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combat-ui-pattern-a战斗 ui 模式 a

Agent Skill

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

总安装

563

周安装

23

GitHub Stars

公开资料未说明

下载量

180
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

MIT

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:combat-ui-pattern-a(战斗 ui 模式 a)
来源仓库:https://github.com/cesaraugustusgrob/shinobi-way-the-inifinite-tower
仓库路径:skills/combat-ui-pattern-a
安装命令:
npx skills add cesaraugustusgrob/shinobi-way-the-inifinite-tower --skill "combat-ui-pattern-a"
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。

AgentSkills.tonpx skills
npx skills add cesaraugustusgrob/shinobi-way-the-inifinite-tower --skill "combat-ui-pattern-a"

简介

辅助设计战斗界面的视觉布局、交互逻辑与响应式适配方案。

  • 适用于 RPG、卡牌类等需要复杂 UI 层叠与状态反馈的游戏项目。
  • 提供组件层级建议、动效衔接与文本可读性优化指导。
  • 需结合具体美术风格与平台规范调整输出结果。combat-ui-pattern-a 属于研究检索类 Skill,可作为该场景下的辅助能力补充。
  • 涉及真实页面修改时务必通过截图验证排版溢出与对齐问题。

SKILL.md

Combat UI Pattern A - Split-Panel Implementation

This skill guides implementation of the Split-Panel Combat UI, transforming the vertical theater mode into a horizontal confrontation layout.

Architecture Overview

┌───────────────────────────────────────────────────┐
│  TURN INDICATOR  │  PHASE PIPELINE  │  MODIFIERS  │  ← PhaseHeader
├──────────────────┴───────┬───────────┴────────────┤
│                          │                        │
│     PLAYER PANEL         │     ENEMY PANEL        │  ← ConfrontationZone
│     (CharacterPanel)     │     (CharacterPanel)   │
│                          │                        │
├──────────────────────────┴────────────────────────┤
│  QUICK ACTIONS (SIDE/TOGGLE)  │   MAIN ACTIONS    │  ← ActionDock
└───────────────────────────────┴───────────────────┘

Component Hierarchy

Combat.tsx (scene orchestrator)
├── CombatLayout.tsx (CSS Grid container)
│   ├── PhaseHeader.tsx (top status bar)
│   │   ├── TurnIndicator
│   │   ├── PhasePipeline
│   │   ├── SideActionCounter
│   │   └── ApproachModifier
│   │
│   ├── ConfrontationZone.tsx (battle area)
│   │   ├── CharacterPanel.tsx (player variant)
│   │   │   ├── CharacterSprite
│   │   │   ├── IdentityBar
│   │   │   ├── ResourceBars (HP/CP)
│   │   │   └── BuffBar
│   │   │
│   │   ├── VSDivider.tsx (center emblem)
│   │   │
│   │   └── CharacterPanel.tsx (enemy variant)
│   │       ├── CharacterSprite
│   │       ├── IdentityBar (name, tier, element)
│   │       ├── HealthBar
│   │       ├── DefenseStats
│   │       └── BuffBar
│   │
│   └── ActionDock.tsx (skill bar)
│       ├── QuickActionsSection
│       │   ├── QuickActionCard (SIDE skills)
│       │   └── QuickActionCard (TOGGLE skills)
│       ├── MainActionsSection
│       │   └── MainActionCard (MAIN skills)
│       └── ControlButtons (Auto, End Turn)
│
└── FloatingTextLayer (z-50, unchanged)

File Structure

src/components/combat/
├── index.ts                  # Barrel exports
├── CombatLayout.tsx          # Grid container
├── PhaseHeader.tsx           # Top status bar
├── ConfrontationZone.tsx     # Player vs Enemy area
├── CharacterPanel.tsx        # Reusable character display
├── VSDivider.tsx             # Center VS emblem
├── ActionDock.tsx            # Bottom skill bar
├── QuickActionCard.tsx       # Compact SIDE/TOGGLE card
└── MainActionCard.tsx        # Large MAIN skill card

Implementation Workflow

Step 1: Identify Target Component

Ask user which component to implement:

  1. CombatLayout - Start here for new implementation
  2. PhaseHeader - Top status bar
  3. ConfrontationZone - Battle area with both panels
  4. CharacterPanel - Individual character display
  5. VSDivider - Center emblem and effects
  6. ActionDock - Bottom skill bar
  7. QuickActionCard - Compact skill card variant
  8. MainActionCard - Large skill card variant

Step 2: Load Component Reference

Based on selection, load the appropriate reference:

Step 3: Generate Component Code

Follow the component template pattern:

import React from 'react';
import { cn } from '@/lib/utils'; // if using cn utility

interface ComponentNameProps {
  // Props from component-interfaces.md
}

export const ComponentName: React.FC<ComponentNameProps> = ({
  // destructured props
}) => {
  return (
    <div className={cn(
      // Base styles from styling-tokens.md
      // Conditional styles
    )}>
      {/* Component content */}
    </div>
  );
};

Step 4: Wire to Combat.tsx

After component creation:

  1. Export from components/combat/index.ts
  2. Import in Combat.tsx
  3. Replace corresponding section
  4. Pass required props from existing state

Quick Implementation Commands

Create All Files (Scaffolding)

# Create directory
mkdir -p src/components/combat

# Create all component files
touch src/components/combat/{index,CombatLayout,PhaseHeader,ConfrontationZone,CharacterPanel,VSDivider,ActionDock,QuickActionCard,MainActionCard}.tsx

Barrel Export Template

// src/components/combat/index.ts
export { CombatLayout } from './CombatLayout';
export { PhaseHeader } from './PhaseHeader';
export { ConfrontationZone } from './ConfrontationZone';
export { CharacterPanel } from './CharacterPanel';
export { VSDivider } from './VSDivider';
export { ActionDock } from './ActionDock';
export { QuickActionCard } from './QuickActionCard';
export { MainActionCard } from './MainActionCard';

Props Mapping from Existing Code

From App.tsx → Combat.tsx (unchanged)

player: Player
enemy: Enemy
turnState: 'PLAYER' | 'ENEMY_TURN'
turnPhase: TurnPhaseState
combatState: CombatState
onUseSkill: (skill: Skill) => void
onPassTurn: () => void
onToggleAutoCombat: () => void
autoCombatEnabled: boolean

Combat.tsx → New Components

// PhaseHeader
turnState, turnPhase, combatState.approach

// ConfrontationZone
player, enemy, playerStats, enemyStats

// CharacterPanel (player)
character: player, stats: playerStats, variant: 'player'

// CharacterPanel (enemy)
character: enemy, stats: enemyStats, variant: 'enemy'

// ActionDock
skills: player.skills, turnPhase, onUseSkill, onPassTurn

Migration Strategy

Phase 1: Layout Foundation

  1. Create CombatLayout.tsx with CSS Grid
  2. Create placeholder components
  3. Add feature flag in Combat.tsx

Phase 2: Component Extraction

  1. Implement CharacterPanel (extract from PlayerHUD + CinematicViewscreen)
  2. Implement ActionDock (extract from skill grids)
  3. Implement PhaseHeader (extract from inline indicators)

Phase 3: Visual Polish

  1. Add VSDivider with effects
  2. Implement animations
  3. Adjust floating text positions

Phase 4: Cleanup

  1. Remove old theater mode code
  2. Remove feature flag
  3. Update tests

Reference Files

Output Format

Generate TypeScript React components with:

  1. TypeScript interface for props
  2. Tailwind CSS for styling (matching existing codebase)
  3. Responsive classes (mobile fallback to vertical)
  4. Memoization where appropriate (React.memo for cards)
  5. Accessibility attributes (aria-labels, roles)

Existing Code References

When implementing, reference these existing files:

New ComponentReference From
CharacterPanel (player)src/components/PlayerHUD.tsx
CharacterPanel (enemy)src/scenes/Combat.tsx lines 113-305
ActionDocksrc/scenes/Combat.tsx lines 308-607
QuickActionCardsrc/components/SkillCard.tsx
MainActionCardsrc/components/SkillCard.tsx
PhaseHeadersrc/scenes/Combat.tsx lines 311-328

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