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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
github-actions[bot]
7f631793d4 chore: release packages (#434)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-01-04 11:52:43 +08:00
YHH
2e84942ea1 feat(blueprint): refactor BlueprintComponent as proper ECS Component (#433)
* 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
2026-01-04 11:50:16 +08:00
YHH
d0057333a7 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()`.
2026-01-04 09:53:28 +08:00
42 changed files with 1603 additions and 1065 deletions

View File

@@ -28,13 +28,13 @@ const MyNodeTemplate: BlueprintNodeTemplate = {
## Implementing Node Executor
```typescript
import { INodeExecutor, RegisterNode } from '@esengine/blueprint';
import { INodeExecutor, RegisterNode, BlueprintNode, ExecutionContext, ExecutionResult } from '@esengine/blueprint';
@RegisterNode(MyNodeTemplate)
class MyNodeExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
// Get input
const value = context.getInput<number>(node.id, 'value');
// Get input (using evaluateInput)
const value = context.evaluateInput(node.id, 'value', 0) as number;
// Execute logic
const result = value * 2;
@@ -100,29 +100,58 @@ const PureNodeTemplate: BlueprintNodeTemplate = {
};
```
## Example: Input Handler Node
## Example: ECS Component Operation Node
```typescript
const InputMoveTemplate: BlueprintNodeTemplate = {
type: 'InputMove',
title: 'Get Movement Input',
category: 'input',
inputs: [],
outputs: [
{ name: 'direction', type: 'vector2', direction: 'output' }
import type { Entity } from '@esengine/ecs-framework';
import { BlueprintNodeTemplate, BlueprintNode } from '@esengine/blueprint';
import { ExecutionContext, ExecutionResult } from '@esengine/blueprint';
import { INodeExecutor, RegisterNode } from '@esengine/blueprint';
// Custom heal node
const HealEntityTemplate: BlueprintNodeTemplate = {
type: 'HealEntity',
title: 'Heal Entity',
category: 'gameplay',
color: '#22aa22',
description: 'Heal an entity with HealthComponent',
keywords: ['heal', 'health', 'restore'],
menuPath: ['Gameplay', 'Combat', 'Heal Entity'],
inputs: [
{ name: 'exec', type: 'exec', displayName: '' },
{ name: 'entity', type: 'entity', displayName: 'Target' },
{ name: 'amount', type: 'float', displayName: 'Amount', defaultValue: 10 }
],
isPure: true
outputs: [
{ name: 'exec', type: 'exec', displayName: '' },
{ name: 'newHealth', type: 'float', displayName: 'New Health' }
]
};
@RegisterNode(InputMoveTemplate)
class InputMoveExecutor implements INodeExecutor {
@RegisterNode(HealEntityTemplate)
class HealEntityExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const input = context.scene.services.get(InputServiceToken);
const direction = {
x: input.getAxis('horizontal'),
y: input.getAxis('vertical')
};
return { outputs: { direction } };
const entity = context.evaluateInput(node.id, 'entity', context.entity) as Entity;
const amount = context.evaluateInput(node.id, 'amount', 10) as number;
if (!entity || entity.isDestroyed) {
return { outputs: { newHealth: 0 }, nextExec: 'exec' };
}
// Get HealthComponent
const health = entity.components.find(c =>
(c.constructor as any).__componentName__ === 'Health'
) as any;
if (health) {
health.current = Math.min(health.current + amount, health.max);
return {
outputs: { newHealth: health.current },
nextExec: 'exec'
};
}
return { outputs: { newHealth: 0 }, nextExec: 'exec' };
}
}
```

View File

@@ -3,85 +3,127 @@ title: "Examples"
description: "ECS integration and best practices"
---
## Player Control Blueprint
## Complete Game Integration Example
```typescript
// Define input handling node
const InputMoveTemplate: BlueprintNodeTemplate = {
type: 'InputMove',
title: 'Get Movement Input',
category: 'input',
inputs: [],
outputs: [
{ name: 'direction', type: 'vector2', direction: 'output' }
],
isPure: true
};
import { Scene, Core, Component, ECSComponent } from '@esengine/ecs-framework';
import {
BlueprintSystem,
BlueprintComponent,
BlueprintExpose,
BlueprintProperty,
BlueprintMethod
} from '@esengine/blueprint';
@RegisterNode(InputMoveTemplate)
class InputMoveExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const input = context.scene.services.get(InputServiceToken);
const direction = {
x: input.getAxis('horizontal'),
y: input.getAxis('vertical')
};
return { outputs: { direction } };
// 1. Define game components
@ECSComponent('Player')
@BlueprintExpose({ displayName: 'Player', category: 'gameplay' })
export class PlayerComponent extends Component {
@BlueprintProperty({ displayName: 'Move Speed', type: 'float' })
moveSpeed: number = 5;
@BlueprintProperty({ displayName: 'Score', type: 'int' })
score: number = 0;
@BlueprintMethod({ displayName: 'Add Score' })
addScore(points: number): void {
this.score += points;
}
}
@ECSComponent('Health')
@BlueprintExpose({ displayName: 'Health', category: 'gameplay' })
export class HealthComponent extends Component {
@BlueprintProperty({ displayName: 'Current Health' })
current: number = 100;
@BlueprintProperty({ displayName: 'Max Health' })
max: number = 100;
@BlueprintMethod({ displayName: 'Heal' })
heal(amount: number): void {
this.current = Math.min(this.current + amount, this.max);
}
@BlueprintMethod({ displayName: 'Take Damage' })
takeDamage(amount: number): boolean {
this.current -= amount;
return this.current <= 0;
}
}
// 2. Initialize game
async function initGame() {
const scene = new Scene();
// Add blueprint system
scene.addSystem(new BlueprintSystem());
Core.setScene(scene);
// 3. Create player
const player = scene.createEntity('Player');
player.addComponent(new PlayerComponent());
player.addComponent(new HealthComponent());
// Add blueprint control
const blueprint = new BlueprintComponent();
blueprint.blueprintAsset = await loadBlueprintAsset('player.bp');
player.addComponent(blueprint);
}
```
## State Switching Logic
## Custom Node Example
```typescript
// Implement state machine logic in blueprint
const stateBlueprint = createEmptyBlueprint('PlayerState');
import type { Entity } from '@esengine/ecs-framework';
import {
BlueprintNodeTemplate,
BlueprintNode,
ExecutionContext,
ExecutionResult,
INodeExecutor,
RegisterNode
} from '@esengine/blueprint';
// Add state variable
stateBlueprint.variables.push({
name: 'currentState',
type: 'string',
defaultValue: 'idle',
scope: 'instance'
});
// Check state transitions in Tick event
// ... implemented via node connections
```
## Damage Handling System
```typescript
// Custom damage node
const ApplyDamageTemplate: BlueprintNodeTemplate = {
type: 'ApplyDamage',
title: 'Apply Damage',
category: 'combat',
color: '#aa2222',
description: 'Apply damage to entity with Health component',
keywords: ['damage', 'hurt', 'attack'],
menuPath: ['Combat', 'Apply Damage'],
inputs: [
{ name: 'exec', type: 'exec', direction: 'input', isExec: true },
{ name: 'target', type: 'entity', direction: 'input' },
{ name: 'amount', type: 'number', direction: 'input', defaultValue: 10 }
{ name: 'exec', type: 'exec', displayName: '' },
{ name: 'target', type: 'entity', displayName: 'Target' },
{ name: 'amount', type: 'float', displayName: 'Damage', defaultValue: 10 }
],
outputs: [
{ name: 'exec', type: 'exec', direction: 'output', isExec: true },
{ name: 'killed', type: 'boolean', direction: 'output' }
{ name: 'exec', type: 'exec', displayName: '' },
{ name: 'killed', type: 'bool', displayName: 'Killed' }
]
};
@RegisterNode(ApplyDamageTemplate)
class ApplyDamageExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const target = context.getInput<Entity>(node.id, 'target');
const amount = context.getInput<number>(node.id, 'amount');
const target = context.evaluateInput(node.id, 'target', context.entity) as Entity;
const amount = context.evaluateInput(node.id, 'amount', 10) as number;
if (!target || target.isDestroyed) {
return { outputs: { killed: false }, nextExec: 'exec' };
}
const health = target.components.find(c =>
(c.constructor as any).__componentName__ === 'Health'
) as any;
const health = target.getComponent(HealthComponent);
if (health) {
health.current -= amount;
const killed = health.current <= 0;
return {
outputs: { killed },
nextExec: 'exec'
};
return { outputs: { killed }, nextExec: 'exec' };
}
return { outputs: { killed: false }, nextExec: 'exec' };
@@ -132,7 +174,8 @@ vm.maxStepsPerFrame = 1000;
```typescript
// Enable debug mode for execution logs
vm.debug = true;
const blueprint = entity.getComponent(BlueprintComponent);
blueprint.debug = true;
// Use Print nodes for intermediate values
// Set breakpoints in editor

