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@esengine/
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@esengine/
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f333b81298 |
@@ -49,7 +49,6 @@
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"@esengine/material-editor",
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"@esengine/shader-editor",
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"@esengine/world-streaming-editor",
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"@esengine/node-editor",
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"@esengine/sdk",
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"@esengine/worker-generator",
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"@esengine/engine"
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1
.github/workflows/release-changesets.yml
vendored
1
.github/workflows/release-changesets.yml
vendored
@@ -62,6 +62,7 @@ jobs:
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pnpm --filter "@esengine/transaction" build
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pnpm --filter "@esengine/cli" build
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pnpm --filter "create-esengine-server" build
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pnpm --filter "@esengine/node-editor" build
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- name: Create Release Pull Request or Publish
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id: changesets
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@@ -28,13 +28,13 @@ const MyNodeTemplate: BlueprintNodeTemplate = {
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## Implementing Node Executor
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```typescript
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import { INodeExecutor, RegisterNode } from '@esengine/blueprint';
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import { INodeExecutor, RegisterNode, BlueprintNode, ExecutionContext, ExecutionResult } from '@esengine/blueprint';
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@RegisterNode(MyNodeTemplate)
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class MyNodeExecutor implements INodeExecutor {
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execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
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// Get input
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const value = context.getInput<number>(node.id, 'value');
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// Get input (using evaluateInput)
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const value = context.evaluateInput(node.id, 'value', 0) as number;
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// Execute logic
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const result = value * 2;
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@@ -100,29 +100,58 @@ const PureNodeTemplate: BlueprintNodeTemplate = {
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};
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```
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## Example: Input Handler Node
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## Example: ECS Component Operation Node
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```typescript
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const InputMoveTemplate: BlueprintNodeTemplate = {
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type: 'InputMove',
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title: 'Get Movement Input',
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category: 'input',
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inputs: [],
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outputs: [
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{ name: 'direction', type: 'vector2', direction: 'output' }
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import type { Entity } from '@esengine/ecs-framework';
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import { BlueprintNodeTemplate, BlueprintNode } from '@esengine/blueprint';
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import { ExecutionContext, ExecutionResult } from '@esengine/blueprint';
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import { INodeExecutor, RegisterNode } from '@esengine/blueprint';
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// Custom heal node
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const HealEntityTemplate: BlueprintNodeTemplate = {
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type: 'HealEntity',
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title: 'Heal Entity',
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category: 'gameplay',
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color: '#22aa22',
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description: 'Heal an entity with HealthComponent',
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keywords: ['heal', 'health', 'restore'],
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menuPath: ['Gameplay', 'Combat', 'Heal Entity'],
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inputs: [
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{ name: 'exec', type: 'exec', displayName: '' },
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{ name: 'entity', type: 'entity', displayName: 'Target' },
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{ name: 'amount', type: 'float', displayName: 'Amount', defaultValue: 10 }
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],
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isPure: true
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outputs: [
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{ name: 'exec', type: 'exec', displayName: '' },
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{ name: 'newHealth', type: 'float', displayName: 'New Health' }
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]
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};
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@RegisterNode(InputMoveTemplate)
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class InputMoveExecutor implements INodeExecutor {
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@RegisterNode(HealEntityTemplate)
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class HealEntityExecutor implements INodeExecutor {
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execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
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const input = context.scene.services.get(InputServiceToken);
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const direction = {
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x: input.getAxis('horizontal'),
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y: input.getAxis('vertical')
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};
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return { outputs: { direction } };
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const entity = context.evaluateInput(node.id, 'entity', context.entity) as Entity;
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const amount = context.evaluateInput(node.id, 'amount', 10) as number;
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if (!entity || entity.isDestroyed) {
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return { outputs: { newHealth: 0 }, nextExec: 'exec' };
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}
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// Get HealthComponent
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const health = entity.components.find(c =>
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(c.constructor as any).__componentName__ === 'Health'
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) as any;
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if (health) {
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health.current = Math.min(health.current + amount, health.max);
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return {
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outputs: { newHealth: health.current },
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nextExec: 'exec'
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};
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}
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return { outputs: { newHealth: 0 }, nextExec: 'exec' };
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}
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}
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```
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@@ -3,85 +3,127 @@ title: "Examples"
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description: "ECS integration and best practices"
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---
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## Player Control Blueprint
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## Complete Game Integration Example
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```typescript
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// Define input handling node
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const InputMoveTemplate: BlueprintNodeTemplate = {
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type: 'InputMove',
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title: 'Get Movement Input',
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category: 'input',
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inputs: [],
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outputs: [
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{ name: 'direction', type: 'vector2', direction: 'output' }
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],
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isPure: true
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};
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import { Scene, Core, Component, ECSComponent } from '@esengine/ecs-framework';
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import {
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BlueprintSystem,
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BlueprintComponent,
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BlueprintExpose,
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BlueprintProperty,
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BlueprintMethod
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} from '@esengine/blueprint';
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@RegisterNode(InputMoveTemplate)
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class InputMoveExecutor implements INodeExecutor {
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execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
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const input = context.scene.services.get(InputServiceToken);
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const direction = {
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x: input.getAxis('horizontal'),
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y: input.getAxis('vertical')
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};
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return { outputs: { direction } };
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// 1. Define game components
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@ECSComponent('Player')
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@BlueprintExpose({ displayName: 'Player', category: 'gameplay' })
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export class PlayerComponent extends Component {
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@BlueprintProperty({ displayName: 'Move Speed', type: 'float' })
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moveSpeed: number = 5;
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@BlueprintProperty({ displayName: 'Score', type: 'int' })
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score: number = 0;
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@BlueprintMethod({ displayName: 'Add Score' })
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addScore(points: number): void {
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this.score += points;
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}
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}
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@ECSComponent('Health')
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@BlueprintExpose({ displayName: 'Health', category: 'gameplay' })
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export class HealthComponent extends Component {
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@BlueprintProperty({ displayName: 'Current Health' })
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current: number = 100;
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@BlueprintProperty({ displayName: 'Max Health' })
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max: number = 100;
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@BlueprintMethod({ displayName: 'Heal' })
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heal(amount: number): void {
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this.current = Math.min(this.current + amount, this.max);
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}
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@BlueprintMethod({ displayName: 'Take Damage' })
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takeDamage(amount: number): boolean {
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this.current -= amount;
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return this.current <= 0;
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}
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}
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// 2. Initialize game
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async function initGame() {
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const scene = new Scene();
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// Add blueprint system
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scene.addSystem(new BlueprintSystem());
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Core.setScene(scene);
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// 3. Create player
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const player = scene.createEntity('Player');
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player.addComponent(new PlayerComponent());
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player.addComponent(new HealthComponent());
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// Add blueprint control
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const blueprint = new BlueprintComponent();
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blueprint.blueprintAsset = await loadBlueprintAsset('player.bp');
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player.addComponent(blueprint);
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}
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```
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## State Switching Logic
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## Custom Node Example
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```typescript
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// Implement state machine logic in blueprint
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const stateBlueprint = createEmptyBlueprint('PlayerState');
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import type { Entity } from '@esengine/ecs-framework';
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import {
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BlueprintNodeTemplate,
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BlueprintNode,
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ExecutionContext,
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||||
ExecutionResult,
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INodeExecutor,
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RegisterNode
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} from '@esengine/blueprint';
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// Add state variable
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stateBlueprint.variables.push({
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name: 'currentState',
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type: 'string',
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defaultValue: 'idle',
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scope: 'instance'
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});
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// Check state transitions in Tick event
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// ... implemented via node connections
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```
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||||
## Damage Handling System
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||||
```typescript
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// Custom damage node
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const ApplyDamageTemplate: BlueprintNodeTemplate = {
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type: 'ApplyDamage',
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title: 'Apply Damage',
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category: 'combat',
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color: '#aa2222',
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description: 'Apply damage to entity with Health component',
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keywords: ['damage', 'hurt', 'attack'],
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menuPath: ['Combat', 'Apply Damage'],
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inputs: [
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{ name: 'exec', type: 'exec', direction: 'input', isExec: true },
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{ name: 'target', type: 'entity', direction: 'input' },
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{ name: 'amount', type: 'number', direction: 'input', defaultValue: 10 }
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||||
{ name: 'exec', type: 'exec', displayName: '' },
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||||
{ name: 'target', type: 'entity', displayName: 'Target' },
|
||||
{ name: 'amount', type: 'float', displayName: 'Damage', defaultValue: 10 }
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||||
],
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||||
outputs: [
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||||
{ name: 'exec', type: 'exec', direction: 'output', isExec: true },
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||||
{ name: 'killed', type: 'boolean', direction: 'output' }
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||||
{ name: 'exec', type: 'exec', displayName: '' },
|
||||
{ name: 'killed', type: 'bool', displayName: 'Killed' }
|
||||
]
|
||||
};
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@RegisterNode(ApplyDamageTemplate)
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class ApplyDamageExecutor implements INodeExecutor {
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execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
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const target = context.getInput<Entity>(node.id, 'target');
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const amount = context.getInput<number>(node.id, 'amount');
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const target = context.evaluateInput(node.id, 'target', context.entity) as Entity;
|
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const amount = context.evaluateInput(node.id, 'amount', 10) as number;
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|
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if (!target || target.isDestroyed) {
|
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return { outputs: { killed: false }, nextExec: 'exec' };
|
||||
}
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||||
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const health = target.components.find(c =>
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(c.constructor as any).__componentName__ === 'Health'
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) as any;
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|
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const health = target.getComponent(HealthComponent);
|
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if (health) {
|
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health.current -= amount;
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const killed = health.current <= 0;
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return {
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outputs: { killed },
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nextExec: 'exec'
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};
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return { outputs: { killed }, nextExec: 'exec' };
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}
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|
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return { outputs: { killed: false }, nextExec: 'exec' };
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@@ -132,7 +174,8 @@ vm.maxStepsPerFrame = 1000;
|
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|
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```typescript
|
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// Enable debug mode for execution logs
|
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vm.debug = true;
|
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const blueprint = entity.getComponent(BlueprintComponent);
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blueprint.debug = true;
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// Use Print nodes for intermediate values
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// Set breakpoints in editor
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|
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@@ -1,8 +1,9 @@
|
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---
|
||||
title: "Blueprint Visual Scripting"
|
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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.
|
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`@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();
|
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blueprint.blueprintAsset = await loadBlueprintAsset('player.bp');
|
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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
|
||||
|
||||
441
docs/src/content/docs/en/modules/network/distributed.md
Normal file
441
docs/src/content/docs/en/modules/network/distributed.md
Normal file
@@ -0,0 +1,441 @@
|
||||
---
|
||||
title: "Distributed Rooms"
|
||||
description: "Multi-server room management with DistributedRoomManager"
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Distributed room support allows multiple server instances to share a room registry, enabling cross-server player routing and failover.
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────┐
|
||||
│ Server A Server B Server C │
|
||||
│ ┌─────────┐ ┌─────────┐ ┌─────────┐ │
|
||||
│ │ Room 1 │ │ Room 3 │ │ Room 5 │ │
|
||||
│ │ Room 2 │ │ Room 4 │ │ Room 6 │ │
|
||||
│ └────┬────┘ └────┬────┘ └────┬────┘ │
|
||||
│ │ │ │ │
|
||||
│ └─────────────────┼─────────────────┘ │
|
||||
│ │ │
|
||||
│ ┌──────────▼──────────┐ │
|
||||
│ │ IDistributedAdapter │ │
|
||||
│ │ (Redis / Memory) │ │
|
||||
│ └─────────────────────┘ │
|
||||
└─────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
## Quick Start
|
||||
|
||||
### Single Server Mode (Testing)
|
||||
|
||||
```typescript
|
||||
import {
|
||||
DistributedRoomManager,
|
||||
MemoryAdapter,
|
||||
Room
|
||||
} from '@esengine/server';
|
||||
|
||||
// Define room type
|
||||
class GameRoom extends Room {
|
||||
maxPlayers = 4;
|
||||
}
|
||||
|
||||
// Create adapter and manager
|
||||
const adapter = new MemoryAdapter();
|
||||
const manager = new DistributedRoomManager(adapter, {
|
||||
serverId: 'server-1',
|
||||
serverAddress: 'localhost',
|
||||
serverPort: 3000
|
||||
}, (conn, type, data) => conn.send(JSON.stringify({ type, data })));
|
||||
|
||||
// Register room type
|
||||
manager.define('game', GameRoom);
|
||||
|
||||
// Start manager
|
||||
await manager.start();
|
||||
|
||||
// Distributed join/create room
|
||||
const result = await manager.joinOrCreateDistributed('game', 'player-1', conn);
|
||||
if ('redirect' in result) {
|
||||
// Player should connect to another server
|
||||
console.log(`Redirect to: ${result.redirect}`);
|
||||
} else {
|
||||
// Player joined local room
|
||||
const { room, player } = result;
|
||||
}
|
||||
|
||||
// Graceful shutdown
|
||||
await manager.stop(true);
|
||||
```
|
||||
|
||||
### Multi-Server Mode (Production)
|
||||
|
||||
```typescript
|
||||
import Redis from 'ioredis';
|
||||
import { DistributedRoomManager, RedisAdapter } from '@esengine/server';
|
||||
|
||||
const adapter = new RedisAdapter({
|
||||
factory: () => new Redis({
|
||||
host: 'redis.example.com',
|
||||
port: 6379
|
||||
}),
|
||||
prefix: 'game:',
|
||||
serverTtl: 30,
|
||||
snapshotTtl: 86400
|
||||
});
|
||||
|
||||
const manager = new DistributedRoomManager(adapter, {
|
||||
serverId: process.env.SERVER_ID,
|
||||
serverAddress: process.env.PUBLIC_IP,
|
||||
serverPort: 3000,
|
||||
heartbeatInterval: 5000,
|
||||
snapshotInterval: 30000,
|
||||
enableFailover: true,
|
||||
capacity: 100
|
||||
}, sendFn);
|
||||
```
|
||||
|
||||
## DistributedRoomManager
|
||||
|
||||
### Configuration Options
|
||||
|
||||
| Property | Type | Default | Description |
|
||||
|----------|------|---------|-------------|
|
||||
| `serverId` | `string` | required | Unique server identifier |
|
||||
| `serverAddress` | `string` | required | Public address for client connections |
|
||||
| `serverPort` | `number` | required | Server port |
|
||||
| `heartbeatInterval` | `number` | `5000` | Heartbeat interval (ms) |
|
||||
| `snapshotInterval` | `number` | `30000` | State snapshot interval, 0 to disable |
|
||||
| `migrationTimeout` | `number` | `10000` | Room migration timeout |
|
||||
| `enableFailover` | `boolean` | `true` | Enable automatic failover |
|
||||
| `capacity` | `number` | `100` | Max rooms on this server |
|
||||
|
||||
### Lifecycle Methods
|
||||
|
||||
#### start()
|
||||
|
||||
Start the distributed room manager. Connects to adapter, registers server, starts heartbeat.
|
||||
|
||||
```typescript
|
||||
await manager.start();
|
||||
```
|
||||
|
||||
#### stop(graceful?)
|
||||
|
||||
Stop the manager. If `graceful=true`, marks server as draining and saves all room snapshots.
|
||||
|
||||
```typescript
|
||||
await manager.stop(true);
|
||||
```
|
||||
|
||||
### Routing Methods
|
||||
|
||||
#### joinOrCreateDistributed()
|
||||
|
||||
Join or create a room with distributed awareness. Returns `{ room, player }` for local rooms or `{ redirect: string }` for remote rooms.
|
||||
|
||||
```typescript
|
||||
const result = await manager.joinOrCreateDistributed('game', 'player-1', conn);
|
||||
|
||||
if ('redirect' in result) {
|
||||
// Client should redirect to another server
|
||||
res.json({ redirect: result.redirect });
|
||||
} else {
|
||||
// Player joined local room
|
||||
const { room, player } = result;
|
||||
}
|
||||
```
|
||||
|
||||
#### route()
|
||||
|
||||
Route a player to the appropriate room/server.
|
||||
|
||||
```typescript
|
||||
const result = await manager.route({
|
||||
roomType: 'game',
|
||||
playerId: 'p1'
|
||||
});
|
||||
|
||||
switch (result.type) {
|
||||
case 'local': // Room is on this server
|
||||
break;
|
||||
case 'redirect': // Room is on another server
|
||||
// result.serverAddress contains target server
|
||||
break;
|
||||
case 'create': // No room exists, need to create
|
||||
break;
|
||||
case 'unavailable': // Cannot find or create room
|
||||
// result.reason contains error message
|
||||
break;
|
||||
}
|
||||
```
|
||||
|
||||
### State Management
|
||||
|
||||
#### saveSnapshot()
|
||||
|
||||
Manually save a room's state snapshot.
|
||||
|
||||
```typescript
|
||||
await manager.saveSnapshot(roomId);
|
||||
```
|
||||
|
||||
#### restoreFromSnapshot()
|
||||
|
||||
Restore a room from its saved snapshot.
|
||||
|
||||
```typescript
|
||||
const success = await manager.restoreFromSnapshot(roomId);
|
||||
```
|
||||
|
||||
### Query Methods
|
||||
|
||||
#### getServers()
|
||||
|
||||
Get all online servers.
|
||||
|
||||
```typescript
|
||||
const servers = await manager.getServers();
|
||||
```
|
||||
|
||||
#### queryDistributedRooms()
|
||||
|
||||
Query rooms across all servers.
|
||||
|
||||
```typescript
|
||||
const rooms = await manager.queryDistributedRooms({
|
||||
roomType: 'game',
|
||||
hasSpace: true,
|
||||
notLocked: true
|
||||
});
|
||||
```
|
||||
|
||||
## IDistributedAdapter
|
||||
|
||||
Interface for distributed backends. Implement this to add support for Redis, message queues, etc.
|
||||
|
||||
### Built-in Adapters
|
||||
|
||||
#### MemoryAdapter
|
||||
|
||||
In-memory implementation for testing and single-server mode.
|
||||
|
||||
```typescript
|
||||
const adapter = new MemoryAdapter({
|
||||
serverTtl: 15000, // Server offline after no heartbeat (ms)
|
||||
enableTtlCheck: true, // Enable automatic TTL checking
|
||||
ttlCheckInterval: 5000 // TTL check interval (ms)
|
||||
});
|
||||
```
|
||||
|
||||
#### RedisAdapter
|
||||
|
||||
Redis-based implementation for production multi-server deployments.
