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axiom-spritekit-refAxiom spritekit 参考

Agent Skill

axiom-spritekit-ref 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。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。

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CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

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:axiom-spritekit-ref(Axiom spritekit 参考)
来源仓库:https://github.com/charleswiltgen/axiom
仓库路径:skills/axiom-spritekit-ref
安装命令:
npx skills add https://github.com/charleswiltgen/axiom --skill axiom-spritekit-ref
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/charleswiltgen/axiom --skill axiom-spritekit-ref

简介

提供 SpriteKit 完整 API 参考,按节点类型和功能分类组织。

  • 适用于查找特定 API 签名、节点性能特性或动作配置方法。
  • 涵盖 SKNode、SKSpriteNode、SKPhysicsBody 和粒子发射器等内容。
  • 安装前建议确认权限范围和维护状态,避免触发联网或文件读写操作。
  • axiom-spritekit-ref 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

SpriteKit API Reference

Complete API reference for SpriteKit organized by category.

When to Use This Reference

Use this reference when:

  • Looking up specific SpriteKit API signatures or properties
  • Checking which node types are available and their performance characteristics
  • Finding the right physics body creation method
  • Browsing the complete action catalog
  • Configuring SKView, scale modes, or transitions
  • Setting up particle emitter properties
  • Working with SKRenderer or SKShader

Part 1: Node Hierarchy

All Node Types

NodePurposeBatches?Performance Notes
SKNodeContainer, groupingN/AZero rendering cost
SKSpriteNodeTextured spritesYes (same atlas)Primary gameplay node
SKShapeNodeVector pathsNo1 draw call each — avoid in gameplay
SKLabelNodeText renderingNo1 draw call each
SKEmitterNodeParticle systemsN/AGPU-bound, limit birth rate
SKCameraNodeViewport controlN/AAttach HUD as children
SKEffectNodeCore Image filtersNoExpensive — cache with shouldRasterize
SKCropNodeMaskingNoMask + content = 2+ draw calls
SKTileMapNodeTile-based mapsYes (same tileset)Efficient for large maps
SKVideoNodeVideo playbackNoUses AVPlayer
SK3DNodeSceneKit contentNoRenders SceneKit scene
SKReferenceNodeReusable.sks filesN/ALoads archive at runtime
SKLightNodePer-pixel lightingN/ALimits: 8 lights per scene
SKFieldNodePhysics fieldsN/AGravity, electric, magnetic, etc.
SKAudioNodePositional audioN/AUses AVAudioEngine
SKTransformNode3D rotation wrapperN/AxRotation, yRotation for perspective

SKSpriteNode Properties

// Creation
SKSpriteNode(imageNamed: "player")           // From asset catalog
SKSpriteNode(texture: texture)                // From SKTexture
SKSpriteNode(texture: texture, size: size)    // Custom size
SKSpriteNode(color: .red, size: CGSize(width: 50, height: 50))  // Solid color

// Key properties
sprite.anchorPoint = CGPoint(x: 0.5, y: 0)   // Bottom-center
sprite.colorBlendFactor = 0.5                  // Tint strength (0-1)
sprite.color = .red                            // Tint color
sprite.normalTexture = normalMap               // For lighting
sprite.lightingBitMask = 0x1                   // Which lights affect this
sprite.shadowCastBitMask = 0x1                 // Which lights cast shadows
sprite.shader = customShader                   // Per-pixel effects

SKLabelNode Properties

let label = SKLabelNode(text: "Score: 0")
label.fontName = "AvenirNext-Bold"
label.fontSize = 24
label.fontColor = .white
label.horizontalAlignmentMode = .left
label.verticalAlignmentMode = .top
label.numberOfLines = 0          // Multi-line (iOS 11+)
label.preferredMaxLayoutWidth = 200
label.lineBreakMode = .byWordWrapping