View File

@@ -1,8 +1,9 @@
---
title: "Blueprint Visual Scripting"
description: "Visual scripting system deeply integrated with ECS framework"
---
`@esengine/blueprint` provides a full-featured visual scripting system supporting node-based programming, event-driven execution, and blueprint composition.
`@esengine/blueprint` provides a visual scripting system deeply integrated with the ECS framework, supporting node-based programming to control entity behavior.
## Installation
@@ -10,405 +11,141 @@ title: "Blueprint Visual Scripting"
npm install @esengine/blueprint
```
## Core Features
- **Deep ECS Integration** - Built-in Entity and Component operation nodes
- **Auto-generated Component Nodes** - Use decorators to mark components, auto-generate Get/Set/Call nodes
- **Runtime Blueprint Execution** - Efficient virtual machine executes blueprint logic
## Quick Start
### 1. Add Blueprint System
```typescript
import { Scene, Core } from '@esengine/ecs-framework';
import { BlueprintSystem } from '@esengine/blueprint';
// Create scene and add blueprint system
const scene = new Scene();
scene.addSystem(new BlueprintSystem());
// Set scene
Core.setScene(scene);
```
### 2. Add Blueprint to Entity
```typescript
import { BlueprintComponent } from '@esengine/blueprint';
// Create entity
const player = scene.createEntity('Player');
// Add blueprint component
const blueprint = new BlueprintComponent();
blueprint.blueprintAsset = await loadBlueprintAsset('player.bp');
blueprint.autoStart = true;
player.addComponent(blueprint);
```
### 3. Mark Components (Auto-generate Blueprint Nodes)
```typescript
import {
createBlueprintSystem,
createBlueprintComponentData,
NodeRegistry,
RegisterNode
BlueprintExpose,
BlueprintProperty,
BlueprintMethod
} from '@esengine/blueprint';
import { Component, ECSComponent } from '@esengine/ecs-framework';
// Create blueprint system
const blueprintSystem = createBlueprintSystem(scene);
@ECSComponent('Health')
@BlueprintExpose({ displayName: 'Health', category: 'gameplay' })
export class HealthComponent extends Component {
@BlueprintProperty({ displayName: 'Current Health', type: 'float' })
current: number = 100;
// Load blueprint asset
const blueprint = await loadBlueprintAsset('player.bp');
@BlueprintProperty({ displayName: 'Max Health', type: 'float' })
max: number = 100;
// Create blueprint component data
const componentData = createBlueprintComponentData();
componentData.blueprintAsset = blueprint;
@BlueprintMethod({
displayName: 'Heal',
params: [{ name: 'amount', type: 'float' }]
})
heal(amount: number): void {
this.current = Math.min(this.current + amount, this.max);
}
// Update in game loop
function gameLoop(dt: number) {
blueprintSystem.process(entities, dt);
@BlueprintMethod({ displayName: 'Take Damage' })
takeDamage(amount: number): boolean {
this.current -= amount;
return this.current <= 0;
}
}
```
## Core Concepts
After marking, the following nodes will appear in the blueprint editor:
- **Get Health** - Get Health component
- **Get Current Health** - Get current property
- **Set Current Health** - Set current property
- **Heal** - Call heal method
- **Take Damage** - Call takeDamage method
### Blueprint Asset Structure
## ECS Integration Architecture
```
┌─────────────────────────────────────────────────────────────┐
│ Core.update() │
│ ↓ │
│ Scene.updateSystems() │
│ ↓ │
│ ┌───────────────────────────────────────────────────────┐ │
│ │ BlueprintSystem │ │
│ │ │ │
│ │ Matcher.all(BlueprintComponent) │ │
│ │ ↓ │ │
│ │ process(entities) → blueprint.tick() for each entity │ │
│ │ ↓ │ │
│ │ BlueprintVM.tick(dt) │ │
│ │ ↓ │ │
│ │ Execute Event/ECS/Flow Nodes │ │
│ └───────────────────────────────────────────────────────┘ │
└─────────────────────────────────────────────────────────────┘
```
## Node Types
| Category | Description | Color |
|----------|-------------|-------|
| `event` | Event nodes (BeginPlay, Tick, EndPlay) | Red |
| `entity` | ECS entity operations | Blue |
| `component` | ECS component access | Cyan |
| `flow` | Flow control (Branch, Sequence, Loop) | Gray |
| `math` | Math operations | Green |
| `time` | Time utilities (Delay, GetDeltaTime) | Cyan |
| `debug` | Debug utilities (Print) | Gray |
## Blueprint Asset Structure
Blueprints are saved as `.bp` files:
```typescript
interface BlueprintAsset {
version: number; // Format version
type: 'blueprint'; // Asset type
metadata: BlueprintMetadata; // Metadata
variables: BlueprintVariable[]; // Variable definitions
nodes: BlueprintNode[]; // Node instances
connections: BlueprintConnection[]; // Connections
version: number;
type: 'blueprint';
metadata: {
name: string;
description?: string;
};
variables: BlueprintVariable[];
nodes: BlueprintNode[];
connections: BlueprintConnection[];
}
```
### Node Categories
## Documentation Navigation
| Category | Description | Color |
|----------|-------------|-------|
| `event` | Event nodes (entry points) | Red |
| `flow` | Flow control | Gray |
| `entity` | Entity operations | Blue |
| `component` | Component access | Cyan |
| `math` | Math operations | Green |
| `logic` | Logic operations | Red |
| `variable` | Variable access | Purple |
| `time` | Time utilities | Cyan |
| `debug` | Debug utilities | Gray |
### Pin Types
Nodes connect through pins:
```typescript
interface BlueprintPinDefinition {
name: string; // Pin name
type: PinDataType; // Data type
direction: 'input' | 'output';
isExec?: boolean; // Execution pin
defaultValue?: unknown;
}
type PinDataType =
| 'exec' // Execution flow
| 'boolean' // Boolean
| 'number' // Number
| 'string' // String
| 'vector2' // 2D vector
| 'vector3' // 3D vector
| 'entity' // Entity reference
| 'component' // Component reference
| 'any'; // Any type
```
### Variable Scopes
```typescript
type VariableScope =
| 'local' // Per execution
| 'instance' // Per entity
| 'global'; // Shared globally
```
## Virtual Machine API
### BlueprintVM
The virtual machine executes blueprint graphs:
```typescript
import { BlueprintVM } from '@esengine/blueprint';
const vm = new BlueprintVM(blueprintAsset, entity, scene);
vm.start(); // Start (triggers BeginPlay)
vm.tick(deltaTime); // Update (triggers Tick)
vm.stop(); // Stop (triggers EndPlay)
vm.pause();
vm.resume();
// Trigger events
vm.triggerEvent('EventCollision', { other: otherEntity });
vm.triggerCustomEvent('OnDamage', { amount: 50 });
// Debug mode
vm.debug = true;
```
### Execution Context
```typescript
interface ExecutionContext {
blueprint: BlueprintAsset;
entity: Entity;
scene: IScene;
deltaTime: number;
time: number;
getInput<T>(nodeId: string, pinName: string): T;
setOutput(nodeId: string, pinName: string, value: unknown): void;
getVariable<T>(name: string): T;
setVariable(name: string, value: unknown): void;
}
```
### Execution Result
```typescript
interface ExecutionResult {
outputs?: Record<string, unknown>; // Output values
nextExec?: string | null; // Next exec pin
delay?: number; // Delay execution (ms)
yield?: boolean; // Pause until next frame
error?: string; // Error message
}
```
## Custom Nodes
### Define Node Template
```typescript
import { BlueprintNodeTemplate } from '@esengine/blueprint';
const MyNodeTemplate: BlueprintNodeTemplate = {
type: 'MyCustomNode',
title: 'My Custom Node',
category: 'custom',
description: 'A custom node example',
keywords: ['custom', 'example'],
inputs: [
{ name: 'exec', type: 'exec', direction: 'input', isExec: true },
{ name: 'value', type: 'number', direction: 'input', defaultValue: 0 }
],
outputs: [
{ name: 'exec', type: 'exec', direction: 'output', isExec: true },
{ name: 'result', type: 'number', direction: 'output' }
]
};
```
### Implement Node Executor
```typescript
import { INodeExecutor, RegisterNode } from '@esengine/blueprint';
@RegisterNode(MyNodeTemplate)
class MyNodeExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const value = context.getInput<number>(node.id, 'value');
const result = value * 2;
return {
outputs: { result },
nextExec: 'exec'
};
}
}
```
### Registration Methods
```typescript
// Method 1: Decorator
@RegisterNode(MyNodeTemplate)
class MyNodeExecutor implements INodeExecutor { ... }
// Method 2: Manual registration
NodeRegistry.instance.register(MyNodeTemplate, new MyNodeExecutor());
```
## Node Registry
```typescript
import { NodeRegistry } from '@esengine/blueprint';
const registry = NodeRegistry.instance;
const allTemplates = registry.getAllTemplates();
const mathNodes = registry.getTemplatesByCategory('math');
const results = registry.searchTemplates('add');
if (registry.has('MyCustomNode')) { ... }
```
## Built-in Nodes
### Event Nodes
| Node | Description |
|------|-------------|
| `EventBeginPlay` | Triggered on blueprint start |
| `EventTick` | Triggered every frame |
| `EventEndPlay` | Triggered on blueprint stop |
| `EventCollision` | Triggered on collision |
| `EventInput` | Triggered on input |
| `EventTimer` | Triggered by timer |
### Time Nodes
| Node | Description |
|------|-------------|
| `Delay` | Delay execution |
| `GetDeltaTime` | Get frame delta |
| `GetTime` | Get total runtime |
### Math Nodes
| Node | Description |
|------|-------------|
| `Add`, `Subtract`, `Multiply`, `Divide` | Basic operations |
| `Abs`, `Clamp`, `Lerp`, `Min`, `Max` | Utility functions |
### Debug Nodes
| Node | Description |
|------|-------------|
| `Print` | Print to console |
## Blueprint Composition
### Blueprint Fragments
Encapsulate reusable logic as fragments:
```typescript
import { createFragment } from '@esengine/blueprint';
const healthFragment = createFragment('HealthSystem', {
inputs: [
{ name: 'damage', type: 'number', internalNodeId: 'input1', internalPinName: 'value' }
],
outputs: [
{ name: 'isDead', type: 'boolean', internalNodeId: 'output1', internalPinName: 'value' }
],
graph: { nodes: [...], connections: [...], variables: [...] }
});
```
### Compose Blueprints
```typescript
import { createComposer, FragmentRegistry } from '@esengine/blueprint';
// Register fragments
FragmentRegistry.instance.register('health', healthFragment);
FragmentRegistry.instance.register('movement', movementFragment);
// Create composer
const composer = createComposer('PlayerBlueprint');
// Add fragments to slots
composer.addFragment(healthFragment, 'slot1', { position: { x: 0, y: 0 } });
composer.addFragment(movementFragment, 'slot2', { position: { x: 400, y: 0 } });
// Connect slots
composer.connect('slot1', 'onDeath', 'slot2', 'disable');
// Validate
const validation = composer.validate();
if (!validation.isValid) {
console.error(validation.errors);
}
// Compile to blueprint
const blueprint = composer.compile();
```
## Trigger System
### Define Trigger Conditions
```typescript
import { TriggerCondition, TriggerDispatcher } from '@esengine/blueprint';
const lowHealthCondition: TriggerCondition = {
type: 'comparison',
left: { type: 'variable', name: 'health' },
operator: '<',
right: { type: 'constant', value: 20 }
};
```
### Use Trigger Dispatcher
```typescript
const dispatcher = new TriggerDispatcher();
dispatcher.register('lowHealth', lowHealthCondition, (context) => {
context.triggerEvent('OnLowHealth');
});
dispatcher.evaluate(context);
```
## ECS Integration
### Using Blueprint System
```typescript
import { createBlueprintSystem } from '@esengine/blueprint';
class GameScene {
private blueprintSystem: BlueprintSystem;
initialize() {
this.blueprintSystem = createBlueprintSystem(this.scene);
}
update(dt: number) {
this.blueprintSystem.process(this.entities, dt);
}
}
```
### Triggering Blueprint Events
```typescript
import { triggerBlueprintEvent, triggerCustomBlueprintEvent } from '@esengine/blueprint';
triggerBlueprintEvent(entity, 'Collision', { other: otherEntity });
triggerCustomBlueprintEvent(entity, 'OnPickup', { item: itemEntity });
```
## Serialization
### Save Blueprint
```typescript
import { validateBlueprintAsset } from '@esengine/blueprint';
function saveBlueprint(blueprint: BlueprintAsset, path: string): void {
if (!validateBlueprintAsset(blueprint)) {
throw new Error('Invalid blueprint structure');
}
const json = JSON.stringify(blueprint, null, 2);
fs.writeFileSync(path, json);
}
```
### Load Blueprint
```typescript
async function loadBlueprint(path: string): Promise<BlueprintAsset> {
const json = await fs.readFile(path, 'utf-8');
const asset = JSON.parse(json);
if (!validateBlueprintAsset(asset)) {
throw new Error('Invalid blueprint file');
}
return asset;
}
```
## Best Practices
1. **Use fragments for reusable logic**
2. **Choose appropriate variable scopes**
- `local`: Temporary calculations
- `instance`: Entity state (e.g., health)
- `global`: Game-wide state
3. **Avoid infinite loops** - VM has max steps per frame (default 1000)
4. **Debug techniques**
- Enable `vm.debug = true` for execution logs
- Use Print nodes for intermediate values
5. **Performance optimization**
- Pure nodes (`isPure: true`) cache outputs
- Avoid heavy computation in Tick
## Documentation
- [Virtual Machine API](./vm) - BlueprintVM execution and context
- [Custom Nodes](./custom-nodes) - Creating custom nodes
- [Built-in Nodes](./nodes) - Built-in node reference
- [Blueprint Composition](./composition) - Fragments and composer
- [Examples](./examples) - ECS integration and best practices
- [Virtual Machine API](./vm) - BlueprintVM and ECS integration
- [ECS Node Reference](./nodes) - Built-in ECS operation nodes
- [Custom Nodes](./custom-nodes) - Create custom ECS nodes
- [Blueprint Composition](./composition) - Fragment reuse
- [Examples](./examples) - ECS game logic examples

View File

@@ -1,107 +1,118 @@
---
title: "Built-in Nodes"
description: "Blueprint built-in node reference"
title: "ECS Node Reference"
description: "Blueprint built-in ECS operation nodes"
---
## Event Nodes
Lifecycle events as blueprint entry points:
| Node | Description |
|------|-------------|
| `EventBeginPlay` | Triggered when blueprint starts |
| `EventTick` | Triggered each frame |
| `EventTick` | Triggered each frame, receives deltaTime |
| `EventEndPlay` | Triggered when blueprint stops |
| `EventCollision` | Triggered on collision |
| `EventInput` | Triggered on input event |
| `EventTimer` | Triggered by timer |
| `EventMessage` | Triggered by custom message |
## Entity Nodes
ECS entity operations:
| Node | Description | Type |
|------|-------------|------|
| `Get Self` | Get entity owning this blueprint | Pure |
| `Create Entity` | Create new entity in scene | Execution |
| `Destroy Entity` | Destroy specified entity | Execution |
