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Agent Skill · 开发

godot-composition(戈多作文)

godot-composition 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

godot-composition 是开发类 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,按安装量在开发类的 21,746 个 Skill 里排第 8,211。

总安装 3,279周安装 138GitHub Stars 138下载 1,148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:godot-composition(戈多作文)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-composition
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-composition
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/thedivergentai/gd-agentic-skills --skill godot-composition

这个 Skill 是做什么的

开发类 Skill 面向写代码、改代码和排查问题,一般会读写仓库文件,部分还会执行构建或测试命令。

godot-composition 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。适合在 Codex、Claude、Cursor、Gemini CLI 中围绕仓库状态、代码变更或协作事项进行整理。通过 npx skills add 命令从指定仓库安装并使用该技能。

安装前需确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/godot-composition

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/thedivergentai/gd-agentic-skills --skill godot…;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

godot-composition 怎么安装?

在终端执行 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-compositi…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

godot-composition 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。

godot-composition 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。

godot-composition 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。

godot-composition 用的人多吗?

公开数据是累计安装 3,279 次,近一周安装 138 次,下载 1,148 次,GitHub 138 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。

godot-composition 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。
  • 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。
  • 需要处理开发类任务、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。

开发类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
skill-vetter

技能审查员 · OpenClaw

8,779,018986操作浏览器MIT-0通过
ontology

本体论 · OpenClaw

6,636,960576只读MIT-0通过
entra-app-registration

内部应用程序注册 · Codex、Claude

6,631,872764接触敏感数据未明确通过
entra-app-registration

内部应用程序注册 · Codex、Claude

3,757,680201接触敏感数据未明确通过
nano-banana-pro

纳米香蕉专业版 · OpenClaw

3,526,898364接触敏感数据MIT-0有提醒
godot-composition

戈多作文 · 本页

3,279138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

Godot Composition Architecture

Core Philosophy

This skill enforces Composition over Inheritance ("Has-a" vs "Is-a"). In Godot, Nodes are components. A complex entity (Player) is simply an Orchestrator managing specialized Worker Nodes (Components).

The Golden Rules

  1. Single Responsibility: One script = One job.
  2. Encapsulation: Components are "selfish." They handle their internal logic but don't know *who* owns them.
  3. The Orchestrator: The root script (e.g., player.gd) does no logic. It only manages state and passes data between components.
  4. Decoupling: Components communicate via Signals (up) and Methods (down).

Available Scripts

health_component.gd

Specialized Node for managing lifespan, damage logic, and death signals across any entity.

hit_box_component.gd

Area-based component for intercepting damage and delegating it to a HealthComponent.

hurt_box_component.gd

Area-based component for dealing damage specifically to HitBoxComponents.

velocity_component.gd

Encapsulated movement and acceleration logic for reuse across Players and Enemies.

interaction_component.gd

Decoupled interaction handler using injecting Callable logic for context-aware actions.

follower_component.gd

Decoupled tracking logic using NodePath injection for smooth entity following.

state_component_vsm.gd

Component-based state machine pattern using child nodes as individual states.

status_effect_component.gd

Managing temporary modifiers (buffs/debuffs) by stacking effect scenes as children.

visual_sync_component.gd

Separating logical state (velocity/direction) from visual representation (sprite flipping).

composition_root_init.gd

The "Orchestrator" pattern for wiring and connecting components in a parent node.

NEVER Do in Composition

  • NEVER use deep inheritance chains (e.g., Player > Entity > LivingThing > Node) — Creates brittle "God Classes" that are hard to refactor [21].
  • NEVER use get_node() or $ for components — This breaks if the scene tree is rearranged. Always use @export or %UniqueNames [22].
  • NEVER let a component reference its parent script directly — This makes the component impossible to reuse. Use signals or dependency injection [23].
  • NEVER mix Input, Physics, and Game Logic in one script — This violates Single Responsibility. Split them into specialized components [24, 13].
  • NEVER create components that require a specific SceneTree structure — A component should be "selfish" and only care about its own properties and direct children.
  • NEVER use inheritance to "add a feature" — If you want an enemy to shoot, add a ShootingComponent, don't make it inherit from ShooterEnemy.
  • NEVER hardcode component dependencies — If CombatComponent needs HealthComponent, look it up in _ready() or inject it via the parent [11].
  • NEVER treat Godot nodes as pure data — Nodes provide lifecycle (_process) and signals. If you only need data, use a Resource.
  • NEVER ignore the Node lifecycle in components — Use _enter_tree() and _exit_tree() for setup/cleanup that must happen regardless of the parent's state.
  • NEVER hide component points of access — Expose NodePath or Callable properties so the parent can wire the component in the Inspector [13].

