feat(blueprint): 添加蓝图触发器系统 (#323)

* feat(blueprint): 添加蓝图触发器系统

- TriggerTypes: 定义触发器类型和上下文接口
  - tick/input/collision/message/timer/stateEnter/stateExit/custom
  - 各类型的上下文接口和工厂函数

- TriggerCondition: 触发条件系统
  - ITriggerCondition 接口
  - 复合条件 (CompositeCondition, NotCondition)
  - 通用条件 (AlwaysTrue, AlwaysFalse, TriggerType, EntityId)
  - 特定类型条件 (InputAction, MessageName, StateName, TimerId, CollisionEntity, CustomEvent)
  - ConditionBuilder 链式 API

- BlueprintTrigger: 触发器核心实现
  - IBlueprintTrigger 接口
  - BlueprintTrigger 实现类
  - TriggerRegistry 触发器注册表
  - 各类型触发器工厂函数

- TriggerDispatcher: 触发器调度系统
  - ITriggerDispatcher 调度器接口
  - TriggerDispatcher 实现
  - EntityTriggerManager 实体触发器管理器

* feat(blueprint): 添加触发器相关事件节点

- EventInput: 输入事件节点 (action/value/pressed/released)
- EventCollisionEnter/Exit: 碰撞事件节点
- EventMessage: 消息事件节点
- EventTimer: 定时器事件节点
- EventStateEnter/Exit: 状态机事件节点
This commit is contained in:
YHH
2025-12-25 11:35:29 +08:00
committed by GitHub
parent 6b8b65ae16
commit 4089051731
12 changed files with 2424 additions and 2 deletions

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/**
* @zh 状态事件节点 - 状态机状态变化时触发
* @en Event State Node - Triggered on state machine state changes
*/
import { BlueprintNodeTemplate, BlueprintNode } from '../../types/nodes';
import { ExecutionResult } from '../../runtime/ExecutionContext';
import { INodeExecutor, RegisterNode } from '../../runtime/NodeRegistry';
/**
* @zh EventStateEnter 节点模板
* @en EventStateEnter node template
*/
export const EventStateEnterTemplate: BlueprintNodeTemplate = {
type: 'EventStateEnter',
title: 'Event State Enter',
category: 'event',
color: '#CC0000',
description: 'Triggered when entering a state / 进入状态时触发',
keywords: ['state', 'enter', 'fsm', 'machine', 'event'],
menuPath: ['Event', 'State', 'Enter'],
inputs: [
{
name: 'stateName',
type: 'string',
displayName: 'State Name',
defaultValue: ''
}
],
outputs: [
{
name: 'exec',
type: 'exec',
displayName: ''
},
{
name: 'stateMachineId',
type: 'string',
displayName: 'State Machine'
},
{
name: 'currentState',
type: 'string',
displayName: 'Current State'
},
{
name: 'previousState',
type: 'string',
displayName: 'Previous State'
}
]
};
/**
* @zh EventStateEnter 节点执行器
* @en EventStateEnter node executor
*/
@RegisterNode(EventStateEnterTemplate)
export class EventStateEnterExecutor implements INodeExecutor {
execute(node: BlueprintNode): ExecutionResult {
return {
nextExec: 'exec',
outputs: {
stateMachineId: '',
currentState: node.data?.stateName ?? '',
previousState: ''
}
};
}
}
/**
* @zh EventStateExit 节点模板
* @en EventStateExit node template
*/
export const EventStateExitTemplate: BlueprintNodeTemplate = {
type: 'EventStateExit',
title: 'Event State Exit',
category: 'event',
color: '#CC0000',
description: 'Triggered when exiting a state / 退出状态时触发',
keywords: ['state', 'exit', 'leave', 'fsm', 'machine', 'event'],
menuPath: ['Event', 'State', 'Exit'],
inputs: [
{
name: 'stateName',
type: 'string',
displayName: 'State Name',
defaultValue: ''
}
],
outputs: [
{
name: 'exec',
type: 'exec',
displayName: ''
},
{
name: 'stateMachineId',
type: 'string',
displayName: 'State Machine'
},
{
name: 'currentState',
type: 'string',
displayName: 'Current State'
},
{
name: 'previousState',
type: 'string',
displayName: 'Previous State'
}
]
};
/**
* @zh EventStateExit 节点执行器
* @en EventStateExit node executor
*/
@RegisterNode(EventStateExitTemplate)
export class EventStateExitExecutor implements INodeExecutor {
execute(node: BlueprintNode): ExecutionResult {
return {
nextExec: 'exec',
outputs: {
stateMachineId: '',
currentState: '',
previousState: node.data?.stateName ?? ''
}
};
}
}