Part 2: Physics API

SKPhysicsBody Creation

// Volume bodies (have mass, respond to forces)
SKPhysicsBody(circleOfRadius: 20)                    // Cheapest
SKPhysicsBody(rectangleOf: CGSize(width: 40, height: 60))
SKPhysicsBody(polygonFrom: path)                     // Convex only
SKPhysicsBody(texture: texture, size: size)          // Pixel-perfect (expensive)
SKPhysicsBody(texture: texture, alphaThreshold: 0.5, size: size)
SKPhysicsBody(bodies: [body1, body2])                // Compound

// Edge bodies (massless boundaries)
SKPhysicsBody(edgeLoopFrom: rect)                    // Rectangle boundary
SKPhysicsBody(edgeLoopFrom: path)                    // Path boundary
SKPhysicsBody(edgeFrom: pointA, to: pointB)          // Single edge
SKPhysicsBody(edgeChainFrom: path)                   // Open path

Physics Body Properties

// Identity
body.categoryBitMask = 0x1          // What this body IS
body.collisionBitMask = 0x2         // What it bounces off
body.contactTestBitMask = 0x4       // What triggers didBegin/didEnd

// Physical characteristics
body.mass = 1.0                     // kg
body.density = 1.0                  // kg/m^2 (auto-calculates mass)
body.friction = 0.2                 // 0.0 (ice) to 1.0 (rubber)
body.restitution = 0.3              // 0.0 (no bounce) to 1.0 (perfect bounce)
body.linearDamping = 0.1            // Air resistance (0 = none)
body.angularDamping = 0.1           // Rotational damping

// Behavior
body.isDynamic = true               // Responds to forces
body.affectedByGravity = true       // Subject to world gravity
body.allowsRotation = true          // Can rotate from physics
body.pinned = false                 // Pinned to parent position
body.usesPreciseCollisionDetection = false  // For fast objects

// Motion (read/write)
body.velocity = CGVector(dx: 100, dy: 0)
body.angularVelocity = 0.0

// Force application
body.applyForce(CGVector(dx: 0, dy: 100))           // Continuous
body.applyImpulse(CGVector(dx: 0, dy: 50))          // Instant
body.applyTorque(0.5)                                 // Continuous rotation
body.applyAngularImpulse(1.0)                         // Instant rotation
body.applyForce(CGVector(dx: 10, dy: 0), at: point)  // Force at point

SKPhysicsWorld

scene.physicsWorld.gravity = CGVector(dx: 0, dy: -9.8)
scene.physicsWorld.speed = 1.0        // 0 = paused, 2 = double speed
scene.physicsWorld.contactDelegate = self

// Ray casting
let body = scene.physicsWorld.body(at: point)
let bodyInRect = scene.physicsWorld.body(in: rect)
scene.physicsWorld.enumerateBodies(alongRayStart: start, end: end) { body, point, normal, stop in
    // Process each body the ray intersects
}

Physics Joints

// Pin joint (pivot)
let pin = SKPhysicsJointPin.joint(
    withBodyA: bodyA, bodyB: bodyB,
    anchor: anchorPoint
)

// Fixed joint (rigid connection)
let fixed = SKPhysicsJointFixed.joint(
    withBodyA: bodyA, bodyB: bodyB,
    anchor: anchorPoint
)

// Spring joint
let spring = SKPhysicsJointSpring.joint(
    withBodyA: bodyA, bodyB: bodyB,
    anchorA: pointA, anchorB: pointB
)
spring.frequency = 1.0    // Oscillations per second
spring.damping = 0.5       // 0 = no damping

// Sliding joint (linear constraint)
let slide = SKPhysicsJointSliding.joint(
    withBodyA: bodyA, bodyB: bodyB,
    anchor: point, axis: CGVector(dx: 1, dy: 0)
)

// Limit joint (distance constraint)
let limit = SKPhysicsJointLimit.joint(
    withBodyA: bodyA, bodyB: bodyB,
    anchorA: pointA, anchorB: pointB
)

