Feature/physics and tilemap enhancement (#247)
* feat(behavior-tree,tilemap): 修复编辑器连线缩放问题并增强插件系统 * feat(node-editor,blueprint): 新增通用节点编辑器和蓝图可视化脚本系统 * feat(editor,tilemap): 优化编辑器UI样式和Tilemap编辑器功能 * fix: 修复CodeQL安全警告和CI类型检查错误 * fix: 修复CodeQL安全警告和CI类型检查错误 * fix: 修复CodeQL安全警告和CI类型检查错误
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121
packages/blueprint/src/runtime/BlueprintSystem.ts
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121
packages/blueprint/src/runtime/BlueprintSystem.ts
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/**
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* Blueprint Execution System - Manages blueprint lifecycle and execution
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* 蓝图执行系统 - 管理蓝图生命周期和执行
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*/
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import {
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IBlueprintComponent,
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initializeBlueprintVM,
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startBlueprint,
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tickBlueprint,
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cleanupBlueprint
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} from './BlueprintComponent';
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import { IEntity, IScene } from './ExecutionContext';
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/**
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* Blueprint system interface for engine integration
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* 用于引擎集成的蓝图系统接口
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*/
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export interface IBlueprintSystem {
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/** Process entities with blueprint components (处理带有蓝图组件的实体) */
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process(entities: IBlueprintEntity[], deltaTime: number): void;
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/** Called when entity is added to system (实体添加到系统时调用) */
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onEntityAdded(entity: IBlueprintEntity): void;
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/** Called when entity is removed from system (实体从系统移除时调用) */
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onEntityRemoved(entity: IBlueprintEntity): void;
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}
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/**
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* Entity with blueprint component
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* 带有蓝图组件的实体
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*/
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export interface IBlueprintEntity extends IEntity {
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/** Blueprint component data (蓝图组件数据) */
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blueprintComponent: IBlueprintComponent;
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}
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/**
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* Creates a blueprint execution system
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* 创建蓝图执行系统
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*/
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export function createBlueprintSystem(scene: IScene): IBlueprintSystem {
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return {
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process(entities: IBlueprintEntity[], deltaTime: number): void {
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for (const entity of entities) {
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const component = entity.blueprintComponent;
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// Skip if no blueprint asset loaded
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// 如果没有加载蓝图资产则跳过
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if (!component.blueprintAsset) {
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continue;
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}
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// Initialize VM if needed
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// 如果需要则初始化 VM
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if (!component.vm) {
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initializeBlueprintVM(component, entity, scene);
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}
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// Auto-start if enabled
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// 如果启用则自动启动
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if (component.autoStart && !component.isStarted) {
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startBlueprint(component);
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}
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// Tick the blueprint
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// 更新蓝图
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tickBlueprint(component, deltaTime);
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}
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},
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onEntityAdded(entity: IBlueprintEntity): void {
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const component = entity.blueprintComponent;
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if (component.blueprintAsset) {
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initializeBlueprintVM(component, entity, scene);
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if (component.autoStart) {
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startBlueprint(component);
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}
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}
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},
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onEntityRemoved(entity: IBlueprintEntity): void {
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cleanupBlueprint(entity.blueprintComponent);
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}
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};
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}
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/**
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* Utility to manually trigger blueprint events
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* 手动触发蓝图事件的工具
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*/
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export function triggerBlueprintEvent(
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entity: IBlueprintEntity,
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eventType: string,
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data?: Record<string, unknown>
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): void {
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const vm = entity.blueprintComponent.vm;
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if (vm && entity.blueprintComponent.isStarted) {
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vm.triggerEvent(eventType, data);
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}
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}
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/**
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* Utility to trigger custom events by name
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* 按名称触发自定义事件的工具
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*/
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export function triggerCustomBlueprintEvent(
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entity: IBlueprintEntity,
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eventName: string,
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data?: Record<string, unknown>
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): void {
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const vm = entity.blueprintComponent.vm;
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if (vm && entity.blueprintComponent.isStarted) {
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vm.triggerCustomEvent(eventName, data);
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}
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}
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