Interface-based state machine patterns for Unity game states, character controllers, and UI flows. Use when implementing game flow (menu -> gameplay -> game over), character states (idle -> run -> jump -> fall), AI behavior states, or UI screen transitions. Triggers on "state machine", "game states", "character states", "screen flow", "game flow", "add states to", "idle/run/jump", "menu flow", "AI states", "boss phases", or any task involving managing discrete states with transitions between them. Reads ProjectConfig.yaml -> architecture_pattern to adapt patterns for SO-first or DI-first.
日本語の概要は準備中です。原文の説明を表示しています。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
The authoritative skill lifecycle state model including container states, version states, review workflow states, visibility overlay, and governance actions. Ensures agents don't introduce invalid states or transitions.
日本語の概要は準備中です。原文の説明を表示しています。
iflytek/skillhub☆ 5,1722026年10月10日 更新
Segments the genome into chromatin states from combinatorial histone modification and chromatin factor ChIP-seq data. Uses ChromHMM (multivariate HMM on binarized signal, v1.27), Segway (Dynamic Bayesian Network on continuous signal), EpiSegMix (flexible-distribution HMM with duration modeling, 2024), EpiLogos (multi-biosample visualization), IDEAS (cell-type-aware joint), and full-stack ChromHMM (Vu Ernst 2022) for cross-cell-type segmentations. Handles state-count selection (15 vs 18 vs 25 states), binarization choice, OverlapEnrichment / NeighborhoodEnrichment downstream analysis, and cross-biosample integration. Use when learning chromatin states from a histone mark panel, characterizing learned states by genomic feature enrichment, or comparing chromatin landscapes across cell types.
日本語の概要は準備中です。原文の説明を表示しています。
GPTomics/bioSkills☆ 1,2192026年8月15日 更新
Segments the genome into chromatin states from combinatorial histone modification and chromatin factor ChIP-seq data. Uses ChromHMM (multivariate HMM on binarized signal, v1.27), Segway (Dynamic Bayesian Network on continuous signal), EpiSegMix (flexible-distribution HMM with duration modeling, 2024), EpiLogos (multi-biosample visualization), IDEAS (cell-type-aware joint), and full-stack ChromHMM (Vu Ernst 2022) for cross-cell-type segmentations. Handles state-count selection (15 vs 18 vs 25 states), binarization choice, OverlapEnrichment / NeighborhoodEnrichment downstream analysis, and cross-biosample integration. Use when learning chromatin states from a histone mark panel, characterizing learned states by genomic feature enrichment, or comparing chromatin landscapes across cell types.
日本語の概要は準備中です。原文の説明を表示しています。
BioTender-max/awesome-bio-agent-skills☆ 2002026年7月2日 更新
Segments the genome into chromatin states from combinatorial histone modification and chromatin factor ChIP-seq data. Uses ChromHMM (multivariate HMM on binarized signal, v1.27), Segway (Dynamic Bayesian Network on continuous signal), EpiSegMix (flexible-distribution HMM with duration modeling, 2024), EpiLogos (multi-biosample visualization), IDEAS (cell-type-aware joint), and full-stack ChromHMM (Vu Ernst 2022) for cross-cell-type segmentations. Handles state-count selection (15 vs 18 vs 25 states), binarization choice, OverlapEnrichment / NeighborhoodEnrichment downstream analysis, and cross-biosample integration. Use when learning chromatin states from a histone mark panel, characterizing learned states by genomic feature enrichment, or comparing chromatin landscapes across cell types.
日本語の概要は準備中です。原文の説明を表示しています。
lilinji/GeneTind-Life-Skills☆ 142026年8月21日 更新
Segments the genome into chromatin states from combinatorial histone modification and chromatin factor ChIP-seq data. Uses ChromHMM (multivariate HMM on binarized signal, v1.27), Segway (Dynamic Bayesian Network on continuous signal), EpiSegMix (flexible-distribution HMM with duration modeling, 2024), EpiLogos (multi-biosample visualization), IDEAS (cell-type-aware joint), and full-stack ChromHMM (Vu Ernst 2022) for cross-cell-type segmentations. Handles state-count selection (15 vs 18 vs 25 states), binarization choice, OverlapEnrichment / NeighborhoodEnrichment downstream analysis, and cross-biosample integration. Use when learning chromatin states from a histone mark panel, characterizing learned states by genomic feature enrichment, or comparing chromatin landscapes across cell types.
