构建流水线技能。管理项目的导出、打包、版本管理等流程。 支持多平台导出和自动化构建。
Scanned 9/8/2026
Install to Claude Code
npx -y skills add infometa/workbuddyskills --skill build-pipeline --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Build Pipeline?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/infometa-build-pipeline)More formats (shields.io, HTML) on the badges page.
---
name: build-pipeline
description: >
构建流水线技能。管理项目的导出、打包、版本管理等流程。
支持多平台导出和自动化构建。
version: 1.0.0
dependencies:
- godot-core
- file-manager
triggers:
- pattern: "导出|打包|构建|build|export|发布|release"
inputs:
- name: platform
type: string
enum: ["windows", "linux", "macos", "android", "ios", "web"]
required: true
- name: build_type
type: string
enum: ["debug", "release"]
default: "release"
outputs:
- name: build_output
type: directory
path_pattern: "builds/{platform}/"
---
# 构建流水线技能
管理 Godot 项目的导出和发布流程。
## 导出配置
### export_presets.cfg 模板
```ini
[preset.0]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="builds/windows/{project_name}.exe"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
[preset.0.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=true
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
codesign/enable=false
application/modify_resources=true
application/icon="res://icon.ico"
application/console_wrapper_icon=""
application/icon_interpolation=4
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name=""
application/file_description=""
application/copyright=""
application/trademarks=""
application/export_angle=0
ssh_remote_deploy/enabled=false
[preset.1]
name="Linux/X11"
platform="Linux/X11"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="builds/linux/{project_name}.x86_64"
[preset.1.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=true
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
ssh_remote_deploy/enabled=false
[preset.2]
name="macOS"
platform="macOS"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="builds/macos/{project_name}.dmg"
[preset.2.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=0
binary_format/architecture="universal"
application/icon="res://icon.icns"
application/icon_interpolation=4
application/bundle_identifier=""
application/signature=""
application/app_category="Games"
application/short_version=""
application/version=""
application/copyright=""
application/copyright_localized={}
application/min_macos_version="10.12"
application/export_angle=0
display/high_res=true
codesign/codesign=1
codesign/identity=""
codesign/certificate_file=""
codesign/certificate_password=""
codesign/entitlements/custom_file=""
notarization/notarization=0
ssh_remote_deploy/enabled=false
[preset.3]
name="Android"
platform="Android"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="builds/android/{project_name}.apk"
[preset.3.options]
custom_template/debug=""
custom_template/release=""
gradle_build/use_gradle_build=false
gradle_build/export_format=0
gradle_build/min_sdk=""
gradle_build/target_sdk=""
architectures/armeabi-v7a=true
architectures/arm64-v8a=true
architectures/x86=false
architectures/x86_64=false
version/code=1
version/name="1.0.0"
package/unique_name="com.example.game"
package/name=""
package/signed=true
package/app_category=2
package/retain_data_on_uninstall=false
package/exclude_from_recents=false
launcher_icons/main_192x192=""
launcher_icons/adaptive_foreground_432x432=""
launcher_icons/adaptive_background_432x432=""
graphics/opengl_debug=false
xr_features/xr_mode=0
screen/immersive_mode=true
screen/support_small=true
screen/support_normal=true
screen/support_large=true
screen/support_xlarge=true
user_data_backup/allow=false
command_line/extra_args=""
apk_expansion/enable=false
apk_expansion/SALT=""
apk_expansion/public_key=""
permissions/custom_permissions=PackedStringArray()
permissions/access_checkin_properties=false
permissions/access_coarse_location=false
