feat(blueprint): refactor BlueprintComponent as proper ECS Component (#432)
- Convert BlueprintComponent from interface to actual ECS Component class - Add ready-to-use BlueprintSystem that extends EntitySystem - Remove deprecated legacy APIs (createBlueprintSystem, etc.) - Update all blueprint documentation (Chinese & English) - Simplify user API: just add BlueprintSystem and BlueprintComponent BREAKING CHANGE: BlueprintComponent is now a class extending Component, not an interface. Use `new BlueprintComponent()` instead of `createBlueprintComponentData()`.
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@@ -1,121 +1,86 @@
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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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* @zh 蓝图系统 - 处理所有带有 BlueprintComponent 的实体
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* @en Blueprint System - Processes all entities with BlueprintComponent
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*/
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import type { Entity, IScene } from '@esengine/ecs-framework';
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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 { EntitySystem, Matcher, ECSSystem, type Entity, Time } from '@esengine/ecs-framework';
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import { BlueprintComponent } from './BlueprintComponent';
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import { registerAllComponentNodes } from '../registry';
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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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* @zh 蓝图执行系统
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* @en Blueprint execution system
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*
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* @zh 自动处理所有带有 BlueprintComponent 的实体,管理蓝图的初始化、执行和清理
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* @en Automatically processes all entities with BlueprintComponent, manages blueprint initialization, execution and cleanup
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*
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* @example
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* ```typescript
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* import { BlueprintSystem } from '@esengine/blueprint';
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*
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* // 添加到场景
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* scene.addSystem(new BlueprintSystem());
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*
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* // 为实体添加蓝图
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* const entity = scene.createEntity('Player');
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* const blueprint = new BlueprintComponent();
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* blueprint.blueprintAsset = await loadBlueprintAsset('player.bp');
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* entity.addComponent(blueprint);
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* ```
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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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@ECSSystem('BlueprintSystem')
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export class BlueprintSystem extends EntitySystem {
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private _componentsRegistered = false;
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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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constructor() {
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super(Matcher.all(BlueprintComponent));
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}
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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 Entity {
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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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* @zh 系统初始化时注册所有组件节点
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* @en Register all component nodes when system initializes
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*/
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protected override onInitialize(): void {
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if (!this._componentsRegistered) {
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registerAllComponentNodes();
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this._componentsRegistered = true;
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}
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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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/**
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* @zh 处理所有带有蓝图组件的实体
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* @en Process all entities with blueprint components
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*/
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protected override process(entities: readonly Entity[]): void {
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const dt = Time.deltaTime;
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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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for (const entity of entities) {
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const blueprint = entity.getComponent(BlueprintComponent);
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if (!blueprint?.blueprintAsset) continue;
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// 初始化 VM
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if (!blueprint.vm) {
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blueprint.initialize(entity, this.scene!);
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}
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// 自动启动
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if (blueprint.autoStart && !blueprint.isStarted) {
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blueprint.start();
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}
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// 每帧更新
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blueprint.tick(dt);
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}
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}
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/**
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* @zh 实体移除时清理蓝图资源
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* @en Cleanup blueprint resources when entity is removed
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*/
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protected override onRemoved(entity: Entity): void {
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const blueprint = entity.getComponent(BlueprintComponent);
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if (blueprint) {
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blueprint.cleanup();
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}
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}
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}
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