日本語の概要は準備中です。原文の説明を表示しています。
peacezha/HPClaw☆ 32026年10月11日 更新
画面の余白、文字、角丸、影、動きを見直し、見た目と操作感を整えるスキル。ボタンやカードなどの細部を点検し、変更前後が分かる具体的な改善案を示します。
- 窮屈で未完成に見える画面の点検
- ボタンやカード、フォームの仕上げ
- ホバーや読み込み状態の改善
affaan-m/ECC☆ 27.7万2026年10月12日 更新
Build production-ready frontend components with accessible markup, sensible props, defined states, and tested behavior. Use this skill whenever the user wants to build a component from scratch, refactor an existing one, design a component API, or implement a UI element with proper states and accessibility. Triggers on build a component, create a button, create a modal, create a form input, component API, props design, component states, refactor component, accessible component. Also triggers when implementing UI from a design that needs to be reusable.
日本語の概要は準備中です。原文の説明を表示しています。
rampstackco/claude-skills☆ 9512026年10月7日 更新
Angular UI Patterns workflow skill. Use this skill when the user needs Modern Angular UI patterns for loading states, error handling, and data display. Use when building UI components, handling async data, or managing component states and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
日本語の概要は準備中です。原文の説明を表示しています。
diegosouzapw/awesome-omni-skills☆ 1592026年7月8日 更新
Angular UI Patterns workflow skill. Use this skill when the user needs Modern Angular UI patterns for loading states, error handling, and data display. Use when building UI components, handling async data, or managing component states and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
日本語の概要は準備中です。原文の説明を表示しています。
diegosouzapw/awesome-omni-skills☆ 1592026年7月8日 更新
Standardizes UX states for data fetching flows (loading, error, empty, success) and complex multi-view UI patterns. Provides state machine approach recommendations, loading skeletons, error boundaries, and empty state components. Use when implementing "loading states", "error handling", "empty states", or "state machines".
日本語の概要は準備中です。原文の説明を表示しています。
sathishssj3/Stereix-Engine☆ 22026年10月4日 更新
OpenClaw Control UIの画面変更を、状態別の比較ギャラリーと実ブラウザの操作テストで確認し、利用者のコメントや変更前後の画像を残すスキル。
- 読み込み・空・エラー状態の比較
- 画面変更への意見を集めたいとき
- 模擬Gatewayでチャット操作を検証
openclaw/openclaw☆ 39.2万2026年10月11日 更新
米国の特許・商標をUSPTOの公式情報で調べ、出願状況、審査書類、権利譲渡の記録を確認し、検索条件や取得日を残して調査結果を整理するスキル。
- 企業・発明者・日付・分類で特許を検索
- 特許出願の状態と審査記録の確認
- 商標の状態や書類を取得したいとき
affaan-m/ECC☆ 27.7万2026年10月12日 更新
Use when the user wants to design, redesign, shape, critique, audit, polish, clarify, distill, harden, optimize, adapt, animate, colorize, extract, or otherwise improve a frontend interface. Covers websites, landing pages, dashboards, product UI, app shells, components, forms, settings, onboarding, and empty states. Handles UX review, visual hierarchy, information architecture, cognitive load, accessibility, performance, responsive behavior, theming, anti-patterns, typography, fonts, spacing, layout, alignment, color, motion, micro-interactions, UX copy, error states, edge cases, i18n, and reusable design systems or tokens. Also use for bland designs that need to become bolder or more delightful, loud designs that should become quieter, live browser iteration on UI elements, or ambitious visual effects that should feel technically extraordinary. Not for backend-only or non-UI tasks.
日本語の概要は準備中です。原文の説明を表示しています。
pbakaus/impeccable☆ 8万2026年10月12日 更新
Modern Angular UI patterns for loading states, error handling, and data display. Use when building UI components, handling async data, or managing component states.
日本語の概要は準備中です。原文の説明を表示しています。
sickn33/agentic-awesome-skills☆ 4.7万2026年10月12日 更新
Enumerate and screenshot every UI state a PR adds or changes. Use when asked to show, capture, or screenshot the UI states of a PR or branch.
日本語の概要は準備中です。原文の説明を表示しています。
every-app/open-seo☆ 2.3万2026年10月9日 更新
This skill should be used when modeling agent mental states with BDI concepts: beliefs, desires, intentions, RDF-to-belief transformations, rational agency traces, cognitive agents, BDI ontologies, and neuro-symbolic AI integration.
