Skip to content
cccskills
FreePublished on GitHub

et-build

ET build, analyzer, proto export, server startup, and publish workflow. Use when compiling WOW with dotnet build ET.sln, exporting Proto to C#, starting ET.App, publishing, or validating analyzer/build results.

The English summary is being prepared. Showing the original description.

FlameskyDexive/Legends-Of-Heroes931 stars(GitHub 931 + cccskills 0)

Run score Not tested

See how to install

Files included (5)

  • SKILL.md1.4 KB
  • references.meta172 B
  • references/et-build-commands.md1.4 KB
  • references/et-build-commands.md.meta158 B
  • SKILL.md.meta158 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

et-build - ET Build 入口

何时使用

  • 编译项目(唯一命令:dotnet build ET.sln)
  • 导出 Proto 文件(.proto -> C#)
  • 启动服务器
  • 发布版本

不要加载

  • 只是改代码、写测试,还没到编译或导出环节
  • 只是导出 Luban 配置(用 et-luban)
  • 只是查询架构规范或包依赖(用 et-code)

默认动作

  1. 编译和分析器验证统一使用 dotnet build ET.sln,不单独编译包或 IDE 私有方案。
  2. 服务器必须在 Unity 项目根目录启动,不在 Bin/ 目录启动。
  3. 运行服务器前先清理旧 Logs/,方便排查。
  4. Model / Hotfix 程序集不能用 IDE 编译,必须走项目规定的 Unity / ET 编译入口。

优先入口

  • 编译:dotnet build ET.sln
  • Proto 导出:dotnet ./Bin/ET.Proto2CS.dll
  • 启动服务器:dotnet ./Bin/ET.App.dll --Console=1
  • 发布:pwsh -ExecutionPolicy Bypass -File ./Scripts/Publish.ps1

按需补读

  • references/et-build-commands.md:命令、前置条件、常见排查
  • ../et-luban/SKILL.md:Luban 配置导出
  • ../../../cn.etetet.test/AGENTS.md:测试执行路由

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Unity Editor and Player Runtime CLI integration for AIBridge. Use when Codex needs to compile Unity, inspect Console logs, search/read assets, manipulate GameObjects, Transforms, components, SerializedProperty values, scenes, screenshots/GIFs, connect to built Player runtime targets, simulate Play Mode runtime input, editor focus/menu items/game view, or look up AIBridgeCLI command syntax. For batch/multi scripts use aibridge-batch-script. For complex prefab asset edits use aibridge-prefab-patch. For unsupported direct Unity YAML serialized asset edits use unity-yaml-editing.

The English summary is being prepared. Showing the original description.

FlameskyDexive/Legends-Of-Heroes931Updated Sep 22, 2026

AIBridge batch and multi command automation. Use when Codex needs to run multiple Unity Editor CLI operations together, write batch scripts, use multi --cmd or multi --stdin, handle call/delay/log/menu lines, avoid PowerShell quoting issues, or automate long/JSON-heavy AIBridgeCLI workflows.

The English summary is being prepared. Showing the original description.

FlameskyDexive/Legends-Of-Heroes931Updated Sep 22, 2026

Optional read-only AIBridge Code Index semantic lookup for Unity projects. Use only when this Skill is installed and project rules or AIBridge settings say Code Index is enabled. Use for CLI-only symbol, definition, reference, implementation, derived-type, caller, and diagnostic queries. Do not use when Code Index is disabled; use rg, host file reads, and regular AIBridge commands instead.

The English summary is being prepared. Showing the original description.

FlameskyDexive/Legends-Of-Heroes931Updated Sep 22, 2026

AIBridge/Unity 项目的标准开发工作流。Use when creating, modifying, fixing, refactoring, or validating C# code, Unity assets, prefabs, editor tools, package structure, tests, AGENTS.md, or local Skills. Preserves visible modes for Skills matching, requirement confirmation, analysis, implementation, and final checklist. Do not use for pure Q&A, simple search/display, or code explanation tasks with no file/code/asset changes.

The English summary is being prepared. Showing the original description.

FlameskyDexive/Legends-Of-Heroes931Updated Sep 22, 2026

Unity Prefab asset patch workflow for AIBridge. Use when modifying complex prefab assets with prefab patch operations, child or component creation, SerializedProperty writes, array edits, internal GameObject/component references, dry-run validation, or when deciding between prefab patch, inspector set_property, scene object commands, and direct Unity YAML fallback.

The English summary is being prepared. Showing the original description.

FlameskyDexive/Legends-Of-Heroes931Updated Sep 22, 2026

ET async and EntityRef safety workflow. Use when adding, modifying, or reviewing async/await, ETTask, generic ETTask results, ETCancellationToken, NewContext, concurrent waits, handler Run async safety, or any Entity access after await in WOW/ET code or tests.

The English summary is being prepared. Showing the original description.

FlameskyDexive/Legends-Of-Heroes931Updated Sep 22, 2026

See all skills by FlameskyDexive

Report a problem with this skill