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Found 70 Skills
阿里云 CLI 操作
Manage Alibaba Cloud Elastic Compute Service (ECS) via OpenAPI/SDK. Use for listing or creating instances, starting/stopping/rebooting, managing disks/snapshots/images/security groups/key pairs/ENIs, querying status, and troubleshooting workflows for this product.
Handle Hytale server events including player actions, world changes, entity interactions, and custom events. Use when asked to "listen for events", "handle player actions", "react to block changes", "create event handlers", or "implement event listeners".
Master Bevy's Entity Component System (ECS) in Rust, covering Systems, Queries, Resources, and parallel scheduling.
Use when designing or modifying Elasticsearch ingest pipelines, including single-path parsing, branching logic, sub-pipelines, enrichment processors, and robust on_failure handling.
Use when reviewing, fixing, or improving an EXISTING Elastic integration package. Covers quality reviews, targeted fixes (pipelines, field mappings, CEL programs, manifests, changelogs), full improvement passes, and minor adjustments. Use create-integration instead when creating a new package or adding a new data stream from scratch.
Use Miniplex for minimalistic Entity Component System with TypeScript support.
Use this skill when working with Unity game engine - C# scripting, Entity Component System (ECS/DOTS), physics simulation, shader programming (ShaderLab, HLSL, Shader Graph), and UI Toolkit. Triggers on gameplay programming, MonoBehaviour lifecycle, component architecture, rigidbody physics, raycasting, collision handling, custom shader authoring, material configuration, USS styling, UXML layout, and performance optimization for real-time applications. Acts as a senior Unity engineer advisor for game developers building production-quality games and interactive apps.
面向 Linux 对内存、网络、IO、负载等问题做深度分析与诊断。当出现如下问题时使用:内存含内存高/不足、OOM、oom-killer、Java 应用内存与内存全景大图(含 socket 队列与 TCP 内存视角);网络含丢包与时延抖动(与 memgraph 互补);IO 含磁盘统计与慢 IO;负载含调度延迟与系统负载。输出结构化诊断信封供自动化续跑。
C# scripting in Unity for gameplay, behavior, and engine integration. PROACTIVELY activate for: (1) writing Unity C# scripts, (2) MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), (3) coroutines and async/await in Unity, (4) delegates, events, Action/Func patterns, (5) ScriptableObject creation and serialization, (6) GetComponent / TryGetComponent and component caching, (7) physics scripting (Rigidbody, raycast, collision/trigger callbacks), (8) animation scripting (Animator parameters, state machines, IK), (9) NavMesh and NavMeshAgent scripting, (10) input handling (Input System package), (11) custom serialization and SerializeField. Provides: lifecycle reference, coroutine vs async patterns, ScriptableObject templates, Rigidbody/collision recipes, NavMesh examples, and Input System setup.