日本語の概要は準備中です。原文の説明を表示しています。
muratcankoylan/Agent-Skills-for-Context-Engineering☆ 1.8万2026年10月1日 更新
Draws hand-inked cartoon critters and living objects as SVG cards (480x360), each acting out a coding or design idea. Identified by thick black brush-pen outlines that swell and taper and break into separate strokes, loose marker-and-watercolour fills that slip past the line, diagonal hatching instead of solid shadow, huge googly eyes with two specular dots, and stray ink hairs and flecks, in tomato red, leaf green, sunflower yellow, sky blue and teal on white. Covers palette, brush numbers, mascot construction (eyes, blush, mouths, 3-finger hands), props, ground patches and a tested, seeded brush kit. Use when asked for ink sketch, hand-drawn, brush pen, sketchy, doodle, marker or watercolour-cartoon illustrations, googly-eyed mascots or critters, playful empty states, onboarding, 404 or error pages, loading states, blog headers, feature spots or marketing cards.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7132026年10月6日 更新
Create React loading, processing, selected, current, focus, and pressed states with the border-beam package's animated edge glow. Use when a card, button, input, tab, option, task panel, or agent surface needs a restrained traveling or breathing beam; includes installation, imports, prop selection, state wiring, reduced motion, accessibility, and performance and layout guardrails.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7132026年10月6日 更新
Modern React UI patterns for loading states, error handling, and data fetching. Use when building UI components, handling async data, or managing UI states.
日本語の概要は準備中です。原文の説明を表示しています。
ChrisWiles/claude-code-showcase☆ 6,0712026年1月7日 更新
Designs and improves onboarding flows, empty states, and first-run experiences to help users reach value quickly. Use when the user mentions onboarding, first-time users, empty states, activation, getting started, or new user flows.
日本語の概要は準備中です。原文の説明を表示しています。
fengshao1227/ccg-workflow☆ 5,9382026年9月15日 更新
Production-ready CSS transitions for web apps. Use when implementing notification badges, dropdowns, modals, panel reveals, page transitions, card resizes, number pop-ins, text swaps, icon swaps, success checks, avatar group hovers, error state shakes, search/input clear, skeleton loaders, shimmer text, sliding tabs, tooltips, staggered text reveals, card hover tilt, plus-to-menu morph, accordions, toasts, like buttons, learn-more hovers, checkbox checks, spinning counters, toggles, AI thinking states, reasoning streams, streaming text, matrix dot loaders, or banner stacking. Triggers on "add a transition", "animate the dropdown", "make the modal open smoothly", "swap icon", "page slide", "stagger animation", "open / close transition", "make it animate", "fade between", "success animation", "form error", "shake on invalid", "hover lift", "avatar stack hover", "clear the search", "skeleton loader", "loading shimmer", "shimmer text", "sliding tabs", "segmented control", "tooltip", "reveal text", "tilt card", "3D hover tilt", "cursor glare", "plus to menu", "FAB morph", "accordion", "collapsible", "expand / collapse", "disclosure", "toast", "snackbar", "like button", "heart animation", "learn more arrow", "checkbox", "check animation", "spinning counter", "odometer", "slot machine digits", "toggle", "switch", "thinking states", "AI status line", "agent reasoning", "reasoning stream", "streaming text", "stream words in", "matrix loader", "dot loader", "banner stack", "stacked toasts". Also "motion tokens", "scan for ad-hoc transitions", "replace hardcoded durations with motion tokens", "tokenize my animations", and the commands transitions reveal, transitions review, transitions apply, transitions refine.
日本語の概要は準備中です。原文の説明を表示しています。
Jakubantalik/transitions.dev☆ 4,8402026年10月11日 更新
Design engineering principles for making interfaces feel polished. Use when building UI components, reviewing frontend code, implementing animations, hover states, shadows, borders, typography, icons, micro-interactions, enter/exit animations, or any visual detail work. Supports quick and full review modes. Triggers on UI polish, design details, "make it feel better", "feels off", stagger animations, border radius, optical alignment, font smoothing, tabular numbers, image outlines, box shadows, icons, icon stroke weight, icon states, motion restraint.
日本語の概要は準備中です。原文の説明を表示しています。
jakubkrehel/make-interfaces-feel-better☆ 3,6362026年8月30日 更新
Monitor dividend portfolios with Kanchi-style forced-review triggers (T1-T5) and convert anomalies into OK/WARN/REVIEW states without auto-selling. Use when users ask for 減配検知, 8-Kガバナンス監視, 配当安全性モニタリング, REVIEWキュー自動化, or periodic dividend risk checks.
tradermonty/claude-trading-skills☆ 2,9862026年10月11日 更新