清理项目目录,引入 InputModule 做多平台输入适配
|
|
@ -1,152 +0,0 @@
|
|||
---
|
||||
name: "OPSX: Apply"
|
||||
description: Implement tasks from an OpenSpec change (Experimental)
|
||||
category: Workflow
|
||||
tags: [workflow, artifacts, experimental]
|
||||
---
|
||||
|
||||
Implement tasks from an OpenSpec change.
|
||||
|
||||
**Input**: Optionally specify a change name (e.g., `/opsx:apply add-auth`). If omitted, check if it can be inferred from conversation context. If vague or ambiguous you MUST prompt for available changes.
|
||||
|
||||
**Steps**
|
||||
|
||||
1. **Select the change**
|
||||
|
||||
If a name is provided, use it. Otherwise:
|
||||
- Infer from conversation context if the user mentioned a change
|
||||
- Auto-select if only one active change exists
|
||||
- If ambiguous, run `openspec list --json` to get available changes and use the **AskUserQuestion tool** to let the user select
|
||||
|
||||
Always announce: "Using change: <name>" and how to override (e.g., `/opsx:apply <other>`).
|
||||
|
||||
2. **Check status to understand the schema**
|
||||
```bash
|
||||
openspec status --change "<name>" --json
|
||||
```
|
||||
Parse the JSON to understand:
|
||||
- `schemaName`: The workflow being used (e.g., "spec-driven")
|
||||
- Which artifact contains the tasks (typically "tasks" for spec-driven, check status for others)
|
||||
|
||||
3. **Get apply instructions**
|
||||
|
||||
```bash
|
||||
openspec instructions apply --change "<name>" --json
|
||||
```
|
||||
|
||||
This returns:
|
||||
- Context file paths (varies by schema)
|
||||
- Progress (total, complete, remaining)
|
||||
- Task list with status
|
||||
- Dynamic instruction based on current state
|
||||
|
||||
**Handle states:**
|
||||
- If `state: "blocked"` (missing artifacts): show message, suggest using `/opsx:continue`
|
||||
- If `state: "all_done"`: congratulate, suggest archive
|
||||
- Otherwise: proceed to implementation
|
||||
|
||||
4. **Read context files**
|
||||
|
||||
Read the files listed in `contextFiles` from the apply instructions output.
|
||||
The files depend on the schema being used:
|
||||
- **spec-driven**: proposal, specs, design, tasks
|
||||
- Other schemas: follow the contextFiles from CLI output
|
||||
|
||||
5. **Show current progress**
|
||||
|
||||
Display:
|
||||
- Schema being used
|
||||
- Progress: "N/M tasks complete"
|
||||
- Remaining tasks overview
|
||||
- Dynamic instruction from CLI
|
||||
|
||||
6. **Implement tasks (loop until done or blocked)**
|
||||
|
||||
For each pending task:
|
||||
- Show which task is being worked on
|
||||
- Make the code changes required
|
||||
- Keep changes minimal and focused
|
||||
- Mark task complete in the tasks file: `- [ ]` → `- [x]`
|
||||
- Continue to next task
|
||||
|
||||
**Pause if:**
|
||||
- Task is unclear → ask for clarification
|
||||
- Implementation reveals a design issue → suggest updating artifacts
|
||||
- Error or blocker encountered → report and wait for guidance
|
||||
- User interrupts
|
||||
|
||||
7. **On completion or pause, show status**
|
||||
|
||||
Display:
|
||||
- Tasks completed this session
|
||||
- Overall progress: "N/M tasks complete"
|
||||
- If all done: suggest archive
|
||||
- If paused: explain why and wait for guidance
|
||||
|
||||
**Output During Implementation**
|
||||
|
||||
```
|
||||
## Implementing: <change-name> (schema: <schema-name>)
|
||||
|
||||
Working on task 3/7: <task description>
|
||||
[...implementation happening...]
|
||||
✓ Task complete
|
||||
|
||||
Working on task 4/7: <task description>
|
||||
[...implementation happening...]
|
||||
✓ Task complete
|
||||
```
|
||||
|
||||
**Output On Completion**
|
||||
|
||||
```
|
||||
## Implementation Complete
|
||||
|
||||
**Change:** <change-name>
|
||||
**Schema:** <schema-name>
|
||||
**Progress:** 7/7 tasks complete ✓
|
||||
|
||||
### Completed This Session
|
||||
- [x] Task 1
|
||||
- [x] Task 2
|
||||
...
|
||||
|
||||
All tasks complete! You can archive this change with `/opsx:archive`.
|
||||
```
|
||||
|
||||
**Output On Pause (Issue Encountered)**
|
||||
|
||||
```
|
||||
## Implementation Paused
|
||||
|
||||
**Change:** <change-name>
|
||||
**Schema:** <schema-name>
|
||||
**Progress:** 4/7 tasks complete
|
||||
|
||||
### Issue Encountered
|
||||
<description of the issue>
|
||||
|
||||
**Options:**
|
||||
1. <option 1>
|
||||
2. <option 2>
|
||||
3. Other approach
|
||||
|
||||
What would you like to do?
|
||||
```
|
||||
|
||||
**Guardrails**
|
||||
- Keep going through tasks until done or blocked
|
||||
- Always read context files before starting (from the apply instructions output)
|
||||
- If task is ambiguous, pause and ask before implementing
|
||||
- If implementation reveals issues, pause and suggest artifact updates
|
||||
- Keep code changes minimal and scoped to each task
|
||||
- Update task checkbox immediately after completing each task
|
||||
- Pause on errors, blockers, or unclear requirements - don't guess
|
||||
- Use contextFiles from CLI output, don't assume specific file names
|
||||
|
||||
**Fluid Workflow Integration**
|
||||
|
||||
This skill supports the "actions on a change" model:
|
||||
|
||||
- **Can be invoked anytime**: Before all artifacts are done (if tasks exist), after partial implementation, interleaved with other actions
|
||||
- **Allows artifact updates**: If implementation reveals design issues, suggest updating artifacts - not phase-locked, work fluidly
|
||||
|
|
@ -1,157 +0,0 @@
|
|||
---
|
||||
name: "OPSX: Archive"
|
||||
description: Archive a completed change in the experimental workflow
|
||||
category: Workflow
|
||||
tags: [workflow, archive, experimental]
|
||||
---
|
||||
|
||||
Archive a completed change in the experimental workflow.
|
||||
|
||||
**Input**: Optionally specify a change name after `/opsx:archive` (e.g., `/opsx:archive add-auth`). If omitted, check if it can be inferred from conversation context. If vague or ambiguous you MUST prompt for available changes.
|
||||
|
||||
**Steps**
|
||||
|
||||
1. **If no change name provided, prompt for selection**
|
||||
|
||||
Run `openspec list --json` to get available changes. Use the **AskUserQuestion tool** to let the user select.
|
||||
|
||||
Show only active changes (not already archived).
|
||||
Include the schema used for each change if available.
|
||||
|
||||
**IMPORTANT**: Do NOT guess or auto-select a change. Always let the user choose.
|
||||
|
||||
2. **Check artifact completion status**
|
||||
|
||||
Run `openspec status --change "<name>" --json` to check artifact completion.
|
||||
|
||||
Parse the JSON to understand:
|
||||
- `schemaName`: The workflow being used
|
||||
- `artifacts`: List of artifacts with their status (`done` or other)
|
||||
|
||||
**If any artifacts are not `done`:**
|
||||
- Display warning listing incomplete artifacts
|
||||
- Prompt user for confirmation to continue
|
||||
- Proceed if user confirms
|
||||
|
||||
3. **Check task completion status**
|
||||
|
||||
Read the tasks file (typically `tasks.md`) to check for incomplete tasks.
|
||||
|
||||
Count tasks marked with `- [ ]` (incomplete) vs `- [x]` (complete).
|
||||
|
||||
**If incomplete tasks found:**
|
||||
- Display warning showing count of incomplete tasks
|
||||
- Prompt user for confirmation to continue
|
||||
- Proceed if user confirms
|
||||
|
||||
**If no tasks file exists:** Proceed without task-related warning.
|
||||
|
||||
4. **Assess delta spec sync state**
|
||||
|
||||
Check for delta specs at `openspec/changes/<name>/specs/`. If none exist, proceed without sync prompt.
|
||||
|
||||
**If delta specs exist:**
|
||||
- Compare each delta spec with its corresponding main spec at `openspec/specs/<capability>/spec.md`
|
||||
- Determine what changes would be applied (adds, modifications, removals, renames)
|
||||
- Show a combined summary before prompting
|
||||
|
||||
**Prompt options:**
|
||||
- If changes needed: "Sync now (recommended)", "Archive without syncing"
|
||||
- If already synced: "Archive now", "Sync anyway", "Cancel"
|
||||
|
||||
If user chooses sync, use Task tool (subagent_type: "general-purpose", prompt: "Use Skill tool to invoke openspec-sync-specs for change '<name>'. Delta spec analysis: <include the analyzed delta spec summary>"). Proceed to archive regardless of choice.
|
||||
|
||||
5. **Perform the archive**
|
||||
|
||||
Create the archive directory if it doesn't exist:
|
||||
```bash
|
||||
mkdir -p openspec/changes/archive
|
||||
```
|
||||
|
||||
Generate target name using current date: `YYYY-MM-DD-<change-name>`
|
||||
|
||||
**Check if target already exists:**
|
||||
- If yes: Fail with error, suggest renaming existing archive or using different date
|
||||
- If no: Move the change directory to archive
|
||||
|
||||
```bash
|
||||
mv openspec/changes/<name> openspec/changes/archive/YYYY-MM-DD-<name>
|
||||
```
|
||||
|
||||
6. **Display summary**
|
||||
|
||||
Show archive completion summary including:
|
||||
- Change name
|
||||
- Schema that was used
|
||||
- Archive location
|
||||
- Spec sync status (synced / sync skipped / no delta specs)
|
||||
- Note about any warnings (incomplete artifacts/tasks)
|
||||
|
||||
**Output On Success**
|
||||
|
||||
```
|
||||
## Archive Complete
|
||||
|
||||
**Change:** <change-name>
|
||||
**Schema:** <schema-name>
|
||||
**Archived to:** openspec/changes/archive/YYYY-MM-DD-<name>/
|
||||
**Specs:** ✓ Synced to main specs
|
||||
|
||||
All artifacts complete. All tasks complete.
