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csharp-xml-docs
C# XML documentation with on-demand Haiku→Expert Review→Final workflow. Flexible Korean/English language support. Use when documenting C# APIs, properties, methods, classes, and interfaces.
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C# XML documentation with on-demand Haiku→Expert Review→Final workflow. Flexible Korean/English language support. Use when documenting C# APIs, properties, methods, classes, and interfaces.
SOC 직업 분류 기준
Use when you have an existing plan, design, or implemented code that needs adversarial review to find weaknesses, missing edge cases, and unnecessary complexity
Use when you want to autonomously improve a SKILL.md's quality by running iterative experiments. Triggers on "autoresearch 돌려줘", "스킬 품질 올려줘", "이 스킬을 자동으로 개선해줘", "run autoresearch on this skill", or any request to automatically improve a skill's eval pass rate through repeated experimentation. Applies Karpathy's autoresearch technique - fixed-budget iterative loop with single-metric hill-climbing and automatic keep/discard decisions.
Use when a developer needs to choose between two or more approaches during implementation. Triggers on "A vs B?", "should I use X or Y?", "which approach is better?", "Redis or Memcached?", "REST or gRPC?", "single table or split?", or any binary/multi-option technical decision. Use this skill whenever the user is weighing alternatives mid-implementation — even if they don't say "decide", if they're comparing approaches, this skill applies.
Use when creating implementation plans for complex multi-file features or architectural changes that benefit from multiple perspectives before implementation. Use this skill whenever the user asks to plan, design, or architect a feature that touches 3+ files, involves trade-offs between approaches, or would benefit from thinking through risks and requirements before coding. Even if the user says "plan this" without mentioning perspectives, this skill applies.
Multi-AI engineering loop orchestrating Claude, Codex, and Gemini for comprehensive validation. USE WHEN (1) mission-critical features requiring multi-perspective validation, (2) complex architectural decisions needing diverse AI viewpoints, (3) security-sensitive code requiring deep analysis, (4) user explicitly requests multi-AI review or triple-AI loop. DO NOT USE for simple features or single-file changes. MODES - Triple-AI (full coverage), Dual-AI Codex-Claude (security/logic), Dual-AI Gemini-Claude (UX/creativity).
Dual-AI engineering loop orchestrating Claude Code (planning/implementation) and Codex (validation/review). Use when (1) complex feature development requiring validation, (2) high-quality code with security/performance concerns, (3) large-scale refactoring, (4) user requests codex-claude loop or dual-AI review. Do NOT use for simple one-off fixes or prototypes.
| name | csharp-xml-docs |
| description | C# XML documentation with on-demand Haiku→Expert Review→Final workflow. Flexible Korean/English language support. Use when documenting C# APIs, properties, methods, classes, and interfaces. |
| requires | ["csharp-plugin:csharp-code-style"] |
Comprehensive XML documentation standards for Unity C# projects with flexible language choice.
Foundation Required: csharp-code-style (mPascalCase, Async 접미사 금지, var 금지)
Core Principle: XML documentation samples with flexible language choice
<summary>, <remarks>, etc.) can be written in Korean or Englishpublic class ActionResult
{
// Simple property - English
/// <summary>
/// Indicates whether the action executed successfully
/// </summary>
public bool Success { get; set; }
// Simple property - Korean
/// <summary>
/// 액션 실행 성공 여부
/// </summary>
public bool Success { get; set; }
// Complex concept with remarks
/// <summary>
/// Indicates whether the action was skipped
/// </summary>
/// <remarks>
/// Set to true when skipped due to unmet conditions.
/// If true, the action was not executed regardless of Success value.
/// </remarks>
public bool Skipped { get; set; }
}
| Context | Recommended Language | Rationale |
|---|---|---|
| Internal team project | Korean or Team preference | Maximum clarity for team members |
| Open source / International | English or Mixed | Broader accessibility |
| Company standard exists | Follow company policy | Consistency across projects |
| Mixed team | English or Both | Accommodate all members |
| Legacy codebase | Match existing style | Maintain consistency |
Within a single file:
Across the project:
| Scenario | Summary | Remarks | Additional Tags | Example |
|---|---|---|---|---|
| Simple property | Yes | No | No | bool Success |
| Complex concept | Yes | Yes | No | bool Skipped with conditions |
| Property with side effects | Yes | Optional | <value> | CurrentMode |
| Public class/struct | Yes | Yes | No | class ActionResult |
| Factory method | Yes | Only if special case | No | CreateSuccess() |
| Method with exceptions | Yes | Optional | <exception> per exception | LoadVRM() |
| Internal method | Optional | No | No | initializeDefaults() |
| Enum type | Yes | Optional | No | EAnimationMode |
| Enum values | Yes (each) | No | No | VRMAnimation, AnimatorController |
| Extension method | Yes | Optional | Document this param | ActivateWithConfigAsset() |
| Interface method | Yes (full) | Yes | All applicable | IActionHandler.Execute() |
| Implementation method | <inheritdoc/> | Implementation details only | Override if needed | PlayerPrefsActionHandler.Execute() |
Critical Principle: XML documentation is NOT auto-applied. Only generated when explicitly requested.