|
||||
|
||||
```typescript
|
||||
import Redis from 'ioredis';
|
||||
import { RedisAdapter } from '@esengine/server';
|
||||
|
||||
const adapter = new RedisAdapter({
|
||||
factory: () => new Redis('redis://localhost:6379'),
|
||||
prefix: 'game:', // Key prefix (default: 'dist:')
|
||||
serverTtl: 30, // Server TTL in seconds (default: 30)
|
||||
roomTtl: 0, // Room TTL, 0 = never expire (default: 0)
|
||||
snapshotTtl: 86400, // Snapshot TTL in seconds (default: 24h)
|
||||
channel: 'game:events' // Pub/Sub channel (default: 'distributed:events')
|
||||
});
|
||||
```
|
||||
|
||||
**RedisAdapter Configuration:**
|
||||
|
||||
| Property | Type | Default | Description |
|
||||
|----------|------|---------|-------------|
|
||||
| `factory` | `() => RedisClient` | required | Redis client factory (lazy connection) |
|
||||
| `prefix` | `string` | `'dist:'` | Key prefix for all Redis keys |
|
||||
| `serverTtl` | `number` | `30` | Server TTL in seconds |
|
||||
| `roomTtl` | `number` | `0` | Room TTL in seconds, 0 = no expiry |
|
||||
| `snapshotTtl` | `number` | `86400` | Snapshot TTL in seconds |
|
||||
| `channel` | `string` | `'distributed:events'` | Pub/Sub channel name |
|
||||
|
||||
**Features:**
|
||||
- Server registry with automatic heartbeat TTL
|
||||
- Room registry with cross-server lookup
|
||||
- State snapshots with configurable TTL
|
||||
- Pub/Sub for cross-server events
|
||||
- Distributed locks using Redis SET NX
|
||||
|
||||
### Custom Adapters
|
||||
|
||||
```typescript
|
||||
import type { IDistributedAdapter } from '@esengine/server';
|
||||
|
||||
class MyAdapter implements IDistributedAdapter {
|
||||
// Lifecycle
|
||||
async connect(): Promise<void> { }
|
||||
async disconnect(): Promise<void> { }
|
||||
isConnected(): boolean { return true; }
|
||||
|
||||
// Server Registry
|
||||
async registerServer(server: ServerRegistration): Promise<void> { }
|
||||
async unregisterServer(serverId: string): Promise<void> { }
|
||||
async heartbeat(serverId: string): Promise<void> { }
|
||||
async getServers(): Promise<ServerRegistration[]> { return []; }
|
||||
|
||||
// Room Registry
|
||||
async registerRoom(room: RoomRegistration): Promise<void> { }
|
||||
async unregisterRoom(roomId: string): Promise<void> { }
|
||||
async queryRooms(query: RoomQuery): Promise<RoomRegistration[]> { return []; }
|
||||
async findAvailableRoom(roomType: string): Promise<RoomRegistration | null> { return null; }
|
||||
|
||||
// State Snapshots
|
||||
async saveSnapshot(snapshot: RoomSnapshot): Promise<void> { }
|
||||
async loadSnapshot(roomId: string): Promise<RoomSnapshot | null> { return null; }
|
||||
|
||||
// Pub/Sub
|
||||
async publish(event: DistributedEvent): Promise<void> { }
|
||||
async subscribe(pattern: string, handler: Function): Promise<() => void> { return () => {}; }
|
||||
|
||||
// Distributed Locks
|
||||
async acquireLock(key: string, ttlMs: number): Promise<boolean> { return true; }
|
||||
async releaseLock(key: string): Promise<void> { }
|
||||
}
|
||||
```
|
||||
|
||||
## Player Routing Flow
|
||||
|
||||
```
|
||||
Client Server A Server B
|
||||
│ │ │
|
||||
│─── joinOrCreate ────────►│ │
|
||||
│ │ │
|
||||
│ │── findAvailableRoom() ───►│
|
||||
│ │◄──── room on Server B ────│
|
||||
│ │ │
|
||||
│◄─── redirect: B:3001 ────│ │
|
||||
│ │ │
|
||||
│───────────────── connect to Server B ───────────────►│
|
||||
│ │ │
|
||||
│◄─────────────────────────────── joined ─────────────│
|
||||
```
|
||||
|
||||
## Event Types
|
||||
|
||||
The distributed system publishes these events:
|
||||
|
||||
| Event | Description |
|
||||
|-------|-------------|
|
||||
| `server:online` | Server came online |
|
||||
| `server:offline` | Server went offline |
|
||||
| `server:draining` | Server is draining |
|
||||
| `room:created` | Room was created |
|
||||
| `room:disposed` | Room was disposed |
|
||||
| `room:updated` | Room info updated |
|
||||
| `room:message` | Cross-server room message |
|
||||
| `room:migrated` | Room migrated to another server |
|
||||
| `player:joined` | Player joined room |
|
||||
| `player:left` | Player left room |
|
||||
|
||||
## Best Practices
|
||||
|
||||
1. **Use Unique Server IDs** - Use hostname, container ID, or UUID
|
||||
|
||||
2. **Configure Proper Heartbeat** - Balance between freshness and network overhead
|
||||
|
||||
3. **Enable Snapshots for Stateful Rooms** - Ensure room state survives server restarts
|
||||
|
||||
4. **Handle Redirects Gracefully** - Client should reconnect to target server
|
||||
```typescript
|
||||
// Client handling redirect
|
||||
if (response.redirect) {
|
||||
await client.disconnect();
|
||||
await client.connect(response.redirect);
|
||||
await client.joinRoom(roomId);
|
||||
}
|
||||
```
|
||||
|
||||
5. **Use Distributed Locks** - Prevent race conditions in joinOrCreate
|
||||
|
||||
## Using createServer Integration
|
||||
|
||||
The simplest way to use distributed rooms is through `createServer`'s `distributed` config:
|
||||
|
||||
```typescript
|
||||
import { createServer } from '@esengine/server';
|
||||
import { RedisAdapter, Room } from '@esengine/server';
|
||||
import Redis from 'ioredis';
|
||||
|
||||
class GameRoom extends Room {
|
||||
maxPlayers = 4;
|
||||
}
|
||||
|
||||
const server = await createServer({
|
||||
port: 3000,
|
||||
distributed: {
|
||||
enabled: true,
|
||||
adapter: new RedisAdapter({ factory: () => new Redis() }),
|
||||
serverId: 'server-1',
|
||||
serverAddress: 'ws://192.168.1.100',
|
||||
serverPort: 3000,
|
||||
enableFailover: true,
|
||||
capacity: 100
|
||||
}
|
||||
});
|
||||
|
||||
server.define('game', GameRoom);
|
||||
await server.start();
|
||||
```
|
||||
|
||||
When clients call the `JoinRoom` API, the server will automatically:
|
||||
1. Find available rooms (local or remote)
|
||||
2. If room is on another server, send `$redirect` message to client
|
||||
3. Client receives redirect and connects to target server
|
||||
|
||||
## Load Balancing
|
||||
|
||||
Use `LoadBalancedRouter` for server selection:
|
||||
|
||||
```typescript
|
||||
import { LoadBalancedRouter, createLoadBalancedRouter } from '@esengine/server';
|
||||
|
||||
// Using factory function
|
||||
const router = createLoadBalancedRouter('least-players');
|
||||
|
||||
// Or create directly
|
||||
const router = new LoadBalancedRouter({
|
||||
strategy: 'least-rooms', // Select server with fewest rooms
|
||||
preferLocal: true // Prefer local server
|
||||
});
|
||||
|
||||
// Available strategies
|
||||
// - 'round-robin': Round robin selection
|
||||
// - 'least-rooms': Fewest rooms
|
||||
// - 'least-players': Fewest players
|
||||
// - 'random': Random selection
|
||||
// - 'weighted': Weighted by capacity usage
|
||||
```
|
||||
|
||||
## Failover
|
||||
|
||||
When a server goes offline with `enableFailover` enabled, the system will automatically:
|
||||
|
||||
1. Detect server offline (via heartbeat timeout)
|
||||
2. Query all rooms on that server
|
||||
3. Use distributed lock to prevent multiple servers recovering same room
|
||||
4. Restore room state from snapshot
|
||||
5. Publish `room:migrated` event to notify other servers
|
||||
|
||||
```typescript
|
||||
// Ensure periodic snapshots
|
||||
const manager = new DistributedRoomManager(adapter, {
|
||||
serverId: 'server-1',
|
||||
serverAddress: 'localhost',
|
||||
serverPort: 3000,
|
||||
snapshotInterval: 30000, // Save snapshot every 30 seconds
|
||||
enableFailover: true // Enable failover
|
||||
}, sendFn);
|
||||
```
|
||||
|
||||
## Future Releases
|
||||
|
||||
- Redis Cluster support
|
||||
- More load balancing strategies (geo-location, latency-aware)
|
||||
@@ -147,6 +147,7 @@ service.on('chat', (data) => {
|
||||
|
||||
- [Client Usage](/en/modules/network/client/) - NetworkPlugin, components and systems
|
||||
- [Server Side](/en/modules/network/server/) - GameServer and Room management
|
||||
- [Distributed Rooms](/en/modules/network/distributed/) - Multi-server room management and player routing
|
||||
- [State Sync](/en/modules/network/sync/) - Interpolation and snapshot buffering
|
||||
- [Client Prediction](/en/modules/network/prediction/) - Input prediction and server reconciliation
|
||||
- [Area of Interest (AOI)](/en/modules/network/aoi/) - View filtering and bandwidth optimization
|
||||
|
||||
@@ -266,6 +266,122 @@ class GameRoom extends Room {
|
||||
}
|
||||
```
|
||||
|
||||
## Schema Validation
|
||||
|
||||
Use the built-in Schema validation system for runtime type validation:
|
||||
|
||||
### Basic Usage
|
||||
|
||||
```typescript
|
||||
import { s, defineApiWithSchema } from '@esengine/server'
|
||||
|
||||
// Define schema
|
||||
const MoveSchema = s.object({
|
||||
x: s.number(),
|
||||
y: s.number(),
|
||||
speed: s.number().optional()
|
||||
})
|
||||
|
||||
// Auto type inference
|
||||
type Move = s.infer<typeof MoveSchema> // { x: number; y: number; speed?: number }
|
||||
|
||||
// Use schema to define API (auto validation)
|
||||
export default defineApiWithSchema(MoveSchema, {
|
||||
handler(req, ctx) {
|
||||
// req is validated, type-safe
|
||||
console.log(req.x, req.y)
|
||||
}
|
||||
})
|
||||
```
|
||||
|
||||
### Validator Types
|
||||
|
||||
| Type | Example | Description |
|
||||
|------|---------|-------------|
|
||||
| `s.string()` | `s.string().min(1).max(50)` | String with length constraints |
|
||||
| `s.number()` | `s.number().min(0).int()` | Number with range and integer constraints |
|
||||
| `s.boolean()` | `s.boolean()` | Boolean |
|
||||
| `s.literal()` | `s.literal('admin')` | Literal type |
|
||||
| `s.object()` | `s.object({ name: s.string() })` | Object |
|
||||
| `s.array()` | `s.array(s.number())` | Array |
|
||||
| `s.enum()` | `s.enum(['a', 'b'] as const)` | Enum |
|
||||
| `s.union()` | `s.union([s.string(), s.number()])` | Union type |
|
||||
| `s.record()` | `s.record(s.any())` | Record type |
|
||||
|
||||
### Modifiers
|
||||
|
||||
```typescript
|
||||
// Optional field
|
||||
s.string().optional()
|
||||
|
||||
// Default value
|
||||
s.number().default(0)
|
||||
|
||||
// Nullable
|
||||
s.string().nullable()
|
||||
|
||||
// String validation
|
||||
s.string().min(1).max(100).email().url().regex(/^[a-z]+$/)
|
||||
|
||||
// Number validation
|
||||
s.number().min(0).max(100).int().positive()
|
||||
|
||||
// Array validation
|
||||
s.array(s.string()).min(1).max(10).nonempty()
|
||||
|
||||
// Object validation
|
||||
s.object({ ... }).strict() // No extra fields allowed
|
||||
s.object({ ... }).partial() // All fields optional
|
||||
s.object({ ... }).pick('name', 'age') // Pick fields
|
||||
s.object({ ... }).omit('password') // Omit fields
|
||||
```
|
||||
|
||||
### Message Validation
|
||||
|
||||
```typescript
|
||||
import { s, defineMsgWithSchema } from '@esengine/server'
|
||||
|
||||
const InputSchema = s.object({
|
||||
keys: s.array(s.string()),
|
||||
timestamp: s.number()
|
||||
})
|
||||
|
||||
export default defineMsgWithSchema(InputSchema, {
|
||||
handler(msg, ctx) {
|
||||
// msg is validated
|
||||
console.log(msg.keys, msg.timestamp)
|
||||
}
|
||||
})
|
||||
```
|
||||
|
||||
### Manual Validation
|
||||
|
||||
```typescript
|
||||
import { s, parse, safeParse, createGuard } from '@esengine/server'
|
||||
|
||||
const UserSchema = s.object({
|
||||
name: s.string(),
|
||||
age: s.number().int().min(0)
|
||||
})
|
||||
|
||||
// Throws on error
|
||||
const user = parse(UserSchema, data)
|
||||
|
||||
// Returns result object
|
||||
const result = safeParse(UserSchema, data)
|
||||
if (result.success) {
|
||||
console.log(result.data)
|
||||
} else {
|
||||
console.error(result.error)
|
||||
}
|
||||
|
||||
// Type guard
|
||||
const isUser = createGuard(UserSchema)
|
||||
if (isUser(data)) {
|
||||
// data is User type
|
||||
}
|
||||
```
|
||||
|
||||
## Protocol Definition
|
||||
|
||||
Define shared types in `src/shared/protocol.ts`:
|
||||
|
||||
@@ -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
|
||||
|
||||
441
docs/src/content/docs/modules/network/distributed.md
Normal file
441
docs/src/content/docs/modules/network/distributed.md
Normal file
@@ -0,0 +1,441 @@
|
||||
---
|
||||
title: "分布式房间"
|
||||
description: "使用 DistributedRoomManager 实现多服务器房间管理"
|
||||
---
|
||||
|
||||
## 概述
|
||||
|
||||
分布式房间支持允许多个服务器实例共享房间注册表,实现跨服务器玩家路由和故障转移。
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────┐
|
||||
│ Server A Server B Server C │
|
||||
│ ┌─────────┐ ┌─────────┐ ┌─────────┐ │
|
||||
│ │ Room 1 │ │ Room 3 │ │ Room 5 │ │
|
||||
│ │ Room 2 │ │ Room 4 │ │ Room 6 │ │
|
||||
│ └────┬────┘ └────┬────┘ └────┬────┘ │
|
||||
│ │ │ │ │
|
||||
│ └─────────────────┼─────────────────┘ │
|
||||
│ │ │
|
||||
│ ┌──────────▼──────────┐ │
|
||||
│ │ IDistributedAdapter │ │
|
||||
│ │ (Redis / Memory) │ │
|
||||
│ └─────────────────────┘ │
|
||||
└─────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 单机模式(测试用)
|
||||
|
||||
```typescript
|
||||
import {
|
||||
DistributedRoomManager,
|
||||
MemoryAdapter,
|
||||
Room
|
||||
} from '@esengine/server';
|
||||
|
||||
// 定义房间类型
|
||||
class GameRoom extends Room {
|
||||
maxPlayers = 4;
|
||||
}
|
||||
|
||||
// 创建适配器和管理器
|
||||
const adapter = new MemoryAdapter();
|
||||
const manager = new DistributedRoomManager(adapter, {
|
||||
serverId: 'server-1',
|
||||
serverAddress: 'localhost',
|
||||
serverPort: 3000
|
||||
}, (conn, type, data) => conn.send(JSON.stringify({ type, data })));
|
||||
|
||||
// 注册房间类型
|
||||
manager.define('game', GameRoom);
|
||||
|
||||
// 启动管理器
|
||||
await manager.start();
|
||||
|
||||
// 分布式加入/创建房间
|
||||
const result = await manager.joinOrCreateDistributed('game', 'player-1', conn);
|
||||
if ('redirect' in result) {
|
||||
// 玩家应连接到其他服务器
|
||||
console.log(`重定向到: ${result.redirect}`);
|
||||
} else {
|
||||
// 玩家加入本地房间
|
||||
const { room, player } = result;
|
||||
}
|
||||
|
||||
// 优雅关闭
|
||||
await manager.stop(true);
|
||||
```
|
||||
|
||||
### 多服务器模式(生产用)
|
||||
|
||||
```typescript
|
||||
import Redis from 'ioredis';
|
||||
import { DistributedRoomManager, RedisAdapter } from '@esengine/server';
|
||||
|
||||
const adapter = new RedisAdapter({
|
||||
factory: () => new Redis({
|
||||
host: 'redis.example.com',
|
||||
port: 6379
|
||||
}),
|
||||
prefix: 'game:',
|
||||
serverTtl: 30,
|
||||
snapshotTtl: 86400
|
||||
});
|
||||
|
||||
const manager = new DistributedRoomManager(adapter, {
|
||||
serverId: process.env.SERVER_ID,
|
||||
serverAddress: process.env.PUBLIC_IP,
|
||||
serverPort: 3000,
|
||||
heartbeatInterval: 5000,
|
||||
snapshotInterval: 30000,
|
||||
enableFailover: true,
|
||||
capacity: 100
|
||||
}, sendFn);
|
||||
```
|
||||
|
||||
## DistributedRoomManager
|
||||
|
||||
### 配置选项
|
||||
|
||||
| 属性 | 类型 | 默认值 | 描述 |
|
||||
|------|------|--------|------|
|
||||
| `serverId` | `string` | 必填 | 服务器唯一标识 |
|
||||
| `serverAddress` | `string` | 必填 | 客户端连接的公开地址 |
|
||||
| `serverPort` | `number` | 必填 | 服务器端口 |
|
||||
| `heartbeatInterval` | `number` | `5000` | 心跳间隔(毫秒) |
|
||||
| `snapshotInterval` | `number` | `30000` | 状态快照间隔,0 禁用 |
|
||||
| `migrationTimeout` | `number` | `10000` | 房间迁移超时 |
|
||||
| `enableFailover` | `boolean` | `true` | 启用自动故障转移 |
|
||||
| `capacity` | `number` | `100` | 本服务器最大房间数 |
|
||||
|
||||
### 生命周期方法
|
||||
|
||||
#### start()
|
||||
|
||||
启动分布式房间管理器。连接适配器、注册服务器、启动心跳。
|
||||
|
||||
```typescript
|
||||
await manager.start();
|
||||
```
|
||||
|
||||
#### stop(graceful?)
|
||||
|
||||
停止管理器。如果 `graceful=true`,将服务器标记为 draining 并保存所有房间快照。
|
||||
|
||||
```typescript
|
||||
await manager.stop(true);
|
||||
```
|
||||
|
||||
### 路由方法
|
||||
|
||||
#### joinOrCreateDistributed()
|
||||
|
||||
分布式感知的加入或创建房间。返回本地房间的 `{ room, player }` 或远程房间的 `{ redirect: string }`。
|
||||
|
||||
```typescript
|
||||
const result = await manager.joinOrCreateDistributed('game', 'player-1', conn);
|
||||
|
||||
if ('redirect' in result) {
|
||||
// 客户端应重定向到其他服务器
|
||||
res.json({ redirect: result.redirect });
|
||||
} else {
|
||||
// 玩家加入了本地房间
|
||||
const { room, player } = result;
|
||||
}
|
||||
```
|
||||
|
||||
#### route()
|
||||
|
||||
将玩家路由到合适的房间/服务器。
|
||||
|
||||
```typescript
|
||||
const result = await manager.route({
|
||||
roomType: 'game',
|
||||
playerId: 'p1'
|
||||
});
|
||||
|
||||
switch (result.type) {
|
||||
case 'local': // 房间在本服务器
|
||||
break;
|
||||
case 'redirect': // 房间在其他服务器
|
||||
// result.serverAddress 包含目标服务器地址
|
||||
break;
|
||||
case 'create': // 没有可用房间,需要创建
|
||||
break;
|
||||
case 'unavailable': // 无法找到或创建房间
|
||||
// result.reason 包含错误信息
|
||||
break;
|
||||
}
|
||||
```
|
||||
|
||||
### 状态管理
|
||||
|
||||
#### saveSnapshot()
|
||||
|
||||
手动保存房间状态快照。
|
||||
|
||||
```typescript
|
||||
await manager.saveSnapshot(roomId);
|
||||
```
|
||||
|
||||
#### restoreFromSnapshot()
|
||||
|
||||
从保存的快照恢复房间。
|
||||
|
||||
```typescript
|
||||
const success = await manager.restoreFromSnapshot(roomId);
|
||||
```
|
||||
|
||||
### 查询方法
|
||||
|
||||
#### getServers()
|
||||
|
||||
获取所有在线服务器。
|
||||
|
||||
```typescript
|
||||
const servers = await manager.getServers();
|
||||
```
|
||||
|
||||
#### queryDistributedRooms()
|
||||
|
||||
查询所有服务器上的房间。
|
||||
|
||||
```typescript
|
||||
const rooms = await manager.queryDistributedRooms({
|
||||
roomType: 'game',
|
||||
hasSpace: true,
|
||||
notLocked: true
|
||||
});
|
||||
```
|
||||
|
||||
## IDistributedAdapter
|
||||
|
||||
分布式后端的接口。实现此接口以支持 Redis、消息队列等。
|
||||
|
||||
### 内置适配器
|
||||
|
||||
#### MemoryAdapter
|
||||
|
||||
用于测试和单机模式的内存实现。
|
||||
|
||||
```typescript
|
||||
const adapter = new MemoryAdapter({
|
||||
serverTtl: 15000, // 无心跳后服务器离线时间(毫秒)
|
||||
enableTtlCheck: true, // 启用自动 TTL 检查
|
||||
ttlCheckInterval: 5000 // TTL 检查间隔(毫秒)
|
||||
});
|
||||
```
|
||||
|
||||
#### RedisAdapter
|
||||
|
||||
用于生产环境多服务器部署的 Redis 实现。
|
||||
|
||||
```typescript
|
||||
import Redis from 'ioredis';
|
||||
import { RedisAdapter } from '@esengine/server';
|
||||
|
||||
const adapter = new RedisAdapter({
|
||||
factory: () => new Redis('redis://localhost:6379'),
|
||||
prefix: 'game:', // 键前缀(默认: 'dist:')
|
||||
serverTtl: 30, // 服务器 TTL(秒,默认: 30)
|
||||
roomTtl: 0, // 房间 TTL,0 = 永不过期(默认: 0)
|
||||
snapshotTtl: 86400, // 快照 TTL(秒,默认: 24 小时)
|
||||
channel: 'game:events' // Pub/Sub 频道(默认: 'distributed:events')
|
||||
});
|
||||
```
|
||||
|
||||
**RedisAdapter 配置:**
|
||||
|
||||
| 属性 | 类型 | 默认值 | 描述 |
|
||||
|------|------|--------|------|
|
||||
| `factory` | `() => RedisClient` | 必填 | Redis 客户端工厂(惰性连接) |
|
||||
| `prefix` | `string` | `'dist:'` | 所有 Redis 键的前缀 |
|
||||
| `serverTtl` | `number` | `30` | 服务器 TTL(秒) |
|
||||
| `roomTtl` | `number` | `0` | 房间 TTL(秒),0 = 不过期 |
|
||||
| `snapshotTtl` | `number` | `86400` | 快照 TTL(秒) |
|
||||
| `channel` | `string` | `'distributed:events'` | Pub/Sub 频道名 |
|
||||
|
||||
**功能特性:**
|
||||
- 带自动心跳 TTL 的服务器注册
|
||||
- 跨服务器查找的房间注册
|
||||
- 可配置 TTL 的状态快照
|
||||
- 跨服务器事件的 Pub/Sub
|
||||
- 使用 Redis SET NX 的分布式锁
|
||||
|
||||
### 自定义适配器
|
||||
|
||||
```typescript
|
||||
import type { IDistributedAdapter } from '@esengine/server';
|
||||
|
||||
class MyAdapter implements IDistributedAdapter {
|
||||
// 生命周期
|
||||
async connect(): Promise<void> { }
|
||||
async disconnect(): Promise<void> { }
|
||||
isConnected(): boolean { return true; }
|
||||
|
||||
// 服务器注册
|
||||
async registerServer(server: ServerRegistration): Promise<void> { }
|
||||
async unregisterServer(serverId: string): Promise<void> { }
|
||||
async heartbeat(serverId: string): Promise<void> { }
|
||||
async getServers(): Promise<ServerRegistration[]> { return []; }
|
||||
|
||||
// 房间注册
|
||||
