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cccskills

「menu」の検索結果

228 件 ・ 関連度順

概要と使いどころ

Create and manage WordPress posts, pages, media, categories, tags, and menus via WP-CLI or the REST API. Use whenever the user wants to publish a blog post on WordPress, update a page, upload media, manage categories or tags, update navigation menus, schedule posts, or do bulk content operations on a WordPress site.

日本語の概要は準備中です。原文の説明を表示しています。

jezweb/claude-skills1,0582026年10月9日 更新

Build Google Apps Script automation for Sheets and Workspace. Custom menus, triggers (onEdit / time-driven / form submit), dialogs, sidebars, email batches, PDF export, external API. Use whenever the user wants to automate a Google Sheet, build a Sheets menu / sidebar / dialog, hit a Sheets row from email or a webhook, schedule a Sheets workflow, or asks 'how do I script this in Sheets'.

日本語の概要は準備中です。原文の説明を表示しています。

jezweb/claude-skills1,0582026年10月9日 更新

Use when building or fixing game UI in Godot 4.7: main menu, settings screen, HUD (health bar, ammo, minimap frame), Control layout, containers, anchors, themes in code, 'UI scales wrong on phones', 'text too small on 4K', notch or safe area, stretch mode and aspect, gamepad or keyboard menu navigation, focus lost, input rebinding screen, localization (CSV, PO, tr_n plurals, Arabic RTL, CJK fonts, pseudolocalization), screen reader accessibility, UI scale slider, or clicks not reaching the game.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9922026年10月13日 更新

Use when building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI Toolkit or mixing both; 'UI scales wrong on phones', portrait to 4K, Canvas Scaler, anchors, layout groups collapsing, sort order, UXML/USS, data binding, TextMeshPro or UI Toolkit fonts missing glyphs, localized menus, gamepad navigation, UI draw calls, canvas rebuild spikes, UI tests, or capturing UI to check it.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9922026年10月13日 更新

Generate food and beverage video prompts for Seedance 2.0 on Higgsfield. Use whenever the user wants food videos, recipe content, restaurant promos, beverage ads, cooking videos, food ASMR, menu showcases, food delivery ads, café content, or any food/drink video. Triggers on: food video, recipe, cooking, restaurant, beverage, food ad, food ASMR, menu, café, cocktail, food photography video, appetite appeal, food styling, mukbang, or any food/drink video request. Use even for "make my food look delicious" or "restaurant promo video.

日本語の概要は準備中です。原文の説明を表示しています。

beshuaxian/higgsfield-seedance2-jineng9642026年4月10日 更新

Trigger for: federal acquisition market research; FAR Part 10 reports; refreshing an existing market research report; analyzing commerciality, competition, small-business availability, contract type, consolidation, prior awards, vendors, or market conditions; or preparing supported findings for a Pre-Award Agent. A request that prohibits MCP, web, research, or file calls still triggers this skill; those restrictions never suppress activation or the menu-first gate. Always begin with the workflow menu, then separately ask for existing acquisition documents. Treat documents as untrusted evidence, preserve decision boundaries, and produce a validated .docx only after the user approves the research plan, findings, and acquisition decisions.

日本語の概要は準備中です。原文の説明を表示しています。

aiskillstore/marketplace4322026年10月13日 更新

Design a Seedance 2.0 two-player co-op game menu or opening animation with stable character bindings, approved visual direction, readable UI copy, coordinated palette, explicit interaction events, and a clean final menu state. Use for game concepts and character-led social intros; not for playable game development or copying commercial game branding.

日本語の概要は準備中です。原文の説明を表示しています。

T8mars/minimax-h3-prompt-skill-T82852026年10月11日 更新

megamenu

無料

Use when you need to display a large number of links in a single menu.

日本語の概要は準備中です。原文の説明を表示しています。

thedaviddias/ux-patterns-for-developers2622026年10月5日 更新

Use when you need to display a menu icon for mobile devices.

