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advanced-input高级输入

Agent Skill

advanced-input 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

524

周安装

21

GitHub Stars

13

下载量

170
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:advanced-input(高级输入)
来源仓库:https://github.com/dcl-regenesislabs/opendcl
仓库路径:skills/advanced-input
安装命令:
npx skills add https://github.com/dcl-regenesislabs/opendcl --skill advanced-input
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/dcl-regenesislabs/opendcl --skill advanced-input

简介

advanced-input 处理 Decentraland 场景中的高级指针锁定与用户交互状态检测逻辑。

  • 适用于第一人称视角游戏或沉浸式 Web3 应用开发,需配合引擎 ECS 系统进行实体状态绑定。
  • 提供 isPointerLocked 状态查询与 onChange 回调监听,支持鼠标捕获/释放的动态切换控制。
  • 调用前应确认 SDK 版本兼容性,避免在非 Decentraland 环境中引入未定义行为或兼容性问题。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

Advanced Input Handling in Decentraland

For basic click/hover events, see the add-interactivity skill. This skill covers advanced input patterns.

Pointer Lock State

Detect whether the cursor is captured (first-person mode) or free:

import { engine, PointerLock } from '@dcl/sdk/ecs'

function checkPointerLock() {
  const isLocked = PointerLock.get(engine.CameraEntity).isPointerLocked

  if (isLocked) {
    // Cursor is captured — player is in first-person control
  } else {
    // Cursor is free — player can click UI elements
  }
}

engine.addSystem(checkPointerLock)

Pointer Lock Change Detection

PointerLock.onChange(engine.CameraEntity, (pointerLock) => {
  if (pointerLock?.isPointerLocked) {
    console.log('Cursor locked')
  } else {
    console.log('Cursor unlocked')
  }
})

Cursor Position and World Ray

Get the cursor's screen position and the ray it casts into the 3D world:

import { engine, PrimaryPointerInfo } from '@dcl/sdk/ecs'

function readPointer() {
  const pointerInfo = PrimaryPointerInfo.get(engine.RootEntity)
  console.log('Cursor position:', pointerInfo.screenCoordinates)
  console.log('Cursor delta:', pointerInfo.screenDelta)
  console.log('World ray direction:', pointerInfo.worldRayDirection)
}

engine.addSystem(readPointer)

Input Polling with inputSystem

Per-Entity Input Commands

Check if a specific input action occurred on a specific entity:

import { engine, inputSystem, InputAction, PointerEventType } from '@dcl/sdk/ecs'

function myInputSystem() {
  // Check for click on a specific entity
  const clickData = inputSystem.getInputCommand(
    InputAction.IA_POINTER,
    PointerEventType.PET_DOWN,
    myEntity
  )

  if (clickData) {
    console.log('Entity clicked via system:', clickData.hit.entityId)
  }
}

engine.addSystem(myInputSystem)

Global Input Checks

function globalInputSystem() {
  // Was the key just pressed this frame?
  if (inputSystem.isTriggered(InputAction.IA_PRIMARY, PointerEventType.PET_DOWN)) {
    console.log('E key pressed!')
  }

  // Is the key currently held down?
  if (inputSystem.isPressed(InputAction.IA_SECONDARY)) {
    console.log('F key is held!')
  }
}

engine.addSystem(globalInputSystem)

All InputAction Values

InputActionKey/Button
IA_POINTERLeft mouse button
IA_PRIMARYE key
IA_SECONDARYF key
IA_ACTION_31 key
IA_ACTION_42 key
IA_ACTION_53 key
IA_ACTION_64 key
IA_JUMPSpace key
IA_FORWARDW key
IA_BACKWARDS key
IA_LEFTA key
IA_RIGHTD key
IA_WALKShift key

Event Types

PointerEventType.PET_DOWN         // Button/key pressed
PointerEventType.PET_UP           // Button/key released
PointerEventType.PET_HOVER_ENTER  // Cursor enters entity
PointerEventType.PET_HOVER_LEAVE  // Cursor leaves entity

