Upload Seedance CG videos for G021_outpost_assault

#187
outputs/G021_outpost_assault/assets/cg_video/G021_cg_001/meta_seedance.json ADDED
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+ {
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+ "task_id_input": "G021_cg_001",
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+ "game_id": "G021_outpost_assault",
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+ "model": "bytedance/seedance-2",
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+ "prompt_schema": "cg_video_prompt.v1",
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+ "status": "success",
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+ "request": {
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+ "model": "bytedance/seedance-2",
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+ "input": {
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G021_outpost_assault\nWorld and visual bible:\n- - W01 世界与时代背景:荒漠海岸的前哨第二道命令——风沙纪元的海岸防线吃紧,前哨是大陆桥头的最后支点。\n- - W02 场景所在地:荒漠海岸两张俯视地图(己方前哨:主堡+建造位+陷阱位;敌方目标岛:核心、外围工事、两段防线、三处登陆点)。\n- - W03 玩家身份与当前任务动机:玩家是前哨指挥官;动机是在来袭波逼近下布置第一道防线、组织出征并摧毁敌方海岸核心,把战利品投入后续作战。\n- - W04 失败代价与结局表达:敌核心摧毁=胜利(C03 胜利意象);主堡被毁=局败(C03 局败意象);小队全灭/超时=撤回(C03 撤回意象,非终局);三种结果结算界面区分原因。\n- - W05 叙事来源:塔=前哨速射哨塔;陷阱=荒漠陷坑;三类兵种=沙枪手/岩甲车/破壁手(海岸戍卫编制);战利品=缴获军资;登陆点=东滩/南崖/西湾三处抢滩口。全部原创。\n- - W06 视觉风格与色彩材质:荒漠海岸军事风;主色=沙金 #D8B96A、岩褐 #8A7A66、军绿 #6E8F5A、警示橙 #E4762C、海雾蓝 #7FA3B8;材质为风化岩、帆布工事、金属塔架。\n- - W07 环境氛围与声音语言:海岸风沙为底;音效语言为「建造落位+塔击发+命中闪烁+战利品弹字+波次警报+升级脉冲」,全部音效按 §9 F06 冻结清单交付;混音优先级:波次/主堡警报 > 战斗命中 > 建造/升级 > 环境风沙。\n- - W08 故事表达方式:开场视频(C01)交代前哨与敌方核心目标 → 波次视频(C02)承载敌袭升级的过程叙事 → 结算视频(C03)三意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\n- - F01 视角与镜头:俯视相机支持缩放和边缘平移;战斗特效不改变地图可读性;核心受击 0.08 秒轻微震动(FEEL01);相机重置仅在明确切场/复位时。\n- - F04 环境常驻效果:沙尘飘移、海雾带、旗帜翻卷、工事呼吸灯。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 第二道命令\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 荒漠海岸前哨全景:主堡旗帜在风沙中展开,镜头掠过空置的建造位与三处抢滩口,停在海峡对岸敌方核心的轮廓;无剪辑、无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 第二道命令(Opening,5 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入布防态之前,每局一次\n- - 内容与角色场景:荒漠海岸前哨全景——主堡旗帜在风沙中展开,镜头掠过空置的建造位与三处抢滩口,停在海峡对岸敌方核心的轮廓\n- - 资产对应:主堡、塔架、敌方核心与游戏内模型/贴图同源设计\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入布防态;自然播完 → 进入布防态\n- - 状态一致:跳过与自然播完后初始状态 hash 相同;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 荒漠海岸前哨全景:主堡旗帜在风沙中展开,镜头掠过空置的建造位与三处抢滩口,停在海峡对岸敌方核心的轮廓;无剪辑、无 UI、无文字\n2-5s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入布防态,跳过与自然播完后初始状态 hash 相同\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "param": "{\"input\":\"{\\\"duration\\\":5,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G021_outpost_assault\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:荒漠海岸的前哨第二道命令——风沙纪元的海岸防线吃紧,前哨是大陆桥头的最后支点。