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cccskills

「state」の検索結果

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概要と使いどころ

Expert blueprint for physics queries using RayCast, ShapeCast, and DirectSpaceState. Covers hit detection, volume overlap, mouse picking, and high-performance server-side intersection queries. Use when implementing projectiles, LOS, terrain grounding, or AI sensors. Keywords raycast, shapecast, direct_space_state, intersect_ray, intersect_shape, PhysicsRayQueryParameters, collision mask, mouse picking.

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。

thedivergentai/Game-Design-Agentic-Skills8502026年10月13日 更新

Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups. Use for action games, RPGs, or fighting games. Trigger keywords: Hitbox, Hurtbox, DamageData, HealthComponent, combat_state, combo_system, ability_cooldown, invincibility_frames, damage_popup.

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。

thedivergentai/Game-Design-Agentic-Skills8502026年10月13日 更新

Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and anti-patterns to avoid. Use for game managers, save systems, audio controllers, or cross-scene resources. Trigger keywords: AutoLoad, singleton, GameManager, SceneTransitioner, SaveManager, global_state, autoload_order, signal_bus, dependency_injection.

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。

thedivergentai/Game-Design-Agentic-Skills8502026年10月13日 更新

Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks.

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。

thedivergentai/Game-Design-Agentic-Skills8502026年10月13日 更新

Expert blueprint for open world games including chunk-based streaming (load/unload regions dynamically), floating origin (prevent precision jitter beyond 5000 units), HLOD (hierarchical LOD for distant meshes), persistent state (track entity changes across unloaded chunks), POI discovery systems (compass, markers), and threaded loading (prevent stutters). Use for RPGs, sandboxes, or exploration games. Trigger keywords: open_world, chunk_streaming, floating_origin, HLOD, persistent_state, POI_discovery, threaded_loading.

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。

thedivergentai/Game-Design-Agentic-Skills8502026年10月13日 更新

Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.

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。

thedivergentai/Game-Design-Agentic-Skills8502026年10月13日 更新

Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection.

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。

thedivergentai/Game-Design-Agentic-Skills8502026年10月13日 更新

Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide.

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。

thedivergentai/Game-Design-Agentic-Skills8502026年10月13日 更新

Clean and normalize A-share financial data for modeling. Adapts the original clean-data-xls skill for Chinese financial statements, CAS conventions, and A-share data formats. Triggers on "A股数据清洗", "财务数据清洗", "clean financial data China", "数据清洗", or "normalize financial statements".

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。

jwangkun/claude-for-financial-services-cn8342026年9月14日 更新

Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs

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。

jame581/GodotPrompter8192026年10月12日 更新

Generates structured logging infrastructure using os.log/Logger to replace print() statements. Use when user wants to add proper logging, replace print statements, or set up app logging.

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。

rshankras/claude-code-apple-skills7962026年7月24日 更新

Interface copy that works — voice/tone, the PACE framework, alert anatomy, naming features, empty states, error messages, and the small-word edits that measurably improve UX. Distilled from Apple's writing sessions (2017–2026). Use when writing or reviewing any user-facing text — labels, alerts, onboarding, notifications, empty states, paywalls — or naming a feature.

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。

rshankras/claude-code-apple-skills7962026年7月24日 更新

swiftui

無料

SwiftUI framework skills — data flow (identity, Observation, state ownership), layout & containers (Layout protocol, lazy-stack performance), AlarmKit, 3D charts, rich text editing, customizable toolbars, and WebKit embedding. Use for SwiftUI state/rendering bugs, custom layouts, scroll performance, or these feature areas.

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。

rshankras/claude-code-apple-skills7962026年7月24日 更新

This skill should be used when searching for people/leads using the Prospeo Search Person API. It provides the correct API format, filter types, rate limiting patterns, and state-by-state crawling techniques to overcome the 25K result limit. Use when building lead lists, searching by job title/industry/location, or integrating with Prospeo.

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。

growthenginenowoslawski/coldoutboundskills7642026年10月6日 更新

Export your entire Prospeo people search to CSV. Build filters in Prospeo's UI, then use this skill to extract every result via the API — even searches over 25K. Handles pagination, rate limiting, deduplication, and state-by-state splitting automatically. Pair with /icp-prompt-builder on a 50-person sample to tune a qualification prompt BEFORE exporting 25K.

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。

growthenginenowoslawski/coldoutboundskills7642026年10月6日 更新

Design the three states every data UI forgets. Use for any component that fetches or lists data.

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。

Archive228/loopkit7552026年7月15日 更新

mobx

無料

Guides state management implementation using MobX + tsyringe. Triggered when handling data models, state logic, or Store architecture.

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。

MatrixAges/polywise6632026年6月11日 更新

Port the state-delta + property-based testing paradigm to languages other than Python. DIY recipes per language; canonical Python ref shipped in nwave_ai.state_delta.

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。

nWave-ai/nWave6172026年9月16日 更新

JTBD methodology for extracting real jobs behind feature requests — job statements, abstraction layers, first-principles extraction, ODI outcome statements, and opportunity scoring

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。

nWave-ai/nWave6172026年9月16日 更新

Use when positioning needs defining or sharpening — a statement built on Promise, Proof, and Path, a differentiation matrix against competitors, category entry points, a three-level message hierarchy, and tagline directions. Trigger on 'positioning', 'positioning statement', 'what makes us different', 'USP', 'why should customers choose us over them', 'we sound the same as everyone else'. Also use when the user can list features but not a reason to pick them. Not for — competitor teardown research, see `08-competitor-research-global`; how the brand sounds in writing, see `35-brand-voice-global`; the offer and its value stack, see `31-offer-design-global`; the launch built on it, see `59-go-to-market-global`.

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。

minhnv0807/ai-business-skills6132026年9月12日 更新

prototype

無料

Build a throwaway prototype to flesh out a design before committing to it. Routes between two branches — a runnable terminal app for state/business-logic questions, or several radically different UI variations toggleable from one route. Use when the user wants to prototype, sanity-check a data model or state machine, mock up a UI, explore design options, or says "prototype this", "let me play with it", "try a few designs".

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。

stevesolun/ctx5882026年10月13日 更新

Implement reactive state management using Riverpod 3.x with code generation in Flutter. Use when defining providers, building AsyncNotifiers, or overriding providers in tests.

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。

HoangNguyen0403/agent-skills-standard5752026年10月12日 更新

Apply Clean Architecture layering, modularization, and Unidirectional Data Flow in Android projects. Use when setting up project structure, placing code in layers, configuring feature/core modules, or implementing UDF patterns; defer Compose state and ViewModel/StateFlow implementation to their specific skills.

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。

HoangNguyen0403/agent-skills-standard5752026年10月12日 更新

Use when the user wants to design, redesign, shape, critique, audit, polish, clarify, distill, harden, optimize, adapt, animate, colorize, extract, or otherwise improve a frontend interface. Covers websites, landing pages, dashboards, product UI, app shells, components, forms, settings, onboarding, and empty states. Handles UX review, visual hierarchy, information architecture, cognitive load, accessibility, performance, responsive behavior, theming, anti-patterns, typography, fonts, spacing, layout, alignment, color, motion, micro-interactions, UX copy, error states, edge cases, i18n, and reusable design systems or tokens. Also use for bland designs that need to become bolder or more delightful, loud designs that should become quieter, live browser iteration on UI elements, or ambitious visual effects that should feel technically extraordinary. Not for backend-only or non-UI tasks.

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。

catlog22/maestro-flow5662026年10月8日 更新