Compare commits
5 Commits
@esengine/
...
@esengine/
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
2d537dc10c | ||
|
|
c2acd14fce | ||
|
|
7f631793d4 | ||
|
|
2e84942ea1 | ||
|
|
d0057333a7 |
@@ -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' };
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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' };
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
### 蓝图资产结构
|
||||
## ECS 集成架构
|
||||
|
||||
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 | 灰色 |
|
||||
| `entity` | 实体操作 | 蓝色 |
|
||||
| `component` | 组件访问 | 青色 |
|
||||
| `event` | 事件节点(BeginPlay, Tick, EndPlay) | 红色 |
|
||||
| `entity` | ECS 实体操作 | 蓝色 |
|
||||
| `component` | ECS 组件访问 | 青色 |
|
||||
| `flow` | 流程控制(Branch, Sequence, Loop) | 灰色 |
|
||||
| `math` | 数学运算 | 绿色 |
|
||||
| `logic` | 逻辑运算 | 红色 |
|
||||
| `variable` | 变量访问 | 紫色 |
|
||||
| `time` | 时间工具 | 青色 |
|
||||
| `debug` | 调试工具 | 灰色 |
|
||||
| `time` | 时间工具(Delay, GetDeltaTime) | 青色 |
|
||||
| `debug` | 调试工具(Print) | 灰色 |
|
||||
|
||||
### 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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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",
|
||||
|
||||
@@ -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]);
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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",
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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
|
||||
// ============================================================================
|
||||
|
||||
@@ -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
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
}
|
||||
};
|
||||
|
||||
@@ -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';
|
||||
|
||||
|
||||
@@ -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 ?? '') } };
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
/**
|
||||
* @zh 变量节点导出
|
||||
* @en Variable nodes export
|
||||
*/
|
||||
|
||||
export * from './VariableNodes';
|
||||
@@ -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
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -87,10 +87,21 @@ export interface BlueprintAsset {
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates an empty blueprint asset
|
||||
* 创建空的蓝图资产
|
||||
* 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: []
|
||||
};
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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",
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/network",
|
||||
"version": "6.0.0",
|
||||
"version": "8.0.0",
|
||||
"description": "Network synchronization for multiplayer games",
|
||||
"esengine": {
|
||||
"plugin": true,
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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",
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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",
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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",
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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",
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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",
|
||||
|
||||
Reference in New Issue
Block a user