docs: restructure documentation with modular sub-pages (#363)
* docs: split Entity docs into sub-modules and fix Starlight CI - Split monolithic entity.md into 4 focused sub-documents: - guide/entity/index.md - Overview and basic concepts - guide/entity/component-operations.md - Component API operations - guide/entity/entity-handle.md - EntityHandle system for safe references - guide/entity/lifecycle.md - Lifecycle and persistence management - Created bilingual versions (Chinese and English) - Updated sidebar configuration in astro.config.mjs - Fixed CI workflow for Starlight migration: - Updated docs.yml to upload from docs/dist instead of .vitepress/dist - Updated package.json scripts to use pnpm filter for docs - Added docs directory to pnpm-workspace.yaml - Renamed docs package to @esengine/docs - Documented missing Entity APIs: - createComponent() method - addComponents() batch method - getComponentByType() with inheritance support - markDirty() for change detection * docs: split Network docs and fix API errors - Split network module into focused sub-documents: - modules/network/index.md - Overview and quick start - modules/network/client.md - Client-side usage - modules/network/server.md - Server-side GameServer/Room - modules/network/sync.md - Interpolation and prediction - modules/network/api.md - Complete API reference - Fixed incorrect API documentation: - localClientId → clientId - ENetworkState enum values (strings → numbers) - connect() method signature - Removed non-existent localPlayerId property - Fixed onConnected callback signature - Created bilingual versions (Chinese and English) - Updated sidebar configuration - Updated pnpm-lock.yaml for docs workspace * docs(worker-system): split into focused sub-modules Split 773-line worker-system.md into 5 focused documents: - index.md: Core features and quick start - configuration.md: IWorkerSystemConfig and processing modes - examples.md: Complete particle physics implementation - wechat.md: WeChat Mini Game limitations and solutions - best-practices.md: Performance optimization tips Updated sidebar config to reflect new structure. Created both Chinese and English versions. * docs(scene): split into focused sub-modules Split 666-line scene.md into 7 focused documents: - index.md: Overview and quick start - lifecycle.md: Scene lifecycle methods - entity-management.md: Entity creation, find, destroy - system-management.md: System add, remove, control - events.md: Event system usage - debugging.md: Stats, performance monitoring - best-practices.md: Design patterns and examples Updated sidebar config to reflect new structure. Created both Chinese and English versions. * docs(plugin-system): split into focused sub-modules Split 645-line plugin-system.md into 7 focused documents: - index.md: Overview and quick start - development.md: IPlugin interface and lifecycle - services-systems.md: Register services and add systems - dependencies.md: Dependency management - management.md: Plugin management via Core/PluginManager - examples.md: Complete plugin examples - best-practices.md: Design guidelines and FAQ Updated sidebar config to reflect new structure. Created both Chinese and English versions. * docs(behavior-tree): add English docs and expand sidebar navigation - Add 12 English behavior-tree documentation pages - Update sidebar config to show behavior-tree sub-navigation - Include: overview, getting-started, core-concepts, custom-actions, editor-guide, editor-workflow, asset-management, advanced-usage, best-practices, cocos-integration, laya-integration, nodejs-usage * docs(modules): split spatial and timer module docs Spatial module (602 lines -> 5 files): - index.md: Overview and quick start - spatial-index.md: Grid index, range queries, raycasting API - aoi.md: Area of Interest management - examples.md: Combat, MMO sync, AI perception examples - utilities.md: Geometry detection, performance tips Timer module (481 lines -> 4 files): - index.md: Overview and core concepts - api.md: Complete timer and cooldown API - examples.md: Skill cooldowns, DOT, buff systems - best-practices.md: Usage tips, ECS integration Also includes English versions and sidebar navigation updates. * docs: split FSM, pathfinding, blueprint, procgen module docs - FSM: Split into index, api, examples (3 files) - Pathfinding: Split into index, grid-map, navmesh, smoothing, examples (5 files) - Blueprint: Split into index, vm, custom-nodes, nodes, composition, examples (6 files) - Procgen: Split into index, noise, random, sampling, examples (5 files) - Added English versions for all split modules - Updated sidebar navigation with sub-menus for all modules
This commit is contained in:
@@ -1,5 +1,6 @@
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---
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title: "蓝图可视化脚本 (Blueprint)"
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description: "完整的可视化脚本系统"
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---
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`@esengine/blueprint` 提供了一个功能完整的可视化脚本系统,支持节点式编程、事件驱动和蓝图组合。
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@@ -104,406 +105,10 @@ type VariableScope =
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| 'global'; // 全局共享
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```
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## 虚拟机 API
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## 文档导航
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### BlueprintVM
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蓝图虚拟机负责执行蓝图图:
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```typescript
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import { BlueprintVM } from '@esengine/blueprint';
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// 创建 VM
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const vm = new BlueprintVM(blueprintAsset, entity, scene);
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// 启动(触发 BeginPlay)
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vm.start();
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// 每帧更新(触发 Tick)
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vm.tick(deltaTime);
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// 停止(触发 EndPlay)
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vm.stop();
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// 暂停/恢复
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vm.pause();
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vm.resume();
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// 触发事件
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vm.triggerEvent('EventCollision', { other: otherEntity });
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vm.triggerCustomEvent('OnDamage', { amount: 50 });
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// 调试模式
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vm.debug = true;
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```
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### 执行上下文
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```typescript
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interface ExecutionContext {
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blueprint: BlueprintAsset; // 蓝图资产
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entity: Entity; // 当前实体
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scene: IScene; // 当前场景
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deltaTime: number; // 帧间隔时间
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time: number; // 总运行时间
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// 获取输入值
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getInput<T>(nodeId: string, pinName: string): T;
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// 设置输出值
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setOutput(nodeId: string, pinName: string, value: unknown): void;
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// 变量访问
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getVariable<T>(name: string): T;
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setVariable(name: string, value: unknown): void;
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}
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```
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### 执行结果
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```typescript
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interface ExecutionResult {
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outputs?: Record<string, unknown>; // 输出值
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nextExec?: string | null; // 下一个执行引脚
