refactor: 拆分 claude-dev-stack 为 windows-dev-stack 和 wsl-dev-stack
将原 claude-dev-stack 目录拆分为独立的 Windows 和 WSL 部署栈,便于分别维护和使用。 Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
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windows-dev-stack/godot-mcp-pro-v1.14.1/docs/tools-reference.md
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windows-dev-stack/godot-mcp-pro-v1.14.1/docs/tools-reference.md
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# Tools Reference
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## Project Tools
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### get_project_info
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Returns project metadata including name, Godot version, viewport settings, renderer, and autoloads.
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### get_filesystem_tree
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Scans the project directory and returns a tree structure.
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- `path` (optional): Root path (default: `res://`)
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- `filter` (optional): Glob pattern like `*.gd`, `*.tscn`
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- `max_depth` (optional): Maximum recursion depth (default: 10)
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### search_files
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Fuzzy search for files by name.
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- `query` (required): Search string or glob pattern
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- `path` (optional): Root path
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- `file_type` (optional): Extension filter (`gd`, `tscn`, etc.)
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- `max_results` (optional): Limit results (default: 50)
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### get_project_settings
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Read settings from project.godot.
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- `section` (optional): Filter by section prefix (e.g. `display/window`)
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- `key` (optional): Get a specific setting
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### uid_to_project_path / project_path_to_uid
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Convert between UIDs (`uid://...`) and resource paths (`res://...`).
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## Scene Tools
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### get_scene_tree
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Returns the live node hierarchy of the currently edited scene.
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- `max_depth` (optional): Limit tree depth
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### get_scene_file_content
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Reads the raw .tscn file.
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- `path` (required): Scene file path
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### create_scene
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Creates a new scene file.
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- `path` (required): Where to save
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- `root_type` (optional): Root node type (default: `Node2D`)
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- `root_name` (optional): Root node name
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### open_scene / delete_scene
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Open or delete a scene file by path.
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### add_scene_instance
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Instance a scene as a child node.
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- `scene_path` (required): Scene to instance
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- `parent_path` (optional): Parent node (default: root)
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- `name` (optional): Instance name
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### play_scene / stop_scene
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Run or stop scenes. `play_scene` accepts `mode`: `main`, `current`, or a file path.
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## Node Tools
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### add_node
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Add a node to the scene.
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- `type` (required): Node class name
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- `parent_path` (optional): Parent node path
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- `name` (optional): Node name
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- `properties` (optional): Dict of property values
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### delete_node / duplicate_node / move_node
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Modify scene tree structure. All support undo.
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### update_property
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Set any node property. Values are auto-parsed:
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- `"Vector2(100, 200)"` → Vector2
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- `"#ff0000"` or `"Color(1, 0, 0)"` → Color
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- `"true"` / `"false"` → bool
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- Numbers → int/float
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### get_node_properties
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Get all editor-visible properties of a node.
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- `category` (optional): Filter prefix
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### add_resource
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Create and assign a resource to a node property.
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- `resource_type`: Class name (e.g. `RectangleShape2D`)
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- `resource_properties` (optional): Properties for the resource
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### set_anchor_preset
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Set anchor preset on Control nodes. Available presets: `top_left`, `center`, `full_rect`, etc.
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### rename_node
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Rename a node in the current scene.
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- `node_path` (required): Path to the node
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- `new_name` (required): New name for the node
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### connect_signal
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Connect a signal from one node to a method on another node.
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- `source_path` (required): Path to the source node (emitter)
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- `signal_name` (required): Signal name to connect
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- `target_path` (required): Path to the target node (receiver)
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- `method_name` (required): Method name on target to call
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### disconnect_signal
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Disconnect a signal connection between two nodes.
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- `source_path` (required): Path to the source node (emitter)
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- `signal_name` (required): Signal name to disconnect
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- `target_path` (required): Path to the target node (receiver)
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- `method_name` (required): Method name on target
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## Script Tools
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### list_scripts
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Find all scripts with class/extends info.
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### read_script / create_script
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Read or create script files.
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### edit_script
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Edit scripts via:
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1. `replacements`: Array of `{search, replace, regex?}` operations
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2. `content`: Full file replacement
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3. `insert_at_line` + `text`: Insert at specific line
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### attach_script
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Attach a script to a node in the current scene.
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### get_open_scripts
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List scripts currently open in the script editor.
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## Editor Tools
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### get_editor_errors
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Get recent errors from the Godot log.
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### get_editor_screenshot / get_game_screenshot
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Capture viewport as PNG (returned as base64 image).
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### execute_editor_script
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Run arbitrary GDScript in the editor context. Use `_mcp_print(value)` to capture output.
