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
This commit is contained in:
YHH
2025-11-29 23:00:48 +08:00
committed by GitHub
parent f03b73b58e
commit 359886c72f
198 changed files with 33879 additions and 13121 deletions

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/**
* Blueprint Virtual Machine - Executes blueprint graphs
* 蓝图虚拟机 - 执行蓝图图
*/
import { BlueprintNode } from '../types/nodes';
import { BlueprintAsset } from '../types/blueprint';
import { ExecutionContext, ExecutionResult, IEntity, IScene } from './ExecutionContext';
import { NodeRegistry } from './NodeRegistry';
/**
* Pending execution frame (for delayed/async execution)
* 待处理的执行帧(用于延迟/异步执行)
*/
interface PendingExecution {
nodeId: string;
execPin: string;
resumeTime: number;
}
/**
* Event trigger types
* 事件触发类型
*/
export type EventType =
| 'BeginPlay'
| 'Tick'
| 'EndPlay'
| 'Collision'
| 'TriggerEnter'
| 'TriggerExit'
| 'Custom';
/**
* Blueprint Virtual Machine
* 蓝图虚拟机
*/
export class BlueprintVM {
/** Execution context (执行上下文) */
private _context: ExecutionContext;
/** Pending executions (delayed nodes) (待处理的执行) */
private _pendingExecutions: PendingExecution[] = [];
/** Event node cache by type (按类型缓存的事件节点) */
private _eventNodes: Map<string, BlueprintNode[]> = new Map();
/** Whether the VM is running (VM 是否运行中) */
private _isRunning: boolean = false;
/** Current execution time (当前执行时间) */
private _currentTime: number = 0;
/** Maximum execution steps per frame (每帧最大执行步骤) */
private _maxStepsPerFrame: number = 1000;
/** Debug mode (调试模式) */
debug: boolean = false;
constructor(blueprint: BlueprintAsset, entity: IEntity, scene: IScene) {
this._context = new ExecutionContext(blueprint, entity, scene);
this._cacheEventNodes();
}
get context(): ExecutionContext {
return this._context;
}
get isRunning(): boolean {
return this._isRunning;
}
/**
* Cache event nodes by type for quick lookup
* 按类型缓存事件节点以便快速查找
*/
private _cacheEventNodes(): void {
for (const node of this._context.blueprint.nodes) {
// Event nodes start with "Event"
// 事件节点以 "Event" 开头
if (node.type.startsWith('Event')) {
const eventType = node.type;
if (!this._eventNodes.has(eventType)) {
this._eventNodes.set(eventType, []);
}
this._eventNodes.get(eventType)!.push(node);
}
}
}
/**
* Start the VM
* 启动 VM
*/
start(): void {
this._isRunning = true;
this._currentTime = 0;
// Trigger BeginPlay event
// 触发 BeginPlay 事件
this.triggerEvent('EventBeginPlay');
}
/**
* Stop the VM
* 停止 VM
*/
stop(): void {
// Trigger EndPlay event
// 触发 EndPlay 事件
this.triggerEvent('EventEndPlay');
this._isRunning = false;
this._pendingExecutions = [];
}
/**
* Pause the VM
* 暂停 VM
*/
pause(): void {
this._isRunning = false;
}
/**
* Resume the VM
* 恢复 VM
*/
resume(): void {
this._isRunning = true;
}
/**
* Update the VM (called every frame)
* 更新 VM每帧调用
*/
tick(deltaTime: number): void {
if (!this._isRunning) return;
this._currentTime += deltaTime;
this._context.deltaTime = deltaTime;
this._context.time = this._currentTime;
// Process pending delayed executions
// 处理待处理的延迟执行
this._processPendingExecutions();
// Trigger Tick event
// 触发 Tick 事件
this.triggerEvent('EventTick');
}
/**
* Trigger an event by type
* 按类型触发事件
*/
triggerEvent(eventType: string, data?: Record<string, unknown>): void {
const eventNodes = this._eventNodes.get(eventType);
if (!eventNodes) return;
for (const node of eventNodes) {
this._executeFromNode(node, 'exec', data);
}
}
/**
* Trigger a custom event by name