permissions/access_fine_location=false
permissions/access_network_state=false
permissions/access_wifi_state=false
permissions/camera=false
permissions/change_network_state=false
permissions/change_wifi_multicast_state=false
permissions/change_wifi_state=false
permissions/internet=true
permissions/read_external_storage=false
permissions/record_audio=false
permissions/vibrate=true
permissions/write_external_storage=false
[preset.4]
name="Web"
platform="Web"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="builds/web/index.html"
[preset.4.options]
custom_template/debug=""
custom_template/release=""
variant/extensions_support=false
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=false
html/export_icon=true
html/custom_html_shell=""
html/head_include=""
html/canvas_resize_policy=2
html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=false
progressive_web_app/enabled=false
progressive_web_app/offline_page=""
progressive_web_app/display=1
progressive_web_app/orientation=0
progressive_web_app/icon_144x144=""
progressive_web_app/icon_180x180=""
progressive_web_app/icon_512x512=""
progressive_web_app/background_color=Color(0, 0, 0, 1)
```
---
## 构建脚本
### build.gd (编辑器脚本)
```gdscript
@tool
## 构建脚本
##
## 在编辑器中执行自动化构建
extends EditorScript
const BUILD_DIR = "builds/"
const VERSION_FILE = "res://version.txt"
func _run() -> void:
print("=== 开始构建 ===")
var version = _read_version()
print("版本: " + version)
_clean_build_dir()
_export_all_platforms(version)
print("=== 构建完成 ===")
func _read_version() -> String:
if FileAccess.file_exists(VERSION_FILE):
var file = FileAccess.open(VERSION_FILE, FileAccess.READ)
return file.get_as_text().strip_edges()
return "1.0.0"
func _clean_build_dir() -> void:
var dir = DirAccess.open("res://")
if dir.dir_exists(BUILD_DIR):
# 递归删除
_remove_dir_recursive(BUILD_DIR)
dir.make_dir(BUILD_DIR)
func _remove_dir_recursive(path: String) -> void:
var dir = DirAccess.open(path)
if dir:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if file_name != "." and file_name != "..":
var full_path = path + "/" + file_name
if dir.current_is_dir():
_remove_dir_recursive(full_path)
else:
dir.remove(file_name)
file_name = dir.get_next()
dir.list_dir_end()
DirAccess.open("res://").remove(path)
func _export_all_platforms(version: String) -> void:
var export_presets = [
{"name": "Windows Desktop", "suffix": ".exe"},
{"name": "Linux/X11", "suffix": ".x86_64"},
{"name": "Web", "suffix": ""}
]
for preset in export_presets:
_export_platform(preset.name, version, preset.suffix)
func _export_platform(preset_name: String, version: String, suffix: String) -> void:
print("导出: " + preset_name)
var platform_dir = BUILD_DIR + preset_name.to_lower().replace("/", "_").replace(" ", "_")
DirAccess.open("res://").make_dir_recursive(platform_dir)
# 使用 EditorExportPlatform 导出
# 注意:这需要在编辑器中运行
```
---
## 版本管理
### version.txt
```
1.0.0
```
### version_manager.gd
```gdscript
## 版本管理器
class_name VersionManager
const VERSION_FILE = "res://version.txt"
static func get_version() -> String:
if FileAccess.file_exists(VERSION_FILE):
var file = FileAccess.open(VERSION_FILE, FileAccess.READ)
return file.get_as_text().strip_edges()
return "0.0.0"
static func set_version(version: String) -> void:
var file = FileAccess.open(VERSION_FILE, FileAccess.WRITE)
file.store_string(version)
static func bump_patch() -> String:
var current = get_version()
var parts = current.split(".")
parts[2] = str(int(parts[2]) + 1)
var new_version = ".".join(parts)
set_version(new_version)
return new_version
static func bump_minor() -> String:
var current = get_version()
var parts = current.split(".")
parts[1] = str(int(parts[1]) + 1)
parts[2] = "0"
var new_version = ".".join(parts)
set_version(new_version)
return new_version
static func bump_major() -> String:
var current = get_version()
var parts = current.split(".")
