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workbuddy_skills/open-design/design-systems/playstation/tokens.css
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admin 5afeb6b78a ④段整套同步(六节 + P/S/F/J + 模板)+ open-design 移到技能根
一、④段整套同步(用户选候选 A)
- 新增 `references/stage-proto-doc/assets/产品文档模板.html`(16 KB/247 行,从备份拷、转 LF)。
- ④段 SKILL.md 换成备份 15:28 那版,并按模板口径改齐:
  · 「产品文档框架」从「四块+一附录」改成**六节** —— 页面结构/功能清单/使用场景/操作流程/
    跨页与界面状态/待确认与偏离;与模板同构,⛔ 不从空白页重写结构。
  · 编号从 R/S/F 改成 **P 页面/S 场景/F 功能/J 二级功能**,各自唯一、按展示顺序通排。
  · 保留旧版有价值的要求:每项功能补齐 做什么/入口在哪/输入边界/异常与恢复;重点功能三处标红;
    横向流程图每步写清页面/功能/操作/完成判据。
  · 完成标准「七节」→「六节」,自查清单同步换掉「需求」那批条目,补模板与配图两条。
  · 路径 `designs/<项目>/` → `docs/pm/<项目>/ui/`(2 处)。
  · 补回本机那条「每份产出文档开头都要有一张图」的引用(指向主 skill,段内不复述)。
- 主 skill 同步:四段结构表④行、④段沿革、画图小节(④段画页面结构图 + 用户路径)。

二、open-design 移到技能根(用户选候选 A)
- `git mv product-planning/references/stage-delivery/assets/open-design → open-design/`(4178 文件)。
- `.gitignore` 白名单加 `!/open-design/` —— 否则移出去就不再纳入版本控制。
- 引用改 11 处:路径形态 `assets/open-design/...` → `<技能根>/open-design/...`;
  「随段携带的自带件」改称「同根技能」;「路径怎么找」那条改成自带件(段内相对路径)与
  同根技能(`<技能根>/<技能名>/`)两类分开写。
- open-design 自己的 ATTRIBUTION.md 两处同步(它现在与 oil-ui-pro 同层)。
- 副作用(有益):命名闸门读数由 2063 降到 225 —— 此前它把 open-design 里 919 个第三方 md
  当成规则一起扫了;现在只扫本包 23 个 md。已确认④段的 H1 与 4a/4b/4c 子步仍在检查范围内。

三、验收
- check_naming.py --ws E:/ProgramData/AIProject/contentm_agent = 通过 225 / 失败 0 / 提示 27。
- 活文件里 `assets/open-design` 残留 0;工作区 CRLF 文件 0。
2026-10-15 21:17:28 +08:00

