.claude/skills/scene-module/SKILL.md
SceneModule reference — async scene loading with transitions, progress tracking, and game state integration. Use when working with scene management, loading screens, or scene transitions.
npx skillsauth add punkfuncgames/tetris-clone scene-moduleInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Package: com.punkfuncgames.scene | Define: PUNKFUNC_SCENE
Location: Packages/com.punkfuncgames.scene/Runtime/PunkFuncGames.Scene/
Namespace: PunkFuncGames.Scene
Properties:
string CurrentSceneNameReadOnlyReactiveProperty<float> LoadingProgress — 0 to 1ReadOnlyReactiveProperty<bool> IsLoadingScene Operations:
UniTask LoadSceneAsync(string sceneName, SceneTransition transition = Fade, float transitionDuration = 0.5f, ct)UniTask LoadSceneAdditiveAsync(string sceneName, ct)UniTask UnloadSceneAsync(string sceneName, ct)UniTask ReloadCurrentSceneAsync(SceneTransition transition = Fade, ct)bool IsSceneLoaded(string sceneName)Convenience Navigation:
UniTask GoToMainMenuAsync(SceneTransition transition = Fade) — changes state to Loading → MainMenuUniTask GoToGameplayAsync(SceneTransition transition = Fade) — changes state to Loading → PlayingNone, Fade, Instant, Crossfade, SlideLeft, SlideRight, Custom
Dependencies: GameSettings (nullable), IGameStateService
SceneManager.LoadSceneAsync with manual activation controlSceneInstaller.Install(builder);
// Registers: SceneService (Singleton) as ISceneService
// Navigate to gameplay
await _sceneService.GoToGameplayAsync(SceneTransition.Fade);
// Load additive scene (e.g., for overlays)
await _sceneService.LoadSceneAdditiveAsync("HUDScene");
// Track loading progress
_sceneService.LoadingProgress
.Subscribe(p => _progressBar.value = p)
.AddTo(_disposables);
// Check if scene loaded
if (_sceneService.IsSceneLoaded("Level2"))
await _sceneService.UnloadSceneAsync("Level2");
development
WalletModule reference — currency management with BigDouble support, reactive properties, caps, lifetime stats, and persistence. Use when working with currencies, wallets, or financial systems.
development
UnlockConditionModule reference — composable unlock conditions using ScriptableObjects with AND/OR/NOT logic, stat/currency/upgrade/prestige/gamestate/boolean checks, reactive service layer with progress tracking. Use when implementing unlock systems, gating, or progression requirements.
development
UndoModule reference — command pattern with undo/redo stacks, command merging, and reactive state. Use when implementing undo/redo, undoable actions, or command patterns.
tools
Unity UI Toolkit reference — UXML documents, USS styling, MVVM pattern (ViewModel + Presenter), custom VisualElements, responsive layout, animations, performance guidelines, and complete Figma-to-UI-Toolkit property mapping. Use when building or modifying UI with UI Toolkit, creating UXML/USS files, writing ViewModels or Presenters, designing screens/panels/components, or converting Figma designs to UI Toolkit.