Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/wade-devcode/awesome-coding-skills-cn/cocos-creator-tween-animnpx skills add Wade-DevCode/awesome-coding-skills-cn --skill cocos-creator-tween-animgit clone --depth 1 https://github.com/Wade-DevCode/awesome-coding-skills-cnWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/wade-devcode/awesome-coding-skills-cn/cocos-creator-tween-anim)<a href="https://agentmods.dev/skills/wade-devcode/awesome-coding-skills-cn/cocos-creator-tween-anim"><img src="https://agentmods.dev/badge/skills/wade-devcode/awesome-coding-skills-cn/cocos-creator-tween-anim.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00033 | $0.04469 |
| Opus 5 | $0.00016 | $0.02235 |
| Sonnet 5 | $0.00007 | $0.00894 |
| Haiku 4.5 | $0.00003 | $0.00447 |
Grade A, and why
cocos-creator-tween-anim scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 278 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Cocos Creator 动画与缓动
何时用
- 用
tween做 UI 弹出、飞金币、按钮点击反馈等动效时。 - 使用
Animation组件播放帧动画,或在动画结束时触发游戏逻辑时。 - 集成 Spine 骨骼动画,遇到性能问题或换装需求时。
- 节点销毁后控制台仍然报错(回调访问已销毁节点、tween 继续运行)时。
- 动效卡顿、帧率与期望不符,或动画在不同帧率设备上速度不一致时。
核心规则
1. tween 用法:链式 API 做 UI 动效,销毁前必须 stopAllByTarget
规则: UI 动效优先用 tween(node).to(...).call(...).start() 链式写法;节点销毁、场景切换、或主动取消动效时,必须调用 Tween.stopAllByTarget(node) 停止该节点上所有正在运行的 tween;不要把 tween 的 .call() 回调里对节点的访问放在延迟后,而不先判断节点有效性。
为什么: 这是 Creator 项目里最高频的运行时报错来源之一。典型场景:UI 弹窗弹出动画还没播完(0.3s tween),玩家点了关闭按钮,弹窗节点被 destroy,0.3s 后 tween 的 .call() 回调执行——此时 this 或捕获的节点引用已销毁,访问任何属性都抛出 Cannot read properties of null,且错误栈指向 tween 引擎内部,极难定位。另一个常见错误:节点池归还时没有停止节点上的 tween,下次取出时旧 tween 仍在运行,与新 tween 叠加,节点产生错乱的双重动画。
怎么做:
- 启动:
tween(this.node).to(0.3, { scale: new Vec3(1,1,1) }, { easing: 'backOut' }).call(() => { this.onShowComplete(); }).start(); - 节点销毁时:
onDestroy() { Tween.stopAllByTarget(this.node); } - 节点池归还时(
unuse):Tween.stopAllByTarget(this.node); - 回调内访问组件:先判断
if (!this.isValid) return;,防止节点已销毁后回调被延迟触发。 - 需要保留 tween 引用以便手动取消:
this._showTween = tween(node).to(...).start();,取消时this._showTween?.stop();。
2. Animation 组件:帧/骨骼动画播放,关键时机用帧事件而非硬编码计时
规则: 帧动画和骨骼动画的时机逻辑(播放完毕后跳转状态、攻击动画命中帧触发伤害)用 Animation 的帧事件(AnimationEvent)或 finished 事件回调触发,不用 scheduleOnce(callback, duration) 硬编码时长。
为什么: scheduleOnce(this.onAttackHit, 0.35) 是新手最常写的"动画同步"方案。问题一:动画时长一旦被美术调整(0.35s 改 0.4s),程序代码里的数字忘了改,命中判定就永远提前或延后。问题二:设备帧率波动导致动画实际播放时长和计时器有微小偏差,在帧率不稳定的低端机上累积误差很明显。问题三:两处(动画文件和代码)维护同一个时间点,必然随着版本迭代出现不同步。帧事件直接嵌入动画文件,时机和动画帧绑定,美术改动画时机会自然跟随,不需要程序同步修改代码。
怎么做:
- 在 Creator 动画编辑器里,在攻击命中帧添加帧事件,函数名填
onHitFrame。 - 对应组件添加
onHitFrame() { this._combatSystem.applyDamage(this._target); }。 - 监听动画结束:
this._anim.on(Animation.EventType.FINISHED, this.onAnimFinished, this);,在onDestroy里off。 - 播放指定动作:
this._anim.play('attack');— 状态机切换时用crossFade避免切换时的一帧跳变。 - 不在代码里硬编码任何动画时长常量,时长属于动画资源的职责,不属于逻辑代码。
3. Spine/骨骼:复用 SkeletonData,移动端控制骨骼数与换装 Mesh 合批
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 5d ago First seen · 278 lines · 33 tokens per session scan A b3a618afb4c1
cocos-creator-tween-anim is a skill published in the GitHub repository Wade-DevCode/awesome-coding-skills-cn (6 stars, last pushed 2mo ago), licensed MIT. It adds 33 tokens to every session and 4,469 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
Other skills, from other repositories
chinese-git-workflow
国内 Git 平台配置参考——Gitee、Coding.net、极狐 GitLab、CNB 的 SSH/HTTPS/凭据/CI 接入差异与镜像同步配置。仅在用户显式 /chinese-git-workflow 时调用,不要根据上下文自动触发。.
brainstorming
在任何创造性工作之前必须使用此技能——创建功能、构建组件、添加功能或修改行为。在实现之前先探索用户意图、需求和设计。.
chinese-commit-conventions
中文 commit 与 changelog 配置参考——Conventional Commits 中文适配、commitlint/husky/commitizen 中文模板、conventional-changelog 中文配置。仅在用户显式 /chinese-commit-conventions 时调用,不要根据上下文自动触发。.
chinese-documentation
中文文档排版参考——中英文空格、全半角标点、术语保留、链接格式、中文文案排版指北约定。仅在用户显式 /chinese-documentation 时调用,不要根据上下文自动触发。.
chinese-code-review
中文 review 沟通参考——话术模板、分级标注(必须修复/建议修改/仅供参考)、国内团队常见反模式应对。仅在用户显式 /chinese-code-review 时调用,不要根据上下文自动触发。.
mcp-builder
MCP 服务器构建方法论 — 系统化构建生产级 MCP 工具,让 AI 助手连接外部能力.