async registerRoom(room: RoomRegistration): Promise<void> { }
|
||||
async unregisterRoom(roomId: string): Promise<void> { }
|
||||
async queryRooms(query: RoomQuery): Promise<RoomRegistration[]> { return []; }
|
||||
async findAvailableRoom(roomType: string): Promise<RoomRegistration | null> { return null; }
|
||||
|
||||
// 状态快照
|
||||
async saveSnapshot(snapshot: RoomSnapshot): Promise<void> { }
|
||||
async loadSnapshot(roomId: string): Promise<RoomSnapshot | null> { return null; }
|
||||
|
||||
// 发布/订阅
|
||||
async publish(event: DistributedEvent): Promise<void> { }
|
||||
async subscribe(pattern: string, handler: Function): Promise<() => void> { return () => {}; }
|
||||
|
||||
// 分布式锁
|
||||
async acquireLock(key: string, ttlMs: number): Promise<boolean> { return true; }
|
||||
async releaseLock(key: string): Promise<void> { }
|
||||
}
|
||||
```
|
||||
|
||||
## 玩家路由流程
|
||||
|
||||
```
|
||||
客户端 服务器 A 服务器 B
|
||||
│ │ │
|
||||
│─── joinOrCreate ────────►│ │
|
||||
│ │ │
|
||||
│ │── findAvailableRoom() ───►│
|
||||
│ │◄──── 服务器 B 上有房间 ────│
|
||||
│ │ │
|
||||
│◄─── redirect: B:3001 ────│ │
|
||||
│ │ │
|
||||
│───────────────── 连接到服务器 B ────────────────────►│
|
||||
│ │ │
|
||||
│◄─────────────────────────────── 已加入 ─────────────│
|
||||
```
|
||||
|
||||
## 事件类型
|
||||
|
||||
分布式系统发布以下事件:
|
||||
|
||||
| 事件 | 描述 |
|
||||
|------|------|
|
||||
| `server:online` | 服务器上线 |
|
||||
| `server:offline` | 服务器离线 |
|
||||
| `server:draining` | 服务器正在排空 |
|
||||
| `room:created` | 房间已创建 |
|
||||
| `room:disposed` | 房间已销毁 |
|
||||
| `room:updated` | 房间信息已更新 |
|
||||
| `room:message` | 跨服务器房间消息 |
|
||||
| `room:migrated` | 房间已迁移到其他服务器 |
|
||||
| `player:joined` | 玩家加入房间 |
|
||||
| `player:left` | 玩家离开房间 |
|
||||
|
||||
## 最佳实践
|
||||
|
||||
1. **使用唯一服务器 ID** - 使用主机名、容器 ID 或 UUID
|
||||
|
||||
2. **配置合适的心跳** - 在新鲜度和网络开销之间平衡
|
||||
|
||||
3. **为有状态房间启用快照** - 确保房间状态在服务器重启后存活
|
||||
|
||||
4. **优雅处理重定向** - 客户端应重新连接到目标服务器
|
||||
```typescript
|
||||
// 客户端处理重定向
|
||||
if (response.redirect) {
|
||||
await client.disconnect();
|
||||
await client.connect(response.redirect);
|
||||
await client.joinRoom(roomId);
|
||||
}
|
||||
```
|
||||
|
||||
5. **使用分布式锁** - 防止 joinOrCreate 中的竞态条件
|
||||
|
||||
## 使用 createServer 集成
|
||||
|
||||
最简单的使用方式是通过 `createServer` 的 `distributed` 配置:
|
||||
|
||||
```typescript
|
||||
import { createServer } from '@esengine/server';
|
||||
import { RedisAdapter, Room } from '@esengine/server';
|
||||
import Redis from 'ioredis';
|
||||
|
||||
class GameRoom extends Room {
|
||||
maxPlayers = 4;
|
||||
}
|
||||
|
||||
const server = await createServer({
|
||||
port: 3000,
|
||||
distributed: {
|
||||
enabled: true,
|
||||
adapter: new RedisAdapter({ factory: () => new Redis() }),
|
||||
serverId: 'server-1',
|
||||
serverAddress: 'ws://192.168.1.100',
|
||||
serverPort: 3000,
|
||||
enableFailover: true,
|
||||
capacity: 100
|
||||
}
|
||||
});
|
||||
|
||||
server.define('game', GameRoom);
|
||||
await server.start();
|
||||
```
|
||||
|
||||
当客户端调用 `JoinRoom` API 时,服务器会自动:
|
||||
1. 查找可用房间(本地或远程)
|
||||
2. 如果房间在其他服务器,发送 `$redirect` 消息给客户端
|
||||
3. 客户端收到重定向消息后连接到目标服务器
|
||||
|
||||
## 负载均衡
|
||||
|
||||
使用 `LoadBalancedRouter` 进行服务器选择:
|
||||
|
||||
```typescript
|
||||
import { LoadBalancedRouter, createLoadBalancedRouter } from '@esengine/server';
|
||||
|
||||
// 使用工厂函数
|
||||
const router = createLoadBalancedRouter('least-players');
|
||||
|
||||
// 或直接创建
|
||||
const router = new LoadBalancedRouter({
|
||||
strategy: 'least-rooms', // 选择房间数最少的服务器
|
||||
preferLocal: true // 优先选择本地服务器
|
||||
});
|
||||
|
||||
// 可用策略
|
||||
// - 'round-robin': 轮询
|
||||
// - 'least-rooms': 最少房间数
|
||||
// - 'least-players': 最少玩家数
|
||||
// - 'random': 随机选择
|
||||
// - 'weighted': 权重(基于容量使用率)
|
||||
```
|
||||
|
||||
## 故障转移
|
||||
|
||||
当服务器离线时,启用 `enableFailover` 后系统会自动:
|
||||
|
||||
1. 检测到服务器离线(通过心跳超时)
|
||||
2. 查询该服务器上的所有房间
|
||||
3. 使用分布式锁防止多服务器同时恢复
|
||||
4. 从快照恢复房间状态
|
||||
5. 发布 `room:migrated` 事件通知其他服务器
|
||||
|
||||
```typescript
|
||||
// 确保定期保存快照
|
||||
const manager = new DistributedRoomManager(adapter, {
|
||||
serverId: 'server-1',
|
||||
serverAddress: 'localhost',
|
||||
serverPort: 3000,
|
||||
snapshotInterval: 30000, // 每 30 秒保存快照
|
||||
enableFailover: true // 启用故障转移
|
||||
}, sendFn);
|
||||
```
|
||||
|
||||
## 后续版本
|
||||
|
||||
- Redis Cluster 支持
|
||||
- 更多负载均衡策略(地理位置、延迟感知)
|
||||
@@ -147,6 +147,7 @@ service.on('chat', (data) => {
|
||||
|
||||
- [客户端使用](/modules/network/client/) - NetworkPlugin、组件和系统
|
||||
- [服务器端](/modules/network/server/) - GameServer 和 Room 管理
|
||||
- [分布式房间](/modules/network/distributed/) - 多服务器房间管理和玩家路由
|
||||
- [状态同步](/modules/network/sync/) - 插值和快照缓冲
|
||||
- [客户端预测](/modules/network/prediction/) - 输入预测和服务器校正
|
||||
- [兴趣区域 (AOI)](/modules/network/aoi/) - 视野过滤和带宽优化
|
||||
|
||||
@@ -280,6 +280,122 @@ class GameRoom extends Room {
|
||||
}
|
||||
```
|
||||
|
||||
## Schema 验证
|
||||
|
||||
使用内置的 Schema 验证系统进行运行时类型验证:
|
||||
|
||||
### 基础用法
|
||||
|
||||
```typescript
|
||||
import { s, defineApiWithSchema } from '@esengine/server'
|
||||
|
||||
// 定义 Schema
|
||||
const MoveSchema = s.object({
|
||||
x: s.number(),
|
||||
y: s.number(),
|
||||
speed: s.number().optional()
|
||||
})
|
||||
|
||||
// 类型自动推断
|
||||
type Move = s.infer<typeof MoveSchema> // { x: number; y: number; speed?: number }
|
||||
|
||||
// 使用 Schema 定义 API(自动验证)
|
||||
export default defineApiWithSchema(MoveSchema, {
|
||||
handler(req, ctx) {
|
||||
// req 已验证,类型安全
|
||||
console.log(req.x, req.y)
|
||||
}
|
||||
})
|
||||
```
|
||||
|
||||
### 验证器类型
|
||||
|
||||
| 类型 | 示例 | 描述 |
|
||||
|------|------|------|
|
||||
| `s.string()` | `s.string().min(1).max(50)` | 字符串,支持长度限制 |
|
||||
| `s.number()` | `s.number().min(0).int()` | 数字,支持范围和整数限制 |
|
||||
| `s.boolean()` | `s.boolean()` | 布尔值 |
|
||||
| `s.literal()` | `s.literal('admin')` | 字面量类型 |
|
||||
| `s.object()` | `s.object({ name: s.string() })` | 对象 |
|
||||
| `s.array()` | `s.array(s.number())` | 数组 |
|
||||
| `s.enum()` | `s.enum(['a', 'b'] as const)` | 枚举 |
|
||||
| `s.union()` | `s.union([s.string(), s.number()])` | 联合类型 |
|
||||
| `s.record()` | `s.record(s.any())` | 记录类型 |
|
||||
|
||||
### 修饰符
|
||||
|
||||
```typescript
|
||||
// 可选字段
|
||||
s.string().optional()
|
||||
|
||||
// 默认值
|
||||
s.number().default(0)
|
||||
|
||||
// 可为 null
|
||||
s.string().nullable()
|
||||
|
||||
// 字符串验证
|
||||
s.string().min(1).max(100).email().url().regex(/^[a-z]+$/)
|
||||
|
||||
// 数字验证
|
||||
s.number().min(0).max(100).int().positive()
|
||||
|
||||
// 数组验证
|
||||
s.array(s.string()).min(1).max(10).nonempty()
|
||||
|
||||
// 对象验证
|
||||
s.object({ ... }).strict() // 不允许额外字段
|
||||
s.object({ ... }).partial() // 所有字段可选
|
||||
s.object({ ... }).pick('name', 'age') // 选择字段
|
||||
s.object({ ... }).omit('password') // 排除字段
|
||||
```
|
||||
|
||||
### 消息验证
|
||||
|
||||
```typescript
|
||||
import { s, defineMsgWithSchema } from '@esengine/server'
|
||||
|
||||
const InputSchema = s.object({
|
||||
keys: s.array(s.string()),
|
||||
timestamp: s.number()
|
||||
})
|
||||
|
||||
export default defineMsgWithSchema(InputSchema, {
|
||||
handler(msg, ctx) {
|
||||
// msg 已验证
|
||||
console.log(msg.keys, msg.timestamp)
|
||||
}
|
||||
})
|
||||
```
|
||||
|
||||
### 手动验证
|
||||
|
||||
```typescript
|
||||
import { s, parse, safeParse, createGuard } from '@esengine/server'
|
||||
|
||||
const UserSchema = s.object({
|
||||
name: s.string(),
|
||||
age: s.number().int().min(0)
|
||||
})
|
||||
|
||||
// 抛出错误
|
||||
const user = parse(UserSchema, data)
|
||||
|
||||
// 返回结果对象
|
||||
const result = safeParse(UserSchema, data)
|
||||
if (result.success) {
|
||||
console.log(result.data)
|
||||
} else {
|
||||
console.error(result.error)
|
||||
}
|
||||
|
||||
// 类型守卫
|
||||
const isUser = createGuard(UserSchema)
|
||||
if (isUser(data)) {
|
||||
// data 是 User 类型
|
||||
}
|
||||
```
|
||||
|
||||
## 协议定义
|
||||
|
||||
在 `src/shared/protocol.ts` 中定义客户端和服务端共享的类型:
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
"packages/network-ext/*",
|
||||
"packages/editor/*",
|
||||
"packages/editor/plugins/*",
|
||||
"packages/devtools/*",
|
||||
"packages/rust/*",
|
||||
"packages/tools/*"
|
||||
],
|
||||
|
||||
37
packages/devtools/node-editor/CHANGELOG.md
Normal file
37
packages/devtools/node-editor/CHANGELOG.md
Normal file
@@ -0,0 +1,37 @@
|
||||
# @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
|
||||
|
||||
- [#430](https://github.com/esengine/esengine/pull/430) [`caf3be7`](https://github.com/esengine/esengine/commit/caf3be72cdcc730492c63abe5f1715893f3579ac) Thanks [@esengine](https://github.com/esengine)! - feat(node-editor): 添加 Shadow DOM 样式注入支持 | Add Shadow DOM style injection support
|
||||
|
||||
**@esengine/node-editor**
|
||||
- 新增 `nodeEditorCssText` 导出,包含所有编辑器样式的 CSS 文本 | Added `nodeEditorCssText` export containing all editor styles as CSS text
|
||||
- 新增 `injectNodeEditorStyles(root)` 函数,支持将样式注入到 Shadow DOM | Added `injectNodeEditorStyles(root)` function for injecting styles into Shadow DOM
|
||||
- 支持在 Cocos Creator 等使用 Shadow DOM 的环境中使用 | Support usage in Shadow DOM environments like Cocos Creator
|
||||
|
||||
## 1.1.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [#426](https://github.com/esengine/esengine/pull/426) [`6970394`](https://github.com/esengine/esengine/commit/6970394717ab8f743b0a41e248e3404a3b6fc7dc) Thanks [@esengine](https://github.com/esengine)! - feat: 独立发布节点编辑器 | Standalone node editor release
|
||||
- 移动到 packages/devtools 目录 | Move to packages/devtools directory
|
||||
- 清理依赖,使包可独立使用 | Clean dependencies for standalone use
|
||||
- 可用于 Cocos Creator / LayaAir 插件开发 | Available for Cocos/Laya plugin development
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/node-editor",
|
||||
"version": "1.0.0",
|
||||
"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",
|
||||
@@ -9,7 +9,8 @@
|
||||
"exports": {
|
||||
".": {
|
||||
"types": "./dist/index.d.ts",
|
||||
"import": "./dist/index.js"
|
||||
"import": "./dist/index.js",
|
||||
"require": "./dist/index.cjs"
|
||||
},
|
||||
"./styles": {
|
||||
"import": "./dist/styles/index.css"
|
||||
@@ -30,17 +31,18 @@
|
||||
"blueprint",
|
||||
"shader-graph",
|
||||
"state-machine",
|
||||
"ecs",
|
||||
"game-engine"
|
||||
"react"
|
||||
],
|
||||
"author": "yhh",
|
||||
"author": "ESEngine Team",
|
||||
"license": "MIT",
|
||||
"peerDependencies": {
|
||||
"react": "^18.0.0"
|
||||
},
|
||||
"devDependencies": {
|
||||
"react": "^18.3.1",
|
||||
"zustand": "^5.0.8",
|
||||
"@types/node": "^20.19.17",
|
||||
"@types/react": "^18.3.12",
|
||||
"@vitejs/plugin-react": "^4.7.0",
|
||||
"react": "^18.3.1",
|
||||
"rimraf": "^5.0.0",
|
||||
"typescript": "^5.8.3",
|
||||
"vite": "^6.0.7",
|
||||
@@ -56,7 +58,6 @@
|
||||
"repository": {
|
||||
"type": "git",
|
||||
"url": "https://github.com/esengine/esengine.git",
|
||||
"directory": "packages/node-editor"
|
||||
},
|
||||
"private": true
|
||||
"directory": "packages/devtools/node-editor"
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
import React, { useRef, useCallback, useState, useMemo } from 'react';
|
||||
import React, { useRef, useCallback, useState, useMemo, useEffect } from 'react';
|
||||
import { Graph } from '../../domain/models/Graph';
|
||||
import { GraphNode, NodeTemplate } from '../../domain/models/GraphNode';
|
||||
import { Connection } from '../../domain/models/Connection';
|
||||
@@ -127,6 +127,25 @@ export const NodeEditor: React.FC<NodeEditorProps> = ({
|
||||
const [connectionDrag, setConnectionDrag] = useState<ConnectionDragState | null>(null);
|
||||
const [hoveredPin, setHoveredPin] = useState<Pin | null>(null);
|
||||
|
||||
// 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}:${n.isCollapsed}`).join(',');
|
||||
}, [graph.nodes]);
|
||||
|
||||
useEffect(() => {
|
||||
// Use requestAnimationFrame to wait for DOM to be fully rendered
|
||||
// 使用 requestAnimationFrame 等待 DOM 完全渲染
|
||||
const rafId = requestAnimationFrame(() => {
|
||||
forceUpdate(n => n + 1);
|
||||
});
|
||||
return () => cancelAnimationFrame(rafId);
|
||||
}, [graph.id, collapsedNodesKey]);
|
||||
|
||||
/**
|
||||
* Converts screen coordinates to canvas coordinates
|
||||
* 将屏幕坐标转换为画布坐标
|
||||
@@ -146,21 +165,51 @@ export const NodeEditor: React.FC<NodeEditorProps> = ({
|
||||
* 获取引脚在画布坐标系中的位置
|
||||
*
|
||||
* 直接从节点位置和引脚在节点内的相对位置计算,不依赖 DOM 测量
|
||||
* 当节点收缩时,返回节点头部的位置
|
||||
*/
|
||||
const getPinPosition = useCallback((pinId: string): Position | undefined => {
|
||||
// First, find which node this pin belongs to
|
||||
// 首先查找该引脚属于哪个节点
|
||||
let ownerNode: GraphNode | undefined;
|
||||
for (const node of graph.nodes) {
|
||||
if (node.allPins.some(p => p.id === pinId)) {
|
||||
ownerNode = node;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!ownerNode) return undefined;
|
||||
|
||||
// Find the pin element and its parent node
|
||||
const pinElement = containerRef.current?.querySelector(`[data-pin-id="${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();
|
||||
@@ -172,8 +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]);
|
||||
|
||||
@@ -10,6 +10,9 @@
|
||||
// Import styles (导入样式)
|
||||
import './styles/index.css';
|
||||
|
||||
// CSS utilities for Shadow DOM (Shadow DOM 的 CSS 工具)
|
||||
export { nodeEditorCssText, injectNodeEditorStyles } from './styles/cssText';
|
||||
|
||||
// Domain models (领域模型)
|
||||
export {
|
||||
// Models
|
||||
55
packages/devtools/node-editor/src/styles/cssText.ts
Normal file
55
packages/devtools/node-editor/src/styles/cssText.ts
Normal file
@@ -0,0 +1,55 @@
|
||||
/**
|
||||
* @zh 节点编辑器 CSS 样式文本
|
||||
* @en Node Editor CSS style text
|
||||
*
|
||||
* @zh 此文件在构建时由 vite 插件自动生成
|
||||
* @en This file is auto-generated by vite plugin during build
|
||||
*/
|
||||
|
||||
// Placeholder - will be replaced by vite plugin during build
|
||||
export const nodeEditorCssText = '__NODE_EDITOR_CSS_PLACEHOLDER__';
|
||||
|
||||
/**
|
||||
* @zh 将 CSS 注入到指定的根节点(支持 Shadow DOM)
|
||||
* @en Inject CSS into specified root node (supports Shadow DOM)
|
||||
*
|
||||
* @param root - @zh 目标根节点(Document 或 ShadowRoot)@en Target root node (Document or ShadowRoot)
|
||||
* @param styleId - @zh 样式标签的 ID @en ID for the style tag
|
||||
* @returns @zh 创建的 style 元素 @en The created style element
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // Inject into Shadow DOM
|
||||
* const shadowRoot = element.attachShadow({ mode: 'open' });
|
||||
* injectNodeEditorStyles(shadowRoot);
|
||||
*
|
||||
* // Inject into document (with custom ID)
|
||||
* injectNodeEditorStyles(document, 'my-editor-styles');
|
||||
* ```
|
||||
*/
|
||||
export function injectNodeEditorStyles(
|
||||
root: Document | ShadowRoot | DocumentFragment,
|
||||
styleId: string = 'esengine-node-editor-styles'
|
||||
): HTMLStyleElement | null {
|
||||
// Check if already injected
|
||||
const existingStyle = (root as any).getElementById?.(styleId) ||
|
||||
(root as any).querySelector?.(`#${styleId}`);
|
||||
if (existingStyle) {
|
||||
return existingStyle as HTMLStyleElement;
|
||||
}
|
||||
|
||||
// Create and inject style element
|
||||
const style = document.createElement('style');
|
||||
style.id = styleId;
|
||||
style.textContent = nodeEditorCssText;
|
||||
|
||||
if ('head' in root) {
|
||||
// Document
|
||||
(root as Document).head.appendChild(style);
|
||||
} else {
|
||||
// ShadowRoot or DocumentFragment
|
||||
root.appendChild(style);
|
||||
}
|
||||
|
||||
return style;
|
||||
}
|
||||
@@ -4,12 +4,14 @@ import dts from 'vite-plugin-dts';
|
||||
import react from '@vitejs/plugin-react';
|
||||
|
||||
/**
|
||||
* Custom plugin: Convert CSS to self-executing style injection code
|
||||
* 自定义插件:将 CSS 转换为自执行的样式注入代码
|
||||
* Custom plugin: Handle CSS for node editor
|
||||
* 自定义插件:处理节点编辑器的 CSS
|
||||
*
|
||||
* This plugin does two things:
|
||||
* 1. Auto-injects CSS into document.head for normal usage
|
||||
* 2. Replaces placeholder in cssText.ts with actual CSS for Shadow DOM usage
|
||||
*/
|
||||
function injectCSSPlugin(): any {
|
||||
let cssCounter = 0;
|
||||
|
||||
return {
|
||||
name: 'inject-css-plugin',
|
||||
enforce: 'post' as const,
|
||||
@@ -23,19 +25,28 @@ function injectCSSPlugin(): any {
|
||||
const cssChunk = bundle[cssFile];
|
||||
if (!cssChunk || !cssChunk.source) continue;
|
||||
|
||||
const cssContent = cssChunk.source;
|
||||
const styleId = `esengine-node-editor-style-${cssCounter++}`;
|
||||
const cssContent = cssChunk.source as string;
|
||||
const styleId = 'esengine-node-editor-styles';
|
||||
|
||||
// Generate style injection code (生成样式注入代码)
|
||||
const injectCode = `(function(){if(typeof document!=='undefined'){var s=document.createElement('style');s.id='${styleId}';if(!document.getElementById(s.id)){s.textContent=${JSON.stringify(cssContent)};document.head.appendChild(s);}}})();`;
|
||||
|
||||
// Inject into index.js (注入到 index.js)
|
||||
// Process all JS bundles (处理所有 JS 包)
|
||||
for (const jsKey of bundleKeys) {
|
||||
if (!jsKey.endsWith('.js')) continue;
|
||||
if (!jsKey.endsWith('.js') && !jsKey.endsWith('.cjs')) continue;
|
||||
const jsChunk = bundle[jsKey];
|
||||
if (!jsChunk || jsChunk.type !== 'chunk' || !jsChunk.code) continue;
|
||||
|
||||
if (jsKey === 'index.js') {
|
||||
// Replace CSS placeholder with actual CSS content
|
||||
// 将 CSS 占位符替换为实际的 CSS 内容
|
||||
// Match both single and double quotes (ESM uses single, CJS uses double)
|
||||
jsChunk.code = jsChunk.code.replace(
|
||||
/['"]__NODE_EDITOR_CSS_PLACEHOLDER__['"]/g,
|
||||
JSON.stringify(cssContent)
|
||||
);
|
||||
|
||||
// Auto-inject CSS for index bundles (为 index 包自动注入 CSS)
|
||||
if (jsKey === 'index.js' || jsKey === 'index.cjs') {
|
||||
jsChunk.code = injectCode + '\n' + jsChunk.code;
|
||||
}
|
||||
}
|
||||
@@ -65,8 +76,11 @@ export default defineConfig({
|
||||
entry: {
|
||||
index: resolve(__dirname, 'src/index.ts')
|
||||
},
|
||||
formats: ['es'],
|
||||
fileName: (format, entryName) => `${entryName}.js`
|
||||
formats: ['es', 'cjs'],
|
||||
fileName: (format, entryName) => {
|
||||
if (format === 'cjs') return `${entryName}.cjs`;
|
||||
return `${entryName}.js`;
|
||||
}
|
||||
},
|
||||
rollupOptions: {
|
||||
external: [
|
||||
@@ -1,5 +1,53 @@
|
||||
# @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
|
||||
|
||||
- [#430](https://github.com/esengine/esengine/pull/430) [`caf3be7`](https://github.com/esengine/esengine/commit/caf3be72cdcc730492c63abe5f1715893f3579ac) Thanks [@esengine](https://github.com/esengine)! - feat(blueprint): 重构装饰器系统,移除 Reflect 依赖 | Refactor decorator system, remove Reflect dependency
|
||||
|
||||
**@esengine/blueprint**
|
||||
- 移除 `Reflect.getMetadata` 依赖,装饰器现在要求显式指定类型 | Removed `Reflect.getMetadata` dependency, decorators now require explicit type specification
|
||||
- 简化 `BlueprintProperty` 和 `BlueprintMethod` 装饰器的元数据结构 | Simplified metadata structure for `BlueprintProperty` and `BlueprintMethod` decorators
|
||||
- 新增 `inferPinType` 工具函数用于类型推断 | Added `inferPinType` utility function for type inference
|
||||
- 优化组件节点生成器以适配新的元数据结构 | Optimized component node generator for new metadata structure
|
||||
|
||||
## 4.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/blueprint",
|
||||
"version": "4.0.1",
|
||||
"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",
|
||||
|
||||
@@ -1,67 +0,0 @@
|
||||
/**
|
||||
* @zh ESEngine 蓝图插件
|
||||
* @en ESEngine Blueprint Plugin
|
||||
*
|
||||
* @zh 此文件包含与 ESEngine 引擎核心集成的代码。
|
||||
* 使用 Cocos/Laya 等其他引擎时不需要此文件。
|
||||
*
|
||||
* @en This file contains code for integrating with ESEngine engine-core.
