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Updated 3w ago

by FlameskyDexive

Legends-Of-Heroes

A battle of balls game, lol style, AI Agents base, support agent skills & unityMCP. 基于ET 10的双端C#游戏框架(.net10 + Unity2022.3.62, EUI+Luban+YooAsset),包含战斗系统(技能/buff/行为树),内置LOL风格球球大战demo

931 GitHub stars (931)

+4 in 20 days

Stars gained per day · daily snapshots since Sep 26
Stars gained per day, Sep 26 to Oct 16: +4 in total; the busiest day was Sep 29 with +3 stars.Sep 27: 0 starsSep 28: 0 starsSep 29: +3 starsSep 30: 0 starsOct 1: 0 starsOct 2: 0 starsOct 3: 0 starsOct 4: 0 starsOct 5: 0 starsOct 6: 0 starsOct 7: −1 starsOct 8: 0 starsOct 9: 0 starsOct 10: −1 starsOct 11: 0 starsOct 12: 0 starsOct 13: +1 starsOct 14: 0 starsOct 15: 0 starsOct 16: +2 stars
Stars gained between daily snapshots
PeriodNew stars
Sep 270
Sep 280
Sep 29+3
Sep 300
Oct 10
Oct 20
Oct 30
Oct 40
Oct 50
Oct 60
Oct 7−1
Oct 80
Oct 90
Oct 10−1
Oct 110
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Oct 13+1
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Oct 16+2
  • 17 skills (17 skills found in its SKILL.md files)
  • 194 forks (194 forks)
  • 3w ago last update (Last updated 3w ago)

Install

Skills CLI

npx skills add FlameskyDexive/Legends-Of-Heroes

Asks which skills and agents to install. Just one: npx skills add FlameskyDexive/Legends-Of-Heroes --skill aibridge-batch-script — add -g for every project.

Claude Code

git clone https://github.com/FlameskyDexive/Legends-Of-Heroescp -r "Legends-Of-Heroes/.codex/skills/aibridge-batch-script" ~/.claude/skills/

Copies the aibridge-batch-script skill into ~/.claude/skills/ for every project (use .claude/skills/ for one project). Repeat for the other skills listed below.

Plugin

/plugin marketplace add FlameskyDexive/Legends-Of-Heroes

Run inside Claude Code if the repository ships a plugin marketplace, then pick plugins from /plugin.

Skills can run code on your machine — read the SKILL.md first.

What it does

In the author's own words, from each skill's SKILL.md.

  • aibridge-batch-script

    AIBridge batch and multi command automation. Use when Codex needs to run multiple Unity Editor CLI operations together, write batch scripts, use multi --cmd or multi --stdin, handle call/delay/log/menu lines, avoid PowerShell quoting issues, or automate long/JSON-heavy AIBridgeCLI workflows.

    .codex/skills/aibridge-batch-script/SKILL.md on GitHub (opens in a new tab)
  • aibridge-code-index

    Optional read-only AIBridge Code Index semantic lookup for Unity projects. Use only when this Skill is installed and project rules or AIBridge settings say Code Index is enabled. Use for CLI-only symbol, definition, reference, implementation, derived-type, caller, and diagnostic queries. Do not use when Code Index is disabled; use rg, host file reads, and regular AIBridge commands instead.

    .codex/skills/aibridge-code-index/SKILL.md on GitHub (opens in a new tab)
  • aibridge-development-workflow

    AIBridge/Unity 项目的标准开发工作流。Use when creating, modifying, fixing, refactoring, or validating C# code, Unity assets, prefabs, editor tools, package structure, tests, AGENTS.md, or local Skills. Preserves visible modes for Skills matching, requirement confirmation, analysis, implementation, and final checklist. Do not use for pure Q&A, simple search/display, or code explanation tasks with no file/cod…

    .codex/skills/aibridge-development-workflow/SKILL.md on GitHub (opens in a new tab)
  • aibridge-prefab-patch

    Unity Prefab asset patch workflow for AIBridge. Use when modifying complex prefab assets with prefab patch operations, child or component creation, SerializedProperty writes, array edits, internal GameObject/component references, dry-run validation, or when deciding between prefab patch, inspector set_property, scene object commands, and direct Unity YAML fallback.

    .codex/skills/aibridge-prefab-patch/SKILL.md on GitHub (opens in a new tab)
  • aibridge

    Unity Editor and Player Runtime CLI integration for AIBridge. Use when Codex needs to compile Unity, inspect Console logs, search/read assets, manipulate GameObjects, Transforms, components, SerializedProperty values, scenes, screenshots/GIFs, connect to built Player runtime targets, simulate Play Mode runtime input, editor focus/menu items/game view, or look up AIBridgeCLI command syntax. For ba…

    .codex/skills/aibridge/SKILL.md on GitHub (opens in a new tab)
  • unity-yaml-editing

    Unity YAML text serialization editing workflow. Use when Codex needs to directly inspect, modify, create, or repair Unity serialized YAML files such as .unity scenes, .prefab assets, .asset ScriptableObject/config files, .mat, .controller, or other text-serialized Unity assets, especially when AIBridge inspector/prefab/scene APIs do not support the requested Prefab, Scene, ScriptableObjectTable,…

    .codex/skills/unity-yaml-editing/SKILL.md on GitHub (opens in a new tab)
  • et-async

    ET async and EntityRef safety workflow. Use when adding, modifying, or reviewing async/await, ETTask, generic ETTask results, ETCancellationToken, NewContext, concurrent waits, handler Run async safety, or any Entity access after await in WOW/ET code or tests.

