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Agent Skill · 待分类

particles(particles 命令行)

particles 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

particles 是待分类类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为权限未标注;许可证信息还不明确,第三方扫描已通过,按安装量在待分类类的 11,209 个 Skill 里排第 3,483。

总安装 998周安装 42GitHub Stars 39,503下载 349核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:particles(particles 命令行)
来源仓库:https://github.com/phaserjs/phaser
仓库路径:skills/particles
安装命令:
npx skills add https://github.com/phaserjs/phaser --skill particles
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/phaserjs/phaser --skill particles

这个 Skill 是做什么的

这个 Skill 的分类还没最终确定,用法以来源仓库的说明为准。

particles 提供命令行接口用于粒子相关操作,归类为待分类技能。虽无详细功能说明,但仍可在通用宿主中尝试集成使用。安装方式与其他技能一致,均来自 Phaser.js 官方仓库。鉴于信息不足,推荐查看源码或联系维护者获取准确用途。particles 属于待分类类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/particles

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/phaserjs/phaser --skill particles;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    权限没有明确标注,第一次使用时只给一个无关紧要的任务,观察它到底读了哪些文件和网络。

常见问题

6 条

particles 怎么安装?

在终端执行 npx skills add https://github.com/phaserjs/phaser --skill particles。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

particles 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

particles 需要什么权限?

权限级别没有明确标注。第一次使用时建议只给无关紧要的任务,观察它实际读写了哪些内容。

particles 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

particles 用的人多吗?

公开数据是累计安装 998 次,近一周安装 42 次,下载 349 次,GitHub 39,503 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

particles 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 来源仓库有 39,503 星,维护活跃度相对可查。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理待分类类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

待分类类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
infsh-cli

infsh CLI · Codex、Claude

4,374,576382权限未标注未明确未收录
ai-video-generation

AI 视频生成 · Codex、Claude

4,313,376382调用外部服务未明确有提醒
lark-openapi-explorer

云雀 OpenAPI 浏览器 · Codex、Claude

2,064,1209,011需要联网未明确有提醒
lark-workflow-standup-report

Lark 工作流程站立报告 · Codex、Claude

2,041,6328,978需要联网未明确通过
use-my-browser

使用我的浏览器 · Codex、Claude

1,848,49140操作浏览器未明确未通过
particles

particles 命令行 · 本页

99839,503权限未标注未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Particle System

Creating and controlling particle effects in Phaser 4 -- ParticleEmitter creation and configuration, emitter ops (value formats), gravity wells, emission and death zones, flow vs burst modes, following game objects, and particle callbacks.

Key source paths: src/gameobjects/particles/ Related skills:../sprites-and-images/SKILL.md,../loading-assets/SKILL.md

Quick Start

// In a Scene's create() method:

// Basic continuous emitter (flow mode)
const emitter = this.add.particles(400, 300, 'flares', {
    frame: 'red',
    speed: 200,
    lifespan: 2000,
    scale: { start: 1, end: 0 },
    alpha: { start: 1, end: 0 },
    gravityY: 150
});

// One-shot burst (explode mode)
const burst = this.add.particles(400, 300, 'flares', {
    frame: 'blue',
    speed: { min: 100, max: 300 },
    lifespan: 1000,
    scale: { start: 0.5, end: 0 },
    emitting: false   // don't auto-start
});
burst.explode(20);    // emit 20 particles at once

Core Concepts

ParticleEmitter

ParticleEmitter extends GameObject and is added directly to the display list. It is both a game object (positionable, scalable, maskable) and the emitter itself. There is no separate manager -- this.add.particles() returns a ParticleEmitter instance.

Factory signature:

this.add.particles(x, y, texture, config);
// x, y: world position (both optional, default 0)
// texture: string key or Texture instance
// config: ParticleEmitterConfig object (optional, can call setConfig later)

Mixins: AlphaSingle, BlendMode, Depth, Lighting, Mask, RenderNodes, ScrollFactor, Texture, Transform, Visible. So you can call setPosition(), setScale(), setDepth(), setBlendMode(), setMask(), setScrollFactor(), etc.

Particle

A lightweight object owned by its emitter. Key properties: x, y, velocityX/Y, accelerationX/Y, scaleX/Y, alpha, angle, rotation, tint, life (total ms), lifeCurrent (remaining ms), lifeT (0-1 normalized), bounce, delayCurrent, holdCurrent. Particles are pooled internally -- you never create them manually.