|
||||
```
|
||||
|
||||
**Output On Success (No Delta Specs)**
|
||||
|
||||
```
|
||||
## Archive Complete
|
||||
|
||||
**Change:** <change-name>
|
||||
**Schema:** <schema-name>
|
||||
**Archived to:** openspec/changes/archive/YYYY-MM-DD-<name>/
|
||||
**Specs:** No delta specs
|
||||
|
||||
All artifacts complete. All tasks complete.
|
||||
```
|
||||
|
||||
**Output On Success With Warnings**
|
||||
|
||||
```
|
||||
## Archive Complete (with warnings)
|
||||
|
||||
**Change:** <change-name>
|
||||
**Schema:** <schema-name>
|
||||
**Archived to:** openspec/changes/archive/YYYY-MM-DD-<name>/
|
||||
**Specs:** Sync skipped (user chose to skip)
|
||||
|
||||
**Warnings:**
|
||||
- Archived with 2 incomplete artifacts
|
||||
- Archived with 3 incomplete tasks
|
||||
- Delta spec sync was skipped (user chose to skip)
|
||||
|
||||
Review the archive if this was not intentional.
|
||||
```
|
||||
|
||||
**Output On Error (Archive Exists)**
|
||||
|
||||
```
|
||||
## Archive Failed
|
||||
|
||||
**Change:** <change-name>
|
||||
**Target:** openspec/changes/archive/YYYY-MM-DD-<name>/
|
||||
|
||||
Target archive directory already exists.
|
||||
|
||||
**Options:**
|
||||
1. Rename the existing archive
|
||||
2. Delete the existing archive if it's a duplicate
|
||||
3. Wait until a different date to archive
|
||||
```
|
||||
|
||||
**Guardrails**
|
||||
- Always prompt for change selection if not provided
|
||||
- Use artifact graph (openspec status --json) for completion checking
|
||||
- Don't block archive on warnings - just inform and confirm
|
||||
- Preserve .openspec.yaml when moving to archive (it moves with the directory)
|
||||
- Show clear summary of what happened
|
||||
- If sync is requested, use the Skill tool to invoke `openspec-sync-specs` (agent-driven)
|
||||
- If delta specs exist, always run the sync assessment and show the combined summary before prompting
|
||||
|
|
@ -1,173 +0,0 @@
|
|||
---
|
||||
name: "OPSX: Explore"
|
||||
description: "Enter explore mode - think through ideas, investigate problems, clarify requirements"
|
||||
category: Workflow
|
||||
tags: [workflow, explore, experimental, thinking]
|
||||
---
|
||||
|
||||
Enter explore mode. Think deeply. Visualize freely. Follow the conversation wherever it goes.
|
||||
|
||||
**IMPORTANT: Explore mode is for thinking, not implementing.** You may read files, search code, and investigate the codebase, but you must NEVER write code or implement features. If the user asks you to implement something, remind them to exit explore mode first and create a change proposal. You MAY create OpenSpec artifacts (proposals, designs, specs) if the user asks—that's capturing thinking, not implementing.
|
||||
|
||||
**This is a stance, not a workflow.** There are no fixed steps, no required sequence, no mandatory outputs. You're a thinking partner helping the user explore.
|
||||
|
||||
**Input**: The argument after `/opsx:explore` is whatever the user wants to think about. Could be:
|
||||
- A vague idea: "real-time collaboration"
|
||||
- A specific problem: "the auth system is getting unwieldy"
|
||||
- A change name: "add-dark-mode" (to explore in context of that change)
|
||||
- A comparison: "postgres vs sqlite for this"
|
||||
- Nothing (just enter explore mode)
|
||||
|
||||
---
|
||||
|
||||
## The Stance
|
||||
|
||||
- **Curious, not prescriptive** - Ask questions that emerge naturally, don't follow a script
|
||||
- **Open threads, not interrogations** - Surface multiple interesting directions and let the user follow what resonates. Don't funnel them through a single path of questions.
|
||||
- **Visual** - Use ASCII diagrams liberally when they'd help clarify thinking
|
||||
- **Adaptive** - Follow interesting threads, pivot when new information emerges
|
||||
- **Patient** - Don't rush to conclusions, let the shape of the problem emerge
|
||||
- **Grounded** - Explore the actual codebase when relevant, don't just theorize
|
||||
|
||||
---
|
||||
|
||||
## What You Might Do
|
||||
|
||||
Depending on what the user brings, you might:
|
||||
|
||||
**Explore the problem space**
|
||||
- Ask clarifying questions that emerge from what they said
|
||||
- Challenge assumptions
|
||||
- Reframe the problem
|
||||
- Find analogies
|
||||
|
||||
**Investigate the codebase**
|
||||
- Map existing architecture relevant to the discussion
|
||||
- Find integration points
|
||||
- Identify patterns already in use
|
||||
- Surface hidden complexity
|
||||
|
||||
**Compare options**
|
||||
- Brainstorm multiple approaches
|
||||
- Build comparison tables
|
||||
- Sketch tradeoffs
|
||||
- Recommend a path (if asked)
|
||||
|
||||
**Visualize**
|
||||
```
|
||||
┌─────────────────────────────────────────┐
|
||||
│ Use ASCII diagrams liberally │
|
||||
├─────────────────────────────────────────┤
|
||||
│ │
|
||||
│ ┌────────┐ ┌────────┐ │
|
||||
│ │ State │────────▶│ State │ │
|
||||
│ │ A │ │ B │ │
|
||||
│ └────────┘ └────────┘ │
|
||||
│ │
|
||||
│ System diagrams, state machines, │
|
||||
│ data flows, architecture sketches, │
|
||||
│ dependency graphs, comparison tables │
|
||||
│ │
|
||||
└─────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
**Surface risks and unknowns**
|
||||
- Identify what could go wrong
|
||||
- Find gaps in understanding
|
||||
- Suggest spikes or investigations
|
||||
|
||||
---
|
||||
|
||||
## OpenSpec Awareness
|
||||
|
||||
You have full context of the OpenSpec system. Use it naturally, don't force it.
|
||||
|
||||
### Check for context
|
||||
|
||||
At the start, quickly check what exists:
|
||||
```bash
|
||||
openspec list --json
|
||||
```
|
||||
|
||||
This tells you:
|
||||
- If there are active changes
|
||||
- Their names, schemas, and status
|
||||
- What the user might be working on
|
||||
|
||||
If the user mentioned a specific change name, read its artifacts for context.
|
||||
|
||||
### When no change exists
|
||||
|
||||
Think freely. When insights crystallize, you might offer:
|
||||
|
||||
- "This feels solid enough to start a change. Want me to create a proposal?"
|
||||
- Or keep exploring - no pressure to formalize
|
||||
|
||||
### When a change exists
|
||||
|
||||
If the user mentions a change or you detect one is relevant:
|
||||
|
||||
1. **Read existing artifacts for context**
|
||||
- `openspec/changes/<name>/proposal.md`
|
||||
- `openspec/changes/<name>/design.md`
|
||||
- `openspec/changes/<name>/tasks.md`
|
||||
- etc.
|
||||
|
||||
2. **Reference them naturally in conversation**
|
||||
- "Your design mentions using Redis, but we just realized SQLite fits better..."
|
||||
- "The proposal scopes this to premium users, but we're now thinking everyone..."
|
||||
|
||||
3. **Offer to capture when decisions are made**
|
||||
|
||||
| Insight Type | Where to Capture |
|
||||
|--------------|------------------|
|
||||
| New requirement discovered | `specs/<capability>/spec.md` |
|
||||
| Requirement changed | `specs/<capability>/spec.md` |
|
||||
| Design decision made | `design.md` |
|
||||
| Scope changed | `proposal.md` |
|
||||
| New work identified | `tasks.md` |
|
||||
| Assumption invalidated | Relevant artifact |
|
||||
|
||||
Example offers:
|
||||
- "That's a design decision. Capture it in design.md?"
|
||||
- "This is a new requirement. Add it to specs?"
|
||||
- "This changes scope. Update the proposal?"
|
||||
|
||||
4. **The user decides** - Offer and move on. Don't pressure. Don't auto-capture.
|
||||
|
||||
---
|
||||
|
||||
## What You Don't Have To Do
|
||||
|
||||
- Follow a script
|
||||
- Ask the same questions every time
|
||||
- Produce a specific artifact
|
||||
- Reach a conclusion
|
||||
- Stay on topic if a tangent is valuable
|
||||
- Be brief (this is thinking time)
|
||||
|
||||
---
|
||||
|
||||
## Ending Discovery
|
||||
|
||||
There's no required ending. Discovery might:
|
||||
|
||||
- **Flow into a proposal**: "Ready to start? I can create a change proposal."
|
||||
- **Result in artifact updates**: "Updated design.md with these decisions"
|
||||
- **Just provide clarity**: User has what they need, moves on
|
||||
- **Continue later**: "We can pick this up anytime"
|
||||
|
||||
When things crystallize, you might offer a summary - but it's optional. Sometimes the thinking IS the value.
|
||||
|
||||
---
|
||||
|
||||
## Guardrails
|
||||
|
||||
- **Don't implement** - Never write code or implement features. Creating OpenSpec artifacts is fine, writing application code is not.