parts[0] = str(int(parts[0]) + 1)
parts[1] = "0"
parts[2] = "0"
var new_version = ".".join(parts)
set_version(new_version)
return new_version
```
---
## CI/CD 配置
### GitHub Actions
#### .github/workflows/build.yml
```yaml
name: Build Game
on:
push:
tags:
- 'v*'
workflow_dispatch:
env:
GODOT_VERSION: 4.6
PROJECT_NAME: MyGame
jobs:
build-windows:
runs-on: ubuntu-latest
container:
image: barichello/godot-ci:4.6
steps:
- uses: actions/checkout@v4
- name: Setup
run: |
mkdir -v -p ~/.local/share/godot/export_templates
mv /root/.local/share/godot/export_templates/${GODOT_VERSION}.stable ~/.local/share/godot/export_templates/${GODOT_VERSION}.stable
- name: Build Windows
run: |
mkdir -v -p builds/windows
godot --headless --export-release "Windows Desktop" builds/windows/${PROJECT_NAME}.exe
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: windows-build
path: builds/windows
build-linux:
runs-on: ubuntu-latest
container:
image: barichello/godot-ci:4.6
steps:
- uses: actions/checkout@v4
- name: Setup
run: |
mkdir -v -p ~/.local/share/godot/export_templates
mv /root/.local/share/godot/export_templates/${GODOT_VERSION}.stable ~/.local/share/godot/export_templates/${GODOT_VERSION}.stable
- name: Build Linux
run: |
mkdir -v -p builds/linux
godot --headless --export-release "Linux/X11" builds/linux/${PROJECT_NAME}.x86_64
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: linux-build
path: builds/linux
build-web:
runs-on: ubuntu-latest
container:
image: barichello/godot-ci:4.6
steps:
- uses: actions/checkout@v4
- name: Setup
run: |
mkdir -v -p ~/.local/share/godot/export_templates
mv /root/.local/share/godot/export_templates/${GODOT_VERSION}.stable ~/.local/share/godot/export_templates/${GODOT_VERSION}.stable
- name: Build Web
run: |
mkdir -v -p builds/web
godot --headless --export-release "Web" builds/web/index.html
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: web-build
path: builds/web
create-release:
needs: [build-windows, build-linux, build-web]
runs-on: ubuntu-latest
if: startsWith(github.ref, 'refs/tags/')
steps:
- name: Download all artifacts
uses: actions/download-artifact@v4
- name: Create ZIP archives
run: |
cd windows-build && zip -r ../${PROJECT_NAME}-windows.zip . && cd ..
cd linux-build && zip -r ../${PROJECT_NAME}-linux.zip . && cd ..
cd web-build && zip -r ../${PROJECT_NAME}-web.zip . && cd ..
- name: Create Release
uses: softprops/action-gh-release@v1
with:
files: |
${PROJECT_NAME}-windows.zip
${PROJECT_NAME}-linux.zip
${PROJECT_NAME}-web.zip
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
```
### GitLab CI
#### .gitlab-ci.yml
```yaml
image: barichello/godot-ci:4.6
stages:
- build
- deploy
variables:
GODOT_VERSION: "4.6"
PROJECT_NAME: "MyGame"
before_script:
- mkdir -v -p ~/.local/share/godot/export_templates
- mv /root/.local/share/godot/export_templates/${GODOT_VERSION}.stable ~/.local/share/godot/export_templates/${GODOT_VERSION}.stable
build:windows:
stage: build
script:
- mkdir -v -p builds/windows
- godot --headless --export-release "Windows Desktop" builds/windows/${PROJECT_NAME}.exe
artifacts:
paths:
- builds/windows
build:linux:
stage: build
script:
- mkdir -v -p builds/linux
- godot --headless --export-release "Linux/X11" builds/linux/${PROJECT_NAME}.x86_64
artifacts:
paths:
- builds/linux
build:web:
stage: build
script:
- mkdir -v -p builds/web
- godot --headless --export-release "Web" builds/web/index.html
artifacts:
paths:
- builds/web
pages:
stage: deploy
dependencies:
- build:web
script:
- mv builds/web public
artifacts:
paths:
- public
only:
- main
```
---
## 命令行构建
### 本地构建脚本
#### build.ps1 (Windows PowerShell)
```powershell
param(
[string]$Platform = "all",
[string]$BuildType = "release",
[string]$GodotPath = "C:\Godot\Godot_v4.6-stable_win64.exe"
)
$ProjectName = "MyGame"
$BuildDir = "builds"
function Build-Platform {
param([string]$PresetName, [string]$OutputDir, [string]$FileName)
Write-Host "Building for $PresetName..."