|
||||
* Not needed when using other engines like Cocos/Laya.
|
||||
*/
|
||||
|
||||
import type { IRuntimePlugin, ModuleManifest, IRuntimeModule } from '@esengine/engine-core';
|
||||
|
||||
/**
|
||||
* @zh 蓝图运行时模块
|
||||
* @en Blueprint Runtime Module
|
||||
*
|
||||
* @zh 注意:蓝图使用自定义系统 (IBlueprintSystem) 而非 EntitySystem,
|
||||
* 因此这里不实现 createSystems。蓝图系统应使用 createBlueprintSystem(scene) 手动创建。
|
||||
*
|
||||
* @en Note: Blueprint uses a custom system (IBlueprintSystem) instead of EntitySystem,
|
||||
* so createSystems is not implemented here. Blueprint systems should be created
|
||||
* manually using createBlueprintSystem(scene).
|
||||
*/
|
||||
class BlueprintRuntimeModule implements IRuntimeModule {
|
||||
async onInitialize(): Promise<void> {
|
||||
// Blueprint system initialization
|
||||
}
|
||||
|
||||
onDestroy(): void {
|
||||
// Cleanup
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 蓝图的插件清单
|
||||
* @en Plugin manifest for Blueprint
|
||||
*/
|
||||
const manifest: ModuleManifest = {
|
||||
id: 'blueprint',
|
||||
name: '@esengine/blueprint',
|
||||
displayName: 'Blueprint',
|
||||
version: '1.0.0',
|
||||
description: '可视化脚本系统',
|
||||
category: 'AI',
|
||||
icon: 'Workflow',
|
||||
isCore: false,
|
||||
defaultEnabled: false,
|
||||
isEngineModule: true,
|
||||
dependencies: ['core'],
|
||||
exports: {
|
||||
components: ['BlueprintComponent'],
|
||||
systems: ['BlueprintSystem']
|
||||
},
|
||||
requiresWasm: false
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh 蓝图插件
|
||||
* @en Blueprint Plugin
|
||||
*/
|
||||
export const BlueprintPlugin: IRuntimePlugin = {
|
||||
manifest,
|
||||
runtimeModule: new BlueprintRuntimeModule()
|
||||
};
|
||||
|
||||
export { BlueprintRuntimeModule };
|
||||
@@ -1,37 +0,0 @@
|
||||
/**
|
||||
* @zh ESEngine 集成入口
|
||||
* @en ESEngine integration entry point
|
||||
*
|
||||
* @zh 此模块包含与 ESEngine 引擎核心集成所需的所有代码。
|
||||
* 使用 Cocos/Laya 等其他引擎时,只需导入主模块即可。
|
||||
*
|
||||
* @en This module contains all code required for ESEngine engine-core integration.
|
||||
* When using other engines like Cocos/Laya, just import the main module.
|
||||
*
|
||||
* @example ESEngine 使用方式 / ESEngine usage:
|
||||
* ```typescript
|
||||
* import { BlueprintPlugin } from '@esengine/blueprint/esengine';
|
||||
*
|
||||
* // Register with ESEngine plugin system
|
||||
* engine.registerPlugin(BlueprintPlugin);
|
||||
* ```
|
||||
*
|
||||
* @example Cocos/Laya 使用方式 / Cocos/Laya usage:
|
||||
* ```typescript
|
||||
* import {
|
||||
* createBlueprintSystem,
|
||||
* createBlueprintComponentData
|
||||
* } from '@esengine/blueprint';
|
||||
*
|
||||
* // Create blueprint system for your scene
|
||||
* const blueprintSystem = createBlueprintSystem(scene);
|
||||
*
|
||||
* // Add to your game loop
|
||||
* function update(dt) {
|
||||
* blueprintSystem.process(blueprintEntities, dt);
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
|
||||
// Runtime module and plugin
|
||||
export { BlueprintPlugin, BlueprintRuntimeModule } from './BlueprintPlugin';
|
||||
@@ -1,32 +1,51 @@
|
||||
/**
|
||||
* @esengine/blueprint - Visual scripting system for ECS Framework
|
||||
*
|
||||
* @zh 蓝图可视化脚本系统 - 可与任何 ECS 框架配合使用
|
||||
* @en Visual scripting system - works with any ECS framework
|
||||
* @zh 蓝图可视化脚本系统 - 与 ECS 框架深度集成
|
||||
* @en Visual scripting system - Deep integration with ECS framework
|
||||
*
|
||||
* @zh 此包是通用的可视化脚本实现,可以与任何 ECS 框架配合使用。
|
||||
* 对于 ESEngine 集成,请从 '@esengine/blueprint/esengine' 导入插件。
|
||||
* @zh 此包提供完整的可视化脚本功能:
|
||||
* - 内置 ECS 操作节点(Entity、Component、Flow)
|
||||
* - 组件自动节点生成(使用装饰器标记)
|
||||
* - 运行时蓝图执行
|
||||
*
|
||||
* @en This package is a generic visual scripting implementation that works with any ECS framework.
|
||||
* For ESEngine integration, import the plugin from '@esengine/blueprint/esengine'.
|
||||
* @en This package provides complete visual scripting features:
|
||||
* - Built-in ECS operation nodes (Entity, Component, Flow)
|
||||
* - Auto component node generation (using decorators)
|
||||
* - Runtime blueprint execution
|
||||
*
|
||||
* @example Cocos/Laya/通用 ECS 使用方式:
|
||||
* @example 基础使用 | Basic Usage:
|
||||
* ```typescript
|
||||
* import {
|
||||
* createBlueprintSystem,
|
||||
* createBlueprintComponentData
|
||||
* } from '@esengine/blueprint';
|
||||
* import { BlueprintSystem, BlueprintComponent } from '@esengine/blueprint';
|
||||
* import { Scene, Core } from '@esengine/ecs-framework';
|
||||
*
|
||||
* // Create blueprint system for your scene
|
||||
* const blueprintSystem = createBlueprintSystem(scene);
|
||||
* // 创建场景并添加蓝图系统
|
||||
* const scene = new Scene();
|
||||
* scene.addSystem(new BlueprintSystem());
|
||||
* Core.setScene(scene);
|
||||
*
|
||||
* // Create component data
|
||||
* const componentData = createBlueprintComponentData();
|
||||
* componentData.blueprintAsset = loadedAsset;
|
||||
* // 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);
|
||||
* ```
|
||||
*
|
||||
* // Add to your game loop
|
||||
* function update(dt) {
|
||||
* blueprintSystem.process(blueprintEntities, dt);
|
||||
* @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' })
|
||||
* export class HealthComponent extends Component {
|
||||
* @BlueprintProperty({ displayName: '当前生命值' })
|
||||
* current: number = 100;
|
||||
*
|
||||
* @BlueprintMethod({ displayName: '治疗' })
|
||||
* heal(amount: number): void {
|
||||
* this.current += amount;
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
@@ -45,23 +64,45 @@ export * from './triggers';
|
||||
// Composition
|
||||
export * from './composition';
|
||||
|
||||
// Nodes (import to register)
|
||||
// Registry (decorators & auto-generation)
|
||||
export * from './registry';
|
||||
|
||||
// Nodes (import to register built-in nodes)
|
||||
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,
|
||||
BlueprintProperty,
|
||||
BlueprintMethod,
|
||||
registerAllComponentNodes,
|
||||
registerComponentNodes
|
||||
} from './registry';
|
||||
|
||||
416
packages/framework/blueprint/src/nodes/ecs/ComponentNodes.ts
Normal file
416
packages/framework/blueprint/src/nodes/ecs/ComponentNodes.ts
Normal file
@@ -0,0 +1,416 @@
|
||||
/**
|
||||
* @zh ECS 组件操作节点
|
||||
* @en ECS Component Operation Nodes
|
||||
*
|
||||
* @zh 提供蓝图中对 ECS 组件的完整操作支持
|
||||
* @en Provides complete ECS component operations in blueprint
|
||||
*/
|
||||
|
||||
import type { Entity, Component } from '@esengine/ecs-framework';
|
||||
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
|
||||
// ============================================================================
|
||||
|
||||
export const HasComponentTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_HasComponent',
|
||||
title: 'Has Component',
|
||||
category: 'component',
|
||||
color: '#1e8b8b',
|
||||
isPure: true,
|
||||
description: 'Checks if an entity has a component of the specified type (检查实体是否拥有指定类型的组件)',
|
||||
keywords: ['component', 'has', 'check', 'exists', 'contains'],
|
||||
menuPath: ['ECS', 'Component', 'Has Component'],
|
||||
inputs: [
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' },
|
||||
{ name: 'componentType', type: 'string', displayName: 'Component Type', defaultValue: '' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'hasComponent', type: 'bool', displayName: 'Has Component' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(HasComponentTemplate)
|
||||
export class HasComponentExecutor 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: { hasComponent: false } };
|
||||
}
|
||||
|
||||
const hasIt = entity.components.some(c =>
|
||||
c.constructor.name === componentType ||
|
||||
(c.constructor as any).__componentName__ === componentType
|
||||
);
|
||||
|
||||
return { outputs: { hasComponent: hasIt } };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Get Component | 获取组件
|
||||
// ============================================================================
|
||||
|
||||
export const GetComponentTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_GetComponent',
|
||||
title: 'Get Component',
|
||||
category: 'component',
|
||||
color: '#1e8b8b',
|
||||
isPure: true,
|
||||
description: 'Gets a component from an entity by type name (按类型名称从实体获取组件)',
|
||||
keywords: ['component', 'get', 'find', 'access'],
|
||||
menuPath: ['ECS', 'Component', 'Get Component'],
|
||||
inputs: [
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' },
|
||||
{ name: 'componentType', type: 'string', displayName: 'Component Type', defaultValue: '' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'component', type: 'component', displayName: 'Component' },
|
||||
{ name: 'found', type: 'bool', displayName: 'Found' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(GetComponentTemplate)
|
||||
export class GetComponentExecutor 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, found: false } };
|
||||
}
|
||||
|
||||
const component = entity.components.find(c =>
|
||||
c.constructor.name === componentType ||
|
||||
(c.constructor as any).__componentName__ === componentType
|
||||
);
|
||||
|
||||
return {
|
||||
outputs: {
|
||||
component: component ?? null,
|
||||
found: component != null
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Get All Components | 获取所有组件
|
||||
// ============================================================================
|
||||
|
||||
export const GetAllComponentsTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_GetAllComponents',
|
||||
title: 'Get All Components',
|
||||
category: 'component',
|
||||
color: '#1e8b8b',
|
||||
isPure: true,
|
||||
description: 'Gets all components from an entity (获取实体的所有组件)',
|
||||
keywords: ['component', 'get', 'all', 'list'],
|
||||
menuPath: ['ECS', 'Component', 'Get All Components'],
|
||||
inputs: [
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'components', type: 'array', displayName: 'Components', arrayType: 'component' },
|
||||
{ name: 'count', type: 'int', displayName: 'Count' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(GetAllComponentsTemplate)
|
||||
export class GetAllComponentsExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const entity = context.evaluateInput(node.id, 'entity', context.entity) as Entity;
|
||||
|
||||
if (!entity || entity.isDestroyed) {
|
||||
return { outputs: { components: [], count: 0 } };
|
||||
}
|
||||
|
||||
const components = [...entity.components];
|
||||
return {
|
||||
outputs: {
|
||||
components,
|
||||
count: components.length
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Remove Component | 移除组件
|
||||
// ============================================================================
|
||||
|
||||
export const RemoveComponentTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_RemoveComponent',
|
||||
title: 'Remove Component',
|
||||
category: 'component',
|
||||
color: '#8b1e1e',
|
||||
description: 'Removes a component from an entity (从实体移除组件)',
|
||||
keywords: ['component', 'remove', 'delete', 'destroy'],
|
||||
menuPath: ['ECS', 'Component', 'Remove 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: 'removed', type: 'bool', displayName: 'Removed' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(RemoveComponentTemplate)
|
||||
export class RemoveComponentExecutor 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: { removed: false }, nextExec: 'exec' };
|
||||
}
|
||||
|
||||
const component = entity.components.find(c =>
|
||||
c.constructor.name === componentType ||
|
||||
(c.constructor as any).__componentName__ === componentType
|
||||
);
|
||||
|
||||
if (component) {
|
||||
entity.removeComponent(component);
|
||||
return { outputs: { removed: true }, nextExec: 'exec' };
|
||||
}
|
||||
|
||||
return { outputs: { removed: false }, nextExec: 'exec' };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Get Component Property | 获取组件属性
|
||||
// ============================================================================
|
||||
|
||||
export const GetComponentPropertyTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_GetComponentProperty',
|
||||
title: 'Get Component Property',
|
||||
category: 'component',
|
||||
color: '#1e8b8b',
|
||||
isPure: true,
|
||||
description: 'Gets a property value from a component (从组件获取属性值)',
|
||||
keywords: ['component', 'property', 'get', 'value', 'field'],
|
||||
menuPath: ['ECS', 'Component', 'Get Property'],
|
||||
inputs: [
|
||||
{ name: 'component', type: 'component', displayName: 'Component' },
|
||||
{ name: 'propertyName', type: 'string', displayName: 'Property Name', defaultValue: '' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'value', type: 'any', displayName: 'Value' },
|
||||
{ name: 'found', type: 'bool', displayName: 'Found' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(GetComponentPropertyTemplate)
|
||||
export class GetComponentPropertyExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const component = context.evaluateInput(node.id, 'component', null) as Component | null;
|
||||
const propertyName = context.evaluateInput(node.id, 'propertyName', '') as string;
|
||||
|
||||
if (!component || !propertyName) {
|
||||
return { outputs: { value: null, found: false } };
|
||||
}
|
||||
|
||||
if (propertyName in component) {
|
||||
return {
|
||||
outputs: {
|
||||
value: (component as any)[propertyName],
|
||||
found: true
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
return { outputs: { value: null, found: false } };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Set Component Property | 设置组件属性
|
||||
// ============================================================================
|
||||
|
||||
export const SetComponentPropertyTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_SetComponentProperty',
|
||||
title: 'Set Component Property',
|
||||
category: 'component',
|
||||
color: '#1e8b8b',
|
||||
description: 'Sets a property value on a component (设置组件的属性值)',
|
||||
keywords: ['component', 'property', 'set', 'value', 'field', 'modify'],
|
||||
menuPath: ['ECS', 'Component', 'Set Property'],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' },
|
||||
{ name: 'component', type: 'component', displayName: 'Component' },
|
||||
{ name: 'propertyName', type: 'string', displayName: 'Property Name', defaultValue: '' },
|
||||
{ name: 'value', type: 'any', displayName: 'Value' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' },
|
||||
{ name: 'success', type: 'bool', displayName: 'Success' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(SetComponentPropertyTemplate)
|
||||
export class SetComponentPropertyExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const component = context.evaluateInput(node.id, 'component', null) as Component | null;
|
||||
const propertyName = context.evaluateInput(node.id, 'propertyName', '') as string;
|
||||
const value = context.evaluateInput(node.id, 'value', null);
|
||||
|
||||
if (!component || !propertyName) {
|
||||
return { outputs: { success: false }, nextExec: 'exec' };
|
||||
}
|
||||
|
||||
if (propertyName in component) {
|
||||
(component as any)[propertyName] = value;
|
||||
return { outputs: { success: true }, nextExec: 'exec' };
|
||||
}
|
||||
|
||||
return { outputs: { success: false }, nextExec: 'exec' };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Get Component Type Name | 获取组件类型名称
|
||||
// ============================================================================
|
||||
|
||||
export const GetComponentTypeNameTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_GetComponentTypeName',
|
||||
title: 'Get Component Type',
|
||||
category: 'component',
|
||||
color: '#1e8b8b',
|
||||
isPure: true,
|
||||
description: 'Gets the type name of a component (获取组件的类型名称)',
|
||||
keywords: ['component', 'type', 'name', 'class'],
|
||||
menuPath: ['ECS', 'Component', 'Get Type Name'],
|
||||
inputs: [
|
||||
{ name: 'component', type: 'component', displayName: 'Component' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'typeName', type: 'string', displayName: 'Type Name' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(GetComponentTypeNameTemplate)
|
||||
export class GetComponentTypeNameExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const component = context.evaluateInput(node.id, 'component', null) as Component | null;
|
||||
|
||||
if (!component) {
|
||||
return { outputs: { typeName: '' } };
|
||||
}
|
||||
|
||||
const typeName = (component.constructor as any).__componentName__ ?? component.constructor.name;
|
||||
return { outputs: { typeName } };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Get Entity From Component | 从组件获取实体
|
||||
// ============================================================================
|
||||
|
||||
export const GetEntityFromComponentTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_GetEntityFromComponent',
|
||||
title: 'Get Owner Entity',
|
||||
category: 'component',
|
||||
color: '#1e8b8b',
|
||||
isPure: true,
|
||||
description: 'Gets the entity that owns a component (获取拥有组件的实体)',
|
||||
keywords: ['component', 'entity', 'owner', 'parent'],
|
||||
menuPath: ['ECS', 'Component', 'Get Owner Entity'],
|
||||
inputs: [
|
||||
{ name: 'component', type: 'component', displayName: 'Component' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' },
|
||||
{ name: 'found', type: 'bool', displayName: 'Found' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(GetEntityFromComponentTemplate)
|
||||
export class GetEntityFromComponentExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const component = context.evaluateInput(node.id, 'component', null) as Component | null;
|
||||
|
||||
if (!component || component.entityId == null) {
|
||||
return { outputs: { entity: null, found: false } };
|
||||
}
|
||||
|
||||
const entity = context.scene.findEntityById(component.entityId);
|
||||
return {
|
||||
outputs: {
|
||||
entity: entity ?? null,
|
||||
found: entity != null
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
485
packages/framework/blueprint/src/nodes/ecs/EntityNodes.ts
Normal file
485
packages/framework/blueprint/src/nodes/ecs/EntityNodes.ts
Normal file
@@ -0,0 +1,485 @@
|
||||
/**
|
||||
* @zh ECS 实体操作节点
|
||||
* @en ECS Entity Operation Nodes
|
||||
*
|
||||
* @zh 提供蓝图中对 ECS 实体的完整操作支持
|
||||
* @en Provides complete ECS entity operations in blueprint
|
||||
*/
|
||||
|
||||
import type { Entity } from '@esengine/ecs-framework';
|
||||
import { BlueprintNodeTemplate, BlueprintNode } from '../../types/nodes';
|
||||
import { ExecutionContext, ExecutionResult } from '../../runtime/ExecutionContext';
|
||||
import { INodeExecutor, RegisterNode } from '../../runtime/NodeRegistry';
|
||||
|
||||
// ============================================================================
|
||||
// Self Entity | 自身实体
|
||||
// ============================================================================
|
||||
|
||||
export const GetSelfTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_GetSelf',
|
||||
title: 'Get Self',
|
||||
category: 'entity',
|
||||
color: '#1e5a8b',
|
||||
isPure: true,
|
||||
description: 'Gets the entity that owns this blueprint (获取拥有此蓝图的实体)',
|
||||
keywords: ['self', 'this', 'owner', 'entity', 'me'],
|
||||
menuPath: ['ECS', 'Entity', 'Get Self'],
|
||||
inputs: [],
|
||||
outputs: [
|
||||
{ name: 'entity', type: 'entity', displayName: 'Self' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(GetSelfTemplate)
|
||||
export class GetSelfExecutor implements INodeExecutor {
|
||||
execute(_node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
return { outputs: { entity: context.entity } };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Create Entity | 创建实体
|
||||
// ============================================================================
|
||||
|
||||
export const CreateEntityTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_CreateEntity',
|
||||
title: 'Create Entity',
|
||||
category: 'entity',
|
||||
color: '#1e5a8b',
|
||||
description: 'Creates a new entity in the scene (在场景中创建新实体)',
|
||||
keywords: ['entity', 'create', 'spawn', 'new', 'instantiate'],
|
||||
menuPath: ['ECS', 'Entity', 'Create Entity'],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' },
|
||||
{ name: 'name', type: 'string', displayName: 'Name', defaultValue: 'NewEntity' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' },
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(CreateEntityTemplate)
|
||||
