一键导入
cocos-skills
Cocos Creator 命令行自动化工具。支持场景管理、资源操作、节点创建、组件绑定、属性设置等常用开发流程。从dev/cocos-skills-main整合的Cocos Creator CLI自动化工具,提供HTTP-based编辑器控制和程序化开发支持。
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。
菜单
Cocos Creator 命令行自动化工具。支持场景管理、资源操作、节点创建、组件绑定、属性设置等常用开发流程。从dev/cocos-skills-main整合的Cocos Creator CLI自动化工具,提供HTTP-based编辑器控制和程序化开发支持。
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
| name | cocos-skills |
| description | Cocos Creator 命令行自动化工具。支持场景管理、资源操作、节点创建、组件绑定、属性设置等常用开发流程。从dev/cocos-skills-main整合的Cocos Creator CLI自动化工具,提供HTTP-based编辑器控制和程序化开发支持。 |
Cocos Creator 命令行自动化工具,用于快速完成游戏开发中的重复性操作。
# 检查服务状态
cocos-skills health
# 查看所有命令
cocos-skills scene -h
打开场景 → 查询节点树 → 修改节点/组件 → 保存场景
# 1. 打开场景
cocos-skills scene open-scene db://assets/scenes/Main.scene
# 2. 查询节点树(获取 UUID)
cocos-skills scene query-node-tree minimal
# 3. 修改操作
# - 创建节点、添加组件、设置属性
# 4. 保存场景
cocos-skills scene save-scene
导入资源 → 创建预制体 → 绑定组件引用
# 1. 创建资源
cocos-skills asset-db create-asset db://assets/config.json
# 2. 创建预制体
cocos-skills prefab create-prefab db://assets/prefabs/Player.prefab
# 3. 绑定组件引用
cocos-skills component bind-component
添加组件 → 设置属性 → 绑定事件 → 测试组件
# 1. 添加组件到节点
cocos-skills component add-component <node-uuid> <component-type>
# 2. 设置组件属性
cocos-skills property set-property <node-uuid> <component-uuid> <property-name> <value>
# 3. 绑定事件
cocos-skills event bind-event <node-uuid> <event-type> <callback>
# 批量创建节点
cocos-skills node create-batch '[{"name":"Node1"},{"name":"Node2"}]'
# 批量设置属性
cocos-skills property set-batch <node-uuid> '{"x":100,"y":200}'
# 批量保存场景
cocos-skills scene save-all-scenes
# 使用节点模板
cocos-skills template create-node-from-template <template-name> <parent-uuid>
# 创建自定义模板
cocos-skills template create-template <template-name> <template-data>
# 执行自动化脚本
cocos-skills script execute <script-file>
# 脚本验证
cocos-skills script validate <script-file>
# 脚本调试
cocos-skills script debug <script-file>
# 启用调试模式
cocos-skills --debug
# 查看详细日志
cocos-skills --verbose
# 检查系统状态
cocos-skills health --detailed
// 创建自定义命令
export class CustomCommand {
execute(params: string[]): Promise<void> {
// 自定义命令逻辑
}
}
版本: 1.0.0 最后更新: 2026-03-10 集成: Claude Code Game Studios
Define the sensory identity of a game — how it looks, sounds, and feels in service of the vision and pillars. The bridge between design intent and sensory execution. Use this skill when: (1) establishing the visual, audio, and tactile identity for a new project, (2) a game "feels wrong" and the sensory layer may be misaligned with mechanics or vision, (3) pillar changes require aesthetic re-evaluation (bidirectional with Skill 2), (4) defining art direction or audio direction pillars, (5) establishing game feel targets (juice, responsiveness, weight), (6) ensuring sensory coherence across all elements, (7) defining component aesthetics for tabletop (table presence, material quality). Co-equal with Design Pillars (Skill 2) at Tier 2. Medium-agnostic.
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
Game industry competitive analysis framework for product managers. Provides structured methodologies for analyzing competing games, studios, and market positioning. Use when: (1) mapping the competitive landscape for a game genre or product, (2) building feature comparison matrices across competing titles, (3) analyzing positioning, monetization, or UA strategy differences, (4) conducting win/loss analysis on player acquisition and churn, (5) identifying market trends, genre shifts, and platform changes, (6) creating competitive intelligence briefs with web research. Triggers: "competitive analysis", "competitor research", "竞品分析", "竞争对手", "竞品调研", "市场分析", "competitor comparison", "market positioning", "feature matrix", "win loss analysis", "genre analysis", "品类分析", "竞品报告", "市场调研", "对标分析"
Define the fundamental action cycle — what the player does repeatedly and why it stays engaging. The heartbeat of the game. Use this skill when: (1) translating pillars and experience targets into a concrete gameplay cycle, (2) diagnosing why a game feels repetitive or disengaging, (3) designing nested loop structures (moment-to-moment, session, meta/campaign), (4) identifying attrition risk points where players disengage, (5) evaluating whether a proposed mechanic serves the core loop or fragments it, (6) designing how the loop evolves over time to sustain long-term engagement. Medium-agnostic — works for digital, tabletop, and hybrid games.
Meta-skill that wraps the Game Design Skill Suite (21 skills, 8 tiers). Manages change propagation, coherence checking, priority arbitration, and adaptive flow between game design skills. Use this skill when: (1) starting a new game design project and determining which skills to activate, (2) a design change in one area may affect other areas, (3) checking whether all design elements are still aligned with vision and pillars, (4) resolving conflicts between competing design demands, (5) re-entering the design process after a playtest or discovery invalidates assumptions, (6) the designer wants to start from a non-standard entry point (e.g., starting from a mechanic idea rather than vision).
Track what changed, why it changed, and what the result was. Prevent circular design and build institutional memory. Use this skill when: (1) logging design decisions with rationale and supporting data, (2) detecting when a proposed change moves back toward a previously rejected state, (3) tracking the impact chain of changes across systems, (4) maintaining version history of key design parameters, (5) building a searchable history of design evolution, (6) onboarding new team members who need to understand why things are the way they are. Medium-agnostic — works for digital, tabletop, and hybrid games.