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godot-theme-easter

Apply a Classic Easter seasonal overlay: pastel Theme/StyleBox injection, confetti/shimmer VFX, elastic juice, mesh surface_override painting, curso…

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技能内容

Overview

Seasonal "Easter-fy" toolkit: bright pastels, bouncy juice, egg/bunny iconography — gated by calendar + settings.

MANDATORY first read: [easter_seasonal_activation_gate.gd](scripts/easter_seasonal_activation_gate.gd) — date window, Disable Seasonal Themes opt-out (user://settings.cfg), and Dev Override. Call refresh_activation() when settings change; never poll the calendar in _process.

Prerequisite: Do NOT Load godot-ui-theming until a base Theme resource exists — seasonal overlays inject StyleBox overrides; they do not replace foundational Theme authoring.

Seasonal Bootstrap (ordered)

  1. Gate — Attach [easter_seasonal_activation_gate.gd](scripts/easter_seasonal_activation_gate.gd); call refresh_activation() on _ready and when settings change.
  2. Theme — If gate active: MANDATORY [easter_runtime_ui_themer.gd](scripts/easter_runtime_ui_themer.gd) using tokens from [easter_pastel_color_palette.gd](scripts/easter_pastel_color_palette.gd).
  3. AudioMANDATORY [easter_seasonal_audio_swapper.gd](scripts/easter_seasonal_audio_swapper.gd) to map standard UI SFX → seasonal streams.
  4. Juice — Layer confetti/shimmer/cursor/wobble scripts only after steps 1–3 pass (gate off = skip 2–4 entirely).

Decision Tree — Alternate Painters (pick one)

| Context | Use | Do NOT also wire |

|---------|-----|------------------|

| 3D mesh seasonal tint via surface_override | [easter_mesh_painter_override.gd](scripts/easter_mesh_painter_override.gd) | [easter_palette_override.gd](scripts/easter_palette_override.gd) on same mesh |

| 2D/modulate or material slot swap already wired | [easter_palette_override.gd](scripts/easter_palette_override.gd) or [seasonal_material_swapper.gd](scripts/seasonal_material_swapper.gd) | mesh_painter on the same target |

Core Components (Expert Easter Tools)

[easter_seasonal_activation_gate.gd](scripts/easter_seasonal_activation_gate.gd)

MANDATORY — Date-aware manager with opt-out + Dev Override.

[easter_pastel_color_palette.gd](scripts/easter_pastel_color_palette.gd)

Single source of truth for pastel Color tokens — do not hardcode hex lists in SKILL bodies or random scripts.

[easter_runtime_ui_themer.gd](scripts/easter_runtime_ui_themer.gd)

Runtime theme injector for applying mass pastel styles across the UI tree.

[easter_squash_stretch_juice.gd](scripts/easter_squash_stretch_juice.gd)

Expert 'Squash and Stretch' logic for organic egg-like interactions using Tweens.

[easter_shimmer_vfx_emitter.gd](scripts/easter_shimmer_vfx_emitter.gd)

Professional 'Hidden Item' shimmer effect with additive blending and scale curves.

[easter_egg_collection_tracker.gd](scripts/easter_egg_collection_tracker.gd)

Expert registry for tracking hidden items with signal-based progression signals.

[easter_mesh_painter_override.gd](scripts/easter_mesh_painter_override.gd)

Seasonal 3D material swapper using surface overrides to preserve base assets.

[easter_wobble_physics_body.gd](scripts/easter_wobble_physics_body.gd)

Instability-driven physics body for 'Egg-like' wobbly movement.

[easter_camera_pop_juice.gd](scripts/easter_camera_pop_juice.gd)

Immersive FOV 'kick' logic to emphasize collection or pop events.

[easter_confetti_canon_vfx.gd](scripts/easter_confetti_canon_vfx.gd)

Celebratory confetti explosion with multi-colored pastel flakes.

[easter_custom_cursor_manager.gd](scripts/easter_custom_cursor_manager.gd)

Expert logic for swapping system mouse cursors with themed Easter icons.

