Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Expert patterns for branching dialogue systems including dialogue graphs (Resource-based), character portraits, player choices, conditional dialogue (flags/quests), typewriter effects, localization support, and voice acting integration. Use for narrative games, RPGs, or visual novels. Trigger keywords: DialogueLine, DialogueChoice, DialogueGraph, dialogue_manager, typewriter_effect, branching_dialogue, dialogue_flags, localization, voice_acting.
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查看安装方法安装前可以查看交给 AI 代理的指令内容。
Data-driven dialogue routing — not beginner typewriter tutorials.
next_node_id soft-lock mid-convo; assert / registry IDs.Timer / OS.delay_msec() — Use visible_ratio / visible_characters + Tween (see typebox_effect.gd).get_node() from NPCs into Dialogue UI — Start via manager signals (start_dialogue(res)).| Authoring need | Engine | MANDATORY scripts | Do NOT Load |
|---|---|---|---|
Designer-friendly .tres graphs in-repo | Resource Autoload graph | dialogue_resource.gd → dialogue_manager_singleton.gd → dialogue_ui_controller.gd → typebox_effect.gd | dialogue_engine.gd JSON path |
| External writers / spreadsheet → JSON | JSON graph engine | dialogue_engine.gd (+ optional dialogue_manager.gd) → UI + typebox | Resource Autoload stack |
| Visual node editor in-project | GraphEdit authoring | Keep runtime on Resource or JSON export; GraphEdit is editor-only tooling | Shipping GraphEdit as the runtime walker |
| Conditions / quest gates | Either | branching_condition_validator.gd | Embedding flag checks in UI buttons |
| Portraits / expressions | Either | dialogue_portrait_manager.gd | — |
| Localization keys | Either | localized_dialogue_resource.gd | Hardcoded language if trees |
| Quest / gameplay hooks from lines | Either | dialogue_event_bridge.gd | Side effects inside UI controller |
Default golden path: Resource Autoload → UI controller → typebox_effect. Pick one runtime engine; do not run Resource manager and JSON engine in parallel.
visible_ratio reveal[trigger:] tags@tool GraphEdit auditor (editor-only)Use typebox_effect.gd: set full text, tween visible_ratio (or RichTextLabel visible_characters) from 0→1. On skip input: kill tween and snap visibility to complete. Do not spawn a Timer per character.
@tool) — export to Resource/JSON for runtime.[CHOICE] log prefix; no PII.MANDATORY for GraphEdit tooling, TTS/lipsync, analytics, and moved inline manager/UI tutorials: elite-dialogue-patterns.md. Do NOT Load for Resource Autoload golden path only.
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 / .tres data instead of hardcoded strings in scripts.visible_characters / image helpers and BBCode APIs the dialogue UI should drive for typewriter and portraits.tr() / TranslationServer workflow so line text stays key-based across locales.text_key fields.DialogueManager that survives scene changes and owns traversal state.visible_ratio / character reveal timing without blocking the main thread.DisplayServer TTS callbacks for placeholder VO and lipsync-adjacent timing..tres lists become unwieldy.await, and Callables required before branching engines and UI bridges.DialogueLine / graph Resources, exports, and avoiding duplicated mutable state.DialogueManager that must outlive scene swaps.line_displayed, choice selection, and narrative event bridges.还没有评价。欢迎分享你的使用感受。
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。