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godot-signal-architectureGodot 信号架构

Agent Skill

godot-signal-architecture 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。

总安装

2,822

周安装

120

GitHub Stars

138

下载量

989
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

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-signal-architecture(Godot 信号架构)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-signal-architecture
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-signal-architecture
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-signal-architecture

简介

用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,支持项目状态跟踪。

  • 适用于围绕仓库变更、代码审查或团队协作事项进行信息整理。
  • 通过 npx skills add 命令从指定 GitHub 仓库安装并使用。
  • 安装前需确认权限范围、维护状态及是否触发联网或文件操作。
  • godot-signal-architecture 属于开发类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Signal Architecture

Signal Up/Call Down pattern, typed signals, and event buses define decoupled, maintainable architectures.

Available Scripts

signal_up_call_down_pattern.gd

Clean implementation of decoupled hierarchy communication: children signal up, parents call down.

global_signal_bus_router.gd

Expert AutoLoad event bus for system-level event routing (Achievements, UI, Saving).

callable_bind_context.gd

Injecting extra static context into signal callbacks using Callable.bind().

unbind_unwanted_args.gd

Cleaning up function signatures by discarding unneeded signal arguments with unbind().

await_signal_sequencing.gd

Replacing messy timers and state flags with linear, readable await signal sequences.

safe_dynamic_connections.gd

Verifying connection state using is_connected() to prevent runtime multi-connection errors.

disconnect_ghost_signals.gd

Crucial memory management pattern for disconnecting signals when switching tracking targets.

one_shot_deferred_connections.gd

Using CONNECT_ONE_SHOT and CONNECT_DEFERRED for self-cleaning and physics-safe callbacks.

track_signal_emitter_source.gd

Identifying which node fired a shared signal using CONNECT_APPEND_SOURCE_OBJECT.

complex_signal_sequencer.gd

Managing multi-step asynchronous loading and transitions using sequential signal awaits.

NEVER Do in Signal Architecture

  • NEVER use the legacy string-based Object.connect() — Typos result in silent failures. Always use signal.connect(_callback) for compile-time validation [1].
  • NEVER use signals to dictate behavior top-down — Signals are past-tense events (e.g., "died"). Use direct method calls for commands (e.g., "kill") [2].
  • NEVER connect a signal twice to the same Callable — This throws an ERR_INVALID_PARAMETER at runtime unless using CONNECT_REFERENCE_COUNTED [3].
  • NEVER use a Global Signal Bus for local data — Pollutes global state and makes debugging harder. Use local connections for scene-specific logic [4].
  • NEVER assume callbacks must accept all signal arguments — Use unbind() to drop unwanted parameters and keep your API clean [5].
  • NEVER create circular signal dependencies — A signals B, B signals back to A? Use a mediator (parent or AutoLoad) to break the loop [26].
  • NEVER skip signal typingsignal moved without types lacks editor support. Always use signal moved(dir: Vector2) [27].
  • NEVER forget to disconnect dynamic signals — Ghost connections cause "call on null instance" errors. Disconnect in _exit_tree() or use bind_node() [28].
  • NEVER emit signals with immediate side effects on the emitter — If died.emit() calls queue_free(), listeners might fail to respond. Emit first [31].
  • NEVER use signals for high-frequency data streams — Sending 1000+ signals/second (like per-particle updates) is inefficient. Use shared arrays or direct buffers.

Use Signals For:

  • UI button presses → game logic
  • Player death → game over screen
  • Item collected → inventory update
  • Enemy killed → score update
  • Cross-scene communication via AutoLoad

Use Direct Calls For:

  • Parent controlling child behavior
  • Accessing child properties
  • Simple, local interactions

Implementation Patterns

Pattern 1: Define Typed Signals

extends CharacterBody2D

# ✅ Good - typed signals (Godot 4.x)
signal health_changed(new_health: int, max_health: int)
signal died()
signal item_collected(item_name: String, item_type: int)

# ❌ Bad - untyped signals
signal health_changed
signal died

Pattern 2: Emit Signals on State Changes

# player.gd
extends CharacterBody2D

signal health_changed(current: int, maximum: int)
signal died()

var health: int = 100:
    set(value):
        health = clamp(value, 0, max_health)
        health_changed.emit(health, max_health)
        if health <= 0:
            died.emit()

var max_health: int = 100

func take_damage(amount: int) -> void:
    health -= amount  # Triggers setter, which emits signal