[easter_seasonal_audio_swapper.gd](scripts/easter_seasonal_audio_swapper.gd)

Dynamic audio resource loader that replaces standard UI sounds with seasonal variants.

[easter_palette_override.gd](scripts/easter_palette_override.gd) / [seasonal_material_swapper.gd](scripts/seasonal_material_swapper.gd)

Alternate painters — see Decision Tree — Alternate Painters above; pick one path per target.

Visual Guidelines

  • Colors: Import tokens from [easter_pastel_color_palette.gd](scripts/easter_pastel_color_palette.gd) (PINK, BLUE, YELLOW, MINT, PURPLE) — never paste ad-hoc hex laundry lists into features.
  • Shapes: Rounded corners (corner_radius > 8–12). Avoid sharp edges / high-contrast blacks.
  • VFX: Confetti, sparkles, ribbons via confetti/shimmer scripts.

NEVER Do (Expert Easter Rules)

Aesthetics & Juice

  • NEVER use sharp edges or high-contrast blacks — Easter aesthetics favor rounded corners (corner_radius > 12) and soft pastel tones.
  • NEVER use standard linear scaling for pops — Linear scaling feels 'robotic.' Always use TRANS_ELASTIC or TRANS_QUART for organic eggs.
  • NEVER use billboarding for Easter particles — In close-up UI or VR, billboard sparkles look flat. Use mesh-based particles or axial rotation.

Logic & Performance

  • NEVER modify the original .mesh or .tres resource — Swapping materials on a shared Resource changes it for EVERY instance in the game. Always use surface_override or duplicate().
  • NEVER run date-checks in _process — Checking the system calendar every frame is wasteful. Run Time.get_date_dict_from_system() once on _ready or event trigger via the activation gate.
  • NEVER ignore the 'No-Seasonal' toggle — Some players hate seasonal overrides. Always provide a 'Disable Seasonal Themes' option in settings (wired through the gate's ConfigFile keys).

Elite Theming Hooks

  • Dynamic Z-Ordering: Use RenderingServer.canvas_item_set_draw_index() to dynamically move collected egg particles to the front of the UI stack without reparenting nodes.
  • Physics Interpolation: When using TRANS_ELASTIC tweens on physics-driven eggs, invoke RenderingServer.canvas_item_reset_physics_interpolation() to prevent visual "jitter" on the first frame of the pop animation.
  • StyleBox Overrides: Use Control.add_theme_stylebox_override("panel", my_stylebox) instead of modifying the global Theme to isolate seasonal changes to specific UI modules.

Expert Easter Implementation

1. Custom-Mouse-Cursor (Juice)

MANDATORY: [easter_custom_cursor_manager.gd](scripts/easter_custom_cursor_manager.gd) — always set a hotspot (bunny-ear tip / base).

2. Themed-Sound-Loaders

MANDATORY: [easter_seasonal_audio_swapper.gd](scripts/easter_seasonal_audio_swapper.gd) — Resource map of original → seasonal AudioStream pairs.

3. World-Environment-Override (Spring Glow)

Tween Environment ambient/tonemap/fog during a transition — never hard-cut colors mid-frame.

func _apply_spring_env(env: Environment) -> void:
    var tween := create_tween()
    tween.tween_property(env, "ambient_light_color", EasterPastelColorPalette.YELLOW, 2.0)
    tween.tween_property(env, "tonemap_exposure", 1.2, 2.0)
    tween.tween_property(env, "fog_light_color", EasterPastelColorPalette.BLUE, 2.0)

Deep recipes (on demand)

> LLM-ignorance rule: if a general agent would not know it before reading, it lives here or in scripts/ — never delete, only move.

| Topic | Reference |

|-------|-----------|

| Cursor / audio / env recipes | [seasonal-implementation-recipes.md](references/seasonal-implementation-recipes.md) |

Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API;

> load Related Skills when routing work to a peer domain — do not preload the whole lattice.

Official Documentation

Related Skills

Prerequisites

Complements

Downstream / consumers

Master

  • godot-master — Library router and mirrored module entry for seasonal themes.

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