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Agent Skill · 待分类

tilemaps(tilemaps 命令行)

tilemaps 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。

tilemaps 是待分类类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;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 3,348。

总安装 1,048周安装 45GitHub Stars 39,494下载 367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:tilemaps(tilemaps 命令行)
来源仓库:https://github.com/phaserjs/phaser
仓库路径:skills/tilemaps
安装命令:
npx skills add https://github.com/phaserjs/phaser --skill tilemaps
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 tilemaps

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。

tilemaps 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。适用于需要围绕仓库状态、代码变更或协作事项进行整理的场景。通过 npx skills add 命令从 Phaser.js 官方仓库安装,需参考原始 README 了解用法。

安装前应确认权限范围和维护状态,注意可能触发联网或命令执行。当前分类标记为待分类,具体用途以源码实现为准。

来源仓库内路径:skills/tilemaps

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 tilemaps;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

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

tilemaps 怎么安装?

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

tilemaps 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。

tilemaps 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

tilemaps 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。

tilemaps 用的人多吗?

公开数据是累计安装 1,048 次,近一周安装 45 次,下载 367 次,GitHub 39,494 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。

tilemaps 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 39,494 星,维护活跃度相对可查。
  • 标注为只读权限,试用阶段不容易误改本地文件。

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。
  • 只想先试试效果、不希望它改动本地文件的人。

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
tilemaps

tilemaps 命令行 · 本页

1,04839,494只读未明确通过

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

Tilemaps

Phaser Tilemaps render tile-based levels from Tiled JSON, CSV, or raw 2D arrays. A Tilemap holds parsed map data and provides methods to add tilesets, create layers, set collision, and query tiles. Layers (TilemapLayer or TilemapGPULayer) are the Game Objects that actually render tiles. Phaser supports orthogonal, isometric, hexagonal, and staggered maps.

Key source paths: src/tilemaps/Tilemap.js, src/tilemaps/TilemapLayer.js, src/tilemaps/TilemapGPULayer.js, src/tilemaps/TilemapLayerBase.js, src/tilemaps/Tile.js, src/tilemaps/Tileset.js, src/tilemaps/TilemapFactory.js, src/tilemaps/components/, src/tilemaps/parsers/tiled/ Related skills:../loading-assets/SKILL.md,../sprites-and-images/SKILL.md

Quick Start

class GameScene extends Phaser.Scene {
    preload() {
        // Load the Tiled JSON and the tileset image
        this.load.tilemapTiledJSON('map', 'assets/level1.json');
        this.load.image('tiles', 'assets/tilesheet.png');
    }

    create() {
        // Create the tilemap from cached JSON
        const map = this.add.tilemap('map');

        // Link the tileset image to the tileset name used in Tiled
        const tileset = map.addTilesetImage('tilesheet', 'tiles');

        // Create a layer - layerID must match the layer name in Tiled
        const ground = map.createLayer('Ground', tileset);

        // Enable collision on specific tile indexes
        ground.setCollision([1, 2, 3]);
    }
}

The flow is always: load JSON + image, create tilemap, add tileset image, create layer(s), set collision.

Core Concepts

Tilemap vs Layer

A Tilemap is a data container, not a display object. It stores parsed map data (layers, tilesets, objects) and provides methods that operate on them. A TilemapLayer or TilemapGPULayer is the actual Game Object added to the display list that renders tiles.

const map = this.add.tilemap('map');    // Data container (not rendered)
const layer = map.createLayer('Ground', tileset);  // Game Object (rendered)

this.add.tilemap(key) is a factory registered on GameObjectFactory. It delegates to ParseToTilemap which reads from the cache and returns a Tilemap instance.

Tilesets

A Tileset (src/tilemaps/Tileset.js) links a tileset name (from Tiled) to a loaded texture. It stores firstgid, tile dimensions, margin, and spacing.

// tilesetName: the name in Tiled's tileset panel
// key: the Phaser texture key (defaults to tilesetName if omitted)
const tileset = map.addTilesetImage('tilesetName', 'textureKey');

// Override tile dimensions, margin, and spacing if needed
const tileset = map.addTilesetImage('name', 'key', 16, 16, 1, 2);

addTilesetImage(tilesetName, key, tileWidth, tileHeight, tileMargin, tileSpacing, gid, tileOffset) - If the tileset name already exists in the parsed map data, it updates the existing Tileset object with the texture. If not (non-Tiled maps), it creates a new Tileset.