Pattern 3: Connect Signals in Parent

# game.gd (parent)
extends Node2D

@onready var player: CharacterBody2D = $Player
@onready var ui: Control = $UI

func _ready() -> void:
    # Connect child signals
    player.health_changed.connect(_on_player_health_changed)
    player.died.connect(_on_player_died)

func _on_player_health_changed(current: int, maximum: int) -> void:
    # Call down to UI
    ui.update_health_bar(current, maximum)

func _on_player_died() -> void:
    # Orchestrate game over
    ui.show_game_over()
    get_tree().paused = true

Pattern 4: Global Signals via AutoLoad

For cross-scene communication:

# events.gd (AutoLoad)
extends Node

signal level_completed(level_number: int)
signal player_spawned(player: Node2D)
signal boss_defeated(boss_name: String)

# Any script can emit:
Events.level_completed.emit(3)

# Any script can listen:
Events.level_completed.connect(_on_level_completed)

Advanced Patterns

Pattern 5: Signal Chains

# enemy.gd
signal died(score_value: int)

func _on_health_depleted() -> void:
    died.emit(100)
    queue_free()

# combat_manager.gd
func _ready() -> void:
    for enemy in get_tree().get_nodes_in_group("enemies"):
        enemy.died.connect(_on_enemy_died)

func _on_enemy_died(score_value: int) -> void:
    GameManager.add_score(score_value)
    Events.enemy_killed.emit()

Pattern 6: One-Shot Connections

For single-use signal connections:

# Connect with CONNECT_ONE_SHOT flag
timer.timeout.connect(_on_timer_timeout, CONNECT_ONE_SHOT)

func _on_timer_timeout() -> void:
    print("This only fires once")
    # Connection automatically removed

Pattern 7: Custom Signal Arguments

# item.gd
signal picked_up(item_data: Dictionary)

func _on_player_enter() -> void:
    picked_up.emit({
        "name": item_name,
        "type": item_type,
        "value": item_value,
        "icon": item_icon
    })

# inventory.gd
func _on_item_picked_up(item_data: Dictionary) -> void:
    add_item(
        item_data.name,
        item_data.type,
        item_data.value
    )

Best Practices

1. Descriptive Signal Names

# ✅ Good
signal button_pressed()
signal enemy_defeated(enemy_type: String)
signal animation_finished(animation_name: String)

# ❌ Bad
signal pressed()
signal done()
signal finished()

2. Avoid Circular Dependencies

# ❌ BAD: A signals to B, B signals back to A
# A.gd
signal data_requested
func _ready():
    B.data_ready.connect(_on_data_ready)
    data_requested.emit()

# B.gd
signal data_ready
func _ready():
    A.data_requested.connect(_on_data_requested)

# ✅ GOOD: Use a mediator (parent or AutoLoad)
# Parent.gd
func _ready():
    A.data_requested.connect(_on_A_data_requested)
    B.data_ready.connect(_on_B_data_ready)

3. Disconnect Signals When Nodes Are Freed

func _ready() -> void:
    player.died.connect(_on_player_died)

func _exit_tree() -> void:
    if player and player.died.is_connected(_on_player_died):
        player.died.disconnect(_on_player_died)

Or use automatic cleanup:

# Signal auto-disconnects when this node is freed
player.died.connect(_on_player_died, CONNECT_REFERENCE_COUNTED)

4. Group Related Signals

# ✅ Good organization
# Combat signals
signal health_changed(current: int, max: int)
signal died()
signal respawned()

# Movement signals
signal jumped()
signal landed()
signal direction_changed(direction: Vector2)

# Inventory signals
signal item_added(item: Dictionary)
signal item_removed(item: Dictionary)
signal inventory_full()

Testing Signals

func test_health_signal() -> void:
    var signal_emitted := false
    var received_health := 0

    player.health_changed.connect(
        func(current: int, _max: int):
            signal_emitted = true
            received_health = current
    )

    player.health = 50
    assert(signal_emitted, "Signal was not emitted")
    assert(received_health == 50, "Health value incorrect")

Common Gotchas

Issue: Signal not firing

  • Check: Is the signal spelled correctly when connecting?
  • Check: Is the emitting code path actually being executed?
  • Check: Use print() before emit() to verify

Issue: Signal firing multiple times

  • Cause: Multiple connections to the same signal
  • Solution: Check connections or use CONNECT_ONE_SHOT

Issue: "Attempt to call function on a null instance"

  • Cause: Node was freed but signal still connected
  • Solution: Disconnect in _exit_tree() or use CONNECT_REFERENCE_COUNTED

Reference

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安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

32.91%
按下载量换算325

Claude

32.24%
按下载量换算319

Cursor

17.13%
按下载量换算169

Gemini CLI

8.57%
按下载量换算85

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

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需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

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