedBall2. Use when working with cooldowns, timers, delays, entity lifetimes, self-destruct, repeating events, or FrameTime.DeltaSeconds. Covers cooldown gates, repeating timers, and entity lifetime patterns.
原文の言語: 英語
Tweening / interpolation in FlatRedBall2. Use when animating a float over time with an easing curve — position, scale, alpha, rotation, UI slide-in, hit-flash, juice. Covers Entity.Tween vs Screen.Tween, lifetime rules, and the required usings.
原文の言語: 英語
Content boundary philosophy for FlatRedBall2. Defines what AI produces vs what the human produces (content, feel, placement). Trigger before adding a new level, UI screen, sprite, platformer entity, or any asset the engine loads at runtime — and when…
原文の言語: 英語
Patterns and techniques for evaluating and improving AI agent outputs. Use this skill when: - Implementing self-critique and reflection loops - Building evaluator-optimizer pipelines for quality-critical generation - Creating test-driven code refinement…
原文の言語: 英語