SuperAPI AI Directory

phaser4-spine-generative-reskin

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Updated 10-16 01:25

About this skill

Phaser 4 Spine generative reskinning

This Skill is used only within an authorized Phaser Work Item. It preserves the original Skeleton, Attachment, anchor points, Atlas Region geometry, and Mesh UV semantics; candidate assets are always validated in an isolated diagnostic directory, and must not be integrated into the main game before passing the runtime gate.

Entry

node <skill-dir>/scripts/spine_reskin_progress.mjs --help

The official original directory can use inspect --asset-dir <原版资源目录> or init --asset-dir <原版资源目录>; standalone Skeleton/Atlas/Page will be audited directly, and Cocos sp.SkeletonData 's _atlasText/_skeletonJson will first be exported to an isolated normalized candidate directory, never rewriting the source directory.init A control-plane manifest must also be passed in, binding the Work Item, production contract, and applicable V2 scheme evidence.

The progress manifest must be schema v3. All commands that modify the manifest use cross-process locks and atomic writes; manually editing state to fake completion is prohibited. For detailed rules, see:

Fixed workflow

  1. inspect reads the Skeleton JSON and Atlas, and outputs version, Bone, Slot, Skin, Attachment, Mesh, Animation, Page, Region statistics, the attachment path mapping, and stable hashes of Mesh vertices/triangles/UVs.
  2. init establishes the schema v3 manifest, reads the real source files, with SHA-256 only for optional tracking. When below the target Runtime, only candidates generated by external official tools are accepted, using upgrade-check to compare structural projections; before target Runtime parsing evidence is passed, any batch command is blocked.
  3. freeze-contract freezes the character name, target Runtime, dark visual direction, six-item color palette, material language, light direction, and default strict_alpha=true. Temporary palettes must not be used before the first batch.
  4. plan-batches imports the exact Region order, mode, alpha lock, and optional continuous effect sequence, and machine-verifies full-set coverage, no duplicates/omissions, Mesh using mesh-safe and Alpha locked.
  5. Execute according to batch prepare → mark generated → batch review → 停止 → batch accept .batch accept Verify the current batch revision, actual candidates, review images, and manual confirmation; providing or comparing SHA/fingerprint is not required; in the review context just shown and explicitly specified by --batch , a brief "confirm" is sufficient to pass, and the complete confirmation sentence corresponding to the current batch may also be used (for the initial batch "confirm batch N", for rework "confirm restarted-version batch N"). Blank, irrelevant, or negative text is still rejected. The receipt is a local spine_batch_acceptancein V3 formal asset production, not a second global visual approval. Rework uses batch reopen to increase the revision, affecting only the current batch.
  6. After all batches ACCEPTED+locked execute pack. By default and formally fixed padding=0、extrusion=0, Page names must remain the original names and actually be PNG; the blank-line format between Atlas Pages/Regions is fixed by the serializer.
  7. Use runtime-validate to submit a structured Phaser SpineGameObject report, covering target Runtime parsing, the full set of dynamic animations, Idle looping, texture/anchor/Mesh/flicker/clipping checks, summary, URL, desktop and approximately 390px mobile screenshots; SHA is only for optional tracking. Only after passing can you finalize, and finally use report to generate the 11-item final delivery report.

Hard state gate

Cell states are fixed as:

pending → generating → generated → validating → packing → packed → runtime_validating → completed

A formal Cell must be an actual PNG, contain Alpha, and have dimensions equal to the forward Atlas Region;alpha_lock=true when the Alpha mask is pixel-level identical, the Mesh always locks Alpha.constrained-redraw Only explicit alpha_lock=false is allowed to be used.

Global visual and batch confirmation boundaries

The global visual stages, states, and confirmation rules are governed by the phaser4-game-workflow-control ofcontrol model、states and gatesand Schema. Proposal, review or examination, and batch locking in Spine reskinning must all be completed within the existing Work Item scope of the current user task; this Skill only modifies its own candidate artifacts and does not expand the task scope on its own or create global approvals. Changes to scope, proposal, or path within the task synchronously update the plan and re-verify the affected parts; when the product direction, visual direction needs to be changed, or integration into the main game is required, return to the control plane for re-review. Spine batch confirmation is a local locking receipt in V3 formal asset production, does not enter the Approval Ledger, and does not change the decomposition and layout confirmation of Scene V2.