| `Destroy Self` | Destroy self entity | Execution |
| `Is Valid` | Check if entity is valid | Pure |
| `Get Entity Name` | Get entity name | Pure |
| `Set Entity Name` | Set entity name | Execution |
| `Get Entity Tag` | Get entity tag | Pure |
| `Set Entity Tag` | Set entity tag | Execution |
| `Set Active` | Set entity active state | Execution |
| `Is Active` | Check if entity is active | Pure |
| `Find Entity By Name` | Find entity by name | Pure |
| `Find Entities By Tag` | Find all entities by tag | Pure |
| `Get Entity ID` | Get entity unique ID | Pure |
| `Find Entity By ID` | Find entity by ID | Pure |
## Component Nodes
ECS component operations:
| Node | Description | Type |
|------|-------------|------|
| `Has Component` | Check if entity has specified component | Pure |
| `Get Component` | Get component from entity | Pure |
| `Get All Components` | Get all components from entity | Pure |
| `Remove Component` | Remove component | Execution |
| `Get Component Property` | Get component property value | Pure |
| `Set Component Property` | Set component property value | Execution |
| `Get Component Type` | Get component type name | Pure |
| `Get Owner Entity` | Get owning entity from component | Pure |
## Flow Control Nodes
Control execution flow:
| Node | Description |
|------|-------------|
| `Branch` | Conditional branch (if/else) |
| `Sequence` | Execute multiple outputs in sequence |
| `ForLoop` | Loop execution |
| `WhileLoop` | Conditional loop |
| `DoOnce` | Execute only once |
| `FlipFlop` | Alternate between two branches |
| `For Loop` | Loop execution |
| `For Each` | Iterate array |
| `While Loop` | Conditional loop |
| `Do Once` | Execute only once |
| `Flip Flop` | Alternate between two branches |
| `Gate` | Toggleable execution gate |
## Time Nodes
| Node | Description |
|------|-------------|
| `Delay` | Delay execution |
| `GetDeltaTime` | Get frame delta time |
| `GetTime` | Get runtime |
| `SetTimer` | Set timer |
| `ClearTimer` | Clear timer |
| Node | Description | Type |
|------|-------------|------|
| `Delay` | Delay execution | Execution |
| `Get Delta Time` | Get frame delta time | Pure |
| `Get Time` | Get total runtime | Pure |
## Math Nodes
| Node | Description |
|------|-------------|
| `Add` | Addition |
| `Subtract` | Subtraction |
| `Multiply` | Multiplication |
| `Divide` | Division |
| `Add` / `Subtract` / `Multiply` / `Divide` | Basic operations |
| `Abs` | Absolute value |
| `Clamp` | Clamp to range |
| `Lerp` | Linear interpolation |
| `Min` / `Max` | Minimum/Maximum |
| `Sin` / `Cos` | Trigonometric functions |
| `Sqrt` | Square root |
| `Power` | Power |
## Logic Nodes
| Node | Description |
|------|-------------|
| `And` | Logical AND |
| `Or` | Logical OR |
| `Not` | Logical NOT |
| `Equal` | Equality comparison |
| `NotEqual` | Inequality comparison |
| `Greater` | Greater than comparison |
| `Less` | Less than comparison |
## Vector Nodes
| Node | Description |
|------|-------------|
| `MakeVector2` | Create 2D vector |
| `BreakVector2` | Break 2D vector |
| `VectorAdd` | Vector addition |
| `VectorSubtract` | Vector subtraction |
| `VectorMultiply` | Vector multiplication |
| `VectorLength` | Vector length |
| `VectorNormalize` | Vector normalization |
| `VectorDistance` | Vector distance |
## Entity Nodes
| Node | Description |
|------|-------------|
| `GetSelf` | Get current entity |
| `GetComponent` | Get component |
| `HasComponent` | Check component |
| `AddComponent` | Add component |
| `RemoveComponent` | Remove component |
| `SpawnEntity` | Create entity |
| `DestroyEntity` | Destroy entity |
## Variable Nodes
| Node | Description |
|------|-------------|
| `GetVariable` | Get variable value |
| `SetVariable` | Set variable value |
## Debug Nodes
| Node | Description |
|------|-------------|
| `Print` | Print to console |
| `DrawDebugLine` | Draw debug line |
| `DrawDebugPoint` | Draw debug point |
| `Breakpoint` | Debug breakpoint |
## Auto-generated Component Nodes
Components marked with `@BlueprintExpose` decorator auto-generate nodes:
```typescript
@ECSComponent('Transform')
@BlueprintExpose({ displayName: 'Transform', category: 'core' })
export class TransformComponent extends Component {
@BlueprintProperty({ displayName: 'X Position' })
x: number = 0;
@BlueprintProperty({ displayName: 'Y Position' })
y: number = 0;
@BlueprintMethod({ displayName: 'Translate' })
translate(dx: number, dy: number): void {
this.x += dx;
this.y += dy;
}
}
```
Generated nodes:
- **Get Transform** - Get Transform component
- **Get X Position** / **Set X Position** - Access x property
- **Get Y Position** / **Set Y Position** - Access y property
- **Translate** - Call translate method

View File

@@ -45,7 +45,7 @@ interface ExecutionContext {
time: number; // Total runtime
// Get input value
getInput<T>(nodeId: string, pinName: string): T;
evaluateInput(nodeId: string, pinName: string, defaultValue: unknown): unknown;
// Set output value
setOutput(nodeId: string, pinName: string, value: unknown): void;
@@ -70,35 +70,33 @@ interface ExecutionResult {
## ECS Integration
### Using Blueprint System
### Using Built-in Blueprint System
```typescript
import { createBlueprintSystem } from '@esengine/blueprint';
import { Scene, Core } from '@esengine/ecs-framework';
import { BlueprintSystem, BlueprintComponent } from '@esengine/blueprint';
class GameScene {
private blueprintSystem: BlueprintSystem;
// Add blueprint system to scene
const scene = new Scene();
scene.addSystem(new BlueprintSystem());
Core.setScene(scene);
initialize() {
this.blueprintSystem = createBlueprintSystem(this.scene);
}
update(dt: number) {
// Process all entities with blueprint components
this.blueprintSystem.process(this.entities, dt);
}
}
// Add blueprint to entity
const entity = scene.createEntity('Player');
const blueprint = new BlueprintComponent();
blueprint.blueprintAsset = await loadBlueprintAsset('player.bp');
entity.addComponent(blueprint);
```
### Triggering Blueprint Events
```typescript
import { triggerBlueprintEvent, triggerCustomBlueprintEvent } from '@esengine/blueprint';
// Trigger built-in event
triggerBlueprintEvent(entity, 'Collision', { other: otherEntity });
// Trigger custom event
triggerCustomBlueprintEvent(entity, 'OnPickup', { item: itemEntity });
// Get blueprint component from entity and trigger events
const blueprint = entity.getComponent(BlueprintComponent);
if (blueprint?.vm) {
blueprint.vm.triggerEvent('EventCollision', { other: otherEntity });
blueprint.vm.triggerCustomEvent('OnPickup', { item: itemEntity });
}
```
## Serialization

View File

@@ -28,13 +28,13 @@ const MyNodeTemplate: BlueprintNodeTemplate = {
## 实现节点执行器
```typescript
import { INodeExecutor, RegisterNode } from '@esengine/blueprint';
import { INodeExecutor, RegisterNode, BlueprintNode, ExecutionContext, ExecutionResult } from '@esengine/blueprint';
@RegisterNode(MyNodeTemplate)
class MyNodeExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
// 获取输入
const value = context.getInput<number>(node.id, 'value');
// 获取输入(使用 evaluateInput
const value = context.evaluateInput(node.id, 'value', 0) as number;
// 执行逻辑
const result = value * 2;
@@ -100,29 +100,58 @@ const PureNodeTemplate: BlueprintNodeTemplate = {
};
```
## 实际示例:输入处理节点
## 实际示例:ECS 组件操作节点
```typescript
const InputMoveTemplate: BlueprintNodeTemplate = {
type: 'InputMove',
title: 'Get Movement Input',
category: 'input',
inputs: [],
outputs: [
{ name: 'direction', type: 'vector2', direction: 'output' }
import type { Entity } from '@esengine/ecs-framework';
import { BlueprintNodeTemplate, BlueprintNode } from '@esengine/blueprint';
import { ExecutionContext, ExecutionResult } from '@esengine/blueprint';
import { INodeExecutor, RegisterNode } from '@esengine/blueprint';
// 自定义治疗节点
const HealEntityTemplate: BlueprintNodeTemplate = {
type: 'HealEntity',
title: 'Heal Entity',
category: 'gameplay',
color: '#22aa22',
description: 'Heal an entity with HealthComponent',
keywords: ['heal', 'health', 'restore'],
menuPath: ['Gameplay', 'Combat', 'Heal Entity'],
inputs: [
{ name: 'exec', type: 'exec', displayName: '' },
{ name: 'entity', type: 'entity', displayName: 'Target' },
{ name: 'amount', type: 'float', displayName: 'Amount', defaultValue: 10 }
],
isPure: true
outputs: [
{ name: 'exec', type: 'exec', displayName: '' },
{ name: 'newHealth', type: 'float', displayName: 'New Health' }
]
};
@RegisterNode(InputMoveTemplate)
class InputMoveExecutor implements INodeExecutor {
@RegisterNode(HealEntityTemplate)
class HealEntityExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const input = context.scene.services.get(InputServiceToken);
const direction = {
x: input.getAxis('horizontal'),
y: input.getAxis('vertical')
};
return { outputs: { direction } };
const entity = context.evaluateInput(node.id, 'entity', context.entity) as Entity;
const amount = context.evaluateInput(node.id, 'amount', 10) as number;
if (!entity || entity.isDestroyed) {
return { outputs: { newHealth: 0 }, nextExec: 'exec' };
}
// 获取 HealthComponent
const health = entity.components.find(c =>
(c.constructor as any).__componentName__ === 'Health'
) as any;
if (health) {
health.current = Math.min(health.current + amount, health.max);
return {
outputs: { newHealth: health.current },
nextExec: 'exec'
};
}
return { outputs: { newHealth: 0 }, nextExec: 'exec' };
}
}
```

View File

@@ -3,85 +3,127 @@ title: "实际示例"
description: "ECS 集成和最佳实践"
---
## 玩家控制蓝图
## 完整游戏集成示例
```typescript
// 定义输入处理节点
const InputMoveTemplate: BlueprintNodeTemplate = {
type: 'InputMove',
title: 'Get Movement Input',
category: 'input',
inputs: [],
outputs: [
{ name: 'direction', type: 'vector2', direction: 'output' }
],
isPure: true
};
import { Scene, Core, Component, ECSComponent } from '@esengine/ecs-framework';
import {
BlueprintSystem,
BlueprintComponent,
BlueprintExpose,
BlueprintProperty,
BlueprintMethod
} from '@esengine/blueprint';
@RegisterNode(InputMoveTemplate)
class InputMoveExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const input = context.scene.services.get(InputServiceToken);
const direction = {
x: input.getAxis('horizontal'),
y: input.getAxis('vertical')
};
return { outputs: { direction } };
// 1. 定义游戏组件
@ECSComponent('Player')
@BlueprintExpose({ displayName: '玩家', category: 'gameplay' })
export class PlayerComponent extends Component {
@BlueprintProperty({ displayName: '移动速度', type: 'float' })
moveSpeed: number = 5;
@BlueprintProperty({ displayName: '分数', type: 'int' })
score: number = 0;
@BlueprintMethod({ displayName: '增加分数' })
addScore(points: number): void {
this.score += points;
}
}
@ECSComponent('Health')
@BlueprintExpose({ displayName: '生命值', category: 'gameplay' })
export class HealthComponent extends Component {
@BlueprintProperty({ displayName: '当前生命值' })
current: number = 100;
@BlueprintProperty({ displayName: '最大生命值' })
max: number = 100;
@BlueprintMethod({ displayName: '治疗' })
heal(amount: number): void {
this.current = Math.min(this.current + amount, this.max);
}
@BlueprintMethod({ displayName: '受伤' })
takeDamage(amount: number): boolean {
this.current -= amount;
return this.current <= 0;
}
}
// 2. 初始化游戏
async function initGame() {
const scene = new Scene();
// 添加蓝图系统
scene.addSystem(new BlueprintSystem());
Core.setScene(scene);
// 3. 创建玩家
const player = scene.createEntity('Player');
player.addComponent(new PlayerComponent());
player.addComponent(new HealthComponent());
// 添加蓝图控制
const blueprint = new BlueprintComponent();
blueprint.blueprintAsset = await loadBlueprintAsset('player.bp');
player.addComponent(blueprint);
}
```
## 状态切换逻辑
## 自定义节点示例
```typescript
// 在蓝图中实现状态机逻辑
const stateBlueprint = createEmptyBlueprint('PlayerState');
import type { Entity } from '@esengine/ecs-framework';
import {
BlueprintNodeTemplate,
BlueprintNode,
ExecutionContext,
ExecutionResult,
INodeExecutor,
RegisterNode
} from '@esengine/blueprint';
// 添加状态变量
stateBlueprint.variables.push({
name: 'currentState',
type: 'string',
defaultValue: 'idle',
scope: 'instance'
});
// 在 Tick 事件中检查状态转换
// ... 通过节点连接实现
```
## 伤害处理系统
```typescript
// 自定义伤害节点
const ApplyDamageTemplate: BlueprintNodeTemplate = {
type: 'ApplyDamage',
title: 'Apply Damage',
category: 'combat',
color: '#aa2222',
description: '对带有 Health 组件的实体造成伤害',
keywords: ['damage', 'hurt', 'attack'],
menuPath: ['Combat', 'Apply Damage'],
inputs: [
{ name: 'exec', type: 'exec', direction: 'input', isExec: true },
{ name: 'target', type: 'entity', direction: 'input' },
{ name: 'amount', type: 'number', direction: 'input', defaultValue: 10 }
{ name: 'exec', type: 'exec', displayName: '' },
{ name: 'target', type: 'entity', displayName: '目标' },
{ name: 'amount', type: 'float', displayName: '伤害量', defaultValue: 10 }
],
outputs: [
{ name: 'exec', type: 'exec', direction: 'output', isExec: true },
{ name: 'killed', type: 'boolean', direction: 'output' }
{ name: 'exec', type: 'exec', displayName: '' },
{ name: 'killed', type: 'bool', displayName: '已击杀' }
]
};
@RegisterNode(ApplyDamageTemplate)
class ApplyDamageExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const target = context.getInput<Entity>(node.id, 'target');
const amount = context.getInput<number>(node.id, 'amount');
const target = context.evaluateInput(node.id, 'target', context.entity) as Entity;
const amount = context.evaluateInput(node.id, 'amount', 10) as number;
if (!target || target.isDestroyed) {
return { outputs: { killed: false }, nextExec: 'exec' };
}
const health = target.components.find(c =>
(c.constructor as any).__componentName__ === 'Health'
) as any;
const health = target.getComponent(HealthComponent);
if (health) {
health.current -= amount;
const killed = health.current <= 0;
return {
outputs: { killed },
nextExec: 'exec'
};
return { outputs: { killed }, nextExec: 'exec' };
}
return { outputs: { killed: false }, nextExec: 'exec' };
@@ -89,25 +131,6 @@ class ApplyDamageExecutor implements INodeExecutor {
}
```
## 技能冷却系统
```typescript
// 冷却检查节点
const CheckCooldownTemplate: BlueprintNodeTemplate = {
type: 'CheckCooldown',
title: 'Check Cooldown',
category: 'ability',
inputs: [
{ name: 'skillId', type: 'string', direction: 'input' }
],
outputs: [
{ name: 'ready', type: 'boolean', direction: 'output' },
{ name: 'remaining', type: 'number', direction: 'output' }
],
isPure: true
};
```
## 最佳实践
### 1. 使用片段复用逻辑
@@ -151,7 +174,8 @@ vm.maxStepsPerFrame = 1000;
```typescript
// 启用调试模式查看执行日志
vm.debug = true;
const blueprint = entity.getComponent(BlueprintComponent);
blueprint.debug = true;
// 使用 Print 节点输出中间值
// 在编辑器中设置断点

