Agent skill

Daoyou Game UI

by ChurchTao in ChurchTao/Daoyou

为本项目的主流程游戏 UI 提供抽象规范与审查方法,覆盖 GameViewportLayout 及其场景页、共享壳组件和正文交互。Use when implementing, refactoring, or reviewing scene-page structure, typography, borders, navigation, component ownership, or…

GPL-3.0Auto-check passedFrontend & Design

Install Daoyou Game UI

skills CLI
$ npx skills add ChurchTao/Daoyou --skill daoyou-game-ui -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install ChurchTao/Daoyou daoyou-game-ui --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/ChurchTao/Daoyou.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/daoyou-game-ui .claude/skills/daoyou-game-ui && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
daoyou-game-ui
GitHub stars
147
Token cost
~1.4k tokens
SKILL.md length
318 words
Files
3 (incl. references)
Skills in repo
9
Repo updated
First seen
Licence
GPL-3.0

At a glance

为本项目的主流程游戏 UI 提供抽象规范与审查方法,覆盖 GameViewportLayout 及其场景页、共享壳组件和正文交互。Use when implementing, refactoring, or reviewing scene-page structure, typography, borders, navigation, component ownership, or…

  • Works in 3 steps: Identity Layer → Task Layer → Navigation Layer
  • Reviewing scene-page structure
  • SKILL.md covers Overview, 当前接入边界, Mental Model and Workflow, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Daoyou Game UI is an agent skill from ChurchTao/Daoyou. 为本项目的主流程游戏 UI 提供抽象规范与审查方法,覆盖 GameViewportLayout 及其场景页、共享壳组件和正文交互。Use when implementing, refactoring, or reviewing scene-page structure, typography, borders, navigation, component ownership, or interaction consistency in this repo's main game flow.

Its SKILL.md is about 1.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `agents/openai.yaml` and `references/viewport-checklist.md`).

It sits in Frontend & Design, covering Typography and Refactoring. The repository describes itself as: 《万界道友》是一款以 AIGC 驱动、高自由度文字体验、修仙世界观为核心的开源游戏。在这里,你将以普通修士之身,借功法、灵根、神通、法宝与奇遇,一步步推演自己的修行之路。 The licence is GPL-3.0.

When your agent uses it

  • Reviewing scene-page structure
  • Component ownership
  • Interaction consistency in this repos main game flow

Example prompts

  • “/daoyou-game-ui”

Workflow steps

3 steps, taken from the step headings in SKILL.md.

  1. Identity Layer
  2. Task Layer
  3. Navigation Layer

What it can do on your machine

Read from SKILL.md and the folder at commit d8a91e5. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Daoyou Game UI loads about 1.4k tokens when it runs, and up to ~2.6k if it reads all its reference files. Until then it costs about 66 tokens; SKILL.md has 318 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~66
When it runs · the whole SKILL.md, loaded when a task matches
~1.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.6k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from ChurchTao/Daoyou at commit d8a91e5, republished under its GPL-3.0 licence (© ChurchTao). 318 words, ~1,413 tokens.

Download SKILL.mdSave it as .claude/skills/daoyou-game-ui/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
daoyou-game-ui
description
为本项目的主流程游戏 UI 提供抽象规范与审查方法,覆盖 `GameViewportLayout` 及其场景页、共享壳组件和正文交互。Use when implementing, refactoring, or reviewing scene-page structure, typography, borders, navigation, component ownership, or interaction consistency in this repo's main game flow.

