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Agent Skill · 研究检索

data-manager(数据管理器)

用于辅助数据整理、表格处理、CSV/Excel 分析、指标计算和图表准备。它适合让 Agent 清洗字段、汇总数据、发现异常、生成统计口径或把分析结果转成可读说明。使用时需要确认数据来源、字段含义和时间范围,避免把样本数据当全量事实;涉及敏感数据、导出文件或批量写回时,应先确认权限和脱敏边界。

data-manager 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 43,896。

总安装 954周安装 41GitHub Stars 39,510下载 335核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:data-manager(数据管理器)
来源仓库:https://github.com/phaserjs/phaser
仓库路径:skills/data-manager
安装命令:
npx skills add https://github.com/phaserjs/phaser --skill data-manager
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/phaserjs/phaser --skill data-manager

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

Phaser 游戏引擎中的键值存储系统,支持 GameObject、Scene 和全局三级数据管理。每次数据变更都会触发事件,实现游戏系统间的松耦合通信。可通过 setData/getData 为精灵附加状态,或在场景间共享配置参数。注意避免频繁读写造成 GC 压力,大对象建议序列化后存储。

data-manager 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/data-manager

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/phaserjs/phaser --skill data-manager;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

data-manager 怎么安装?

在终端执行 npx skills add https://github.com/phaserjs/phaser --skill data-manager。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

data-manager 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

data-manager 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

data-manager 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

data-manager 用的人多吗?

公开数据是累计安装 954 次,近一周安装 41 次,下载 335 次,GitHub 39,510 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

data-manager 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 来源仓库有 39,510 星,维护活跃度相对可查。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 只想先试试效果、不希望它改动本地文件的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
data-manager

数据管理器 · 本页

95439,510只读未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

DataManager

Phaser's DataManager provides key-value storage with event-driven change tracking. It operates at three levels: per-GameObject (sprite.setData/getData), per-Scene (this.data), and global (this.registry). Every set/change/remove operation emits events, enabling reactive data binding between game systems without tight coupling.

Key source paths: src/data/DataManager.js, src/data/DataManagerPlugin.js, src/data/events/, src/gameobjects/GameObject.js (setData/getData/incData/toggleData) Related skills:../scenes/SKILL.md,../events-system/SKILL.md

Quick Start

// Per-GameObject data (auto-creates DataManager on first use)
const gem = this.add.sprite(100, 100, 'gem');
gem.setData('value', 50);
gem.setData({ color: 'red', level: 2 });
gem.getData('value');            // 50
gem.getData(['value', 'color']); // [50, 'red']

// Increment / toggle helpers
gem.incData('value', 10);       // value is now 60
gem.incData('value', -5);       // value is now 55 (negative to decrement)
gem.toggleData('active');        // false -> true (starts from false if unset)

// Scene-level data (this.data is a DataManagerPlugin)
this.data.set('score', 0);
this.data.get('score');          // 0
this.data.values.score += 100;   // triggers changedata event

// Global registry (shared across ALL scenes)
this.registry.set('highScore', 9999);
// Any scene can read it:
this.registry.get('highScore');  // 9999

Core Concepts

DataManager (Phaser.Data.DataManager)

The base class that stores key-value pairs in an internal list object. It provides:

  • set(key, value) -- stores a value; emits setdata (new key) or changedata + changedata-{key} (existing key). Accepts an object to set multiple keys at once.
  • get(key) -- retrieves a value, or pass an array of keys to get an array of values.
  • inc(key, amount) -- increments a numeric value (defaults to +1). Creates from 0 if key does not exist.
  • toggle(key) -- flips a boolean value. Creates from false if key does not exist.
  • remove(key) -- deletes a key; emits removedata. Accepts an array of keys.
  • has(key) -- returns true if the key exists.
  • getAll() -- returns a shallow copy of all key-value pairs as a plain object.
  • query(regex) -- returns all entries whose keys match the given RegExp.
  • each(callback, context,...args) -- iterates all entries. Callback signature: (parent, key, value,...args).
  • merge(data, overwrite) -- bulk-imports from an object. overwrite defaults to true; set false to skip existing keys.
  • pop(key) -- retrieves and deletes a key in one call; emits removedata.
  • reset() -- clears all data and unfreezes.
  • freeze / setFreeze(bool) -- when frozen, all set/remove/inc/toggle operations silently no-op.
  • count -- read-only property returning the number of stored entries.