Important: The Phaser Tiled parser does not support "Collection of Images" tilesets. All tiles must be in a single tileset image per tileset.

The Tile Class

Each cell in a layer is a Tile object (src/tilemaps/Tile.js). Key properties:

  • index - tile index in the tileset (-1 for empty)
  • x, y - tile coordinates (in tiles, not pixels)
  • pixelX, pixelY - pixel position relative to layer origin
  • width, height - tile size in pixels
  • properties - custom properties from Tiled (object)
  • collideLeft, collideRight, collideUp, collideDown - per-edge collision flags
  • faceLeft, faceRight, faceTop, faceBottom - interesting face flags for collision optimization
  • collisionCallback - per-tile collision callback function
  • tint - tint color value (default 0xffffff)
  • tintMode - tint blend mode (default TintModes.MULTIPLY)
  • rotation - rotation angle
  • physics - object for physics-engine-specific data (e.g. bodies)
  • alpha, visible, flipX, flipY - inherited from mixins

TilemapGPULayer (v4.0.0)

TilemapGPULayer is a high-performance WebGL-only alternative to TilemapLayer. It renders the entire layer as a single quad using a shader, making it almost entirely GPU-bound.

// Pass gpu: true as the 5th argument to createLayer
const layer = map.createLayer('Ground', tileset, 0, 0, true);

Capabilities:

  • Single tileset per layer only (no multi-tileset)
  • Max tilemap size: 4096x4096 tiles
  • Max unique tile IDs: 2^23 (8,388,608)
  • Supports tile flip and tile animation
  • Orthographic maps only (no iso/hex/staggered)
  • Smooth tile borders with LINEAR filtering (no seams)
  • Sharp pixels with NEAREST filtering

Restrictions:

  • Layer edits do not display automatically. Call generateLayerDataTexture() after modifying tiles.
  • WebGL renderer only (no Canvas fallback)
  • Cannot use multiple tilesets on a single layer
// If you edit tiles on a GPU layer, regenerate the data texture:
gpuLayer.putTileAt(5, 10, 10);
gpuLayer.generateLayerDataTexture();

TilemapLayerBase

Both TilemapLayer and TilemapGPULayer extend TilemapLayerBase (src/tilemaps/TilemapLayerBase.js), which extends GameObject. The base class provides all tile query, manipulation, and collision methods. It includes these component mixins: Alpha, BlendMode, ComputedSize, Depth, ElapseTimer, Flip, GetBounds, Lighting, Mask, Origin, RenderNodes, Transform, Visible, ScrollFactor, and Arcade Physics Collision.

Common Patterns

Creating from Tiled JSON

preload() {
    this.load.tilemapTiledJSON('map', 'assets/map.json');
    this.load.image('tiles', 'assets/tileset.png');
}

create() {
    const map = this.add.tilemap('map');
    const tileset = map.addTilesetImage('TilesetNameInTiled', 'tiles');
    const layer = map.createLayer('LayerNameInTiled', tileset);
}

The layerID passed to createLayer must match the layer name in Tiled exactly. Group layer children are flattened with a 'ParentGroup/Layer' naming convention.

Multiple Layers

const map = this.add.tilemap('map');
const tileset = map.addTilesetImage('terrain', 'terrain-img');

const background = map.createLayer('Background', tileset);
const ground = map.createLayer('Ground', tileset);
const foreground = map.createLayer('Foreground', tileset);

// Layers are rendered in creation order. Use depth for finer control:
foreground.setDepth(10);

A layer can use multiple tilesets (CPU layer only):

const tiles1 = map.addTilesetImage('terrain', 'terrain-img');
const tiles2 = map.addTilesetImage('objects', 'objects-img');
const layer = map.createLayer('Ground', [tiles1, tiles2]);

Creating a Blank Layer

const map = this.add.tilemap('map');
const tileset = map.addTilesetImage('terrain', 'terrain-img');