Daoyou Game UI

Overview

这个 skill 不是页面清单,也不是文案约定。它定义的是一套主流程场景 UI 的抽象规范:让玩家在第一眼就分清“我在哪”“我现在能做什么”“如果要去别处该从哪里走”,同时不用先读完一份规则说明书。

主流程页必须保持单一路径:

  • 场景身份由顶部识别层承担
  • 当前任务由正文承担
  • 全局流转由稳定导航承担

任何让这三层重新混在一起的做法,都视为回退。

主流程页还必须控制认知负担:

  • 首屏先让玩家感知场景,再让玩家行动
  • 具体数值、精确代价、风险说明默认后置到确认层
  • 已经有稳定归属页的信息,不为“完整”在场景页重复铺开

任何把正文重新写成机制公告、角色面板或帮助文档的做法,也都视为回退。

本 skill 默认只约束 GameViewportLayout 主流程页。不要把这些规则强行套到战斗中流程、地图沉浸页、创角流程或后台页,除非用户明确要求统一。

当前接入边界

  • 先看 apps/web/src/router.tsx 的组装与 apps/web/src/route-definitions/** 的真实布局。V6 战斗使用 apps/web/src/layouts/combat-v6-layout.tsx 和 apps/web/src/components/feature/combat-v6,不套主流程身份/任务/导航三层审查。
  • 战斗展示与回放核对 docs/combat-v6-battle-ui.md 和现有 session/presentation 代码;客户端消费权威状态,不为展示重新计算战斗结果。
  • 角色和物品状态优先复用 apps/web/src/lib/resources 的 hooks/store/mutations。旧 useCultivatorBundle 已不在当前代码中。
  • 角色面板使用 packages/game-rules/src/character/display.ts 的 V6 展示契约;物品预览与道具接入遵循 daoyou-item-preview 的固定规范,docs/item-presentation-ui.md、docs/inventory-equipment-ui.md 用于查实现脉络,不要从旧 creation product 推导新道装属性。

Mental Model

1. Identity Layer

身份层只回答一件事:当前场景是什么。

  • 场景名应该只有一个强识别中心
  • 同层可补充上下文,但上下文不能升级成第二个主标题
  • 身份层允许更强的识别性和风格化字体,但它的职责到此为止
2. Task Layer

任务层只回答一件事:玩家现在要做什么。

  • 正文第一屏必须直接进入当前任务
  • 正文第一屏应让玩家快速形成“这里可以做什么”的直觉,不依赖长段规则阅读
  • 正文中的标题只服务信息组织,不服务场景命名
  • 正文视觉应该服从可读性,而不是追求场景身份感的重复强化
3. Navigation Layer

导航层只回答一件事:如果玩家要离开当前任务,该从哪里走。

  • 跨场景流转应收束到稳定的全局入口
  • 正文不应该再同时承担“完成当前任务”和“去别处”的双重职责
  • 当前场景的操作按钮可以留在正文;跨场景入口不应该成为正文重点

Workflow

  1. 先识别当前页面的主任务。
    • 是入口页、步骤页、列表页、表单页,还是结果页。
  2. 再识别第一屏的自解释能力。
    • 如果第一屏的控件已经能说明任务,就不要再补一层解释型标题。
    • 如果第一屏能靠场景描述和操作文案自然说明任务,就不要再堆规则清单和数值列表。
  3. 再拆解视觉层次。
    • 哪些元素负责身份。
    • 哪些元素负责组织信息。
    • 哪些元素只是辅助说明。
  4. 再判断哪些信息应该后置。
    • 精确数值、资源扣减、概率、风险提示,是否可以放进确认弹窗、tooltip 或二级说明。
    • 角色已有信息,是否真的阻断当前决策;若不阻断,就不要搬进场景正文。
  5. 最后才决定组件落点。
    • 壳层组件负责稳定骨架。
    • 正文组件负责任务组织。
    • 共享组件进入正文后,必须服从正文规则。
  6. 改完后执行 references/viewport-checklist.md、本文件 Review Questions 与 Validation 的审查项。

