moeru-ai/airi

stage-tamagotchi-godot-csharp

>- Apply engine-local C# development method and code style only when working in `engines/stage-tamagotchi-godot`, including its `.cs` files, `.csproj`, engine-local `.editorconfig`, and Godot-specific C# structure decisions. Do not use for TypeScript, Electron, renderer code, shared workspace config, repo-wide C# conventions, or any file outside `engines/stage-tamagotchi-godot`.

First seen May 8, 2026

Installation

$ npx skills add moeru-ai/airi --skill stage-tamagotchi-godot-csharp

Also in this package

Other skills from moeru-ai/airi · top by installs.

npx skills add moeru-ai/airi

Browse all from moeru-ai/airi

More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 48.4K
License LICENSE
Default branch main
Open issues 91
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 2,450 B
  • docs SUMMARY.md 415 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 14 installs

SKILL.md

Stage Tamagotchi Godot C#

  1. Confirm every touched file is under engines/stage-tamagotchi-godot.

If the task crosses that boundary, do not use this skill as the governing instruction set.

  1. Before editing C# files, read:

- engines/stage-tamagotchi-godot/docs/csharp-development-method.md - engines/stage-tamagotchi-godot/.editorconfig - engines/stage-tamagotchi-godot/docs/csharp-style.md

  1. Treat the development-method document as the primary source of truth for

structure and feature usage. Treat .editorconfig and csharp-style.md as secondary formatting and naming guidance.

  1. Classify the change before coding:

- scene script - runtime core - contract and transport - registry and discovery - tooling and editor support

  1. Apply the local design method:

- keep scene scripts thin - push durable logic into plain C# runtime objects - make subsystem boundaries explicit through types - use reflection for discovery, not steady-state execution - use LINQ for cold-path querying and shaping, not hot-path loops - use async at I/O and process boundaries, not as a default runtime model

  1. Apply the local low-level style baseline:

- engines/stage-tamagotchi-godot/.editorconfig - 4 spaces, LF, UTF-8, 100 columns - Allman braces - System.* usings first - keyword types such as string and int - var only when the type is obvious - PascalCase for types and members - camelCase for locals and parameters - _camelCase for private fields

  1. Keep changes local to the engine. Do not push these C# rules into repo

root config or other workspaces.

  1. After changing C# files or the engine-local .editorconfig, run the

verification command from engines/stage-tamagotchi-godot:

dotnet format --verify-no-changes

If verification fails because of pre-existing files outside the intended change scope, report that clearly instead of broadening the edit set silently.