Implementation Standards

1. Connection Strategy: Typed Exports

Do not rely on tree order. Use explicit dependency injection via @export with static typing.

The "Godot Way" for strict godot-composition:

# The Orchestrator (e.g., player.gd)
class_name Player extends CharacterBody3D

# Dependency Injection: Define the "slots" in the backpack
@export var health_component: HealthComponent
@export var movement_component: MovementComponent
@export var input_component: InputComponent

# Use Scene Unique Names (%) for auto-assignment in Editor
# or drag-and-drop in the Inspector.

2. Component Mindset

Components must define class_name to be recognized as types.

Standard Component Boilerplate:

class_name MyComponent extends Node
# Use Node for logic, Node3D/2D if it needs position

@export var stats: Resource # Components can hold their own data
signal happened_something(value)

func do_logic(delta: float) -> void:
    # Perform specific task
    pass

Standard Components

The Input Component (The Senses)

Responsibility: Read hardware state. Store it. Do NOT act on it. *State*: move_dir, jump_pressed, attack_just_pressed.

class_name InputComponent extends Node

var move_dir: Vector2
var jump_pressed: bool

func update() -> void:
    # Called by Orchestrator every frame
    move_dir = Input.get_vector("left", "right", "up", "down")
    jump_pressed = Input.is_action_just_pressed("jump")

The Movement Component (The Legs)

Responsibility: Manipulate physics body. Handle velocity/gravity. Constraint: Requires a reference to the physics body it moves.

class_name MovementComponent extends Node

@export var body: CharacterBody3D # The thing we move
@export var speed: float = 8.0
@export var jump_velocity: float = 12.0

func tick(delta: float, direction: Vector2, wants_jump: bool) -> void:
    if not body: return

    # Handle Gravity
    if not body.is_on_floor():
        body.velocity.y -= 9.8 * delta

    # Handle Movement
    if direction:
        body.velocity.x = direction.x * speed
        body.velocity.z = direction.y * speed # 3D conversion
    else:
        body.velocity.x = move_toward(body.velocity.x, 0, speed)
        body.velocity.z = move_toward(body.velocity.z, 0, speed)

    # Handle Jump
    if wants_jump and body.is_on_floor():
        body.velocity.y = jump_velocity

    body.move_and_slide()

The Health Component (The Life)

Responsibility: Manage HP, Clamp values, Signal changes. Context Agnostic: Can be put on a Player, Enemy, or a Wooden Crate.

class_name HealthComponent extends Node

signal died
signal health_changed(current, max)

@export var max_health: float = 100.0
var current_health: float

func _ready():
    current_health = max_health

func damage(amount: float):
    current_health = clamp(current_health - amount, 0, max_health)
    health_changed.emit(current_health, max_health)
    if current_health == 0:
        died.emit()

The Orchestrator (Putting it Together)

The Orchestrator (player.gd) binds the components in the _physics_process. It acts as the bridge.

class_name Player extends CharacterBody3D

@onready var input: InputComponent = %InputComponent
@onready var move: MovementComponent = %MovementComponent
@onready var health: HealthComponent = %HealthComponent

func _ready():
    # Connect signals (The ears)
    health.died.connect(_on_death)

func _physics_process(delta):
    # 1. Update Senses
    input.update()

    # 2. Pass Data to Workers (State Management)
    # The Player script decides that "Input Direction" maps to "Movement Direction"
    move.tick(delta, input.move_dir, input.jump_pressed)

func _on_death():
    queue_free()

Performance Note

Nodes are lightweight. Do not fear adding 10-20 nodes per entity. The organizational benefit of Composition vastly outweighs the negligible memory cost of Node instances.

Reference

平台分布

Codex

33.35%
按下载量换算383

Claude

30.78%
按下载量换算353

Cursor

19.97%
按下载量换算229

Gemini CLI

9.54%
按下载量换算110

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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