用户用四张 setup pose 截图给出对照:Gp(root/bone)、GU(插槽)、GO(region 附件)。 - Gp:面板 Length 与 float Class 一致 → length;Ljava/java 与 Code/SourceFile 相等 → 世界缩放。 - GU:String D=名字、Gp D=所属骨骼、Gn D=附件、Color D=颜色。 - GO:六个 float 对上 Region 附件的 旋转/缩放XY/宽高。 names.tsv 合并后 222 行,Renamer 重新产出 payload-named.zip。
69 lines
3.1 KiB
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69 lines
3.1 KiB
Plaintext
# 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)
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# 列:owner name desc newName (desc 写 * 表示该 owner 下所有同名成员)
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#
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# ---- libGDX:Table(载荷名 et);依据 Obf.java + 直读字节码 ----
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et D (Ldl;)LdR; add
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et D ([Ldl;)Let; addAll
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et I ()LdR; row
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et Z (Z)V setFillParent
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et SourceFile ()V clearChildren
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et D (Ljava/lang/CharSequence;)LdR; addLabel
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# ---- libGDX:Cell(载荷名 dR)----
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dR StackMapTable ()LdR; expand
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dR D ()LdR; fill
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dR C ()LdR; left
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dR S ()LdR; top
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# ---- libGDX:Button / Label(保名类)----
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com/badlogic/gdx/scenes/scene2d/ui/Button String ()Z isChecked
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com/badlogic/gdx/scenes/scene2d/ui/Button I (Z)V setChecked
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com/badlogic/gdx/scenes/scene2d/ui/Button B (ZZ)V setCheckedAndFire
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com/badlogic/gdx/scenes/scene2d/ui/Button a_ (Z)V setDisabled
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com/badlogic/gdx/scenes/scene2d/ui/Label D (Ljava/lang/CharSequence;)V setText
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com/badlogic/gdx/scenes/scene2d/ui/Label D ()Ljava/lang/StringBuilder; getTextBuilder
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# ---- libGDX:SelectBox(载荷名 KP);依据 DumpSites 解出的 (Ljava/lang/String;)V ----
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KP B (Ljava/lang/String;)V setSelected
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KP B ()Ljava/lang/String; getSelected
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KP B (I)V setSelectedIndex
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# ---- 场景模型:Gp = 骨骼;依据 gp_2.java 的 toString()/D(String,boolean)V ----
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Gp D Ljava/lang/String; name
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Gp D (Ljava/lang/String;Z)V setName
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# ---- 场景模型:Gp = 骨骼的变换字段 ----
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# 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),
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# 面板 Inspector 同步显示 Z=-168.00009 V=-116.0 F=33.676704 Code=0.8799178 SourceFile=0.5720396
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# StackMapTable=-52.220505 LineNumberTable=-28.629883 —— 一一对应,故确定语义。
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Gp Z F x
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Gp V F y
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Gp F F rotation
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Gp Code F scaleX
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Gp SourceFile F scaleY
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Gp StackMapTable F shearX
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Gp LineNumberTable F shearY
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# 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
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Gp D F setupX
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Gp B F setupY
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Gp L F setupRotation
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Gp I F setupScaleX
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Gp S F setupScaleY
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Gp C F setupShear
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# 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
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Gp D LGP; skeleton
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Gp D LGp; parent
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Gp B Lcom/badlogic/gdx/graphics/Color; color
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# ---- 2026-10-16 setup pose 实测补充(用户拍照:root/bone/slot/region 四种对象)----
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# 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
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Gp Class F length
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Gp Ljava F worldScaleX
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Gp java F worldScaleY
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# 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
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GU D Ljava/lang/String; name
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GU D LGp; bone
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GU D LGn; attachment
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GU D Lcom/badlogic/gdx/graphics/Color; color
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# GO(region 附件 mega_dg4):面板只有 Image path/Color;Inspector 六个 float 与
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# Region 附件的 旋转49.00014 / 缩放(1.997,1.335) / 宽高(157,154) 一一对应
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GO S F rotation
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GO L F scaleX
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GO I F scaleY
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GO C F width
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GO Z F height
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