用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
直接命令不会经过审查 Prompt;运行前请先检查来源。
npx skills add https://github.com/jame581/GodotPrompter --skill event-bus命令会保持在同一行。复制前请横向滚动并检查完整内容。
想先保存到本地?可下载 SkillsMP 当前能够提供的文件。
Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
Use when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code. Triggers on "teach me", "explain as we go", "I'm learning Godot", "guide me", "walk me through", "help me understand".
Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
基于 SOC 职业分类
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| name | event-bus |
| description | Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals |
A global signal hub that lets unrelated nodes communicate without holding references to each other. All examples target Godot 4.3+ with no deprecated APIs.
Related skills: component-system for direct signal communication between components, csharp-signals for C#-specific signal patterns, dependency-injection for alternative decoupling approaches, ability-system for an EventBus usage example with ability events.
An EventBus is a singleton autoload that acts as a central registry for signals. Instead of nodes connecting directly to each other, every node connects to (or emits on) the shared EventBus. This removes the need for one node to hold a reference to another.
Without EventBus With EventBus
────────────── ──────────────────────────
NodeA ──signal──► NodeB NodeA ──emit──► EventBus ──signal──► NodeB
──signal──► NodeC
──signal──► NodeD
Flow diagram
┌─────────┐ emit(player_died) ┌───────────┐ player_died ┌──────────┐
│ NodeA │ ────────────────────► │ EventBus │ ───────────────► │ NodeB │
│(Player) │ │(Autoload) │ │ (UI) │
└─────────┘ └───────────┘ ───────────────► └──────────┘
player_died ┌──────────┐
│ NodeC │
│(AudioMgr)│
└──────────┘
NodeA emits the signal. NodeB and NodeC each connected to EventBus independently. Neither knows the other exists.
| Scenario | Recommended approach |
|---|---|
| Parent notifying its own child | Direct signal or method call |
| Child notifying its parent | Direct signal (bubble up) |
| Two nodes with the same parent | Direct signal via parent |
| Completely unrelated nodes in the tree | Event bus |
| UI reacting to gameplay state changes | Event bus |
| Audio manager reacting to game events | Event bus |
| Data manager / save system reacting | Event bus |
| Tight, performance-sensitive inner loop | Direct method call |
Rule of thumb: if you would otherwise need get_node("../../SomeDistantNode") or a hard-coded NodePath, the event bus is a better fit.
Create res://autoloads/event_bus.gd (or EventBus.cs), then register it in Project → Project Settings → Autoload with the name EventBus.
autoloads/event_bus.gd)extends Node
## Emitted when the player character has died.
signal player_died
## Emitted whenever the score changes.
signal score_changed(new_score: int)
## Emitted when a level finishes successfully.
signal level_completed(level_id: int)
## Emitted when the player picks up a collectible.
signal item_collected(item_name: String)
## Emitted when the player's health changes.
signal health_changed(current: int, maximum: int)
Autoloads/EventBus.cs)using Godot;
/// <summary>
/// Global signal hub. Register as an autoload named "EventBus".
/// </summary>
public partial class EventBus : Node
{
/// <summary>Emitted when the player character has died.</summary>
[Signal] public delegate void PlayerDiedEventHandler();
/// <summary>Emitted whenever the score changes.</summary>
[Signal] public delegate void ScoreChangedEventHandler(int newScore);
/// <summary>Emitted when a level finishes successfully.</summary>
[Signal] public delegate void LevelCompletedEventHandler(int levelId);
/// <summary>Emitted when the player picks up a collectible.</summary>
[Signal] public ();
[] ;
}
Consumers connect in _ready(). In C#, always disconnect in _ExitTree() to avoid dangling delegates and memory leaks.
extends CanvasLayer
# GDScript connections are reference-counted and cleaned up automatically
# when the node is freed, but explicit disconnection is still good practice
# for long-lived nodes that reconnect frequently.
func _ready() -> void:
EventBus.player_died.connect(_on_player_died)
EventBus.score_changed.connect(_on_score_changed)
EventBus.health_changed.connect(_on_health_changed)
func _exit_tree() -> void:
EventBus.player_died.disconnect(_on_player_died)
EventBus.score_changed.disconnect(_on_score_changed)
EventBus.health_changed.disconnect(_on_health_changed)
func _on_player_died() -> void:
$DeathScreen.show()
func _on_score_changed(new_score: int) -> void:
$ScoreLabel.text = "Score: %d" % new_score
func _on_health_changed(current: int, maximum: int) -> void:
$HealthBar.value = float(current) / float(maximum) * 100.0
using Godot;
public partial class HudLayer : CanvasLayer
{
private EventBus _eventBus;
public override void _Ready()
{
_eventBus = GetNode<EventBus>("/root/EventBus");
// Connect using strongly-typed delegate handlers
_eventBus.PlayerDied += OnPlayerDied;
_eventBus.ScoreChanged += OnScoreChanged;
_eventBus.HealthChanged += OnHealthChanged;
}
// IMPORTANT: Always disconnect in _ExitTree() in C#.