|
||||
- **Don't fake understanding** - If something is unclear, dig deeper
|
||||
- **Don't rush** - Discovery is thinking time, not task time
|
||||
- **Don't force structure** - Let patterns emerge naturally
|
||||
- **Don't auto-capture** - Offer to save insights, don't just do it
|
||||
- **Do visualize** - A good diagram is worth many paragraphs
|
||||
- **Do explore the codebase** - Ground discussions in reality
|
||||
- **Do question assumptions** - Including the user's and your own
|
||||
|
|
@ -1,106 +0,0 @@
|
|||
---
|
||||
name: "OPSX: Propose"
|
||||
description: Propose a new change - create it and generate all artifacts in one step
|
||||
category: Workflow
|
||||
tags: [workflow, artifacts, experimental]
|
||||
---
|
||||
|
||||
Propose a new change - create the change and generate all artifacts in one step.
|
||||
|
||||
I'll create a change with artifacts:
|
||||
- proposal.md (what & why)
|
||||
- design.md (how)
|
||||
- tasks.md (implementation steps)
|
||||
|
||||
When ready to implement, run /opsx:apply
|
||||
|
||||
---
|
||||
|
||||
**Input**: The argument after `/opsx:propose` is the change name (kebab-case), OR a description of what the user wants to build.
|
||||
|
||||
**Steps**
|
||||
|
||||
1. **If no input provided, ask what they want to build**
|
||||
|
||||
Use the **AskUserQuestion tool** (open-ended, no preset options) to ask:
|
||||
> "What change do you want to work on? Describe what you want to build or fix."
|
||||
|
||||
From their description, derive a kebab-case name (e.g., "add user authentication" → `add-user-auth`).
|
||||
|
||||
**IMPORTANT**: Do NOT proceed without understanding what the user wants to build.
|
||||
|
||||
2. **Create the change directory**
|
||||
```bash
|
||||
openspec new change "<name>"
|
||||
```
|
||||
This creates a scaffolded change at `openspec/changes/<name>/` with `.openspec.yaml`.
|
||||
|
||||
3. **Get the artifact build order**
|
||||
```bash
|
||||
openspec status --change "<name>" --json
|
||||
```
|
||||
Parse the JSON to get:
|
||||
- `applyRequires`: array of artifact IDs needed before implementation (e.g., `["tasks"]`)
|
||||
- `artifacts`: list of all artifacts with their status and dependencies
|
||||
|
||||
4. **Create artifacts in sequence until apply-ready**
|
||||
|
||||
Use the **TodoWrite tool** to track progress through the artifacts.
|
||||
|
||||
Loop through artifacts in dependency order (artifacts with no pending dependencies first):
|
||||
|
||||
a. **For each artifact that is `ready` (dependencies satisfied)**:
|
||||
- Get instructions:
|
||||
```bash
|
||||
openspec instructions <artifact-id> --change "<name>" --json
|
||||
```
|
||||
- The instructions JSON includes:
|
||||
- `context`: Project background (constraints for you - do NOT include in output)
|
||||
- `rules`: Artifact-specific rules (constraints for you - do NOT include in output)
|
||||
- `template`: The structure to use for your output file
|
||||
- `instruction`: Schema-specific guidance for this artifact type
|
||||
- `outputPath`: Where to write the artifact
|
||||
- `dependencies`: Completed artifacts to read for context
|
||||
- Read any completed dependency files for context
|
||||
- Create the artifact file using `template` as the structure
|
||||
- Apply `context` and `rules` as constraints - but do NOT copy them into the file
|
||||
- Show brief progress: "Created <artifact-id>"
|
||||
|
||||
b. **Continue until all `applyRequires` artifacts are complete**
|
||||
- After creating each artifact, re-run `openspec status --change "<name>" --json`
|
||||
- Check if every artifact ID in `applyRequires` has `status: "done"` in the artifacts array
|
||||
- Stop when all `applyRequires` artifacts are done
|
||||
|
||||
c. **If an artifact requires user input** (unclear context):
|
||||
- Use **AskUserQuestion tool** to clarify
|
||||
- Then continue with creation
|
||||
|
||||
5. **Show final status**
|
||||
```bash
|
||||
openspec status --change "<name>"
|
||||
```
|
||||
|
||||
**Output**
|
||||
|
||||
After completing all artifacts, summarize:
|
||||
- Change name and location
|
||||
- List of artifacts created with brief descriptions
|
||||
- What's ready: "All artifacts created! Ready for implementation."
|
||||
- Prompt: "Run `/opsx:apply` to start implementing."
|
||||
|
||||
**Artifact Creation Guidelines**
|
||||
|
||||
- Follow the `instruction` field from `openspec instructions` for each artifact type
|
||||
- The schema defines what each artifact should contain - follow it
|
||||
- Read dependency artifacts for context before creating new ones
|
||||
- Use `template` as the structure for your output file - fill in its sections
|
||||
- **IMPORTANT**: `context` and `rules` are constraints for YOU, not content for the file
|
||||
- Do NOT copy `<context>`, `<rules>`, `<project_context>` blocks into the artifact
|
||||
- These guide what you write, but should never appear in the output
|
||||
|
||||
**Guardrails**
|
||||
- Create ALL artifacts needed for implementation (as defined by schema's `apply.requires`)
|
||||
- Always read dependency artifacts before creating a new one
|
||||
- If context is critically unclear, ask the user - but prefer making reasonable decisions to keep momentum
|
||||
- If a change with that name already exists, ask if user wants to continue it or create a new one
|
||||
- Verify each artifact file exists after writing before proceeding to next
|
||||
|
|
@ -1,156 +0,0 @@
|
|||
---
|
||||
name: openspec-apply-change
|
||||
description: Implement tasks from an OpenSpec change. Use when the user wants to start implementing, continue implementation, or work through tasks.
|
||||
license: MIT
|
||||
compatibility: Requires openspec CLI.
|
||||
metadata:
|
||||
author: openspec
|
||||
version: "1.0"
|
||||
generatedBy: "1.2.0"
|
||||
---
|
||||
|
||||
Implement tasks from an OpenSpec change.
|
||||
|
||||
**Input**: Optionally specify a change name. If omitted, check if it can be inferred from conversation context. If vague or ambiguous you MUST prompt for available changes.
|
||||
|
||||
**Steps**
|
||||
|
||||
1. **Select the change**
|
||||
|
||||
If a name is provided, use it. Otherwise:
|
||||
- Infer from conversation context if the user mentioned a change
|
||||
- Auto-select if only one active change exists
|
||||
- If ambiguous, run `openspec list --json` to get available changes and use the **AskUserQuestion tool** to let the user select
|
||||
|
||||
Always announce: "Using change: <name>" and how to override (e.g., `/opsx:apply <other>`).
|
||||
|
||||
2. **Check status to understand the schema**
|
||||
```bash
|
||||
openspec status --change "<name>" --json
|
||||
```
|
||||
Parse the JSON to understand:
|
||||
- `schemaName`: The workflow being used (e.g., "spec-driven")
|
||||
- Which artifact contains the tasks (typically "tasks" for spec-driven, check status for others)
|
||||
|
||||
3. **Get apply instructions**
|
||||
|
||||
```bash
|
||||
openspec instructions apply --change "<name>" --json
|
||||
```
|
||||
|
||||
This returns:
|
||||
- Context file paths (varies by schema - could be proposal/specs/design/tasks or spec/tests/implementation/docs)
|
||||
- Progress (total, complete, remaining)
|
||||
- Task list with status
|
||||
- Dynamic instruction based on current state
|
||||
|
||||
**Handle states:**
|
||||
- If `state: "blocked"` (missing artifacts): show message, suggest using openspec-continue-change
|
||||
- If `state: "all_done"`: congratulate, suggest archive
|
||||
- Otherwise: proceed to implementation
|
||||
|
||||
4. **Read context files**
|
||||
|
||||
Read the files listed in `contextFiles` from the apply instructions output.
|
||||
The files depend on the schema being used:
|
||||
- **spec-driven**: proposal, specs, design, tasks
|
||||
- Other schemas: follow the contextFiles from CLI output
|
||||
|
||||
5. **Show current progress**
|
||||
|
||||
Display:
|
||||
- Schema being used
|
||||
- Progress: "N/M tasks complete"
|
||||
- Remaining tasks overview
|
||||
- Dynamic instruction from CLI
|
||||
|
||||
6. **Implement tasks (loop until done or blocked)**
|
||||
|
||||
For each pending task:
|
||||
- Show which task is being worked on
|
||||
- Make the code changes required
|
||||
- Keep changes minimal and focused
|
||||
- Mark task complete in the tasks file: `- [ ]` → `- [x]`
|
||||
- Continue to next task
|
||||
|
||||
**Pause if:**
|
||||
- Task is unclear → ask for clarification
|
||||
- Implementation reveals a design issue → suggest updating artifacts
|
||||
- Error or blocker encountered → report and wait for guidance
|
||||
- User interrupts
|
||||
|
||||
7. **On completion or pause, show status**
|
||||
|
||||
Display:
|
||||
- Tasks completed this session
|
||||
- Overall progress: "N/M tasks complete"
|
||||
- If all done: suggest archive
|
||||
- If paused: explain why and wait for guidance
|
||||
|
||||
**Output During Implementation**
|
||||
|
||||
```
|
||||
## Implementing: <change-name> (schema: <schema-name>)
|
||||
|
||||
Working on task 3/7: <task description>
|
||||
[...implementation happening...]
|
||||
✓ Task complete
|
||||
|
||||
Working on task 4/7: <task description>
|
||||
[...implementation happening...]
|
||||
✓ Task complete
|
||||
```
|
||||
|
||||
**Output On Completion**
|
||||
|
||||
```
|
||||
## Implementation Complete
|
||||
|
||||
**Change:** <change-name>
|
||||
**Schema:** <schema-name>
|
||||
**Progress:** 7/7 tasks complete ✓
|
||||
|
||||
### Completed This Session
|
||||
- [x] Task 1
|
||||
- [x] Task 2
|
||||
...