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delay?: number; // 延迟执行(毫秒)
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yield?: boolean; // 暂停到下一帧
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error?: string; // 错误信息
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}
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```
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## 自定义节点
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### 定义节点模板
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```typescript
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import { BlueprintNodeTemplate } from '@esengine/blueprint';
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const MyNodeTemplate: BlueprintNodeTemplate = {
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type: 'MyCustomNode',
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title: 'My Custom Node',
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category: 'custom',
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description: 'A custom node example',
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keywords: ['custom', 'example'],
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inputs: [
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{ name: 'exec', type: 'exec', direction: 'input', isExec: true },
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{ name: 'value', type: 'number', direction: 'input', defaultValue: 0 }
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],
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outputs: [
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{ name: 'exec', type: 'exec', direction: 'output', isExec: true },
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{ name: 'result', type: 'number', direction: 'output' }
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]
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};
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```
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### 实现节点执行器
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```typescript
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import { INodeExecutor, RegisterNode } from '@esengine/blueprint';
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@RegisterNode(MyNodeTemplate)
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class MyNodeExecutor implements INodeExecutor {
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execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
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// 获取输入
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const value = context.getInput<number>(node.id, 'value');
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// 执行逻辑
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const result = value * 2;
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// 返回结果
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return {
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outputs: { result },
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nextExec: 'exec' // 继续执行
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};
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}
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}
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```
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### 使用装饰器注册
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```typescript
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// 方式 1: 使用装饰器
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@RegisterNode(MyNodeTemplate)
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class MyNodeExecutor implements INodeExecutor { ... }
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// 方式 2: 手动注册
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NodeRegistry.instance.register(MyNodeTemplate, new MyNodeExecutor());
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```
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## 节点注册表
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```typescript
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import { NodeRegistry } from '@esengine/blueprint';
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// 获取单例
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const registry = NodeRegistry.instance;
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// 获取所有模板
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const allTemplates = registry.getAllTemplates();
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// 按类别获取
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const mathNodes = registry.getTemplatesByCategory('math');
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// 搜索节点
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const results = registry.searchTemplates('add');
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// 检查是否存在
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if (registry.has('MyCustomNode')) { ... }
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```
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## 内置节点
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### 事件节点
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| 节点 | 说明 |
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|------|------|
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| `EventBeginPlay` | 蓝图启动时触发 |
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| `EventTick` | 每帧触发 |
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| `EventEndPlay` | 蓝图停止时触发 |
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| `EventCollision` | 碰撞时触发 |
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| `EventInput` | 输入事件触发 |
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| `EventTimer` | 定时器触发 |
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| `EventMessage` | 自定义消息触发 |
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### 时间节点
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| 节点 | 说明 |
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|------|------|
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| `Delay` | 延迟执行 |
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| `GetDeltaTime` | 获取帧间隔 |
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| `GetTime` | 获取运行时间 |
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### 数学节点
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| 节点 | 说明 |
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|------|------|
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| `Add` | 加法 |
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| `Subtract` | 减法 |
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| `Multiply` | 乘法 |
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| `Divide` | 除法 |
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| `Abs` | 绝对值 |
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| `Clamp` | 限制范围 |
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| `Lerp` | 线性插值 |
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| `Min` / `Max` | 最小/最大值 |
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### 调试节点
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| 节点 | 说明 |
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|------|------|
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| `Print` | 打印到控制台 |
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## 蓝图组合
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### 蓝图片段
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将可复用的逻辑封装为片段:
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```typescript
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import { createFragment } from '@esengine/blueprint';
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const healthFragment = createFragment('HealthSystem', {
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inputs: [
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{ name: 'damage', type: 'number', internalNodeId: 'input1', internalPinName: 'value' }
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],
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outputs: [
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{ name: 'isDead', type: 'boolean', internalNodeId: 'output1', internalPinName: 'value' }
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],
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graph: {
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nodes: [...],
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connections: [...],
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variables: [...]