EmitterOp Value Formats

Most config properties (speed, scale, alpha, angle, x, y, etc.) accept flexible value formats:

x: 400                                        // static value
x: [100, 200, 300, 400]                       // random pick from array
x: { min: 100, max: 700 }                     // random float in range
x: { min: 100, max: 700, int: true }          // random integer
x: { random: [100, 700] }                     // random integer shorthand
scale: { start: 0, end: 1 }                   // ease over lifetime (default linear)
scale: { start: 0, end: 1, ease: 'bounce.out' }  // custom ease
scale: { start: 4, end: 0.5, random: true }   // random start, ease to end
x: { values: [50, 500, 200, 800], interpolation: 'catmull' }  // interpolation
x: { steps: 32, start: 0, end: 576 }          // stepped sequential
x: { steps: 32, start: 0, end: 576, yoyo: true }  // stepped with yoyo
x: {                                           // custom callbacks
    onEmit: (particle, key, t, value) => value,
    onUpdate: (particle, key, t, value) => value
}
x: (particle, key, t, value) => value + 50    // emit-time callback shorthand

Emit-only (no onUpdate): angle, delay, hold, lifespan, quantity, speedX, speedY. Emit + Update (support start/end, onUpdate): accelerationX/Y, alpha, bounce, maxVelocityX/Y, moveToX/Y, rotate, scaleX/Y, tint, x, y.

Flow vs Explode (Burst)

Flow mode (frequency >= 0): emits quantity particles every frequency ms. Default is frequency: 0 (every frame) with emitting: true.

Explode mode (frequency = -1): emits a batch all at once, then stops.

emitter.flow(100, 5);           // 5 particles every 100ms
emitter.flow(100, 5, 50);       // auto-stop after 50 total
emitter.explode(30, 200, 400);  // burst 30 at position
emitter.explode(30);            // burst at emitter position

Common Patterns

Scale, Alpha, and Color Over Lifetime

// Scale and alpha with custom easing
this.add.particles(400, 300, 'spark', {
    lifespan: 2000,
    speed: 100,
    scale: { start: 1, end: 0, ease: 'power2' },
    alpha: { start: 1, end: 0, ease: 'cubic.in' }
});

Color Interpolation

The color property interpolates through an array of colors over particle lifetime (overrides tint):

this.add.particles(400, 300, 'spark', {
    lifespan: 2000, speed: 100, scale: { start: 0.5, end: 0 },
    color: [0xfacc22, 0xf89800, 0xf83600, 0x9f0404], colorEase: 'quad.out'
});

Tinting Particles

this.add.particles(400, 300, 'spark', { tint: 0xff0000 });                           // static
this.add.particles(400, 300, 'spark', { tint: { start: 0xffffff, end: 0xff0000 } }); // over lifetime

Gravity Wells

A GravityWell applies inverse-square gravitational force, pulling (or repelling with negative power) particles toward a point.

const emitter = this.add.particles(400, 300, 'spark', {
    speed: 100, lifespan: 4000, scale: { start: 0.4, end: 0 }, quantity: 2
});

const well = emitter.createGravityWell({
    x: 400, y: 300, power: 2, epsilon: 100, gravity: 50
});

// Update at runtime
well.x = 300;
well.power = -1;  // negative = repel

// Or create manually and add
const well2 = new Phaser.GameObjects.Particles.GravityWell(500, 200, 3, 100, 50);
emitter.addParticleProcessor(well2);
emitter.removeParticleProcessor(well2);

Emission Zones (Random)

A RandomZone spawns particles at random positions within a shape. The source must have a getRandomPoint(point) method -- all Phaser geometry classes (Circle, Ellipse, Rectangle, Triangle, Polygon, Line) support this, or provide a custom source:

// Using built-in geometry
this.add.particles(400, 300, 'spark', {
    speed: 50, lifespan: 2000,
    emitZone: { type: 'random', source: new Phaser.Geom.Circle(0, 0, 100) }
});

// Custom source object (any object with getRandomPoint)
emitter.addEmitZone({
    type: 'random',
    source: {
        getRandomPoint: (point) => {
            const a = Math.random() * Math.PI * 2;
            point.x = Math.cos(a) * 100;
            point.y = Math.sin(a) * 50;
            return point;
        }
    }
});

Emission Zones (Edge)

