Specify a webhook-driven task for OpenClaw
Describe event inputs, validation, deduplication, and intended actions before integration work.
Script quality advisor for Unity gameplay code. Use when users want code review, reduce coupling, improve maintainability, or refactor scripts. Triggers: code review, coupling, maintainability, refactor, clean code, script quality, review my code, code smell, 代码审查, 代码质量, 重构, 低耦合, 可维护, 看看代码, 代码有问题.
---
name: unity-scriptdesign
description: Advise on Unity gameplay script quality
---
> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
## Triggers
- Reviewing code quality
- Untangling tightly-coupled scripts
- Planning a refactor for maintainability
- 审查代码质量、理顺高耦合脚本、为可维护性规划重构
# Unity Script Design Review
Use this skill before creating gameplay scripts, or after scripts are generated and need a design pass.
## Review Checklist
- Responsibility: does the script have one clear job?
- Role: should it really be a `MonoBehaviour`, `ScriptableObject`, or plain C# class?
- Coupling: are dependencies explicit instead of hidden globals or deep scene lookups?
- Communication: should this be a direct reference, interface call, or event?
- Performance: is there unnecessary `Update`, repeated `Find`, avoidable allocation, or reflection in hot paths?
- Lifecycle: are subscriptions, timers, and async work cleaned up clearly?
- Inspector UX: are serialized fields private, grouped, and explained?
- Testability: can the core logic move into a plain C# class?
- Naming: do class and field names explain intent without cryptic abbreviations?
## Data Lifecycle Boundary
The Review Checklist above asks "where does this *class* live". Ask the same question for every *field*. Every piece of state has one of three lifecycles, and putting a field on the wrong one is the most common cause of "why did this break when the designer tweaked a value" and "why are my unit tests flaky".
| Lifecycle | When the value is decided | Where it belongs | Typical idiom |
|-----------|--------------------------|------------------|---------------|
| **Authoring-time** | By a designer in the Editor, before Play | `ScriptableObject` asset, or `[SerializeField] private` on a prefab | Immutable at runtime; read via `_config.Speed` |
| **Composition-time** | Once per scene/instance, at `Awake`/`Start` | `private` field, assigned from `GetComponent` / `GetComponentInChildren` / ctor arg | Cached reference, no per-frame lookup |
| **Runtime-mutable** | Every frame or on gameplay events | `private` backing field + `public` read-only property + event | Exposed via `public float Health { get; private set; }` + `OnHealthChanged` |
### Typical assignments
- Weapon damage / fire rate / clip size → **Authoring-time** (ScriptableObject so balance can be hot-swapped).
- Enemy AI's current target `Transform` → **Composition-time** if set once at spawn, **Runtime-mutable** if re-targeted each frame.
- Player current HP → **Runtime-mutable** with event. Never `public float hp;`.
- Reference to `Rigidbody`/`Animator` on the same GameObject → **Composition-time**, cached in `Awake`.
- Level music track → **Authoring-time** via ScriptableObject level descriptor.
- "Is in combat" flag → **Runtime-mutable**, but usually derived from other state — review whether it should be a field at all.
### Why the separation matters
Mixing the three lifecycles is what turns a clean class into a god object. A `MonoBehaviour` whose `public float speed` is edited by both the Inspector **and** a power-up script has two owners and no invariant; a bug in either path corrupts the other. The ECS baking pipeline makes this distinction a hard architectural boundary (Authoring → Baker → System), and the discipline transfers directly: if you would not mix an Authoring component with runtime write-back in ECS, do not mix them in a MonoBehaviour either. *Source: `EntitiesSamples/Docs/baking.md:5-16`.*
## Guardrails
> **Mode**: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
- Prefer descriptive names over local shorthand.
- Do not “optimize” readability away for imagined productivity gains.
- Do not recommend complex patterns if a smaller refactor fixes the real problem.
