一键导入
update-player
Use when adding features, refactoring, or updating the PlayerBehavior controller for Jax and Axel.
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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Use when adding features, refactoring, or updating the PlayerBehavior controller for Jax and Axel.
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。
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.
Toolkit for generating new enemy AI in Split Shift. Use when asked to create an enemy, scaffold a mob, or implement an antagonist.
Runbook for modifying global controllers (GameManager, HUDManager, PlayerManager, etc.) in Split Shift.
基于 SOC 职业分类
| name | update-player |
| description | Use when adding features, refactoring, or updating the PlayerBehavior controller for Jax and Axel. |
Update()) or physics manipulation (FixedUpdate()).public fields for variables (e.g., replace existing public float moveSpeed with [SerializeField] private float _moveSpeed)._camelCase.Update(). Rigidbody velocity/forces must reside in FixedUpdate().IsJax boolean pulled from PlayerManager.Instance.isJax.PlayerBehavior.cs to locate where the new logic belongs (e.g., HandleJump, HandleAttack, HandleDash).Update() method.FixedUpdate() and multiply by Time.deltaTime if outside of rigid body physics.PlayerBehavior.cs that violates the standards (like public fields), automatically refactor it to [SerializeField] private _camelCase.PlayerManager.Instance.UpdateHUD() is called.