// Add joint to world
scene.physicsWorld.add(joint)
// Remove: scene.physicsWorld.remove(joint)

Physics Fields

// Gravity (directional)
let gravity = SKFieldNode.linearGravityField(withVector: vector_float3(0, -9.8, 0))

// Radial gravity (toward/away from point)
let radial = SKFieldNode.radialGravityField()
radial.strength = 5.0

// Electric field (charge-dependent)
let electric = SKFieldNode.electricField()

// Noise field (turbulence)
let noise = SKFieldNode.noiseField(withSmoothness: 0.5, animationSpeed: 1.0)

// Vortex
let vortex = SKFieldNode.vortexField()

// Drag
let drag = SKFieldNode.dragField()

// All fields share:
field.region = SKRegion(radius: 100)     // Area of effect
field.strength = 1.0                      // Intensity
field.falloff = 0.0                       // Distance falloff
field.minimumRadius = 10                  // Inner dead zone
field.isEnabled = true
field.categoryBitMask = 0xFFFFFFFF        // Which bodies affected

Part 3: Action Catalog

Movement

SKAction.move(to: point, duration: 1.0)
SKAction.move(by: CGVector(dx: 100, dy: 0), duration: 0.5)
SKAction.moveTo(x: 200, duration: 1.0)
SKAction.moveTo(y: 300, duration: 1.0)
SKAction.moveBy(x: 50, y: 0, duration: 0.5)
SKAction.follow(path, asOffset: true, orientToPath: true, duration: 2.0)

Rotation

SKAction.rotate(byAngle: .pi, duration: 1.0)        // Relative
SKAction.rotate(toAngle: .pi / 2, duration: 0.5)    // Absolute
SKAction.rotate(toAngle: angle, duration: 0.5, shortestUnitArc: true)

Scaling

SKAction.scale(to: 2.0, duration: 0.5)
SKAction.scale(by: 1.5, duration: 0.3)
SKAction.scaleX(to: 2.0, y: 1.0, duration: 0.5)
SKAction.resize(toWidth: 100, height: 50, duration: 0.5)

Fading

SKAction.fadeIn(withDuration: 0.5)
SKAction.fadeOut(withDuration: 0.5)
SKAction.fadeAlpha(to: 0.5, duration: 0.3)
SKAction.fadeAlpha(by: -0.2, duration: 0.3)

Composition

SKAction.sequence([action1, action2, action3])       // Sequential
SKAction.group([action1, action2])                    // Parallel
SKAction.repeat(action, count: 5)                     // Finite repeat
SKAction.repeatForever(action)                         // Infinite
action.reversed()                                      // Reverse
SKAction.wait(forDuration: 1.0)                       // Delay
SKAction.wait(forDuration: 1.0, withRange: 0.5)      // Random delay

Texture & Color

SKAction.setTexture(texture)
SKAction.setTexture(texture, resize: true)
SKAction.animate(with: [tex1, tex2, tex3], timePerFrame: 0.1)
SKAction.animate(with: textures, timePerFrame: 0.1, resize: false, restore: true)
SKAction.colorize(with: .red, colorBlendFactor: 1.0, duration: 0.5)
SKAction.colorize(withColorBlendFactor: 0, duration: 0.5)

Sound

SKAction.playSoundFileNamed("explosion.wav", waitForCompletion: false)

Node Tree

SKAction.removeFromParent()
SKAction.run(block)
SKAction.run(block, queue: .main)
SKAction.customAction(withDuration: 1.0) { node, elapsed in
    // Custom per-frame logic
}

Physics

SKAction.applyForce(CGVector(dx: 0, dy: 100), duration: 0.5)
SKAction.applyImpulse(CGVector(dx: 50, dy: 0), duration: 1.0/60.0)  // ~1 frame
SKAction.applyTorque(0.5, duration: 1.0)
SKAction.changeCharge(to: 1.0, duration: 0.5)
SKAction.changeMass(to: 2.0, duration: 0.5)