An EdgeZone places particles sequentially along shape edges. The source must have a getPoints(quantity, stepRate) method. Curves, Paths, and all geometry shapes support this:

this.add.particles(400, 300, 'spark', {
    lifespan: 1500, speed: 20,
    emitZone: {
        type: 'edge',
        source: new Phaser.Geom.Circle(0, 0, 150),
        quantity: 48,     // number of points on edge (use 0 with stepRate instead)
        yoyo: false,      // reverse direction at ends
        seamless: true    // remove duplicate endpoint
    }
});

// Or add post-creation with any source that has getPoints
emitter.addEmitZone({ type: 'edge', source: geom, quantity: 50, yoyo: false, seamless: true });

Multiple emission zones: Pass an array to emitZone or call addEmitZone() multiple times. Zones iterate in sequence. The total property controls how many particles emit before rotating to the next zone (-1 = never rotate).

this.add.particles(400, 300, 'spark', {
    emitZone: [
        { type: 'random', source: new Phaser.Geom.Circle(0, 0, 50) },
        { type: 'random', source: new Phaser.Geom.Circle(200, 0, 50) }
    ]
});

Death Zones

A DeathZone kills particles when they enter (or leave) a region. The source must have a contains(x, y) method.

// Kill particles entering a rectangle
this.add.particles(400, 100, 'spark', {
    speed: 200, lifespan: 5000, gravityY: 100,
    deathZone: { type: 'onEnter', source: new Phaser.Geom.Rectangle(300, 400, 200, 50) }
});

// Kill particles leaving a circle (confine to area)
this.add.particles(400, 300, 'spark', {
    speed: 100, lifespan: 5000,
    deathZone: { type: 'onLeave', source: new Phaser.Geom.Circle(400, 300, 150) }
});

// Custom death zone source (any object with contains)
emitter.addDeathZone({
    type: 'onEnter',
    source: { contains: (x, y) => x > 600 && y > 400 }
});

Following a Game Object

const player = this.add.sprite(100, 100, 'player');
const emitter = this.add.particles(0, 0, 'spark', {
    speed: 50, lifespan: 800, scale: { start: 0.5, end: 0 }
});

emitter.startFollow(player);                       // follow position
emitter.startFollow(player, 10, -20);              // with offset
emitter.startFollow(player, 0, 0, true);           // track visibility too
emitter.stopFollow();

// Or via config:
this.add.particles(0, 0, 'spark', { follow: player, followOffset: { x: 0, y: -20 } });

Particle Callbacks

// Via config
const emitter = this.add.particles(400, 300, 'spark', {
    speed: 100, lifespan: 2000,
    emitCallback: (particle, emitter) => { /* on emit */ },
    deathCallback: (particle) => { /* on death */ }
});

// Or set after creation
emitter.onParticleEmit((particle, emitter) => { /* ... */ });
emitter.onParticleDeath((particle) => { /* ... */ });

// Iterate alive/dead particles
emitter.forEachAlive((particle, emitter) => { /* particle.x, particle.lifeT */ });

Duration, StopAfter, and Advance

// Auto-stop after 3 seconds (alive particles continue until they expire)
this.add.particles(400, 300, 'spark', { speed: 100, duration: 3000 });

// Emit exactly 50 particles then stop
this.add.particles(400, 300, 'spark', { speed: 100, stopAfter: 50 });

// Pre-warm: fast-forward 2 seconds so particles visible on first frame
this.add.particles(400, 300, 'spark', { speed: 100, lifespan: 2000, advance: 2000 });
// Or manually: emitter.fastForward(2000, 50);

Particle Bounds (Bounce)

this.add.particles(400, 300, 'spark', {
    speed: 200, lifespan: 5000, bounce: 0.8,
    bounds: { x: 100, y: 100, width: 600, height: 400 },
    collideLeft: true, collideRight: true, collideTop: true, collideBottom: true
});
// Or: emitter.addParticleBounds(100, 100, 600, 400);

Texture Frames and Animations

// Random frame per particle
this.add.particles(400, 300, 'flares', { frame: ['red', 'green', 'blue'] });

// Sequential frames cycling through with quantity per frame
this.add.particles(400, 300, 'flares', {
    frame: { frames: ['red', 'green', 'blue'], cycle: true, quantity: 4 }
});

// Particle animation (plays anim over particle lifetime)
this.add.particles(400, 300, 'explosion', { anim: 'explode_anim', lifespan: 1000 });

// Multiple anims, randomly assigned
this.add.particles(400, 300, 'sheet', {
    anim: { anims: ['fire', 'smoke'], cycle: false, quantity: 1 }
});