|
||||
|
||||
All tasks complete! Ready to archive this change.
|
||||
```
|
||||
|
||||
**Output On Pause (Issue Encountered)**
|
||||
|
||||
```
|
||||
## Implementation Paused
|
||||
|
||||
**Change:** <change-name>
|
||||
**Schema:** <schema-name>
|
||||
**Progress:** 4/7 tasks complete
|
||||
|
||||
### Issue Encountered
|
||||
<description of the issue>
|
||||
|
||||
**Options:**
|
||||
1. <option 1>
|
||||
2. <option 2>
|
||||
3. Other approach
|
||||
|
||||
What would you like to do?
|
||||
```
|
||||
|
||||
**Guardrails**
|
||||
- Keep going through tasks until done or blocked
|
||||
- Always read context files before starting (from the apply instructions output)
|
||||
- If task is ambiguous, pause and ask before implementing
|
||||
- If implementation reveals issues, pause and suggest artifact updates
|
||||
- Keep code changes minimal and scoped to each task
|
||||
- Update task checkbox immediately after completing each task
|
||||
- Pause on errors, blockers, or unclear requirements - don't guess
|
||||
- Use contextFiles from CLI output, don't assume specific file names
|
||||
|
||||
**Fluid Workflow Integration**
|
||||
|
||||
This skill supports the "actions on a change" model:
|
||||
|
||||
- **Can be invoked anytime**: Before all artifacts are done (if tasks exist), after partial implementation, interleaved with other actions
|
||||
- **Allows artifact updates**: If implementation reveals design issues, suggest updating artifacts - not phase-locked, work fluidly
|
||||
|
|
@ -1,114 +0,0 @@
|
|||
---
|
||||
name: openspec-archive-change
|
||||
description: Archive a completed change in the experimental workflow. Use when the user wants to finalize and archive a change after implementation is complete.
|
||||
license: MIT
|
||||
compatibility: Requires openspec CLI.
|
||||
metadata:
|
||||
author: openspec
|
||||
version: "1.0"
|
||||
generatedBy: "1.2.0"
|
||||
---
|
||||
|
||||
Archive a completed change in the experimental workflow.
|
||||
|
||||
**Input**: Optionally specify a change name. If omitted, check if it can be inferred from conversation context. If vague or ambiguous you MUST prompt for available changes.
|
||||
|
||||
**Steps**
|
||||
|
||||
1. **If no change name provided, prompt for selection**
|
||||
|
||||
Run `openspec list --json` to get available changes. Use the **AskUserQuestion tool** to let the user select.
|
||||
|
||||
Show only active changes (not already archived).
|
||||
Include the schema used for each change if available.
|
||||
|
||||
**IMPORTANT**: Do NOT guess or auto-select a change. Always let the user choose.
|
||||
|
||||
2. **Check artifact completion status**
|
||||
|
||||
Run `openspec status --change "<name>" --json` to check artifact completion.
|
||||
|
||||
Parse the JSON to understand:
|
||||
- `schemaName`: The workflow being used
|
||||
- `artifacts`: List of artifacts with their status (`done` or other)
|
||||
|
||||
**If any artifacts are not `done`:**
|
||||
- Display warning listing incomplete artifacts
|
||||
- Use **AskUserQuestion tool** to confirm user wants to proceed
|
||||
- Proceed if user confirms
|
||||
|
||||
3. **Check task completion status**
|
||||
|
||||
Read the tasks file (typically `tasks.md`) to check for incomplete tasks.
|
||||
|
||||
Count tasks marked with `- [ ]` (incomplete) vs `- [x]` (complete).
|
||||
|
||||
**If incomplete tasks found:**
|
||||
- Display warning showing count of incomplete tasks
|
||||
- Use **AskUserQuestion tool** to confirm user wants to proceed
|
||||
- Proceed if user confirms
|
||||
|
||||
**If no tasks file exists:** Proceed without task-related warning.
|
||||
|
||||
4. **Assess delta spec sync state**
|
||||
|
||||
Check for delta specs at `openspec/changes/<name>/specs/`. If none exist, proceed without sync prompt.
|
||||
|
||||
**If delta specs exist:**
|
||||
- Compare each delta spec with its corresponding main spec at `openspec/specs/<capability>/spec.md`
|
||||
- Determine what changes would be applied (adds, modifications, removals, renames)
|
||||
- Show a combined summary before prompting
|
||||
|
||||
**Prompt options:**
|
||||
- If changes needed: "Sync now (recommended)", "Archive without syncing"
|
||||
- If already synced: "Archive now", "Sync anyway", "Cancel"
|
||||
|
||||
If user chooses sync, use Task tool (subagent_type: "general-purpose", prompt: "Use Skill tool to invoke openspec-sync-specs for change '<name>'. Delta spec analysis: <include the analyzed delta spec summary>"). Proceed to archive regardless of choice.
|
||||
|
||||
5. **Perform the archive**
|
||||
|
||||
Create the archive directory if it doesn't exist:
|
||||
```bash
|
||||
mkdir -p openspec/changes/archive
|
||||
```
|
||||
|
||||
Generate target name using current date: `YYYY-MM-DD-<change-name>`
|
||||
|
||||
**Check if target already exists:**
|
||||
- If yes: Fail with error, suggest renaming existing archive or using different date
|
||||
- If no: Move the change directory to archive
|
||||
|
||||
```bash
|
||||
mv openspec/changes/<name> openspec/changes/archive/YYYY-MM-DD-<name>
|
||||
```
|
||||
|
||||
6. **Display summary**
|
||||
|
||||
Show archive completion summary including:
|
||||
- Change name
|
||||
- Schema that was used
|
||||
- Archive location
|
||||
- Whether specs were synced (if applicable)
|
||||
- Note about any warnings (incomplete artifacts/tasks)
|
||||
|
||||
**Output On Success**
|
||||
|
||||
```
|
||||
## Archive Complete
|
||||
|
||||
**Change:** <change-name>
|
||||
**Schema:** <schema-name>
|
||||
**Archived to:** openspec/changes/archive/YYYY-MM-DD-<name>/
|
||||
**Specs:** ✓ Synced to main specs (or "No delta specs" or "Sync skipped")
|
||||
|
||||
All artifacts complete. All tasks complete.
|
||||
```
|
||||
|
||||
**Guardrails**
|
||||
- Always prompt for change selection if not provided
|
||||
- Use artifact graph (openspec status --json) for completion checking
|
||||
- Don't block archive on warnings - just inform and confirm
|
||||
- Preserve .openspec.yaml when moving to archive (it moves with the directory)
|
||||
- Show clear summary of what happened
|
||||
- If sync is requested, use openspec-sync-specs approach (agent-driven)
|
||||
- If delta specs exist, always run the sync assessment and show the combined summary before prompting
|
||||
|
|
@ -1,288 +0,0 @@
|
|||
---
|
||||
name: openspec-explore
|
||||
description: Enter explore mode - a thinking partner for exploring ideas, investigating problems, and clarifying requirements. Use when the user wants to think through something before or during a change.
|
||||
license: MIT
|
||||
compatibility: Requires openspec CLI.
|
||||
metadata:
|
||||
author: openspec
|
||||
version: "1.0"
|
||||
generatedBy: "1.2.0"
|
||||
---
|
||||
|
||||
Enter explore mode. Think deeply. Visualize freely. Follow the conversation wherever it goes.
|
||||
|
||||
**IMPORTANT: Explore mode is for thinking, not implementing.** You may read files, search code, and investigate the codebase, but you must NEVER write code or implement features. If the user asks you to implement something, remind them to exit explore mode first and create a change proposal. You MAY create OpenSpec artifacts (proposals, designs, specs) if the user asks—that's capturing thinking, not implementing.
|
||||
|
||||
**This is a stance, not a workflow.** There are no fixed steps, no required sequence, no mandatory outputs. You're a thinking partner helping the user explore.
|
||||
|
||||
---
|
||||
|
||||
## The Stance
|
||||
|
||||
- **Curious, not prescriptive** - Ask questions that emerge naturally, don't follow a script
|
||||
- **Open threads, not interrogations** - Surface multiple interesting directions and let the user follow what resonates. Don't funnel them through a single path of questions.
|
||||
- **Visual** - Use ASCII diagrams liberally when they'd help clarify thinking
|
||||
- **Adaptive** - Follow interesting threads, pivot when new information emerges
|
||||
- **Patient** - Don't rush to conclusions, let the shape of the problem emerge
|
||||
- **Grounded** - Explore the actual codebase when relevant, don't just theorize
|
||||
|
||||
---
|
||||
|
||||
## What You Might Do
|
||||
|
||||
Depending on what the user brings, you might:
|
||||
|
||||
**Explore the problem space**
|
||||
- Ask clarifying questions that emerge from what they said
|
||||
- Challenge assumptions
|
||||
- Reframe the problem
|
||||
- Find analogies
|
||||
|
||||
**Investigate the codebase**
|
||||
- Map existing architecture relevant to the discussion
|
||||
- Find integration points
|
||||
- Identify patterns already in use
|
||||
- Surface hidden complexity
|
||||
|
||||
**Compare options**
|
||||
- Brainstorm multiple approaches
|
||||
- Build comparison tables
|
||||
- Sketch tradeoffs
|
||||
- Recommend a path (if asked)
|
||||
|
||||
**Visualize**
|
||||
```
|
||||
┌─────────────────────────────────────────┐
|
||||
│ Use ASCII diagrams liberally │
|
||||
├─────────────────────────────────────────┤
|
||||
│ │
|
||||
│ ┌────────┐ ┌────────┐ │
|
||||
│ │ State │────────▶│ State │ │
|
||||
│ │ A │ │ B │ │
|
||||
│ └────────┘ └────────┘ │
|
||||
│ │
|
||||
│ System diagrams, state machines, │
|
||||
│ data flows, architecture sketches, │
|
||||
│ dependency graphs, comparison tables │
|
||||
│ │
|
||||
└─────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
**Surface risks and unknowns**
|
||||
- Identify what could go wrong
|
||||
- Find gaps in understanding
|
||||
- Suggest spikes or investigations
|
||||
|
||||
---
|
||||
|
||||
## OpenSpec Awareness
|
||||
|
||||
You have full context of the OpenSpec system. Use it naturally, don't force it.