Core Principles

One Scene, One Identity Center
  • 每个主流程页只能有一个场景级身份中心。
  • 同一个页面里,不要让身份信息在多个区域重复争夺视觉最高优先级。
  • 场景名、场景上下文、正文分节三者必须明显分层。
Typography Serves Reading, Not Decoration
  • 特殊字体只用于身份层,不用于任务层。
  • 正文标题的目标是建立阅读节奏,不是制造展示感。
  • 正文任一标题都不应在体量、风格或情绪上压过场景身份。
  • 当你犹豫一个标题该不该更大时,默认它应该更小。
Information Must Add, Not Repeat
  • 标题只有在新增信息时才值得存在。
  • 如果一个控件、列表、tab、筛选器或步骤流本身已经把任务说明白了,就不要再补一个复述它的标题。
  • 分节标题应该解释“这一段多了什么信息”,而不是解释“你正在看的东西叫什么”。
  • 当标题没有新增信息量时,删除优先于弱化。
First Screen Is Not a Rulebook
  • 第一屏的目标不是把玩法规则讲全,而是让玩家自然明白“这是哪里”和“我现在能做什么”。
  • 玩家不应该为了理解一个场景的用途,被迫阅读一整屏规则、代价、边界条件和数值表。
  • 当场景描述、按钮文案和局部提示已经足以建立预期时,正文就不该再补一套解释性说明书。
Scene Mood Should Carry Meaning
  • 场景页文案优先承担感知任务:告诉玩家这里是什么地方,这里的人或设施会为他做什么。
  • 沉浸感文案必须服务操作理解,而不是脱离交互独立表演。
  • 能用一句有场景感的话讲清的,不要改写成三句机制说明。
Numbers Belong to the Decision Edge
  • 固定代价、概率、数值区间、资源损耗、风险边界,默认放在玩家即将确认操作的那一层。
  • 首屏只保留让玩家判断“是否值得继续点下去”的粗粒度信息。
  • 只有当精确数值本身就是首屏决策前提时,才提前展示在正文。
Do Not Rebuild the Character Sheet
  • 场景页不是角色页、道身页、背包页或帮助页的副本。
  • 如果某类信息已经有稳定归属位置,场景正文不要为了“看起来完整”再重复铺开。
  • 只保留当前任务真正需要的最小状态提示;其余信息交还给原属页面或 HUD。
Ornaments Need Semantic Budget
  • 边框、虚线、底纹、强调色都必须有明确语义。
  • 同一语义不要重复绘制在相邻两层结构上。
  • 结构分隔和交互反馈不要复用同一种装饰语言。
  • 装饰的职责是帮助分层,不是制造存在感。
Interaction Stays Quiet
  • 交互控件的高亮应低噪音、可预期。
  • 不要让激活态比内容本身更抢眼。
  • 交互反馈应与结构分隔区分开,不要都依赖同一类虚线或边框。
Content Stays in Scene
  • 正文聚焦于当前场景任务。
  • 跨场景流转应通过稳定导航完成,而不是在正文内部到处给出口。
  • 页面内保留的是当前任务的操作,不是跨场景的捷径集合。
Component Responsibility Must Stay Local
  • 样式问题优先在拥有该视觉职责的组件内解决。
  • 不要把局部视觉问题上推成壳层透传参数。
  • 不要用全局语义 CSS 兜底场景页规则。
  • 如果一个规则只属于一类 UI,就让一个聚焦组件承担它,而不是把条件判断散落在调用方。
Shared Components Must Degrade Gracefully
  • 一个共享组件进入主流程正文后,必须服从正文层级规则。
  • 共享组件如果同时服务多个场景,可以加很窄的展示分支,但不要扩成通用样式系统。
  • 正文里的共享组件应该默认降低展示冲动,优先保证信息清楚。

Implementation Guidance

在这个仓库里,先检查当前主流程壳组件与共享原语,再决定改动位置。优先关注:

  • apps/web/src/components/game-shell
  • apps/web/src/components/feature/world-chat
  • apps/web/src/routes/game
  • apps/web/src/router.tsx 与 apps/web/src/route-definitions/**
  • apps/web/src/components/game-shell/gameNavigation.ts
  • docs/game-layout-ownership.md

