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omg-cocos-playable-animation-core
FlyingAnimation and FlyingAnimationController with object pool integration for Cocos Creator playable ads
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。
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FlyingAnimation and FlyingAnimationController with object pool integration for Cocos Creator playable ads
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。
基于 SOC 职业分类
Unity engine adapter: .asmdef graph, Roslyn class diagrams with Unity stereotypes (MonoBehaviour, ScriptableObject, DOTS), UPM package deps, and C4 architecture views
Cocos Creator 3.8.7 playable-ad parameter discovery + implementation. Scans project config files (constant.ts, *Config.ts) AND all Canvas UI nodes via MCP, reads scene values for defaults, wires bindings, auto-assigns. Modes: --quick, --standard, --deep, --exhaustive, --auto.
Compare CK updates against GameKit baseline, suggest which changes to incorporate.
Answer technical questions with context-aware skill activation. Use for 'how does X work', 'what is the best way to', 'explain this pattern' queries.
Check context usage limits, monitor time remaining, optimize token consumption, debug context failures. Use when asking about context window, token budget, or agent context sizing.
Implement features end-to-end: plan, code, test, review via registry agents. Use for 'implement X', 'build Y feature', 'add Z functionality'. Handles full workflow.
| name | omg-cocos-playable-animation-core |
| description | FlyingAnimation and FlyingAnimationController with object pool integration for Cocos Creator playable ads |
This skill was ported from upstream reference material. Interpret command names, paths, and agent-routing guidance as Codex/Oh My Game Kit equivalents. Prefer active Codex tools and local project instructions over Codex-specific mechanics when they conflict.
Pooled particle-like animation system built on Cocos tween(). FlyingAnimation is the per-node Component; FlyingAnimationController is the scene singleton that manages spawning and pooling. See also: omg-cocos-playable-signalbus.
Import paths:
db://assets/PLAGameFoundation/animations/FlyingAnimationdb://assets/PLAGameFoundation/animations/FlyingAnimationControllerTween.stopAllByTarget(node) before replaying on a pooled node — old tweens persist after recycle.autoDestroy = true when using the controller — controller handles pooling; autoDestroy must stay false.targetNode for a non-target animation type — ignored silently; check enum group.UIOpacity component on prefab — FlyingAnimation.onLoad auto-adds it, but only after the node is active in the scene.