|
||||
|
||||
### Check for context
|
||||
|
||||
At the start, quickly check what exists:
|
||||
```bash
|
||||
openspec list --json
|
||||
```
|
||||
|
||||
This tells you:
|
||||
- If there are active changes
|
||||
- Their names, schemas, and status
|
||||
- What the user might be working on
|
||||
|
||||
### When no change exists
|
||||
|
||||
Think freely. When insights crystallize, you might offer:
|
||||
|
||||
- "This feels solid enough to start a change. Want me to create a proposal?"
|
||||
- Or keep exploring - no pressure to formalize
|
||||
|
||||
### When a change exists
|
||||
|
||||
If the user mentions a change or you detect one is relevant:
|
||||
|
||||
1. **Read existing artifacts for context**
|
||||
- `openspec/changes/<name>/proposal.md`
|
||||
- `openspec/changes/<name>/design.md`
|
||||
- `openspec/changes/<name>/tasks.md`
|
||||
- etc.
|
||||
|
||||
2. **Reference them naturally in conversation**
|
||||
- "Your design mentions using Redis, but we just realized SQLite fits better..."
|
||||
- "The proposal scopes this to premium users, but we're now thinking everyone..."
|
||||
|
||||
3. **Offer to capture when decisions are made**
|
||||
|
||||
| Insight Type | Where to Capture |
|
||||
|--------------|------------------|
|
||||
| New requirement discovered | `specs/<capability>/spec.md` |
|
||||
| Requirement changed | `specs/<capability>/spec.md` |
|
||||
| Design decision made | `design.md` |
|
||||
| Scope changed | `proposal.md` |
|
||||
| New work identified | `tasks.md` |
|
||||
| Assumption invalidated | Relevant artifact |
|
||||
|
||||
Example offers:
|
||||
- "That's a design decision. Capture it in design.md?"
|
||||
- "This is a new requirement. Add it to specs?"
|
||||
- "This changes scope. Update the proposal?"
|
||||
|
||||
4. **The user decides** - Offer and move on. Don't pressure. Don't auto-capture.
|
||||
|
||||
---
|
||||
|
||||
## What You Don't Have To Do
|
||||
|
||||
- Follow a script
|
||||
- Ask the same questions every time
|
||||
- Produce a specific artifact
|
||||
- Reach a conclusion
|
||||
- Stay on topic if a tangent is valuable
|
||||
- Be brief (this is thinking time)
|
||||
|
||||
---
|
||||
|
||||
## Handling Different Entry Points
|
||||
|
||||
**User brings a vague idea:**
|
||||
```
|
||||
User: I'm thinking about adding real-time collaboration
|
||||
|
||||
You: Real-time collab is a big space. Let me think about this...
|
||||
|
||||
COLLABORATION SPECTRUM
|
||||
════════════════════════════════════════════
|
||||
|
||||
Awareness Coordination Sync
|
||||
│ │ │
|
||||
▼ ▼ ▼
|
||||
┌────────┐ ┌────────┐ ┌────────┐
|
||||
│Presence│ │Cursors │ │ CRDT │
|
||||
│ "3 │ │ Multi │ │Conflict│
|
||||
│online" │ │ select │ │ free │
|
||||
└────────┘ └────────┘ └────────┘
|
||||
│ │ │
|
||||
trivial moderate complex
|
||||
|
||||
Where's your head at?
|
||||
```
|
||||
|
||||
**User brings a specific problem:**
|
||||
```
|
||||
User: The auth system is a mess
|
||||
|
||||
You: [reads codebase]
|
||||
|
||||
┌─────────────────────────────────────────────┐
|
||||
│ CURRENT AUTH FLOW │
|
||||
└─────────────────────────────────────────────┘
|
||||
│
|
||||
┌─────────────┼─────────────┐
|
||||
▼ ▼ ▼
|
||||
┌─────────┐ ┌─────────┐ ┌─────────┐
|
||||
│ Google │ │ GitHub │ │ Email │
|
||||
│ OAuth │ │ OAuth │ │ Magic │
|
||||
└────┬────┘ └────┬────┘ └────┬────┘
|
||||
│ │ │
|
||||
└─────────────┼─────────────┘
|
||||
▼
|
||||
┌───────────┐
|
||||
│ Session │
|
||||
└─────┬─────┘
|
||||
│
|
||||
▼
|
||||
┌───────────┐
|
||||
│ Perms │
|
||||
└───────────┘
|
||||
|
||||
I see three tangles. Which one's burning?
|
||||
```
|
||||
|
||||
**User is stuck mid-implementation:**
|
||||
```
|
||||
User: /opsx:explore add-auth-system
|
||||
The OAuth integration is more complex than expected
|
||||
|
||||
You: [reads change artifacts]
|
||||
|
||||
You're on task 4: "Implement OAuth flow"
|
||||
|
||||
Let me trace what's involved...
|
||||
|
||||
[draws diagram, explores options, suggests paths]
|
||||
|
||||
Want to update the design to reflect this?
|
||||
Or add a spike task to investigate?
|
||||
```
|
||||
|
||||
**User wants to compare options:**
|
||||
```
|
||||
User: Should we use Postgres or SQLite?
|
||||
|
||||
You: Generic answer is boring. What's the context?
|
||||
|
||||
User: A CLI tool that tracks local dev environments
|
||||
|
||||
You: That changes everything.
|
||||
|
||||
┌─────────────────────────────────────────────────┐
|
||||
│ CLI TOOL DATA STORAGE │
|
||||
└─────────────────────────────────────────────────┘
|
||||
|
||||
Key constraints:
|
||||
• No daemon running
|
||||
• Must work offline
|
||||
• Single user
|
||||
|
||||
SQLite Postgres
|
||||
Deployment embedded ✓ needs server ✗
|
||||
Offline yes ✓ no ✗
|
||||
Single file yes ✓ no ✗
|
||||
|
||||
SQLite. Not even close.
|
||||
|
||||
Unless... is there a sync component?
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Ending Discovery
|
||||
|
||||
There's no required ending. Discovery might:
|
||||
|
||||
- **Flow into a proposal**: "Ready to start? I can create a change proposal."
|
||||
- **Result in artifact updates**: "Updated design.md with these decisions"
|
||||
- **Just provide clarity**: User has what they need, moves on
|
||||
- **Continue later**: "We can pick this up anytime"
|
||||
|
||||
When it feels like things are crystallizing, you might summarize:
|
||||
|
||||
```
|
||||
## What We Figured Out
|
||||
|
||||
**The problem**: [crystallized understanding]
|
||||
|
||||
**The approach**: [if one emerged]
|
||||
|
||||
**Open questions**: [if any remain]
|
||||
|
||||
**Next steps** (if ready):
|
||||
- Create a change proposal
|
||||
- Keep exploring: just keep talking
|
||||
```
|
||||
|
||||
But this summary is optional. Sometimes the thinking IS the value.
|
||||
|
||||
---
|
||||
|
||||
## Guardrails
|
||||
|
||||
- **Don't implement** - Never write code or implement features. Creating OpenSpec artifacts is fine, writing application code is not.
|
||||
- **Don't fake understanding** - If something is unclear, dig deeper
|
||||
- **Don't rush** - Discovery is thinking time, not task time
|
||||
- **Don't force structure** - Let patterns emerge naturally
|
||||
- **Don't auto-capture** - Offer to save insights, don't just do it
|
||||
- **Do visualize** - A good diagram is worth many paragraphs
|
||||
- **Do explore the codebase** - Ground discussions in reality
|
||||
- **Do question assumptions** - Including the user's and your own
|
||||
|
|
@ -1,110 +0,0 @@
|
|||
---
|
||||
name: openspec-propose
|
||||
description: Propose a new change with all artifacts generated in one step. Use when the user wants to quickly describe what they want to build and get a complete proposal with design, specs, and tasks ready for implementation.
|
||||
license: MIT
|
||||
compatibility: Requires openspec CLI.
|
||||
metadata:
|
||||
author: openspec
|
||||
version: "1.0"
|
||||
generatedBy: "1.2.0"
|
||||
---
|
||||
|
||||
Propose a new change - create the change and generate all artifacts in one step.
|
||||
|
||||
I'll create a change with artifacts:
|
||||
- proposal.md (what & why)
|
||||
- design.md (how)
|
||||
- tasks.md (implementation steps)
|
||||
|
||||
When ready to implement, run /opsx:apply
|
||||
|
||||
---
|
||||
|
||||
**Input**: The user's request should include a change name (kebab-case) OR a description of what they want to build.
|
||||
|
||||
**Steps**
|
||||
|
||||
1. **If no clear input provided, ask what they want to build**
|
||||
|
||||
Use the **AskUserQuestion tool** (open-ended, no preset options) to ask:
|
||||
> "What change do you want to work on? Describe what you want to build or fix."
|
||||
|
||||
From their description, derive a kebab-case name (e.g., "add user authentication" → `add-user-auth`).
|
||||
|
||||
**IMPORTANT**: Do NOT proceed without understanding what the user wants to build.
|
||||
|
||||
2. **Create the change directory**
|
||||
```bash
|
||||
openspec new change "<name>"
|
||||
```
|
||||
This creates a scaffolded change at `openspec/changes/<name>/` with `.openspec.yaml`.
