视觉画布设计
canvas-design
基于设计原则创作静态视觉作品,用于海报与品牌图形。
unity-qframework【文档与办公】Editor automation for QFramework (github.com/liangxiegame/QFramework) — architecture-layer code generation (Architecture/System/Model/Command/Utility/Query via ArchitectureCodeGenerator), ViewController and UIKit panel code generation bound to a GameObject/prefab, UIKit project settings, ResKit AssetBundle marking/build/clear, ResKit SimulationMode a…
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Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
ViewController component, or UIKit panel code for a UI prefabIArchitecture/ISystem/IModel/ICommand/IQuery/IController implementations, or searching QFramework's built-in API documentation attributesEditor-side automation for QFramework — architecture codegen, UIKit/ResKit tooling, LocaleKit configuration, and read-only architecture/API-doc scanning.
QFramework has no UPM package. It installs one of two ways: the Toolkits unitypackage (asmdef-based: QFramework / QFramework.CoreKit / UIKit / UIKit.Editor / ResKit / ResKit.Editor / AudioKit), or a single-file QFramework.cs dropped straight into Assets/ (no asmdef, core architecture interfaces only, no Toolkits). This module holds zero direct references to either form — every call resolves through reflection against a fully-qualified type name, so the UnitySkills Editor assembly compiles identically regardless of what (if anything) is installed. qframework_get_status works in every state; every other skill returns MISSING_PACKAGE when its anchor type cannot be resolved.
Requires: QFramework (no package id — install via the official
unitypackageorQFramework.cs, API anchored to v1.0.257). Companion module: qframework-design for architecture design rules (four-layer responsibilities, Command/Query/Event/BindableProperty usage, IOCContainer vs. Toolkits IOCKit) — advisory only, no REST skills, load it before writing or reviewing QFramework architecture code.
Operating Mode (three-tier):
SemiAuto — the 8 ReadOnly skills run directly in all three modes without a grant: qframework_get_status, qframework_list_architecture_code_types, qframework_preview_architecture_code, qframework_get_uikit_settings, qframework_list_asset_bundle_marks, qframework_get_reskit_build_options, qframework_scan_architecture, qframework_query_api_docs.
FullAuto (needs a user grant under Approval; runs directly under Auto/Bypass with audit) — the 6 write skills that are not NeverInSemi: qframework_mark_asset_bundle, qframework_mark_asset_bundle_batch, qframework_set_uikit_settings, qframework_set_reskit_build_options, qframework_set_editor_locale, qframework_set_language_defines.
Auto-forbidden (NeverInSemi — returns MODE_FORBIDDEN under both Approval and Auto; only Bypass or a user-managed Allowlist entry can run these; never attempt a grant) — 6 skills, triggered by two different metadata flags:
MayTriggerReload=true on all four codegen-to-disk skills: qframework_generate_architecture_code, qframework_generate_architecture_code_batch, qframework_generate_view_controller_code, qframework_generate_ui_panel_code.RiskLevel="high" on qframework_build_asset_bundles (also LongRunning=true, SupportsDryRun=false — blocks the Editor main thread for the build duration) and qframework_clear_asset_bundles (also Operation=Delete — deletes AssetBundles/ and StreamingAssets/AssetBundles/ outright).This is stricter than a plain "write skill needs a grant" reading: the four codegen skills are not just gated behind a grant, they are unreachable under Approval and Auto — Bypass or Allowlist only.
Two-phase code generation protocol. qframework_generate_view_controller_code and qframework_generate_ui_panel_code write .cs/.Designer.cs files synchronously and return pendingCompile: true before compilation happens. The generated component is attached to the GameObject (view controller case) only later, by a [DidReloadScripts] callback that fires after the next domain reload. After calling either skill, poll compile status (script_get_compile_feedback / debug_get_errors) before re-inspecting the GameObject or prefab — a 503/busy response from the service during that window is expected, not a failure. The two skills name their Designer-file output field differently — expectedDesignerScriptPath on the view-controller skill, expectedDesignerPath on the UI-panel skill — this is deliberate, not a typo; don't assume the same key works for both.