* 按名称触发自定义事件
*/
triggerCustomEvent(eventName: string, data?: Record<string, unknown>): void {
const eventNodes = this._eventNodes.get('EventCustom');
if (!eventNodes) return;
for (const node of eventNodes) {
if (node.data.eventName === eventName) {
this._executeFromNode(node, 'exec', data);
}
}
}
/**
* Execute from a starting node
* 从起始节点执行
*/
private _executeFromNode(
startNode: BlueprintNode,
startPin: string,
eventData?: Record<string, unknown>
): void {
// Clear output cache for new execution
// 为新执行清除输出缓存
this._context.clearOutputCache();
// Set event data as node outputs
// 设置事件数据为节点输出
if (eventData) {
this._context.setOutputs(startNode.id, eventData);
}
// Follow execution chain
// 跟随执行链
let currentNodeId: string | null = startNode.id;
let currentPin: string = startPin;
let steps = 0;
while (currentNodeId && steps < this._maxStepsPerFrame) {
steps++;
// Get connected nodes from current exec pin
// 从当前执行引脚获取连接的节点
const connections = this._context.getConnectionsFromPin(currentNodeId, currentPin);
if (connections.length === 0) {
// No more connections, end execution
// 没有更多连接,结束执行
break;
}
// Execute connected node
// 执行连接的节点
const nextConn = connections[0];
const result = this._executeNode(nextConn.toNodeId);
if (result.error) {
console.error(`Blueprint error in node ${nextConn.toNodeId}: ${result.error}`);
break;
}
if (result.delay && result.delay > 0) {
// Schedule delayed execution
// 安排延迟执行
this._pendingExecutions.push({
nodeId: nextConn.toNodeId,
execPin: result.nextExec ?? 'exec',
resumeTime: this._currentTime + result.delay
});
break;
}
if (result.yield) {
// Yield execution until next frame
// 暂停执行直到下一帧
break;
}
if (result.nextExec === null) {
// Explicitly stop execution
// 显式停止执行
break;
}
// Continue to next node
// 继续到下一个节点
currentNodeId = nextConn.toNodeId;
currentPin = result.nextExec ?? 'exec';
}
if (steps >= this._maxStepsPerFrame) {
console.warn('Blueprint execution exceeded maximum steps, possible infinite loop');
}
}
/**
* Execute a single node
* 执行单个节点
*/
private _executeNode(nodeId: string): ExecutionResult {
const node = this._context.getNode(nodeId);
if (!node) {
return { error: `Node not found: ${nodeId}` };
}
const executor = NodeRegistry.instance.getExecutor(node.type);
if (!executor) {
return { error: `No executor for node type: ${node.type}` };
}
try {
if (this.debug) {
console.log(`[Blueprint] Executing: ${node.type} (${nodeId})`);
}
const result = executor.execute(node, this._context);
// Cache outputs
// 缓存输出
if (result.outputs) {
this._context.setOutputs(nodeId, result.outputs);
}
return result;
} catch (error) {
return { error: `Execution error: ${error}` };
}
}
/**
* Process pending delayed executions
* 处理待处理的延迟执行
*/
private _processPendingExecutions(): void {
const stillPending: PendingExecution[] = [];
for (const pending of this._pendingExecutions) {
if (this._currentTime >= pending.resumeTime) {
// Resume execution
// 恢复执行
const node = this._context.getNode(pending.nodeId);
if (node) {
this._executeFromNode(node, pending.execPin);
}
} else {
stillPending.push(pending);
}
}
this._pendingExecutions = stillPending;
}
/**
* Get instance variables for serialization
* 获取实例变量用于序列化
*/
getInstanceVariables(): Map<string, unknown> {
return this._context.getInstanceVariables();
}
/**
* Set instance variables from serialization
* 从序列化设置实例变量
*/
setInstanceVariables(variables: Map<string, unknown>): void {
this._context.setInstanceVariables(variables);
}
}