+10 Red Bones 修两处:①每建一根等一帧(编辑器下一帧才真建,同帧连调只生效一次)②颜色按映射表写 Gp 的 color 字段(混淆名 B),不再取'第一个 Color 字段'
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b09a7e0659
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-38
@@ -636,41 +636,57 @@ 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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SceneActions.onEditorThread(state.loader, new Runnable() {
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@Override
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public void run() {
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// 父级取"编辑器里的当前选择"(用户是在层级面板里选的,不是点我们列表行)
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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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// ⚠️ 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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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 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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red = colorClass.getConstructor(float.class, float.class, float.class, float.class)
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.newInstance(Float.valueOf(1f), Float.valueOf(0f), Float.valueOf(0f), Float.valueOf(1f));
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} catch (Throwable error) {
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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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public void run() {
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SceneActions.create(state.loader, parent, "Bone");
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Object fresh = firstNew(before, listQuietly(state));
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if (fresh == null) return;
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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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}
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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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Object red = colorClass.getConstructor(float.class, float.class, float.class,
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float.class).newInstance(Float.valueOf(1f), Float.valueOf(0f), Float.valueOf(0f),
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Float.valueOf(1f));
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int made = 0;
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for (int i = 0; i < 10; i++) {
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java.util.List<Object> before = SceneObjects.listAllNodes(state.loader);
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SceneActions.create(state.loader, parent, "Bone");
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Object fresh = firstNew(before, SceneObjects.listAllNodes(state.loader));
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if (fresh == null) continue;
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float x = (float) (Math.random() * 400.0 - 200.0);
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float y = (float) (Math.random() * 400.0 - 200.0);
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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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made++;
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}
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setStatus(state, "made " + made + " red bones under " + SceneObjects.nameOf(parent));
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} catch (Throwable error) {
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setStatus(state, "+10 Red Bones failed: " + error);
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error.printStackTrace(System.err);
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}
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refreshList(state);
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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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} catch (InterruptedException ignored) {
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return;
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}
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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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refreshList(state);
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}
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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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} catch (Throwable error) {
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return new ArrayList<Object>();
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}
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}
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/** 前后列表对比,取第一个新出现的对象。 */
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@@ -707,16 +723,22 @@ public final class ObjectPanel {
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}
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}
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/** 骨骼颜色:找类型是 libGDX Color 的字段写进去。 */
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/**
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* 骨骼颜色:按映射表写 `Gp` 的 color 字段(混淆名 B,描述符 Lcom/badlogic/gdx/graphics/Color;)。
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* 表里查不到时才退回"第一个 Color 类型字段"。
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*/
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private static void setBoneColor(Object bone, Object color) {
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try {
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String obf = obfNameOf("Gp", "Lcom/badlogic/gdx/graphics/Color;", "color");
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for (Class<?> type = bone.getClass(); type != null && type != Object.class;
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type = type.getSuperclass()) {
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for (java.lang.reflect.Field field : type.getDeclaredFields()) {
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if (!field.getType().getName().equals("com.badlogic.gdx.graphics.Color")) continue;
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field.setAccessible(true);
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field.set(bone, color);
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return;
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if (field.getType().getName().equals("com.badlogic.gdx.graphics.Color")) {
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if (obf != null && !field.getName().equals(obf)) continue;
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field.setAccessible(true);
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field.set(bone, color);
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return;
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}
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}
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}
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} catch (Throwable error) {
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