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team-ui团队用户界面

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

1,077

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下载量

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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:team-ui(团队用户界面)
来源仓库:https://github.com/donchitos/claude-code-game-studios
仓库路径:skills/team-ui
安装命令:
npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-ui
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/donchitos/claude-code-game-studios --skill team-ui

简介

team-ui 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。

  • 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。
  • team-ui 属于前端设计类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

When this skill is invoked, orchestrate the UI team through a structured pipeline.

Decision Points: At each phase transition, use AskUserQuestion to present the user with the subagent's proposals as selectable options. Write the agent's full analysis in conversation, then capture the decision with concise labels. The user must approve before moving to the next phase.

Team Composition

  • ux-designer — User flows, wireframes, accessibility, input handling
  • ui-programmer — UI framework, screens, widgets, data binding, implementation
  • art-director — Visual style, layout polish, consistency with art bible
  • engine UI specialist — Validates UI implementation patterns against engine-specific best practices (read from .claude/docs/technical-preferences.md Engine Specialists → UI Specialist)
  • accessibility-specialist — Audits accessibility compliance at Phase 4

Templates used by this pipeline:

  • ux-spec.md — Standard screen/flow UX specification
  • hud-design.md — HUD-specific UX specification
  • interaction-pattern-library.md — Reusable interaction patterns
  • accessibility-requirements.md — Committed accessibility tier and requirements

How to Delegate

Use the Task tool to spawn each team member as a subagent:

  • subagent_type: ux-designer — User flows, wireframes, accessibility, input handling
  • subagent_type: ui-programmer — UI framework, screens, widgets, data binding
  • subagent_type: art-director — Visual style, layout polish, art bible consistency
  • subagent_type: [UI engine specialist] — Engine-specific UI pattern validation (e.g., unity-ui-specialist, ue-umg-specialist, godot-specialist)
  • subagent_type: accessibility-specialist — Accessibility compliance audit

Always provide full context in each agent's prompt (feature requirements, existing UI patterns, platform targets). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 4 review agents can run simultaneously).

Pipeline

Phase 1a: Context Gathering

Before designing anything, read and synthesize:

  • design/gdd/game-concept.md — platform targets and intended audience
  • design/player-journey.md — player's state and context when they reach this screen
  • All GDD UI Requirements sections relevant to this feature
  • design/ux/interaction-patterns.md — existing patterns to reuse (not reinvent)
  • design/accessibility-requirements.md — committed accessibility tier (e.g., Basic, Enhanced, Full)

If design/ux/interaction-patterns.md does not exist, surface the gap immediately:

"interaction-patterns.md does not exist — no existing patterns to reuse."

Then use AskUserQuestion with options:

  • (a) Run /ux-design patterns first to establish the pattern library, then continue
  • (b) Proceed without the pattern library — ui-programmer will treat all patterns created as new and add each to a new design/ux/interaction-patterns.md at completion

Do NOT invent or assume patterns from the feature name or GDD alone. If the user chooses (b), explicitly instruct ui-programmer in Phase 3 to treat all patterns as new and document them in design/ux/interaction-patterns.md when implementation is complete. Note the pattern library status (created / absent / updated) in the final summary report.

Summarize the context in a brief for the ux-designer: what the player is doing, what they need, what constraints apply, and which existing patterns are relevant.

Phase 1b: UX Spec Authoring

Invoke /ux-design [feature name] skill OR delegate directly to ux-designer to produce design/ux/[feature-name].md following the ux-spec.md template.

If designing the HUD, use the hud-design.md template instead of ux-spec.md.

Notes on special cases: - For HUD design specifically, invoke /ux-design with argument: hud (e.g., /ux-design hud). - For the interaction pattern library, run /ux-design patterns once at project start and update it whenever new patterns are introduced during later phases.

Output: design/ux/[feature-name].md with all required spec sections filled.

Phase 1c: UX Review

After the spec is complete, invoke /ux-review design/ux/[feature-name].md.

Gate: Do not proceed to Phase 2 until the verdict is APPROVED. If the verdict is NEEDS REVISION, the ux-designer must address the flagged issues and re-run the review. The user may explicitly accept a NEEDS REVISION risk and proceed, but this must be a conscious decision — present the specific concerns via AskUserQuestion before asking whether to proceed.