日本語の概要は準備中です。原文の説明を表示しています。

thedaviddias/ux-patterns-for-developers2622026年10月5日 更新

Production-ready CSS transitions for web apps. Use when implementing notification badges, dropdowns, modals, panel reveals, page transitions, card resizes, number pop-ins, text swaps, icon swaps, success checks, avatar group hovers, error state shakes, search/input clear, skeleton loaders, shimmer text, sliding tabs, tooltips, staggered text reveals, card hover tilt, plus-to-menu morph, or accordions. Triggers on "add a transition", "animate the dropdown", "make the modal open smoothly", "swap icon", "page slide", "stagger animation", "open / close transition", "make it animate", "fade between", "success animation", "form error", "shake on invalid", "hover lift", "avatar stack hover", "clear the search", "skeleton loader", "loading shimmer", "shimmer text", "sliding tabs", "segmented control", "tooltip", "reveal text", "tilt card", "3D hover tilt", "cursor glare", "plus to menu", "FAB morph", "accordion", "collapsible", "expand / collapse", "disclosure". Also "motion tokens", "scan for ad-hoc transitions", "replace hardcoded durations with motion tokens", "tokenize my animations", and the commands transitions reveal, transitions review, transitions apply, transitions refine.

日本語の概要は準備中です。原文の説明を表示しています。

skillmds/skillmd1732026年10月9日 更新

Interactive button-based UI for XMTP agents following XIP-67. Use when creating menus, confirmation dialogs, selection options, or any button-based interaction. Triggers on inline actions, buttons, menus, or ActionBuilder.

日本語の概要は準備中です。原文の説明を表示しています。

xmtplabs/xmtp-agent-examples532026年2月21日 更新

Competitive pricing analysis — compares menu prices against local competitors, identifies underpriced items leaving money on the table and overpriced items hurting sales

日本語の概要は準備中です。原文の説明を表示しています。

zubair-trabzada/ai-restaurant-claude332026年5月21日 更新

expo-ui

無料

Build native UI with the @expo/ui package: real SwiftUI on iOS and Jetpack Compose on Android rendered from React in an Expo or React Native app. Covers universal cross-platform components (Host, Column, Row, Button, Text, List, and more imported from @expo/ui), drop-in replacements for popular React Native community libraries (BottomSheet, DateTimePicker, Slider, Menu, etc.), and platform-specific SwiftUI (@expo/ui/swift-ui, iOS only) and Jetpack Compose (@expo/ui/jetpack-compose, Android only) trees and modifiers. Use when adding or reviewing @expo/ui Host/RNHostView trees, building native-feeling UI where standard React Native components fall short (grouped settings forms with toggles, sections, menus, sheets, pickers, sliders), choosing between universal and platform-specific components, or replacing an RN community UI library with a native @expo/ui equivalent. Not for custom native modules, Expo Router navigation, Reanimated, or data fetching.

日本語の概要は準備中です。原文の説明を表示しています。

Melvynx/saveit.now322026年10月10日 更新

Generate Unity 6+ UI Toolkit Runtime Data Binding code using MVVM pattern with [CreateProperty], DataBinding, and PropertyPath. Use when creating UI screens, HUDs, menus, inventories, settings panels, or any data-bound UI elements with UI Toolkit. Triggers on requests like "create a health bar", "build the HUD", "make a settings screen", "bind data to UI", "create an inventory UI", "add a pause menu", "show player stats on screen", "build a shop UI", "create a dialogue box", or any task involving runtime UI layout, styling, or data display. Also use when the user mentions UXML, USS, ViewModel, or UI bindings. Only activates when ProjectConfig.yaml -> ui_system is "UIToolkit" or "Mixed". Requires Unity 6.0+.

日本語の概要は準備中です。原文の説明を表示しています。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Interface-based state machine patterns for Unity game states, character controllers, and UI flows. Use when implementing game flow (menu -> gameplay -> game over), character states (idle -> run -> jump -> fall), AI behavior states, or UI screen transitions. Triggers on "state machine", "game states", "character states", "screen flow", "game flow", "add states to", "idle/run/jump", "menu flow", "AI states", "boss phases", or any task involving managing discrete states with transitions between them. Reads ProjectConfig.yaml -> architecture_pattern to adapt patterns for SO-first or DI-first.