View File

@@ -1,9 +1,9 @@
---
title: "蓝图可视化脚本 (Blueprint)"
description: "完整的可视化脚本系统"
description: "与 ECS 框架深度集成的可视化脚本系统"
---
`@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
`@esengine/blueprint` 提供与 ECS 框架深度集成的可视化脚本系统,支持通过节点式编程控制实体行为
## 安装
@@ -11,104 +11,141 @@ description: "完整的可视化脚本系统"
npm install @esengine/blueprint
```
## 核心特性
- **ECS 深度集成** - 内置 Entity、Component 操作节点
- **组件自动节点生成** - 使用装饰器标记组件,自动生成 Get/Set/Call 节点
- **运行时蓝图执行** - 高效的虚拟机执行蓝图逻辑
## 快速开始
### 1. 添加蓝图系统
```typescript
import { Scene, Core } from '@esengine/ecs-framework';
import { BlueprintSystem } from '@esengine/blueprint';
// 创建场景并添加蓝图系统
const scene = new Scene();
scene.addSystem(new BlueprintSystem());
// 设置场景
Core.setScene(scene);
```
### 2. 为实体添加蓝图
```typescript
import { BlueprintComponent } from '@esengine/blueprint';
// 创建实体
const player = scene.createEntity('Player');
// 添加蓝图组件
const blueprint = new BlueprintComponent();
blueprint.blueprintAsset = await loadBlueprintAsset('player.bp');
blueprint.autoStart = true;
player.addComponent(blueprint);
```
### 3. 标记组件(自动生成蓝图节点)
```typescript
import {
createBlueprintSystem,
createBlueprintComponentData,
NodeRegistry,
RegisterNode
BlueprintExpose,
BlueprintProperty,
BlueprintMethod
} from '@esengine/blueprint';
import { Component, ECSComponent } from '@esengine/ecs-framework';
// 创建蓝图系统
const blueprintSystem = createBlueprintSystem(scene);
@ECSComponent('Health')
@BlueprintExpose({ displayName: '生命值', category: 'gameplay' })
export class HealthComponent extends Component {
@BlueprintProperty({ displayName: '当前生命值', type: 'float' })
current: number = 100;
// 加载蓝图资产
const blueprint = await loadBlueprintAsset('player.bp');
@BlueprintProperty({ displayName: '最大生命值', type: 'float' })
max: number = 100;
// 创建蓝图组件数据
const componentData = createBlueprintComponentData();
componentData.blueprintAsset = blueprint;
@BlueprintMethod({
displayName: '治疗',
params: [{ name: 'amount', type: 'float' }]
})
heal(amount: number): void {
this.current = Math.min(this.current + amount, this.max);
}
// 在游戏循环中更新
function gameLoop(dt: number) {
blueprintSystem.process(entities, dt);
@BlueprintMethod({ displayName: '受伤' })
takeDamage(amount: number): boolean {
this.current -= amount;
return this.current <= 0;
}
}
```
## 核心概念
标记后,蓝图编辑器中会自动出现以下节点:
- **Get Health** - 获取 Health 组件
- **Get 当前生命值** - 获取 current 属性
- **Set 当前生命值** - 设置 current 属性
- **治疗** - 调用 heal 方法
- **受伤** - 调用 takeDamage 方法
### 蓝图资产结
## ECS 集成架
蓝图保存为 `.bp` 文件,包含以下结构:
```typescript
interface BlueprintAsset {
version: number; // 格式版本
type: 'blueprint'; // 资产类型
metadata: BlueprintMetadata; // 元数据
variables: BlueprintVariable[]; // 变量定义
nodes: BlueprintNode[]; // 节点实例
connections: BlueprintConnection[]; // 连接
}
```
┌─────────────────────────────────────────────────────────────┐
│ Core.update() │
│ ↓ │
Scene.updateSystems() │
↓ │
│ ┌───────────────────────────────────────────────────────┐ │
BlueprintSystem │ │
│ │
Matcher.all(BlueprintComponent) │ │
│ │ ↓ │ │
│ │ process(entities) → blueprint.tick() for each entity │ │
│ │ ↓ │ │
│ │ BlueprintVM.tick(dt) │ │
│ │ ↓ │ │
│ │ Execute Event/ECS/Flow Nodes │ │
│ └───────────────────────────────────────────────────────┘ │
└─────────────────────────────────────────────────────────────┘
```
### 节点类型
节点按功能分为以下类别:
## 节点类型
| 类别 | 说明 | 颜色 |
|------|------|------|
| `event` | 事件节点(入口点 | 红色 |
| `flow` | 流程控制 | 色 |
| `entity` | 实体操作 | 色 |
| `component` | 组件访问 | 色 |
| `event` | 事件节点(BeginPlay, Tick, EndPlay | 红色 |
| `entity` | ECS 实体操作 | 色 |
| `component` | ECS 组件访问 | 色 |
| `flow` | 流程控制Branch, Sequence, Loop | 色 |
| `math` | 数学运算 | 绿色 |
| `logic` | 逻辑运算 | 色 |
| `variable` | 变量访问 | 色 |
| `time` | 时间工具 | 青色 |
| `debug` | 调试工具 | 灰色 |
| `time` | 时间工具Delay, GetDeltaTime | 色 |
| `debug` | 调试工具Print | 色 |
### 引脚类型
## 蓝图资产结构
节点通过引脚连接
蓝图保存为 `.bp` 文件
```typescript
interface BlueprintPinDefinition {
name: string; // 引脚名称
type: PinDataType; // 数据类型
direction: 'input' | 'output';
isExec?: boolean; // 是否是执行引脚
defaultValue?: unknown;
interface BlueprintAsset {
version: number;
type: 'blueprint';
metadata: {
name: string;
description?: string;
};
variables: BlueprintVariable[];
nodes: BlueprintNode[];
connections: BlueprintConnection[];
}
// 支持的数据类型
type PinDataType =
| 'exec' // 执行流
| 'boolean' // 布尔值
| 'number' // 数字
| 'string' // 字符串
| 'vector2' // 2D 向量
| 'vector3' // 3D 向量
| 'entity' // 实体引用
| 'component' // 组件引用
| 'any'; // 任意类型
```
### 变量作用域
```typescript
type VariableScope =
| 'local' // 每次执行独立
| 'instance' // 每个实体独立
| 'global'; // 全局共享
```
## 文档导航
- [虚拟机 API](./vm) - BlueprintVM 执行和上下文
- [自定义节点](./custom-nodes) - 创建自定义节点
- [内置节点](./nodes) - 内置节点参考
- [蓝图组合](./composition) - 片段和组合器
- [实际示例](./examples) - ECS 集成和最佳实践
- [虚拟机 API](./vm) - BlueprintVM 与 ECS 集成
- [ECS 节点参考](./nodes) - 内置 ECS 操作节点
- [自定义节点](./custom-nodes) - 创建自定义 ECS 节点
- [蓝图组合](./composition) - 片段复用
- [实际示例](./examples) - ECS 游戏逻辑示例

