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- Install CCGS agent/skill/hook framework (.claude/, docs templates, GitHub issue/PR templates) - Configure CLAUDE.md and technical-preferences.md for Unity 6000.3.3f1 (C#, URP, collider-based mouse picking) - Point engine reference import at docs/engine-reference/unity/ and remove unused Godot/Unreal reference docs - Add Version Awareness section to unity-specialist agent - Set production/review-mode.txt to lean - Add design/gdd/combat-mode.md: reverse-documented GDD for the vs-AI Combat mode, confirming it as the foundation for the guion.md narrative campaign (separate from Classic mode) - Add docs/architecture/ADR-0001: documents the existing board-state/singleton/per-mode architecture and the decision to keep Classic and Combat modes permanently separate - Add docs/architecture/control-manifest.md: programmer rules sheet sourced from ADR-0001 and Unity 6 engine reference docs - Continue in-progress Mono/Classic and Mono/Combat refactor (ScoreManager, scene/prefab updates) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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UI Code Rules
- UI must NEVER own or directly modify game state — display only, use commands/events to request changes
- All UI text must go through the localization system — no hardcoded user-facing strings
- Support both keyboard/mouse AND gamepad input for all interactive elements
- All animations must be skippable and respect user motion/accessibility preferences
- UI sounds trigger through the audio event system, not directly
- UI must never block the game thread
- Scalable text and colorblind modes are mandatory, not optional
- Test all screens at minimum and maximum supported resolutions