By aeinziigdev
Production-grade engineering skills for AI coding agents — covering the full software development lifecycle from spec to ship.
Implement the next task incrementally — build, test, verify, commit
Simplify code for clarity and maintainability — reduce complexity without changing behavior
Break work into small verifiable tasks with acceptance criteria and dependency ordering
Conduct a five-axis code review — correctness, readability, architecture, security, performance
Run the pre-launch checklist and prepare for production deployment
Senior code reviewer that evaluates changes across five dimensions — correctness, readability, architecture, security, and performance. Use for thorough code review before merge.
Security engineer focused on vulnerability detection, threat modeling, and secure coding practices. Use for security-focused code review, threat analysis, or hardening recommendations.
QA engineer specialized in test strategy, test writing, and coverage analysis. Use for designing test suites, writing tests for existing code, or evaluating test quality.
Guides stable API and interface design. Use when designing APIs, module boundaries, or any public interface. Use when creating REST or GraphQL endpoints, defining type contracts between modules, or establishing boundaries between frontend and backend.
Tests in real browsers. Use when building or debugging anything that runs in a browser. Use when you need to inspect the DOM, capture console errors, analyze network requests, profile performance, or verify visual output with real runtime data via Chrome DevTools MCP.
Automates CI/CD pipeline setup. Use when setting up or modifying build and deployment pipelines. Use when you need to automate quality gates, configure test runners in CI, or establish deployment strategies.
Conducts multi-axis code review. Use before merging any change. Use when reviewing code written by yourself, another agent, or a human. Use when you need to assess code quality across multiple dimensions before it enters the main branch.
Simplifies code for clarity. Use when refactoring code for clarity without changing behavior. Use when code works but is harder to read, maintain, or extend than it should be. Use when reviewing code that has accumulated unnecessary complexity.
Uses power tools
Uses Bash, Write, or Edit tools
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Date: February 26, 2026
This document acts as the long‑term memory for the Hidden Hubs codebase. Whenever new systems are added, refactored or architectures change the README should be updated so future engineers (or we, two weeks later) can understand how things fit together.
The project uses a lightweight, event‑driven architecture with the following core responsibilities split across systems:
FragmentCollected and QuestComplete events.NPCManager state and the player position to
JSON in Application.persistentDataPath.DialogueData (ScriptableObject) – conversation content.DialogueManager – central state machine for playing dialogues.DialogueUI – visual component (typewriter, fade, wrapping).Interactable base class – reusable range‑and‑input logic.QuestNPC – derives from Interactable, chooses dialogue asset based on
quest progress and hooks into NPCManager events. It also toggles
conversations (via DialogueManager.StartDialogue/.StopDialogue) and
refreshes active lines when fragment counts change.Determine which dialogue asset to play (greeting/progress/complete).
Start/stop conversations and ensure only one runs at a time.
Refresh a live line when quest progress updates.
Show an optional "press F" hint when player is in range.
Close dialogue if player exits the trigger during a conversation.
Pickup / Fragment – visual bob + rotation; notifies NPCManager on
collection.
UI scripts – e.g. UpdateCollectibleCount listens to quest events and
updates the fragment counter.
Assets/
├── Hidden Hubs/
│ ├── SourceFiles/
│ │ ├── InputSystem/
│ │ │ └── StarterAssetsInputs.cs
│ │ ├── Interaction/
│ │ │ └── Interactable.cs # base class for world interactions
│ │ ├── Dialogue/
│ │ │ ├── DialogueData.cs # SO container for lines
│ │ │ ├── DialogueUI.cs # handles typewriter + fade
│ │ │ └── DialogueManager.cs # state machine
│ │ ├── Scripts/
│ │ │ ├── NPCManager.cs # quest state and events
│ │ │ ├── Pickup.cs # collectible behaviour
│ │ │ ├── QuestNPC.cs # NPC-specific behaviour
│ │ │ ├── UpdateCollectibleCount.cs # HUD counter
│ │ │ ├── SaveLoadSystem.cs
│ │ │ └── ... (other unrelated scripts)
│ └── ...
├── (other packages, pro builder examples, etc.)
└── HB.slnx / csproj files
Important top‑level files (scripts copied to root during past updates) are kept
for historical reasons (QuestNPC.cs used to live at project root; now it is
not—ignore that legacy copy if present).
The new conversation framework satisfies the goals outlined on Feb 26:
DialogueUI runs a coroutine that reveals
characters over time; pressing the interact key while typing calls
SkipTyping() and the line finishes instantly.WaitingForInput state and listens for the next key press (E/Space or
the Input System "Interact" action). Pressing the key advances to the next
line or ends the dialogue.RectTransform size with a
ContentSizeFitter / Vertical Layout Group + Mask if scrolling is
desired. See Editor setup below.DialogueData assets
that can be swapped in the inspector.DialogueManager exposes events and
a RefreshCurrentLine method for dynamic tokens.Idle, Typing, WaitingForInput,
Finished states, preventing overlapping triggers and making the flow
explicit.// QuestNPC or any other actor:
DialogueManager.Instance.StartDialogue(myDialogueAsset, currentFragments);
npx claudepluginhub aeinziigdev/hiddenhubsFeature development with code-architect/explorer/reviewer agents, CLAUDE.md audit and session learnings, and Agent Skills creation with eval benchmarking from Anthropic.
Production-grade engineering skills for AI coding agents — covering the full software development lifecycle from spec to ship.
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