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cccskills

「c#」の検索結果

224 件 ・ 関連度順

概要と使いどころ

Guidance for .NET MAUI XAML and C# data bindings — compiled bindings, INotifyPropertyChanged / ObservableObject, value converters, binding modes, multi-binding, relative bindings, fallbacks, and MVVM best practices. USE FOR: setting up compiled bindings with x:DataType, implementing INotifyPropertyChanged or CommunityToolkit ObservableObject, creating IValueConverter / IMultiValueConverter, choosing binding modes, configuring BindingContext, relative bindings, binding fallbacks, StringFormat, code-behind SetBinding with lambdas, and enforcing XC0022/XC0025 warnings. DO NOT USE FOR: CollectionView item templates and layouts (use maui-collectionview), Shell navigation data passing (use maui-shell-navigation), dependency injection (use maui-dependency-injection), or animations triggered by property changes (use .NET MAUI animation APIs).

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。

dotnet/skills5,6172026年10月13日 更新

Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized `MethodData` entries usable as schemas for 'reflection-method-call'.

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。

IvanMurzak/Unity-MCP4,4262026年10月12日 更新

Create a new skill (MCP tool) for the Unity Editor by writing a C# (.cs) file that Unity compiles into the project. After compilation the new tool becomes callable through MCP. The file must be a partial class decorated with [AiToolType], each tool method must be decorated with [AiTool], the class name should match the file name, all Unity API calls must run via com.IvanMurzak.ReflectorNet.Utils.MainThread.Instance.Run(), and the method should either return a structured data model (for parseable output) or void (for side-effect-only operations). See the body of this skill for a full sample and best-practice notes.

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。

IvanMurzak/Unity-MCP4,4262026年10月12日 更新

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

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。

IvanMurzak/Unity-MCP4,4262026年10月12日 更新

Write a `.cs` script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via `requestId` after Unity finishes the triggered compilation. Use 'script-read' to inspect existing content 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。

IvanMurzak/Unity-MCP4,4262026年10月12日 更新

Generate a JSON Schema for a C# type name via reflection. Supports primitives, enums, arrays, generic collections, dictionaries, and complex objects. Knobs control inclusion of nested `$defs` and whether type-level / property-level descriptions are emitted.

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。

IvanMurzak/Unity-MCP4,4262026年10月12日 更新

Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.

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。

IvanMurzak/Unity-MCP4,4262026年10月12日 更新

Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.

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。

IvanMurzak/Unity-MCP4,4262026年10月12日 更新

List the fully-qualified C# type names of every concrete `UnityEngine.Component` subclass available in the project. Paginated (default 5/page, max 500). Use this to find a valid `componentName` for 'gameobject-component-add'.

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。

IvanMurzak/Unity-MCP4,4262026年10月12日 更新

Azure AI Search SDK for .NET (Azure.Search.Documents). Use for building search applications with full-text, vector, semantic, and hybrid search. Covers SearchClient (queries, document CRUD), SearchIndexClient (index management), and SearchIndexerClient (indexers, skillsets). Triggers: "Azure Search .NET", "SearchClient", "SearchIndexClient", "vector search C#", "semantic search .NET", "hybrid search", "Azure.Search.Documents".

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。

microsoft/skills3,1072026年10月13日 更新

Guide for creating high-quality MCP (Model Context Protocol) servers that enable LLMs to interact with external services through well-designed tools. Use when building MCP servers to integrate external APIs or services, whether in Python (FastMCP), Node/TypeScript (MCP SDK), or C#/.NET (Microsoft MCP SDK).

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。

microsoft/skills3,1072026年10月13日 更新

Provides comprehensive code review guidance for React 19, Vue 3, Angular 17+, Svelte 5, Rust, TypeScript, Java, Java 8, PHP, Ruby, Rails, Python, Django, FastAPI, Go, C#/.NET, Kotlin, Swift, Dart, Flutter, NestJS, C/C++, Zig, CSS/Less/Sass, Qt, and more. Covers architecture review, performance review, security audit, code quality anti-patterns, and common bugs across all ecosystems. Use when: reviewing pull requests, conducting PR reviews, code review, reviewing code changes, establishing review standards, mentoring developers, architecture reviews, security audits, performance reviews, checking code quality, finding bugs, giving feedback on code.

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。

awesome-skills/code-review-skill2,0942026年9月9日 更新

Drive feature development using Outside-In TDD with Hexagonal Architecture. Design emerges through inline code, in-memory fakes, interface extraction, and deferred I/O. Use when building features, writing tests, or structuring backend services. Triggers on: TDD, outside-in, hexagonal, ports and adapters, emergent design, acceptance test, component test, walking skeleton, in-memory fakes, component, contract test, adapter, fast tests, sub-second feedback. Language-agnostic (Go, Rust, Python, TypeScript, Java, C#).