The values proxy object allows direct property access with event emission:

// After set('gold', 100), you can do:
data.values.gold += 50; // emits changedata and changedata-gold
// But you MUST use set() to create a key first -- direct assignment
// to values for a new key will NOT set up the event proxy.

Scene Data Plugin (Phaser.Data.DataManagerPlugin)

Extends DataManager. Registered as the data scene plugin, accessible as this.data in any Scene. It uses the Scene's event emitter (scene.sys.events), so data events fire on the Scene's event bus.

// In a Scene's create():
this.data.set('lives', 3);

// Listen on the scene's event emitter
this.events.on('changedata-lives', (scene, value, previousValue) => {
    console.log('Lives changed from', previousValue, 'to', value);
});

The plugin auto-cleans on scene shutdown (removes its shutdown listener) and fully destroys on scene destroy.

Registry (Global Data Store)

The registry is a plain DataManager instance on the Game object (game.registry). It has its own dedicated EventEmitter (not shared with any scene). Every scene gets a reference as this.registry via the injection map.

// Scene A sets global data
this.registry.set('currentLevel', 1);

// Scene B reads it
const level = this.registry.get('currentLevel');

// Listen for registry changes (note: events fire on registry.events, NOT this.events)
this.registry.events.on('changedata-currentLevel', (game, value, previousValue) => {
    console.log('Level changed to', value);
});

The registry persists for the lifetime of the Game. It is never automatically cleared on scene restart or shutdown.

Per-GameObject Data

GameObjects do NOT have a DataManager by default. It is created lazily on first call to setData(), getData(), incData(), or toggleData(). You can also explicitly call setDataEnabled().

The DataManager's event emitter is the GameObject itself (which extends EventEmitter), so data events fire directly on the GameObject:

const player = this.add.sprite(0, 0, 'player');
player.setData('hp', 100);

// Listen directly on the game object
player.on('changedata-hp', (gameObject, value, previousValue) => {
    if (value <= 0) {
        gameObject.destroy();
    }
});

Common Patterns

Setting and Getting Data

// Single key
sprite.setData('speed', 200);
sprite.getData('speed'); // 200

// Multiple keys at once (object form)
sprite.setData({ speed: 200, direction: 'left', hp: 100 });

// Batch get with destructuring
const [speed, hp] = sprite.getData(['speed', 'hp']);

// Direct values access (read and write after initial set)
sprite.data.values.speed = 300; // emits changedata event
const s = sprite.data.values.speed; // 300

Listening for Changes

// Listen for ANY data change on a game object
sprite.on('changedata', (gameObject, key, value, previousValue) => {
    console.log(key, 'changed to', value);
});

// Listen for a SPECIFIC key change (preferred -- more efficient)
sprite.on('changedata-hp', (gameObject, value, previousValue) => {
    this.hpBar.setValue(value);
});

// Listen for new data being set (first time only)
sprite.on('setdata', (gameObject, key, value) => {
    console.log('New data key:', key);
});

// Listen for data removal
sprite.on('removedata', (gameObject, key, value) => {
    console.log('Removed:', key, 'was', value);
});

Global Registry for Cross-Scene State

// HUD scene watches for score changes set by the Game scene
// In HUDScene.create():
this.registry.events.on('changedata-score', (game, value) => {
    this.scoreText.setText('Score: ' + value);
});
this.events.once('shutdown', () => {
    this.registry.events.off('changedata-score');
});

// In GameScene.update():
this.registry.set('score', this.score);

Complex Data and Objects

// You can store any value type: numbers, strings, booleans, objects, arrays
sprite.setData('inventory', ['sword', 'shield']);
sprite.setData('stats', { str: 10, dex: 8, int: 12 });

// CAUTION: mutating a stored object/array does NOT trigger changedata
const inv = sprite.getData('inventory');
inv.push('potion');
// No event fired! The reference didn't change.

