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Author SHA1 Message Date
github-actions[bot]
2d537dc10c chore: release packages (#436)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-01-04 16:25:34 +08:00
YHH
c2acd14fce feat(blueprint): Add Component nodes + ECS refactor + node-editor fixes (#435)
* feat(blueprint): refactor BlueprintComponent as proper ECS Component

- 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()`.

* chore(blueprint): add changeset for ECS component refactor

* fix(node-editor): fix connections not rendering when node is collapsed

- getPinPosition now returns node header position when pin element is not found
- Added collapsedNodesKey to force re-render connections after collapse/expand
- Input pins connect to left side, output pins to right side of collapsed nodes

* chore(node-editor): add changeset for collapse connection fix

* feat(blueprint): add Add Component nodes for entity-component creation

- Add type-specific Add_ComponentName nodes via ComponentNodeGenerator
- Add generic ECS_AddComponent node for dynamic component creation
- Add ExecutionContext.getComponentClass() for component lookup
- Add registerComponentClass() helper for manual component registration
- Each Add node supports initial property values from @BlueprintProperty

* docs: update changeset with Add Component feature

* feat(blueprint): improve event nodes with Self output and auto-create BeginPlay

- Event Begin Play now outputs Self entity
- Event Tick now outputs Self entity + Delta Seconds
- Event End Play now outputs Self entity
- createEmptyBlueprint() now includes Event Begin Play by default
- Added menuPath to all event nodes for better organization

* docs: update changeset for auto component registration

* feat(blueprint): add variable nodes (Get/Set Variable)

* docs: update changeset with variable nodes
2026-01-04 16:22:59 +08:00
21 changed files with 289 additions and 9 deletions

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@@ -1,5 +1,13 @@
# @esengine/node-editor
## 1.2.2
### Patch Changes
- [#435](https://github.com/esengine/esengine/pull/435) [`c2acd14`](https://github.com/esengine/esengine/commit/c2acd14fce83af6cd116b3f2e40607229ccc3d6e) Thanks [@esengine](https://github.com/esengine)! - fix(node-editor): 修复节点收缩后连线不显示的问题
- 节点收缩时,连线会连接到节点头部(输入引脚在左侧,输出引脚在右侧)
- 展开后连线会自动恢复到正确位置
## 1.2.1
### Patch Changes

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@@ -1,6 +1,6 @@
{
"name": "@esengine/node-editor",
"version": "1.2.1",
"version": "1.2.2",
"description": "Universal node-based visual editor for blueprint, shader graph, and state machine",
"main": "dist/index.js",
"module": "dist/index.js",

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@@ -1,5 +1,24 @@
# @esengine/blueprint
## 4.3.0
### Minor Changes
- [#435](https://github.com/esengine/esengine/pull/435) [`c2acd14`](https://github.com/esengine/esengine/commit/c2acd14fce83af6cd116b3f2e40607229ccc3d6e) Thanks [@esengine](https://github.com/esengine)! - feat(blueprint): 添加 Add Component 节点支持 + 变量节点 + ECS 模式重构
新功能:
- 为每个 @BlueprintExpose 组件自动生成 Add_ComponentName 节点
- Add 节点支持设置初始属性值
- 添加通用 ECS_AddComponent 节点用于动态添加组件
- @BlueprintExpose 装饰的组件自动注册,无需手动调用 registerComponentClass()
- 添加变量节点GetVariable, SetVariable, GetBoolVariable, GetFloatVariable, GetIntVariable, GetStringVariable
重构:
- BlueprintComponent 使用 @ECSComponent 装饰器注册
- BlueprintSystem 继承标准 System 基类
- 简化组件 API优化 VM 生命周期管理
- ExecutionContext.getComponentClass() 自动查找 @BlueprintExpose 注册的组件
## 4.2.0
### Minor Changes

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@@ -1,6 +1,6 @@
{
"name": "@esengine/blueprint",
"version": "4.2.0",
"version": "4.3.0",
"description": "Visual scripting system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
"main": "dist/index.js",
"module": "dist/index.js",

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@@ -5,6 +5,7 @@
* @zh 节点分类:
* - events: 生命周期事件BeginPlay, Tick, EndPlay
* - ecs: ECS 操作Entity, Component, Flow
* - variables: 变量读写
* - math: 数学运算
* - time: 时间工具
* - debug: 调试工具
@@ -12,6 +13,7 @@
* @en Node categories:
* - events: Lifecycle events (BeginPlay, Tick, EndPlay)
* - ecs: ECS operations (Entity, Component, Flow)
* - variables: Variable get/set
* - math: Math operations
* - time: Time utilities
* - debug: Debug utilities
@@ -23,6 +25,9 @@ export * from './events';
// ECS operations | ECS 操作
export * from './ecs';
// Variables | 变量
export * from './variables';
// Math operations | 数学运算
export * from './math';