优先复用现有主流程原语,而不是重新发明一套页面局部样式约定。只有当现有原语无法表达当前规则时,才新增一个职责单一的组件。

新增或迁移主流程场景时,不要只添加 route 文件。同步核对:

  • apps/web/src/route-definitions/** 中的 route、handle={scene(...)} 和 document title
  • apps/web/src/components/game-shell/gameNavigation.ts 中对应 scene metadata、dock label、href
  • 需要 immersive chrome 时的特殊返回 descriptor
  • apps/web/src/route-definitions/** 的实际布局嵌套与 apps/web/src/lib/router/routeTitle.ts 的标题行为
  • docs/game-layout-ownership.md 是否仍准确

Review Questions

做 UI 评审时,先问这些问题:

  1. 玩家能否在第一眼分清身份层、任务层、导航层。
  2. 正文是否出现了第二个身份中心。
  3. 玩家是否必须先读一大段规则,才知道这个场景是干什么的。
  4. 首屏是否过早暴露了本应属于确认层的精确代价和风险说明。
  5. 页面是否把角色页、道身页、背包页已有的信息又重复搬进了正文。
  6. 标题是否真的在增加信息,而不是复述已可见结构。
  7. 装饰是否在帮助分层,而不是制造噪音。
  8. 交互反馈是否安静、一致、可预期。
  9. 共享组件进入正文后,是否仍保留了不合时宜的展示感。
  10. 页面是否仍然把注意力锁在当前场景任务上。
  11. 新增场景是否同步了 route handle、scene registry、dock 信息,并完成手工路由检查。

Anti-Patterns

一旦出现这些情况,就默认需要回收:

  • 用正文标题重复场景名
  • 用特殊字体和超大字号组织正文
  • 用解释型标题给已经自解释的结构“再讲一遍”
  • 首屏堆满价格、百分比、概率、掉落规则、风险边界和例外说明
  • 为了“让玩家一次看全”,把角色状态、资源账面、道体细项整块搬进场景正文
  • 本该放在确认弹窗里的代价提示,提前挤占正文主体
  • 用相邻双边框、双虚线或嵌套边框表达同一种分隔语义
  • 用正文底部按钮组承担跨场景导航
  • 用壳层透传 class 或全局语义 CSS 修补局部视觉问题
  • 新增主流程页只加页面文件,漏掉 scene registry、dock、title 或手工路由检查

Validation

执行 references/viewport-checklist.md 和本文件 Review Questions 的检查项。

至少确认:

  • 类型检查通过
  • 主流程正文没有回到“身份、任务、导航混杂”的状态
  • 首屏没有退化成规则公告、角色摘要或帮助说明页
  • 桌面和移动端都仍然满足稳定层级
  • 共享组件没有把 display 风格、冗余标题或跨场景导航重新带回正文

© ChurchTao, GPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in .agents/skills/daoyou-game-ui of ChurchTao/Daoyou.

  • SKILL.md
  • agents/openai.yaml
  • references/viewport-checklist.md

Open the folder on GitHubat commit d8a91e5

Compare with similar skills

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Daoyou Game UI compared with similar skills
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Frontend UI Foundryjiushiwon/wg-skills114—~1.4kAutomated safety check: PassApache-2.0
Design Craftkipperacademy/skillpper149—~3.8kAutomated safety check: PassNone
Top Designwondelai/skills2.4k—~5.8kAutomated safety check: PassMIT
Improve Websitewondelai/skills2.4k—~5.1kAutomated safety check: PassMIT

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    147 GitHub stars~2.6k tokensUpdated yesterday
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  • Daoyou Beast Design

    ChurchTao/Daoyou

    万界道友灵兽物种设计与审查规范。用于新增或调整召唤兽的境界分布、命名形态、资质成长、核心天赋、出生技能池及培养空间,或将这些设计落入配置。单纯战斗内核修复使用 daoyou-game-core-domain;本技能不负责新增传承灵印机制或立绘生成。