// To trigger the event, re-set the key:
sprite.setData('inventory', [...inv]); // new array reference triggers changedata

Merging Data

// Merge defaults -- only sets keys that don't already exist
sprite.data.merge({ hp: 100, speed: 200, armor: 0 }, false);

// Merge and overwrite existing values
sprite.data.merge(savedState, true);

Querying Data by Pattern

// Find all keys matching a regex
this.data.set('enemy_1_hp', 50);
this.data.set('enemy_2_hp', 80);
this.data.set('player_hp', 100);

const enemyData = this.data.query(/^enemy_/);
// { enemy_1_hp: 50, enemy_2_hp: 80 }

Freezing Data

// Prevent all modifications (set, remove, inc, toggle all become no-ops)
sprite.data.freeze = true;
sprite.setData('hp', 0); // silently ignored
sprite.data.freeze = false;
sprite.setData('hp', 0); // works again

// Also available as a chainable method
sprite.data.setFreeze(true);

Data Persistence Pattern

// Save to localStorage
function saveGame(scene) {
    const state = scene.data.getAll();
    localStorage.setItem('saveData', JSON.stringify(state));
}

// Restore from localStorage
function loadGame(scene) {
    const raw = localStorage.getItem('saveData');
    if (raw) {
        scene.data.merge(JSON.parse(raw), true);
    }
}

Events

All data events are defined in Phaser.Data.Events. The emitter depends on context: for GameObjects it is the GameObject itself; for scene data it is scene.sys.events; for the registry it is registry.events.

ConstantStringFired WhenCallback Args
SET_DATA'setdata'A new key is created(parent, key, value)
CHANGE_DATA'changedata'An existing key's value changes(parent, key, value, previousValue)
CHANGE_DATA_KEY'changedata-'Specific key changes (append key name)(parent, value, previousValue)
REMOVE_DATA'removedata'A key is removed(parent, key, value)
DESTROY'destroy'DataManager's parent is destroyed(none)

The parent argument is the owner of the DataManager (the GameObject, Scene, or Game instance).

Note: CHANGE_DATA_KEY is a prefix. The actual event string is 'changedata-' + the key name. For example, setting a key called score emits 'changedata-score'.

API Quick Reference

GameObject Convenience Methods

MethodReturnsDescription
setDataEnabled()thisExplicitly creates the DataManager (normally auto-created)
setData(key, value)thisSet one key or pass an object for multiple
getData(key)*Get one value or pass an array for multiple
incData(key, amount?)thisIncrement numeric value (default +1, negative to decrement)
toggleData(key)thisToggle boolean value

DataManager Methods

MethodReturnsDescription
set(key, value)thisSet single key or object of key-value pairs
get(key)*Get value(s) -- string or array of strings
getAll()objectShallow copy of all entries
query(regex)objectAll entries with keys matching the RegExp
each(cb, ctx,...args)thisIterate all entries
merge(data, overwrite?)thisBulk import; overwrite defaults to true
remove(key)thisDelete key(s) -- string or array
pop(key)*Get and delete in one call
has(key)booleanCheck if key exists
inc(key, amount?)thisIncrement (default +1)
toggle(key)thisToggle boolean
setFreeze(bool)thisFreeze/unfreeze modifications
reset()thisClear all data and unfreeze
countnumberRead-only entry count
freezebooleanGet/set frozen state
valuesobjectProxy object for direct property access

get() vs values -- Copies vs Live References

Understanding the difference between get() and values is critical for correct data updates:

// get() returns a copy for primitives -- modifying the local variable does NOT update the DataManager
let score = this.data.get('score');
score += 10;  // local copy only, DataManager still has the old value

// values provides a live proxy -- assignment triggers CHANGE_DATA event
this.data.values.score += 10;  // updates the DataManager AND emits changedata-score

// For objects, get() returns the stored reference (not a deep copy)
const stats = this.data.get('stats');
stats.hp -= 10; // mutates the stored object but does NOT trigger events
this.data.set('stats', { ...stats }); // re-set with new reference to trigger event

Event Emitter Routing

Data events emit on different targets depending on where the DataManager lives:

DataManager OwnerEvents Emit OnExample Listener
GameObjectThe GameObject itselfsprite.on('changedata-hp',...)
Scene (this.data)Scene event bus (this.events)this.events.on('changedata-score',...)
Registry (this.registry)Registry's own emitterthis.registry.events.on('changedata-score',...)

