文档生成
- 作者仓库星标 29
- 作者更新于 实时读取
- 作者仓库 cocos-creator-dev-skill
- 领域
- 写作
- 兼容 Agent
-
- Claude Code
- Cursor
- Cline
- Codex
- Windsurf
- Gemini CLI
- +20
- 信任分
- 88 / 100 · 社区维护
- 作者 / 版本 / 许可
- @Dailiduzhou · 未声明 license
- Token 消耗评级
- 低消耗
- 接入复杂程度
- 需简单配置
- 是否需要外部 API Key
- 不需要
- 兼容的系统
- macOS · Linux · Windows
- 底层运行要求
- Node.js
- 文件与系统权限
-
- 只读
- 允许写入 / 修改
- Shell 执行
- 网络行为
- 仅限本地
- 安装命令数
- 26 条
档案由构建时根据 SKILL.md 与安装命令自动衍生,可能与作者实际意图存在差异。
需要注意: 未限定 allowed-tools,默认拥有全部工具权限。
---
name: cocos-creator-dev
description: Comprehensive Cocos Creator 3.x development guide covering TypeScript scripting, component syste…
category: 写作
runtime: Node.js
---
# cocos-creator-dev 输出预览
## PART A: 任务判断
- 适用问题:文章、文案、发言稿、润色或结构化表达。
- 输入要求:目标材料、限制条件、期望输出和验收方式。
- 证据边界:围绕“Quick Start / Basic Component Template / Common Operations”读取原文规则,不把推断写成作者承诺。
## PART B: 执行结果
- **01** 任务判断:确认你的需求是否属于文章、文案、发言稿、润色或结构化表达,并标出输入、限制和预期结果。
- **02** 执行计划:优先按“Quick Start / Basic Component Template / Common Operations”拆成步骤,说明每一步会读取什么、修改什么、产出什么。
- **03** 交付结果:给出可复制的命令、文件改动、检查清单或内容草稿,并说明如何继续迭代。
- **04** 风险边界:结合 读取文件、写入/修改文件、执行终端命令、主要在本地完成、通常不需要额外 API Key 给出执行前确认项。
## Running Rules
- 读取文件、写入/修改文件、执行终端命令;主要在本地完成;通常不需要额外 API Key。
- 先小样例验证,再放大到真实任务。
- 交付时同时给结果、检查口径和下一步迭代建议。 原文没有稳定的斜杠命令要求。安装验证后通常全局生效,直接在对话里点名这个 Skill 并描述任务即可。
告诉 Agent 目标文件或材料、期望结果、不可改范围、是否允许联网或执行命令。本 Skill 的权限画像是:读取文件、写入/修改文件、执行终端命令。
先用一个小任务确认它会围绕“Quick Start / Basic Component Template / Common Operations”工作;涉及文件或命令时,先看 diff、日志、预览或测试结果。
检查最终产物是否包含明确结果、必要证据和下一步动作;如果输出泛泛而谈,就补充输入、边界和验收标准后重跑。
---
name: cocos-creator-dev
description: Comprehensive Cocos Creator 3.x development guide covering TypeScript scripting, component syste…
category: 写作
source: Dailiduzhou/cocos-creator-dev-skill
---
# cocos-creator-dev
## 什么时候使用
- cocos-creator-dev 是写作方向的技能,帮你打磨文章、稿子、内容表达 适合处理文章、文案、润色、翻译、总结和结构化表达,核心价值是把输入、判断、执行、验证和交付边界固定下来,避免 Agent 泛泛回答。 把任务拆成可执行…
- 面向文章、文案、发言稿、润色或结构化表达,优先处理能明确输入、步骤和验收标准的工作。
## 需要提供什么
- 目标材料、目录范围、期望结果和不可改动内容。
- 是否允许联网、执行命令、读写文件或调用外部服务。
## 执行规则
- 围绕「Quick Start / Basic Component Template / Common Operations」组织步骤,不把推断写成作者事实。
- 读取文件、写入/修改文件、执行终端命令;主要在本地完成;通常不需要额外 API Key。
- 先跑小样例,确认结果可检查后再扩大任务范围。
## 输出要求
- 给出最终产物、关键证据、验证方式和下一步动作。
- 信息不足时标记 unknown,不编造命令、平台或依赖。 作者原文负责流程事实;仓库文件负责来源和命令;流狐只补充适用场景、限制和质量判断。
skill "cocos-creator-dev" {
输入层 -> 用户目标 + 目标文件 + 禁止范围 + 验收标准
上下文层 -> Quick Start / Basic Component Template / Common Operations
规则层 -> SKILL.md 触发条件 / 执行顺序 / 输出格式
运行层 -> Node.js | 读取文件、写入/修改文件、执行终端命令 | 主要在本地完成
安全层 -> 通常不需要额外 API Key + 小任务验证 + diff / 日志复核
输出层 -> 可复制结果 + 检查清单 + 下一步迭代
} Cocos Creator 3.x Development Guide
Guide for Cocos Creator 3.x game development using TypeScript.
