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.
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FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新
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.
中文简介正在准备中。当前显示原文说明。
FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新
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.
中文简介正在准备中。当前显示原文说明。
FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新
ET framework C# code authoring and review workflow. Use when creating or modifying Entity, Component, System, Helper, message handlers, package dependencies, assemblies, module analyzer boundaries, C# file placement, .meta handling, ECS layering, or component contract logic in WOW/ET packages.
中文简介正在准备中。当前显示原文说明。
FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新
ET EUI client UI workflow for this project's cn.etetet.eui framework. Use when creating or modifying DlgXxx windows, ESxxx reusable sub-UI, ItemXxx loop items, AUIEvent handlers, WindowID registration, widget binding (E* via UIFindHelper), ShowWindow/Hide/Close flow, EUI root layers, or LoopScrollRect lists. Hand-authored 5-file pattern; there is NO code-gen menu here.
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FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新
ET Excel MCP workflow for reading, writing, styling, transforming, and inspecting xlsx data. Use when operating Excel cells, ranges, sheets, formulas, charts, merges, batch data import/export, or editing Luban source spreadsheets before export.
中文简介正在准备中。当前显示原文说明。
FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新
ET git workflow for preparing commits and reviewing changes. Use when checking git status or diff, filtering unrelated files, staging task-scoped changes, writing Chinese commit messages, or synchronizing with remotes using rebase instead of merge.
中文简介正在准备中。当前显示原文说明。
FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新
ET Luban export workflow. Use when exporting generated C# config/data code, refreshing aggregated luban.conf, validating CodeMode outputs, or troubleshooting ET.ExcelExporter, LubanGen.ps1, table definitions, beans, enums, Defines, and Luban export failures.
中文简介正在准备中。当前显示原文说明。
FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新
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.
中文简介正在准备中。当前显示原文说明。
FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新
ET test execution and failure debugging workflow for WOW. Use when building before tests, cleaning Logs, running server or Hotfix tests through ET.App Test commands, running Unity Editor tests through UnityBridge UnityTestRunRequest, reading Logs/All.log, judging results, and diagnosing failed or unmatched tests.
中文简介正在准备中。当前显示原文说明。
FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新
ET test authoring workflow for WOW. Use when writing or modifying ATestHandler tests, choosing test package placement, naming test classes, creating test-only model types, preparing deterministic coroutine-style assertions, handling ObjectWait, constructing test config data, and enforcing EntityRef safety in tests.
中文简介正在准备中。当前显示原文说明。
FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新
UnityBridge workflow for AI operations in Unity Editor. Use when checking UnityBridge connectivity, Unity compile or PlayMode state, running deferred UnityBridge commands, operating assets/scenes/GameObjects/Inspector/Prefabs/GameView/screenshots, running Editor tests, or troubleshooting UnityBridge responses.
中文简介正在准备中。当前显示原文说明。
FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新
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.
中文简介正在准备中。当前显示原文说明。
FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新
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.
中文简介正在准备中。当前显示原文说明。
FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新
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.
中文简介正在准备中。当前显示原文说明。
FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新
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.
中文简介正在准备中。当前显示原文说明。
FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新
Unity YAML text serialization editing workflow. Use when Codex needs to directly inspect, modify, create, or repair Unity serialized YAML files such as .unity scenes, .prefab assets, .asset ScriptableObject/config files, .mat, .controller, or other text-serialized Unity assets, especially when AIBridge inspector/prefab/scene APIs do not support the requested Prefab, Scene, ScriptableObjectTable, or custom asset operation.
中文简介正在准备中。当前显示原文说明。
FlameskyDexive/Legends-Of-Heroes☆ 9312026年9月22日 更新