// createBlankLayer(name, tileset, x, y, width, height, tileWidth, tileHeight)
const layer = map.createBlankLayer('dynamic', tileset, 0, 0, 50, 50, 32, 32);

// Fill it with tiles
layer.fill(1);  // Fill entire layer with tile index 1
layer.putTileAt(5, 10, 10);  // Place tile index 5 at tile coord (10, 10)

Collision Setup

There are several ways to enable tile collision for Arcade Physics:

// By specific tile indexes
layer.setCollision([1, 2, 3]);

// By range (inclusive)
layer.setCollisionBetween(1, 50);

// By tile property (set in Tiled's tileset editor)
layer.setCollisionByProperty({ collides: true });
// Supports arrays: { type: ['stone', 'lava'] }

// By exclusion - collide on ALL tiles except these
layer.setCollisionByExclusion([-1, 0]);  // -1 is empty, 0 is often background

// From Tiled collision editor shapes
layer.setCollisionFromCollisionGroup();

All collision methods on TilemapLayerBase mirror methods on Tilemap but don't require a layer parameter. On the Tilemap, you can pass a layer reference or use the "current layer":

map.setLayer('Ground');
map.setCollision([1, 2, 3]);  // Applies to current layer
// Or specify a layer explicitly:
map.setCollision([1, 2, 3], true, true, 'Ground');

Physics Integration (Arcade)

// Enable collisions between a sprite and a tilemap layer
this.physics.add.collider(player, groundLayer);

// With a callback
this.physics.add.collider(player, groundLayer, (sprite, tile) => {
    if (tile.index === 5) {
        // Hit a special tile
    }
});

// Overlap detection instead of collision
this.physics.add.overlap(player, groundLayer, (sprite, tile) => {
    // Player is overlapping this tile
});

The layer must have collision set on its tiles (via setCollision* methods) for physics to detect them. The layer itself has collisionCategory and collisionMask properties for collision filtering.

Tile Properties

Tiles can have custom properties set in Tiled's tileset editor:

// Access tile properties
const tile = layer.getTileAt(10, 5);
console.log(tile.properties.damage);    // Custom property from Tiled
console.log(tile.properties.type);      // Custom property from Tiled

// Set collision based on custom properties
layer.setCollisionByProperty({ collides: true });
layer.setCollisionByProperty({ type: ['wall', 'rock'] });

Tile Callbacks

// Callback by tile index - fires when physics body overlaps these tiles
map.setTileIndexCallback([5, 6, 7], (sprite, tile) => {
    // Called for tiles with index 5, 6, or 7
    console.log('Hit tile', tile.index, 'at', tile.x, tile.y);
}, this);

// Callback by tile location - fires for tiles in a rectangular area
map.setTileLocationCallback(10, 10, 5, 5, (sprite, tile) => {
    // Called for any tile in the 5x5 region starting at (10, 10)
}, this);

// Per-tile callback
const tile = layer.getTileAt(10, 5);
tile.collisionCallback = (sprite, tile) => {
    // Custom logic for this specific tile
};

Tile callbacks require an active physics collider/overlap between the body and the layer.

Querying Tiles

const tile = layer.getTileAt(10, 5);               // By tile coords (or null)
const tile = layer.getTileAt(10, 5, true);          // nonNull: Tile with index -1 instead of null
const tile = layer.getTileAtWorldXY(worldX, worldY); // By world coords
const exists = layer.hasTileAt(10, 5);              // Boolean check

// Region queries
const tiles = layer.getTilesWithin(0, 0, 10, 10);            // Tile coord region
const tiles = layer.getTilesWithinWorldXY(x, y, w, h);       // World coord region
const tiles = layer.getTilesWithinShape(circle);              // Shape overlap

// Functional queries
const water = layer.filterTiles(t => t.properties.type === 'water');
const spawn = layer.findTile(t => t.properties.isSpawn);
layer.forEachTile(t => { /* iterate all tiles */ });