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### clear_output
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Clear the editor output panel.
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### get_signals
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Get all signals of a node, including current connections.
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- `node_path` (required): Path to the node to inspect
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### reload_plugin
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Reload the Godot MCP Pro plugin (disable/re-enable). Connection will briefly drop and auto-reconnect.
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### reload_project
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Rescan the Godot project filesystem and reload changed scripts. No reconnection needed.
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### save_scene
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Save the currently edited scene to disk.
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- `path` (optional): Path to save to (defaults to current scene path)
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### set_project_setting
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Set a project setting value via the editor API.
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- `key` (required): Setting key (e.g. `display/window/size/viewport_width`)
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- `value` (required): Value to set (auto-parsed for Vector2, bool, int, float)
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## Input Tools
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### simulate_key
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Simulate a keyboard key press/release in the running game.
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- `keycode` (required): Key constant (e.g. `KEY_SPACE`, `KEY_W`)
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- `pressed` (optional): true for press, false for release
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- `ctrl`, `shift`, `alt` (optional): Modifier keys
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### simulate_mouse_click
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Simulate a mouse button click at a position in the running game.
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- `x`, `y` (optional): Viewport position
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- `button` (optional): 1=left, 2=right, 3=middle
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- `pressed` (optional): true for press, false for release
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### simulate_mouse_move
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Simulate mouse movement in the running game.
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- `x`, `y` (optional): Target position
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- `relative_x`, `relative_y` (optional): Relative movement
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### simulate_action
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Simulate a Godot Input Action in the running game.
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- `action` (required): Action name from Input Map
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- `pressed` (optional): true for press, false for release
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- `strength` (optional): 0.0–1.0
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### simulate_sequence
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Simulate a sequence of input events with frame delays.
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- `events` (required): Array of input events
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- `frame_delay` (optional): Frames between events
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## Runtime Tools
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### get_game_scene_tree
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Get the scene tree of the currently running game.
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- `max_depth` (optional): Maximum tree depth
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### get_game_node_properties
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Get properties of a node in the running game.
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- `node_path` (required): Absolute node path
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- `properties` (optional): Specific property names to read
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### capture_frames
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Capture multiple screenshots at regular frame intervals from the running game.
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- `count` (optional): Number of frames (1–30)
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- `frame_interval` (optional): Frames between captures
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- `half_resolution` (optional): Halve resolution to reduce data size
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### monitor_properties
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Record property values over multiple frames from the running game.
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- `node_path` (required): Absolute node path
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- `properties` (required): Property names to monitor
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- `frame_count` (optional): Number of samples (1–600)
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- `frame_interval` (optional): Frames between samples
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## Animation Tools
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### list_animations
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List all animations in an AnimationPlayer node.
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- `node_path` (required): Path to the AnimationPlayer
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### create_animation
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Create a new animation in an AnimationPlayer.
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- `node_path` (required): Path to the AnimationPlayer
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- `name` (required): Animation name
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- `length` (optional): Length in seconds (default: 1.0)
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- `loop_mode` (optional): 0=none, 1=linear, 2=pingpong
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### add_animation_track
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Add a track to an animation.
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- `node_path` (required): Path to the AnimationPlayer
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- `animation` (required): Animation name
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- `track_path` (required): Node path and property (e.g. `Sprite2D:position`)
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- `track_type` (optional): value, position_2d, rotation_2d, scale_2d, method, bezier, blend_shape
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- `update_mode` (optional): continuous, discrete, capture
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### set_animation_keyframe
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Insert a keyframe into an animation track.
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- `node_path` (required): Path to the AnimationPlayer
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- `animation` (required): Animation name
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- `track_index` (required): Track index
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- `time` (required): Time position in seconds
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- `value` (required): Keyframe value (auto-parsed)
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### get_animation_info
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Get detailed info about an animation including all tracks and keyframes.
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- `node_path` (required): Path to the AnimationPlayer
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- `animation` (required): Animation name
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### remove_animation
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Remove an animation from an AnimationPlayer.
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- `node_path` (required): Path to the AnimationPlayer
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- `name` (required): Animation name
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## TileMap Tools
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### tilemap_set_cell
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Set a single cell in a TileMapLayer.
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- `node_path` (required): Path to the TileMapLayer
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- `x`, `y` (required): Cell coordinates
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- `source_id` (optional): Tile source ID
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- `atlas_x`, `atlas_y` (optional): Atlas coordinates
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- `alternative` (optional): Alternative tile ID
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### tilemap_fill_rect
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Fill a rectangular region with tiles.
