godot-gdscript
Skill9 starsChanged 3 months agoMITView on GitHub
编写与修复 Godot 4.7 GDScript:静态类型、生命周期、注解、await、脚本诊断和 3.x 迁移。编辑 .gd 文件时使用。
4 other projects use a version of this.
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Most recently taken up by
- Wade-DevCode/awesome-coding-skills-cntheir own version, first seen Nov 8, 2026
- MindsMaster/godot-claude-code-skillstheir own version, first seen Oct 25, 2026
- gamedev-skills/awesome-gamedev-agent-skillstheir own version, first seen Oct 23, 2026
- fetasty/godot-skillstheir own version, first seen May 16, 2026
Other versions4 projects use a version of this.
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Wrote their own version · 4
- gamedev-skills/awesome-gamedev-agent-skills★ 6.4ksame name
- fetasty/godot-skills★ 29same name
- Wade-DevCode/awesome-coding-skills-cn★ 7same name
- MindsMaster/godot-claude-code-skills★ 3same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository15 other files it gives its agents.
- godot-2d-movementSkill
- godot-3d-essentialsSkill
- godot-ai-orchestrationSkill
- godot-animationSkill
- godot-audioSkill
- godot-csharpSkill
- godot-exportSkill
- godot-multiplayerSkill
- godot-nodes-scenesSkill
- godot-physicsSkill
- godot-resourcesSkill
- godot-shadersSkill
- godot-signals-groupsSkill
- godot-tilemapSkill
- godot-ui-controlSkill
The file
Files
Godot 4 GDScript
规则
- 优先静态类型;明确公开 API 的参数与返回类型,局部值可用
:=推断。 _init()阶段子节点尚不可用;节点引用放在@onready或_ready()。- 物理移动、碰撞和
move_and_slide()放在_physics_process(delta);表现更新放_process(delta)。 - 使用 Godot 4 注解:
@export、@onready、@tool、@rpc;迁移时把yield改为await。 - 不组合
@export与@onready。class_name必须项目内唯一。 - 事件优先 signal/await,持续状态才轮询。整数除法会截断,需要小数时显式使用 float。
实施流程
- 用
script_manage(op="read")或filesystem_manage(op="read_text")读取当前脚本和相邻依赖。 - 小范围修改用
script_patch的稳定 anchor;新文件用script_create,再用script_attach绑定。 - 每次写入都检查响应
diagnostics,然后回读目标片段。 - 完成关联文件后
filesystem_manage(op="scan"),运行场景并检查 editor/game logs。
不要用 filesystem_manage(op="reimport") 证明 .gd 可解析;它不是 GDScript 解析验证。
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