Use when writing acceptance criteria for a task - express each as an observable Given/When/Then that QA can execute, including negative cases
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。
Use when adding controls, menus, HUD, subtitles or effects - input through named actions with rebinding and controller support per engine, input buffering, and the accessibility floor (remapping, colour-blind safe cues, subtitles, text scale, reduced motion and flashes).
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Players use keyboards, mice, gamepads, touch screens and adaptive controllers, with different hands, eyes and ears. Code that reads KeyCode.Space directly cannot be rebound, cannot be driven by a gamepad without a second branch, and cannot be tested without a keyboard. Gameplay reads named actions; devices map to actions in one place.
Core principle: Gameplay never sees a key code. Every action is rebindable, every essential cue reaches the player through more than one sense, and motion and flashing can be turned down.
// ❌ Unity legacy, device-bound, unrebindable
if (Input.GetKeyDown(KeyCode.Space)) Jump();
// ✅ Unity Input System action (from the .inputactions asset or its generated class)
[SerializeField] InputActionReference jump;
void OnEnable() { jump.action.performed += OnJump; jump.action.Enable(); }
void OnDisable() { jump.action.performed -= OnJump; }
void OnJump(InputAction.CallbackContext _) => _intents.Jump();
# Godot: actions from the InputMap, never physical keys in gameplay
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("jump"):
intents.jump()
// Unreal Enhanced Input
void AHeroCharacter::SetupPlayerInputComponent(UInputComponent* Input) {
auto* EIC = CastChecked<UEnhancedInputComponent>(Input);
EIC->BindAction(JumpAction, ETriggerEvent::Started, this, &AHeroCharacter::OnJump);
EIC->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AHeroCharacter::OnMove);
}
// The mapping context is added through UEnhancedInputLocalPlayerSubsystem::AddMappingContext.
// Web: map KeyboardEvent.code (layout-independent position) to actions; poll gamepads each frame
const bindings: Record<string, Action> = { Space: "jump", KeyW: "up", ArrowUp: "up" };
window.addEventListener("keydown", (e) => { const a = bindings[e.code]; if (a) input.press(a); });
// in the loop: for (const pad of navigator.getGamepads()) if (pad?.buttons[0].pressed) input.press("jump");
Bevy: ButtonInput<KeyCode> / ButtonInput<GamepadButton> behind an action layer (or the leafwing-input-manager crate if the repo uses it).
action.PerformInteractiveRebinding(), then actions.SaveBindingOverridesAsJson() to settings and LoadBindingOverridesFromJson at boot.InputMap.action_erase_events + action_add_event, saved to a ConfigFile under user://.UEnhancedInputUserSettings (UE 5.2+) or the project's existing settings system.bindings map in settings storage.touch-action: none.Input buffering (a jump pressed 0.1 s before landing still jumps) and coyote time (a jump 0.1 s after walking off a ledge still counts) are measured in seconds on the simulation clock, and they belong to the rule class, so they get tests:
it("buffers a jump pressed 80 ms before landing", () => {
const c = new JumpRules({ bufferSeconds: 0.1 });
c.pressJump(); c.step(0.08); c.land(); c.step(1 / 60);
expect(c.isJumping).toBe(true);
});
Ship these unless the task explicitly scopes them out:
Settings live in data and persist (game-save-and-persistence); each option has a test that the setting changes the behaviour it promises (e.g. reduced motion → shake amplitude is zero).
if branch per device.KeyboardEvent.key for movement (breaks on AZERTY) instead of code.Input.GetKey, Input.is_key_pressed, IsInputKeyDown or raw keydown handling in a gameplay class.まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Use when writing acceptance criteria for a task - express each as an observable Given/When/Then that QA can execute, including negative cases
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。
Use when the diff adds or changes an endpoint, resolver, RPC, job or query that takes an object id, a role check, a request binding or a tenant filter - BOLA/IDOR, function-level authorization, mass assignment and tenant scoping
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。
Use on every UI change - semantic HTML, labels for controls, keyboard-navigable dialogs/menus, visible focus, and never color as the only signal
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。
Use when a task changes any screen, form, dialog, menu or control - Lighthouse/axe scan of the changed screens, a keyboard walk, and the thresholds that fail a task
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。
How to work a task returned with review, QA or UAT findings. Use when a task is in need_revision or PR review comments are in your context.
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。
Use when deciding whether a request needs an analiz task before implementation - the conditions that require the architect's analysis versus going straight to implementation
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。