[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M7C0TYPB0CBS9EWR5KFF29VB":3,"skill-same:01M7C0TYPB0CBS9EWR5KFF29VB":50},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":19,"linkOnly":20,"markdownContent":21,"markdownBody":22,"frontMatter":23,"refName":27,"commitSha":28,"skillDirectory":29,"forksCount":30,"repositoryHtmlUrl":31,"repositoryHomepageUrl":32,"ownerHtmlUrl":33,"ownerBlogUrl":6,"ownerDescription":34,"updatedAt":35,"install":36,"resources":49},"01M7C0TYPB0CBS9EWR5KFF29VB","godot-4-migration",null,"Specialized guide for migrating Godot 3.x projects to Godot 4 (GDScript 2.0), covering syntax changes, Tweens, and exports.","YYC-Cube\u002FYYC3-Knowledge-Base","YYC-Cube","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F235006543?v=4","01M79J2PH4SWD2X0825X6PN748","yyc3","01M79J2PHVK3F6ZBYT8K2SCZCW",1,"MIT","https:\u002F\u002Fgithub.com\u002FYYC-Cube\u002FYYC3-Knowledge-Base\u002Fblob\u002Fmain\u002FYYC3-Skills-技能包\u002FYYC3-Skills-技能包-antigravity-awesome-skills\u002Fplugins\u002Fantigravity-awesome-skills-claude\u002Fskills\u002Fgodot-4-migration\u002FSKILL.md",[],[],"2026-11-15 14:19:17",false,"---\nname: godot-4-migration\ndescription: \"Specialized guide for migrating Godot 3.x projects to Godot 4 (GDScript 2.0), covering syntax changes, Tweens, and exports.\"\nrisk: safe\nsource: community\ndate_added: \"2026-02-27\"\n---\n\n# Godot 4 Migration Guide\n\n## Overview\n\nA critical guide for developers transitioning from Godot 3.x to Godot 4. This skill focuses on the major syntax changes in GDScript 2.0, the new `Tween` system, and `export` annotation updates.\n\n## When to Use This Skill\n\n- Use when porting a Godot 3 project to Godot 4.\n- Use when encountering syntax errors after upgrading.\n- Use when replacing deprecated nodes (like `Tween` node vs `create_tween`).\n- Use when updating `export` variables to `@export` annotations.\n\n## Key Changes\n\n### 1. Annotations (`@`)\n\nGodot 4 uses `@` for keywords that modify behavior.\n- `export var x` -> `@export var x`\n- `onready var y` -> `@onready var y`\n- `tool` -> `@tool` (at top of file)\n\n### 2. Setters and Getters\n\nProperties now define setters\u002Fgetters inline.\n\n**Godot 3:**\n```gdscript\nvar health setget set_health, get_health\n\nfunc set_health(value):\n    health = value\n```\n\n**Godot 4:**\n```gdscript\nvar health: int:\n    set(value):\n        health = value\n        emit_signal(\"health_changed\", health)\n    get:\n        return health\n```\n\n### 3. Tween System\n\nThe `Tween` node is deprecated. Use `create_tween()` in code.\n\n**Godot 3:**\n```gdscript\n$Tween.interpolate_property(...)\n$Tween.start()\n```\n\n**Godot 4:**\n```gdscript\nvar tween = create_tween()\ntween.tween_property($Sprite, \"position\", Vector2(100, 100), 1.0)\ntween.parallel().tween_property($Sprite, \"modulate:a\", 0.0, 1.0)\n```\n\n### 4. Signal Connections\n\nString-based connections are discouraged. Use callables.\n\n**Godot 3:**\n```gdscript\nconnect(\"pressed\", self, \"_on_pressed\")\n```\n\n**Godot 4:**\n```gdscript\npressed.connect(_on_pressed)\n```\n\n## Examples\n\n### Example 1: Typed Arrays\n\nGDScript 2.0 supports typed arrays for better performance and type safety.\n\n```gdscript\n# Godot 3\nvar enemies = []\n\n# Godot 4\nvar enemies: Array[Node] = []\n\nfunc _ready():\n    for child in get_children():\n        if child is Enemy:\n            enemies.append(child)\n```\n\n### Example 2: Awaiting Signals (Coroutines)\n\n`yield` is replaced by `await`.