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。

a5c-ai/babysitter1,8412026年9月17日 更新

Build Unity games with optimized C# scripts, efficient rendering, and proper asset management. Masters Unity 6 LTS, URP/HDRP pipelines, and cross-platform deployment. Handles gameplay systems, UI implementation, and platform optimization. Use PROACTIVELY for Unity performance issues, game mechanics, or cross-platform builds.

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。

rmyndharis/antigravity-skills1,7502026年10月1日 更新

Expert .NET backend architect specializing in C#, ASP.NET Core, Entity Framework, Dapper, and enterprise application patterns. Masters async/await, dependency injection, caching strategies, and performance optimization. Use PROACTIVELY for .NET API development, code review, or architecture 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。

rmyndharis/antigravity-skills1,7502026年10月1日 更新

Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update, GetComponent, SerializeField, coroutines, or "Unity script".

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。

gamedev-skills/awesome-gamedev-agent-skills1,4682026年10月9日 更新

Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first content changes, validation, cleanup proof, or durable workflow rules. Best when agents must prove the actual folder/module/scene/prefab/runtime owner before editing, especially runtime UI, generated assets, code graphs, tutorial/state flows, guided selection/action flows, overlay/dim source-bound mistakes, coordinate conversions, focus/highlight/marker/HUD alignment, predictive lead aiming, ballistic trajectories, spatial IoU verification, or repeated "fix still not visible" failures.

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。

hashgraph-online/awesome-codex-plugins1,2932026年10月13日 更新

cscheck

無料

Write and simplify C# property-based, model-based, and executable specification tests with CsCheck. Use for generators, shrinking, stateful command sequences, Spec guards and rules, implementation conformance, or replaying generated failures.

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。

Aaronontheweb/dotnet-skills1,2212026年10月12日 更新

Guidelines for making .NET libraries and applications trimming-safe and Native AOT compatible. Covers the trimming/AOT model, the MSBuild properties that enable analysis (IsTrimmable, IsAotCompatible, PublishTrimmed, PublishAot), the trimming attributes (RequiresUnreferencedCode, RequiresDynamicCode, DynamicallyAccessedMembers, UnconditionalSuppressMessage), IL2xxx/IL3xxx warning codes, and a pattern playbook: source generators and UnsafeAccessor, generated-interception diagnostic suppressors, intentional runtime scanning boundaries, trimming-safe islands and feature switches, migration analyzers, and temporary warning-approval baselines. Use when introducing trimming/AOT support, resolving IL2xxx/IL3xxx warnings, or making reflection-heavy code trimming-safe in C# / .NET codebases. For System.Text.Json AOT scenarios, see also the serialization skill.

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。

Aaronontheweb/dotnet-skills1,2212026年10月12日 更新

Build reactive/event-driven C# with R3 (Cysharp's modern reimplementation of Reactive Extensions). Covers the Observable<T>/Observer<T> model, the OnErrorResume error contract, async dispatch with AwaitOperation, Task/IAsyncEnumerable integration, TimeProvider/FrameProvider scheduling, the concurrency contract, and how R3 differs from System.Reactive (Rx.NET).

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。

Aaronontheweb/dotnet-skills1,2212026年10月12日 更新

Use when structuring Godot 4.7 game code: folders, scenes and nodes, signals or an event bus autoload, custom Resources for item data, components (health, hitbox, hurtbox), an inventory, save and load, InputMap and key rebinding for keyboard, mouse and gamepad, GDScript static typing and style, or GDScript vs C#; or when code is spaghetti, a folder scan breaks in the export, a save loads wrong, the gamepad does nothing, or @onready is null.

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 structuring Unity 6.3 C# code: ScriptableObject data vs runtime state, events and services, inventory, health, save and load, Input System actions and key rebinding, async with Awaitable, assembly definitions, Enter Play Mode and domain reload, .meta files, Git, Smart Merge and LFS. Also when 'my save works in the Editor but not in the build', statics keep values on the second Play, events fire twice or never, an await runs after its object died, rebinds are lost on relaunch, a renamed class loses its data, a scene merge breaks.

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

Builds C# applications with .NET 8+, ASP.NET Core APIs, Blazor web apps, Entity Framework Core, async patterns, and CQRS via MediatR.

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。

paperclipai/companies9202026年3月24日 更新

Deploy applications to the Temps platform with automatic framework detection, Dockerfile generation, and container orchestration. Supports Next.js, Vite, React, Node.js, Python, Go, Rust, Java, and C# applications. Use when the user wants to: (1) Deploy their app to Temps, (2) Set up CI/CD with Temps, (3) Configure deployment settings, (4) Create a Dockerfile for Temps, (5) Deploy a containerized application, (6) Set up automatic deployments from Git. Triggers: "deploy to temps", "temps deployment", "push to temps", "containerize for temps", "temps ci/cd".

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。

gotempsh/temps8382026年10月13日 更新