Skip to content
cccskills
FreePublished on GitHub

et-tdd

ET test-driven development workflow for WOW. Use when implementing features or bug fixes through a complete loop of requirements, test plan, ATestHandler test writing, implementation, dotnet build ET.sln, targeted test execution, regression checks, and AGENTS.md rule updates.

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 (2)

  • SKILL.md1.5 KB
  • SKILL.md.meta158 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

et-tdd - TDD 测试驱动入口

何时使用

  • 使用测试驱动方式开发新功能或修复 Bug。
  • 需要完整“需求 -> 测试方案 -> 测试用例 -> 实现 -> 编译 -> 运行 -> 回归”闭环。

不要加载

  • 只是执行已有测试:用 et-test-run。
  • 只是补写测试用例:用 et-test-write。
  • 只是编译或导出:用 et-build。

默认动作

  1. 先理解需求、读取相关包 AGENTS.md、查看现有实现与现有测试。
  2. 写代码前先补 Test.md 或最小验证清单,明确测什么、怎么验、预期结果。
  3. 先写最小可跑测试用例,再实现代码让测试通过。
  4. 编写测试叠加 et-test-write;实现业务叠加 et-code;涉及异步叠加 et-async。
  5. 编译统一走 dotnet build ET.sln。
  6. 运行目标测试,再做必要回归;成功后也检查 Logs/All.log。
  7. 完成后更新相关包内 AGENTS.md,沉淀实现原理、使用方式、测试入口或新增规则。

按需补读

  • 编写或修改 ATestHandler:读取 ../et-test-write/SKILL.md。
  • 执行或排查测试:读取 ../et-test-run/SKILL.md。
  • 涉及异步安全:叠加 et-async。
  • 涉及业务代码实现:叠加 et-code。

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