Release v0.4.0

This commit is contained in:
winlifes
2026-06-10 20:26:09 -07:00
parent 03e5ab8dfe
commit 6405dced7d
27 changed files with 1983 additions and 52 deletions
+18
View File
@@ -146,8 +146,26 @@ function createProjectSkill(projectPath, options = {}) {
});
}
function createCocosMcpProjectSkill(projectPath, options = {}) {
return createProjectSkill(projectPath, {
skillName: options.skillName || 'funplay-cocos-mcp-workflow',
title: options.title || 'Funplay Cocos MCP Workflow',
description: options.description || 'Use this skill when editing, validating, or debugging this Cocos Creator project through Funplay Cocos MCP.',
overwrite: options.overwrite !== false,
instructions: String(options.instructions || '').trim() || [
'- Start by reading `cocos://project/context` or calling `get_editor_state` to confirm the active project, scene, server URL, and tool profile.',
'- Prefer `execute_javascript` for high-level scene/editor orchestration, but keep safety checks enabled unless the code was reviewed.',
'- Use focused tools when they are better primitives: `list_assets`, `inspect_asset_dependencies`, `validate_asset_dependencies`, `run_script_diagnostics`, `get_script_diagnostic_context`, and screenshot tools.',
'- For UI work, inspect the active Canvas/hierarchy first, mutate the smallest necessary node/component set, then verify with `validate_scene` and a screenshot.',
'- For prefab or asset edits, inspect dependencies/references before mutation and refresh assets afterward.',
'- When changing tool exposure, save a named tool profile so the same client setup can be restored later.',
].join('\n'),
});
}
module.exports = {
KNOWN_INSTRUCTION_PATHS,
createCocosMcpProjectSkill,
createProjectSkill,
listProjectInstructions,
readProjectInstruction,