|
||||
|
||||
3. **Get the artifact build order**
|
||||
```bash
|
||||
openspec status --change "<name>" --json
|
||||
```
|
||||
Parse the JSON to get:
|
||||
- `applyRequires`: array of artifact IDs needed before implementation (e.g., `["tasks"]`)
|
||||
- `artifacts`: list of all artifacts with their status and dependencies
|
||||
|
||||
4. **Create artifacts in sequence until apply-ready**
|
||||
|
||||
Use the **TodoWrite tool** to track progress through the artifacts.
|
||||
|
||||
Loop through artifacts in dependency order (artifacts with no pending dependencies first):
|
||||
|
||||
a. **For each artifact that is `ready` (dependencies satisfied)**:
|
||||
- Get instructions:
|
||||
```bash
|
||||
openspec instructions <artifact-id> --change "<name>" --json
|
||||
```
|
||||
- The instructions JSON includes:
|
||||
- `context`: Project background (constraints for you - do NOT include in output)
|
||||
- `rules`: Artifact-specific rules (constraints for you - do NOT include in output)
|
||||
- `template`: The structure to use for your output file
|
||||
- `instruction`: Schema-specific guidance for this artifact type
|
||||
- `outputPath`: Where to write the artifact
|
||||
- `dependencies`: Completed artifacts to read for context
|
||||
- Read any completed dependency files for context
|
||||
- Create the artifact file using `template` as the structure
|
||||
- Apply `context` and `rules` as constraints - but do NOT copy them into the file
|
||||
- Show brief progress: "Created <artifact-id>"
|
||||
|
||||
b. **Continue until all `applyRequires` artifacts are complete**
|
||||
- After creating each artifact, re-run `openspec status --change "<name>" --json`
|
||||
- Check if every artifact ID in `applyRequires` has `status: "done"` in the artifacts array
|
||||
- Stop when all `applyRequires` artifacts are done
|
||||
|
||||
c. **If an artifact requires user input** (unclear context):
|
||||
- Use **AskUserQuestion tool** to clarify
|
||||
- Then continue with creation
|
||||
|
||||
5. **Show final status**
|
||||
```bash
|
||||
openspec status --change "<name>"
|
||||
```
|
||||
|
||||
**Output**
|
||||
|
||||
After completing all artifacts, summarize:
|
||||
- Change name and location
|
||||
- List of artifacts created with brief descriptions
|
||||
- What's ready: "All artifacts created! Ready for implementation."
|
||||
- Prompt: "Run `/opsx:apply` or ask me to implement to start working on the tasks."
|
||||
|
||||
**Artifact Creation Guidelines**
|
||||
|
||||
- Follow the `instruction` field from `openspec instructions` for each artifact type
|
||||
- The schema defines what each artifact should contain - follow it
|
||||
- Read dependency artifacts for context before creating new ones
|
||||
- Use `template` as the structure for your output file - fill in its sections
|
||||
- **IMPORTANT**: `context` and `rules` are constraints for YOU, not content for the file
|
||||
- Do NOT copy `<context>`, `<rules>`, `<project_context>` blocks into the artifact
|
||||
- These guide what you write, but should never appear in the output
|
||||
|
||||
**Guardrails**
|
||||
- Create ALL artifacts needed for implementation (as defined by schema's `apply.requires`)
|
||||
- Always read dependency artifacts before creating a new one
|
||||
- If context is critically unclear, ask the user - but prefer making reasonable decisions to keep momentum
|
||||
- If a change with that name already exists, ask if user wants to continue it or create a new one
|
||||
- Verify each artifact file exists after writing before proceeding to next
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
# 敌人基础属性表
|
||||
# Id EntityTypeId MaxHealth HpAddPerLevel AttackDamage AttackCooldown AttackRange Speed CoinDrop ExpDrop DropPercent Params
|
||||
# int int int int int float float float int int float string
|
||||
# 敌人编号 策划备注 敌人实体编号 最大生命 每关卡增加生命 基础伤害 攻击间隔 攻击范围 移动速度 金币掉落 经验掉落 掉落概率 额外参数
|
||||
# 敌人编号 策划备注 实体编号 最大生命 每关卡增加生命 基础伤害 攻击间隔 攻击范围 移动速度 金币掉落 经验掉落 掉落概率 额外参数
|
||||
1 近战敌人 101 50 50 1 1 1.5 3 5 1 0.3 []
|
||||
2 远程敌人 102 40 40 1 2 8 2.5 4 2 0.2 []
|
||||
|
|
|
|||
|
|
@ -12,3 +12,4 @@
|
|||
203 游戏HUD HudForm HUD False True
|
||||
204 角色升级奖励页 LevelUpForm Default False True
|
||||
205 物品信息展示 DisplayItemInfoForm Default False False
|
||||
206 虚拟摇杆 JoystickForm Default False False
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
# Id 列1 EntityTypeId Title IconAssetName Rarity Price PriceRandomPercent Attack Cooldown AttackRange AttackSoundId Pramas Modifiers
|
||||
# int int string string RarityType int float int float float int string[] StatModifier[]
|
||||
# 武器编号 策划备注 武器实体编号 武器名 图标资源名 道具品质 武器价格 价格浮动 伤害 冷却 范围 攻击音效编号 额外参数 额外属性
|
||||
# 武器编号 策划备注 实体编号 武器名 图标资源名 道具品质 武器价格 价格浮动 伤害 冷却 范围 攻击音效编号 额外参数 额外属性
|
||||
1 玩家武器 201 小刀 Almighty_Icon White 120 0.05 100 1.5 5 10000 {"hitRadius":2} []
|
||||
2 202 手枪 Almighty_Icon White 130 0.05 120 1 15 10000 {} []
|
||||
3 203 斧头 Almighty_Icon White 100 0.1 150 2 5 10000 {"sectorAngle":120} []
|
||||
|
|
|
|||
|
|
@ -58,5 +58,10 @@ namespace SepCore.Definition
|
|||
/// 物品信息展示页
|
||||
/// </summary>
|
||||
DisplayItemInfoForm = 205,
|
||||
|
||||
/// <summary>
|
||||
/// 虚拟摇杆。
|
||||
/// </summary>
|
||||
JoystickForm = 206,
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,4 @@
|
|||
using SepCore.UI;
|
||||
|
||||
namespace SepCore.UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 对话框显示数据。
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@ namespace SepCore.UI
|
|||
|
||||
protected override void RefreshUI(DisplayItemInfoForm form, DisplayItemInfoContext context)
|
||||
{
|
||||
form.RefreshUI(context);
|
||||
form.RefreshUI(context).Forget();
|
||||
}
|
||||
|
||||
protected override void CloseLoadedFormDirect(DisplayItemInfoForm form)
|
||||
|
|
|
|||
|
|
@ -91,7 +91,7 @@ namespace SepCore.UI
|
|||
return;
|
||||
}
|
||||
|
||||
RefreshUI(context);
|
||||
RefreshUI(context).Forget();
|
||||
}
|
||||
|
||||
protected override void OnClose(bool isShutdown, object userData)
|
||||
|
|
|
|||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e1f796998c8814d45993d47e84e802ec
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class JoystickContext : UIContext
|
||||
{
|
||||
public Vector2 Direction { get; set; }
|
||||
public float Magnitude { get; set; }
|
||||
}
|
||||
}
|
||||
|
|
@ -1,5 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 729ec3f897dd27948a735906cd0c185a
|
||||
guid: 52c3c2991dab492439d786507182ec4c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
|
|
@ -0,0 +1,48 @@
|
|||
using Cysharp.Threading.Tasks;
|
||||
using SepCore.Definition;
|
||||
using SepCore.InputModule;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class JoystickController : UIControllerBase<JoystickContext, JoystickForm>
|
||||
{
|
||||
protected override UIFormType UIFormType => UIFormType.JoystickForm;
|
||||
|
||||
protected override void RefreshUI(JoystickForm form, JoystickContext context)
|
||||
{
|
||||
form.RefreshUI(context);
|
||||
}
|
||||
|
||||
protected override void SubscribeCustomEvents()
|
||||
{
|
||||
GameEntry.InputModule.CommandTriggered += OnCommandTriggered;
|
||||
}
|
||||
|
||||
protected override void UnsubscribeCustomEvents()
|
||||
{
|
||||
GameEntry.InputModule.CommandTriggered -= OnCommandTriggered;
|
||||
}
|
||||
|
||||
public override async UniTask OpenUIAsync(object userData = null, float timeout = 30f)
|
||||
{
|
||||
JoystickContext context = new JoystickContext();
|
||||
await OpenFormAsync(context, timeout);
|
||||
}
|
||||
|
||||
public override void BindUseCase(IUIUseCase useCase)
|
||||
{
|
||||
Log.Info("JoystickController doesn't need UseCase");
|
||||
}
|
||||
|
||||
private void OnCommandTriggered(InputCommand cmd)
|
||||
{
|
||||
if (cmd.ActionId != InputActionId.Move) return;
|
||||
if (Context == null || Form == null) return;
|
||||
|
||||
Context.Direction = cmd.Vector2Value;
|
||||
Context.Magnitude = cmd.Vector2Value.magnitude;
|
||||
Form.RefreshUI(Context);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ea7ab1500ac7fa540b3ed92295f7687c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,25 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class JoystickForm : UGuiForm
|
||||
{
|
||||
public void RefreshUI(JoystickContext context)
|
||||
{
|
||||
}
|
||||
|
||||
#region FSM
|
||||
|
||||
protected override void OnInit(object userData)
|
||||
{
|
||||
base.OnInit(userData);
|
||||
}
|
||||
|
||||
