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Spine_lab/tools/deobf/anchors.tsv
T
tianmo f558a4e4aa 把确认的映射写进表 + 技能补一条立即生效的规矩
- anchors.tsv 增补 ScrollPane(含踩坑确认的 B(ZZ)V=setScrollingDisabled,不是 setForceScroll),
  names.tsv 同步为 220 条;
- 混淆名对照表.md 新增第七节(ScrollPane 方法映射 + 教训);
- .codex/skills/scope-discipline 增补『结论必须落进映射表(立即生效)』:新确认的映射/字段语义
  当场写进 anchors.tsv 并同步 names.tsv / src-named,不许只留在对话里。
2026-10-16 16:13:54 +08:00

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# 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
# ---- ScrollPane(保名类 com/badlogic/gdx/scenes/scene2d/ui/ScrollPane)----
# 依据:MapMethods 对 gdx-1.11.0 指纹比对(tools/deobf/anchors-libgdx.tsv 自动生成),
# 并且**踩过一次**:一直以为 B(ZZ)V 是 setForceScroll,传了 (false,true),
# 结果纵向滚动被关掉(那其实是 setScrollingDisabled(x,y))—— 现象就是"列表滚不动"。
com/badlogic/gdx/scenes/scene2d/ui/ScrollPane B (ZZ)V setScrollingDisabled
com/badlogic/gdx/scenes/scene2d/ui/ScrollPane L (FFFF)V scrollTo
com/badlogic/gdx/scenes/scene2d/ui/ScrollPane D (Ldl;)V addActor
com/badlogic/gdx/scenes/scene2d/ui/ScrollPane D (Ldl;Z)Z removeActor