    Packages/cn.etetet.harness/skills/et-async/SKILL.md on GitHub (opens in a new tab)
  • et-build

    ET build, analyzer, proto export, server startup, and publish workflow. Use when compiling WOW with dotnet build ET.sln, exporting Proto to C#, starting ET.App, publishing, or validating analyzer/build results.

    Packages/cn.etetet.harness/skills/et-build/SKILL.md on GitHub (opens in a new tab)
  • et-code

    ET framework C# code authoring and review workflow. Use when creating or modifying Entity, Component, System, Helper, message handlers, package dependencies, assemblies, module analyzer boundaries, C# file placement, .meta handling, ECS layering, or component contract logic in WOW/ET packages.

    Packages/cn.etetet.harness/skills/et-code/SKILL.md on GitHub (opens in a new tab)
  • et-eui

    ET EUI client UI workflow for this project's cn.etetet.eui framework. Use when creating or modifying DlgXxx windows, ESxxx reusable sub-UI, ItemXxx loop items, AUIEvent handlers, WindowID registration, widget binding (E* via UIFindHelper), ShowWindow/Hide/Close flow, EUI root layers, or LoopScrollRect lists. Hand-authored 5-file pattern; there is NO code-gen menu here.

    Packages/cn.etetet.harness/skills/et-eui/SKILL.md on GitHub (opens in a new tab)
  • et-excel

    ET Excel MCP workflow for reading, writing, styling, transforming, and inspecting xlsx data. Use when operating Excel cells, ranges, sheets, formulas, charts, merges, batch data import/export, or editing Luban source spreadsheets before export.

    Packages/cn.etetet.harness/skills/et-excel/SKILL.md on GitHub (opens in a new tab)
  • et-git

    ET git workflow for preparing commits and reviewing changes. Use when checking git status or diff, filtering unrelated files, staging task-scoped changes, writing Chinese commit messages, or synchronizing with remotes using rebase instead of merge.

    Packages/cn.etetet.harness/skills/et-git/SKILL.md on GitHub (opens in a new tab)
  • et-luban

    ET Luban export workflow. Use when exporting generated C# config/data code, refreshing aggregated luban.conf, validating CodeMode outputs, or troubleshooting ET.ExcelExporter, LubanGen.ps1, table definitions, beans, enums, Defines, and Luban export failures.

    Packages/cn.etetet.harness/skills/et-luban/SKILL.md on GitHub (opens in a new tab)
  • et-tdd

    ET test-driven development workflow for WOW. Use when implementing features or bug fixes through a complete loop of requirements, test plan, ATestHandler test writing, implementation, dotnet build ET.sln, targeted test execution, regression checks, and AGENTS.md rule updates.

    Packages/cn.etetet.test/skills/et-tdd/SKILL.md on GitHub (opens in a new tab)
  • et-test-run

    ET test execution and failure debugging workflow for WOW. Use when building before tests, cleaning Logs, running server or Hotfix tests through ET.App Test commands, running Unity Editor tests through UnityBridge UnityTestRunRequest, reading Logs/All.log, judging results, and diagnosing failed or unmatched tests.

    Packages/cn.etetet.test/skills/et-test-run/SKILL.md on GitHub (opens in a new tab)
  • et-test-write

    ET test authoring workflow for WOW. Use when writing or modifying ATestHandler tests, choosing test package placement, naming test classes, creating test-only model types, preparing deterministic coroutine-style assertions, handling ObjectWait, constructing test config data, and enforcing EntityRef safety in tests.

    Packages/cn.etetet.test/skills/et-test-write/SKILL.md on GitHub (opens in a new tab)
  • et-unitybridge

    UnityBridge workflow for AI operations in Unity Editor. Use when checking UnityBridge connectivity, Unity compile or PlayMode state, running deferred UnityBridge commands, operating assets/scenes/GameObjects/Inspector/Prefabs/GameView/screenshots, running Editor tests, or troubleshooting UnityBridge responses.

    Packages/cn.etetet.unitybridge/skills/et-unitybridge/SKILL.md on GitHub (opens in a new tab)

Review before you install

A skill is a set of instructions and scripts your agent will follow, and it can run code on your machine. Read the SKILL.md and any scripts first — this listing is not a security review.