Release v0.4.0
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@@ -146,8 +146,26 @@ function createProjectSkill(projectPath, options = {}) {
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});
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}
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function createCocosMcpProjectSkill(projectPath, options = {}) {
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return createProjectSkill(projectPath, {
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skillName: options.skillName || 'funplay-cocos-mcp-workflow',
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title: options.title || 'Funplay Cocos MCP Workflow',
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description: options.description || 'Use this skill when editing, validating, or debugging this Cocos Creator project through Funplay Cocos MCP.',
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overwrite: options.overwrite !== false,
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instructions: String(options.instructions || '').trim() || [
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'- Start by reading `cocos://project/context` or calling `get_editor_state` to confirm the active project, scene, server URL, and tool profile.',
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'- Prefer `execute_javascript` for high-level scene/editor orchestration, but keep safety checks enabled unless the code was reviewed.',
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'- 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.',
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'- For UI work, inspect the active Canvas/hierarchy first, mutate the smallest necessary node/component set, then verify with `validate_scene` and a screenshot.',
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'- For prefab or asset edits, inspect dependencies/references before mutation and refresh assets afterward.',
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'- When changing tool exposure, save a named tool profile so the same client setup can be restored later.',
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].join('\n'),
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});
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}
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module.exports = {
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KNOWN_INSTRUCTION_PATHS,
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createCocosMcpProjectSkill,
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createProjectSkill,
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listProjectInstructions,
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readProjectInstruction,
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