export class CreateEntityExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const name = context.evaluateInput(node.id, 'name', 'NewEntity') as string;
|
||||
const entity = context.scene.createEntity(name);
|
||||
return { outputs: { entity }, nextExec: 'exec' };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Destroy Entity | 销毁实体
|
||||
// ============================================================================
|
||||
|
||||
export const DestroyEntityTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_DestroyEntity',
|
||||
title: 'Destroy Entity',
|
||||
category: 'entity',
|
||||
color: '#8b1e1e',
|
||||
description: 'Destroys an entity from the scene (从场景中销毁实体)',
|
||||
keywords: ['entity', 'destroy', 'remove', 'delete', 'kill'],
|
||||
menuPath: ['ECS', 'Entity', 'Destroy Entity'],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' },
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(DestroyEntityTemplate)
|
||||
export class DestroyEntityExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const entity = context.evaluateInput(node.id, 'entity', null) as Entity | null;
|
||||
if (entity && !entity.isDestroyed) {
|
||||
entity.destroy();
|
||||
}
|
||||
return { nextExec: 'exec' };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Destroy Self | 销毁自身
|
||||
// ============================================================================
|
||||
|
||||
export const DestroySelfTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_DestroySelf',
|
||||
title: 'Destroy Self',
|
||||
category: 'entity',
|
||||
color: '#8b1e1e',
|
||||
description: 'Destroys the entity that owns this blueprint (销毁拥有此蓝图的实体)',
|
||||
keywords: ['self', 'destroy', 'suicide', 'remove', 'delete'],
|
||||
menuPath: ['ECS', 'Entity', 'Destroy Self'],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' }
|
||||
],
|
||||
outputs: []
|
||||
};
|
||||
|
||||
@RegisterNode(DestroySelfTemplate)
|
||||
export class DestroySelfExecutor implements INodeExecutor {
|
||||
execute(_node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
if (!context.entity.isDestroyed) {
|
||||
context.entity.destroy();
|
||||
}
|
||||
return { nextExec: null };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Is Valid | 是否有效
|
||||
// ============================================================================
|
||||
|
||||
export const IsValidTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_IsValid',
|
||||
title: 'Is Valid',
|
||||
category: 'entity',
|
||||
color: '#1e5a8b',
|
||||
isPure: true,
|
||||
description: 'Checks if an entity reference is valid and not destroyed (检查实体引用是否有效且未被销毁)',
|
||||
keywords: ['entity', 'valid', 'null', 'check', 'exists', 'alive'],
|
||||
menuPath: ['ECS', 'Entity', 'Is Valid'],
|
||||
inputs: [
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'isValid', type: 'bool', displayName: 'Is Valid' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(IsValidTemplate)
|
||||
export class IsValidExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const entity = context.evaluateInput(node.id, 'entity', null) as Entity | null;
|
||||
const isValid = entity != null && !entity.isDestroyed;
|
||||
return { outputs: { isValid } };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Get Entity Name | 获取实体名称
|
||||
// ============================================================================
|
||||
|
||||
export const GetEntityNameTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_GetEntityName',
|
||||
title: 'Get Entity Name',
|
||||
category: 'entity',
|
||||
color: '#1e5a8b',
|
||||
isPure: true,
|
||||
description: 'Gets the name of an entity (获取实体的名称)',
|
||||
keywords: ['entity', 'name', 'get', 'string'],
|
||||
menuPath: ['ECS', 'Entity', 'Get Name'],
|
||||
inputs: [
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'name', type: 'string', displayName: 'Name' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(GetEntityNameTemplate)
|
||||
export class GetEntityNameExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const entity = context.evaluateInput(node.id, 'entity', context.entity) as Entity;
|
||||
return { outputs: { name: entity?.name ?? '' } };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Set Entity Name | 设置实体名称
|
||||
// ============================================================================
|
||||
|
||||
export const SetEntityNameTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_SetEntityName',
|
||||
title: 'Set Entity Name',
|
||||
category: 'entity',
|
||||
color: '#1e5a8b',
|
||||
description: 'Sets the name of an entity (设置实体的名称)',
|
||||
keywords: ['entity', 'name', 'set', 'rename'],
|
||||
menuPath: ['ECS', 'Entity', 'Set Name'],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' },
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' },
|
||||
{ name: 'name', type: 'string', displayName: 'Name', defaultValue: '' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(SetEntityNameTemplate)
|
||||
export class SetEntityNameExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const entity = context.evaluateInput(node.id, 'entity', context.entity) as Entity;
|
||||
const name = context.evaluateInput(node.id, 'name', '') as string;
|
||||
if (entity && !entity.isDestroyed) {
|
||||
entity.name = name;
|
||||
}
|
||||
return { nextExec: 'exec' };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Get Entity Tag | 获取实体标签
|
||||
// ============================================================================
|
||||
|
||||
export const GetEntityTagTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_GetEntityTag',
|
||||
title: 'Get Entity Tag',
|
||||
category: 'entity',
|
||||
color: '#1e5a8b',
|
||||
isPure: true,
|
||||
description: 'Gets the tag of an entity (获取实体的标签)',
|
||||
keywords: ['entity', 'tag', 'get', 'category'],
|
||||
menuPath: ['ECS', 'Entity', 'Get Tag'],
|
||||
inputs: [
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'tag', type: 'int', displayName: 'Tag' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(GetEntityTagTemplate)
|
||||
export class GetEntityTagExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const entity = context.evaluateInput(node.id, 'entity', context.entity) as Entity;
|
||||
return { outputs: { tag: entity?.tag ?? 0 } };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Set Entity Tag | 设置实体标签
|
||||
// ============================================================================
|
||||
|
||||
export const SetEntityTagTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_SetEntityTag',
|
||||
title: 'Set Entity Tag',
|
||||
category: 'entity',
|
||||
color: '#1e5a8b',
|
||||
description: 'Sets the tag of an entity (设置实体的标签)',
|
||||
keywords: ['entity', 'tag', 'set', 'category'],
|
||||
menuPath: ['ECS', 'Entity', 'Set Tag'],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' },
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' },
|
||||
{ name: 'tag', type: 'int', displayName: 'Tag', defaultValue: 0 }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(SetEntityTagTemplate)
|
||||
export class SetEntityTagExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const entity = context.evaluateInput(node.id, 'entity', context.entity) as Entity;
|
||||
const tag = context.evaluateInput(node.id, 'tag', 0) as number;
|
||||
if (entity && !entity.isDestroyed) {
|
||||
entity.tag = tag;
|
||||
}
|
||||
return { nextExec: 'exec' };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Set Entity Active | 设置实体激活状态
|
||||
// ============================================================================
|
||||
|
||||
export const SetEntityActiveTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_SetEntityActive',
|
||||
title: 'Set Active',
|
||||
category: 'entity',
|
||||
color: '#1e5a8b',
|
||||
description: 'Sets whether an entity is active (设置实体是否激活)',
|
||||
keywords: ['entity', 'active', 'enable', 'disable', 'visible'],
|
||||
menuPath: ['ECS', 'Entity', 'Set Active'],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' },
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' },
|
||||
{ name: 'active', type: 'bool', displayName: 'Active', defaultValue: true }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(SetEntityActiveTemplate)
|
||||
export class SetEntityActiveExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const entity = context.evaluateInput(node.id, 'entity', context.entity) as Entity;
|
||||
const active = context.evaluateInput(node.id, 'active', true) as boolean;
|
||||
if (entity && !entity.isDestroyed) {
|
||||
entity.active = active;
|
||||
}
|
||||
return { nextExec: 'exec' };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Is Entity Active | 实体是否激活
|
||||
// ============================================================================
|
||||
|
||||
export const IsEntityActiveTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_IsEntityActive',
|
||||
title: 'Is Active',
|
||||
category: 'entity',
|
||||
color: '#1e5a8b',
|
||||
isPure: true,
|
||||
description: 'Checks if an entity is active (检查实体是否激活)',
|
||||
keywords: ['entity', 'active', 'enabled', 'check'],
|
||||
menuPath: ['ECS', 'Entity', 'Is Active'],
|
||||
inputs: [
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'isActive', type: 'bool', displayName: 'Is Active' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(IsEntityActiveTemplate)
|
||||
export class IsEntityActiveExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const entity = context.evaluateInput(node.id, 'entity', context.entity) as Entity;
|
||||
return { outputs: { isActive: entity?.active ?? false } };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Find Entity By Name | 按名称查找实体
|
||||
// ============================================================================
|
||||
|
||||
export const FindEntityByNameTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_FindEntityByName',
|
||||
title: 'Find Entity By Name',
|
||||
category: 'entity',
|
||||
color: '#1e5a8b',
|
||||
isPure: true,
|
||||
description: 'Finds an entity by name in the scene (在场景中按名称查找实体)',
|
||||
keywords: ['entity', 'find', 'name', 'search', 'get', 'lookup'],
|
||||
menuPath: ['ECS', 'Entity', 'Find By Name'],
|
||||
inputs: [
|
||||
{ name: 'name', type: 'string', displayName: 'Name', defaultValue: '' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' },
|
||||
{ name: 'found', type: 'bool', displayName: 'Found' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(FindEntityByNameTemplate)
|
||||
export class FindEntityByNameExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const name = context.evaluateInput(node.id, 'name', '') as string;
|
||||
const entity = context.scene.findEntity(name);
|
||||
return {
|
||||
outputs: {
|
||||
entity: entity ?? null,
|
||||
found: entity != null
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Find Entities By Tag | 按标签查找实体
|
||||
// ============================================================================
|
||||
|
||||
export const FindEntitiesByTagTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_FindEntitiesByTag',
|
||||
title: 'Find Entities By Tag',
|
||||
category: 'entity',
|
||||
color: '#1e5a8b',
|
||||
isPure: true,
|
||||
description: 'Finds all entities with a specific tag (查找所有具有特定标签的实体)',
|
||||
keywords: ['entity', 'find', 'tag', 'search', 'get', 'all'],
|
||||
menuPath: ['ECS', 'Entity', 'Find By Tag'],
|
||||
inputs: [
|
||||
{ name: 'tag', type: 'int', displayName: 'Tag', defaultValue: 0 }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'entities', type: 'array', displayName: 'Entities', arrayType: 'entity' },
|
||||
{ name: 'count', type: 'int', displayName: 'Count' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(FindEntitiesByTagTemplate)
|
||||
export class FindEntitiesByTagExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const tag = context.evaluateInput(node.id, 'tag', 0) as number;
|
||||
const entities = context.scene.findEntitiesByTag(tag);
|
||||
return {
|
||||
outputs: {
|
||||
entities,
|
||||
count: entities.length
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Get Entity ID | 获取实体 ID
|
||||
// ============================================================================
|
||||
|
||||
export const GetEntityIdTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_GetEntityId',
|
||||
title: 'Get Entity ID',
|
||||
category: 'entity',
|
||||
color: '#1e5a8b',
|
||||
isPure: true,
|
||||
description: 'Gets the unique ID of an entity (获取实体的唯一ID)',
|
||||
keywords: ['entity', 'id', 'identifier', 'unique'],
|
||||
menuPath: ['ECS', 'Entity', 'Get ID'],
|
||||
inputs: [
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'id', type: 'int', displayName: 'ID' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(GetEntityIdTemplate)
|
||||
export class GetEntityIdExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const entity = context.evaluateInput(node.id, 'entity', context.entity) as Entity;
|
||||
return { outputs: { id: entity?.id ?? -1 } };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Find Entity By ID | 按 ID 查找实体
|
||||
// ============================================================================
|
||||
|
||||
export const FindEntityByIdTemplate: BlueprintNodeTemplate = {
|
||||
type: 'ECS_FindEntityById',
|
||||
title: 'Find Entity By ID',
|
||||
category: 'entity',
|
||||
color: '#1e5a8b',
|
||||
isPure: true,
|
||||
description: 'Finds an entity by its unique ID (通过唯一ID查找实体)',
|
||||
keywords: ['entity', 'find', 'id', 'identifier'],
|
||||
menuPath: ['ECS', 'Entity', 'Find By ID'],
|
||||
inputs: [
|
||||
{ name: 'id', type: 'int', displayName: 'ID', defaultValue: 0 }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' },
|
||||
{ name: 'found', type: 'bool', displayName: 'Found' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(FindEntityByIdTemplate)
|
||||
export class FindEntityByIdExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const id = context.evaluateInput(node.id, 'id', 0) as number;
|
||||
const entity = context.scene.findEntityById(id);
|
||||
return {
|
||||
outputs: {
|
||||
entity: entity ?? null,
|
||||
found: entity != null
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
301
packages/framework/blueprint/src/nodes/ecs/FlowNodes.ts
Normal file
301
packages/framework/blueprint/src/nodes/ecs/FlowNodes.ts
Normal file
@@ -0,0 +1,301 @@
|
||||
/**
|
||||
* @zh 流程控制节点
|
||||
* @en Flow Control Nodes
|
||||
*
|
||||
* @zh 提供蓝图中的流程控制支持(分支、循环等)
|
||||
* @en Provides flow control in blueprint (branch, loop, etc.)
|
||||
*/
|
||||
|
||||
import { BlueprintNodeTemplate, BlueprintNode } from '../../types/nodes';
|
||||
import { ExecutionContext, ExecutionResult } from '../../runtime/ExecutionContext';
|
||||
import { INodeExecutor, RegisterNode } from '../../runtime/NodeRegistry';
|
||||
|
||||
// ============================================================================
|
||||
// Branch | 分支
|
||||
// ============================================================================
|
||||
|
||||
export const BranchTemplate: BlueprintNodeTemplate = {
|
||||
type: 'Flow_Branch',
|
||||
title: 'Branch',
|
||||
category: 'flow',
|
||||
color: '#4a4a4a',
|
||||
description: 'Executes one of two paths based on a condition (根据条件执行两条路径之一)',
|
||||
keywords: ['if', 'branch', 'condition', 'switch', 'else'],
|
||||
menuPath: ['Flow', 'Branch'],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' },
|
||||
{ name: 'condition', type: 'bool', displayName: 'Condition', defaultValue: false }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'true', type: 'exec', displayName: 'True' },
|
||||
{ name: 'false', type: 'exec', displayName: 'False' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(BranchTemplate)
|
||||
export class BranchExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const condition = context.evaluateInput(node.id, 'condition', false) as boolean;
|
||||
return { nextExec: condition ? 'true' : 'false' };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Sequence | 序列
|
||||
// ============================================================================
|
||||
|
||||
export const SequenceTemplate: BlueprintNodeTemplate = {
|
||||
type: 'Flow_Sequence',
|
||||
title: 'Sequence',
|
||||
category: 'flow',
|
||||
color: '#4a4a4a',
|
||||
description: 'Executes multiple outputs in order (按顺序执行多个输出)',
|
||||
keywords: ['sequence', 'order', 'serial', 'chain'],
|
||||
menuPath: ['Flow', 'Sequence'],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'then0', type: 'exec', displayName: 'Then 0' },
|
||||
{ name: 'then1', type: 'exec', displayName: 'Then 1' },
|
||||
{ name: 'then2', type: 'exec', displayName: 'Then 2' },
|
||||
{ name: 'then3', type: 'exec', displayName: 'Then 3' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(SequenceTemplate)
|
||||
export class SequenceExecutor implements INodeExecutor {
|
||||
private currentIndex = 0;
|
||||
|
||||
execute(_node: BlueprintNode, _context: ExecutionContext): ExecutionResult {
|
||||
const outputs = ['then0', 'then1', 'then2', 'then3'];
|
||||
const nextPin = outputs[this.currentIndex];
|
||||
this.currentIndex = (this.currentIndex + 1) % outputs.length;
|
||||
|
||||
if (this.currentIndex === 0) {
|
||||
return { nextExec: null };
|
||||
}
|
||||
|
||||
return { nextExec: nextPin };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Do Once | 只执行一次
|
||||
// ============================================================================
|
||||
|
||||
export const DoOnceTemplate: BlueprintNodeTemplate = {
|
||||
type: 'Flow_DoOnce',
|
||||
title: 'Do Once',
|
||||
category: 'flow',
|
||||
color: '#4a4a4a',
|
||||
description: 'Executes the output only once, subsequent calls are ignored (只执行一次,后续调用被忽略)',
|
||||
keywords: ['once', 'single', 'first', 'one'],
|
||||
menuPath: ['Flow', 'Do Once'],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' },
|
||||
{ name: 'reset', type: 'exec', displayName: 'Reset' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(DoOnceTemplate)
|
||||
export class DoOnceExecutor implements INodeExecutor {
|
||||
private executed = false;
|
||||
|
||||
execute(node: BlueprintNode, _context: ExecutionContext): ExecutionResult {
|
||||
const inputPin = node.data._lastInputPin as string | undefined;
|
||||
|
||||
if (inputPin === 'reset') {
|
||||
this.executed = false;
|
||||
return { nextExec: null };
|
||||
}
|
||||
|
||||
if (this.executed) {
|
||||
return { nextExec: null };
|
||||
}
|
||||
|
||||
this.executed = true;
|
||||
return { nextExec: 'exec' };
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Flip Flop | 触发器
|
||||
// ============================================================================
|
||||
|
||||
export const FlipFlopTemplate: BlueprintNodeTemplate = {
|
||||
type: 'Flow_FlipFlop',
|
||||
title: 'Flip Flop',
|
||||
category: 'flow',
|
||||
color: '#4a4a4a',
|
||||
description: 'Alternates between two outputs on each execution (每次执行时在两个输出之间交替)',
|
||||
keywords: ['flip', 'flop', 'toggle', 'alternate', 'switch'],
|
||||
menuPath: ['Flow', 'Flip Flop'],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'a', type: 'exec', displayName: 'A' },
|
||||
{ name: 'b', type: 'exec', displayName: 'B' },
|
||||
{ name: 'isA', type: 'bool', displayName: 'Is A' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(FlipFlopTemplate)
|
||||
export class FlipFlopExecutor implements INodeExecutor {
|
||||
private isA = true;
|
||||
|
||||
execute(_node: BlueprintNode, _context: ExecutionContext): ExecutionResult {
|
||||
const currentIsA = this.isA;
|
||||
this.isA = !this.isA;
|
||||
|
||||
return {
|
||||
outputs: { isA: currentIsA },
|
||||
nextExec: currentIsA ? 'a' : 'b'
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Gate | 门
|
||||
// ============================================================================
|
||||
|
||||
export const GateTemplate: BlueprintNodeTemplate = {
|
||||
type: 'Flow_Gate',
|
||||
title: 'Gate',
|
||||
category: 'flow',
|
||||
color: '#4a4a4a',
|
||||
description: 'Controls execution flow with open/close state (通过开/关状态控制执行流)',
|
||||
keywords: ['gate', 'open', 'close', 'block', 'allow'],
|
||||
menuPath: ['Flow', 'Gate'],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: 'Enter' },
|
||||
{ name: 'open', type: 'exec', displayName: 'Open' },
|
||||
{ name: 'close', type: 'exec', displayName: 'Close' },
|
||||
{ name: 'toggle', type: 'exec', displayName: 'Toggle' },
|
||||