protected override void OnClose(bool isShutdown, object userData)
|
||||
{
|
||||
base.OnClose(isShutdown, userData);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 62121b0e23245f14fb22e8ca418c8ddf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -61,7 +61,7 @@ namespace SepCore.UI
|
|||
EnsureItemCount(targetCount);
|
||||
for (int i = 0; i < targetCount; i++)
|
||||
{
|
||||
_activeItems[i].OnInit(context.ItemContexts[i], i);
|
||||
_activeItems[i].OnInit(context.ItemContexts[i], i).Forget();
|
||||
}
|
||||
|
||||
LayoutItems();
|
||||
|
|
@ -98,7 +98,7 @@ namespace SepCore.UI
|
|||
|
||||
int index = _activeItems.Count;
|
||||
_activeItems.Add(item);
|
||||
item.OnInit(itemContext, index);
|
||||
item.OnInit(itemContext, index).Forget();
|
||||
item.SetIndex(index);
|
||||
|
||||
int columnCount = _fixedColumnCount > 0 ? _fixedColumnCount : CalculateColumnCount(GetRootWidth());
|
||||
|
|
|
|||
|
|
@ -26,7 +26,7 @@ namespace SepCore.UI
|
|||
{
|
||||
if (roleIndex < _context.RoleItemContexts.Length)
|
||||
{
|
||||
_roleItems[itemIndex].OnInit(_context.RoleItemContexts[roleIndex]);
|
||||
_roleItems[itemIndex].OnInit(_context.RoleItemContexts[roleIndex]).Forget();
|
||||
_roleItems[itemIndex].gameObject.SetActive(true);
|
||||
}
|
||||
else
|
||||
|
|
@ -97,4 +97,4 @@ namespace SepCore.UI
|
|||
GameEntry.Event.Fire(this, MenuSelectRoleReturnEventArgs.Create());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,7 +6,8 @@
|
|||
"GUID:f51ebe6a0ceec4240a699833d6309b23",
|
||||
"GUID:363c5eb08ff8e6a439b85e37b8c20d96",
|
||||
"GUID:47a82ffa13c291447ab895cd0bc251cd",
|
||||
"GUID:436e23dbdc31e7d4fb5c3f804548b2df"
|
||||
"GUID:436e23dbdc31e7d4fb5c3f804548b2df",
|
||||
"GUID:d54b9488b03814a44ab937f0aeb738b1"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
|
|
|||
|
|
@ -50,6 +50,8 @@ namespace SepCore.Procedure
|
|||
|
||||
_loadedFlag.Clear();
|
||||
|
||||
GameEntry.InputModule?.OnInit();
|
||||
|
||||
PreloadResources();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,7 +1,9 @@
|
|||
using System;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using SepCore.Event;
|
||||
using SepCore.DataTable;
|
||||
using SepCore.Entity;
|
||||
using SepCore.Definition;
|
||||
using GameFramework.Fsm;
|
||||
using GameFramework.Procedure;
|
||||
using SepCore.EnemyManager;
|
||||
|
|
@ -53,6 +55,11 @@ namespace SepCore.Procedure
|
|||
_enemyManager.OnInit(drLevel, Player);
|
||||
|
||||
if (Player != null) Player.Enable = true;
|
||||
|
||||
if (Application.isMobilePlatform)
|
||||
{
|
||||
GameEntry.UIRouter.OpenUIAsync(UIFormType.JoystickForm).Forget();
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
|
||||
|
|
@ -78,6 +85,8 @@ namespace SepCore.Procedure
|
|||
|
||||
public override void OnLeave()
|
||||
{
|
||||
GameEntry.UIRouter.CloseUIAsync(UIFormType.JoystickForm).Forget();
|
||||
|
||||
// 隐藏所有敌人实体
|
||||
_enemyManager.OnReset();
|
||||
|
||||
|
|
|
|||
|
|
@ -84,6 +84,7 @@ namespace SepCore.Procedure
|
|||
base.OnEnter(procedureOwner);
|
||||
|
||||
GameEntry.SimulationWorld?.ClearSimulationState();
|
||||
GameEntry.InputModule?.SetGameplayExploreContext();
|
||||
|
||||
CurrentLevel = 1;
|
||||
_currentPlayerData = new PlayerData(-1, 1001);
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@
|
|||
using SepCore.DamageText;
|
||||
using SepCore.EnemyManager;
|
||||
using SepCore.HPBar;
|
||||
using SepCore.InputModule.Runtime;
|
||||
using SepCore.SpriteCache;
|
||||
using SepCore.UIRouter;
|
||||
using SepCore.Simulation;
|
||||
|
|
@ -24,6 +25,8 @@ public partial class GameEntry
|
|||
public static SpriteCacheComponent SpriteCache { get; private set; }
|
||||
|
||||
public static UIRouterComponent UIRouter { get; private set; }
|
||||
|
||||
public static InputModuleComponent InputModule { get; private set; }
|
||||
|
||||
private static void InitCustomComponents()
|
||||
{
|
||||
|
|
@ -34,5 +37,6 @@ public partial class GameEntry
|
|||
SimulationWorld = UnityGameFramework.Runtime.GameEntry.GetComponent<SimulationWorld>();
|
||||
SpriteCache = UnityGameFramework.Runtime.GameEntry.GetComponent<SpriteCacheComponent>();
|
||||
UIRouter = UnityGameFramework.Runtime.GameEntry.GetComponent<UIRouterComponent>();
|
||||
InputModule = UnityGameFramework.Runtime.GameEntry.GetComponent<InputModuleComponent>();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,50 +1,44 @@
|
|||
using SepCore.InputModule;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SepCore.Components
|
||||
{
|
||||
public class InputComponent : MonoBehaviour
|
||||
{
|
||||
private PlayerInputActions _inputActions;
|
||||
[SerializeField] private bool _isListening = false;
|
||||
private bool _isListening = false;
|
||||
|
||||
[SerializeField] private Vector3 _direction = Vector3.zero;
|
||||
public Vector3 Direction => _direction;
|
||||
|
||||
public void OnInit()
|
||||
{
|
||||
_inputActions = new();
|
||||
GameEntry.InputModule.RegisterListener(InputActionId.Move, OnMove);
|
||||
}
|
||||
|
||||
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
if (_isListening && _inputActions != null)
|
||||
{
|
||||
ReadInput();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnReset()
|
||||
{
|
||||
_inputActions = null;
|
||||
GameEntry.InputModule.UnregisterListener(InputActionId.Move, OnMove);
|
||||
_isListening = false;
|
||||
_direction = Vector3.zero;
|
||||
}
|
||||
|
||||
private void ReadInput()
|
||||
private void OnMove(InputCommand cmd)
|
||||
{
|
||||
Vector2 rawDir = _inputActions.Game.Move.ReadValue<Vector2>();
|
||||
_direction = new Vector3(rawDir.x, 0, rawDir.y);
|
||||
if (!_isListening) return;
|
||||
Vector2 raw = cmd.Vector2Value;
|
||||
_direction = new Vector3(raw.x, 0, raw.y);
|
||||
}
|
||||
|
||||
public void SetListening(bool isListening)
|
||||
{
|
||||
_isListening = isListening;
|
||||
if (_isListening)
|
||||
if (!_isListening)
|
||||
{
|
||||
_inputActions.Enable();
|
||||
}
|
||||
else
|
||||
{
|
||||
_inputActions.Disable();
|
||||
_direction = Vector3.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,411 +0,0 @@
|
|||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
|
||||
// version 1.14.2
|
||||
// from Assets/PlayerInputActions.inputactions
|
||||
//
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.InputSystem.Utilities;
|
||||
|
||||
/// <summary>
|
||||
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/PlayerInputActions.inputactions".
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
|
||||
/// </remarks>
|
||||
/// <example>
|
||||
/// <code>
|
||||
/// using namespace UnityEngine;
|
||||
/// using UnityEngine.InputSystem;
|
||||
///
|
||||
/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface.
|
||||
/// public class Example : MonoBehaviour, MyActions.IPlayerActions
|
||||
/// {
|
||||
/// private MyActions_Actions m_Actions; // Source code representation of asset.
|
||||
/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map.
|
||||
///
|
||||
/// void Awake()
|
||||
/// {
|
||||
/// m_Actions = new MyActions_Actions(); // Create asset object.
|
||||
/// m_Player = m_Actions.Player; // Extract action map object.
|
||||
/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions.
|
||||
/// }
|
||||
///
|
||||
/// void OnDestroy()
|
||||
/// {
|
||||
/// m_Actions.Dispose(); // Destroy asset object.
|
||||
/// }
|
||||
///
|
||||
/// void OnEnable()
|
||||
/// {
|
||||
/// m_Player.Enable(); // Enable all actions within map.
|
||||
/// }
|
||||
///
|
||||
/// void OnDisable()
|
||||
/// {
|
||||
/// m_Player.Disable(); // Disable all actions within map.
|
||||
/// }
|
||||
///
|
||||
/// #region Interface implementation of MyActions.IPlayerActions
|
||||
///
|
||||
/// // Invoked when "Move" action is either started, performed or canceled.
|
||||
/// public void OnMove(InputAction.CallbackContext context)
|
||||
/// {
|
||||
/// Debug.Log($"OnMove: {context.ReadValue<Vector2>()}");
|
||||
/// }
|
||||
///
|
||||
/// // Invoked when "Attack" action is either started, performed or canceled.
|
||||
/// public void OnAttack(InputAction.CallbackContext context)
|
||||
/// {
|
||||
/// Debug.Log($"OnAttack: {context.ReadValue<float>()}");
|
||||
/// }
|
||||
///
|
||||
/// #endregion
|
||||
/// }
|
||||
/// </code>
|
||||
/// </example>
|
||||
public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
/// Provides access to the underlying asset instance.
|
||||
/// </summary>
|
||||
public InputActionAsset asset { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new instance.