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@@ -0,0 +1,189 @@
/**
* @zh 变量节点 - 读取和设置蓝图变量
* @en Variable Nodes - Get and set blueprint variables
*/
import { BlueprintNodeTemplate, BlueprintNode } from '../../types/nodes';
import { ExecutionContext, ExecutionResult } from '../../runtime/ExecutionContext';
import { INodeExecutor, RegisterNode } from '../../runtime/NodeRegistry';
// ============================================================================
// Get Variable | 获取变量
// ============================================================================
export const GetVariableTemplate: BlueprintNodeTemplate = {
type: 'GetVariable',
title: 'Get Variable',
category: 'variable',
color: '#4a9c6d',
isPure: true,
description: 'Gets the value of a variable (获取变量的值)',
keywords: ['variable', 'get', 'read', 'value'],
menuPath: ['Variable', 'Get Variable'],
inputs: [
{ name: 'variableName', type: 'string', displayName: 'Variable Name', defaultValue: '' }
],
outputs: [
{ name: 'value', type: 'any', displayName: 'Value' }
]
};
@RegisterNode(GetVariableTemplate)
export class GetVariableExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const variableName = context.evaluateInput(node.id, 'variableName', '') as string;
if (!variableName) {
return { outputs: { value: null } };
}
const value = context.getVariable(variableName);
return { outputs: { value } };
}
}
// ============================================================================
// Set Variable | 设置变量
// ============================================================================
export const SetVariableTemplate: BlueprintNodeTemplate = {
type: 'SetVariable',
title: 'Set Variable',
category: 'variable',
color: '#4a9c6d',
description: 'Sets the value of a variable (设置变量的值)',
keywords: ['variable', 'set', 'write', 'assign', 'value'],
menuPath: ['Variable', 'Set Variable'],
inputs: [
{ name: 'exec', type: 'exec', displayName: '' },
{ name: 'variableName', type: 'string', displayName: 'Variable Name', defaultValue: '' },
{ name: 'value', type: 'any', displayName: 'Value' }
],
outputs: [
{ name: 'exec', type: 'exec', displayName: '' },
{ name: 'value', type: 'any', displayName: 'Value' }
]
};
@RegisterNode(SetVariableTemplate)
export class SetVariableExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const variableName = context.evaluateInput(node.id, 'variableName', '') as string;
const value = context.evaluateInput(node.id, 'value', null);
if (!variableName) {
return { outputs: { value: null }, nextExec: 'exec' };
}
context.setVariable(variableName, value);
return { outputs: { value }, nextExec: 'exec' };
}
}
// ============================================================================
// Get Variable By Name (typed variants) | 按名称获取变量(类型变体)
// ============================================================================
export const GetBoolVariableTemplate: BlueprintNodeTemplate = {
type: 'GetBoolVariable',
title: 'Get Bool',
category: 'variable',
color: '#8b1e3f',
isPure: true,
description: 'Gets a boolean variable (获取布尔变量)',
keywords: ['variable', 'get', 'bool', 'boolean'],
menuPath: ['Variable', 'Get Bool'],
inputs: [
{ name: 'variableName', type: 'string', displayName: 'Variable Name', defaultValue: '' }
],
outputs: [
{ name: 'value', type: 'bool', displayName: 'Value' }
]
};
@RegisterNode(GetBoolVariableTemplate)
export class GetBoolVariableExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const variableName = context.evaluateInput(node.id, 'variableName', '') as string;
const value = context.getVariable(variableName);
return { outputs: { value: Boolean(value) } };
}
}
export const GetFloatVariableTemplate: BlueprintNodeTemplate = {
type: 'GetFloatVariable',
title: 'Get Float',
category: 'variable',
color: '#39c5bb',
isPure: true,
description: 'Gets a float variable (获取浮点变量)',
keywords: ['variable', 'get', 'float', 'number'],
menuPath: ['Variable', 'Get Float'],
inputs: [
{ name: 'variableName', type: 'string', displayName: 'Variable Name', defaultValue: '' }
],
outputs: [
{ name: 'value', type: 'float', displayName: 'Value' }
]
};
@RegisterNode(GetFloatVariableTemplate)
export class GetFloatVariableExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const variableName = context.evaluateInput(node.id, 'variableName', '') as string;
const value = context.getVariable(variableName);
return { outputs: { value: Number(value) || 0 } };
}
}
export const GetIntVariableTemplate: BlueprintNodeTemplate = {
type: 'GetIntVariable',
title: 'Get Int',
category: 'variable',
color: '#1c8b8b',
isPure: true,
description: 'Gets an integer variable (获取整数变量)',
keywords: ['variable', 'get', 'int', 'integer', 'number'],
menuPath: ['Variable', 'Get Int'],
inputs: [
{ name: 'variableName', type: 'string', displayName: 'Variable Name', defaultValue: '' }
],
outputs: [
{ name: 'value', type: 'int', displayName: 'Value' }
]
};
@RegisterNode(GetIntVariableTemplate)
export class GetIntVariableExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const variableName = context.evaluateInput(node.id, 'variableName', '') as string;
const value = context.getVariable(variableName);
return { outputs: { value: Math.floor(Number(value) || 0) } };
}
}
export const GetStringVariableTemplate: BlueprintNodeTemplate = {
type: 'GetStringVariable',
title: 'Get String',
category: 'variable',
color: '#e91e8c',
isPure: true,
description: 'Gets a string variable (获取字符串变量)',
keywords: ['variable', 'get', 'string', 'text'],
menuPath: ['Variable', 'Get String'],
inputs: [
{ name: 'variableName', type: 'string', displayName: 'Variable Name', defaultValue: '' }
],
outputs: [
{ name: 'value', type: 'string', displayName: 'Value' }
]
};
@RegisterNode(GetStringVariableTemplate)
export class GetStringVariableExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const variableName = context.evaluateInput(node.id, 'variableName', '') as string;
const value = context.getVariable(variableName);
return { outputs: { value: String(value ?? '') } };
}
}