Timing Modes

action.timingMode = .linear          // Constant speed
action.timingMode = .easeIn          // Slow → fast
action.timingMode = .easeOut         // Fast → slow
action.timingMode = .easeInEaseOut   // Slow → fast → slow

action.speed = 2.0                   // 2x speed

Part 4: Textures and Atlases

SKTexture

// From image
let tex = SKTexture(imageNamed: "player")

// From atlas
let atlas = SKTextureAtlas(named: "Characters")
let tex = atlas.textureNamed("player_run_1")

// Subrectangle (for manual sprite sheets)
let sub = SKTexture(rect: CGRect(x: 0, y: 0, width: 0.25, height: 0.5), in: sheetTexture)

// From CGImage
let tex = SKTexture(cgImage: cgImage)

// Filtering
tex.filteringMode = .nearest    // Pixel art (no smoothing)
tex.filteringMode = .linear     // Smooth scaling (default)

// Preload
SKTexture.preload([tex1, tex2]) { /* Ready */ }

SKTextureAtlas

// Create in Xcode: Assets.xcassets → New Sprite Atlas
// Or .atlas folder in project bundle

let atlas = SKTextureAtlas(named: "Characters")
let textureNames = atlas.textureNames  // All texture names in atlas

// Preload entire atlas
atlas.preload { /* Atlas ready */ }

// Preload multiple atlases
SKTextureAtlas.preloadTextureAtlases([atlas1, atlas2]) { /* All ready */ }

// Animation from atlas
let frames = (1...8).map { atlas.textureNamed("run_\($0)") }
let animate = SKAction.animate(with: frames, timePerFrame: 0.1)

Part 5: Constraints

// Orient toward another node
let orient = SKConstraint.orient(to: targetNode, offset: SKRange(constantValue: 0))

// Orient toward a point
let orient = SKConstraint.orient(to: point, offset: SKRange(constantValue: 0))

// Position constraint (keep X in range)
let xRange = SKConstraint.positionX(SKRange(lowerLimit: 0, upperLimit: 400))

// Position constraint (keep Y in range)
let yRange = SKConstraint.positionY(SKRange(lowerLimit: 50, upperLimit: 750))

// Distance constraint (stay within range of node)
let dist = SKConstraint.distance(SKRange(lowerLimit: 50, upperLimit: 200), to: targetNode)

// Rotation constraint
let rot = SKConstraint.zRotation(SKRange(lowerLimit: -.pi/4, upperLimit: .pi/4))

// Apply constraints (processed in order)
node.constraints = [orient, xRange, yRange]

// Toggle
node.constraints?.first?.isEnabled = false

SKRange

SKRange(constantValue: 100)                    // Exactly 100
SKRange(lowerLimit: 50, upperLimit: 200)       // 50...200
SKRange(lowerLimit: 0)                          // >= 0
SKRange(upperLimit: 500)                        // <= 500
SKRange(value: 100, variance: 20)              // 80...120

Part 6: Scene Setup

SKView Configuration

let skView = SKView(frame: view.bounds)

// Debug overlays
skView.showsFPS = true
skView.showsNodeCount = true
skView.showsDrawCount = true
skView.showsPhysics = true
skView.showsFields = true
skView.showsQuadCount = true

// Performance
skView.ignoresSiblingOrder = true        // Enables batching optimizations
skView.shouldCullNonVisibleNodes = true  // Auto-hide offscreen (manual is faster)
skView.isAsynchronous = true             // Default: renders asynchronously
skView.allowsTransparency = false        // Opaque is faster

// Frame rate
skView.preferredFramesPerSecond = 60     // Or 120 for ProMotion

// Present scene
skView.presentScene(scene)
skView.presentScene(scene, transition: .fade(withDuration: 0.5))

Scale Mode Matrix

ModeAspect RatioContentBest For
.aspectFillPreservedFills view, crops edgesMost games
.aspectFitPreservedFits in view, letterboxesExact layout needed
.resizeFillDistortedStretches to fillAlmost never
.fillVariesScene resizes to match viewAdaptive scenes