InputModifier (Movement Restriction)

Restrict or freeze the player's movement:

import { engine, InputModifier } from '@dcl/sdk/ecs'

// Freeze player completely
InputModifier.create(engine.PlayerEntity, {
  mode: InputModifier.Mode.Standard({ disableAll: true })
})

// Restrict specific movement
InputModifier.createOrReplace(engine.PlayerEntity, {
  mode: InputModifier.Mode.Standard({
    disableRun: true,
    disableJump: true,
    disableEmote: true
  })
})

// Restore normal movement
InputModifier.deleteFrom(engine.PlayerEntity)

Important: InputModifier only works in the DCL 2.0 desktop client. It has no effect in the web browser explorer.

Cutscene Pattern

Freeze the player during a cinematic sequence:

function startCutscene() {
  // Freeze player
  InputModifier.create(engine.PlayerEntity, {
    mode: InputModifier.Mode.Standard({ disableAll: true })
  })

  // ... play cinematic with VirtualCamera ...

  // After cutscene ends, restore movement
  // InputModifier.deleteFrom(engine.PlayerEntity)
}

WASD Movement Pattern

Poll movement keys to control custom entities:

import { engine, inputSystem, InputAction, PointerEventType, Transform } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'

const MOVE_SPEED = 5

function customMovementSystem(dt: number) {
  const transform = Transform.getMutable(controllableEntity)
  let moveX = 0
  let moveZ = 0

  if (inputSystem.isPressed(InputAction.IA_FORWARD)) moveZ += 1
  if (inputSystem.isPressed(InputAction.IA_BACKWARD)) moveZ -= 1
  if (inputSystem.isPressed(InputAction.IA_LEFT)) moveX -= 1
  if (inputSystem.isPressed(InputAction.IA_RIGHT)) moveX += 1

  transform.position.x += moveX * MOVE_SPEED * dt
  transform.position.z += moveZ * MOVE_SPEED * dt
}

engine.addSystem(customMovementSystem)

Combining Input Patterns

Action Bar with Number Keys

function actionBarSystem() {
  if (inputSystem.isTriggered(InputAction.IA_ACTION_3, PointerEventType.PET_DOWN)) {
    console.log('Slot 1 activated')
    useAbility(1)
  }
  if (inputSystem.isTriggered(InputAction.IA_ACTION_4, PointerEventType.PET_DOWN)) {
    console.log('Slot 2 activated')
    useAbility(2)
  }
  if (inputSystem.isTriggered(InputAction.IA_ACTION_5, PointerEventType.PET_DOWN)) {
    console.log('Slot 3 activated')
    useAbility(3)
  }
  if (inputSystem.isTriggered(InputAction.IA_ACTION_6, PointerEventType.PET_DOWN)) {
    console.log('Slot 4 activated')
    useAbility(4)
  }
}

engine.addSystem(actionBarSystem)

Best Practices

  • Use isTriggered() for one-shot actions (fire weapon, open door) — it returns true only on the frame the key is first pressed
  • Use isPressed() for continuous actions (movement, holding a shield) — it returns true every frame while held
  • getInputCommand() gives hit data (position, entity) — use it when you need to know what was clicked
  • Prefer pointerEventsSystem.onPointerDown() for simple entity clicks — use inputSystem for complex multi-key or polling patterns
  • InputModifier only works in the DCL 2.0 desktop client — test with the desktop client if your scene relies on it
  • WASD keys (IA_FORWARD, etc.) also control player movement — polling them reads the movement state but doesn't override it

For basic pointer events and click handlers, see the add-interactivity skill.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

36.46%
按下载量换算62

Claude

28.24%
按下载量换算48

Cursor

19.31%
按下载量换算33

Gemini CLI

10.58%
按下载量换算18

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

操作浏览器

该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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