Quick Start
Basic Component Template
import { _decorator, Component, Node } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('MyComponent')
export class MyComponent extends Component {
@property(Node)
targetNode: Node = null;
@property
speed: number = 10;
onLoad() {
// Initialization
}
start() {
// First frame update
}
update(deltaTime: number) {
// Per-frame update
}
}
Common Operations
Add component dynamically:
this.node.addComponent(MyComponent);
Get component:
const comp = this.node.getComponent(MyComponent);
Load scene:
director.loadScene('SceneName');
Load resource:
resources.load('textures/sprite', SpriteFrame, (err, asset) => {
this.node.getComponent(Sprite).spriteFrame = asset;
});
Reference Documentation
For detailed information on specific topics, consult these reference files:
- Script Basics: references/script-basics.md - TypeScript setup, decorators, class definitions, property declarations
- Component System: references/component-system.md - Lifecycle methods, component management, execution order
- Node & Hierarchy: references/node-hierarchy.md - Node creation, traversal, transformations, coordinate systems
- Scene Management: references/scene-management.md - Scene loading, persist nodes, preloading
- Resource Management: references/resource-management.md - Asset loading, releasing, Asset Bundles, memory management
- Event System: references/event-system.md - Input handling, custom events, node events
Development Guidelines
Version Check
Always confirm the user is working with Cocos Creator 3.x, not 2.x. APIs and workflows differ significantly.
Code Style
- Use TypeScript exclusively (JavaScript not supported in 3.x)
- Follow decorator pattern:
@ccclass,@property - Use type annotations for all properties
- Prefer
this.nodefor current node access
Performance Best Practices
- Release unused resources with
assetManager.releaseAsset() - Use object pooling for frequently created/destroyed nodes
- Cache component references instead of repeated
getComponent()calls - Use
scheduleOnceinstead of timers for one-time delays
Common Pitfalls
- Lifecycle order:
onLoad→start→update. Don't access other components inonLoadif they might not be ready. - Resource leaks: Always release dynamically loaded assets
- Node activation: Check
node.activebefore accessing components - Scene switching: Use persist nodes for data that needs to survive scene changes
Key APIs Reference
Node Operations
this.node- Current nodethis.node.parent- Parent nodethis.node.children- Child nodes arraythis.node.addChild(child)- Add child nodethis.node.removeFromParent()- Remove from parentthis.node.destroy()- Destroy nodethis.node.setPosition(x, y, z)- Set positionthis.node.setRotation(x, y, z)- Set rotationthis.node.setScale(x, y, z)- Set scale
Component Operations
this.node.addComponent(T)- Add componentthis.node.getComponent(T)- Get componentthis.getComponentInChildren(T)- Get component in childrenthis.getComponentsInChildren(T)- Get all components in children
Scene Operations
director.loadScene(name)- Load scenedirector.preloadScene(name)- Preload scenedirector.getScene()- Get current scenegame.addPersistRoot(node)- Add persist nodegame.removePersistRoot(node)- Remove persist node
Resource Operations
resources.load(path, type, callback)- Load resourceassetManager.loadRemote(url, type, callback)- Load remote resourceassetManager.releaseAsset(asset)- Release resourceresources.loadDir(path, type, callback)- Load directory
Event Operations
this.node.on(type, callback, target)- Register eventthis.node.off(type, callback, target)- Unregister eventthis.node.emit(type, detail)- Emit eventinput.on(type, callback, target)- Register input event
External Resources
- Official Manual: https://docs.cocos.com/creator/3.8/manual/zh/
- API Reference: https://docs.cocos.com/creator/3.8/api/zh/
- Example Projects: https://github.com/cocos/cocos-example-projects
Troubleshooting
Component Not Found
- Verify component is attached in editor
- Check node is active:
if (this.node.active) - Use
getComponentInChildren()for nested components
Scene Not Loading
- Check scene name in Build Settings
- Verify scene is added to build
- Use
preloadScene()for large scenes
Memory Leaks
- Release assets after use
- Destroy unused nodes
- Remove event listeners in
onDestroy - Use Asset Bundles for modular loading
Performance Issues
- Profile with Chrome DevTools
- Reduce draw calls with batching
- Use object pooling
- Optimize sprite atlases
- Check script execution time in updates
When to Read References
Read specific reference files when:
- script-basics.md: Creating new components, defining properties, configuring TypeScript
- component-system.md: Implementing lifecycle callbacks, managing component dependencies
- node-hierarchy.md: Creating/destroying nodes, building scene hierarchy, coordinate transformations
- scene-management.md: Loading scenes, passing data between scenes, managing game flow
- resource-management.md: Loading assets, managing memory, using Asset Bundles
- event-system.md: Handling user input, implementing custom events, component communication
Decision Guide
Multiple valid approaches? Use high freedom - provide options and let context guide choice.
Standard pattern exists? Use medium freedom - provide template code with parameters.
Error-prone operation? Use low freedom - provide specific, validated code pattern.
先判断是否适合
作者设计意图
作者的方法与取舍
边界和复核