Claude-Haiku (Draft Generation)
Gemini or Codex CLI (Expert Review)
Final Approval
See XML Documentation Workflow for detailed process.
Complete examples for all common scenarios:
When to use various XML tags:
<br/> vs <list> for structured content<value> for properties with side effects<exception> for documented exceptions<para> for multi-paragraph remarksEssential principles for effective documentation:
3-step documentation process using Claude-Haiku, Gemini/Codex review, and final approval
Interface: Full Documentation
/// <summary>
/// Interface dedicated to VTuber Animation control (ISP compliance)
/// </summary>
/// <remarks>
/// Interface for clients that only control animation playback.<br/>
/// State Query and Observable features are separated into distinct interfaces.
/// </remarks>
public interface IVTuberAnimationController
{
/// <summary>
/// Plays animation asynchronously
/// </summary>
/// <param name="animationPath">Animation path</param>
/// <param name="wrapMode">Playback mode (Loop/Once/PingPong)</param>
/// <returns>
/// true: Playback start succeeded<br/>
/// false: Playback start failed
/// </returns>
/// <remarks>
/// <strong>Preconditions:</strong><br/>
/// - Context must be ready (IsReady = true)<br/>
/// - animationPath must not be null
/// </remarks>
UniTask<bool> PlayAnimation(string animationPath, WrapMode wrapMode);
}
Implementation: Use <inheritdoc/> + Implementation Details
public partial class VRMController : IVTuberAnimationController
{
private IAnimationSystem mCurrentSystem;
private readonly Dictionary<string, Animation> mAnimations;
/// <inheritdoc/>
/// <remarks>
/// <strong>Implementation:</strong> Path prefix-based auto-routing ("VRMA/" -> VRMAnimation, "State/{Layer}/{Identifier}" -> AnimatorController)<br/>
/// <strong>Main Failures:</strong> Unknown prefix, System activation failure, invalid Layer/Identifier<br/>
/// <strong>Note:</strong> wrapMode ignored when using AnimatorController
/// </remarks>
public async UniTask<bool> PlayAnimation(string animationPath, WrapMode wrapMode)
{
Debug.Assert(animationPath != null);
// Implementation...
}
}
<inheritdoc/> + implementation specifics in class<exception> for exceptions that are part of the method's contract<value> tag when getter/setter have non-obvious behaviorIntelliSense Display:
Simple Property:
Success (bool)
Indicates whether the action executed successfully
Complex Property with Remarks:
Skipped (bool)
Indicates whether the action was skipped
[Show more...] <- Click to expand remarks
Simple Property:
/// <summary>Number of retry attempts</summary>
public int RetryCount { get; set; }
Method with Parameters (POCU Style):
public class DataService
{
private readonly Dictionary<string, object> mOutputData;
/// <summary>
/// Retrieves output data
/// </summary>
/// <typeparam name="T">Data type to return</typeparam>
/// <param name="key">Key to retrieve</param>
/// <param name="defaultValue">Default value if key not found</param>
/// <returns>Retrieved data or default value</returns>
public T GetOutputData<T>(string key, T defaultValue = default(T))
{
Debug.Assert(key != null);
object value;
if (mOutputData == null || !mOutputData.TryGetValue(key, out value))
{
return defaultValue;
}
return convertValue<T>(value, defaultValue);
}
private T convertValue<T>(object value, T defaultValue)
{
try
{
if (value is T directValue)
{
return directValue;
}
return (T)Convert.ChangeType(value, typeof(T));
}
catch
{
return defaultValue;
}
}
}
Multi-Step Process:
public class EventExecutor
{
private readonly IEventRepository mRepository;
private readonly IActionProcessor mProcessor;
/// <summary>
/// Executes event
/// </summary>
/// <remarks>
/// <para>
/// <strong>Execution Process:</strong><br/>
/// 1. Event definition lookup<br/>
/// 2. Event-level condition evaluation<br/>
/// 3. Direct action list processing<br/>
/// 4. Execution time and metadata configuration
/// </para>
/// </remarks>
public async UniTask<EventActionResult> ExecuteEvent(
string systemId, string eventId, object contextDataOrNull = null)
{
Debug.Assert(systemId != null);
Debug.Assert(eventId != null);
EventDefinition definition = await mRepository.GetDefinition(systemId, eventId);
return await processEvent(definition, contextDataOrNull);
}
private async UniTask<EventActionResult> processEvent(
EventDefinition definition, object contextDataOrNull)
{
Debug.Assert(definition != null);
// Implementation...
}
}