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/* ─────────────────────────────────────────────────────────────────────────
* design-systems/playstation/tokens.css
*
* Structured token bindings for "Design System Inspired by PlayStation".
* Console-grade retail: a three-surface channel (black hero → white content
* → cobalt footer), SST weight 300 at display sizes, and a signature
* 1.2× scale-on-hover that fires across the page like a power-on chime.
*
* Key brand decisions encoded here:
* - Console Black (#000000) is the dominant brand canvas; Paper White
* is the lifted --surface tier where editorial content lives
* - PlayStation Blue (#0070cc) is the immovable anchor — primary CTAs,
* focus ring, footer
* - PlayStation Cyan (#1eaedb) lives only in --accent-hover — the
* "cyan never appears at rest" rule encoded into the token layer
* - SST weight 300 at 22–54px is the typographic voice (component layer
* enforces the weight; tokens carry sizes)
* - 180ms is the canonical interaction window for hover/focus/scale
* - Eleven-radius system collapsed onto the schema spine: 6/12/24/999
* ─────────────────────────────────────────────────────────────────── */
:root {
/* ─── Surface ─────────────────────────────────────────────────────
* Three-surface channel. Console Black anchors the masthead and hero
* zones; Paper White is the editorial gallery panel; Ice Mist is the
* gradient end-stop that quietly lifts panels off pure white. */
--bg: #000000; /* Console Black — masthead / hero canvas */
--surface: #ffffff; /* Paper White — primary content panel */
--surface-warm: #f5f7fa; /* Ice Mist — atmospheric panel lift */
/* ─── Foreground ──────────────────────────────────────────────────
* On Console Black the primary text is Inverse White. Body Gray
* (#6b6b6b) is reserved for white-panel context (set at component
* layer); Mute Gray (#cccccc) is the muted tier visible on dark. */
--fg: #ffffff; /* Inverse White — text on dark canvas */
--fg-2: var(--fg); /* alias — single display weight throughout */
--muted: #cccccc; /* Mute Gray — tertiary labels on dark */
--meta: var(--muted); /* alias — one muted tier */
/* ─── Border ──────────────────────────────────────────────────────
* Borders sit quiet — the brand prefers spacing and feather shadow to
* define edges. #cccccc matches the input border spec from DESIGN.md
* §Inputs; Divider Tint is the editorial row separator. */
--border: #cccccc; /* Mute Gray — input edges, default rule */
--border-soft: #f3f3f3; /* Divider Tint — quiet horizontal rule */
/* ─── Accent ──────────────────────────────────────────────────────
* PlayStation Blue is the immovable anchor. PlayStation Cyan lives
* exclusively in --accent-hover — never as a resting background.
* Active state lands on Dark Link Blue. */
--accent: #0070cc; /* PlayStation Blue — primary CTA / anchor */
--accent-on: #ffffff;
--accent-hover: #1eaedb; /* PlayStation Cyan — hover/focus only */
--accent-active: #0068bd; /* Dark Link Blue — pressed state */
/* ─── Semantic ────────────────────────────────────────────────────
* Warning Red is the only semantic color the brand declares. Success
* and warn ride the schema defaults — PlayStation reserves its warm
* palette for Commerce Orange, not for semantic green/yellow. */
--success: #16a34a;
--warn: #eab308;
--danger: #c81b3a; /* Warning Red — form errors */
/* ─── Typography ──────────────────────────────────────────────────
* SST is Sony's proprietary global typeface. Fallback chain:
* Arial → Helvetica → system sans. The weight 300 voice is enforced
* at the component layer — type tokens carry sizes, not weights. */
--font-display: "SST", "Playstation SST", Arial, Helvetica, sans-serif;
--font-body: "SST", "Playstation SST", Arial, Helvetica, sans-serif;
--font-mono: ui-monospace, "SF Mono", "JetBrains Mono", Menlo, Monaco, Consolas, monospace;
/* Type scale — DESIGN.md §3 Typography.
* 54px hero → 12px legal microcopy. SST weight 300 occupies 22–54px;
* body lives at 18px; mini CTAs and captions at 14px. */
--text-xs: 12px; /* Micro Caption — footer / legal */
--text-sm: 14px; /* Caption Body / Mini CTA */
--text-base: 18px; /* Body Relaxed — standard reading */
--text-lg: 22px; /* Compact Display — module titles */
--text-xl: 28px; /* Mid Display — section headings */
--text-2xl: 35px; /* Large Display — feature headlines */
--text-3xl: 44px; /* Hero Display L — secondary hero */
--text-4xl: 54px; /* Hero Display XL — biggest SST moment */
--leading-body: 1.5; /* Body Relaxed — 1.5 throughout reading */
--leading-tight: 1.25; /* Display rhythm — 1.25 on 22–54px */
--tracking-display: -0.1px; /* 54px hero — barely-there tightening */
/* ─── Spacing ─────────────────────────────────────────────────────
* 8px base unit per DESIGN.md §5. Component-level micro-scale (3/6/
* 9/10px) lives inside individual rules; the section-y tokens below
* carry the gallery rhythm. */
--space-1: 4px;
--space-2: 8px;
--space-3: 12px;
--space-4: 16px;
--space-5: 20px;
--space-6: 24px;
--space-8: 32px;
--space-12: 48px;
/* Section rhythm — gallery pace. DESIGN.md collapsing strategy:
* 96px → 64px → 48px as the viewport narrows. */
--section-y-desktop: 96px;
--section-y-tablet: 64px;
--section-y-phone: 48px;
/* ─── Radius ──────────────────────────────────────────────────────
* Eleven-value radius system collapsed onto the schema spine:
* 6px → compact buttons / inline images
* 12px → standard game cover images & content media
* 24px → hero cards, primary feature frames
* 999px → full-pill primary buttons (the CTA signature)
* Inputs override --radius-sm with their own 3px at component layer. */
--radius-sm: 6px;
--radius-md: 12px;
--radius-lg: 24px;
--radius-pill: 999px;
/* ─── Elevation ───────────────────────────────────────────────────
* Whisper-or-shout ladder per DESIGN.md §6: shadow opacity lands on
* 0.06 / 0.08 / 0.16 / 0.8 with no middle ground. --elev-raised
* holds the standard 0.08 grid-tile feather. */
--elev-flat: none;
--elev-ring: 0 0 0 1px var(--border);
--elev-raised: rgba(0, 0, 0, 0.08) 0 5px 9px 0; /* Feather tile lift */
/* ─── Focus ring ──────────────────────────────────────────────────
* 2px PlayStation Blue ring — the exact spec from DESIGN.md §Inputs
* and §Buttons. Brand blue does focus; cyan does hover; the two
* never overlap at rest. */
--focus-ring: 0 0 0 2px #0070cc;
/* ─── Motion ──────────────────────────────────────────────────────
* 180ms is the canonical PlayStation interaction window — every
* hover / focus / scale transition lands here. The brand's "power-
* on" feel comes from synchronizing four properties at 180ms, not
* from a longer duration. */
--motion-fast: 180ms;
--motion-base: 200ms;
--ease-standard: cubic-bezier(0.2, 0, 0, 1);
/* ─── Layout ──────────────────────────────────────────────────────
* 1600px container — PlayStation explicitly tunes through 4K-TV
* browsing contexts (breakpoints reach 2120px). Outer gutters follow
* DESIGN.md §5: 64/32/16 from desktop to phone. */
--container-max: 1600px;
--container-gutter-desktop: 64px;
--container-gutter-tablet: 32px;
--container-gutter-phone: 16px;
}