|
||||
/// </summary>
|
||||
public @PlayerInputActions()
|
||||
{
|
||||
asset = InputActionAsset.FromJson(@"{
|
||||
""version"": 1,
|
||||
""name"": ""PlayerInputActions"",
|
||||
""maps"": [
|
||||
{
|
||||
""name"": ""Game"",
|
||||
""id"": ""c320222a-39c4-47d5-bb95-1702176bdb69"",
|
||||
""actions"": [
|
||||
{
|
||||
""name"": ""Move"",
|
||||
""type"": ""Value"",
|
||||
""id"": ""4875d1e6-7f0e-490d-88f4-b97f322ce0dd"",
|
||||
""expectedControlType"": ""Vector2"",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": true
|
||||
}
|
||||
],
|
||||
""bindings"": [
|
||||
{
|
||||
""name"": ""2D Vector"",
|
||||
""id"": ""c2c107da-b6b9-4daf-be56-c0fc0a06b4d9"",
|
||||
""path"": ""2DVector"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": true,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": ""up"",
|
||||
""id"": ""a3b11b4d-c157-417a-a38a-d89a034da71b"",
|
||||
""path"": ""<Keyboard>/w"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""down"",
|
||||
""id"": ""0a0a8e30-3cf7-4889-aeb1-e8ddebcd944b"",
|
||||
""path"": ""<Keyboard>/s"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""left"",
|
||||
""id"": ""2eeac222-1829-4c5b-9829-5e36b3fe989e"",
|
||||
""path"": ""<Keyboard>/a"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""right"",
|
||||
""id"": ""89d5e951-0db5-4f1e-806b-f29f84507a34"",
|
||||
""path"": ""<Keyboard>/d"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""2D Vector"",
|
||||
""id"": ""5aa90a81-3055-4e18-8965-79346837eb41"",
|
||||
""path"": ""2DVector"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": true,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": ""up"",
|
||||
""id"": ""63ca70db-2d24-4e91-b350-2a0de928c85b"",
|
||||
""path"": ""<Gamepad>/dpad/up"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""down"",
|
||||
""id"": ""4ba12cd2-9814-4ca9-ab36-e9bc830d1f0f"",
|
||||
""path"": ""<Gamepad>/dpad/down"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""left"",
|
||||
""id"": ""f9801c54-2f8e-4216-a09a-104f9e0f550c"",
|
||||
""path"": ""<Gamepad>/dpad/left"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""right"",
|
||||
""id"": ""c6033b7b-191c-431c-98d0-382e9491acf6"",
|
||||
""path"": ""<Gamepad>/dpad/right"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
""controlSchemes"": []
|
||||
}");
|
||||
// Game
|
||||
m_Game = asset.FindActionMap("Game", throwIfNotFound: true);
|
||||
m_Game_Move = m_Game.FindAction("Move", throwIfNotFound: true);
|
||||
}
|
||||
|
||||
~@PlayerInputActions()
|
||||
{
|
||||
UnityEngine.Debug.Assert(!m_Game.enabled, "This will cause a leak and performance issues, PlayerInputActions.Game.Disable() has not been called.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Destroys this asset and all associated <see cref="InputAction"/> instances.
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
UnityEngine.Object.Destroy(asset);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindingMask" />
|
||||
public InputBinding? bindingMask
|
||||
{
|
||||
get => asset.bindingMask;
|
||||
set => asset.bindingMask = value;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.devices" />
|
||||
public ReadOnlyArray<InputDevice>? devices
|
||||
{
|
||||
get => asset.devices;
|
||||
set => asset.devices = value;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.controlSchemes" />
|
||||
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Contains(InputAction)" />
|
||||
public bool Contains(InputAction action)
|
||||
{
|
||||
return asset.Contains(action);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.GetEnumerator()" />
|
||||
public IEnumerator<InputAction> GetEnumerator()
|
||||
{
|
||||
return asset.GetEnumerator();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="IEnumerable.GetEnumerator()" />
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return GetEnumerator();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Enable()" />
|
||||
public void Enable()
|
||||
{
|
||||
asset.Enable();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Disable()" />
|
||||
public void Disable()
|
||||
{
|
||||
asset.Disable();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindings" />
|
||||
public IEnumerable<InputBinding> bindings => asset.bindings;
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindAction(string, bool)" />
|
||||
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
|
||||
{
|
||||
return asset.FindAction(actionNameOrId, throwIfNotFound);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindBinding(InputBinding, out InputAction)" />
|
||||
public int FindBinding(InputBinding bindingMask, out InputAction action)
|
||||
{
|
||||
return asset.FindBinding(bindingMask, out action);
|
||||
}
|
||||
|
||||
// Game
|
||||
private readonly InputActionMap m_Game;
|
||||
private List<IGameActions> m_GameActionsCallbackInterfaces = new List<IGameActions>();
|
||||
private readonly InputAction m_Game_Move;
|
||||
/// <summary>
|
||||
/// Provides access to input actions defined in input action map "Game".
|
||||
/// </summary>
|
||||
public struct GameActions
|
||||
{
|
||||
private @PlayerInputActions m_Wrapper;
|
||||
|
||||
/// <summary>
|
||||
/// Construct a new instance of the input action map wrapper class.
|
||||
/// </summary>
|
||||
public GameActions(@PlayerInputActions wrapper) { m_Wrapper = wrapper; }
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Game/Move".
|
||||
/// </summary>
|
||||
public InputAction @Move => m_Wrapper.m_Game_Move;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action map instance.
|
||||
/// </summary>
|
||||
public InputActionMap Get() { return m_Wrapper.m_Game; }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Enable()" />
|
||||
public void Enable() { Get().Enable(); }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Disable()" />
|
||||
public void Disable() { Get().Disable(); }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.enabled" />
|
||||
public bool enabled => Get().enabled;
|
||||
/// <summary>
|
||||
/// Implicitly converts an <see ref="GameActions" /> to an <see ref="InputActionMap" /> instance.
|
||||
/// </summary>
|
||||
public static implicit operator InputActionMap(GameActions set) { return set.Get(); }
|
||||
/// <summary>
|
||||
/// Adds <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
|
||||
/// </summary>
|
||||
/// <param name="instance">Callback instance.</param>
|
||||
/// <remarks>
|
||||
/// If <paramref name="instance" /> is <c>null</c> or <paramref name="instance"/> have already been added this method does nothing.
|
||||
/// </remarks>
|
||||
/// <seealso cref="GameActions" />
|
||||
public void AddCallbacks(IGameActions instance)
|
||||
{
|
||||
if (instance == null || m_Wrapper.m_GameActionsCallbackInterfaces.Contains(instance)) return;
|
||||
m_Wrapper.m_GameActionsCallbackInterfaces.Add(instance);
|
||||
@Move.started += instance.OnMove;
|
||||
@Move.performed += instance.OnMove;
|
||||
@Move.canceled += instance.OnMove;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Calling this method when <paramref name="instance" /> have not previously been registered has no side-effects.
|
||||
/// </remarks>
|
||||
/// <seealso cref="GameActions" />
|
||||
private void UnregisterCallbacks(IGameActions instance)
|
||||
{
|
||||
@Move.started -= instance.OnMove;
|
||||
@Move.performed -= instance.OnMove;
|
||||
@Move.canceled -= instance.OnMove;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="GameActions.UnregisterCallbacks(IGameActions)" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="GameActions.UnregisterCallbacks(IGameActions)" />
|
||||
public void RemoveCallbacks(IGameActions instance)
|
||||
{
|
||||
if (m_Wrapper.m_GameActionsCallbackInterfaces.Remove(instance))
|
||||
UnregisterCallbacks(instance);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via <param cref="instance" />.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If <paramref name="instance" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks.
|
||||
/// </remarks>
|
||||
/// <seealso cref="GameActions.AddCallbacks(IGameActions)" />
|
||||
/// <seealso cref="GameActions.RemoveCallbacks(IGameActions)" />
|
||||
/// <seealso cref="GameActions.UnregisterCallbacks(IGameActions)" />
|
||||
public void SetCallbacks(IGameActions instance)
|
||||
{
|
||||
foreach (var item in m_Wrapper.m_GameActionsCallbackInterfaces)
|
||||
UnregisterCallbacks(item);
|
||||
m_Wrapper.m_GameActionsCallbackInterfaces.Clear();
|
||||
AddCallbacks(instance);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Provides a new <see cref="GameActions" /> instance referencing this action map.
|
||||
/// </summary>
|
||||
public GameActions @Game => new GameActions(this);
|
||||
/// <summary>
|
||||
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Game" which allows adding and removing callbacks.
|
||||
/// </summary>
|
||||
/// <seealso cref="GameActions.AddCallbacks(IGameActions)" />
|
||||
/// <seealso cref="GameActions.RemoveCallbacks(IGameActions)" />
|
||||
public interface IGameActions
|
||||
{
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "Move" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
||||
void OnMove(InputAction.CallbackContext context);
|
||||
}
|
||||
}
|
||||
|
|
@ -10,7 +10,8 @@
|
|||
"GUID:f51ebe6a0ceec4240a699833d6309b23",
|
||||
"GUID:6055be8ebefd69e48b49212b09b47b2f",
|
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"GUID:fca0f81bc71f1944887dd65f134c54a0",
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"GUID:47a82ffa13c291447ab895cd0bc251cd"
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"GUID:47a82ffa13c291447ab895cd0bc251cd",
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"GUID:d54b9488b03814a44ab937f0aeb738b1"
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],
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"includePlatforms": [],
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@ -8,6 +8,7 @@ using Random = UnityEngine.Random;
|
|||
using UnityGameFramework.Runtime;
|
||||
using SepCore.CustomUtility;
|
||||
using GameFramework.DataTable;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SepCore.UI
|
||||
{
|
||||
|
|
@ -103,7 +104,7 @@ namespace SepCore.UI
|
|||
return null;
|
||||
}
|
||||
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||||
int finalCount = count > 0 ? System.Math.Min(count, _allRewards.Length) : _allRewards.Length;
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