\n\n**Godot 3:**\n```gdscript\nyield(get_tree().create_timer(1.0), \"timeout\")\n```\n\n**Godot 4:**\n```gdscript\nawait get_tree().create_timer(1.0).timeout\n```\n\n## Best Practices\n\n- ✅ **Do:** Use `@export_range`, `@export_file`, etc., for better inspector UI.\n- ✅ **Do:** Type all variables (`var x: int`) for performance gains in GDScript 2.0.\n- ✅ **Do:** Use `super()` to call parent methods instead of `.function_name()`.\n- ❌ **Don't:** Use string names for signals (`emit_signal(\"name\")`) if you can use the signal object (`name.emit()`).\n\n## Troubleshooting\n\n**Problem:** \"Identifier 'Tween' is not a valid type.\"\n**Solution:** `Tween` is now `SceneTreeTween` or just an object returned by `create_tween()`. You rarely type it explicitly, just use `var tween = create_tween()`.\n\n## Limitations\n- Use this skill only when the task clearly matches the scope described above.\n- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.\n- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.\n","# Godot 4 Migration Guide\n\n## Overview\n\nA critical guide for developers transitioning from Godot 3.x to Godot 4. This skill focuses on the major syntax changes in GDScript 2.0, the new `Tween` system, and `export` annotation updates.\n\n## When to Use This Skill\n\n- Use when porting a Godot 3 project to Godot 4.\n- Use when encountering syntax errors after upgrading.\n- Use when replacing deprecated nodes (like `Tween` node vs `create_tween`).\n- Use when updating `export` variables to `@export` annotations.\n\n## Key Changes\n\n### 1. Annotations (`@`)\n\nGodot 4 uses `@` for keywords that modify behavior.\n- `export var x` -> `@export var x`\n- `onready var y` -> `@onready var y`\n- `tool` -> `@tool` (at top of file)\n\n### 2. Setters and Getters\n\nProperties now define setters\u002Fgetters inline.\n\n**Godot 3:**\n```gdscript\nvar health setget set_health, get_health\n\nfunc set_health(value):\n    health = value\n```\n\n**Godot 4:**\n```gdscript\nvar health: int:\n    set(value):\n        health = value\n        emit_signal(\"health_changed\", health)\n    get:\n        return health\n```\n\n### 3. Tween System\n\nThe `Tween` node is deprecated. Use `create_tween()` in code.\n\n**Godot 3:**\n```gdscript\n$Tween.interpolate_property(...)\n$Tween.start()\n```\n\n**Godot 4:**\n```gdscript\nvar tween = create_tween()\ntween.tween_property($Sprite, \"position\", Vector2(100, 100), 1.0)\ntween.parallel().tween_property($Sprite, \"modulate:a\", 0.0, 1.0)\n```\n\n### 4. Signal Connections\n\nString-based connections are discouraged. Use callables.\n\n**Godot 3:**\n```gdscript\nconnect(\"pressed\", self, \"_on_pressed\")\n```\n\n**Godot 4:**\n```gdscript\npressed.connect(_on_pressed)\n```\n\n## Examples\n\n### Example 1: Typed Arrays\n\nGDScript 2.0 supports typed arrays for better performance and type safety.\n\n```gdscript\n# Godot 3\nvar enemies = []\n\n# Godot 4\nvar enemies: Array[Node] = []\n\nfunc _ready():\n    for child in get_children():\n        if child is Enemy:\n            enemies.append(child)\n```\n\n### Example 2: Awaiting Signals (Coroutines)\n\n`yield` is replaced by `await`.\n\n**Godot 3:**\n```gdscript\nyield(get_tree().create_timer(1.0), \"timeout\")\n```\n\n**Godot 4:**\n```gdscript\nawait get_tree().create_timer(1.0).timeout\n```\n\n## Best Practices\n\n- ✅ **Do:** Use `@export_range`, `@export_file`, etc., for better inspector UI.\n- ✅ **Do:** Type all variables (`var x: int`) for performance gains in GDScript 2.0.\n- ✅ **Do:** Use `super()` to call parent methods instead of `.function_name()`.\n- ❌ **Don't:** Use string names for signals (`emit_signal(\"name\")`) if you can use the signal object (`name.emit()`).