Modifying Tiles at Runtime

layer.putTileAt(5, 10, 10);                      // Place tile index 5 at (10, 10)
layer.putTileAtWorldXY(5, worldX, worldY);        // Place by world coords
layer.putTilesAt([[1, 2], [3, 4]], 10, 10);       // Place a 2x2 grid
layer.removeTileAt(10, 10);                       // Remove tile
layer.fill(1, 0, 0, 10, 10);                     // Fill 10x10 region with index 1
layer.replaceByIndex(5, 10);                      // Replace all index-5 with index-10
layer.copy(0, 0, 5, 5, 20, 20);                  // Copy 5x5 from (0,0) to (20,20)
layer.randomize(0, 0, 10, 10, [1, 2, 3, 4]);     // Random tiles in region
layer.weightedRandomize([{ index: 1, weight: 4 }, { index: 2, weight: 1 }], 0, 0, 10, 10);
layer.shuffle(0, 0, 10, 10);                     // Shuffle tiles in region

Coordinate Conversion

const tileXY = layer.worldToTileXY(worldX, worldY);   // World -> tile coords
const worldXY = layer.tileToWorldXY(tileX, tileY);    // Tile -> world coords

// Reuse a vector to avoid allocation
const vec = new Phaser.Math.Vector2();
layer.worldToTileXY(worldX, worldY, true, vec);  // snapToFloor = true

Object Layers (Tiled)

Tiled object layers define points, rectangles, and sprite placement. Use createFromObjects on the Tilemap:

// Create sprites from all objects on the 'Enemies' object layer
const enemies = map.createFromObjects('Enemies', {
    gid: 26,          // Match by tile GID
    classType: Enemy   // Custom class extending Sprite
});

// Match by name
const coins = map.createFromObjects('Items', {
    name: 'coin',
    key: 'coin-texture',
    frame: 0
});

// Match by type
const spawns = map.createFromObjects('Spawns', {
    type: 'player-spawn'
});

// Access raw object layer data
const objectLayer = map.getObjectLayer('Enemies');
objectLayer.objects.forEach(obj => {
    console.log(obj.name, obj.x, obj.y, obj.properties);
});

createFromObjects(layerName, config, useTileset) config options: id, gid, name, type, classType (default Sprite), scene, container, key, frame, ignoreTileset.

Animated Tiles

Tile animations are defined in Tiled's tileset editor and parsed automatically. Both TilemapLayer and TilemapGPULayer support animated tiles. The TilemapLayerBase uses ElapseTimer to track animation time via preUpdate.

Isometric, Hexagonal, and Staggered Maps

// Isometric map
const map = this.add.tilemap('iso-map');
const tileset = map.addTilesetImage('iso-tiles', 'iso-img');
const layer = map.createLayer('Ground', tileset);

// Get tile at world coords in isometric space
const tile = layer.getIsoTileAtWorldXY(worldX, worldY);

// TilemapGPULayer does NOT support iso/hex/staggered - use TilemapLayer

The map orientation property is set from Tiled data. Coordinate conversion functions are automatically selected based on orientation.

API Quick Reference

Tilemap (data container - not rendered)

MethodDescription
addTilesetImage(name, key, tw, th, margin, spacing, gid, offset)Link tileset name to texture
createLayer(layerID, tileset, x, y, gpu)Create layer (gpu=true for GPU layer)
createBlankLayer(name, tileset, x, y, w, h, tw, th)Create empty layer for procedural maps
createFromObjects(layerName, config, useTileset)Convert Tiled objects to Sprites
getObjectLayer(name)Get raw object layer data
setLayer(layer)Set current active layer for shorthand methods

Most tile query/collision/manipulation methods exist on both Tilemap (with extra layer param) and TilemapLayerBase (without). Prefer calling on the layer directly.

TilemapLayerBase (rendered layer - CPU and GPU)

Collision: setCollision(indexes), setCollisionBetween(start, stop), setCollisionByProperty(props), setCollisionByExclusion(indexes), setCollisionFromCollisionGroup(), setTileIndexCallback(indexes, cb, ctx), setTileLocationCallback(x, y, w, h, cb, ctx)

Tile queries: getTileAt(x, y, nonNull), getTileAtWorldXY(wx, wy, nonNull, cam), getTilesWithin(x, y, w, h, opts), getTilesWithinWorldXY(wx, wy, w, h, opts, cam), getTilesWithinShape(shape, opts, cam), hasTileAt(x, y), hasTileAtWorldXY(wx, wy, cam), filterTiles(cb), findTile(cb), forEachTile(cb)