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- `node_path` (required): Path to the TileMapLayer
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- `x1`, `y1`, `x2`, `y2` (required): Rectangle bounds
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- `source_id`, `atlas_x`, `atlas_y`, `alternative` (optional): Tile data
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### tilemap_get_cell
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Get tile data at a specific cell.
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- `node_path` (required): Path to the TileMapLayer
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- `x`, `y` (required): Cell coordinates
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### tilemap_clear
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Clear all cells in a TileMapLayer.
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- `node_path` (required): Path to the TileMapLayer
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### tilemap_get_info
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Get TileMapLayer info including tile set sources and cell count.
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- `node_path` (required): Path to the TileMapLayer
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### tilemap_get_used_cells
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Get a list of used (non-empty) cells.
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- `node_path` (required): Path to the TileMapLayer
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- `max_count` (optional): Maximum cells to return (default: 500)
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## Theme Tools
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### create_theme
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Create a new Theme resource file.
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- `path` (required): Save path (e.g. `res://themes/main.tres`)
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- `default_font_size` (optional): Default font size
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### set_theme_color
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Set a theme color override on a Control node.
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- `node_path` (required): Path to the Control node
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- `name` (required): Color name (e.g. `font_color`)
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- `color` (required): Hex color string
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### set_theme_constant
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Set a theme constant override on a Control node.
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- `node_path` (required): Path to the Control node
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- `name` (required): Constant name
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- `value` (required): Integer value
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### set_theme_font_size
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Set a theme font size override on a Control node.
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- `node_path` (required): Path to the Control node
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- `name` (required): Font size name (e.g. `font_size`)
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- `size` (required): Font size in pixels
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### set_theme_stylebox
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Set a StyleBoxFlat override on a Control node.
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- `node_path` (required): Path to the Control node
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- `name` (required): Style name (e.g. `panel`, `normal`)
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- `bg_color` (optional): Background color
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- `border_color` (optional): Border color
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- `border_width` (optional): Border width
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- `corner_radius` (optional): Corner radius
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- `padding` (optional): Content padding
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### get_theme_info
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Get theme information and overrides for a Control node.
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- `node_path` (required): Path to the Control node
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## Profiling Tools
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### get_performance_monitors
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Get all Godot performance monitors (FPS, memory, draw calls, physics, navigation).
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- `category` (optional): Filter by prefix (e.g. `render`, `physics_2d`)
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### get_editor_performance
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Get a quick performance summary (FPS, frame time, draw calls, memory).
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## Batch & Refactoring Tools
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### find_nodes_by_type
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Find all nodes of a specific type in the current scene.
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- `type` (required): Node class name
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- `recursive` (optional): Search recursively (default: true)
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### find_signal_connections
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Find all signal connections in the current scene.
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- `signal_name` (optional): Filter by signal name
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- `node_path` (optional): Filter by node path
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### batch_set_property
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Set a property on all nodes of a given type.
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- `type` (required): Node type to target
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- `property` (required): Property name
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- `value` (required): Value to set (auto-parsed)
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### find_node_references
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Search through project files for a text pattern.
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- `pattern` (required): Text pattern to search for
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### get_scene_dependencies
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Get all resource dependencies of a scene or resource file.
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- `path` (required): Path to the file
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## Shader Tools
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### create_shader
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Create a new shader file with template or custom content.
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- `path` (required): Shader file path
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- `shader_type` (optional): spatial, canvas_item, particles, sky
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- `content` (optional): Full shader code
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### read_shader
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Read the content of a shader file.
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- `path` (required): Path to the shader file
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### edit_shader
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Edit a shader file using full replacement or search-and-replace.
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- `path` (required): Path to the shader file
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- `content` (optional): Full replacement content
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- `replacements` (optional): Array of `{search, replace}` operations
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### assign_shader_material
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Create a ShaderMaterial from a shader and assign to a node.
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- `node_path` (required): Target node path
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- `shader_path` (required): Path to the shader file
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### set_shader_param
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Set a shader parameter on a node's ShaderMaterial.
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- `node_path` (required): Node with ShaderMaterial
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- `param` (required): Parameter name
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- `value` (required): Parameter value (auto-parsed)
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### get_shader_params
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Get all shader parameters from a node's ShaderMaterial.
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- `node_path` (required): Node with ShaderMaterial
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## Export Tools
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### list_export_presets
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List all export presets configured in export_presets.cfg.
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### export_project
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Get the export command for a preset.
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- `preset_name` (optional): Preset name
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- `preset_index` (optional): Preset index
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- `debug` (optional): Debug export (default: true)
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### get_export_info
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Get export-related project info (executable path, templates directory, project path).
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Reference in New Issue
Block a user