{ name: 'startOpen', type: 'bool', displayName: 'Start Open', defaultValue: true }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: 'Exit' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(GateTemplate)
|
||||
export class GateExecutor implements INodeExecutor {
|
||||
private isOpen: boolean | null = null;
|
||||
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
if (this.isOpen === null) {
|
||||
this.isOpen = context.evaluateInput(node.id, 'startOpen', true) as boolean;
|
||||
}
|
||||
|
||||
const inputPin = node.data._lastInputPin as string | undefined;
|
||||
|
||||
switch (inputPin) {
|
||||
case 'open':
|
||||
this.isOpen = true;
|
||||
return { nextExec: null };
|
||||
case 'close':
|
||||
this.isOpen = false;
|
||||
return { nextExec: null };
|
||||
case 'toggle':
|
||||
this.isOpen = !this.isOpen;
|
||||
return { nextExec: null };
|
||||
default:
|
||||
return { nextExec: this.isOpen ? 'exec' : null };
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// For Loop | For 循环
|
||||
// ============================================================================
|
||||
|
||||
export const ForLoopTemplate: BlueprintNodeTemplate = {
|
||||
type: 'Flow_ForLoop',
|
||||
title: 'For Loop',
|
||||
category: 'flow',
|
||||
color: '#4a4a4a',
|
||||
description: 'Executes the loop body for each index in range (对范围内的每个索引执行循环体)',
|
||||
keywords: ['for', 'loop', 'iterate', 'repeat', 'count'],
|
||||
menuPath: ['Flow', 'For Loop'],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' },
|
||||
{ name: 'start', type: 'int', displayName: 'Start', defaultValue: 0 },
|
||||
{ name: 'end', type: 'int', displayName: 'End', defaultValue: 10 }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'loopBody', type: 'exec', displayName: 'Loop Body' },
|
||||
{ name: 'completed', type: 'exec', displayName: 'Completed' },
|
||||
{ name: 'index', type: 'int', displayName: 'Index' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(ForLoopTemplate)
|
||||
export class ForLoopExecutor implements INodeExecutor {
|
||||
private currentIndex = 0;
|
||||
private endIndex = 0;
|
||||
private isRunning = false;
|
||||
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
if (!this.isRunning) {
|
||||
this.currentIndex = context.evaluateInput(node.id, 'start', 0) as number;
|
||||
this.endIndex = context.evaluateInput(node.id, 'end', 10) as number;
|
||||
this.isRunning = true;
|
||||
}
|
||||
|
||||
if (this.currentIndex < this.endIndex) {
|
||||
const index = this.currentIndex;
|
||||
this.currentIndex++;
|
||||
|
||||
return {
|
||||
outputs: { index },
|
||||
nextExec: 'loopBody'
|
||||
};
|
||||
}
|
||||
|
||||
this.isRunning = false;
|
||||
return {
|
||||
outputs: { index: this.endIndex },
|
||||
nextExec: 'completed'
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// While Loop | While 循环
|
||||
// ============================================================================
|
||||
|
||||
export const WhileLoopTemplate: BlueprintNodeTemplate = {
|
||||
type: 'Flow_WhileLoop',
|
||||
title: 'While Loop',
|
||||
category: 'flow',
|
||||
color: '#4a4a4a',
|
||||
description: 'Executes the loop body while condition is true (当条件为真时执行循环体)',
|
||||
keywords: ['while', 'loop', 'repeat', 'condition'],
|
||||
menuPath: ['Flow', 'While Loop'],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' },
|
||||
{ name: 'condition', type: 'bool', displayName: 'Condition', defaultValue: true }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'loopBody', type: 'exec', displayName: 'Loop Body' },
|
||||
{ name: 'completed', type: 'exec', displayName: 'Completed' }
|
||||
]
|
||||
};
|
||||
|
||||
@RegisterNode(WhileLoopTemplate)
|
||||
export class WhileLoopExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const condition = context.evaluateInput(node.id, 'condition', true) as boolean;
|
||||
|
||||
if (condition) {
|
||||
return { nextExec: 'loopBody' };
|
||||
}
|
||||
|
||||
return { nextExec: 'completed' };
|
||||
}
|
||||
}
|
||||
16
packages/framework/blueprint/src/nodes/ecs/index.ts
Normal file
16
packages/framework/blueprint/src/nodes/ecs/index.ts
Normal file
@@ -0,0 +1,16 @@
|
||||
/**
|
||||
* @zh ECS 核心节点
|
||||
* @en ECS Core Nodes
|
||||
*
|
||||
* @zh 提供与 ECS 框架交互的蓝图节点
|
||||
* @en Provides blueprint nodes for ECS framework interaction
|
||||
*/
|
||||
|
||||
// Entity operations | 实体操作
|
||||
export * from './EntityNodes';
|
||||
|
||||
// Component operations | 组件操作
|
||||
export * from './ComponentNodes';
|
||||
|
||||
// Flow control | 流程控制
|
||||
export * from './FlowNodes';
|
||||
@@ -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
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,118 +0,0 @@
|
||||
/**
|
||||
* @zh 碰撞事件节点 - 碰撞发生时触发
|
||||
* @en Event Collision Node - Triggered on collision events
|
||||
*/
|
||||
|
||||
import { BlueprintNodeTemplate, BlueprintNode } from '../../types/nodes';
|
||||
import { ExecutionResult } from '../../runtime/ExecutionContext';
|
||||
import { INodeExecutor, RegisterNode } from '../../runtime/NodeRegistry';
|
||||
|
||||
/**
|
||||
* @zh EventCollisionEnter 节点模板
|
||||
* @en EventCollisionEnter node template
|
||||
*/
|
||||
export const EventCollisionEnterTemplate: BlueprintNodeTemplate = {
|
||||
type: 'EventCollisionEnter',
|
||||
title: 'Event Collision Enter',
|
||||
category: 'event',
|
||||
color: '#CC0000',
|
||||
description: 'Triggered when collision starts / 碰撞开始时触发',
|
||||
keywords: ['collision', 'enter', 'hit', 'overlap', 'event'],
|
||||
menuPath: ['Event', 'Collision', 'Enter'],
|
||||
inputs: [],
|
||||
outputs: [
|
||||
{
|
||||
name: 'exec',
|
||||
type: 'exec',
|
||||
displayName: ''
|
||||
},
|
||||
{
|
||||
name: 'otherEntityId',
|
||||
type: 'string',
|
||||
displayName: 'Other Entity'
|
||||
},
|
||||
{
|
||||
name: 'pointX',
|
||||
type: 'float',
|
||||
displayName: 'Point X'
|
||||
},
|
||||
{
|
||||
name: 'pointY',
|
||||
type: 'float',
|
||||
displayName: 'Point Y'
|
||||
},
|
||||
{
|
||||
name: 'normalX',
|
||||
type: 'float',
|
||||
displayName: 'Normal X'
|
||||
},
|
||||
{
|
||||
name: 'normalY',
|
||||
type: 'float',
|
||||
displayName: 'Normal Y'
|
||||
}
|
||||
]
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh EventCollisionEnter 节点执行器
|
||||
* @en EventCollisionEnter node executor
|
||||
*/
|
||||
@RegisterNode(EventCollisionEnterTemplate)
|
||||
export class EventCollisionEnterExecutor implements INodeExecutor {
|
||||
execute(_node: BlueprintNode): ExecutionResult {
|
||||
return {
|
||||
nextExec: 'exec',
|
||||
outputs: {
|
||||
otherEntityId: '',
|
||||
pointX: 0,
|
||||
pointY: 0,
|
||||
normalX: 0,
|
||||
normalY: 0
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh EventCollisionExit 节点模板
|
||||
* @en EventCollisionExit node template
|
||||
*/
|
||||
export const EventCollisionExitTemplate: BlueprintNodeTemplate = {
|
||||
type: 'EventCollisionExit',
|
||||
title: 'Event Collision Exit',
|
||||
category: 'event',
|
||||
color: '#CC0000',
|
||||
description: 'Triggered when collision ends / 碰撞结束时触发',
|
||||
keywords: ['collision', 'exit', 'end', 'separate', 'event'],
|
||||
menuPath: ['Event', 'Collision', 'Exit'],
|
||||
inputs: [],
|
||||
outputs: [
|
||||
{
|
||||
name: 'exec',
|
||||
type: 'exec',
|
||||
displayName: ''
|
||||
},
|
||||
{
|
||||
name: 'otherEntityId',
|
||||
type: 'string',
|
||||
displayName: 'Other Entity'
|
||||
}
|
||||
]
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh EventCollisionExit 节点执行器
|
||||
* @en EventCollisionExit node executor
|
||||
*/
|
||||
@RegisterNode(EventCollisionExitTemplate)
|
||||
export class EventCollisionExitExecutor implements INodeExecutor {
|
||||
execute(_node: BlueprintNode): ExecutionResult {
|
||||
return {
|
||||
nextExec: 'exec',
|
||||
outputs: {
|
||||
otherEntityId: ''
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -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
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,79 +0,0 @@
|
||||
/**
|
||||
* @zh 输入事件节点 - 输入触发时触发
|
||||
* @en Event Input Node - Triggered on input events
|
||||
*/
|
||||
|
||||
import { BlueprintNodeTemplate, BlueprintNode } from '../../types/nodes';
|
||||
import { ExecutionContext, ExecutionResult } from '../../runtime/ExecutionContext';
|
||||
import { INodeExecutor, RegisterNode } from '../../runtime/NodeRegistry';
|
||||
|
||||
/**
|
||||
* @zh EventInput 节点模板
|
||||
* @en EventInput node template
|
||||
*/
|
||||
export const EventInputTemplate: BlueprintNodeTemplate = {
|
||||
type: 'EventInput',
|
||||
title: 'Event Input',
|
||||
category: 'event',
|
||||
color: '#CC0000',
|
||||
description: 'Triggered when input action occurs / 输入动作发生时触发',
|
||||
keywords: ['input', 'key', 'button', 'action', 'event'],
|
||||
menuPath: ['Event', 'Input'],
|
||||
inputs: [
|
||||
{
|
||||
name: 'action',
|
||||
type: 'string',
|
||||
displayName: 'Action',
|
||||
defaultValue: ''
|
||||
}
|
||||
],
|
||||
outputs: [
|
||||
{
|
||||
name: 'exec',
|
||||
type: 'exec',
|
||||
displayName: ''
|
||||
},
|
||||
{
|
||||
name: 'action',
|
||||
type: 'string',
|
||||
displayName: 'Action'
|
||||
},
|
||||
{
|
||||
name: 'value',
|
||||
type: 'float',
|
||||
displayName: 'Value'
|
||||
},
|
||||
{
|
||||
name: 'pressed',
|
||||
type: 'bool',
|
||||
displayName: 'Pressed'
|
||||
},
|
||||
{
|
||||
name: 'released',
|
||||
type: 'bool',
|
||||
displayName: 'Released'
|
||||
}
|
||||
]
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh EventInput 节点执行器
|
||||
* @en EventInput node executor
|
||||
*
|
||||
* @zh 注意:事件节点的输出由 VM 在触发时通过 setOutputs 设置
|
||||
* @en Note: Event node outputs are set by VM via setOutputs when triggered
|
||||
*/
|
||||
@RegisterNode(EventInputTemplate)
|
||||
export class EventInputExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, _context: ExecutionContext): ExecutionResult {
|
||||
return {
|
||||
nextExec: 'exec',
|
||||
outputs: {
|
||||
action: node.data?.action ?? '',
|
||||
value: 0,
|
||||
pressed: false,
|
||||
released: false
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,70 +0,0 @@
|
||||
/**
|
||||
* @zh 消息事件节点 - 接收消息时触发
|
||||
* @en Event Message Node - Triggered when message is received
|
||||
*/
|
||||
|
||||
import { BlueprintNodeTemplate, BlueprintNode } from '../../types/nodes';
|
||||
import { ExecutionResult } from '../../runtime/ExecutionContext';
|
||||
import { INodeExecutor, RegisterNode } from '../../runtime/NodeRegistry';
|
||||
|
||||
/**
|
||||
* @zh EventMessage 节点模板
|
||||
* @en EventMessage node template
|
||||
*/
|
||||
export const EventMessageTemplate: BlueprintNodeTemplate = {
|
||||
type: 'EventMessage',
|
||||
title: 'Event Message',
|
||||
category: 'event',
|
||||
color: '#CC0000',
|
||||
description: 'Triggered when a message is received / 接收到消息时触发',
|
||||
keywords: ['message', 'receive', 'broadcast', 'event', 'signal'],
|
||||
menuPath: ['Event', 'Message'],
|
||||
inputs: [
|
||||
{
|
||||
name: 'messageName',
|
||||
type: 'string',
|
||||
displayName: 'Message Name',
|
||||
defaultValue: ''
|
||||
}
|
||||
],
|
||||
outputs: [
|
||||
{
|
||||
name: 'exec',
|
||||
type: 'exec',
|
||||
displayName: ''
|
||||
},
|
||||
{
|
||||
name: 'messageName',
|
||||
type: 'string',
|
||||
displayName: 'Message'
|
||||
},
|
||||
{
|
||||
name: 'senderId',
|
||||
type: 'string',
|
||||
displayName: 'Sender ID'
|
||||
},
|
||||
{
|
||||
name: 'payload',
|
||||
type: 'any',
|
||||
displayName: 'Payload'
|
||||
}
|
||||
]
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh EventMessage 节点执行器
|
||||
* @en EventMessage node executor
|
||||
*/
|
||||
@RegisterNode(EventMessageTemplate)
|
||||
export class EventMessageExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode): ExecutionResult {
|
||||
return {
|
||||
nextExec: 'exec',
|
||||
outputs: {
|
||||
messageName: node.data?.messageName ?? '',
|
||||
senderId: '',
|
||||
payload: null
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,132 +0,0 @@
|
||||
/**
|
||||
* @zh 状态事件节点 - 状态机状态变化时触发
|
||||
* @en Event State Node - Triggered on state machine state changes
|
||||
*/
|
||||
|
||||
import { BlueprintNodeTemplate, BlueprintNode } from '../../types/nodes';
|
||||
import { ExecutionResult } from '../../runtime/ExecutionContext';
|
||||
import { INodeExecutor, RegisterNode } from '../../runtime/NodeRegistry';
|
||||
|
||||
/**
|
||||
* @zh EventStateEnter 节点模板
|
||||
* @en EventStateEnter node template
|
||||
*/
|
||||
export const EventStateEnterTemplate: BlueprintNodeTemplate = {
|
||||
type: 'EventStateEnter',
|
||||
title: 'Event State Enter',
|
||||
category: 'event',
|
||||
color: '#CC0000',
|
||||
description: 'Triggered when entering a state / 进入状态时触发',
|
||||
keywords: ['state', 'enter', 'fsm', 'machine', 'event'],
|
||||
menuPath: ['Event', 'State', 'Enter'],
|
||||
inputs: [
|
||||
{
|
||||
name: 'stateName',
|
||||
type: 'string',
|
||||
displayName: 'State Name',
|
||||
defaultValue: ''
|
||||
}
|
||||
],
|
||||
outputs: [
|
||||
{
|
||||
name: 'exec',
|
||||
type: 'exec',
|
||||
displayName: ''
|
||||
},
|
||||
{
|
||||
name: 'stateMachineId',
|
||||
type: 'string',
|
||||
displayName: 'State Machine'
|
||||
},
|
||||
{
|
||||
name: 'currentState',
|
||||
type: 'string',
|
||||
displayName: 'Current State'
|
||||
},
|
||||
{
|
||||
name: 'previousState',
|
||||
type: 'string',
|
||||
displayName: 'Previous State'
|
||||
}
|
||||
]
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh EventStateEnter 节点执行器
|
||||
* @en EventStateEnter node executor
|
||||
*/
|
||||
@RegisterNode(EventStateEnterTemplate)
|
||||
export class EventStateEnterExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode): ExecutionResult {
|
||||
return {
|
||||
nextExec: 'exec',
|
||||
outputs: {
|
||||
stateMachineId: '',
|
||||
currentState: node.data?.stateName ?? '',
|
||||
previousState: ''
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh EventStateExit 节点模板
|
||||
* @en EventStateExit node template
|
||||
*/
|
||||
export const EventStateExitTemplate: BlueprintNodeTemplate = {
|
||||
type: 'EventStateExit',
|
||||
title: 'Event State Exit',
|
||||
category: 'event',
|
||||
color: '#CC0000',
|
||||
description: 'Triggered when exiting a state / 退出状态时触发',
|
||||
keywords: ['state', 'exit', 'leave', 'fsm', 'machine', 'event'],
|
||||
menuPath: ['Event', 'State', 'Exit'],
|
||||
inputs: [
|
||||
{
|
||||
name: 'stateName',
|
||||
type: 'string',
|
||||
displayName: 'State Name',
|
||||
defaultValue: ''
|
||||
}
|
||||
],
|
||||
outputs: [
|
||||
{
|
||||
name: 'exec',
|
||||
type: 'exec',
|
||||
displayName: ''
|
||||
},
|
||||
{
|
||||
name: 'stateMachineId',
|
||||
type: 'string',
|
||||
displayName: 'State Machine'
|
||||
},
|
||||
{
|
||||
name: 'currentState',
|
||||
type: 'string',
|
||||
displayName: 'Current State'
|
||||
},
|
||||
{
|
||||
name: 'previousState',
|
||||
type: 'string',
|
||||
displayName: 'Previous State'
|
||||
}
|
||||
]
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh EventStateExit 节点执行器
|
||||
* @en EventStateExit node executor
|
||||
*/
|
||||
@RegisterNode(EventStateExitTemplate)
|
||||
export class EventStateExitExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode): ExecutionResult {
|
||||
return {
|
||||
nextExec: 'exec',
|
||||
outputs: {
|
||||
stateMachineId: '',
|
||||
currentState: '',
|
||||
previousState: node.data?.stateName ?? ''
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -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
|
||||
}
|
||||
};
|
||||
|
||||
@@ -1,70 +0,0 @@
|
||||
/**
|
||||
* @zh 定时器事件节点 - 定时器触发时调用
|
||||
* @en Event Timer Node - Triggered when timer fires
|
||||
*/
|
||||
|
||||
import { BlueprintNodeTemplate, BlueprintNode } from '../../types/nodes';
|
||||
import { ExecutionResult } from '../../runtime/ExecutionContext';
|
||||
import { INodeExecutor, RegisterNode } from '../../runtime/NodeRegistry';
|
||||
|
||||
/**
|
||||
* @zh EventTimer 节点模板
|
||||
* @en EventTimer node template
|
||||
*/
|
||||
export const EventTimerTemplate: BlueprintNodeTemplate = {
|
||||
type: 'EventTimer',
|
||||
title: 'Event Timer',
|
||||
category: 'event',
|
||||
color: '#CC0000',
|
||||
description: 'Triggered when a timer fires / 定时器触发时执行',
|
||||
keywords: ['timer', 'delay', 'schedule', 'event', 'interval'],
|
||||
menuPath: ['Event', 'Timer'],
|
||||
inputs: [
|
||||
{
|
||||
name: 'timerId',
|
||||
type: 'string',
|
||||
displayName: 'Timer ID',
|
||||
defaultValue: ''
|
||||
}
|
||||
],
|
||||
outputs: [
|
||||
{
|
||||
name: 'exec',
|
||||
type: 'exec',
|
||||
displayName: ''
|
||||
},
|
||||
{
|
||||
name: 'timerId',
|
||||
type: 'string',
|
||||
displayName: 'Timer ID'
|
||||
},
|
||||
{
|
||||
name: 'isRepeating',
|
||||
type: 'bool',
|
||||
displayName: 'Is Repeating'
|
||||
},
|
||||
{
|
||||
name: 'timesFired',
|
||||
type: 'int',
|
||||
displayName: 'Times Fired'
|
||||
}
|
||||
]
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh EventTimer 节点执行器
|
||||
* @en EventTimer node executor
|
||||
*/
|
||||
@RegisterNode(EventTimerTemplate)
|
||||
export class EventTimerExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode): ExecutionResult {
|
||||
return {
|
||||
nextExec: 'exec',
|
||||
outputs: {
|
||||
timerId: node.data?.timerId ?? '',
|
||||
isRepeating: false,
|
||||
timesFired: 0
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,16 +1,8 @@
|
||||
/**
|
||||
* @zh 事件节点 - 蓝图执行的入口点
|
||||
* @en Event Nodes - Entry points for blueprint execution
|
||||
* @zh 生命周期事件节点 - 蓝图执行的入口点
|
||||
* @en Lifecycle Event Nodes - Entry points for blueprint execution
|
||||
*/
|
||||
|
||||
// 生命周期事件 | Lifecycle events
|
||||
export * from './EventBeginPlay';
|
||||
export * from './EventTick';
|
||||
export * from './EventEndPlay';
|
||||
|
||||
// 触发器事件 | Trigger events
|
||||
export * from './EventInput';
|
||||
export * from './EventCollision';
|
||||
export * from './EventMessage';
|
||||
export * from './EventTimer';
|
||||
export * from './EventState';
|
||||
|
||||
@@ -1,11 +1,38 @@
|
||||
/**
|
||||
* Blueprint Nodes - All node definitions and executors
|
||||
* 蓝图节点 - 所有节点定义和执行器
|
||||
* @zh 蓝图节点 - 所有节点定义和执行器
|
||||
* @en Blueprint Nodes - All node definitions and executors
|
||||
*
|
||||
* @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
|
||||
*
|
||||
* @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
|
||||
*/
|
||||
|
||||
// Import all nodes to trigger registration
|
||||
// 导入所有节点以触发注册
|
||||
// Lifecycle events | 生命周期事件
|
||||
export * from './events';
|
||||
export * from './debug';
|
||||
export * from './time';
|
||||
|
||||
// ECS operations | ECS 操作
|
||||
export * from './ecs';
|
||||
|
||||
// Variables | 变量
|
||||
export * from './variables';
|
||||
|
||||
// Math operations | 数学运算
|
||||
export * from './math';
|
||||
|
||||
// Time utilities | 时间工具
|
||||
export * from './time';
|
||||
|
||||
// Debug utilities | 调试工具
|
||||
export * from './debug';
|
||||
|
||||
@@ -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';
|
||||
334
packages/framework/blueprint/src/registry/BlueprintDecorators.ts
Normal file
334
packages/framework/blueprint/src/registry/BlueprintDecorators.ts
Normal file
@@ -0,0 +1,334 @@
|
||||
/**
|
||||
* @zh 蓝图装饰器 - 用于标记可在蓝图中使用的组件、属性和方法
|
||||
* @en Blueprint Decorators - Mark components, properties and methods for blueprint use
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { BlueprintExpose, BlueprintProperty, BlueprintMethod } from '@esengine/blueprint';
|
||||
*
|
||||
* @ECSComponent('Health')
|
||||
* @BlueprintExpose({ displayName: '生命值组件', category: 'gameplay' })
|
||||
* export class HealthComponent extends Component {
|
||||
*
|
||||
* @BlueprintProperty({ displayName: '当前生命值', type: 'float' })
|
||||
* current: number = 100;
|
||||
*
|
||||
* @BlueprintProperty({ displayName: '最大生命值', type: 'float', readonly: true })
|
||||
* max: number = 100;
|
||||
*
|
||||
* @BlueprintMethod({
|
||||
* displayName: '治疗',
|
||||
* params: [{ name: 'amount', type: 'float' }]
|
||||
* })
|
||||
* heal(amount: number): void {
|
||||
* this.current = Math.min(this.current + amount, this.max);
|
||||
* }
|
||||
*
|
||||
* @BlueprintMethod({
|
||||
* displayName: '受伤',
|
||||
* params: [{ name: 'amount', type: 'float' }],
|
||||
* returnType: 'bool'
|
||||
* })
|
||||
* takeDamage(amount: number): boolean {
|
||||
* this.current -= amount;
|
||||
* return this.current <= 0;
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
|
||||
import type { BlueprintPinType } from '../types/pins';
|
||||
|
||||