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}
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});
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```
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### 组合蓝图
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```typescript
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import { createComposer, FragmentRegistry } from '@esengine/blueprint';
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// 注册片段
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FragmentRegistry.instance.register('health', healthFragment);
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FragmentRegistry.instance.register('movement', movementFragment);
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// 创建组合器
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const composer = createComposer('PlayerBlueprint');
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// 添加片段到槽位
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composer.addFragment(healthFragment, 'slot1', { position: { x: 0, y: 0 } });
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composer.addFragment(movementFragment, 'slot2', { position: { x: 400, y: 0 } });
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// 连接槽位
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composer.connect('slot1', 'onDeath', 'slot2', 'disable');
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// 验证
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const validation = composer.validate();
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if (!validation.isValid) {
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console.error(validation.errors);
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}
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// 编译成蓝图
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const blueprint = composer.compile();
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```
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## 触发器系统
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### 定义触发条件
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```typescript
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import { TriggerCondition, TriggerDispatcher } from '@esengine/blueprint';
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const lowHealthCondition: TriggerCondition = {
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type: 'comparison',
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left: { type: 'variable', name: 'health' },
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operator: '<',
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right: { type: 'constant', value: 20 }
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};
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```
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### 使用触发器分发器
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```typescript
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const dispatcher = new TriggerDispatcher();
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// 注册触发器
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dispatcher.register('lowHealth', lowHealthCondition, (context) => {
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context.triggerEvent('OnLowHealth');
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});
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// 每帧评估
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dispatcher.evaluate(context);
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```
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## 与 ECS 集成
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### 使用蓝图系统
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```typescript
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import { createBlueprintSystem } from '@esengine/blueprint';
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class GameScene {
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private blueprintSystem: BlueprintSystem;
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initialize() {
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this.blueprintSystem = createBlueprintSystem(this.scene);
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}
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update(dt: number) {
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// 处理所有带蓝图组件的实体
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this.blueprintSystem.process(this.entities, dt);
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}
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}
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```
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### 触发蓝图事件
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```typescript
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import { triggerBlueprintEvent, triggerCustomBlueprintEvent } from '@esengine/blueprint';
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// 触发内置事件
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triggerBlueprintEvent(entity, 'Collision', { other: otherEntity });
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// 触发自定义事件
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triggerCustomBlueprintEvent(entity, 'OnPickup', { item: itemEntity });
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```
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## 实际示例
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### 玩家控制蓝图
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```typescript
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// 定义输入处理节点
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const InputMoveTemplate: BlueprintNodeTemplate = {
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type: 'InputMove',
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title: 'Get Movement Input',
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category: 'input',
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inputs: [],
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outputs: [
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{ name: 'direction', type: 'vector2', direction: 'output' }
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],
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isPure: true
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};
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@RegisterNode(InputMoveTemplate)
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class InputMoveExecutor implements INodeExecutor {
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execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
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const input = context.scene.services.get(InputServiceToken);
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const direction = {
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x: input.getAxis('horizontal'),
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y: input.getAxis('vertical')
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};
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return { outputs: { direction } };
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}
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}
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```
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### 状态切换逻辑
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```typescript
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// 在蓝图中实现状态机逻辑
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const stateBlueprint = createEmptyBlueprint('PlayerState');
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// 添加状态变量
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stateBlueprint.variables.push({
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name: 'currentState',
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type: 'string',
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defaultValue: 'idle',
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scope: 'instance'
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});
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// 在 Tick 事件中检查状态转换
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// ... 通过节点连接实现
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```
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## 序列化
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### 保存蓝图
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```typescript
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import { validateBlueprintAsset } from '@esengine/blueprint';
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function saveBlueprint(blueprint: BlueprintAsset, path: string): void {
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if (!validateBlueprintAsset(blueprint)) {
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throw new Error('Invalid blueprint structure');
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}
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const json = JSON.stringify(blueprint, null, 2);
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fs.writeFileSync(path, json);
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}
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```
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### 加载蓝图
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```typescript
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async function loadBlueprint(path: string): Promise<BlueprintAsset> {
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const json = await fs.readFile(path, 'utf-8');
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const asset = JSON.parse(json);
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if (!validateBlueprintAsset(asset)) {
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throw new Error('Invalid blueprint file');
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}
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return asset;
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}
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```
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## 最佳实践
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1. **使用片段复用逻辑**
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- 将通用逻辑封装为片段
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- 通过组合器构建复杂蓝图
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2. **合理使用变量作用域**
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- `local`: 临时计算结果
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- `instance`: 实体状态(如生命值)
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- `global`: 游戏全局状态
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3. **避免无限循环**
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- VM 有每帧最大执行步数限制(默认 1000)
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- 使用 Delay 节点打断长执行链
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4. **调试技巧**
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- 启用 `vm.debug = true` 查看执行日志
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- 使用 Print 节点输出中间值
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5. **性能优化**
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- 纯节点(`isPure: true`)的输出会被缓存
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- 避免在 Tick 中执行重计算
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- [虚拟机 API](./vm) - BlueprintVM 执行和上下文
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- [自定义节点](./custom-nodes) - 创建自定义节点
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- [内置节点](./nodes) - 内置节点参考
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- [蓝图组合](./composition) - 片段和组合器
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- [实际示例](./examples) - ECS 集成和最佳实践
|
||||
|
||||
Reference in New Issue
Block a user