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/**
* @zh 变量节点导出
* @en Variable nodes export
*/
export * from './VariableNodes';

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# @esengine/fsm
## 7.0.0
### Patch Changes
- Updated dependencies [[`c2acd14`](https://github.com/esengine/esengine/commit/c2acd14fce83af6cd116b3f2e40607229ccc3d6e)]:
- @esengine/blueprint@4.3.0
## 6.0.0
### Patch Changes

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{
"name": "@esengine/fsm",
"version": "6.0.0",
"version": "7.0.0",
"description": "Finite State Machine for ECS Framework / ECS 框架的有限状态机",
"type": "module",
"main": "./dist/index.js",

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# @esengine/network
## 8.0.0
### Patch Changes
- Updated dependencies [[`c2acd14`](https://github.com/esengine/esengine/commit/c2acd14fce83af6cd116b3f2e40607229ccc3d6e)]:
- @esengine/blueprint@4.3.0
## 7.0.0
### Patch Changes

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@@ -1,6 +1,6 @@
{
"name": "@esengine/network",
"version": "7.0.0",
"version": "8.0.0",
"description": "Network synchronization for multiplayer games",
"esengine": {
"plugin": true,

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# @esengine/pathfinding
## 7.0.0
### Patch Changes
- Updated dependencies [[`c2acd14`](https://github.com/esengine/esengine/commit/c2acd14fce83af6cd116b3f2e40607229ccc3d6e)]:
- @esengine/blueprint@4.3.0
## 6.0.0
### Patch Changes

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{
"name": "@esengine/pathfinding",
"version": "6.0.0",
"version": "7.0.0",
"description": "寻路系统 | Pathfinding System - A*, Grid, NavMesh",
"type": "module",
"main": "./dist/index.js",

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# @esengine/procgen
## 7.0.0
### Patch Changes
- Updated dependencies [[`c2acd14`](https://github.com/esengine/esengine/commit/c2acd14fce83af6cd116b3f2e40607229ccc3d6e)]:
- @esengine/blueprint@4.3.0
## 6.0.0
### Patch Changes

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{
"name": "@esengine/procgen",
"version": "6.0.0",
"version": "7.0.0",
"description": "Procedural generation tools for ECS Framework / ECS 框架的程序化生成工具",
"type": "module",
"main": "./dist/index.js",

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# @esengine/spatial
## 7.0.0
### Patch Changes
- Updated dependencies [[`c2acd14`](https://github.com/esengine/esengine/commit/c2acd14fce83af6cd116b3f2e40607229ccc3d6e)]:
- @esengine/blueprint@4.3.0
## 6.0.0
### Patch Changes

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{
"name": "@esengine/spatial",
"version": "6.0.0",
"version": "7.0.0",
"description": "Spatial query and indexing system for ECS Framework / ECS 框架的空间查询和索引系统",
"type": "module",
"main": "./dist/index.js",

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# @esengine/timer
## 7.0.0
### Patch Changes
- Updated dependencies [[`c2acd14`](https://github.com/esengine/esengine/commit/c2acd14fce83af6cd116b3f2e40607229ccc3d6e)]:
- @esengine/blueprint@4.3.0
## 6.0.0
### Patch Changes

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{
"name": "@esengine/timer",
"version": "6.0.0",
"version": "7.0.0",
"description": "Timer and cooldown system for ECS Framework / ECS 框架的定时器和冷却系统",
"type": "module",
"main": "./dist/index.js",

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# @esengine/demos
## 1.0.13
### Patch Changes
- Updated dependencies []:
- @esengine/fsm@7.0.0
- @esengine/pathfinding@7.0.0
- @esengine/procgen@7.0.0
- @esengine/spatial@7.0.0
- @esengine/timer@7.0.0
## 1.0.12
### Patch Changes

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{
"name": "@esengine/demos",
"version": "1.0.12",
"version": "1.0.13",
"private": true,
"description": "Demo tests for ESEngine modules documentation",
"type": "module",