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| You are tasked to create the new progress bar component in @projects/shared-ui/src/lib/core/progress-bar/ the feature are: | |
| # Color | |
| the main / unfill background must be fixed to using the neutral colors but ther filled part will be controlled by a `color` input that can be any of the AllComponentsColors (defaulting to primary) | |
| # Shape | |
| there needs to be a `shape` input that can either be `pill` (default) or `rounded`. when `pill`, the entire component needs the pill border radius, when `rounded` is should use the xs radius. |
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| --- | |
| name: generate-changeset-from-dev | |
| description: Use this skill to generate a detailed but concise changeset from what is in the current branch but not in the `dev` branch when this skill is **MANUALLY** invoked. | |
| disable-model-invocation: true | |
| --- | |
| # Generate Change Log Skill | |
| You are tasked to review all the changes in the current branch compared from the `main` branch and respond with a concise list of what changed. | |
| ## Process |
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| { | |
| "git.ignoreMissingGitWarning": true, | |
| "workbench.colorTheme": "JetBrains Rider Dark Theme", | |
| "editor.fontFamily": "JetBrains Mono, Consolas, 'Courier New', monospace", | |
| "editor.fontSize": 12, | |
| "editor.lineHeight": 20, | |
| "editor.fontWeight": "300", | |
| } |
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| # coding guidelines | |
| - follow existing coding standards, do not refactor existing coding standards to something else | |
| - always perfer using functionality provides by libraries / tools first, introduce to libraries / tools secondary, and write custom code third unless otherwise specified | |
| - write code in the context of that code being pushed into a production environment | |
| - always explore simplier solutions before complicated ones | |
| - always try existing patterns instead of introduce new ones when possible | |
| - using naming that make code self commenting, avoid useless comment that can be easily gleaned by just reading the code | |
| - when commenting code, only do it when needed (like for complex algorithms) or when you need to explain the why, not the what | |
| - avoid code duplication, search for existing util methods / component to be able to re-use (it should still follow screenshot but does not need to be perfect) |
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| using ProjectEdg.CoreModule; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Tilemaps; | |
| namespace ProjectEdg.WorldModule { | |
| [ExecuteInEditMode] | |
| public class WorldSectionInitializerEntity : MonoBehaviour { | |
| // other code | |
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| import styles from '$/core/components/cytoscape/cytoscape.sandbox.module.css'; | |
| import { loggerUtils } from '$/core/utils/logger'; | |
| import SandboxExamplesContainer from '$sandbox/components/sandbox-examples-container/sandbox-examples-container'; | |
| import cytoscape, { type LayoutOptions } from 'cytoscape'; | |
| import cytoscapeDagre from 'cytoscape-dagre'; | |
| import { onMount } from 'solid-js'; | |
| export default { | |
| title: 'Components/Cytoscape', | |
| }; |
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| # wait signle frame | |
| await get_tree().physics_frame | |
| # signal emit deferred | |
| SignalManager.emit_signal.call_deferred("minimap_set_target", main_camera, 1) | |
| (func(): SignalManager.minimap_set_target.emit(main_camera, 1)).call_deferred() | |
| # signal connect deferred | |
| SignalManager.minimap_set_target.connect(on_minimap_set_target, Object.CONNECT_DEFERRED) |
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| # editorconfig.org | |
| root = true | |
| [*] | |
| indent_style = space | |
| indent_size = 2 | |
| end_of_line = lf | |
| charset = utf-8 | |
| trim_trailing_whitespace = true | |
| insert_final_newline = true |