\\\\n- - W02 场景所在地:荒漠海岸两张俯视地图(己方前哨:主堡+建造位+陷阱位;敌方目标岛:核心、外围工事、两段防线、三处登陆点)。\\\\n- - W03 玩家身份与当前任务动机:玩家是前哨指挥官;动机是在来袭波逼近下布置第一道防线、组织出征并摧毁敌方海岸核心,把战利品投入后续作战。\\\\n- - W04 失败代价与结局表达:敌核心摧毁=胜利(C03 胜利意象);主堡被毁=局败(C03 局败意象);小队全灭/超时=撤回(C03 撤回意象,非终局);三种结果结算界面区分原因。\\\\n- - W05 叙事来源:塔=前哨速射哨塔;陷阱=荒漠陷坑;三类兵种=沙枪手/岩甲车/破壁手(海岸戍卫编制);战利品=缴获军资;登陆点=东滩/南崖/西湾三处抢滩口。全部原创。\\\\n- - W06 视觉风格与色彩材质:荒漠海岸军事风;主色=沙金 #D8B96A、岩褐 #8A7A66、军绿 #6E8F5A、警示橙 #E4762C、海雾蓝 #7FA3B8;材质为风化岩、帆布工事、金属塔架。\\\\n- - W07 环境氛围与声音语言:海岸风沙为底;音效语言为「建造落位+塔击发+命中闪烁+战利品弹字+波次警报+升级脉冲」,全部音效按 §9 F06 冻结清单交付;混音优先级:波次/主堡警报 > 战斗命中 > 建造/升级 > 环境风沙。\\\\n- - W08 故事表达方式:开场视频(C01)交代前哨与敌方核心目标 → 波次视频(C02)承载敌袭升级的过程叙事 → 结算视频(C03)三意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\\\\n- - F01 视角与镜头:俯视相机支持缩放和边缘平移;战斗特效不改变地图可读性;核心受击 0.08 秒轻微震动(FEEL01);相机重置仅在明确切场/复位时。\\\\n- - F04 环境常驻效果:沙尘飘移、海雾带、旗帜翻卷、工事呼吸灯。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 第二道命令\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 荒漠海岸前哨全景:主堡旗帜在风沙中展开,镜头掠过空置的建造位与三处抢滩口,停在海峡对岸敌方核心的轮廓;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 第二道命令(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入布防态之前,每局一次\\\\n- - 内容与角色场景:荒漠海岸前哨全景——主堡旗帜在风沙中展开,镜头掠过空置的建造位与三处抢滩口,停在海峡对岸敌方核心的轮廓\\\\n- - 资产对应:主堡、塔架、敌方核心与游戏内模型/贴图同源设计\\\\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入布防态;自然播完 → 进入布防态\\\\n- - 状态一致:跳过与自然播完后初始状态 hash 相同;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 荒漠海岸前哨全景:主堡旗帜在风沙中展开,镜头掠过空置的建造位与三处抢滩口,停在海峡对岸敌方核心的轮廓;无剪辑、无 UI、无文字\\\\n2-5s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入布防态,跳过与自然播完后初始状态 hash 相同\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G021_outpost_assault\nWorld and visual bible:\n- - W01 世界与时代背景:荒漠海岸的前哨第二道命令——风沙纪元的海岸防线吃紧,前哨是大陆桥头的最后支点。\n- - W02 场景所在地:荒漠海岸两张俯视地图(己方前哨:主堡+建造位+陷阱位;敌方目标岛:核心、外围工事、两段防线、三处登陆点)。\n- - W03 玩家身份与当前任务动机:玩家是前哨指挥官;动机是在来袭波逼近下布置第一道防线、组织出征并摧毁敌方海岸核心,把战利品投入后续作战。\n- - W04 失败代价与结局表达:敌核心摧毁=胜利(C03 胜利意象);主堡被毁=局败(C03 局败意象);小队全灭/超时=撤回(C03 撤回意象,非终局);三种结果结算界面区分原因。\n- - W05 叙事来源:塔=前哨速射哨塔;陷阱=荒漠陷坑;三类兵种=沙枪手/岩甲车/破壁手(海岸戍卫编制);战利品=缴获军资;登陆点=东滩/南崖/西湾三处抢滩口。全部原创。\n- - W06 视觉风格与色彩材质:荒漠海岸军事风;主色=沙金 #D8B96A、岩褐 #8A7A66、军绿 #6E8F5A、警示橙 #E4762C、海雾蓝 #7FA3B8;材质为风化岩、帆布工事、金属塔架。