    147 GitHub stars~1.1k tokensUpdated yesterday
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  • Daoyou Ink Portraits

    ChurchTao/Daoyou

    为万界道友生成、修改或评审写意墨像立绘,统一玩家、NPC、BOSS 与灵兽的笔墨语言,涵盖物种头像构思、局部彩墨与界面适配。用于角色和生灵立绘,不用于一般页面排版、物品 emoji 或场景山水。

    147 GitHub stars~1k tokensUpdated yesterday
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  • Daoyou Item Preview

    ChurchTao/Daoyou

    万界道友物品预览的固定展示与接入规范。新增道具、调整预览字段/文案/层级/折叠交互,或重构 ItemSlot、ItemPreview、presentation 适配器时使用;覆盖背包及复用预览的炼器、货架等入口。纯战斗规则、掉落数值或持久化变更不单独触发。

    147 GitHub stars~983 tokensUpdated yesterday
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Questions about Daoyou Game UI

What does Daoyou Game UI do?

为本项目的主流程游戏 UI 提供抽象规范与审查方法,覆盖 GameViewportLayout 及其场景页、共享壳组件和正文交互。Use when implementing, refactoring, or reviewing scene-page structure, typography, borders, navigation, component ownership, or…. Daoyou Game UI is an agent skill from ChurchTao/Daoyou. 为本项目的主流程游戏 UI 提供抽象规范与审查方法,覆盖 GameViewportLayout 及其场景页、共享壳组件和正文交互。Use when implementing, refactoring, or reviewing scene-page structure, typography, borders, navigation, component ownership, or interaction consistency in this repo's main game flow.

When should I use Daoyou Game UI?

Daoyou Game UI fits situations like: reviewing scene-page structure; component ownership; interaction consistency in this repos main game flow.

How do I install Daoyou Game UI in Claude Code?

Run `npx skills add ChurchTao/Daoyou --skill daoyou-game-ui -a claude-code`. Or copy the skill folder (.agents/skills/daoyou-game-ui in ChurchTao/Daoyou) into .claude/skills/daoyou-game-ui in your project. Claude Code loads it when a task matches its description.

How do I install Daoyou Game UI in Codex?

Run `npx skills add ChurchTao/Daoyou --skill daoyou-game-ui -a codex`. Or copy the skill folder (.agents/skills/daoyou-game-ui in ChurchTao/Daoyou) into .agents/skills/daoyou-game-ui in your project. Codex loads it when a task matches its description.

Can I use Daoyou Game UI in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add ChurchTao/Daoyou --skill daoyou-game-ui -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/daoyou-game-ui, .gemini/skills/daoyou-game-ui, .github/skills/daoyou-game-ui and .opencode/skills/daoyou-game-ui in your project.

What does Daoyou Game UI need to run?

SKILL.md names no scripts, command-line tools or credentials: Daoyou Game UI is instructions for the agent only.

Does Daoyou Game UI access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Daoyou Game UI safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Daoyou Game UI use?

Daoyou Game UI is published under the GPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Daoyou Game UI use?

About 1.4k tokens (SKILL.md is roughly 5.7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.2k tokens, read only when the agent opens those files.

What are the alternatives to Daoyou Game UI?

Skills that share tags, products or a category with Daoyou Game UI: Tidyfactor Styler (TidyFactor/Styler, 118 stars), Frontend UI Foundry (jiushiwon/wg-skills, 114 stars), Design Craft (kipperacademy/skillpper, 149 stars) and Top Design (wondelai/skills, 2.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Daoyou Game UI?

ChurchTao (a GitHub user) maintains it in ChurchTao/Daoyou, which has 147 GitHub stars. The repository holds 9 skills in this directory. The repository was last updated on October 10, 2026.

Source: ChurchTao/Daoyou on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.