Sorting Particles

this.add.particles(400, 300, 'spark', { sortProperty: 'y', sortOrderAsc: true });
// Or: sortCallback: (a, b) => a.y - b.y

Custom Particle Processor

Extend ParticleProcessor to apply custom per-particle logic each frame. Implement update(particle, delta, step, t):

class WindProcessor extends Phaser.GameObjects.Particles.ParticleProcessor {
    constructor (windX, windY) {
        super(0, 0);
        this.windX = windX;
        this.windY = windY;
    }

    update (particle, delta, step, t) {
        particle.velocityX += this.windX * step;
        particle.velocityY += this.windY * step;
    }
}

emitter.addParticleProcessor(new WindProcessor(0.5, 0));

Custom Particle Class

Extend Particle and override update for per-particle behavior. Set via particleClass in config:

class TrailParticle extends Phaser.GameObjects.Particles.Particle {
    update (delta, step, processors) {
        const result = super.update(delta, step, processors);
        this.alpha = this.lifeT;  // custom: alpha matches life progress
        return result;  // must return true if particle is still alive
    }
}

this.add.particles(400, 300, 'spark', {
    particleClass: TrailParticle,
    speed: 100, lifespan: 2000
});

Configuration Reference

ParticleEmitterConfig -- Simple Properties

PropertyTypeDefaultDescription
activebooleantrueFalse = emitter does not update at all
emittingbooleantrueFalse = no new particles (alive ones still update)
blendModestring/number0Blend mode for rendering
frequencynumber0ms between flow cycles; 0 = every frame; -1 = explode
gravityX, gravityYnumber0Gravity in px/s^2
maxParticlesnumber0Hard limit on total particle objects (0 = unlimited)
maxAliveParticlesnumber0Max alive particles at once (0 = unlimited)
durationnumber0Auto-stop after ms (0 = forever)
stopAfternumber0Auto-stop after N particles emitted (0 = unlimited)
advancenumber0Fast-forward on creation (ms)
radialbooleantrueTrue = speed+angle; false = speedX/speedY
particleBringToTopbooleantrueNew particles render on top
timeScalenumber1Time multiplier for updates
followVector2LikenullObject to follow
followOffsetVector2LikeOffset from follow target
trackVisiblebooleanfalseMatch follow target's visibility
reservenumberPre-allocate particle objects
particleClassfunctionParticleCustom particle class
sortPropertystringParticle property to sort by
sortOrderAscbooleanSort ascending if true

ParticleEmitterConfig -- EmitterOp Properties

All accept the flexible value formats described above.

PropertyDefaultE/UDescription
x, y0E+UParticle offset from emitter
speed0ERadial speed (sets speedX, deactivates speedY)
speedX, speedY0EDirectional speed (sets radial=false)
angle{min:0,max:360}EEmission angle in degrees
scale1E+UUniform scale (sets scaleX, deactivates scaleY)
scaleX, scaleY1E+UNon-uniform scale
alpha1E+UAlpha transparency
rotate0E+URotation in degrees
tint0xffffffE+UTint color (WebGL)
colorE+UColor array to interpolate (overrides tint)
colorEaseEase for color interpolation
lifespan1000ELifetime in ms
delay0EDelay before visible (ms)
hold0EHold at end of life before dying (ms)
quantity1EParticles per flow cycle
accelerationX/Y0E+UAcceleration (px/s^2)
maxVelocityX/Y10000E+UMax velocity
bounce0E+UBounce restitution (0-1)
moveToX, moveToY0E+UTarget position (overrides angle/speed)

*E = emit-only, E+U = emit + update (supports start/end, onUpdate)*

Zone Config Properties

Config KeyTypeProperties
emitZoneobject or array{type: 'random', source: <shape>}
{type: 'edge', source: <shape>, quantity, stepRate, yoyo, seamless, total}
deathZoneobject or array`{type: 'onEnter'\'onLeave', source: <shape>}`
boundsobject{x, y, width, height} or {x, y, w, h}

Events

All events are emitted on the ParticleEmitter instance itself.