View File

@@ -1,107 +1,118 @@
---
title: "内置节点"
description: "蓝图内置节点参考"
title: "ECS 节点参考"
description: "蓝图内置 ECS 操作节点"
---
## 事件节点
生命周期事件,作为蓝图执行的入口点:
| 节点 | 说明 |
|------|------|
| `EventBeginPlay` | 蓝图启动时触发 |
| `EventTick` | 每帧触发 |
| `EventTick` | 每帧触发,接收 deltaTime |
| `EventEndPlay` | 蓝图停止时触发 |
| `EventCollision` | 碰撞时触发 |
| `EventInput` | 输入事件触发 |
| `EventTimer` | 定时器触发 |
| `EventMessage` | 自定义消息触发 |
## 流程控制节点
## 实体节点 (Entity)
操作 ECS 实体:
| 节点 | 说明 | 类型 |
|------|------|------|
| `Get Self` | 获取拥有此蓝图的实体 | 纯节点 |
| `Create Entity` | 在场景中创建新实体 | 执行节点 |
| `Destroy Entity` | 销毁指定实体 | 执行节点 |
| `Destroy Self` | 销毁自身实体 | 执行节点 |
| `Is Valid` | 检查实体是否有效 | 纯节点 |
| `Get Entity Name` | 获取实体名称 | 纯节点 |
| `Set Entity Name` | 设置实体名称 | 执行节点 |
| `Get Entity Tag` | 获取实体标签 | 纯节点 |
| `Set Entity Tag` | 设置实体标签 | 执行节点 |
| `Set Active` | 设置实体激活状态 | 执行节点 |
| `Is Active` | 检查实体是否激活 | 纯节点 |
| `Find Entity By Name` | 按名称查找实体 | 纯节点 |
| `Find Entities By Tag` | 按标签查找所有实体 | 纯节点 |
| `Get Entity ID` | 获取实体唯一 ID | 纯节点 |
| `Find Entity By ID` | 按 ID 查找实体 | 纯节点 |
## 组件节点 (Component)
操作 ECS 组件:
| 节点 | 说明 | 类型 |
|------|------|------|
| `Has Component` | 检查实体是否有指定组件 | 纯节点 |
| `Get Component` | 获取实体的组件 | 纯节点 |
| `Get All Components` | 获取实体所有组件 | 纯节点 |
| `Remove Component` | 移除组件 | 执行节点 |
| `Get Component Property` | 获取组件属性值 | 纯节点 |
| `Set Component Property` | 设置组件属性值 | 执行节点 |
| `Get Component Type` | 获取组件类型名称 | 纯节点 |
| `Get Owner Entity` | 从组件获取所属实体 | 纯节点 |
## 流程控制节点 (Flow)
控制执行流程:
| 节点 | 说明 |
|------|------|
| `Branch` | 条件分支 (if/else) |
| `Sequence` | 顺序执行多个输出 |
| `ForLoop` | 循环执行 |
| `WhileLoop` | 条件循环 |
| `DoOnce` | 只执行一次 |
| `FlipFlop` | 交替执行两个分支 |
| `For Loop` | 循环执行 |
| `For Each` | 遍历数组 |
| `While Loop` | 条件循环 |
| `Do Once` | 只执行一次 |
| `Flip Flop` | 交替执行两个分支 |
| `Gate` | 可开关的执行门 |
## 时间节点
## 时间节点 (Time)
| 节点 | 说明 | 类型 |
|------|------|------|
| `Delay` | 延迟执行 | 执行节点 |
| `Get Delta Time` | 获取帧间隔时间 | 纯节点 |
| `Get Time` | 获取运行总时间 | 纯节点 |
## 数学节点 (Math)
| 节点 | 说明 |
|------|------|
| `Delay` | 延迟执行 |
| `GetDeltaTime` | 获取帧间隔 |
| `GetTime` | 获取运行时间 |
| `SetTimer` | 设置定时器 |
| `ClearTimer` | 清除定时器 |
## 数学节点
| 节点 | 说明 |
|------|------|
| `Add` | 加法 |
| `Subtract` | 减法 |
| `Multiply` | 乘法 |
| `Divide` | 除法 |
| `Add` / `Subtract` / `Multiply` / `Divide` | 四则运算 |
| `Abs` | 绝对值 |
| `Clamp` | 限制范围 |
| `Lerp` | 线性插值 |
| `Min` / `Max` | 最小/最大值 |
| `Sin` / `Cos` | 三角函数 |
| `Sqrt` | 平方根 |
| `Power` | 幂运算 |
## 逻辑节点
## 调试节点 (Debug)
| 节点 | 说明 |
|------|------|
| `And` | 逻辑与 |
| `Or` | 逻辑或 |
| `Not` | 逻辑非 |
| `Equal` | 相等比较 |
| `NotEqual` | 不等比较 |
| `Greater` | 大于比较 |
| `Less` | 小于比较 |
| `Print` | 输出到控制台 |
## 向量节点
## 自动生成的组件节点
| 节点 | 说明 |
|------|------|
| `MakeVector2` | 创建 2D 向量 |
| `BreakVector2` | 分解 2D 向量 |
| `VectorAdd` | 向量加法 |
| `VectorSubtract` | 向量减法 |
| `VectorMultiply` | 向量乘法 |
| `VectorLength` | 向量长度 |
| `VectorNormalize` | 向量归一化 |
| `VectorDistance` | 向量距离 |
使用 `@BlueprintExpose` 装饰器标记的组件会自动生成节点:
## 实体节点
```typescript
@ECSComponent('Transform')
@BlueprintExpose({ displayName: '变换', category: 'core' })
export class TransformComponent extends Component {
@BlueprintProperty({ displayName: 'X 坐标' })
x: number = 0;
| 节点 | 说明 |
|------|------|
| `GetSelf` | 获取当前实体 |
| `GetComponent` | 获取组件 |
| `HasComponent` | 检查组件 |
| `AddComponent` | 添加组件 |
| `RemoveComponent` | 移除组件 |
| `SpawnEntity` | 创建实体 |
| `DestroyEntity` | 销毁实体 |
@BlueprintProperty({ displayName: 'Y 坐标' })
y: number = 0;
## 变量节点
@BlueprintMethod({ displayName: '移动' })
translate(dx: number, dy: number): void {
this.x += dx;
this.y += dy;
}
}
```
| 节点 | 说明 |
|------|------|
| `GetVariable` | 获取变量值 |
| `SetVariable` | 设置变量值 |
## 调试节点
| 节点 | 说明 |
|------|------|
| `Print` | 打印到控制台 |
| `DrawDebugLine` | 绘制调试线 |
| `DrawDebugPoint` | 绘制调试点 |
| `Breakpoint` | 调试断点 |
生成的节点:
- **Get Transform** - 获取 Transform 组件
- **Get X 坐标** / **Set X 坐标** - 访问 x 属性
- **Get Y 坐标** / **Set Y 坐标** - 访问 y 属性
- **移动** - 调用 translate 方法

View File

@@ -45,7 +45,7 @@ interface ExecutionContext {
time: number; // 总运行时间
// 获取输入值
getInput<T>(nodeId: string, pinName: string): T;
evaluateInput(nodeId: string, pinName: string, defaultValue: unknown): unknown;
// 设置输出值
setOutput(nodeId: string, pinName: string, value: unknown): void;
@@ -70,35 +70,33 @@ interface ExecutionResult {
## 与 ECS 集成
### 使用蓝图系统
### 使用内置蓝图系统
```typescript
import { createBlueprintSystem } from '@esengine/blueprint';
import { Scene, Core } from '@esengine/ecs-framework';
import { BlueprintSystem, BlueprintComponent } from '@esengine/blueprint';
class GameScene {
private blueprintSystem: BlueprintSystem;
// 添加蓝图系统到场景
const scene = new Scene();
scene.addSystem(new BlueprintSystem());
Core.setScene(scene);
initialize() {
this.blueprintSystem = createBlueprintSystem(this.scene);
}
update(dt: number) {
// 处理所有带蓝图组件的实体
this.blueprintSystem.process(this.entities, dt);
}
}
// 为实体添加蓝图
const entity = scene.createEntity('Player');
const blueprint = new BlueprintComponent();
blueprint.blueprintAsset = await loadBlueprintAsset('player.bp');
entity.addComponent(blueprint);
```
### 触发蓝图事件
```typescript
import { triggerBlueprintEvent, triggerCustomBlueprintEvent } from '@esengine/blueprint';
// 触发内置事件
triggerBlueprintEvent(entity, 'Collision', { other: otherEntity });
// 触发自定义事件
triggerCustomBlueprintEvent(entity, 'OnPickup', { item: itemEntity });
// 从实体获取蓝图组件并触发事件
const blueprint = entity.getComponent(BlueprintComponent);
if (blueprint?.vm) {
blueprint.vm.triggerEvent('EventCollision', { other: otherEntity });
blueprint.vm.triggerCustomEvent('OnPickup', { item: itemEntity });
}
```
## 序列化