## Output Format
- Keep: what is already good
- Simplify: what should stay straightforward
- Refactor: the highest-value structural change
- Performance notes: only real hotspots, not theoretical micro-optimizations
- Maintainability notes: naming, ownership, coupling, editor usability
---
name: unity-scriptdesign
description: Advise on Unity gameplay script quality
---
> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
## Triggers
- Reviewing code quality
- Untangling tightly-coupled scripts
- Planning a refactor for maintainability
- 审查代码质量、理顺高耦合脚本、为可维护性规划重构
# Unity Script Design Review
Use this skill before creating gameplay scripts, or after scripts are generated and need a design pass.
## Review Checklist
- Responsibility: does the script have one clear job?
- Role: should it really be a `MonoBehaviour`, `ScriptableObject`, or plain C# class?
- Coupling: are dependencies explicit instead of hidden globals or deep scene lookups?
- Communication: should this be a direct reference, interface call, or event?
- Performance: is there unnecessary `Update`, repeated `Find`, avoidable allocation, or reflection in hot paths?
- Lifecycle: are subscriptions, timers, and async work cleaned up clearly?
- Inspector UX: are serialized fields private, grouped, and explained?
- Testability: can the core logic move into a plain C# class?
- Naming: do class and field names explain intent without cryptic abbreviations?
## Data Lifecycle Boundary
The Review Checklist above asks "where does this *class* live". Ask the same question for every *field*. Every piece of state has one of three lifecycles, and putting a field on the wrong one is the most common cause of "why did this break when the designer tweaked a value" and "why are my unit tests flaky".
| Lifecycle | When the value is decided | Where it belongs | Typical idiom |
|-----------|--------------------------|------------------|---------------|
| **Authoring-time** | By a designer in the Editor, before Play | `ScriptableObject` asset, or `[SerializeField] private` on a prefab | Immutable at runtime; read via `_config.Speed` |
| **Composition-time** | Once per scene/instance, at `Awake`/`Start` | `private` field, assigned from `GetComponent` / `GetComponentInChildren` / ctor arg | Cached reference, no per-frame lookup |
| **Runtime-mutable** | Every frame or on gameplay events | `private` backing field + `public` read-only property + event | Exposed via `public float Health { get; private set; }` + `OnHealthChanged` |
### Typical assignments
- Weapon damage / fire rate / clip size → **Authoring-time** (ScriptableObject so balance can be hot-swapped).
- Enemy AI's current target `Transform` → **Composition-time** if set once at spawn, **Runtime-mutable** if re-targeted each frame.
- Player current HP → **Runtime-mutable** with event. Never `public float hp;`.
- Reference to `Rigidbody`/`Animator` on the same GameObject → **Composition-time**, cached in `Awake`.
- Level music track → **Authoring-time** via ScriptableObject level descriptor.
- "Is in combat" flag → **Runtime-mutable**, but usually derived from other state — review whether it should be a field at all.
### Why the separation matters
Mixing the three lifecycles is what turns a clean class into a god object. A `MonoBehaviour` whose `public float speed` is edited by both the Inspector **and** a power-up script has two owners and no invariant; a bug in either path corrupts the other. The ECS baking pipeline makes this distinction a hard architectural boundary (Authoring → Baker → System), and the discipline transfers directly: if you would not mix an Authoring component with runtime write-back in ECS, do not mix them in a MonoBehaviour either. *Source: `EntitiesSamples/Docs/baking.md:5-16`.*
## Guardrails
> **Mode**: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
- Prefer descriptive names over local shorthand.
- Do not “optimize” readability away for imagined productivity gains.
- Do not recommend complex patterns if a smaller refactor fixes the real problem.
## Output Format
- Keep: what is already good
- Simplify: what should stay straightforward
- Refactor: the highest-value structural change
- Performance notes: only real hotspots, not theoretical micro-optimizations
- Maintainability notes: naming, ownership, coupling, editor usability
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.