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/UitbreidenOS/UitKit --skill godot-gdscript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。
正在显示 SKILL.md
Guidelines and instructions for Agent execution state rollback rules
Guidelines and instructions for Agent execution step counters limits
Guidelines and instructions for Agent execution timeout limits setups
基于 SOC 职业分类
| name | godot-gdscript |
| description | Godot game development — GDScript/C# patterns, scene system, signals, and Godot 4 best practices |
| allowed-tools | ["Read","Write","Bash","Grep"] |
| effort | medium |
PackedScene.instantiate().@onready for cached nodes. _ready() for init. _process() for per-frame, _physics_process() for fixed-rate.signal health_changed(new_value). Connect in editor or code. Use await for signal sequences.@export var speed: float = 200.0 for editor-editable. @export_range, @export_enum for constraints.TransitionTo("running") pattern. Consider LimboHSM plugin for complex FSMs.@onready var pool: Array. Avoid _process on inactive objects. Use call_deferred for expensive ops.Export Debug to catch issues. Test on target hardware regularly.# Character controller with state machine
extends CharacterBody2D
@export var speed: float = 200.0
@export var jump_force: float = -400.0
@export var gravity: float = 980.0
@onready var anim_player: AnimationPlayer = $AnimationPlayer
signal state_changed(new_state: String)
func _physics_process(delta: float) -> void:
# Apply gravity
if not is_on_floor():
velocity.y += gravity * delta
# Handle jump
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_force
# Horizontal movement
var direction = Input.get_axis("move_left", "move_right")
velocity.x = direction * speed
move_and_slide()