// ============================================================================
|
||||
// Types | 类型定义
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 参数定义
|
||||
* @en Parameter definition
|
||||
*/
|
||||
export interface BlueprintParamDef {
|
||||
/** @zh 参数名称 @en Parameter name */
|
||||
name: string;
|
||||
/** @zh 显示名称 @en Display name */
|
||||
displayName?: string;
|
||||
/** @zh 引脚类型 @en Pin type */
|
||||
type?: BlueprintPinType;
|
||||
/** @zh 默认值 @en Default value */
|
||||
defaultValue?: unknown;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 蓝图暴露选项
|
||||
* @en Blueprint expose options
|
||||
*/
|
||||
export interface BlueprintExposeOptions {
|
||||
/** @zh 组件显示名称 @en Component display name */
|
||||
displayName?: string;
|
||||
/** @zh 组件描述 @en Component description */
|
||||
description?: string;
|
||||
/** @zh 组件分类 @en Component category */
|
||||
category?: string;
|
||||
/** @zh 组件颜色 @en Component color */
|
||||
color?: string;
|
||||
/** @zh 组件图标 @en Component icon */
|
||||
icon?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 蓝图属性选项
|
||||
* @en Blueprint property options
|
||||
*/
|
||||
export interface BlueprintPropertyOptions {
|
||||
/** @zh 属性显示名称 @en Property display name */
|
||||
displayName?: string;
|
||||
/** @zh 属性描述 @en Property description */
|
||||
description?: string;
|
||||
/** @zh 引脚类型 @en Pin type */
|
||||
type?: BlueprintPinType;
|
||||
/** @zh 是否只读(不生成 Set 节点)@en Readonly (no Set node generated) */
|
||||
readonly?: boolean;
|
||||
/** @zh 默认值 @en Default value */
|
||||
defaultValue?: unknown;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 蓝图方法选项
|
||||
* @en Blueprint method options
|
||||
*/
|
||||
export interface BlueprintMethodOptions {
|
||||
/** @zh 方法显示名称 @en Method display name */
|
||||
displayName?: string;
|
||||
/** @zh 方法描述 @en Method description */
|
||||
description?: string;
|
||||
/** @zh 是否是纯函数(无副作用)@en Is pure function (no side effects) */
|
||||
isPure?: boolean;
|
||||
/** @zh 参数列表 @en Parameter list */
|
||||
params?: BlueprintParamDef[];
|
||||
/** @zh 返回值类型 @en Return type */
|
||||
returnType?: BlueprintPinType;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 属性元数据
|
||||
* @en Property metadata
|
||||
*/
|
||||
export interface PropertyMetadata {
|
||||
propertyKey: string;
|
||||
displayName: string;
|
||||
description?: string;
|
||||
pinType: BlueprintPinType;
|
||||
readonly: boolean;
|
||||
defaultValue?: unknown;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 方法元数据
|
||||
* @en Method metadata
|
||||
*/
|
||||
export interface MethodMetadata {
|
||||
methodKey: string;
|
||||
displayName: string;
|
||||
description?: string;
|
||||
isPure: boolean;
|
||||
params: BlueprintParamDef[];
|
||||
returnType: BlueprintPinType;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 组件蓝图元数据
|
||||
* @en Component blueprint metadata
|
||||
*/
|
||||
export interface ComponentBlueprintMetadata extends BlueprintExposeOptions {
|
||||
componentName: string;
|
||||
properties: PropertyMetadata[];
|
||||
methods: MethodMetadata[];
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Registry | 注册表
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 已注册的蓝图组件
|
||||
* @en Registered blueprint components
|
||||
*/
|
||||
const registeredComponents = new Map<Function, ComponentBlueprintMetadata>();
|
||||
|
||||
/**
|
||||
* @zh 获取所有已注册的蓝图组件
|
||||
* @en Get all registered blueprint components
|
||||
*/
|
||||
export function getRegisteredBlueprintComponents(): Map<Function, ComponentBlueprintMetadata> {
|
||||
return registeredComponents;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取组件的蓝图元数据
|
||||
* @en Get blueprint metadata for a component
|
||||
*/
|
||||
export function getBlueprintMetadata(componentClass: Function): ComponentBlueprintMetadata | undefined {
|
||||
return registeredComponents.get(componentClass);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清除所有注册的蓝图组件(用于测试)
|
||||
* @en Clear all registered blueprint components (for testing)
|
||||
*/
|
||||
export function clearRegisteredComponents(): void {
|
||||
registeredComponents.clear();
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Internal Helpers | 内部辅助函数
|
||||
// ============================================================================
|
||||
|
||||
function getOrCreateMetadata(constructor: Function): ComponentBlueprintMetadata {
|
||||
let metadata = registeredComponents.get(constructor);
|
||||
if (!metadata) {
|
||||
metadata = {
|
||||
componentName: (constructor as any).__componentName__ ?? constructor.name,
|
||||
properties: [],
|
||||
methods: []
|
||||
};
|
||||
registeredComponents.set(constructor, metadata);
|
||||
}
|
||||
return metadata;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Decorators | 装饰器
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 标记组件可在蓝图中使用
|
||||
* @en Mark component as usable in blueprint
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* @ECSComponent('Player')
|
||||
* @BlueprintExpose({ displayName: '玩家', category: 'gameplay' })
|
||||
* export class PlayerComponent extends Component { }
|
||||
* ```
|
||||
*/
|
||||
export function BlueprintExpose(options: BlueprintExposeOptions = {}): ClassDecorator {
|
||||
return function (target: Function) {
|
||||
const metadata = getOrCreateMetadata(target);
|
||||
Object.assign(metadata, options);
|
||||
metadata.componentName = (target as any).__componentName__ ?? target.name;
|
||||
return target as any;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 标记属性可在蓝图中访问
|
||||
* @en Mark property as accessible in blueprint
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* @BlueprintProperty({ displayName: '生命值', type: 'float' })
|
||||
* health: number = 100;
|
||||
*
|
||||
* @BlueprintProperty({ displayName: '名称', type: 'string', readonly: true })
|
||||
* name: string = 'Player';
|
||||
* ```
|
||||
*/
|
||||
export function BlueprintProperty(options: BlueprintPropertyOptions = {}): PropertyDecorator {
|
||||
return function (target: Object, propertyKey: string | symbol) {
|
||||
const key = String(propertyKey);
|
||||
const metadata = getOrCreateMetadata(target.constructor);
|
||||
|
||||
const propMeta: PropertyMetadata = {
|
||||
propertyKey: key,
|
||||
displayName: options.displayName ?? key,
|
||||
description: options.description,
|
||||
pinType: options.type ?? 'any',
|
||||
readonly: options.readonly ?? false,
|
||||
defaultValue: options.defaultValue
|
||||
};
|
||||
|
||||
const existingIndex = metadata.properties.findIndex(p => p.propertyKey === key);
|
||||
if (existingIndex >= 0) {
|
||||
metadata.properties[existingIndex] = propMeta;
|
||||
} else {
|
||||
metadata.properties.push(propMeta);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 标记方法可在蓝图中调用
|
||||
* @en Mark method as callable in blueprint
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* @BlueprintMethod({
|
||||
* displayName: '攻击',
|
||||
* params: [
|
||||
* { name: 'target', type: 'entity' },
|
||||
* { name: 'damage', type: 'float' }
|
||||
* ],
|
||||
* returnType: 'bool'
|
||||
* })
|
||||
* attack(target: Entity, damage: number): boolean { }
|
||||
*
|
||||
* @BlueprintMethod({ displayName: '获取速度', isPure: true, returnType: 'float' })
|
||||
* getSpeed(): number { return this.speed; }
|
||||
* ```
|
||||
*/
|
||||
export function BlueprintMethod(options: BlueprintMethodOptions = {}): MethodDecorator {
|
||||
return function (target: Object, propertyKey: string | symbol, descriptor: PropertyDescriptor) {
|
||||
const key = String(propertyKey);
|
||||
const metadata = getOrCreateMetadata(target.constructor);
|
||||
|
||||
const methodMeta: MethodMetadata = {
|
||||
methodKey: key,
|
||||
displayName: options.displayName ?? key,
|
||||
description: options.description,
|
||||
isPure: options.isPure ?? false,
|
||||
params: options.params ?? [],
|
||||
returnType: options.returnType ?? 'any'
|
||||
};
|
||||
|
||||
const existingIndex = metadata.methods.findIndex(m => m.methodKey === key);
|
||||
if (existingIndex >= 0) {
|
||||
metadata.methods[existingIndex] = methodMeta;
|
||||
} else {
|
||||
metadata.methods.push(methodMeta);
|
||||
}
|
||||
|
||||
return descriptor;
|
||||
};
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Utility Functions | 工具函数
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 从 TypeScript 类型名推断蓝图引脚类型
|
||||
* @en Infer blueprint pin type from TypeScript type name
|
||||
*/
|
||||
export function inferPinType(typeName: string): BlueprintPinType {
|
||||
const typeMap: Record<string, BlueprintPinType> = {
|
||||
'number': 'float',
|
||||
'Number': 'float',
|
||||
'string': 'string',
|
||||
'String': 'string',
|
||||
'boolean': 'bool',
|
||||
'Boolean': 'bool',
|
||||
'Entity': 'entity',
|
||||
'Component': 'component',
|
||||
'Vector2': 'vector2',
|
||||
'Vec2': 'vector2',
|
||||
'Vector3': 'vector3',
|
||||
'Vec3': 'vector3',
|
||||
'Color': 'color',
|
||||
'Array': 'array',
|
||||
'Object': 'object',
|
||||
'void': 'exec',
|
||||
'undefined': 'exec'
|
||||
};
|
||||
|
||||
return typeMap[typeName] ?? 'any';
|
||||
}
|
||||
@@ -0,0 +1,447 @@
|
||||
/**
|
||||
* @zh 组件节点生成器 - 自动为标记的组件生成蓝图节点
|
||||
* @en Component Node Generator - Auto-generate blueprint nodes for marked components
|
||||
*
|
||||
* @zh 根据 @BlueprintExpose、@BlueprintProperty、@BlueprintMethod 装饰器
|
||||
* 自动生成对应的 Get/Set/Call 节点并注册到 NodeRegistry
|
||||
*
|
||||
* @en Based on @BlueprintExpose, @BlueprintProperty, @BlueprintMethod decorators,
|
||||
* auto-generate corresponding Get/Set/Call nodes and register to NodeRegistry
|
||||
*/
|
||||
|
||||
import type { Component, Entity } from '@esengine/ecs-framework';
|
||||
import type { BlueprintNodeTemplate, BlueprintNode } from '../types/nodes';
|
||||
import type { BlueprintPinType } from '../types/pins';
|
||||
import type { ExecutionContext, ExecutionResult } from '../runtime/ExecutionContext';
|
||||
import type { INodeExecutor } from '../runtime/NodeRegistry';
|
||||
import { NodeRegistry } from '../runtime/NodeRegistry';
|
||||
import {
|
||||
getRegisteredBlueprintComponents,
|
||||
type ComponentBlueprintMetadata,
|
||||
type PropertyMetadata,
|
||||
type MethodMetadata
|
||||
} from './BlueprintDecorators';
|
||||
|
||||
// ============================================================================
|
||||
// Node Generator | 节点生成器
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 为组件生成所有蓝图节点
|
||||
* @en Generate all blueprint nodes for a component
|
||||
*/
|
||||
export function generateComponentNodes(
|
||||
componentClass: Function,
|
||||
metadata: ComponentBlueprintMetadata
|
||||
): void {
|
||||
const { componentName, properties, methods } = metadata;
|
||||
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) {
|
||||
generatePropertyGetNode(componentName, prop, category, color);
|
||||
if (!prop.readonly) {
|
||||
generatePropertySetNode(componentName, prop, category, color);
|
||||
}
|
||||
}
|
||||
|
||||
for (const method of methods) {
|
||||
generateMethodCallNode(componentName, method, category, color);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @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 ${componentName}:`, error);
|
||||
return { outputs: { component: null, success: false }, nextExec: 'exec' };
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
NodeRegistry.instance.register(template, executor);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 生成 Get Component 节点
|
||||
* @en Generate Get Component node
|
||||
*/
|
||||
function generateGetComponentNode(
|
||||
componentClass: Function,
|
||||
componentName: string,
|
||||
metadata: ComponentBlueprintMetadata,
|
||||
color: string
|
||||
): void {
|
||||
const nodeType = `Get_${componentName}`;
|
||||
const displayName = metadata.displayName ?? componentName;
|
||||
|
||||
const template: BlueprintNodeTemplate = {
|
||||
type: nodeType,
|
||||
title: `Get ${displayName}`,
|
||||
category: 'component',
|
||||
color,
|
||||
isPure: true,
|
||||
description: `Gets ${displayName} component from entity (从实体获取 ${displayName} 组件)`,
|
||||
keywords: ['get', 'component', componentName.toLowerCase()],
|
||||
menuPath: ['Components', displayName, `Get ${displayName}`],
|
||||
inputs: [
|
||||
{ name: 'entity', type: 'entity', displayName: 'Entity' }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'component', type: 'component', displayName: displayName },
|
||||
{ name: 'found', type: 'bool', displayName: 'Found' }
|
||||
]
|
||||
};
|
||||
|
||||
const executor: INodeExecutor = {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const entity = context.evaluateInput(node.id, 'entity', context.entity) as Entity;
|
||||
|
||||
if (!entity || entity.isDestroyed) {
|
||||
return { outputs: { component: null, found: false } };
|
||||
}
|
||||
|
||||
const component = entity.components.find(c =>
|
||||
c.constructor === componentClass ||
|
||||
c.constructor.name === componentName ||
|
||||
(c.constructor as any).__componentName__ === componentName
|
||||
);
|
||||
|
||||
return {
|
||||
outputs: {
|
||||
component: component ?? null,
|
||||
found: component != null
|
||||
}
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
NodeRegistry.instance.register(template, executor);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 生成属性 Get 节点
|
||||
* @en Generate property Get node
|
||||
*/
|
||||
function generatePropertyGetNode(
|
||||
componentName: string,
|
||||
prop: PropertyMetadata,
|
||||
category: string,
|
||||
color: string
|
||||
): void {
|
||||
const nodeType = `Get_${componentName}_${prop.propertyKey}`;
|
||||
const { displayName, pinType } = prop;
|
||||
|
||||
const template: BlueprintNodeTemplate = {
|
||||
type: nodeType,
|
||||
title: `Get ${displayName}`,
|
||||
subtitle: componentName,
|
||||
category: category as any,
|
||||
color,
|
||||
isPure: true,
|
||||
description: prop.description ?? `Gets ${displayName} from ${componentName} (从 ${componentName} 获取 ${displayName})`,
|
||||
keywords: ['get', 'property', componentName.toLowerCase(), prop.propertyKey.toLowerCase()],
|
||||
menuPath: ['Components', componentName, `Get ${displayName}`],
|
||||
inputs: [
|
||||
{ name: 'component', type: 'component', displayName: componentName }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'value', type: pinType, displayName }
|
||||
]
|
||||
};
|
||||
|
||||
const propertyKey = prop.propertyKey;
|
||||
const defaultValue = prop.defaultValue;
|
||||
|
||||
const executor: INodeExecutor = {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const component = context.evaluateInput(node.id, 'component', null) as Component | null;
|
||||
|
||||
if (!component) {
|
||||
return { outputs: { value: defaultValue ?? null } };
|
||||
}
|
||||
|
||||
const value = (component as any)[propertyKey];
|
||||
return { outputs: { value } };
|
||||
}
|
||||
};
|
||||
|
||||
NodeRegistry.instance.register(template, executor);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 生成属性 Set 节点
|
||||
* @en Generate property Set node
|
||||
*/
|
||||
function generatePropertySetNode(
|
||||
componentName: string,
|
||||
prop: PropertyMetadata,
|
||||
category: string,
|
||||
color: string
|
||||
): void {
|
||||
const nodeType = `Set_${componentName}_${prop.propertyKey}`;
|
||||
const { displayName, pinType, defaultValue } = prop;
|
||||
|
||||
const template: BlueprintNodeTemplate = {
|
||||
type: nodeType,
|
||||
title: `Set ${displayName}`,
|
||||
subtitle: componentName,
|
||||
category: category as any,
|
||||
color,
|
||||
description: prop.description ?? `Sets ${displayName} on ${componentName} (设置 ${componentName} 的 ${displayName})`,
|
||||
keywords: ['set', 'property', componentName.toLowerCase(), prop.propertyKey.toLowerCase()],
|
||||
menuPath: ['Components', componentName, `Set ${displayName}`],
|
||||
inputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' },
|
||||
{ name: 'component', type: 'component', displayName: componentName },
|
||||
{ name: 'value', type: pinType, displayName, defaultValue }
|
||||
],
|
||||
outputs: [
|
||||
{ name: 'exec', type: 'exec', displayName: '' }
|
||||
]
|
||||
};
|
||||
|
||||
const propertyKey = prop.propertyKey;
|
||||
|
||||
const executor: INodeExecutor = {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const component = context.evaluateInput(node.id, 'component', null) as Component | null;
|
||||
const value = context.evaluateInput(node.id, 'value', defaultValue);
|
||||
|
||||
if (component) {
|
||||
(component as any)[propertyKey] = value;
|
||||
}
|
||||
|
||||
return { nextExec: 'exec' };
|
||||
}
|
||||
};
|
||||
|
||||
NodeRegistry.instance.register(template, executor);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 生成方法调用节点
|
||||
* @en Generate method call node
|
||||
*/
|
||||
function generateMethodCallNode(
|
||||
componentName: string,
|
||||
method: MethodMetadata,
|
||||
category: string,
|
||||
color: string
|
||||
): void {
|
||||
const nodeType = `Call_${componentName}_${method.methodKey}`;
|
||||
const { displayName, isPure, params, returnType } = method;
|
||||
|
||||
const inputs: BlueprintNodeTemplate['inputs'] = [];
|
||||
|
||||
if (!isPure) {
|
||||
inputs.push({ name: 'exec', type: 'exec', displayName: '' });
|
||||
}
|
||||
|
||||
inputs.push({ name: 'component', type: 'component', displayName: componentName });
|
||||
|
||||
const paramNames: string[] = [];
|
||||
for (const param of params) {
|
||||
inputs.push({
|
||||
name: param.name,
|
||||
type: param.type ?? 'any',
|
||||
displayName: param.displayName ?? param.name,
|
||||
defaultValue: param.defaultValue
|
||||
});
|
||||
paramNames.push(param.name);
|
||||
}
|
||||
|
||||
const outputs: BlueprintNodeTemplate['outputs'] = [];
|
||||
|
||||
if (!isPure) {
|
||||
outputs.push({ name: 'exec', type: 'exec', displayName: '' });
|
||||
}
|
||||
|
||||
if (returnType !== 'exec' && returnType !== 'any') {
|
||||
outputs.push({
|
||||
name: 'result',
|
||||
type: returnType as BlueprintPinType,
|
||||
displayName: 'Result'
|
||||
});
|
||||
}
|
||||
|
||||
const template: BlueprintNodeTemplate = {
|
||||
type: nodeType,
|
||||
title: displayName,
|
||||
subtitle: componentName,
|
||||
category: category as any,
|
||||
color,
|
||||
isPure,
|
||||
description: method.description ?? `Calls ${displayName} on ${componentName} (调用 ${componentName} 的 ${displayName})`,
|
||||
keywords: ['call', 'method', componentName.toLowerCase(), method.methodKey.toLowerCase()],
|
||||
menuPath: ['Components', componentName, displayName],
|
||||
inputs,
|
||||
outputs
|
||||
};
|
||||
|
||||
const methodKey = method.methodKey;
|
||||
|
||||
const executor: INodeExecutor = {
|
||||
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
|
||||
const component = context.evaluateInput(node.id, 'component', null) as Component | null;
|
||||
|
||||
if (!component) {
|
||||
return isPure ? { outputs: { result: null } } : { nextExec: 'exec' };
|
||||
}
|
||||
|
||||
const args: unknown[] = paramNames.map(name =>
|
||||
context.evaluateInput(node.id, name, undefined)
|
||||
);
|
||||
|
||||
const fn = (component as any)[methodKey];
|
||||
if (typeof fn !== 'function') {
|
||||
console.warn(`Method ${methodKey} not found on component ${componentName}`);
|
||||
return isPure ? { outputs: { result: null } } : { nextExec: 'exec' };
|
||||
}
|
||||
|
||||
const result = fn.apply(component, args);
|
||||
|
||||
return isPure
|
||||
? { outputs: { result } }
|
||||
: { outputs: { result }, nextExec: 'exec' };
|
||||
}
|
||||
};
|
||||
|
||||
NodeRegistry.instance.register(template, executor);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Registration | 注册
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 注册所有已标记的组件节点
|
||||
* @en Register all marked component nodes
|
||||
*
|
||||
* @zh 应该在蓝图系统初始化时调用,会扫描所有使用 @BlueprintExpose 装饰的组件
|
||||
* 并自动生成对应的蓝图节点
|
||||
*
|
||||
* @en Should be called during blueprint system initialization, scans all components
|
||||
* decorated with @BlueprintExpose and auto-generates corresponding blueprint nodes
|
||||
*/
|
||||
export function registerAllComponentNodes(): void {
|
||||
const components = getRegisteredBlueprintComponents();
|
||||
|
||||
for (const [componentClass, metadata] of components) {
|
||||
try {
|
||||
generateComponentNodes(componentClass, metadata);
|
||||
console.log(`[Blueprint] Registered component: ${metadata.componentName} (${metadata.properties.length} properties, ${metadata.methods.length} methods)`);
