跳到正文
cccskills
免费在 GitHub 公开

aibridge-code-index

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星标 931(GitHub 931 + cccskills 0)
集成工具Unity

实测评分 未实测

查看安装方法

包含的文件(1)

  • SKILL.md2.2 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

AIBridge Code Index Skill

Run commands from the Unity project root.

CLI Path: ./.aibridge/cli/AIBridgeCLI.exe

Availability Rule: This Skill is installed only when AIBridge/Settings > Code Index > Enable Code Index is enabled. If project rules say Code Index is disabled, or code_index status reports enabled=false or state=disabled, stop using code_index and fall back to rg plus normal file reads.

Operating Rules

  • code_index is CLI-only, read-only, and does not rename, refactor, or write files.
  • Use it for symbol lookup and source navigation before broad code edits when semantic lookup is useful.
  • Trust only results marked semantic=true; fallback text candidates are explicitly marked semantic=false.
  • If disabled or unavailable, do not retry repeatedly. Use rg, file reads, and regular AIBridge commands.

Commands

$CLI code_index status
$CLI code_index doctor
$CLI code_index warmup
$CLI code_index symbol --query PlayerController
$CLI code_index definition --file Assets/Scripts/Foo.cs --line 42 --column 17
$CLI code_index references --file Assets/Scripts/Foo.cs --line 42 --column 17
$CLI code_index implementations --type Game.IFoo
$CLI code_index derived --type Game.BasePanel
$CLI code_index callers --file Assets/Scripts/Foo.cs --line 42 --column 17
$CLI code_index diagnostics --file Assets/Scripts/Foo.cs

Results include enabled, semantic, source, state, stale, workspaceMode, snapshot metadata, excluded snapshot counts, projectRoot, and solution. Unity can generate/prewarm the snapshot from AIBridge/Settings > Code Index, where PackageCache source indexing and ignored assembly/source-path patterns can also be configured.


Skill Version: 1.0 Package: cn.lys.aibridge

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

aibridge

免费

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-Heroes9312026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-Heroes9312026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-Heroes9312026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-Heroes9312026年9月22日 更新

et-async

免费

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.

中文简介正在准备中。当前显示原文说明。

FlameskyDexive/Legends-Of-Heroes9312026年9月22日 更新

et-build

免费

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-Heroes9312026年9月22日 更新

查看 FlameskyDexive 的全部技能

报告此技能的问题