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whale-town-front/.claude/skills/whaletown-developer/SKILL.md
lzdFeiFei 43e0c2b928 feat:添加whaletown-developer标准开发工作流技能
- 创建whaletown-developer skill自动化7步开发流程
- 添加完整的使用说明文档和质量检查清单
- 更新CLAUDE.md集成标准开发工作流说明
- 新增标准开发工作流详细文档

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-04 00:46:48 +08:00

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---
name: whaletown-developer
description: Automate WhaleTown project's standard development workflow. Use this skill when implementing features, fixing bugs, creating scenes, or any code development tasks. Guides through 7-step process - architecture analysis, implementation, comment/naming validation, testing, and Git commit generation following project conventions.
---
# WhaleTown Standard Development Workflow Skill
This skill automates the standard development workflow for the WhaleTown project, ensuring all developers follow unified specifications and quality standards.
## When to Use This Skill
Activate this skill when:
- Implementing new features ("实现XX功能", "添加XX系统")
- Fixing bugs ("修复XX Bug", "解决XX问题")
- Creating scenes ("创建XX场景", "设计XX界面")
- Developing modules ("开发XX模块", "构建XX组件")
- Any code development task requiring adherence to project standards
## Development Workflow Overview
```
Step 1: Architecture Analysis (读取架构规范)
Step 2: Implementation (按规范编码)
Step 3: Comment Validation (注释规范检查)
Step 4: Naming Validation (命名规范检查)
Step 5: Test Writing (编写测试代码)
Step 6: Test Execution (运行测试验证)
Step 7: Git Commit (生成规范提交信息)
```
## Step-by-Step Workflow
### Step 1: Architecture Analysis
Read and apply the architecture specifications before implementation.
**Actions:**
1. Read `docs/02-开发规范/架构与通信规范.md`
2. Determine file location based on feature type:
- Core systems → `_Core/managers/` or `_Core/systems/`
- Game scenes → `scenes/Maps/`, `scenes/Entities/`, `scenes/Components/`
- UI components → `scenes/ui/`
3. Identify communication method (MUST use EventSystem for cross-module communication)
4. List dependencies (required managers and systems)
5. Design event definitions (add to `_Core/EventNames.gd`)
**Layered Architecture:**
```
UI Layer (界面层) → scenes/ui/
Scenes Layer (游戏层) → scenes/Maps/, scenes/Entities/
_Core Layer (框架层) → _Core/managers/, _Core/systems/
```
**Communication Principle:** "Signal Up, Call Down"
- Parents call child methods (downward calls)
- Children emit signals to notify parents (upward signals)
- Cross-module communication MUST use EventSystem
### Step 2: Implementation
Implement the feature following strict project conventions.
**Requirements:**
- **Type Safety**: All variables and functions MUST have type annotations
```gdscript
var speed: float = 200.0
func move(delta: float) -> void:
```
- **Godot 4.2+ Syntax**: NO `yield()`, use `await`
- **Node Caching**: Use `@onready` to cache node references, avoid `get_node()` in `_process()`
- **EventSystem Communication**: Use EventSystem for cross-module messaging
```gdscript
EventSystem.emit_event(EventNames.PLAYER_MOVED, {"position": global_position})
EventSystem.connect_event(EventNames.INTERACT_PRESSED, _on_interact_pressed)
```
- **Nearest Filter**: All Sprite2D/TileMap resources MUST use Nearest filter (no Linear filter)
- **AutoLoad Restrictions**: Only GameManager, SceneManager, EventSystem, NetworkManager, ResponseHandler allowed as autoloads
- **Low-level Entities**: Do NOT directly reference GameManager in Player/NPC entities, use events instead
### Step 3: Comment Validation
Ensure code comments meet project standards.
**Actions:**
1. Read `docs/02-开发规范/代码注释规范.md`
2. Verify file header comment is complete:
```gdscript
# ============================================================================
# 文件名: FeatureName.gd
# 作用: 简短描述功能
#
# 主要功能:
# - 功能点1
# - 功能点2
#
# 依赖: 列出依赖的管理器/系统
# 作者: [开发者名称]
# 创建时间: YYYY-MM-DD
# ============================================================================
```
3. Verify all public functions have complete documentation:
```gdscript
# 函数功能描述
#
# 参数:
# param_name: Type - 参数说明
#
# 返回值:
# Type - 返回值说明
#
# 使用示例:
# var result = function_name(param)
func function_name(param: Type) -> ReturnType:
```
4. Ensure complex logic has inline comments explaining WHY, not WHAT
### Step 4: Naming Validation
Verify all naming follows project conventions.
**Actions:**
1. Read `docs/02-开发规范/命名规范.md`
2. Validate naming conventions:
- **Class names**: PascalCase (`class_name PlayerController`)
- **Variables/Functions**: camelCase (`var moveSpeed: float`, `func updateMovement()`)
- **Constants**: UPPER_CASE (`const MAX_HEALTH: int = 100`)
- **Private members**: Underscore prefix (`var _velocity: Vector2`)
- **Scene files**: snake_case with suffix (`player_scene.tscn`, `enemy_prefab.tscn`)
- **Script files**: PascalCase.gd (`PlayerController.gd`, `GameManager.gd`)
**Common Patterns:**
```gdscript
# ✅ Correct
const MAX_SPEED: float = 300.0
var currentHealth: int
var _isInitialized: bool = false
func getPlayerPosition() -> Vector2:
func _calculateDamage(baseDamage: int) -> int:
# ❌ Incorrect
const maxSpeed: float = 300.0 # Constants must be UPPER_CASE
var CurrentHealth: int # Variables must be camelCase
var is_initialized: bool = false # No snake_case for variables
func GetPlayerPosition() -> Vector2: # Functions must be camelCase
```
### Step 5: Test Writing
Create unit tests for the implemented functionality.