EventStringCallback ArgsWhen
START'start'(emitter)start() is called and emitter begins emitting
STOP'stop'(emitter)stop() is called, or duration/stopAfter limit reached
COMPLETE'complete'(emitter)Final alive particle dies after emitter has stopped
EXPLODE'explode'(emitter, particle)explode() is called
DEATH_ZONE'deathzone'(emitter, particle, zone)A death zone kills a particle
emitter.on('stop', (emitter) => { /* stopped emitting */ });
emitter.on('complete', (emitter) => { /* all particles dead */ });
emitter.on('deathzone', (emitter, particle, zone) => { /* ... */ });

API Quick Reference

ParticleEmitter Key Methods

Lifecycle: start(advance?, duration?), stop(kill?), pause(), resume(), flow(frequency, count?, stopAfter?), explode(count?, x?, y?), emitParticleAt(x?, y?, count?), emitParticle(count?, x?, y?), fastForward(time, delta?).

Config: setConfig(config), updateConfig(config).

Following: startFollow(target, offX?, offY?, trackVisible?), stopFollow().

Zones: addEmitZone(config), removeEmitZone(zone), clearEmitZones(), addDeathZone(config), removeDeathZone(zone), clearDeathZones().

Processors: createGravityWell(config), addParticleProcessor(processor), removeParticleProcessor(processor), getProcessors().

Bounds: addParticleBounds(x, y, w, h, collideL?, collideR?, collideT?, collideB?).

Callbacks/Iteration: onParticleEmit(cb, ctx?), onParticleDeath(cb, ctx?), killAll(), forEachAlive(cb, ctx?), forEachDead(cb, ctx?).

Counts: getAliveParticleCount(), getDeadParticleCount(), getParticleCount(), atLimit(), reserve(count).

Property setters: setParticleSpeed(x, y?), setParticleScale(x, y?), setParticleGravity(x, y), setParticleAlpha(value), setParticleTint(value), setParticleLifespan(value), setEmitterAngle(value), setQuantity(qty), setFrequency(freq, qty?), setRadial(value), setEmitterFrame(frames, random?, qty?), setAnim(anims, random?, qty?).

Sorting: setSortProperty(property, ascending?), setSortCallback(callback), depthSort().

Utility: getBounds(padding?, advance?, delta?, output?), overlap(target).

GravityWell

Property/MethodDescription
x, yWorld position of the well
powerForce strength (negative to repel)
epsilonMin distance for force calc (default 100)
gravityGravitational constant (default 50)
activeEnable/disable processing (inherited from ParticleProcessor)

Constructor: new GravityWell(x, y, power, epsilon, gravity) or new GravityWell(config) where config is {x, y, power, epsilon, gravity}.

Gotchas

  • No ParticleEmitterManager: Removed in v3.60. this.add.particles() returns a ParticleEmitter directly.
  • speed vs speedX/speedY: speed sets speedX and deactivates speedY (radial). speedX/speedY switches to point mode (radial: false).
  • scale vs scaleX/scaleY: scale applies to scaleX and deactivates scaleY. Use both for non-uniform scaling.
  • color overrides tint: They are mutually exclusive; color (array) takes priority.
  • moveToX/moveToY: Both must be set to activate. Overrides angle and speed.
  • emitting vs active: emitting: false = no new particles but alive ones update. active: false = entire emitter frozen.
  • stop vs complete: 'stop' fires when emission stops. 'complete' fires when the last alive particle dies.
  • frequency: 0: Means emit every frame (max rate), not "never." Use emitting: false to prevent emission.
  • frequency: -1: Puts the emitter in explode mode -- it will not flow automatically. Use explode() to emit bursts.
  • hold freezes particle: After lifespan expires, hold keeps the particle visible and frozen for the specified ms before it dies. Useful for trail/lingering effects.
  • advance fast-forwards: Pre-warms the emitter by simulating the given ms on creation, so particles are already visible on the first frame.
  • reserve(count) pre-allocates: Call reserve() or set reserve in config to pre-create particle objects upfront, avoiding GC spikes during gameplay from on-demand allocation.
  • Zone source methods: RandomZone needs getRandomPoint(point). EdgeZone needs getPoints(quantity, stepRate). DeathZone needs contains(x, y).
  • Particle pool: maxParticles limits total objects (not alive count). Use maxAliveParticles for visible limit.
  • Texture required: The emitter needs a valid texture key. Use frame config for multi-frame textures.

Source Files

See references/REFERENCE.md for the full source file map. Key entry points: src/gameobjects/particles/ParticleEmitter.js (main class), src/gameobjects/particles/Particle.js (individual particle), src/gameobjects/particles/zones/ (zone classes).

平台分布

Codex

36.53%
按下载量换算127

Claude

27.87%
按下载量换算97

Cursor

17.25%
按下载量换算60

Gemini CLI

8.4%
按下载量换算29

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

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安装前确认

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