This module declares no RequiresPackages. QFramework has no real UPM package id, so tagging skills with RequiresPackages=["QFramework"] would only make PackageManagerHelper.IsPackageInstalled("QFramework") permanently return false and demote every QFramework skill -5 in /skills/recommend scoring regardless of actual install state — dotween sets the same precedent for non-UPM distributions. The MISSING_PACKAGE gate is entirely reflection-driven: every skill (except qframework_get_status) probes its own anchor API (QType(...)) at call time and returns a structured MISSING_PACKAGE error naming the exact missing type/member when it can't resolve.
Toolkits vs. core-only install. qframework_get_status.installKind is "toolkits", "coreOnly", or "none". On "coreOnly" (single-file QFramework.cs), architecture codegen, UIKit, ResKit and LocaleKit skills still report MISSING_PACKAGE — those anchor types only ship with the Toolkits.
qframework_get_statusReport install kind (Toolkits vs. core-only vs. none), detected assemblies, package version, editor locale, and ResKit SimulationMode. Works with or without QFramework installed — call this first.
Parameters: None
Returns: installed, installKind, assemblies, version, editorLocaleIsCN, simulationMode
qframework_scan_architectureScan loaded assemblies (excluding QFramework's own assemblies and system assemblies) for non-abstract types implementing IArchitecture / ISystem / IModel / ICommand(<T>) / IQuery<T> / IController. Read-only type metadata inspection; does not enter Play Mode.
Parameters: None
Returns: architectures, systems, models, commands, queries, controllers, totalCount
qframework_query_api_docsSearch QFramework's built-in API documentation attributes (ClassAPIAttribute/MethodAPIAttribute/PropertyAPIAttribute + APIDescriptionCN/EN + APIExampleCode) across loaded assemblies.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| search | string | No | null | Substring match against class full name, DisplayMenuName, or member names (case-insensitive) |
| groupName | string | No | null | Filter by ClassAPIAttribute.GroupName (exact, case-insensitive) |
| className | string | No | null | Filter by type name or DisplayClassName substring |
| limit | int | No | 50 | Max classes returned, clamped to [1, 500] |
Returns: count, truncated, classes
qframework_list_architecture_code_typesList ArchitectureCodeType values (Architecture/System/Model/Command/Utility/Query) with whether each supports interface generation and its Architecture registration method name.
Parameters: None
Returns: count, types
qframework_preview_architecture_codePreview the architecture-layer code ArchitectureCodeGenerator.CreatePreview would generate for a name, without writing any file.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| codeType | string | Yes | - | ArchitectureCodeType name — Architecture/System/Model/Command/Utility/Query |
| inputName | string | Yes | - | Base name for the generated type |
| namespaceName | string | Yes | - | Namespace for the generated code |
| outputRoot | string | Yes | - | Output root passed to CreatePreview |
| generateInterface | bool | No | false | Also generate the matching interface (only meaningful where SupportsInterfaceGeneration is true) |
Returns: isValid, error, codeType, className, namespaceName, assetPath, code. On isValid: false, the response also carries a hint field — ArchitectureCodeGenerator's own validation message (error) is QFramework's hardcoded upstream text and may be in Chinese (e.g. "请输入名字"); hint is a fixed English annotation pointing at which of codeType/inputName/namespaceName/outputRoot to check.
qframework_generate_architecture_codeGenerate architecture-layer code to disk via CreatePreview + Generate. Refuses to overwrite an existing file at the target path. NeverInSemi (MayTriggerReload=true) — Bypass or Allowlist only.
Same parameters as qframework_preview_architecture_code (codeType, inputName, namespaceName, outputRoot required; generateInterface optional, default false).
