Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
RayCast3D nodes for massive amounts of vision checks; strictly use PhysicsDirectSpaceState3D.intersect_ray() to query the PhysicsServer instantly and nodelessly.VisibleOnScreenNotifier3D to pause heavy logic for distant enemies.distance_to() check for hearing; strictly calculate sound travel along the Navigation Path to determine if a wall blocks noise.intersect_ray(); strictly check is_empty() first to prevent runtime crashes.if body.has_method("get_detected")) so guards can spot decoys or dead bodies without brittle dependencies.get_tree().call_group() for dynamic notification.StringName (&"alert") for O(1) pointer-level comparisons in high-frequency loops.use_async_iterations to prevent main thread stalls during runtime bakes.Node.find_child() during gameplay; strictly use Groups or exported references for O(1) player tracking.MANDATORY reads before implementing the matching system:
- stealth_patterns.gd — space-state LoS, cone DOT, hearing helpers
- stealth_ai_controller.gd — multi-sample rays + RID exclude + path-length hearing
- stealth_vision_cone.gd / vision_cone_3d.gd — cone authorship
| Need | Action |
|---|---|
| LoS + exclude self/player RIDs | MANDATORY stealth_ai_controller.gd + stealth_patterns.gd |
| Light-scaled detection | visibility_manager.gd / light_detector.gd |
| Hearing through geometry | Path-length via NavigationServer (controller) + sound_occlusion_manager.gd |
| Task | Load |
|---|---|
| Guard AI spine | patterns + ai_controller |
| Author cones | vision_cone scripts |
| Player light gem | visibility + light_detector |
| Loud world props | sound_occlusion_manager |
Do not paste long vision/alert/ability tutorials into the skill body — keep decision trees here and implement from scripts.
| Phase | Skills | Purpose |
|---|---|---|
| 1. Physics | godot-raycasting-queries | Space-state LoS |
| 2. Nav | godot-navigation-pathfinding | Investigate / path hearing |
| 3. AI | godot-state-machine-advanced | IDLE→ALERT FSM |
| 4. Audio | godot-audio-systems | AI_Audible buses |
| 5. Balance | godot-monte-carlo-balancer | Detection thresholds |
| Pitfall | Solution |
|---|---|
| RayCast3D per guard | Multi-sample intersect_ray + RID exclude |
distance_to hearing | Navigation path length |
| Off-screen CPU | VisibleOnScreenNotifier suspend |
| Topic | Reference / script |
|---|---|
| Design pillars | design-principles.md |
| Vision / sound / light | ai-detection-system.md + stealth_ai_controller.gd |
| Alert FSM & UI feedback | alert-states.md + visibility_manager.gd |
| Player tools (lean, gadgets) | player-abilities.md |
| Cover & encounter layout | level-design.md |
| UI communication | ui-communication.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.
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概要と使いどころ
Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for 3D lights. Keywords: Bevy, lighting, directional, point, spot, bevy_light, PBR.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for moving a Bevy game from 2D to 3D. Keywords: Bevy, 2D, 3D, adapt, camera, sprite.
日本語の概要は準備中です。原文の説明を表示しています。