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@@ -1,5 +1,21 @@
# @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
- [#433](https://github.com/esengine/esengine/pull/433) [`2e84942`](https://github.com/esengine/esengine/commit/2e84942ea14c5326620398add05840fa8bea16f8) 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
## 1.2.0
### Minor Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/node-editor",
"version": "1.2.0",
"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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@@ -130,6 +130,13 @@ export const NodeEditor: React.FC<NodeEditorProps> = ({
// Force re-render after mount to ensure connections are drawn correctly
// 挂载后强制重渲染以确保连接线正确绘制
const [, forceUpdate] = useState(0);
// Track collapsed state to force connection re-render
// 跟踪折叠状态以强制连接线重渲染
const collapsedNodesKey = useMemo(() => {
return graph.nodes.map(n => `${n.id}:${n.isCollapsed}`).join(',');
}, [graph.nodes]);
useEffect(() => {
// Use requestAnimationFrame to wait for DOM to be fully rendered
// 使用 requestAnimationFrame 等待 DOM 完全渲染
@@ -137,7 +144,7 @@ export const NodeEditor: React.FC<NodeEditorProps> = ({
forceUpdate(n => n + 1);
});
return () => cancelAnimationFrame(rafId);
}, [graph.id]);
}, [graph.id, collapsedNodesKey]);
/**
* Converts screen coordinates to canvas coordinates
@@ -158,21 +165,51 @@ export const NodeEditor: React.FC<NodeEditorProps> = ({
* 获取引脚在画布坐标系中的位置
*
* 直接从节点位置和引脚在节点内的相对位置计算,不依赖 DOM 测量
* 当节点收缩时,返回节点头部的位置
*/
const getPinPosition = useCallback((pinId: string): Position | undefined => {
// First, find which node this pin belongs to
// 首先查找该引脚属于哪个节点
let ownerNode: GraphNode | undefined;
for (const node of graph.nodes) {
if (node.allPins.some(p => p.id === pinId)) {
ownerNode = node;
break;
}
}
if (!ownerNode) return undefined;
// Find the pin element and its parent node
const pinElement = containerRef.current?.querySelector(`[data-pin-id="${pinId}"]`) as HTMLElement;
if (!pinElement) return undefined;
// If pin element not found (e.g., node is collapsed), use node header position
// 如果找不到引脚元素(例如节点已收缩),使用节点头部位置
if (!pinElement) {
const nodeElement = containerRef.current?.querySelector(`[data-node-id="${ownerNode.id}"]`) as HTMLElement;
if (!nodeElement) return undefined;
const nodeRect = nodeElement.getBoundingClientRect();
const { zoom } = transformRef.current;
// Find the pin to determine if it's input or output
const pin = ownerNode.allPins.find(p => p.id === pinId);
const isOutput = pin?.isOutput ?? false;
// For collapsed nodes, position at the right side for outputs, left side for inputs
// 对于收缩的节点,输出引脚在右侧,输入引脚在左侧
const headerHeight = 28; // Approximate header height
const relativeX = isOutput ? nodeRect.width / zoom : 0;
const relativeY = headerHeight / 2;
return new Position(
ownerNode.position.x + relativeX,
ownerNode.position.y + relativeY
);
}
const nodeElement = pinElement.closest('[data-node-id]') as HTMLElement;
if (!nodeElement) return undefined;
const nodeId = nodeElement.getAttribute('data-node-id');
if (!nodeId) return undefined;
const node = graph.getNode(nodeId);
if (!node) return undefined;
// Get pin position relative to node element (in unscaled pixels)
const nodeRect = nodeElement.getBoundingClientRect();
const pinRect = pinElement.getBoundingClientRect();
@@ -184,8 +221,8 @@ export const NodeEditor: React.FC<NodeEditorProps> = ({
// Final position = node position + relative position
return new Position(
node.position.x + relativeX,
node.position.y + relativeY
ownerNode.position.x + relativeX,
ownerNode.position.y + relativeY
);
}, [graph]);

View File

@@ -1,5 +1,41 @@
# @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
- [#433](https://github.com/esengine/esengine/pull/433) [`2e84942`](https://github.com/esengine/esengine/commit/2e84942ea14c5326620398add05840fa8bea16f8) Thanks [@esengine](https://github.com/esengine)! - feat(blueprint): 添加 Add Component 节点支持 + 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
- 添加 registerComponentClass() 用于手动注册组件类
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
## 4.1.0
### Minor Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/blueprint",
"version": "4.1.0",
"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",