\n- - W07 环境氛围与声音语言:海岸风沙为底;音效语言为「建造落位+塔击发+命中闪烁+战利品弹字+波次警报+升级脉冲」,全部音效按 §9 F06 冻结清单交付;混音优先级:波次/主堡警报 > 战斗命中 > 建造/升级 > 环境风沙。\n- - W08 故事表达方式:开场视频(C01)交代前哨与敌方核心目标 → 波次视频(C02)承载敌袭升级的过程叙事 → 结算视频(C03)三意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\n- - F01 视角与镜头:俯视相机支持缩放和边缘平移;战斗特效不改变地图可读性;核心受击 0.08 秒轻微震动(FEEL01);相机重置仅在明确切场/复位时。\n- - F04 环境常驻效果:沙尘飘移、海雾带、旗帜翻卷、工事呼吸灯。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Event\nName: 敌影上滩\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: 敌方登陆艇轮廓逼近海岸线,波次路径预览在地图上展开,主堡警报灯点亮——枪兵/装甲/破甲三色剪影沿预览路线推进\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 敌影上滩(Event,5 秒,1280×720@24fps)\n- - 触发时机:每次出征首次来袭波触发(出征模拟 t=30 秒)时,每次出征一次\n- - 内容与角色场景:敌方登陆艇轮廓逼近海岸线,波次路径预览在地图上展开,主堡警报灯点亮——枪兵/装甲/破甲三色剪影沿预览路线推进\n- - 资产对应:三类兵种、主堡与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接继续战斗(波次状态保持);自然播完 → 继续战斗\n- - 状态一致:播放期间战斗与计时冻结,播放结束瞬间按冻结前状态恢复\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 敌方登陆艇轮廓逼近海岸线,波次路径预览在地图上展开,主堡警报灯点亮——枪兵/装甲/破甲三色剪影沿预览路线推进\n2-5s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接继续战斗(波次状态保持),播放期间战斗与计时冻结\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G021_outpost_assault\nWorld and visual bible:\n- - W01 世界与时代背景:荒漠海岸的前哨第二道命令——风沙纪元的海岸防线吃紧,前哨是大陆桥头的最后支点。\n- - W02 场景所在地:荒漠海岸两张俯视地图(己方前哨:主堡+建造位+陷阱位;敌方目标岛:核心、外围工事、两段防线、三处登陆点)。\n- - W03 玩家身份与当前任务动机:玩家是前哨指挥官;动机是在来袭波逼近下布置第一道防线、组织出征并摧毁敌方海岸核心,把战利品投入后续作战。\n- - W04 失败代价与结局表达:敌核心摧毁=胜利(C03 胜利意象);主堡被毁=局败(C03 局败意象);小队全灭/超时=撤回(C03 撤回意象,非终局);三种结果结算界面区分原因。\n- - W05 叙事来源:塔=前哨速射哨塔;陷阱=荒漠陷坑;三类兵种=沙枪手/岩甲车/破壁手(海岸戍卫编制);战利品=缴获军资;登陆点=东滩/南崖/西湾三处抢滩口。全部原创。\n- - W06 视觉风格与色彩材质:荒漠海岸军事风;主色=沙金 #D8B96A、岩褐 #8A7A66、军绿 #6E8F5A、警示橙 #E4762C、海雾蓝 #7FA3B8;材质为风化岩、帆布工事、金属塔架。\n- - W07 环境氛围与声音语言:海岸风沙为底;音效语言为「建造落位+塔击发+命中闪烁+战利品弹字+波次警报+升级脉冲」,全部音效按 §9 F06 冻结清单交付;混音优先级:波次/主堡警报 > 战斗命中 > 建造/升级 > 环境风沙。\n- - W08 故事表达方式:开场视频(C01)交代前哨与敌方核心目标 → 波次视频(C02)承载敌袭升级的过程叙事 → 结算视频(C03)三意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\n- - F01 视角与镜头:俯视相机支持缩放和边缘平移;战斗特效不改变地图可读性;核心受击 0.08 秒轻微震动(FEEL01);相机重置仅在明确切场/复位时。\n- - F04 环境常驻效果:沙尘飘移、海雾带、旗帜翻卷、工事呼吸灯。