update-changelogs
Update CHANGELOG.md files and cabal version numbers for all packages changed since origin/master, following PVP and project RELEASING.md rules. Use when preparing a PR or when asked to update changelogs or version numbers.
Update CHANGELOG.md files and cabal version numbers for all packages changed since origin/master, following PVP and project RELEASING.md rules. Use when preparing a PR or when asked to update changelogs or version numbers.
Auto-triggers on 'new project [name]', 'load project [name]', 'save project', 'list projects'. Also triggers on 'create project', 'resume project', 'open project', 'show projects', or when user mentions switching between active projects.
Add streaming SSR to a merjs page. Use when the user wants shell-first rendering, skeleton placeholders, or parallel data fetching that resolves inline.
Add or modify Dokan frontend code (React, TypeScript, Vue, Tailwind). Use when creating components, hooks, stores, or modifying webpack configuration.
埋点与指标设计方案生成器。从产品需求/核心链路出发,输出完整的埋点方案文档(事件、字段、触发时机、口径说明、QA 校验清单)。 触发条件:用户提到"埋点"、"tracking"、"事件设计"、"数据采集"、"上报方案"、"埋点方案"、"事件规范"、"字段设计"、"指标口径"、"数据验收"、"QA校验"等关键词。 也适用于:用户提供产品PRD/需求文档要求产出埋点方案;用户提供核心用户链路要求拆解事件;用户要求规范化事件命名或字段定义;用户要求设计数据验收方案。 典型输入:事件命名规范 + 字段字典 + 核心链路描述/流程图。 不适用于:纯数据分析(用 SPACE-analytics)、纯BI看板搭建、纯SQL查询编写。
Frontend conventions for Angular projects: standalone components, features, error capture, styles. Use when implementing or reviewing code in Angular frontends.
Clone live web pages into a local Next.js + Tailwind CSS project for rapid prototyping. Use this skill whenever a user shares a URL or screenshot and wants to replicate, redesign, or iterate on that page locally — whether they say "clone this site", "make a prototype based on this page", "recreate this UI", "build something that looks like this", or simply paste a link and ask you to turn it into code. Also trigger when the user wants to add new pages, modify existing pages, or extend a prototype project that was previously created by this skill. Even if the user just says "I want to build a page like X" with a reference link or image, this skill applies.
Replay recorded input during PlayMode with frame-precise injection. Use when you need to: (1) Reproduce recorded gameplay exactly, (2) Run E2E tests from recorded input, (3) Generate demo videos with consistent input.
Get Unity scene hierarchy as a structured tree. Use when you need to: (1) Inspect scene structure and parent-child relationships, (2) Explore GameObjects and their components, (3) Get hierarchy from a specific root path or selected objects. Returns the scene's GameObject tree.
Simulate keyboard key input in PlayMode via Input System. Use when you need to: (1) Press game control keys like WASD, Space, or Shift during PlayMode, (2) Hold keys down for continuous movement or actions, (3) Combine multiple held keys for complex input like Shift+W for sprint.
Control Unity Editor play mode (play/stop/pause). Use when you need to: (1) Start play mode to test game behavior, (2) Stop play mode to return to edit mode, (3) Pause play mode for frame-by-frame inspection.
Find GameObjects in the active scene by various criteria. Use when you need to: (1) Search for objects by name, regex, or path, (2) Find objects with specific components, tags, or layers, (3) Get currently selected GameObjects in Unity Editor. Returns matching GameObjects with hierarchy paths and components.
Execute C# code dynamically in Unity Editor. Use when you need to: (1) Wire prefab/material references and AddComponent operations, (2) Edit SerializedObject properties and reference wiring, (3) Perform scene/hierarchy edits and batch operations, (4) PlayMode automation (click buttons, raycast, invoke methods), (5) PlayMode UI controls (InputField, Slider, Toggle, Dropdown), (6) PlayMode inspection (scene info, reflection, physics state). NOT for file I/O or script authoring.
Simulate keyboard key input in PlayMode via Input System. Use when you need to: (1) Press game control keys like WASD, Space, or Shift during PlayMode, (2) Hold keys down for continuous movement or actions, (3) Combine multiple held keys for complex input like Shift+W for sprint.
Simulate mouse click, long-press, and drag on PlayMode UI elements via EventSystem screen coordinates. Use when you need to: (1) Click buttons or interactive UI elements during PlayMode testing, (2) Drag UI elements from one position to another, (3) Hold a drag at a position for inspection before releasing, (4) Long-press UI elements that respond to sustained pointer-down. For game logic that reads Input System (e.g. WasPressedThisFrame), use simulate-mouse-input instead.
Simulate mouse input in PlayMode via Input System. Injects button clicks, mouse delta, and scroll wheel directly into Mouse.current. Use when you need to: (1) Click in games that read Mouse.current.leftButton.wasPressedThisFrame, (2) Right-click for actions like block placement, (3) Inject mouse delta for FPS camera control, (4) Inject scroll wheel for hotbar switching or zoom. For UI elements with IPointerClickHandler, use simulate-mouse-ui instead.
Get Unity scene hierarchy as a structured tree. Use when you need to: (1) Inspect scene structure and parent-child relationships, (2) Explore GameObjects and their components, (3) Get hierarchy from a specific root path or selected objects. Returns the scene's GameObject tree.
Record keyboard and mouse input during PlayMode into a JSON file. Use when you need to: (1) Capture human gameplay input for later replay, (2) Record input sequences for E2E testing, (3) Save input for bug reproduction.
Replay recorded input during PlayMode with frame-precise injection. Use when you need to: (1) Reproduce recorded gameplay exactly, (2) Run E2E tests from recorded input, (3) Generate demo videos with consistent input.