AgentSkillsCN

create-room

根据自然语言描述生成模块化的地下城房间。利用现有的资源包,创建墙体、地板、门、道具、碰撞体、触发器与照明设施。

SKILL.md
--- frontmatter
name: create-room
description: Generate a modular dungeon room from a natural language description. Creates walls, floors, doors, props, colliders, triggers, and lighting using available asset packs.
allowed-tools: Bash, Read, Write, Edit, Glob, Grep
argument-hint: <room description, e.g. "a treasure room with gold piles, locked chest, and torch lighting">

Create a modular dungeon room based on the user's description: $ARGUMENTS

Process

  1. Parse the description to identify room type (combat, treasure, corridor, boss arena, hub, trap), size, and key features
  2. Search asset database via MCP to find matching prefabs for walls, floors, doors, props, lighting
  3. Plan the layout — determine room dimensions, door positions, prop placement, lighting positions
  4. Create the room using MCP batch operations:
    • Create empty root GameObject named appropriately
    • Place floor tiles
    • Place wall segments with proper rotation
    • Add door frames and door prefabs
    • Position props and decorative elements
    • Add colliders and triggers
    • Set up lighting (point lights, spotlights as appropriate)
  5. Save as prefab for reuse in dungeon assembly
  6. Take screenshot via MCP for visual verification
  7. Report what was created and suggest adjustments

Room Templates

  • Combat room: Open space, enemy spawn points, cover objects, exit doors
  • Treasure room: Chests, gold piles, pedestals, trapped tiles, single entrance
  • Corridor: Linear, narrow, connecting doors, wall sconces
  • Boss arena: Large, circular/rectangular, dramatic lighting, pillars
  • Hub: Multiple exits, merchant area, rest point, central feature
  • Trap room: Pressure plates, spike traps, swinging blades, narrow paths

Asset Search Strategy

Search the asset database using keywords from the description. Try multiple search terms:

  • Direct match: "chest", "torch", "gold"
  • Category search: "t:Prefab chest", "t:Prefab torch"
  • Synty naming patterns: "SM_Prop_Chest", "SM_Env_Torch", "FX_Fire"