\n\n## Troubleshooting\n\n**Problem:** \"Identifier 'Tween' is not a valid type.\"\n**Solution:** `Tween` is now `SceneTreeTween` or just an object returned by `create_tween()`. You rarely type it explicitly, just use `var tween = create_tween()`.\n\n## Limitations\n- Use this skill only when the task clearly matches the scope described above.\n- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.\n- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.\n",{"name":5,"risk":24,"source":25,"date_added":26,"description":7},"safe","community","2026-02-27","main","87afe6ce96220accf50a345dea46784c8c9f210e","YYC3-Skills-技能包\u002FYYC3-Skills-技能包-antigravity-awesome-skills\u002Fplugins\u002Fantigravity-awesome-skills-claude\u002Fskills\u002Fgodot-4-migration",0,"https:\u002F\u002Fgithub.com\u002FYYC-Cube\u002FYYC3-Knowledge-Base","https:\u002F\u002Fkb.yyc3.top\u002F","https:\u002F\u002Fgithub.com\u002FYYC-Cube","万象归元于云枢 | 深栈智启新纪元","2026-11-10 10:37:32",{"source":8,"skillName":5,"commands":37,"prompt":47,"zipAvailable":48},[38,41,44],{"tool":39,"command":40},"npx","npx skills add YYC-Cube\u002FYYC3-Knowledge-Base --skill godot-4-migration",{"tool":42,"command":43},"bunx","bunx skills add YYC-Cube\u002FYYC3-Knowledge-Base --skill godot-4-migration",{"tool":45,"command":46},"pnpm","pnpm dlx skills add YYC-Cube\u002FYYC3-Knowledge-Base --skill godot-4-migration","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FYYC-Cube\u002FYYC3-Knowledge-Base\u002Fblob\u002Fmain\u002FYYC3-Skills-技能包\u002FYYC3-Skills-技能包-antigravity-awesome-skills\u002Fplugins\u002Fantigravity-awesome-skills-claude\u002Fskills\u002Fgodot-4-migration\u002FSKILL.md",true,[],[51,58,65,72,79,86],{"skillNo":52,"name":53,"nameZh":6,"description":54,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":55,"categories":56,"keywords":57,"publishedAt":19},"01M7CTDWHERCXPQCP0K03A86AS","vercel-sandbox","Run agent-browser + Chrome inside Vercel Sandbox microVMs for browser automation from any Vercel-deployed app. Use when the user needs browser automation in a Vercel app (Next.js, SvelteKit, Nuxt, Remix, Astro, etc.), wants to run headless Chrome without binary size limits, needs persistent browser sessions across commands, or wants ephemeral isolated browser environments. Triggers include \"Vercel Sandbox browser\", \"microVM Chrome\", \"agent-browser in sandbox\", \"browser automation on Vercel\", or any task requiring Chrome in a Vercel Sandbox.","https:\u002F\u002Fgithub.com\u002FYYC-Cube\u002FYYC3-Knowledge-Base\u002Fblob\u002Fmain\u002FYYC3-WebSpec-Web标准\u002FYYC3-WebSpec-Web标准-standards\u002Fbrowser-agent\u002Fskills\u002Fvercel-sandbox\u002FSKILL.md",[],[],{"skillNo":59,"name":60,"nameZh":6,"description":61,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":62,"categories":63,"keywords":64,"publishedAt":19},"01M7CTD8D2BNJY54S65M47HEJA","slack","Interact with Slack workspaces using browser automation. Use when the user needs to check unread channels, navigate Slack, send messages, extract data, find information, search conversations, or automate any Slack task. Triggers include \"check my Slack\", \"what channels have unreads\", \"send a message to\", \"search Slack for\", \"extract from Slack\", \"find who said\", or any task requiring programmatic Slack interaction.","https:\u002F\u002Fgithub.com\u002FYYC-Cube\u002FYYC3-Knowledge-Base\u002Fblob\u002Fmain\u002FYYC3-WebSpec-Web标准\u002FYYC3-WebSpec-Web标准-standards\u002Fbrowser-agent\u002Fskills\u002Fslack\u002FSKILL.md",[],[],{"skillNo":66,"name":67,"nameZh":6,"description":68,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":69,"categories":70,"keywords":71,"publishedAt":19},"01M7CTCSSB8ZP3Q58C3YZDZK1W","electron","Automate