Returns: success, error, assetPath, codeType, className. Failure responses also add hint: the same upstream-validation annotation as qframework_preview_architecture_code when CreatePreview itself rejects the input, or a fixed note that QFramework's file-exists error means it refused to overwrite existing code when Generate fails after a valid preview.
qframework_generate_architecture_code_batchGenerate multiple architecture-layer code files in one request. NeverInSemi (MayTriggerReload=true).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| items | string | Yes | - | JSON array of {codeType, name, namespaceName, outputRoot, generateInterface} |
Returns: totalItems, successCount, failCount, results
qframework_generate_view_controller_codeGenerate the bound-view code for a GameObject's ViewController component via CodeGenKit.Generate(IBindGroup). Writes .cs/.Designer.cs immediately and returns before compilation — see the two-phase protocol in Guardrails. NeverInSemi (MayTriggerReload=true). Target GameObject must already carry a ViewController component (or subclass) with ScriptsFolder and ScriptName set.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| name | string | No* | null | GameObject name (exact match first, then substring) |
| instanceId | int | No* | 0 | Legacy Unity instance ID (Unity < 6000.4) |
| path | string | No* | null | Hierarchy path, e.g. Canvas/Panel/Target |
| tag | string | No* | null | GameObject tag |
| componentType | string | No* | null | Find the first GameObject carrying this component type |
| entityId | string | No* | null | Unity EntityId (Unity 6000.4+, preferred) |
*At least one of the six is required. Lookup priority: entityId > instanceId > path > name (exact, then substring) > tag > componentType, per GameObjectFinder.Find.
Returns: pendingCompile, error, expectedScriptPath, expectedDesignerScriptPath, className, namespaceName, scriptsFolder
qframework_generate_ui_panel_codeGenerate UIKit panel + Designer code for a UI prefab via UICodeGenerator.DoCreateCode. The target must already be a regular (or variant) Prefab asset — QFramework silently no-ops for anything else, so this skill pre-validates and reports a real error instead. UICodeGenerator writes <Panel>.cs only if it doesn't already exist but always rewrites <Panel>.Designer.cs; this skill snapshots the Designer file either way (modified-before snapshot if it already existed, created-asset snapshot if it's new), so workflow_* undo covers both files. NeverInSemi (MayTriggerReload=true).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| prefabPath | string | Yes | - | Project-relative path to a regular/variant Prefab asset, e.g. Assets/Art/UIPrefab/LoginPanel.prefab |
Returns: pendingCompile, error, expectedScriptPath, expectedDesignerPath, prefabPath, uiScriptDir, uiPrefabDir, namespaceName
qframework_get_uikit_settingsRead UIKit project settings (Assets/QFrameworkData/ProjectConfig/ProjectConfig.json) — default namespace, UI script/prefab output directories, and the assembly names UICodeGenerator searches for bind types.
Parameters: None
Returns: namespaceName, uiScriptDir, uiPrefabDir, assemblyNamesToSearch, isDefaultNamespace
qframework_set_uikit_settingsWrite UIKit project settings and persist to ProjectConfig.json. Only the parameters you pass are changed.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| namespaceName | string | No | null | New default namespace |
| uiScriptDir | string | No | null | New UI script output directory |
| uiPrefabDir | string | No | null | New UI prefab output directory |
| assemblyNamesToSearch | string | No | null | JSON array of assembly names — replaces the existing list, does not merge |
Returns: changed, namespaceName, uiScriptDir, uiPrefabDir, assemblyNamesToSearch, isDefaultNamespace
qframework_mark_asset_bundleMark or unmark a project folder as a ResKit AssetBundle via ResKitAssetsMenu.MarkAB. MarkAB itself toggles — this skill checks the current state first, so calling it repeatedly with the same marked value is a no-op (changed: false).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| folderPath | string | Yes | - | Project folder path to mark/unmark |
| marked | bool | No | true | Desired mark state |
Returns: path, marked, assetBundleName, changed
qframework_mark_asset_bundle_batchMark or unmark multiple folders in one request.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| items | string | Yes | - | JSON array of {folderPath, marked} |
Returns: totalItems, successCount, failCount, results
qframework_list_asset_bundle_marksList every AssetBundle name registered in AssetDatabase with the asset paths assigned to each — includes AssetBundle names assigned outside ResKitAssetsMenu.MarkAB, not only ResKit-marked ones.
