Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Expert blueprint for quest tracking systems (objectives, progress, rewards, branching chains) using Resource-based quests, signal-driven updates, and AutoLoad managers. Use when implementing RPG quests or mission systems. Keywords quest, objectives, Quest Resource, QuestObjective, signal-driven, branching, rewards, AutoLoad.
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설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
StringName ids, status, objectives/rewardsSupporting: kill_objective_trigger.gd, quest_ui_tracker.gd, branching_quest_data.gd, quest_giver_dialogue_hook.gd, quest_persistence_loader.gd, timed_quest_challenge.gd, hidden_objective_logic.gd, localized_quest_description.gd, quest_graph_manager.gd, quest_waypoint_helper.gd, quest_conflict_resolver.gd, quest_manager.gd (alt helper — prefer singleton).
accept → event trigger → progress → complete → persist
| Checkpoint | Action |
|---|---|
| Accept | QuestManager.accept_quest(quest) — duplicate Resource if runtime mutation; connect quest_completed once |
| Event trigger | Kill/collect/talk via trigger nodes / bus — not hardcoded in enemy scripts (kill_objective_trigger.gd) |
| Progress | update_objective(quest_id: StringName, …) — interned ids only |
| Complete | Manager erases active, emits quest_completed, grants via inventory/economy signals |
| Disconnect | Disconnect completion Callables when quest leaves active set — prevent double rewards |
| Persist | Save active/completed id maps + counts (quest_persistence_loader.gd) — not live Resource graphs |
StringName / registry (&"kill_slimes")._process — signal-driven.StringName)Across body + scripts use:
quest.id: StringNameobjective_id: StringNameStringNameStringName, not free stringsCAUTION:
objectives.all(...)on arrays with null entries crashes — null-check inis_complete()(see quest_resource.gd).
NavigationAgent3D.target_position on objective change only (quest_waypoint_helper.gd).Quest/Objective/Manager/UI walkthroughs and elite patterns — references/quest-patterns-deep.md.
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Resource assets instead of scene-local scripts.@export, nested Resources, and duplication rules for Inspector-authored quest data and branching chains.quest_accepted / objective_updated without polling in _process().tr() keys on quest Resources so titles/descriptions localize without forked .tres files.Timer / SceneTree.create_timer timeout signals.VBoxContainer quest trackers that rebuild Labels from manager signals only.NavigationAgent targets when objectives change.아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.
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Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
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Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
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Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.
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