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 三种号角\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 三意象共用条目:胜利=敌方核心爆裂光柱、前哨旗帜插上残骸;局败=主堡坍塌沙尘、旗帜倒下;撤回=队伍旗帜收拢退回防线(简短非终局)\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 三种号角(Ending,6 秒,1280×720@24fps,三意象共用条目)\n- - 触发时机:V01/V02 成立或撤回中间结算面板出现之前(撤回播简短撤回意象、通关/局败播对应终局意象)\n- - 内容与角色场景:胜利意象=敌方核心爆裂光柱、前哨旗帜插上残骸;局败意象=主堡坍塌沙尘、旗帜倒下;撤回意象=队伍旗帜收拢退回防线(简短、非终局)\n- - 资产对应:主堡、核心、兵种与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\n- - 状态一致:仅在真实 V01/V02/V03 后触发;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: 三意象共用条目:胜利=敌方核心爆裂光柱、前哨旗帜插上残骸;局败=主堡坍塌沙尘、旗帜倒下;撤回=队伍旗帜收拢退回防线(简短非终局)\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入对应结算面板\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "duration": 6
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+ "param": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G021_outpost_assault\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:荒漠海岸的前哨第二道命令——风沙纪元的海岸防线吃紧,前哨是大陆桥头的最后支点。\\\\n- - W02 场景所在地:荒漠海岸两张俯视地图(己方前哨:主堡+建造位+陷阱位;敌方目标岛:核心、外围工事、两段防线、三处登陆点)。\\\\n- - W03 玩家身份与当前任务动机:玩家是前哨指挥官;动机是在来袭波逼近下布置第一道防线、组织出征并摧毁敌方海岸核心,把战利品投入后续作战。\\\\n- - W04 失败代价与结局表达:敌核心摧毁=胜利(C03 胜利意象);主堡被毁=局败(C03 局败意象);小队全灭/超时=撤回(C03 撤回意象,非终局);三种结果结算界面区分原因。\\\\n- - W05 叙事来源:塔=前哨速射哨塔;陷阱=荒漠陷坑;三类兵种=沙枪手/岩甲车/破壁手(海岸戍卫编制);战利品=缴获军资;登陆点=东滩/南崖/西湾三处抢滩口。全部原创。\\\\n- - W06 视觉风格与色彩材质:荒漠海岸军事风;主色=沙金 #D8B96A、岩褐 #8A7A66、军绿 #6E8F5A、警示橙 #E4762C、海雾蓝 #7FA3B8;材质为风化岩、帆布工事、金属塔架。\\\\n- - W07 环境氛围与声音语言:海岸风沙为底;音效语言为「建造落位+塔击发+命中闪烁+战利品弹字+波次警报+升级脉冲」,全部音效按 §9 F06 冻结清单交付;混音优先级:波次/主堡警报 > 战斗命中 > 建造/升级 > 环境风沙。\\\\n- - W08 故事表达方式:开场视频(C01)交代前哨与敌方核心目标 → 波次视频(C02)承载敌袭升级的过程叙事 → 结算视频(C03)三意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\\\\n- - F01 视角与镜头:俯视相机支持缩放和边缘平移;战斗特效不改变地图可读性;核心受击 0.08 秒轻微震动(FEEL01);相机重置仅在明确切场/复位时。\\\\n- - F04 环境常驻效果:沙尘飘移、海雾带、旗帜翻卷、工事呼吸灯。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 三种号角\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 三意象共用条目:胜利=敌方核心爆裂光柱、前哨旗帜插上残骸;局败=主堡坍塌沙尘、旗帜倒下;撤回=队伍旗帜收拢退回防线(简短非终局)\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 三种号角(Ending,6 秒,1280×720@24fps,三意象共用条目)\\\\n- - 触发时机:V01/V02 成立或撤回中间结算面板出现之前(撤回播简短撤回意象、通关/局败播对应终局意象)\\\\n- - 内容与角色场景:胜利意象=敌方核心爆裂光柱、前哨旗帜插上残骸;局败意象=主堡坍塌沙尘、旗帜倒下;撤回意象=队伍旗帜收拢退回防线(简短、非终局)\\\\n- - 资产对应:主堡、核心、兵种与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\\\\n- - 状态一致:仅在真实 V01/V02/V03 后触发;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 三意象共用条目:胜利=敌方核心爆裂光柱、前哨旗帜插上残骸;局败=主堡坍塌沙尘、旗帜倒下;撤回=队伍旗帜收拢退回防线(简短非终局)\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入对应结算面板\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
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+ "finished_at": "2026-10-19T06:51:07.894426+00:00",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ }
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