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create-enemy
Toolkit for generating new enemy AI in Split Shift. Use when asked to create an enemy, scaffold a mob, or implement an antagonist.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Toolkit for generating new enemy AI in Split Shift. Use when asked to create an enemy, scaffold a mob, or implement an antagonist.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Toolkit for creating traps, hazards, and environmental dangers in Split Shift. Use when adding saw blades, spike pits, instant-death zones, or moving hazards.
Toolkit for integrating animation events, state machines, and animation-driven logic in Split Shift. Use when working with Animator controllers, animation clips, or animation-triggered gameplay events.
Toolkit for modifying UI components in Split Shift—HUD elements, menus, canvases, buttons, and overlays. Use when working on any visual interface element.
Runbook for modifying global controllers (GameManager, HUDManager, PlayerManager, etc.) in Split Shift.
Use when adding features, refactoring, or updating the PlayerBehavior controller for Jax and Axel.
| name | create-enemy |
| description | Toolkit for generating new enemy AI in Split Shift. Use when asked to create an enemy, scaffold a mob, or implement an antagonist. |
EnemyBase abstract class.EnemyBase handles health, target detection (CanSeePlayer), flipping, and a FixedUpdate state machine (State.Patrol, State.Chase, State.Attack).public fields for Inspector variables. Strictly use [SerializeField] private._camelCase prefix.EnemyBase.TriggerAttack() method to execute damage or spawn projectiles.virtual methods Patrol() or Chase().Player.GetComponent<PlayerBehavior>().TakeDamage(damageAmount).public variables exist in the final output.