Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/FlameskyDexive/Legends-Of-Heroesnpx agentmods add skills/flameskydexive/legends-of-heroes/et-euiWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/flameskydexive/legends-of-heroes/et-eui)<a href="https://agentmods.dev/skills/flameskydexive/legends-of-heroes/et-eui"><img src="https://agentmods.dev/badge/skills/flameskydexive/legends-of-heroes/et-eui/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/flameskydexive/legends-of-heroes/et-eui"><img src="https://agentmods.dev/badge/skills/flameskydexive/legends-of-heroes/et-eui.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00098 | $0.01436 |
| Opus 5 | $0.00049 | $0.00718 |
| Sonnet 5 | $0.00020 | $0.00287 |
| Haiku 4.5 | $0.00010 | $0.00144 |
Grade A, and why
et-eui scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 51 lines — stays where its author put it; the contents beside it link to each section on GitHub.
et-eui - ET EUI 入口
本项目 EUI 框架在
Packages/cn.etetet.eui,移植自原 Legends-Of-Heroes,但未移植代码生成工具(不存在ET/EUICodeSpawn菜单 /UICodeSpawner)。所有 EUI 代码都是按约定手写的,不要去找或调用生成菜单。编辑器自动化通道(重要):EUI 一律不走 UnityBridge。优先级 = AIBridge(
$CLI = ./.aibridge/cli/AIBridgeCLI.exe)→ 不可用时降级 UnityMCP(unity-mcp-skill,mcpforunity://);PlayMode、读场景层级等 AIBridge 不提供的能力直接用 UnityMCP。步骤见references/et-eui-runbook.md。
何时使用
- 新建或修改窗口
DlgXxx、可复用子 UIESXxx、循环项ItemXxx。 - 编写
DlgXxxEventHandler([AUIEvent(WindowID.WindowID_Xxx)])、注册控件事件、绑定E*控件。 - 新增
WindowID枚举项、接好窗口显示链路(ShowWindow/ShowWindowAsync/HideWindow/CloseWindow)。 - 排查 UI 打不开、控件取到 null、
uiTransform is null、循环列表不刷新、Root 层级不对。
不要加载
- 只是写普通 ET 代码(Entity/System/Helper):用
et-code,必要时叠加et-async。 - 只是编译 / 跑测试 / 导配置:用
et-build/et-test-run/et-luban。 - 只做与 EUI 无关的通用编辑器操作(编译/刷新/PlayMode/读控制台):按根
AGENTS.md「Unity 交互入口优先级」(AIBridge→UnityMcp→UnityBridge)执行,不必加载本 skill。
默认动作
- 先确认落点:EUI 框架改动在
cn.etetet.eui;业务窗口 DlgXxx 放进所属业务包(参考cn.etetet.statesync、cn.etetet.lockstep),不要散布到框架包,也不要让框架包反向依赖业务包。 - 新增窗口前,先确认
WindowID枚举里有没有对应项;没有则在cn.etetet.eui/Scripts/ModelView/Client/EUI/WindowID.cs加WindowID_Xxx。 - 预制体命名必须是
Dlg{Name},{Name}即枚举去掉WindowID_前缀(UIPathComponentSystem据此自动映射路径与typeof(T).Name),不需要手填路径表。 - 按 5 文件手写模板成套创建(见
references/et-eui-mechanism.md),逻辑只写在DlgXxxSystem/DlgXxxEventHandler,控件懒加载放DlgXxxViewComponent。 - 控件命名用
E*(如ELogin),DlgXxxViewComponent用UIFindHelper.FindDeepChild<T>(uiTransform.gameObject, "E...")懒加载并在DestroyWidget()置空。 - 涉及
async/await/ETTask、await后访问UIBaseWindow等 Entity:叠加et-async,用EntityRef重新获取。 - 改完代码后用
et-build(dotnet build ET.sln)编译;编辑器刷新.meta/ PlayMode 验收走 EUI 编辑器自动化通道:AIBridge 优先($CLI compile unity/get_logs),不可用时 UnityMCP(unity-mcp-skill);EUI 一律不走 UnityBridge(见references/et-eui-runbook.md)。 - 严禁手工生成
.meta或改.csproj;新建.cs后由 Unity 刷新生成。
What ships with it
8 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 51 lines · 98 tokens per session scan A 0cc86975a758
et-eui is a skill published in the GitHub repository FlameskyDexive/Legends-Of-Heroes (925 stars, last pushed 1mo ago), licensed MIT. It adds 98 tokens to every session and 1,436 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
html-to-ugui
A pipeline for turning HTML interface prototypes into Unity UGUI Prefabs, which are reusable Unity interface objects. It uses browser-rendered layout data to preserve positions, images, text, controls, and device-adaptation intentions.
luban-dev
A guide for Luban, a game-configuration tool that turns spreadsheets and schemas into C# code and binary data for a TEngine project.
tengine-dev
A development guide for TEngine, a framework used to build Unity games. It covers the framework’s modules, user interfaces, events, asset loading, hot updates, configuration, and related tools.
game-development
Game development patterns, architectures, and best practices.
worker-visualizer
A real-time data/particle/simulation visualizer whose heavy compute runs in a Web Worker (off the main thread), optionally sharing memory with the UI via SharedArrayBuffer, and renders to a canvas at 60fps. Produced as a single self-contained index.html. Use when the brief asks for a "web worker", "simulation"…
anti-cheat-systems
Analyze layered game integrity defenses and select repository resources for process-memory reports, acquired-memory forensics, callback scope, behavioral measurement and driver-policy evidence. Use for DMA versus host-mediated acquisition, input provenance, replay fidelity, collector health, detector rollout/recovery…