**Actions:**
1. Read `docs/03-技术实现/测试指南.md`
2. For _Core/ managers/systems, MUST create corresponding test file in `tests/unit/`
3. Test file naming: `test_[name].gd`
4. Test file structure:
```gdscript
extends GutTest
## [FeatureName] 单元测试
var feature: FeatureName
func before_each():
feature = preload("res://_Core/managers/FeatureName.gd").new()
add_child(feature)
func after_each():
feature.queue_free()
func test_initialization():
var result = feature.initialize()
assert_true(result, "Feature should initialize successfully")
func test_core_functionality():
# Test core functionality
pass
```
### Step 6: Test Execution
Run tests to ensure code quality.
**Actions:**
1. Run GUT tests using Bash tool:
```bash
godot --headless -s addons/gut/gut_cmdline.gd -gdir=res://tests/ -ginclude_subdirs
```
2. Verify all tests pass
3. If tests fail:
- Identify the root cause
- Fix the implementation or test
- Re-run tests until all pass
### Step 7: Git Commit
Generate standardized Git commit message.
**Actions:**
1. Read `docs/02-开发规范/Git提交规范.md`
2. Determine commit type based on changes:
- `feat` - New features
- `fix` - Bug fixes
- `docs` - Documentation updates
- `refactor` - Code refactoring
- `perf` - Performance optimization
- `test` - Test additions/modifications
- `scene` - Scene file changes
- `ui` - UI related changes
3. Generate commit message using Chinese colon ():
```
<类型><简短描述>
[可选的详细描述]
```
4. Follow principles:
- **One commit, one change** - Most important rule
- Use imperative verbs (添加, 修复, 更新)
- Keep description concise (< 50 characters)
- If multiple types of changes, split into separate commits
**Examples:**
```bash
# ✅ Good commits
git commit -m "feat实现玩家二段跳功能"
git commit -m "fix修复角色跳跃时的碰撞检测问题"
git commit -m "test添加角色控制器单元测试"
# ❌ Bad commits
git commit -m "fix + feat修复Bug并添加新功能" # Mixed types
git commit -m "update player" # Vague, English
```
## Progress Tracking
Use TodoWrite tool to track workflow progress:
```gdscript
TodoWrite.create_todos([
"Step 1: 架构分析 - 读取架构规范",
"Step 2: 功能实现 - 按规范编码",
"Step 3: 注释规范检查",
"Step 4: 命名规范检查",
"Step 5: 测试代码编写",
"Step 6: 测试验证 - 运行测试",
"Step 7: Git 提交 - 生成提交信息"
])
```
Mark each step as `completed` immediately after finishing.
## Quality Checklist
Before completing the workflow, verify:
- [ ] File location follows layered architecture (_Core, scenes, UI)
- [ ] Uses EventSystem for cross-module communication
- [ ] Event names added to EventNames.gd
- [ ] All variables and functions have type annotations
- [ ] Naming conventions correct (PascalCase/camelCase/UPPER_CASE)
- [ ] File header comment complete
- [ ] Public functions have complete documentation
- [ ] Unit tests created and passing
- [ ] Git commit message follows specification
- [ ] No Godot 3.x syntax (yield → await)
- [ ] Node references cached with @onready
- [ ] Sprite2D/TileMap use Nearest filter
## Reference Documents
The skill automatically reads these documents at appropriate steps:
- Architecture: `docs/02-开发规范/架构与通信规范.md`
- Comments: `docs/02-开发规范/代码注释规范.md`
- Naming: `docs/02-开发规范/命名规范.md`
- Testing: `docs/03-技术实现/测试指南.md`
- Git: `docs/02-开发规范/Git提交规范.md`
- Project Instructions: `claude.md` (root directory)
For detailed checklist reference, see `references/checklist.md` in this skill directory.
## Example Workflow
User request: "实现玩家二段跳功能"
1. **Architecture Analysis** ✅
- Read architecture spec
- Target: `scenes/Entities/Player/Player.gd`
- Communication: Emit `PLAYER_DOUBLE_JUMPED` event
- Dependencies: EventSystem, Input
- Event: Add `PLAYER_DOUBLE_JUMPED` to EventNames.gd
2. **Implementation** ✅
- Create double jump logic with type annotations
- Use EventSystem.emit_event() for notifications
- Cache references with @onready
- Use await instead of yield
3. **Comment Validation** ✅
- Add file header with feature description
- Document double jump function parameters
- Add inline comments for jump logic
4. **Naming Validation** ✅
- Verify: `var canDoubleJump: bool` (camelCase)
- Verify: `const MAX_DOUBLE_JUMPS: int` (UPPER_CASE)
- Verify: `func performDoubleJump()` (camelCase)
5. **Test Writing** ✅
- Create `tests/unit/test_player_double_jump.gd`
- Test initialization, jump execution, limits
6. **Test Execution** ✅
- Run: `godot --headless -s addons/gut/gut_cmdline.gd`
- All tests pass ✅
7. **Git Commit** ✅
```bash
git add scenes/Entities/Player/Player.gd _Core/EventNames.gd tests/unit/test_player_double_jump.gd
git commit -m "feat实现玩家二段跳功能"
```
## Notes
- This skill enforces quality standards through automated validation
- Each step builds upon the previous, ensuring comprehensive quality control
- Skipping steps will result in incomplete or non-compliant code
- The 7-step workflow is designed for team consistency and maintainability