SKTransition Types

SKTransition.fade(withDuration: 0.5)
SKTransition.fade(with: .black, duration: 0.5)
SKTransition.crossFade(withDuration: 0.5)
SKTransition.flipHorizontal(withDuration: 0.5)
SKTransition.flipVertical(withDuration: 0.5)
SKTransition.reveal(with: .left, duration: 0.5)
SKTransition.moveIn(with: .right, duration: 0.5)
SKTransition.push(with: .up, duration: 0.5)
SKTransition.doorway(withDuration: 0.5)
SKTransition.doorsOpenHorizontal(withDuration: 0.5)
SKTransition.doorsOpenVertical(withDuration: 0.5)
SKTransition.doorsCloseHorizontal(withDuration: 0.5)
SKTransition.doorsCloseVertical(withDuration: 0.5)
// Custom with CIFilter:
SKTransition(ciFilter: filter, duration: 0.5)

Part 7: Particles

SKEmitterNode Key Properties

let emitter = SKEmitterNode(fileNamed: "Spark")!

// Emission control
emitter.particleBirthRate = 100          // Particles per second
emitter.numParticlesToEmit = 0           // 0 = infinite
emitter.particleLifetime = 2.0           // Seconds
emitter.particleLifetimeRange = 0.5      // ± random

// Position
emitter.particlePosition = .zero
emitter.particlePositionRange = CGVector(dx: 10, dy: 10)

// Movement
emitter.emissionAngle = .pi / 2         // Direction (radians)
emitter.emissionAngleRange = .pi / 4    // Spread
emitter.particleSpeed = 100              // Points per second
emitter.particleSpeedRange = 50          // ± random
emitter.xAcceleration = 0
emitter.yAcceleration = -100             // Gravity-like

// Appearance
emitter.particleTexture = SKTexture(imageNamed: "spark")
emitter.particleSize = CGSize(width: 8, height: 8)
emitter.particleColor = .white
emitter.particleColorAlphaSpeed = -0.5   // Fade out
emitter.particleBlendMode = .add         // Additive for fire/glow
emitter.particleAlpha = 1.0
emitter.particleAlphaSpeed = -0.5

// Scale
emitter.particleScale = 1.0
emitter.particleScaleRange = 0.5
emitter.particleScaleSpeed = -0.3        // Shrink over time

// Rotation
emitter.particleRotation = 0
emitter.particleRotationSpeed = 2.0

// Target node (for trails)
emitter.targetNode = scene               // Particles stay in world space

// Render order
emitter.particleRenderOrder = .dontCare  // .oldestFirst, .oldestLast, .dontCare

// Physics field interaction
emitter.fieldBitMask = 0x1

Common Particle Presets

EffectKey Settings
FireblendMode:.add, fast alphaSpeed, orange→red color, upward speed
SmokeblendMode:.alpha, slow speed, gray color, scale up over time
SparksblendMode:.add, high speed + range, short lifetime, small size
RainDownward emissionAngle, narrow range, long lifetime, thin texture
SnowSlow downward speed, wide position range, slight x acceleration
TrailSet targetNode to scene, narrow emission angle, medium lifetime
ExplosionHigh birth rate, short numParticlesToEmit, high speed range

Part 8: SKRenderer and Shaders

SKRenderer (Metal Integration)

import MetalKit

let device = MTLCreateSystemDefaultDevice()!
let renderer = SKRenderer(device: device)
renderer.scene = gameScene
renderer.ignoresSiblingOrder = true

// In Metal render loop:
func draw(in view: MTKView) {
    guard let commandBuffer = commandQueue.makeCommandBuffer(),
          let rpd = view.currentRenderPassDescriptor else { return }

    renderer.update(atTime: CACurrentMediaTime())
    renderer.render(
        withViewport: CGRect(origin: .zero, size: view.drawableSize),
        commandBuffer: commandBuffer,
        renderPassDescriptor: rpd
    )

    commandBuffer.present(view.currentDrawable!)
    commandBuffer.commit()
}

SKShader (Custom GLSL ES Effects)