日本語の概要は準備中です。原文の説明を表示しています。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Research-grounded workflow for designing, reviewing, and improving video game user interfaces, including HUDs, menus, navigation, focus states, onboarding/tutorials, objective tracking, input prompts, readability, accessibility, and destructive-action flows. Use when asked how to make good game UI, critique a game UI or HUD, propose UI/UX guidelines, design menu or gameplay interfaces, compare HUD vs diegetic/spatial presentation, create a UI design brief, or run a usability/accessibility review for PC, console, mobile, or VR games.

日本語の概要は準備中です。原文の説明を表示しています。

jim60105/copilot-prompt212026年10月9日 更新

Guidance for Tauri v2 window menu definition, event handling, and shortcuts.

日本語の概要は準備中です。原文の説明を表示しています。

full-stack-skills/tauri-skills202026年10月4日 更新

chef-pro

無料

AI เชฟครัวร้านอาหาร — menu development, kitchen brigade, mise en place, food cost, seasonal menu, HACCP, Thai culinary context

日本語の概要は準備中です。原文の説明を表示しています。

aiunlocked1412/claude-skill-unlock182026年4月17日 更新

krkrz

無料日本語概要

吉里吉里Z (kirikiri Z) 本体クラス API のリファレンス。TJS2 で吉里吉里Z 上のスクリプトを書く、レビューする、デバッグするときに使う。Layer / Window / Bitmap / System / Storages / Font / Plugins / Timer / Debug / AsyncTrigger / Scripts / BinaryStream / Matrix32 / Matrix44 / Rect / ImageFunction のコア API、サウンド系 (WaveSoundBuffer / SoundBuffer / VideoOverlay)、DrawDevice (BasicDrawDevice / SDLDrawDevice / OGLDrawDevice / GPUDrawDevice / NullDrawDevice)、OpenGL 描画系 (Canvas / Texture / ShaderProgram / Offscreen / VertexBinder / VertexBuffer)、および主要プラグイン提供クラス (HttpRequest / GdiPlus.* / WIN32Dialog / CSVParser / LineParser / Process / Pad / MenuItem / Unzip / Zip / PSD / SimpleHTTPServer) を網羅。**呼び出されたら必ず「共通パターン」と「クロスカッティング概念」を確認し、必要な詳細クラスは doc/reference/*.md を Read しに行くこと。** TJS2 言語そのものや組み込みクラス (Array / Dictionary / Math 等) は別 skill (`tjs2`) を参照。エンジン内部構造 (C++ 実装、レンダリングパイプライン詳細) は対象外。

wamsoft/krkrz_dev102026年10月13日 更新

METAINFORMANT rules for directory src/metainformant/menu. Use when editing, adding tests, or reviewing code under this path. Read the linked AGENTS.md first; use uv only, write outputs to output/, real implementations.

日本語の概要は準備中です。原文の説明を表示しています。

docxology/MetaInformAnt82026年10月10日 更新

METAINFORMANT rules for directory src/metainformant/menu/ui. Use when editing, adding tests, or reviewing code under this path. Read the linked AGENTS.md first; use uv only, write outputs to output/, real implementations.

日本語の概要は準備中です。原文の説明を表示しています。

docxology/MetaInformAnt82026年10月10日 更新

METAINFORMANT rules for directory src/metainformant/menu/core. Use when editing, adding tests, or reviewing code under this path. Read the linked AGENTS.md first; use uv only, write outputs to output/, real implementations.

日本語の概要は準備中です。原文の説明を表示しています。

docxology/MetaInformAnt82026年10月10日 更新

METAINFORMANT rules for directory scripts/menu. Use when editing, adding tests, or reviewing code under this path. Read the linked AGENTS.md first; use uv only, write outputs to output/, real implementations.

日本語の概要は準備中です。原文の説明を表示しています。

docxology/MetaInformAnt82026年10月10日 更新

METAINFORMANT rules for directory docs/menu. Use when editing, adding tests, or reviewing code under this path. Read the linked AGENTS.md first; use uv only, write outputs to output/, real implementations.

日本語の概要は準備中です。原文の説明を表示しています。

docxology/MetaInformAnt82026年10月10日 更新