// C# delegates are not automatically cleaned up when a node is freed.
// Failing to disconnect causes the EventBus to hold a reference to the
// freed node, leading to memory leaks and InvalidOperationExceptions.
public override void _ExitTree()
{
_eventBus.PlayerDied -= OnPlayerDied;
_eventBus.ScoreChanged -= OnScoreChanged;
_eventBus.HealthChanged -= OnHealthChanged;
}
private void OnPlayerDied()
{
GetNode<Control>("DeathScreen").Show();
}
private void OnScoreChanged(int newScore)
{
GetNode<Label>("ScoreLabel").Text = $"Score: {newScore}";
}
private void OnHealthChanged(int current, int maximum)
{
GetNode<ProgressBar>("HealthBar").Value = (double)current / maximum * ;
}
}
Producers call EventBus.<signal_name>.emit(...) (GDScript) or EmitSignal(SignalName.*) (C#). The producer does not know which nodes are listening.
extends CharacterBody2D
@export var max_health: int = 100
var current_health: int = max_health
var score: int = 0
func take_damage(amount: int) -> void:
current_health = clampi(current_health - amount, 0, max_health)
EventBus.health_changed.emit(current_health, max_health)
if current_health == 0:
EventBus.player_died.emit()
func add_score(points: int) -> void:
score += points
EventBus.score_changed.emit(score)
func collect_item(item_name: String) -> void:
EventBus.item_collected.emit(item_name)
func complete_level(level_id: int) -> void:
EventBus.level_completed.emit(level_id)
using Godot;
public partial class Player : CharacterBody2D
{
[Export] public int MaxHealth { get; set; } = 100;
private int _currentHealth;
private int _score;
private EventBus _eventBus;
public override void _Ready()
{
_currentHealth = MaxHealth;
_eventBus = GetNode<EventBus>("/root/EventBus");
}
public void TakeDamage(int amount)
{
_currentHealth = Mathf.Clamp(_currentHealth - amount, 0, MaxHealth);
_eventBus.EmitSignal(EventBus.SignalName.HealthChanged, _currentHealth, MaxHealth);
if (_currentHealth == 0)
_eventBus.EmitSignal(EventBus.SignalName.PlayerDied);
}
public void AddScore(int points)
{
_score += points;
_eventBus.EmitSignal(EventBus.SignalName.ScoreChanged, _score);
}
public void CollectItem(string itemName)
{
_eventBus.EmitSignal(EventBus.SignalName.ItemCollected, itemName);
}
public void CompleteLevel( levelId)
{
_eventBus.EmitSignal(EventBus.SignalName.LevelCompleted, levelId);
}
}
Type every signal parameter. An untyped bus degrades into "what shape is this payload?" archaeology at every call site, and typos in parameter counts only surface at runtime. For anything richer than two or three primitives, pass a small Resource or a class_name'd data object rather than growing the parameter list.
Typed signal declarations, payload-object patterns, and the C# [Signal] delegate equivalents: references/typed-signals.md
Four recurring failures: routing everything through the bus when a parent could just reach its own child (over-decoupling); handlers whose side effects emit further signals, so tracing one event means reading every handler; circular chains, where a listener re-emits the signal it just received and loops forever; and connecting without disconnecting in C#, which leaks the handler for the bus's lifetime.
Each anti-pattern with the failing code, why it hurts, and the fix, in GDScript and C#: references/anti-patterns.md
Use GUT to verify both producer-side emission (watch_signals(event_bus) then assert_signal_emitted_with_parameters(...)) and consumer-side reactions (emit on the bus, then assert on the consumer's state). Always test against the real autoload EventBus retrieved via get_tree().root.get_node("EventBus"), not a fresh instance.
See references/testing.md for full producer-side and consumer-side test files plus a GUT-helper reference table.
EventBus autoload is registered in Project → Project Settings → Autoloadsignal foo(bar: int)) — no untyped signals_ready() and disconnects in _exit_tree() (mandatory in C#)EventBus, not by calling consumer methods directlyResource subclass, not a raw Dictionary_ExitTree() before merging