补回误删的 listQuietly(上一次改动把编译搞坏了,编辑器起不来);+10 Red Bones 暂用已验证可行的一根一次路径
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@@ -636,13 +636,14 @@ public final class ObjectPanel {
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* 建用编辑器自己的 New Bone(带撤销),建完立刻改该骨骼的 x/y 与 color 字段。
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*/
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private static void createTenRedBones(final State state) {
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// ⚠️ 不能整段放在 render 线程里连着调:编辑器是"下一帧"才真正建骨骼的,
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// 同一帧连续调 10 次只会生效一次。所以每建一根 -> 回到本线程等一帧 -> 再建下一根。
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// 用已验证可行的做法:编辑器自己的 New Bone(一根一次)+ 每根之间等一帧;最后刷新一次。
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// (此前试过"直接调模型 API 连建 10 根",会把编辑器卡死,已放弃那条路。)
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final Object parent = currentTarget(state);
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if (parent == null) {
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setStatus(state, "+10 Red Bones: select a parent bone first.");
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return;
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}
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final int[] made = new int[1];
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final Object red;
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try {
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Class<?> colorClass = Class.forName("com.badlogic.gdx.graphics.Color", true, state.loader);
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@@ -652,11 +653,9 @@ public final class ObjectPanel {
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setStatus(state, "+10 Red Bones: 造红色失败 " + error);
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return;
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}
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int made = 0;
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for (int i = 0; i < 10; i++) {
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final float x = (float) (Math.random() * 400.0 - 200.0);
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final float y = (float) (Math.random() * 400.0 - 200.0);
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final int[] ok = new int[1];
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final java.util.List<Object> before = listQuietly(state);
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SceneActions.onEditorThread(state.loader, new Runnable() {
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@Override
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@@ -667,20 +666,20 @@ public final class ObjectPanel {
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setBoneNumber(fresh, "x", x);
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setBoneNumber(fresh, "y", y);
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setBoneColor(fresh, red);
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ok[0] = 1;
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made[0]++;
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}
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});
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made += ok[0];
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try {
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Thread.sleep(180); // 等编辑器过一帧,下一根才会真的建出来
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Thread.sleep(180); // 等编辑器过一帧,下一根才会真的建出来
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} catch (InterruptedException ignored) {
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return;
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break;
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}
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}
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setStatus(state, "made " + made + " red bones under " + SceneObjects.nameOf(parent));
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setStatus(state, "made " + made[0] + " red bones under " + SceneObjects.nameOf(parent));
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refreshList(state);
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}
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/** 读一次树里的对象列表(读不到就给空表,不抛)。 */
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private static java.util.List<Object> listQuietly(State state) {
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try {
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return SceneObjects.listAllNodes(state.loader);
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@@ -901,4 +901,103 @@ public final class SceneActions {
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}
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return count;
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}
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// ==================== 直接模型 API:新建骨骼(不经 UI 菜单、不依赖下一帧) ====================
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//
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// 编辑器自己的"新建骨骼"代码就在 `Yi.run()` 里,去掉 UI 后本质是:
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// new Gp() → 设 name/parent/skeleton/x/y/color → 骨架.D(骨骼) ← GP 上的 (LGp;)V = addBone
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// → 骨架.StackMapTable() ← 重建索引 → Editor.D(骨骼, true) → VZ.D(骨架, true, true) 重建树
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// 一次调用可以连建 N 根,最后只刷新一次;外层包 un.D()/un.B() 就是"一次撤销"。
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/** 直接建一根骨骼(返回新骨骼对象;失败返回 null)。 */
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public static Object createBone(ClassLoader loader, Object skeleton, Object parent, String name,
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float x, float y, Object color) {
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try {
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System.err.println("[crud] createBone step1 new Gp " + skeleton + " parent=" + parent);
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Class<?> boneClass = Class.forName("Gp", true, loader);
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Object bone = boneClass.getConstructor().newInstance();
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setByType(bone, "GP", skeleton);
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if (parent != null) setByType(bone, "Gp", parent);
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setByNameType(bone, "D", String.class, name);
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setByNameType(bone, "Z", float.class, Float.valueOf(x));
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setByNameType(bone, "V", float.class, Float.valueOf(y));
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if (color != null) setByNameType(bone, "B",
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Class.forName("com.badlogic.gdx.graphics.Color", true, loader), color);
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System.err.println("[crud] createBone step2 fields ok");
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// 骨架.D(骨骼):GP 上的 (LGp;)V
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Method addBone = findMethod(skeleton.getClass(), "D", new Class<?>[] {boneClass}, void.class);
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if (addBone == null) throw new NoSuchMethodException("GP.D(LGp;)V addBone");
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addBone.setAccessible(true);
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System.err.println("[crud] createBone step3 " + addBone.getDeclaringClass().getName() + "."
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+ addBone.getName() + "(Gp) 调用中");
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addBone.invoke(skeleton, bone);
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System.err.println("[crud] createBone step3 ok");
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// 骨架.StackMapTable():重建索引
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Method rebuild = null;
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for (Method m : skeleton.getClass().getMethods()) {
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if (m.getName().equals("StackMapTable") && m.getParameterTypes().length == 0
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&& m.getReturnType() == void.class) {
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rebuild = m;
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break;
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}
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}
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if (rebuild != null) {
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rebuild.setAccessible(true);
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rebuild.invoke(skeleton);
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}
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// Editor.D(骨骼, true):通知编辑器(找不到就跳过,不影响模型)
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try {
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Class<?> editorClass = Class.forName("com.esotericsoftware.spine.editor.Editor", true, loader);
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Method notify = findMethod(editorClass, "D", new Class<?>[] {boneClass, boolean.class},
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void.class);
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Object editor = SceneObjects.global(loader, "com.esotericsoftware.spine.editor.Editor");
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if (notify != null && editor != null) {
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notify.setAccessible(true);
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notify.invoke(editor, bone, Boolean.TRUE);
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}
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} catch (Throwable error) {
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System.err.println("[crud] Editor.D(bone,true) 跳过: " + error);
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}
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return bone;
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} catch (Throwable error) {
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System.err.println("[crud] createBone 失败: " + error);
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Throwable cause = error;
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while (cause != null) {
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System.err.println("[crud] cause: " + cause);
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cause.printStackTrace(System.err);
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cause = cause.getCause();
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}
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return null;
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}
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}
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/** 按字段类型写(用于 D:LGP; / D:LGp; 这种同名不同描述符的坑)。 */
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static void setByType(Object target, String typeName, Object value) throws Exception {
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for (Class<?> type = target.getClass(); type != null && type != Object.class;
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type = type.getSuperclass()) {
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for (Field field : type.getDeclaredFields()) {
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if (!field.getType().getName().equals(typeName)) continue;
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field.setAccessible(true);
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field.set(target, value);
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return;
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}
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}
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}
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/** 按"名字 + 类型"写字段。 */
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static void setByNameType(Object target, String name, Class<?> fieldType, Object value)
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throws Exception {
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for (Class<?> type = target.getClass(); type != null && type != Object.class;
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type = type.getSuperclass()) {
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for (Field field : type.getDeclaredFields()) {
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if (!field.getName().equals(name) || field.getType() != fieldType) continue;
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field.setAccessible(true);
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field.set(target, value);
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return;
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}
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}
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}
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}
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