cocos-creator-dev
Comprehensive Cocos Creator 3.x development guide covering TypeScript scripting, component system, node hierarchy, scene management, resource loading, and event handling. Use this skill when: (1) Writing or debugging Cocos Creator 3.x TypeScript scripts, (2) Creating and managing components and their lifecycle, (3) Working with nodes, hierarchy, and scene organization, (4) Loading and managing game resources, (5) Implementing event systems and input handling, (6) Optimizing performance and memory in Cocos Creator projects, (7) Migrating from 2.x to 3.x versions
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name cocos-creator-dev description Comprehensive Cocos Creator 3.x development guide covering TypeScript scripting, component system, node hierarchy, scene management, resource loading, and event handling. Use this skill when: (1) Writing or debugging Cocos Creator 3.x TypeScript scripts, (2) Creating and managing components and their lifecycle, (3) Working with nodes, hierarchy, and scene organization, (4) Loading and managing game resources, (5) Implementing event systems and input handling, (6) Optimizing performance and memory in Cocos Creator projects, (7) Migrating from 2.x to 3.x versions Cocos Creator 3.x Development Guide Guide for Cocos Creator 3.x game development using TypeScript. Quick Start Basic Component Template import { _decorator, Component , Node } from 'cc' ; const { ccclass, property } = _decorator; @ccclass ( 'MyComponent' ) export class MyComponent extends Component { @property ( Node ) targetNode : Node = null ; @property speed : number = 10 ; onLoad ( ) { // Initialization } start ( ) { // First frame update } update ( deltaTime : number ) { // Per-frame update } } Common Operations Add component dynamically: this . node . addComponent ( MyComponent ); Get component: const comp = this . node . getComponent ( MyComponent ); Load scene: director. loadScene ( 'SceneName' ); Load resource: resources. load ( 'textures/sprite' , SpriteFrame , ( err, asset ) => { this . node . getComponent ( Sprite ). spriteFrame = asset; }); Reference Documentation For detailed information on specific topics, consult these reference files: Script Basics : references/script-basics.md - TypeScript setup, decorators, class definitions, property declarations Component System : references/component-system.md - Lifecycle methods, component management, execution order Node & Hierarchy : references/node-hierarchy.md - Node creation, traversal, transformations, coordinate systems Scene Management : references/scene-management.md - Scene loading, persist nodes, preloading Resource Management : references/resource-management.md - Asset loading, releasing, Asset Bundles, memory management Event System : references/event-system.md - Input handling, custom events, node events Development Guidelines Version Check Always confirm the user is working with Cocos Creator 3.x , not 2.x. APIs and workflows differ significantly. Code Style Use TypeScript exclusively (JavaScript not supported in 3.x) Follow decorator pattern: @ccclass , @property Use type annotations for all properties Prefer this.node for current node access Performance Best Practices Release unused resources with assetManager.releaseAsset() Use object pooling for frequently created/destroyed nodes Cache component references instead of repeated getComponent() calls Use scheduleOnce instead of timers for one-time delays Common Pitfalls Lifecycle order : onLoad → start → update . Don't access other components in onLoad if they might not be ready. Resource leaks : Always release dynamically loaded assets Node activation : Check node.active before accessing components Scene switching : Use persist nodes for data that needs to survive scene changes Key APIs Reference Node Operations this.node - Current node this.node.parent - Parent node this.node.children - Child nodes array this.node.addChild(child) - Add child node this.node.removeFromParent() - Remove from parent this.node.destroy() - Destroy node this.node.setPosition(x, y, z) - Set position this.node.setRotation(x, y, z) - Set rotation this.node.setScale(x, y, z) - Set scale Component Operations this.node.addComponent(T) - Add component this.node.getComponent(T) - Get component this.getComponentInChildren(T) - Get component in children this.getComponentsInChildren(T) - Get all components in children Scene Operations director.loadScene(name) - Load scene director.preloadScene(name) - Preload scene director.getScene() - Get current scene game.addPersistRoot(node) - Add persist node game.removePersistRoot(node) - Remove persist node Resource Operations resources.load(path, type, callback) - Load resource assetManager.loadRemote(url, type, callback) - Load remote resource assetManager.releaseAsset(asset) - Release resource resources.loadDir(path, type, callback) - Load directory Event Operations this.node.on(type, callback, target) - Register event this.node.off(type, callback, target) - Unregister event this.node.emit(type, detail) - Emit event input.on(type, callback, target) - Register input event External Resources Official Manual : https://docs.cocos.com/creator/3.8/manual/zh/ API Reference : https://docs.cocos.com/creator/3.8/api/zh/ Example Projects : https://github.com/cocos/cocos-example-projects Troubleshooting Component Not Found Verify component is attached in editor Check node is active: if (this.node.active) Use getComponentInChildren() for nested components Scene Not Loading Check scene name in Build Settings Verify scene is added to build Use preloadScene() for large scenes Memory Leaks Release assets after use Destroy unused nodes Remove event listeners in onDestroy Use Asset Bundles for modular loading Performance Issues Profile with Chrome DevTools Reduce draw calls with batching Use object pooling Optimize sprite atlases Check script execution time in updates When to Read References Read specific reference files when: script-basics.md : Creating new components, defining properties, configuring TypeScript component-system.md : Implementing lifecycle callbacks, managing component dependencies node-hierarchy.md : Creating/destroying nodes, building scene hierarchy, coordinate transformations scene-management.md : Loading scenes, passing data between scenes, managing game flow resource-management.md : Loading assets, managing memory, using Asset Bundles event-system.md : Handling user input, implementing custom events, component communication Decision Guide Multiple valid approaches? Use high freedom - provide options and let context guide choice. Standard pattern exists? Use medium freedom - provide template code with parameters. Error-prone operation? Use low freedom - provide specific, validated code pattern.
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