View File

@@ -14,23 +14,27 @@
* - Auto component node generation (using decorators)
* - Runtime blueprint execution
*
* @example 基础使用 | Basic usage:
* @example 基础使用 | Basic Usage:
* ```typescript
* import {
* createBlueprintSystem,
* registerAllComponentNodes
* } from '@esengine/blueprint';
* import { BlueprintSystem, BlueprintComponent } from '@esengine/blueprint';
* import { Scene, Core } from '@esengine/ecs-framework';
*
* // 注册所有标记的组件节点 | Register all marked component nodes
* registerAllComponentNodes();
* // 创建场景并添加蓝图系统
* const scene = new Scene();
* scene.addSystem(new BlueprintSystem());
* Core.setScene(scene);
*
* // 创建蓝图系统 | Create blueprint system
* const blueprintSystem = createBlueprintSystem(scene);
* // 为实体添加蓝图
* const entity = scene.createEntity('Player');
* const blueprint = new BlueprintComponent();
* blueprint.blueprintAsset = await loadBlueprintAsset('player.bp');
* entity.addComponent(blueprint);
* ```
*
* @example 标记组件 | Mark components:
* @example 标记组件 | Mark Components:
* ```typescript
* import { BlueprintExpose, BlueprintProperty, BlueprintMethod } from '@esengine/blueprint';
* import { Component, ECSComponent } from '@esengine/ecs-framework';
*
* @ECSComponent('Health')
* @BlueprintExpose({ displayName: '生命值' })
@@ -69,21 +73,31 @@ import './nodes';
// Re-export commonly used items
export { NodeRegistry, RegisterNode } from './runtime/NodeRegistry';
export { BlueprintVM } from './runtime/BlueprintVM';
export {
createBlueprintComponentData,
initializeBlueprintVM,
startBlueprint,
stopBlueprint,
tickBlueprint,
cleanupBlueprint
} from './runtime/BlueprintComponent';
export {
createBlueprintSystem,
triggerBlueprintEvent,
triggerCustomBlueprintEvent
} from './runtime/BlueprintSystem';
export { BlueprintComponent } from './runtime/BlueprintComponent';
export { BlueprintSystem } from './runtime/BlueprintSystem';
export { ExecutionContext } from './runtime/ExecutionContext';
export { createEmptyBlueprint, validateBlueprintAsset } from './types/blueprint';
// Component registration helper
import { ExecutionContext } from './runtime/ExecutionContext';
import type { Component } from '@esengine/ecs-framework';
/**
* @zh 注册组件类以支持在蓝图中动态创建
* @en Register a component class for dynamic creation in blueprints
*
* @example
* ```typescript
* import { registerComponentClass } from '@esengine/blueprint';
* import { MyComponent } from './MyComponent';
*
* registerComponentClass('MyComponent', MyComponent);
* ```
*/
export function registerComponentClass(typeName: string, componentClass: new () => Component): void {
ExecutionContext.registerComponentClass(typeName, componentClass);
}
// Re-export registry for convenience
export {
BlueprintExpose,

View File

@@ -11,6 +11,68 @@ import { BlueprintNodeTemplate, BlueprintNode } from '../../types/nodes';
import { ExecutionContext, ExecutionResult } from '../../runtime/ExecutionContext';
import { INodeExecutor, RegisterNode } from '../../runtime/NodeRegistry';
// ============================================================================
// Add Component (Generic) | 添加组件(通用)
// ============================================================================
export const AddComponentTemplate: BlueprintNodeTemplate = {
type: 'ECS_AddComponent',
title: 'Add Component',
category: 'component',
color: '#1e8b8b',
description: 'Adds a component to an entity by type name (按类型名称为实体添加组件)',
keywords: ['component', 'add', 'create', 'attach'],
menuPath: ['ECS', 'Component', 'Add Component'],
inputs: [
{ name: 'exec', type: 'exec', displayName: '' },
{ name: 'entity', type: 'entity', displayName: 'Entity' },
{ name: 'componentType', type: 'string', displayName: 'Component Type', defaultValue: '' }
],
outputs: [
{ name: 'exec', type: 'exec', displayName: '' },
{ name: 'component', type: 'component', displayName: 'Component' },
{ name: 'success', type: 'bool', displayName: 'Success' }
]
};
@RegisterNode(AddComponentTemplate)
export class AddComponentExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const entity = context.evaluateInput(node.id, 'entity', context.entity) as Entity;
const componentType = context.evaluateInput(node.id, 'componentType', '') as string;
if (!entity || entity.isDestroyed || !componentType) {
return { outputs: { component: null, success: false }, nextExec: 'exec' };
}
// Check if component already exists
const existing = entity.components.find(c =>
c.constructor.name === componentType ||
(c.constructor as any).__componentName__ === componentType
);
if (existing) {
return { outputs: { component: existing, success: false }, nextExec: 'exec' };
}
// Try to create component from registry
const ComponentClass = context.getComponentClass?.(componentType);
if (!ComponentClass) {
console.warn(`[Blueprint] Component type not found: ${componentType}`);
return { outputs: { component: null, success: false }, nextExec: 'exec' };
}
try {
const component = new ComponentClass();
entity.addComponent(component);
return { outputs: { component, success: true }, nextExec: 'exec' };
} catch (error) {
console.error(`[Blueprint] Failed to add component ${componentType}:`, error);
return { outputs: { component: null, success: false }, nextExec: 'exec' };
}
}
}
// ============================================================================
// Has Component | 是否有组件
// ============================================================================

View File

@@ -17,13 +17,19 @@ export const EventBeginPlayTemplate: BlueprintNodeTemplate = {
category: 'event',
color: '#CC0000',
description: 'Triggered once when the blueprint starts executing (蓝图开始执行时触发一次)',
keywords: ['start', 'begin', 'init', 'event'],
keywords: ['start', 'begin', 'init', 'event', 'self'],
menuPath: ['Events', 'Begin Play'],
inputs: [],
outputs: [
{
name: 'exec',
type: 'exec',
displayName: ''
},
{
name: 'self',
type: 'entity',
displayName: 'Self'
}
]
};
@@ -34,11 +40,12 @@ export const EventBeginPlayTemplate: BlueprintNodeTemplate = {
*/
@RegisterNode(EventBeginPlayTemplate)
export class EventBeginPlayExecutor implements INodeExecutor {
execute(_node: BlueprintNode, _context: ExecutionContext): ExecutionResult {
// Event nodes just trigger execution flow
// 事件节点只触发执行流
execute(_node: BlueprintNode, context: ExecutionContext): ExecutionResult {
return {
nextExec: 'exec'
nextExec: 'exec',
outputs: {
self: context.entity
}
};
}
}

View File

@@ -17,13 +17,19 @@ export const EventEndPlayTemplate: BlueprintNodeTemplate = {
category: 'event',
color: '#CC0000',
description: 'Triggered once when the blueprint stops executing (蓝图停止执行时触发一次)',
keywords: ['stop', 'end', 'destroy', 'event'],
keywords: ['stop', 'end', 'destroy', 'event', 'self'],
menuPath: ['Events', 'End Play'],
inputs: [],
outputs: [
{
name: 'exec',
type: 'exec',
displayName: ''
},
{
name: 'self',
type: 'entity',
displayName: 'Self'
}
]
};
@@ -34,9 +40,12 @@ export const EventEndPlayTemplate: BlueprintNodeTemplate = {
*/
@RegisterNode(EventEndPlayTemplate)
export class EventEndPlayExecutor implements INodeExecutor {
execute(_node: BlueprintNode, _context: ExecutionContext): ExecutionResult {
execute(_node: BlueprintNode, context: ExecutionContext): ExecutionResult {
return {
nextExec: 'exec'
nextExec: 'exec',
outputs: {
self: context.entity
}
};
}
}

View File

@@ -17,7 +17,8 @@ export const EventTickTemplate: BlueprintNodeTemplate = {
category: 'event',
color: '#CC0000',
description: 'Triggered every frame during execution (执行期间每帧触发)',
keywords: ['update', 'frame', 'tick', 'event'],
keywords: ['update', 'frame', 'tick', 'event', 'self'],
menuPath: ['Events', 'Tick'],
inputs: [],
outputs: [
{
@@ -25,6 +26,11 @@ export const EventTickTemplate: BlueprintNodeTemplate = {
type: 'exec',
displayName: ''
},
{
name: 'self',
type: 'entity',
displayName: 'Self'
},
{
name: 'deltaTime',
type: 'float',
@@ -43,6 +49,7 @@ export class EventTickExecutor implements INodeExecutor {
return {
nextExec: 'exec',
outputs: {
self: context.entity,
deltaTime: context.deltaTime
}
};

View File

@@ -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';

View File

@@ -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 ?? '') } };
}
}

View File

@@ -0,0 +1,6 @@
/**
* @zh 变量节点导出
* @en Variable nodes export
*/
export * from './VariableNodes';

View File

@@ -38,6 +38,8 @@ export function generateComponentNodes(
const category = metadata.category ?? 'component';
const color = metadata.color ?? '#1e8b8b';
// Generate Add/Get component nodes
generateAddComponentNode(componentClass, componentName, metadata, color);
generateGetComponentNode(componentClass, componentName, metadata, color);
for (const prop of properties) {
@@ -52,6 +54,105 @@ export function generateComponentNodes(
}
}
/**
* @zh 生成 Add Component 节点
* @en Generate Add Component node
*/
function generateAddComponentNode(
componentClass: Function,
componentName: string,
metadata: ComponentBlueprintMetadata,
color: string
): void {
const nodeType = `Add_${componentName}`;
const displayName = metadata.displayName ?? componentName;
// Build input pins for initial property values
const propertyInputs: BlueprintNodeTemplate['inputs'] = [];
const propertyDefaults: Record<string, unknown> = {};
for (const prop of metadata.properties) {
if (!prop.readonly) {
propertyInputs.push({
name: prop.propertyKey,
type: prop.pinType,
displayName: prop.displayName,
defaultValue: prop.defaultValue
});
propertyDefaults[prop.propertyKey] = prop.defaultValue;
}
}
const template: BlueprintNodeTemplate = {
type: nodeType,
title: `Add ${displayName}`,
category: 'component',
color,
description: `Adds ${displayName} component to entity (为实体添加 ${displayName} 组件)`,
keywords: ['add', 'component', 'create', componentName.toLowerCase()],
menuPath: ['Components', displayName, `Add ${displayName}`],
inputs: [
{ name: 'exec', type: 'exec', displayName: '' },
{ name: 'entity', type: 'entity', displayName: 'Entity' },
...propertyInputs
],
outputs: [
{ name: 'exec', type: 'exec', displayName: '' },
{ name: 'component', type: 'component', displayName: displayName },
{ name: 'success', type: 'bool', displayName: 'Success' }
]
};
const propertyKeys = metadata.properties
.filter(p => !p.readonly)
.map(p => p.propertyKey);
const executor: INodeExecutor = {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const entity = context.evaluateInput(node.id, 'entity', context.entity) as Entity;
if (!entity || entity.isDestroyed) {
return { outputs: { component: null, success: false }, nextExec: 'exec' };
}
// Check if component already exists
const existing = entity.components.find(c =>
c.constructor === componentClass ||
c.constructor.name === componentName ||
(c.constructor as any).__componentName__ === componentName
);
if (existing) {
// Component already exists, return it
return { outputs: { component: existing, success: false }, nextExec: 'exec' };
}
try {
// Create new component instance
const component = new (componentClass as new () => Component)();
// Set initial property values from inputs
for (const key of propertyKeys) {
const value = context.evaluateInput(node.id, key, propertyDefaults[key]);
if (value !== undefined) {
(component as any)[key] = value;
}
}
// Add to entity
entity.addComponent(component);
return { outputs: { component, success: true }, nextExec: 'exec' };
} catch (error) {
console.error(`[Blueprint] Failed to add ${componentName}:`, error);
return { outputs: { component: null, success: false }, nextExec: 'exec' };
}
}
};
NodeRegistry.instance.register(template, executor);
}
/**
* @zh 生成 Get Component 节点
* @en Generate Get Component node

View File

@@ -1,116 +1,117 @@
/**
* Blueprint Component - Attaches a blueprint to an entity
* 蓝图组件 - 将蓝图附加到实体
* @zh 蓝图组件 - 将蓝图附加到实体
* @en Blueprint Component - Attaches a blueprint to an entity
*/
import type { Entity, IScene } from '@esengine/ecs-framework';
import { Component, ECSComponent, type Entity, type IScene } from '@esengine/ecs-framework';
import { BlueprintAsset } from '../types/blueprint';
import { BlueprintVM } from './BlueprintVM';
/**
* Component interface for ECS integration
* 用于 ECS 集成的组件接口
* @zh 蓝图组件,用于将可视化脚本附加到 ECS 实体
* @en Blueprint component for attaching visual scripts to ECS entities
*
* @example
* ```typescript
* const entity = scene.createEntity('Player');
* const blueprint = new BlueprintComponent();
* blueprint.blueprintAsset = await loadBlueprintAsset('player.bp');
* blueprint.autoStart = true;
* entity.addComponent(blueprint);
* ```
*/
export interface IBlueprintComponent {
/** Entity ID this component belongs to (此组件所属的实体ID) */
entityId: number | null;
@ECSComponent('Blueprint')
export class BlueprintComponent extends Component {
/**
* @zh 蓝图资产引用
* @en Blueprint asset reference
*/
blueprintAsset: BlueprintAsset | null = null;
/** Blueprint asset reference (蓝图资产引用) */
blueprintAsset: BlueprintAsset | null;
/**
* @zh 用于序列化的蓝图资产路径
* @en Blueprint asset path for serialization
*/
blueprintPath: string = '';
/** Blueprint asset path for serialization (用于序列化的蓝图资产路径) */
blueprintPath: string;
/**
* @zh 实体创建时自动开始执行
* @en Auto-start execution when entity is created
*/
autoStart: boolean = true;
/** Auto-start execution when entity is created (实体创建时自动开始执行) */
autoStart: boolean;
/**
* @zh 启用 VM 调试模式
* @en Enable debug mode for VM
*/
debug: boolean = false;
/** Enable debug mode for VM (启用 VM 调试模式) */
debug: boolean;
/**
* @zh 运行时 VM 实例
* @en Runtime VM instance
*/
vm: BlueprintVM | null = null;
/** Runtime VM instance (运行时 VM 实例) */
vm: BlueprintVM | null;
/**
* @zh 蓝图是否已启动