Tile manipulation: putTileAt(tile, x, y), putTileAtWorldXY(tile, wx, wy), putTilesAt(arr, x, y), removeTileAt(x, y), fill(index, x, y, w, h), copy(sx, sy, w, h, dx, dy), randomize(x, y, w, h, indexes), weightedRandomize(weights, x, y, w, h), shuffle(x, y, w, h), swapByIndex(a, b), replaceByIndex(find, replace), createFromTiles(indexes, replacements, config)

Coordinates: worldToTileXY(wx, wy, snap, vec, cam), tileToWorldXY(tx, ty, vec, cam)

TilemapGPULayer (additional)

MethodDescription
generateLayerDataTexture()Regenerate GPU texture after tile edits

Tile Properties

index (number, -1=empty), x/y (tile coords), pixelX/pixelY (pixel pos relative to layer), width/height, properties (object from Tiled), collideLeft/Right/Up/Down (boolean), collisionCallback (function), tint (number), rotation (number), alpha, flipX/flipY, physics (object for engine data)

Gotchas

  1. Tileset name must match Tiled exactly. The first argument to addTilesetImage is the tileset name as defined in Tiled, not the Phaser texture key. If they don't match, you get null back and a console warning.
  2. Layer name must match Tiled exactly. createLayer takes the layer name from Tiled (or layer index). Group layer children are prefixed with 'GroupName/LayerName'.
  3. Each layer can only be created once. Calling createLayer with the same layer ID twice returns null with a warning. The layer data can only be associated with one layer Game Object.
  4. setCollision must be called before physics colliders work. Without marking tiles as collidable, this.physics.add.collider() will pass through all tiles.
  5. TilemapGPULayer is orthographic only. It does not support isometric, hexagonal, or staggered maps. It also only supports a single tileset per layer.
  6. TilemapGPULayer requires manual texture regeneration. After calling putTileAt or other edit methods, call generateLayerDataTexture() or the changes won't appear.
  7. "Collection of Images" tilesets are not supported. The Tiled parser requires all tiles in a tileset to be in a single image. Embedded tilesets in the exported JSON are required.
  8. Tile index -1 means empty. Many methods return null for empty tiles by default. Pass nonNull: true to get a Tile object with index === -1 instead.
  9. insertNull in tilemap factory. When creating a tilemap, insertNull: true stores null for empty tiles instead of Tile objects with index -1. Saves memory for large sparse maps but prevents dynamic tile placement in empty cells.
  10. Tile callbacks only fire with active physics. setTileIndexCallback and setTileLocationCallback require a physics collider or overlap between the body and the layer to trigger.
  11. Layer position and Tiled offset. If x and y are not specified in createLayer, they default to the layer offset defined in Tiled, not (0, 0).

Source File Map

FilePurpose
src/tilemaps/Tilemap.jsMain data container with all map-level methods
src/tilemaps/TilemapFactory.jsRegisters this.add.tilemap() on GameObjectFactory
src/tilemaps/TilemapLayerBase.jsShared base for CPU and GPU layers (extends GameObject)
src/tilemaps/TilemapLayer.jsCPU-rendered layer (multi-tileset, all orientations)
src/tilemaps/TilemapGPULayer.jsGPU-accelerated layer (v4, WebGL, orthographic, single tileset)
src/tilemaps/Tile.jsIndividual tile data (index, position, collision, properties)
src/tilemaps/Tileset.jsTileset data (name, firstgid, dimensions, image)
src/tilemaps/components/Pure functions: SetCollision, GetTileAt, PutTileAt, SetTileIndexCallback, etc.
src/tilemaps/parsers/tiled/Tiled JSON parsers: ParseJSONTiled, ParseTileLayers, ParseObjectLayers, ParseTilesets, BuildTilesetIndex
src/tilemaps/ParseToTilemap.jsOrchestrates parsing and Tilemap creation
src/tilemaps/mapdata/LayerData.jsLayer data structure

平台分布

Codex

32.78%
按下载量换算120

Claude

29.97%
按下载量换算110

Cursor

19.42%
按下载量换算71

Gemini CLI

9.12%
按下载量换算33

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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