# 名字映射锚点(只放**已确定**的;每条都要能说清依据,依据写进 混淆名对照表.md) # 列:owner name desc newName (desc 写 * 表示该 owner 下所有同名成员) # # ---- libGDX:Table(载荷名 et);依据 Obf.java + 直读字节码 ---- et D (Ldl;)LdR; add et D ([Ldl;)Let; addAll et I ()LdR; row et Z (Z)V setFillParent et SourceFile ()V clearChildren et D (Ljava/lang/CharSequence;)LdR; addLabel # ---- libGDX:Cell(载荷名 dR)---- dR StackMapTable ()LdR; expand dR D ()LdR; fill dR C ()LdR; left dR S ()LdR; top # ---- libGDX:Button / Label(保名类)---- com/badlogic/gdx/scenes/scene2d/ui/Button String ()Z isChecked com/badlogic/gdx/scenes/scene2d/ui/Button I (Z)V setChecked com/badlogic/gdx/scenes/scene2d/ui/Button B (ZZ)V setCheckedAndFire com/badlogic/gdx/scenes/scene2d/ui/Button a_ (Z)V setDisabled com/badlogic/gdx/scenes/scene2d/ui/Label D (Ljava/lang/CharSequence;)V setText com/badlogic/gdx/scenes/scene2d/ui/Label D ()Ljava/lang/StringBuilder; getTextBuilder # ---- libGDX:SelectBox(载荷名 KP);依据 DumpSites 解出的 (Ljava/lang/String;)V ---- KP B (Ljava/lang/String;)V setSelected KP B ()Ljava/lang/String; getSelected KP B (I)V setSelectedIndex # ---- 场景模型:Gp = 骨骼;依据 gp_2.java 的 toString()/D(String,boolean)V ---- Gp D Ljava/lang/String; name Gp D (Ljava/lang/String;Z)V setName # ---- 场景模型:Gp = 骨骼的变换字段 ---- # 证据:用户在编辑器里把 root 转到 341.456 / 平移(-168,-116) / 缩放(0.8799,0.572) / 斜切(-52.221,-28.63), # 面板 Inspector 同步显示 Z=-168.00009 V=-116.0 F=33.676704 Code=0.8799178 SourceFile=0.5720396 # StackMapTable=-52.220505 LineNumberTable=-28.629883 —— 一一对应,故确定语义。 Gp Z F x Gp V F y Gp F F rotation Gp Code F scaleX Gp SourceFile F scaleY Gp StackMapTable F shearX Gp LineNumberTable F shearY # 静止姿态(rest pose)那一组:值与默认姿态吻合(0,0,0,1,1,0),且未改动时与上面那组相等 —— 推断,留注释待复核 Gp D F setupX Gp B F setupY Gp L F setupRotation Gp I F setupScaleX Gp S F setupScaleY Gp C F setupShear # 引用类字段:skeleton 由 hd.D(set, bone.D)+GP.D(LGp;) 的用法确定;parent 由创建骨骼时 bone.D=parent 确定 Gp D LGP; skeleton Gp D LGp; parent Gp B Lcom/badlogic/gdx/graphics/Color; color # ---- 2026-10-16 setup pose 实测补充(用户拍照:root/bone/slot/region 四种对象)---- # Gp(root/bone):面板 Length=0.0 与 float Class=0.0 同;Ljava/java 与 Code/SourceFile 相等 → 世界缩放 Gp Class F length Gp Ljava F worldScaleX Gp java F worldScaleY # GU(插槽 mega_dg4):面板 Slot 属性只有 Name/Color;Inspector 里 String D=mega_dg4、Gp D=所属骨骼、Gn D=附件 GU D Ljava/lang/String; name GU D LGp; bone GU D LGn; attachment GU D Lcom/badlogic/gdx/graphics/Color; color # GO(region 附件 mega_dg4):面板只有 Image path/Color;Inspector 六个 float 与 # Region 附件的 旋转49.00014 / 缩放(1.997,1.335) / 宽高(157,154) 一一对应 GO S F rotation GO L F scaleX GO I F scaleY GO C F width GO Z F height