Install
openclaw skills install godot-devGodot 4.x game development with C#/.NET, covering best practices, architecture patterns, performance optimization, and common pitfalls. Use when working on Godot projects, debugging Godot-specific issues, designing game architecture, or implementing game systems. Includes GDScript-to-C# migration guidance.
openclaw skills install godot-dev使用 Autoload 创建全局管理器:
GameManager (游戏状态)
EventManager (事件总线)
AudioManager (音频管理)
SaveManager (存档管理)
LocalizationManager (本地化)
GameScene (Node2D)
├── Entities (Node2D)
│ ├── Player (CharacterBody2D)
│ └── Enemies (Node2D)
├── Environment (Node2D)
│ ├── TileMaps
│ └── Props
└── UI (CanvasLayer)
└── HUD
使用信号解耦:
// 定义信号
[Signal]
public delegate void HealthChangedEventHandler(int current, int max);
// 触发信号
EmitSignal(SignalName.HealthChanged, currentHealth, maxHealth);
// 连接信号
player.HealthChanged += OnHealthChanged;
// ✅ 正确:使用强类型
private PlayerController _player;
// ❌ 避免:过度使用 var 导致类型不明确
var player = GetNode("Player"); // Node? PlayerController?
// ✅ 推荐:预加载资源
[Export]
public PackedScene EnemyScene { get; set; }
// ⚠️ 运行时加载
var scene = GD.Load<PackedScene>("res://scenes/enemy.tscn");
// ❌ 避免:每帧加载
func _process():
var tex = load("res://sprite.png") # 性能杀手
// Godot 4.5 → 4.6 迁移
// PhysicsRayQuery2D 已弃用
// ❌ 旧版
var query = PhysicsRayQuery2D.Create(from, to);
// ✅ 新版
var query = new PhysicsRayQueryParameters2D
{
From = from,
To = to,
CollisionMask = collisionMask
};
var result = space.IntersectRay(query);
// Dictionary 类型限制
// ❌ Godot.Collections.Dictionary 不支持复杂类型
Godot.Collections.Dictionary<string, EnemyData> dict;
// ✅ 使用 System.Collections.Generic
System.Collections.Generic.Dictionary<string, EnemyData> dict;
public class ObjectPool<T> where T : Node, new()
{
private readonly Stack<T> _pool = new();
private readonly PackedScene _scene;
public T Get() => _pool.Count > 0 ? _pool.Pop() : _scene.Instantiate<T>();
public void Return(T obj)
{
obj.GetParent()?.RemoveChild(obj);
_pool.Push(obj);
}
}
ProcessMode = ProcessModeEnum.Disabledpublic static class Debug
{
[Conditional("DEBUG")]
public static void Log(string message)
{
GD.Print($"[{Time.GetTimeStringFromSystem()}] {message}");
}
}
# 启用调试模式
godot --path . --debug-gd
# 使用内置分析器
Debugger > Profiler > Start