// Fragment shader for per-pixel effects
let shader = SKShader(source: """
    void main() {
        vec4 color = texture2D(u_texture, v_tex_coord);
        // Desaturate
        float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
        gl_FragColor = vec4(vec3(gray), color.a) * v_color_mix.a;
    }
""")

sprite.shader = shader

// With uniforms
let shader = SKShader(source: """
    void main() {
        vec4 color = texture2D(u_texture, v_tex_coord);
        color.rgb *= u_intensity;
        gl_FragColor = color;
    }
""")
shader.uniforms = [
    SKUniform(name: "u_intensity", float: 0.8)
]

// Built-in uniforms:
// u_texture     — sprite texture
// u_time        — elapsed time
// u_path_length — shape node path length
// v_tex_coord   — texture coordinate
// v_color_mix   — color/alpha mix
// SKAttribute for per-node values

Part 7: SwiftUI Integration

SpriteView

import SpriteKit
import SwiftUI

// Basic embedding
struct GameView: View {
    var body: some View {
        SpriteView(scene: makeScene())
            .ignoresSafeArea()
    }

    func makeScene() -> SKScene {
        let scene = GameScene(size: CGSize(width: 1024, height: 768))
        scene.scaleMode = .aspectFill
        return scene
    }
}

// With options
SpriteView(
    scene: scene,
    transition: .fade(withDuration: 0.5),       // Scene transition
    isPaused: false,                              // Pause control
    preferredFramesPerSecond: 60,                 // Frame rate
    options: [.ignoresSiblingOrder, .shouldCullNonVisibleNodes],
    debugOptions: [.showsFPS, .showsNodeCount]    // Debug overlays
)

SpriteView Options

OptionPurpose
.ignoresSiblingOrderEnable draw order batching optimization
.shouldCullNonVisibleNodesAuto-hide offscreen nodes
.allowsTransparencyAllow transparent background (slower)

Debug Options

OptionShows
.showsFPSFrames per second
.showsNodeCountTotal visible nodes
.showsDrawCountDraw calls per frame
.showsPhysicsPhysics body outlines
.showsFieldsPhysics field regions
.showsQuadCountQuad subdivisions

Communicating Between SwiftUI and SpriteKit

// Observable model shared between SwiftUI and scene
@Observable
class GameState {
    var score = 0
    var isPaused = false
    var lives = 3
}

// Scene reads/writes the shared model
class GameScene: SKScene {
    var gameState: GameState?

    override func update(_ currentTime: TimeInterval) {
        guard let state = gameState, !state.isPaused else { return }
        // Game logic updates state.score, state.lives, etc.
    }
}

// SwiftUI view owns the model
struct GameContainerView: View {
    @State private var gameState = GameState()
    @State private var scene: GameScene = {
        let s = GameScene(size: CGSize(width: 1024, height: 768))
        s.scaleMode = .aspectFill
        return s
    }()

    var body: some View {
        VStack {
            Text("Score: \(gameState.score)")
            SpriteView(scene: scene, isPaused: gameState.isPaused)
                .ignoresSafeArea()
        }
        .onAppear { scene.gameState = gameState }
    }
}

Key pattern: Use @Observable model as bridge. Scene mutates it; SwiftUI observes changes. Avoid recreating scenes in view body — use @State to persist the scene instance.


Resources

WWDC: 2014-608, 2016-610, 2017-609

Docs: /spritekit/skspritenode, /spritekit/skphysicsbody, /spritekit/skaction, /spritekit/skemitternode, /spritekit/skrenderer

Skills: axiom-spritekit, axiom-spritekit-diag

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

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能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

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安全审计

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通过

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通过

Snyk

通过

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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。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

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