Parameters: None
Returns: count, assetBundles
qframework_get_reskit_build_optionsRead ResKit build-time options: SimulationMode (ResKitEditorAPI.SimulationMode), and the two AssetBundle-build EditorPrefs toggles — append hash to bundle names, auto-generate the resource-name constant class.
Parameters: None
Returns: simulationMode, appendHash, autoGenerateClass
qframework_set_reskit_build_optionsSet ResKit build-time options. simulationMode goes through ResKitEditorAPI.SimulationMode; appendHash/autoGenerateClass have no public setter in QFramework and are written directly to the EditorPrefs keys ResKitView itself reads (KEY_APPEND_HASH / KEY_AUTOGENERATE_CLASS) — the only write path QFramework exposes for them.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| simulationMode | bool | No | null | ResKitEditorAPI.SimulationMode |
| appendHash | bool | No | null | Append hash to AssetBundle names |
| autoGenerateClass | bool | No | null | Auto-generate the resource-name constant class |
Returns: changed, simulationMode, appendHash, autoGenerateClass
qframework_build_asset_bundlesBuild AssetBundles for a build target via BuildScript.BuildAssetBundles. Output directory is fixed by QFramework to AssetBundles/<platform> at the project root, mirrored into StreamingAssets/AssetBundles/<platform> — not configurable. BLOCKS the Editor main thread for the build duration. NeverInSemi (RiskLevel="high", LongRunning=true, SupportsDryRun=false).
outputDir/streamingAssetsDir are always computed from EditorUserBuildSettings.activeBuildTarget, never from the requested buildTarget — QFramework's own BuildScript.BuildAssetBundles derives its output path from a private helper that reads activeBuildTarget directly and ignores the BuildTarget argument it's called with; the argument only steers the internal BuildPipeline.BuildAssetBundles compile step. If you pass a buildTarget that differs from the currently active platform, the response adds a warning field spelling this out — the build still runs against your requested buildTarget, but the files land under the active platform's directory. Switch the active build target first if you need the paths and the build to agree.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| buildTarget | string | No | null (uses EditorUserBuildSettings.activeBuildTarget) | UnityEditor.BuildTarget enum name |
Returns: success, error, buildTarget, outputDir, streamingAssetsDir, elapsedSeconds. Adds warning (not in the declared Outputs — only present when buildTarget differs from the active platform) on success.
qframework_clear_asset_bundlesDelete all built ResKit AssetBundle output via ResKitEditorAPI.ForceClearAssetBundles — removes AssetBundles/ at the project root and StreamingAssets/AssetBundles. TracksWorkflow=false and not reversible — the delete happens at the filesystem level outside AssetDatabase, so there is no workflow snapshot to restore from; treat it as permanent. NeverInSemi (Operation=Delete, RiskLevel="high").