The key-specific event 'changedata-{key}' fires only for that exact key, while the generic 'changedata' fires for every key change. Always prefer key-specific listeners for performance.

Gotchas

Keys Are Case-Sensitive

'gold' and 'Gold' are two different keys. Be consistent with naming conventions.

values Proxy Requires set() First

You must call set(key, value) to create a key before modifying it via data.values.key. Direct assignment to values for a brand-new key will NOT create the event proxy -- it creates a plain property that emits no events.

Object/Array Mutation Does Not Trigger Events

Mutating a stored object or array in place does not emit changedata because the reference has not changed. You must re-set the key with a new reference to trigger the event.

Registry Listeners Persist Across Scene Restarts

The registry lives on the Game object. Listeners added to this.registry.events are NOT cleaned up when a scene restarts. Always remove them on SHUTDOWN:

create() {
    const handler = (game, value) => { this.updateHUD(value); };
    this.registry.events.on('changedata-score', handler);
    this.events.once('shutdown', () => {
        this.registry.events.off('changedata-score', handler);
    });
}

Frozen DataManagers Fail Silently

When freeze is true, all write operations (set, remove, inc, toggle, pop, merge) silently do nothing. No error is thrown and no event is emitted. This can be confusing if you forget you froze the data.

Scene Data Plugin Shutdown vs Destroy

The DataManagerPlugin removes its shutdown listener on shutdown but does NOT clear data on shutdown. Data persists if the scene restarts. It only fully resets on scene destroy. If you need a clean slate on restart, manually reset in a shutdown listener:

this.events.once('shutdown', () => {
    this.data.reset();
});

inc() on Non-Numeric Values

inc() uses the + operator internally. On strings it concatenates rather than adds numerically. On booleans, they coerce to 0 or 1 before incrementing. Only use inc() on keys you know hold numbers.

reset() Emits No Events

Calling reset() clears all data silently -- no removedata events fire for the deleted keys. If you need removal events for each key, iterate and call remove() individually instead.

Freezing Can Interrupt Batch Operations

setFreeze(true) takes effect immediately. If you freeze mid-way through a series of set() calls, subsequent calls in the batch silently no-op. Always freeze only after all writes are complete.

getAll() Returns a Snapshot

getAll() returns a new plain object each time. It is a shallow copy -- primitive values are independent, but object/array values still share references with the DataManager's internal storage.

First Argument in changedata-key Callbacks

For the generic changedata event, the callback receives (parent, key, value, previousValue). For the key-specific changedata-{key} event, the key argument is omitted: (parent, value, previousValue). This difference is easy to miss.

Source File Map

PathDescription
src/data/DataManager.jsCore DataManager class -- set, get, each, merge, remove, query, freeze, events
src/data/DataManagerPlugin.jsScene plugin extending DataManager; registered as this.data
src/data/events/index.jsEvent constant exports (CHANGE_DATA, SET_DATA, REMOVE_DATA, CHANGE_DATA_KEY, DESTROY)
src/data/events/SET_DATA_EVENT.js'setdata' -- emitted when a new key is created
src/data/events/CHANGE_DATA_EVENT.js'changedata' -- emitted when an existing key's value changes
src/data/events/CHANGE_DATA_KEY_EVENT.js'changedata-' -- per-key change event prefix
src/data/events/REMOVE_DATA_EVENT.js'removedata' -- emitted when a key is removed
src/data/events/DESTROY_EVENT.js'destroy' -- DataManager listens for this from its parent
src/gameobjects/GameObject.jssetData, getData, incData, toggleData, setDataEnabled convenience methods
src/core/Game.jsCreates game.registry -- the global DataManager instance
src/scene/Scene.jsExposes this.registry (injected from Game) and this.data (DataManagerPlugin)

平台分布

Codex

33.28%
按下载量换算111

Claude

32.81%
按下载量换算110

Cursor

17.06%
按下载量换算57

Gemini CLI

9.35%
按下载量换算31

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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