New-Item -ItemType Directory -Force -Path "$BuildDir/$OutputDir" | Out-Null
$exportArg = if ($BuildType -eq "debug") { "--export-debug" } else { "--export-release" }
& $GodotPath --headless $exportArg $PresetName "$BuildDir/$OutputDir/$FileName"
if ($LASTEXITCODE -eq 0) {
Write-Host "✓ $PresetName build completed" -ForegroundColor Green
} else {
Write-Host "✗ $PresetName build failed" -ForegroundColor Red
}
}
# 清理构建目录
if (Test-Path $BuildDir) {
Remove-Item -Recurse -Force $BuildDir
}
switch ($Platform) {
"windows" {
Build-Platform "Windows Desktop" "windows" "$ProjectName.exe"
}
"linux" {
Build-Platform "Linux/X11" "linux" "$ProjectName.x86_64"
}
"web" {
Build-Platform "Web" "web" "index.html"
}
"all" {
Build-Platform "Windows Desktop" "windows" "$ProjectName.exe"
Build-Platform "Linux/X11" "linux" "$ProjectName.x86_64"
Build-Platform "Web" "web" "index.html"
}
default {
Write-Host "Unknown platform: $Platform"
Write-Host "Available: windows, linux, web, all"
}
}
Write-Host "`nBuild complete!"
```
#### build.sh (Linux/macOS)
```bash
#!/bin/bash
PLATFORM=${1:-"all"}
BUILD_TYPE=${2:-"release"}
GODOT_PATH=${GODOT_PATH:-"godot"}
PROJECT_NAME="MyGame"
BUILD_DIR="builds"
build_platform() {
local preset=$1
local output_dir=$2
local filename=$3
echo "Building for $preset..."
mkdir -p "$BUILD_DIR/$output_dir"
if [ "$BUILD_TYPE" = "debug" ]; then
export_arg="--export-debug"
else
export_arg="--export-release"
fi
$GODOT_PATH --headless $export_arg "$preset" "$BUILD_DIR/$output_dir/$filename"
if [ $? -eq 0 ]; then
echo "✓ $preset build completed"
else
echo "✗ $preset build failed"
fi
}
# 清理
rm -rf "$BUILD_DIR"
case $PLATFORM in
"windows")
build_platform "Windows Desktop" "windows" "$PROJECT_NAME.exe"
;;
"linux")
build_platform "Linux/X11" "linux" "$PROJECT_NAME.x86_64"
;;
"macos")
build_platform "macOS" "macos" "$PROJECT_NAME.dmg"
;;
"web")
build_platform "Web" "web" "index.html"
;;
"all")
build_platform "Windows Desktop" "windows" "$PROJECT_NAME.exe"
build_platform "Linux/X11" "linux" "$PROJECT_NAME.x86_64"
build_platform "Web" "web" "index.html"
;;
*)
echo "Unknown platform: $PLATFORM"
echo "Available: windows, linux, macos, web, all"
;;
esac
echo ""
echo "Build complete!"
```
---
## 发布清单
### 发布前检查
```markdown
## 发布清单
### 代码质量
- [ ] 所有功能测试通过
- [ ] 无控制台错误/警告
- [ ] 移除所有调试代码
- [ ] 移除测试场景
### 性能
- [ ] 目标平台帧率达标
- [ ] 内存使用合理
- [ ] 加载时间可接受
### 资源
- [ ] 所有资源已优化
- [ ] 纹理压缩正确
- [ ] 音频格式正确
### 配置
- [ ] 版本号已更新
- [ ] 导出设置正确
- [ ] 应用图标已设置
### 平台特定
- [ ] Windows: 图标/签名
- [ ] macOS: 签名/公证
- [ ] Android: 签名/权限
- [ ] Web: 兼容性测试
### 发布
- [ ] 更新日志已写
- [ ] README 已更新
- [ ] 创建 Git Tag
```
---
## 使用示例
```
构建并导出游戏:
- 平台:Windows + Web
- 版本:自动递增补丁版本
- 上传到 GitHub Release
```
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!