Parameters: None
Returns: success, error, clearedDirs
qframework_set_editor_localeSet QFramework's editor UI locale via LocaleKitEditor.IsCN (backed by EditorPrefs key EDITOR_CN). Affects QFramework's own editor windows (ResKit, UIKit, etc.), not runtime localization.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| isCN | bool | Yes | - | true = Chinese, false = English |
Returns: isCN, changed
qframework_set_language_definesReplace the LocaleKit LanguageDefineConfig.LanguageDefines list (Assets/QFrameworkData/LocaleKit/Resources/LanguageDefineConfig.asset). Creates the asset if it does not exist yet. Replaces the entire list — languages omitted from languages are dropped, not kept.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| languages | string | Yes | - | JSON array of QFramework.Language enum names (mirrors UnityEngine.SystemLanguage), e.g. ["English","ChineseSimplified"] |
Returns: error, languages, assetPath
These do not exist in this module — do not invent them:
qframework_audio_* — no AudioKit skills. AudioKit.Settings throws a NullReferenceException in pure editor context; it only initializes in Play Mode, so there is no safe editor-time surface to expose.qframework_fsm_* / qframework_singleton_* / qframework_pool_* / qframework_table_* — FSM, SingletonKit, PoolKit and TableKit are purely runtime toolkits with no editor-time entry point; nothing in them is reachable from an Editor-side REST skill.qframework_install — QFramework has no package manager entry to drive. Install the official unitypackage (Toolkits) or drop QFramework.cs into Assets/ (core only) by hand; there is no automated install path.qframework_group_* / qframework_entry_* — that's the addressables module's Groups vocabulary, not QFramework's._batch variant for UIKit settings, ResKit build options, or Locale skills — only architecture codegen (qframework_generate_architecture_code_batch) and AssetBundle marking (qframework_mark_asset_bundle_batch) have batch forms.Routing:
Every skill resolves these by fully-qualified name via SkillsCommon.FindTypeByName, which searches all loaded assemblies. Verified against QFramework v1.0.257 (liangxiegame/QFramework, 2026-08 snapshot).
Known assemblies (Toolkits install; qframework_get_status.assemblies reports whichever are loaded): QFramework, QFramework.CoreKit, UIKit, UIKit.Editor, ResKit, ResKit.Editor, AudioKit.
| Skill(s) | Reflected anchor type(s) |
|---|---|
qframework_get_status | QFramework.IArchitecture (core presence); QFramework.ArchitectureCodeGenerator / QFramework.UIKitSettingData / QFramework.ResKitEditorAPI (any one present ⇒ Toolkits) |
qframework_list_architecture_code_types, qframework_preview_architecture_code, qframework_generate_architecture_code(_batch) | QFramework.ArchitectureCodeGenerator, QFramework.ArchitectureCodeType |
qframework_generate_view_controller_code | QFramework.ViewController, QFramework.CodeGenKit, QFramework.IBindGroup |
qframework_generate_ui_panel_code | QFramework.UICodeGenerator, QFramework.UIKitSettingData |
qframework_get_uikit_settings / _set_uikit_settings | QFramework.UIKitSettingData (.Load() / .Save()) |
qframework_mark_asset_bundle(_batch), qframework_list_asset_bundle_marks | QFramework.ResKitAssetsMenu (Marked, MarkAB) |
qframework_get_reskit_build_options / _set_reskit_build_options | QFramework.ResKitEditorAPI (SimulationMode), QFramework.ResKitView (KEY_APPEND_HASH, KEY_AUTOGENERATE_CLASS) |
qframework_build_asset_bundles | QFramework.BuildScript (BuildAssetBundles(BuildTarget)), QFramework.AssetBundlePathHelper (GetPlatformForAssetBundles) |
qframework_clear_asset_bundles | QFramework.ResKitEditorAPI (ForceClearAssetBundles) |
qframework_scan_architecture | QFramework.IArchitecture, ISystem, IModel, ICommand, ICommand\1, IQuery`1, IController` |
qframework_query_api_docs | QFramework.ClassAPIAttribute, MethodAPIAttribute, PropertyAPIAttribute, APIDescriptionCNAttribute, APIDescriptionENAttribute, APIExampleCodeAttribute |
qframework_set_editor_locale | QFramework.LocaleKitEditor (IsCN) |
qframework_set_language_defines | QFramework.LanguageDefineConfig (Default, Save), QFramework.LanguageDefine, QFramework.Language |
unitypackage (Toolkits) or single-file QFramework.cs, not a UPM package — there is no version negotiation through Package Manager. qframework_get_status.version is read from Assets/QFramework/Framework/PackageVersion.json, which only exists on a standard Toolkits install layout; relocated or single-file installs report version: null.MISSING_PACKAGE (error names the exact anchor API), not silently skipped.For authoritative parameter names, defaults, and return fields, query GET /skills/schema?category=QFramework or unity_skills.get_skill_schema(). This document is a routing / best-practice guide, not the signature source.