Phase 2: Visual Design

Delegate to art-director:

  • Review the full UX spec (flows, wireframes, interaction patterns, accessibility notes) — not just the wireframe images
  • Apply visual treatment from the art bible: colors, typography, spacing, animation style
  • Check that visual design preserves accessibility compliance: verify color contrast ratios, and confirm color is never the only indicator of state (shape, text, or icon must reinforce it)
  • Specify all asset requirements needed from the art pipeline: icons at specified sizes, background textures, fonts, decorative elements — with precise dimensions and format requirements
  • Ensure consistency with existing implemented UI screens
  • Output: visual design spec with style notes and asset manifest

Phase 3: Implementation

Before implementation begins, spawn the engine UI specialist (from .claude/docs/technical-preferences.md Engine Specialists → UI Specialist) to review the UX spec and visual design spec for engine-specific implementation guidance:

  • Which engine UI framework should be used for this screen? (e.g., UI Toolkit vs UGUI in Unity, Control nodes vs CanvasLayer in Godot, UMG vs CommonUI in Unreal)
  • Any engine-specific gotchas for the proposed layout or interaction patterns?
  • Recommended widget/node structure for the engine?
  • Output: engine UI implementation notes to hand off to ui-programmer before they begin

If no engine is configured, skip this step.

Delegate to ui-programmer:

  • Implement the UI following the UX spec and visual design spec
  • Use patterns from design/ux/interaction-patterns.md — do not reinvent patterns that are already specified. If a pattern almost fits but needs modification, note the deviation and flag it for ux-designer review.
  • UI NEVER owns or modifies game state — display only; emit events for all player actions
  • All text through the localization system — no hardcoded player-facing strings
  • Support both input methods (keyboard/mouse AND gamepad)
  • Implement accessibility features per the committed tier in design/accessibility-requirements.md
  • Wire up data binding to game state
  • If any new interaction pattern is created during implementation (i.e., something not already in the pattern library), add it to design/ux/interaction-patterns.md before marking implementation complete
  • Output: implemented UI feature

Phase 4: Review (parallel)

Delegate in parallel:

  • ux-designer: Verify implementation matches wireframes and interaction spec. Test keyboard-only and gamepad-only navigation. Check accessibility features function correctly.
  • art-director: Verify visual consistency with art bible. Check at minimum and maximum supported resolutions.
  • accessibility-specialist: Verify compliance against the committed accessibility tier documented in design/accessibility-requirements.md. Flag any violations as blockers.

All three review streams must report before proceeding to Phase 5.

Phase 5: Polish

  • Address all review feedback
  • Verify animations are skippable and respect the player's motion reduction preferences
  • Confirm UI sounds trigger through the audio event system (no direct audio calls)
  • Test at all supported resolutions and aspect ratios
  • Verify design/ux/interaction-patterns.md is up to date — if any new patterns were introduced during this feature's implementation, confirm they have been added to the library
  • Confirm all HUD elements respect the visual budget defined in design/ux/hud.md (element count, screen region allocations, maximum opacity values)

Quick Reference — When to Use Which Skill

  • /ux-design — Author a new UX spec for a screen, flow, or HUD from scratch
  • /ux-review — Validate a completed UX spec before implementation
  • /team-ui [feature] — Full pipeline from concept through polish (calls /ux-design and /ux-review internally)
  • /quick-design — Small UI changes that don't need a full new UX spec

Error Recovery Protocol

If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:

  1. Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
  2. Assess dependencies: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
  3. Offer options via AskUserQuestion with choices:

- Skip this agent and note the gap in the final report - Retry with narrower scope - Stop here and resolve the blocker first

  1. Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.

Common blockers:

  • Input file missing (story not found, GDD absent) → redirect to the skill that creates it
  • ADR status is Proposed → do not implement; run /architecture-decision first
  • Scope too large → split into two stories via /create-stories
  • Conflicting instructions between ADR and story → surface the conflict, do not guess

File Write Protocol

All file writes (UX specs, interaction pattern library updates, implementation files) are delegated to sub-agents and sub-skills (/ux-design, ui-programmer). Each enforces the "May I write to [path]?" protocol. This orchestrator does not write files directly.

Output

A summary report covering: UX spec status, UX review verdict, visual design status, implementation status, accessibility compliance, input method support, interaction pattern library update status, and any outstanding issues.

Verdict: COMPLETE — UI feature delivered through full pipeline (UX spec → visual → implementation → review → polish). Verdict: BLOCKED — pipeline halted; surface the blocker and its phase before stopping.

Next Steps

  • Run /ux-review on the final spec if not yet approved.
  • Run /code-review on the UI implementation before closing stories.
  • Run /team-polish if visual or audio polish pass is needed.

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能力 2

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能力 3

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能力 4

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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

36.68%
按下载量换算127

Claude

29.02%
按下载量换算100

Cursor

16.5%
按下载量换算57

Gemini CLI

8.3%
按下载量换算29

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/donchitos/claude-code-game-studios --skill team-ui 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

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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