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8 changes: 8 additions & 0 deletions AGENTS.md
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4. 只有校验通过,才进入写操作
- 如果任务边界变化,必须先重写任务卡,再继续执行。

### 视觉任务硬闸门
- 每张任务卡都必须声明 `scene_play_parity_required`、`scene_visual_contracts` 和 `runtime_visual_files`;非视觉任务分别使用 `false`、`[]`、`[]`,不能省略字段。
- 闸门会根据 `direct_files` 自动识别场景、艺术资源、运行时模块、UI、SceneBootstrap 和编辑器工具等视觉相关任务。识别为视觉任务时,`scene_play_parity_required` 必须为 `true`。
- `scene_play_parity_required=true` 时,必须为关键 Scene 节点提供 `scene_visual_contracts`,并由 `tools/check-scene-visual-contract.ps1` 验证节点真实存在及关键 Sprite 已保存为非空序列化引用。
- 视觉任务涉及运行时代码时,必须列出 `runtime_visual_files`,并由 `tools/check-runtime-visual-contract.ps1` 扫描。运行时不得直接写入最终 `Sprite` / `runtimeAnimatorController`,不得通过 `new GameObject`、`AddComponent` 或运行时 `Instantiate` 生成最终 UI 视觉。
- 运行时可以读取数据、切换 Scene 中已经作者化的对象或状态、填充文本和控制显示/隐藏;最终资源引用、布局、尺寸、层级和视觉节点必须已经存在于 Scene / Prefab / Inspector 中。
- 两个子检查器必须和主任务闸门一起通过;只在 Play 视图正确、但 Scene 视图没有对应资源引用的实现,视为未完成。

## Project-Specific Rules

### Source Of Truth
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8 changes: 8 additions & 0 deletions Assets/_Project/Animations/WorldMap.meta

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8 changes: 8 additions & 0 deletions Assets/_Project/Animations/WorldMap/Pet.meta

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