Electron desktop apps (VS Code, Slack, Discord, Figma, Notion, Spotify, etc.) using agent-browser via Chrome DevTools Protocol. Use when the user needs to interact with an Electron app, automate a desktop app, connect to a running app, control a native app, or test an Electron application. Triggers include \"automate Slack app\", \"control VS Code\", \"interact with Discord app\", \"test this Electron app\", \"connect to desktop app\", or any task requiring automation of a native Electron application.","https:\u002F\u002Fgithub.com\u002FYYC-Cube\u002FYYC3-Knowledge-Base\u002Fblob\u002Fmain\u002FYYC3-WebSpec-Web标准\u002FYYC3-WebSpec-Web标准-standards\u002Fbrowser-agent\u002Fskills\u002Felectron\u002FSKILL.md",[],[],{"skillNo":73,"name":74,"nameZh":6,"description":75,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":76,"categories":77,"keywords":78,"publishedAt":19},"01M7CTCBJY76688V4DCZGWFHGQ","dogfood","Systematically explore and test a web application to find bugs, UX issues, and other problems. Use when asked to \"dogfood\", \"QA\", \"exploratory test\", \"find issues\", \"bug hunt\", \"test this app\u002Fsite\u002Fplatform\", or review the quality of a web application. Produces a structured report with full reproduction evidence -- step-by-step screenshots, repro videos, and detailed repro steps for every issue -- so findings can be handed directly to the responsible teams.","https:\u002F\u002Fgithub.com\u002FYYC-Cube\u002FYYC3-Knowledge-Base\u002Fblob\u002Fmain\u002FYYC3-WebSpec-Web标准\u002FYYC3-WebSpec-Web标准-standards\u002Fbrowser-agent\u002Fskills\u002Fdogfood\u002FSKILL.md",[],[],{"skillNo":80,"name":81,"nameZh":6,"description":82,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":83,"categories":84,"keywords":85,"publishedAt":19},"01M7CTC4H0FFGVEAQR9PA4GA1A","agent-browser","Browser automation CLI for AI agents. Use when the user needs to interact with websites, including navigating pages, filling forms, clicking buttons, taking screenshots, extracting data, testing web apps, or automating any browser task. Triggers include requests to \"open a website\", \"fill out a form\", \"click a button\", \"take a screenshot\", \"scrape data from a page\", \"test this web app\", \"login to a site\", \"automate browser actions\", or any task requiring programmatic web interaction.","https:\u002F\u002Fgithub.com\u002FYYC-Cube\u002FYYC3-Knowledge-Base\u002Fblob\u002Fmain\u002FYYC3-WebSpec-Web标准\u002FYYC3-WebSpec-Web标准-standards\u002Fbrowser-agent\u002Fskills\u002Fagent-browser\u002FSKILL.md",[],[],{"skillNo":87,"name":88,"nameZh":6,"description":89,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":90,"categories":91,"keywords":92,"publishedAt":19},"01M7CTBKVFYBG78FDSABSDJTTQ","shadcn","Manages shadcn components and projects — adding, searching, fixing, debugging, styling, and composing UI, including chat interfaces. Provides project context, component docs, and usage examples. Applies when working with shadcn\u002Fui, component registries, presets, --preset codes, or any project with a components.json file. Also triggers for \"shadcn init\", \"create an app with --preset\", \"switch to --preset\", and for building a design system or applying a DESIGN.md or brand spec to shadcn\u002Fui.","https:\u002F\u002Fgithub.com\u002FYYC-Cube\u002FYYC3-Knowledge-Base\u002Fblob\u002Fmain\u002FYYC3-UI-界面组件\u002FYYC3-UI-界面组件-ui\u002Fskills\u002Fshadcn\u002FSKILL.md",[],[]]