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 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.
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。
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.まだレビューはありません。使ってみた感想をお寄せください。
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。