* @en Whether the blueprint has started
*/
isStarted: boolean = false;
/** Whether the blueprint has started (蓝图是否已启动) */
isStarted: boolean;
}
/**
* @zh 初始化蓝图 VM
* @en Initialize blueprint VM
*/
initialize(entity: Entity, scene: IScene): void {
if (!this.blueprintAsset) return;
/**
* Creates a blueprint component data object
* 创建蓝图组件数据对象
*/
export function createBlueprintComponentData(): IBlueprintComponent {
return {
entityId: null,
blueprintAsset: null,
blueprintPath: '',
autoStart: true,
debug: false,
vm: null,
isStarted: false
};
}
/**
* Initialize the VM for a blueprint component
* 为蓝图组件初始化 VM
*/
export function initializeBlueprintVM(
component: IBlueprintComponent,
entity: Entity,
scene: IScene
): void {
if (!component.blueprintAsset) {
return;
this.vm = new BlueprintVM(this.blueprintAsset, entity, scene);
this.vm.debug = this.debug;
}
// Create VM instance
// 创建 VM 实例
component.vm = new BlueprintVM(component.blueprintAsset, entity, scene);
component.vm.debug = component.debug;
}
/**
* Start blueprint execution
* 开始蓝图执行
*/
export function startBlueprint(component: IBlueprintComponent): void {
if (component.vm && !component.isStarted) {
component.vm.start();
component.isStarted = true;
}
}
/**
* Stop blueprint execution
* 停止蓝图执行
*/
export function stopBlueprint(component: IBlueprintComponent): void {
if (component.vm && component.isStarted) {
component.vm.stop();
component.isStarted = false;
}
}
/**
* Update blueprint execution
* 更新蓝图执行
*/
export function tickBlueprint(component: IBlueprintComponent, deltaTime: number): void {
if (component.vm && component.isStarted) {
component.vm.tick(deltaTime);
}
}
/**
* Clean up blueprint resources
* 清理蓝图资源
*/
export function cleanupBlueprint(component: IBlueprintComponent): void {
if (component.vm) {
if (component.isStarted) {
component.vm.stop();
/**
* @zh 开始执行蓝图
* @en Start blueprint execution
*/
start(): void {
if (this.vm && !this.isStarted) {
this.vm.start();
this.isStarted = true;
}
}
/**
* @zh 停止执行蓝图
* @en Stop blueprint execution
*/
stop(): void {
if (this.vm && this.isStarted) {
this.vm.stop();
this.isStarted = false;
}
}
/**
* @zh 更新蓝图
* @en Update blueprint
*/
tick(deltaTime: number): void {
if (this.vm && this.isStarted) {
this.vm.tick(deltaTime);
}
}
/**
* @zh 清理蓝图资源
* @en Cleanup blueprint resources
*/
cleanup(): void {
if (this.vm) {
if (this.isStarted) {
this.vm.stop();
}
this.vm = null;
this.isStarted = false;
}
component.vm = null;
component.isStarted = false;
}
}

View File

@@ -1,121 +1,86 @@
/**
* Blueprint Execution System - Manages blueprint lifecycle and execution
* 蓝图执行系统 - 管理蓝图生命周期和执行
* @zh 蓝图系统 - 处理所有带有 BlueprintComponent 的实体
* @en Blueprint System - Processes all entities with BlueprintComponent
*/
import type { Entity, IScene } from '@esengine/ecs-framework';
import {
IBlueprintComponent,
initializeBlueprintVM,
startBlueprint,
tickBlueprint,
cleanupBlueprint
} from './BlueprintComponent';
import { EntitySystem, Matcher, ECSSystem, type Entity, Time } from '@esengine/ecs-framework';
import { BlueprintComponent } from './BlueprintComponent';
import { registerAllComponentNodes } from '../registry';
/**
* Blueprint system interface for engine integration
* 用于引擎集成的蓝图系统接口
* @zh 蓝图执行系统
* @en Blueprint execution system
*
* @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
* @en Automatically processes all entities with BlueprintComponent, manages blueprint initialization, execution and cleanup
*
* @example
* ```typescript
* import { BlueprintSystem } from '@esengine/blueprint';
*
* // 添加到场景
* scene.addSystem(new BlueprintSystem());
*
* // 为实体添加蓝图
* const entity = scene.createEntity('Player');
* const blueprint = new BlueprintComponent();
* blueprint.blueprintAsset = await loadBlueprintAsset('player.bp');
* entity.addComponent(blueprint);
* ```
*/
export interface IBlueprintSystem {
/** Process entities with blueprint components (处理带有蓝图组件的实体) */
process(entities: IBlueprintEntity[], deltaTime: number): void;
@ECSSystem('BlueprintSystem')
export class BlueprintSystem extends EntitySystem {
private _componentsRegistered = false;
/** Called when entity is added to system (实体添加到系统时调用) */
onEntityAdded(entity: IBlueprintEntity): void;
constructor() {
super(Matcher.all(BlueprintComponent));
}
/** Called when entity is removed from system (实体从系统移除时调用) */
onEntityRemoved(entity: IBlueprintEntity): void;
}
/**
* Entity with blueprint component
* 带有蓝图组件的实体
*/
export interface IBlueprintEntity extends Entity {
/** Blueprint component data (蓝图组件数据) */
blueprintComponent: IBlueprintComponent;
}
/**
* Creates a blueprint execution system
* 创建蓝图执行系统
*/
export function createBlueprintSystem(scene: IScene): IBlueprintSystem {
return {
process(entities: IBlueprintEntity[], deltaTime: number): void {
for (const entity of entities) {
const component = entity.blueprintComponent;
// Skip if no blueprint asset loaded
// 如果没有加载蓝图资产则跳过
if (!component.blueprintAsset) {
continue;
}
// Initialize VM if needed
// 如果需要则初始化 VM
if (!component.vm) {
initializeBlueprintVM(component, entity, scene);
}
// Auto-start if enabled
// 如果启用则自动启动
if (component.autoStart && !component.isStarted) {
startBlueprint(component);
}
// Tick the blueprint
// 更新蓝图
tickBlueprint(component, deltaTime);
}
},
onEntityAdded(entity: IBlueprintEntity): void {
const component = entity.blueprintComponent;
if (component.blueprintAsset) {
initializeBlueprintVM(component, entity, scene);
if (component.autoStart) {
startBlueprint(component);
}
}
},
onEntityRemoved(entity: IBlueprintEntity): void {
cleanupBlueprint(entity.blueprintComponent);
/**
* @zh 系统初始化时注册所有组件节点
* @en Register all component nodes when system initializes
*/
protected override onInitialize(): void {
if (!this._componentsRegistered) {
registerAllComponentNodes();
this._componentsRegistered = true;
}
};
}
}
/**
* Utility to manually trigger blueprint events
* 手动触发蓝图事件的工具
*/
export function triggerBlueprintEvent(
entity: IBlueprintEntity,
eventType: string,
data?: Record<string, unknown>
): void {
const vm = entity.blueprintComponent.vm;
/**
* @zh 处理所有带有蓝图组件的实体
* @en Process all entities with blueprint components
*/
protected override process(entities: readonly Entity[]): void {
const dt = Time.deltaTime;
if (vm && entity.blueprintComponent.isStarted) {
vm.triggerEvent(eventType, data);
}
}
/**
* Utility to trigger custom events by name
* 按名称触发自定义事件的工具
*/
export function triggerCustomBlueprintEvent(
entity: IBlueprintEntity,
eventName: string,
data?: Record<string, unknown>
): void {
const vm = entity.blueprintComponent.vm;
if (vm && entity.blueprintComponent.isStarted) {
vm.triggerCustomEvent(eventName, data);
for (const entity of entities) {
const blueprint = entity.getComponent(BlueprintComponent);
if (!blueprint?.blueprintAsset) continue;
// 初始化 VM
if (!blueprint.vm) {
blueprint.initialize(entity, this.scene!);
}
// 自动启动
if (blueprint.autoStart && !blueprint.isStarted) {
blueprint.start();
}
// 每帧更新
blueprint.tick(dt);
}
}
/**
* @zh 实体移除时清理蓝图资源
* @en Cleanup blueprint resources when entity is removed
*/
protected override onRemoved(entity: Entity): void {
const blueprint = entity.getComponent(BlueprintComponent);
if (blueprint) {
blueprint.cleanup();
}
}
}

View File

@@ -3,9 +3,10 @@
* 执行上下文 - 蓝图执行的运行时上下文
*/
import type { Entity, IScene } from '@esengine/ecs-framework';
import type { Entity, IScene, Component } from '@esengine/ecs-framework';
import { BlueprintNode, BlueprintConnection } from '../types/nodes';
import { BlueprintAsset } from '../types/blueprint';
import { getRegisteredBlueprintComponents } from '../registry/BlueprintDecorators';
/**
* Result of node execution
@@ -72,6 +73,9 @@ export class ExecutionContext {
/** Global variables (shared) (全局变量,共享) */
private static _globalVariables: Map<string, unknown> = new Map();
/** Component class registry (组件类注册表) */
private static _componentRegistry: Map<string, new () => Component> = new Map();
/** Node output cache for current execution (当前执行的节点输出缓存) */
private _outputCache: Map<string, Record<string, unknown>> = new Map();
@@ -267,4 +271,49 @@ export class ExecutionContext {
static clearGlobalVariables(): void {
ExecutionContext._globalVariables.clear();
}
/**
* Get a component class by name
* 通过名称获取组件类
*
* @zh 首先检查 @BlueprintExpose 装饰的组件,然后检查手动注册的组件
* @en First checks @BlueprintExpose decorated components, then manually registered ones
*/
getComponentClass(typeName: string): (new () => Component) | undefined {
// First check registered blueprint components
const blueprintComponents = getRegisteredBlueprintComponents();
for (const [componentClass, metadata] of blueprintComponents) {
if (metadata.componentName === typeName ||
componentClass.name === typeName) {
return componentClass as new () => Component;
}
}
// Then check manual registry
return ExecutionContext._componentRegistry.get(typeName);
}
/**
* Register a component class for dynamic creation
* 注册组件类以支持动态创建
*/
static registerComponentClass(typeName: string, componentClass: new () => Component): void {
ExecutionContext._componentRegistry.set(typeName, componentClass);
}
/**
* Unregister a component class
* 取消注册组件类
*/
static unregisterComponentClass(typeName: string): void {
ExecutionContext._componentRegistry.delete(typeName);
}
/**
* Get all registered component classes
* 获取所有已注册的组件类
*/
static getRegisteredComponentClasses(): Map<string, new () => Component> {
return new Map(ExecutionContext._componentRegistry);
}
}

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@@ -87,10 +87,21 @@ export interface BlueprintAsset {
}
/**
* Creates an empty blueprint asset
* 创建空蓝图资产
* Creates an empty blueprint asset with default Event Begin Play node
* 创建带有默认 Event Begin Play 节点的空蓝图资产
*/
export function createEmptyBlueprint(name: string): BlueprintAsset {
export function createEmptyBlueprint(name: string, includeBeginPlay: boolean = true): BlueprintAsset {
const nodes: BlueprintNode[] = [];
if (includeBeginPlay) {
nodes.push({
id: 'node_beginplay_1',
type: 'EventBeginPlay',
position: { x: 100, y: 200 },
data: {}
});
}
return {
version: 1,
type: 'blueprint',
@@ -100,7 +111,7 @@ export function createEmptyBlueprint(name: string): BlueprintAsset {
modifiedAt: Date.now()
},
variables: [],
nodes: [],
nodes,
connections: []
};
}

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@@ -1,5 +1,19 @@
# @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
- Updated dependencies [[`2e84942`](https://github.com/esengine/esengine/commit/2e84942ea14c5326620398add05840fa8bea16f8)]:
- @esengine/blueprint@4.2.0
## 5.0.0
### Patch Changes

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@@ -1,6 +1,6 @@
{
"name": "@esengine/fsm",
"version": "5.0.0",
"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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@@ -1,5 +1,19 @@
# @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
- Updated dependencies [[`2e84942`](https://github.com/esengine/esengine/commit/2e84942ea14c5326620398add05840fa8bea16f8)]:
- @esengine/blueprint@4.2.0
## 6.0.0
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/network",
"version": "6.0.0",
"version": "8.0.0",
"description": "Network synchronization for multiplayer games",
"esengine": {
"plugin": true,

View File

@@ -1,5 +1,19 @@
# @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
- Updated dependencies [[`2e84942`](https://github.com/esengine/esengine/commit/2e84942ea14c5326620398add05840fa8bea16f8)]:
- @esengine/blueprint@4.2.0
## 5.0.0
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/pathfinding",
"version": "5.0.0",
"version": "7.0.0",
"description": "寻路系统 | Pathfinding System - A*, Grid, NavMesh",
"type": "module",
"main": "./dist/index.js",

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@@ -1,5 +1,19 @@
# @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
- Updated dependencies [[`2e84942`](https://github.com/esengine/esengine/commit/2e84942ea14c5326620398add05840fa8bea16f8)]:
- @esengine/blueprint@4.2.0
## 5.0.0
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/procgen",
"version": "5.0.0",
"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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@@ -1,5 +1,19 @@
# @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
- Updated dependencies [[`2e84942`](https://github.com/esengine/esengine/commit/2e84942ea14c5326620398add05840fa8bea16f8)]:
- @esengine/blueprint@4.2.0
## 5.0.0
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/spatial",
"version": "5.0.0",
"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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@@ -1,5 +1,19 @@
# @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
- Updated dependencies [[`2e84942`](https://github.com/esengine/esengine/commit/2e84942ea14c5326620398add05840fa8bea16f8)]:
- @esengine/blueprint@4.2.0
## 5.0.0
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/timer",
"version": "5.0.0",
"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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@@ -1,5 +1,27 @@
# @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
- Updated dependencies []:
- @esengine/fsm@6.0.0
- @esengine/pathfinding@6.0.0
- @esengine/procgen@6.0.0
- @esengine/spatial@6.0.0
- @esengine/timer@6.0.0
## 1.0.11
### Patch Changes

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@@ -1,6 +1,6 @@
{
"name": "@esengine/demos",
"version": "1.0.11",
"version": "1.0.13",
"private": true,
"description": "Demo tests for ESEngine modules documentation",
"type": "module",