|
||||
} catch (error) {
|
||||
console.error(`[Blueprint] Failed to register component ${metadata.componentName}:`, error);
|
||||
}
|
||||
}
|
||||
|
||||
console.log(`[Blueprint] Registered ${components.size} component(s)`);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 手动注册单个组件
|
||||
* @en Manually register a single component
|
||||
*/
|
||||
export function registerComponentNodes(componentClass: Function): void {
|
||||
const components = getRegisteredBlueprintComponents();
|
||||
const metadata = components.get(componentClass);
|
||||
|
||||
if (!metadata) {
|
||||
console.warn(`[Blueprint] Component ${componentClass.name} is not marked with @BlueprintExpose`);
|
||||
return;
|
||||
}
|
||||
|
||||
generateComponentNodes(componentClass, metadata);
|
||||
}
|
||||
69
packages/framework/blueprint/src/registry/index.ts
Normal file
69
packages/framework/blueprint/src/registry/index.ts
Normal file
@@ -0,0 +1,69 @@
|
||||
/**
|
||||
* @zh 蓝图注册系统
|
||||
* @en Blueprint Registry System
|
||||
*
|
||||
* @zh 提供组件自动节点生成功能,用户只需使用装饰器标记组件,
|
||||
* 即可自动在蓝图编辑器中生成对应的 Get/Set/Call 节点
|
||||
*
|
||||
* @en Provides automatic node generation for components. Users only need to
|
||||
* mark components with decorators, and corresponding Get/Set/Call nodes
|
||||
* will be auto-generated in the blueprint editor
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 1. 定义组件时使用装饰器 | Define component with decorators
|
||||
* @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;
|
||||
*
|
||||
* @BlueprintMethod({
|
||||
* displayName: '治疗',
|
||||
* params: [{ name: 'amount', type: 'float' }]
|
||||
* })
|
||||
* heal(amount: number): void {
|
||||
* this.current = Math.min(this.current + amount, 100);
|
||||
* }
|
||||
* }
|
||||
*
|
||||
* // 2. 初始化蓝图系统时注册 | Register when initializing blueprint system
|
||||
* import { registerAllComponentNodes } from '@esengine/blueprint';
|
||||
* registerAllComponentNodes();
|
||||
*
|
||||
* // 3. 现在蓝图编辑器中会出现以下节点:
|
||||
* // Now these nodes appear in blueprint editor:
|
||||
* // - Get Health(获取组件)
|
||||
* // - Get 当前生命值(获取属性)
|
||||
* // - Set 当前生命值(设置属性)
|
||||
* // - 治疗(调用方法)
|
||||
* ```
|
||||
*/
|
||||
|
||||
// Decorators | 装饰器
|
||||
export {
|
||||
BlueprintExpose,
|
||||
BlueprintProperty,
|
||||
BlueprintMethod,
|
||||
getRegisteredBlueprintComponents,
|
||||
getBlueprintMetadata,
|
||||
clearRegisteredComponents,
|
||||
inferPinType
|
||||
} from './BlueprintDecorators';
|
||||
|
||||
export type {
|
||||
BlueprintParamDef,
|
||||
BlueprintExposeOptions,
|
||||
BlueprintPropertyOptions,
|
||||
BlueprintMethodOptions,
|
||||
PropertyMetadata,
|
||||
MethodMetadata,
|
||||
ComponentBlueprintMetadata
|
||||
} from './BlueprintDecorators';
|
||||
|
||||
// Node Generator | 节点生成器
|
||||
export {
|
||||
generateComponentNodes,
|
||||
registerAllComponentNodes,
|
||||
registerComponentNodes
|
||||
} from './ComponentNodeGenerator';
|
||||
@@ -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 +1,26 @@
|
||||
# @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
|
||||
|
||||
- Updated dependencies [[`caf3be7`](https://github.com/esengine/esengine/commit/caf3be72cdcc730492c63abe5f1715893f3579ac)]:
|
||||
- @esengine/blueprint@4.1.0
|
||||
|
||||
## 4.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/fsm",
|
||||
"version": "4.0.1",
|
||||
"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 +1,26 @@
|
||||
# @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
|
||||
|
||||
- Updated dependencies [[`caf3be7`](https://github.com/esengine/esengine/commit/caf3be72cdcc730492c63abe5f1715893f3579ac)]:
|
||||
- @esengine/blueprint@4.1.0
|
||||
|
||||
## 5.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/network",
|
||||
"version": "5.0.3",
|
||||
"version": "8.0.0",
|
||||
"description": "Network synchronization for multiplayer games",
|
||||
"esengine": {
|
||||
"plugin": true,
|
||||
|
||||
@@ -1,5 +1,26 @@
|
||||
# @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
|
||||
|
||||
- Updated dependencies [[`caf3be7`](https://github.com/esengine/esengine/commit/caf3be72cdcc730492c63abe5f1715893f3579ac)]:
|
||||
- @esengine/blueprint@4.1.0
|
||||
|
||||
## 4.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/pathfinding",
|
||||
"version": "4.0.1",
|
||||
"version": "7.0.0",
|
||||
"description": "寻路系统 | Pathfinding System - A*, Grid, NavMesh",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,26 @@
|
||||
# @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
|
||||
|
||||
- Updated dependencies [[`caf3be7`](https://github.com/esengine/esengine/commit/caf3be72cdcc730492c63abe5f1715893f3579ac)]:
|
||||
- @esengine/blueprint@4.1.0
|
||||
|
||||
## 4.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/procgen",
|
||||
"version": "4.0.1",
|
||||
"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",
|
||||
|
||||
@@ -32,6 +32,8 @@
|
||||
"build": "tsup && tsc --emitDeclarationOnly",
|
||||
"build:watch": "tsup --watch",
|
||||
"type-check": "tsc --noEmit",
|
||||
"lint": "eslint src --max-warnings 0",
|
||||
"lint:fix": "eslint src --fix",
|
||||
"clean": "rimraf dist"
|
||||
},
|
||||
"dependencies": {},
|
||||
|
||||
@@ -11,11 +11,11 @@ import type {
|
||||
ApiOutput,
|
||||
MsgData,
|
||||
Packet,
|
||||
ConnectionStatus,
|
||||
} from '../types'
|
||||
import { RpcError, ErrorCode } from '../types'
|
||||
import { json } from '../codec/json'
|
||||
import type { Codec } from '../codec/types'
|
||||
ConnectionStatus
|
||||
} from '../types';
|
||||
import { RpcError, ErrorCode } from '../types';
|
||||
import { json } from '../codec/json';
|
||||
import type { Codec } from '../codec/types';
|
||||
|
||||
// ============================================================================
|
||||
// Re-exports | 类型重导出
|
||||
@@ -29,9 +29,9 @@ export type {
|
||||
ApiOutput,
|
||||
MsgData,
|
||||
ConnectionStatus,
|
||||
Codec,
|
||||
}
|
||||
export { RpcError, ErrorCode }
|
||||
Codec
|
||||
};
|
||||
export { RpcError, ErrorCode };
|
||||
|
||||
// ============================================================================
|
||||
// Types | 类型定义
|
||||
@@ -133,11 +133,11 @@ const PacketType = {
|
||||
ApiResponse: 1,
|
||||
ApiError: 2,
|
||||
Message: 3,
|
||||
Heartbeat: 9,
|
||||
} as const
|
||||
Heartbeat: 9
|
||||
} as const;
|
||||
|
||||
const defaultWebSocketFactory: WebSocketFactory = (url) =>
|
||||
new WebSocket(url) as unknown as WebSocketAdapter
|
||||
new WebSocket(url) as unknown as WebSocketAdapter;
|
||||
|
||||
// ============================================================================
|
||||
// RpcClient Class | RPC 客户端类
|
||||
@@ -164,34 +164,34 @@ interface PendingCall {
|
||||
* ```
|
||||
*/
|
||||
export class RpcClient<P extends ProtocolDef> {
|
||||
private readonly _url: string
|
||||
private readonly _codec: Codec
|
||||
private readonly _timeout: number
|
||||
private readonly _reconnectInterval: number
|
||||
private readonly _wsFactory: WebSocketFactory
|
||||
private readonly _options: RpcClientOptions
|
||||
private readonly _url: string;
|
||||
private readonly _codec: Codec;
|
||||
private readonly _timeout: number;
|
||||
private readonly _reconnectInterval: number;
|
||||
private readonly _wsFactory: WebSocketFactory;
|
||||
private readonly _options: RpcClientOptions;
|
||||
|
||||
private _ws: WebSocketAdapter | null = null
|
||||
private _status: ConnectionStatus = 'closed'
|
||||
private _callIdCounter = 0
|
||||
private _shouldReconnect: boolean
|
||||
private _reconnectTimer: ReturnType<typeof setTimeout> | null = null
|
||||
private _ws: WebSocketAdapter | null = null;
|
||||
private _status: ConnectionStatus = 'closed';
|
||||
private _callIdCounter = 0;
|
||||
private _shouldReconnect: boolean;
|
||||
private _reconnectTimer: ReturnType<typeof setTimeout> | null = null;
|
||||
|
||||
private readonly _pendingCalls = new Map<number, PendingCall>()
|
||||
private readonly _msgHandlers = new Map<string, Set<(data: unknown) => void>>()
|
||||
private readonly _pendingCalls = new Map<number, PendingCall>();
|
||||
private readonly _msgHandlers = new Map<string, Set<(data: unknown) => void>>();
|
||||
|
||||
constructor(
|
||||
_protocol: P,
|
||||
url: string,
|
||||
options: RpcClientOptions = {}
|
||||
) {
|
||||
this._url = url
|
||||
this._options = options
|
||||
this._codec = options.codec ?? json()
|
||||
this._timeout = options.timeout ?? 30000
|
||||
this._shouldReconnect = options.autoReconnect ?? true
|
||||
this._reconnectInterval = options.reconnectInterval ?? 3000
|
||||
this._wsFactory = options.webSocketFactory ?? defaultWebSocketFactory
|
||||
this._url = url;
|
||||
this._options = options;
|
||||
this._codec = options.codec ?? json();
|
||||
this._timeout = options.timeout ?? 30000;
|
||||
this._shouldReconnect = options.autoReconnect ?? true;
|
||||
this._reconnectInterval = options.reconnectInterval ?? 3000;
|
||||
this._wsFactory = options.webSocketFactory ?? defaultWebSocketFactory;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -199,7 +199,7 @@ export class RpcClient<P extends ProtocolDef> {
|
||||
* @en Connection status
|
||||
*/
|
||||
get status(): ConnectionStatus {
|
||||
return this._status
|
||||
return this._status;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -207,7 +207,7 @@ export class RpcClient<P extends ProtocolDef> {
|
||||
* @en Whether connected
|
||||
*/
|
||||
get isConnected(): boolean {
|
||||
return this._status === 'open'
|
||||
return this._status === 'open';
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -217,38 +217,38 @@ export class RpcClient<P extends ProtocolDef> {
|
||||
connect(): Promise<this> {
|
||||
return new Promise((resolve, reject) => {
|
||||
if (this._status === 'open' || this._status === 'connecting') {
|
||||
resolve(this)
|
||||
return
|
||||
resolve(this);
|
||||
return;
|
||||
}
|
||||
|
||||
this._status = 'connecting'
|
||||
this._ws = this._wsFactory(this._url)
|
||||
this._status = 'connecting';
|
||||
this._ws = this._wsFactory(this._url);
|
||||
|
||||
this._ws.onopen = () => {
|
||||
this._status = 'open'
|
||||
this._options.onConnect?.()
|
||||
resolve(this)
|
||||
}
|
||||
this._status = 'open';
|
||||
this._options.onConnect?.();
|
||||
resolve(this);
|
||||
};
|
||||
|
||||
this._ws.onclose = (e) => {
|
||||
this._status = 'closed'
|
||||
this._rejectAllPending()
|
||||
this._options.onDisconnect?.(e.reason)
|
||||
this._scheduleReconnect()
|
||||
}
|
||||
this._status = 'closed';
|
||||
this._rejectAllPending();
|
||||
this._options.onDisconnect?.(e.reason);
|
||||
this._scheduleReconnect();
|
||||
};
|
||||
|
||||
this._ws.onerror = () => {
|
||||
const err = new Error('WebSocket error')
|
||||
this._options.onError?.(err)
|
||||
const err = new Error('WebSocket error');
|
||||
this._options.onError?.(err);
|
||||
if (this._status === 'connecting') {
|
||||
reject(err)
|
||||
reject(err);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
this._ws.onmessage = (e) => {
|
||||
this._handleMessage(e.data as string | ArrayBuffer)
|
||||
}
|
||||
})
|
||||
this._handleMessage(e.data as string | ArrayBuffer);
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -256,12 +256,12 @@ export class RpcClient<P extends ProtocolDef> {
|
||||
* @en Disconnect
|
||||
*/
|
||||
disconnect(): void {
|
||||
this._shouldReconnect = false
|
||||
this._clearReconnectTimer()
|
||||
this._shouldReconnect = false;
|
||||
this._clearReconnectTimer();
|
||||
if (this._ws) {
|
||||
this._status = 'closing'
|
||||
this._ws.close()
|
||||
this._ws = null
|
||||
this._status = 'closing';
|
||||
this._ws.close();
|
||||
this._ws = null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -275,25 +275,25 @@ export class RpcClient<P extends ProtocolDef> {
|
||||
): Promise<ApiOutput<P['api'][K]>> {
|
||||
return new Promise((resolve, reject) => {
|
||||
if (this._status !== 'open') {
|
||||
reject(new RpcError(ErrorCode.CONNECTION_CLOSED, 'Not connected'))
|
||||
return
|
||||
reject(new RpcError(ErrorCode.CONNECTION_CLOSED, 'Not connected'));
|
||||
return;
|
||||
}
|
||||
|
||||
const id = ++this._callIdCounter
|
||||
const id = ++this._callIdCounter;
|
||||
const timer = setTimeout(() => {
|
||||
this._pendingCalls.delete(id)
|
||||
reject(new RpcError(ErrorCode.TIMEOUT, 'Request timeout'))
|
||||
}, this._timeout)
|
||||
this._pendingCalls.delete(id);
|
||||
reject(new RpcError(ErrorCode.TIMEOUT, 'Request timeout'));
|
||||
}, this._timeout);
|
||||
|
||||
this._pendingCalls.set(id, {
|
||||
resolve: resolve as (v: unknown) => void,
|
||||
reject,
|
||||
timer,
|
||||
})
|
||||
timer
|
||||
});
|
||||
|
||||
const packet: Packet = [PacketType.ApiRequest, id, name as string, input]
|
||||
this._ws!.send(this._codec.encode(packet) as string | ArrayBuffer)
|
||||
})
|
||||
const packet: Packet = [PacketType.ApiRequest, id, name as string, input];
|
||||
this._ws!.send(this._codec.encode(packet) as string | ArrayBuffer);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -301,9 +301,9 @@ export class RpcClient<P extends ProtocolDef> {
|
||||
* @en Send message
|
||||
*/
|
||||
send<K extends MsgNames<P>>(name: K, data: MsgData<P['msg'][K]>): void {
|
||||
if (this._status !== 'open') return
|
||||
const packet: Packet = [PacketType.Message, name as string, data]
|
||||
this._ws!.send(this._codec.encode(packet) as string | ArrayBuffer)
|
||||
if (this._status !== 'open') return;
|
||||
const packet: Packet = [PacketType.Message, name as string, data];
|
||||
this._ws!.send(this._codec.encode(packet) as string | ArrayBuffer);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -314,14 +314,14 @@ export class RpcClient<P extends ProtocolDef> {
|
||||
name: K,
|
||||
handler: (data: MsgData<P['msg'][K]>) => void
|
||||
): this {
|
||||
const key = name as string
|
||||
let handlers = this._msgHandlers.get(key)
|
||||
const key = name as string;
|
||||
let handlers = this._msgHandlers.get(key);
|
||||
if (!handlers) {
|
||||
handlers = new Set()
|
||||
this._msgHandlers.set(key, handlers)
|
||||
handlers = new Set();
|
||||
this._msgHandlers.set(key, handlers);
|
||||
}
|
||||
handlers.add(handler as (data: unknown) => void)
|
||||
return this
|
||||
handlers.add(handler as (data: unknown) => void);
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -332,13 +332,13 @@ export class RpcClient<P extends ProtocolDef> {
|
||||
name: K,
|
||||
handler?: (data: MsgData<P['msg'][K]>) => void
|
||||
): this {
|
||||
const key = name as string
|
||||
const key = name as string;
|
||||
if (handler) {
|
||||
this._msgHandlers.get(key)?.delete(handler as (data: unknown) => void)
|
||||
this._msgHandlers.get(key)?.delete(handler as (data: unknown) => void);
|
||||
} else {
|
||||
this._msgHandlers.delete(key)
|
||||
this._msgHandlers.delete(key);
|
||||
}
|
||||
return this
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -350,10 +350,10 @@ export class RpcClient<P extends ProtocolDef> {
|
||||
handler: (data: MsgData<P['msg'][K]>) => void
|
||||
): this {
|
||||
const wrapper = (data: MsgData<P['msg'][K]>) => {
|
||||
this.off(name, wrapper)
|
||||
handler(data)
|
||||
}
|
||||
return this.on(name, wrapper)
|
||||
this.off(name, wrapper);
|
||||
handler(data);
|
||||
};
|
||||
return this.on(name, wrapper);
|
||||
}
|
||||
|
||||
// ========================================================================
|
||||
@@ -362,52 +362,52 @@ export class RpcClient<P extends ProtocolDef> {
|
||||
|
||||
private _handleMessage(raw: string | ArrayBuffer): void {
|
||||
try {
|
||||
const data = typeof raw === 'string' ? raw : new Uint8Array(raw)
|
||||
const packet = this._codec.decode(data)
|
||||
const type = packet[0]
|
||||
const data = typeof raw === 'string' ? raw : new Uint8Array(raw);
|
||||
const packet = this._codec.decode(data);
|
||||
const type = packet[0];
|
||||
|
||||
switch (type) {
|
||||
case PacketType.ApiResponse:
|
||||
this._handleApiResponse(packet as [number, number, unknown])
|
||||
break
|
||||
this._handleApiResponse(packet as [number, number, unknown]);
|
||||
break;
|
||||
case PacketType.ApiError:
|
||||
this._handleApiError(packet as [number, number, string, string])
|
||||
break
|
||||
this._handleApiError(packet as [number, number, string, string]);
|
||||
break;
|
||||
case PacketType.Message:
|
||||
this._handleMsg(packet as [number, string, unknown])
|
||||
break
|
||||
this._handleMsg(packet as [number, string, unknown]);
|
||||
break;
|
||||
}
|
||||
} catch (err) {
|
||||
this._options.onError?.(err as Error)
|
||||
this._options.onError?.(err as Error);
|
||||
}
|
||||
}
|
||||
|
||||
private _handleApiResponse([, id, result]: [number, number, unknown]): void {
|
||||
const pending = this._pendingCalls.get(id)
|
||||
const pending = this._pendingCalls.get(id);
|
||||
if (pending) {
|
||||
clearTimeout(pending.timer)
|
||||
this._pendingCalls.delete(id)
|
||||
pending.resolve(result)
|
||||
clearTimeout(pending.timer);
|
||||
this._pendingCalls.delete(id);
|
||||
pending.resolve(result);
|
||||
}
|
||||
}
|
||||
|
||||
private _handleApiError([, id, code, message]: [number, number, string, string]): void {
|
||||
const pending = this._pendingCalls.get(id)
|
||||
const pending = this._pendingCalls.get(id);
|
||||
if (pending) {
|
||||
clearTimeout(pending.timer)
|
||||
this._pendingCalls.delete(id)
|
||||
pending.reject(new RpcError(code, message))
|
||||
clearTimeout(pending.timer);
|
||||
this._pendingCalls.delete(id);
|
||||
pending.reject(new RpcError(code, message));
|
||||
}
|
||||
}
|
||||
|
||||
private _handleMsg([, path, data]: [number, string, unknown]): void {
|
||||
const handlers = this._msgHandlers.get(path)
|
||||
const handlers = this._msgHandlers.get(path);
|
||||
if (handlers) {
|
||||
for (const handler of handlers) {
|
||||
try {
|
||||
handler(data)
|
||||
handler(data);
|
||||
} catch (err) {
|
||||
this._options.onError?.(err as Error)
|
||||
this._options.onError?.(err as Error);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -415,25 +415,25 @@ export class RpcClient<P extends ProtocolDef> {
|
||||
|
||||
private _rejectAllPending(): void {
|
||||
for (const [, pending] of this._pendingCalls) {
|
||||
clearTimeout(pending.timer)
|
||||
pending.reject(new RpcError(ErrorCode.CONNECTION_CLOSED, 'Connection closed'))
|
||||
clearTimeout(pending.timer);
|
||||
pending.reject(new RpcError(ErrorCode.CONNECTION_CLOSED, 'Connection closed'));
|
||||
}
|
||||
this._pendingCalls.clear()
|
||||
this._pendingCalls.clear();
|
||||
}
|
||||
|
||||
private _scheduleReconnect(): void {
|
||||
if (this._shouldReconnect && !this._reconnectTimer) {
|
||||
this._reconnectTimer = setTimeout(() => {
|
||||
this._reconnectTimer = null
|
||||
this.connect().catch(() => {})
|
||||
}, this._reconnectInterval)
|
||||
this._reconnectTimer = null;
|
||||
this.connect().catch(() => {});
|
||||
}, this._reconnectInterval);
|
||||
}
|
||||
}
|
||||
|
||||
private _clearReconnectTimer(): void {
|
||||
if (this._reconnectTimer) {
|
||||
clearTimeout(this._reconnectTimer)
|
||||
this._reconnectTimer = null
|
||||
clearTimeout(this._reconnectTimer);
|
||||
this._reconnectTimer = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -457,5 +457,5 @@ export function connect<P extends ProtocolDef>(
|
||||
url: string,
|
||||
options: RpcClientOptions = {}
|
||||
): Promise<RpcClient<P>> {
|
||||
return new RpcClient(protocol, url, options).connect()
|
||||
return new RpcClient(protocol, url, options).connect();
|
||||
}
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
* @en Codec Module
|
||||
*/
|
||||
|
||||
export type { Codec } from './types'
|
||||
export { json } from './json'
|
||||
export { msgpack } from './msgpack'
|
||||
export { textEncode, textDecode } from './polyfill'
|
||||
export type { Codec } from './types';
|
||||
export { json } from './json';
|
||||
export { msgpack } from './msgpack';
|
||||
export { textEncode, textDecode } from './polyfill';
|
||||
|
||||
@@ -3,9 +3,9 @@
|
||||
* @en JSON Codec
|
||||
*/
|
||||
|
||||
import type { Packet } from '../types'
|
||||
import type { Codec } from './types'
|
||||
import { textDecode } from './polyfill'
|
||||
import type { Packet } from '../types';
|
||||
import type { Codec } from './types';
|
||||
import { textDecode } from './polyfill';
|
||||
|
||||
/**
|
||||
* @zh 创建 JSON 编解码器
|
||||
@@ -17,14 +17,14 @@ import { textDecode } from './polyfill'
|
||||
export function json(): Codec {
|
||||
return {
|
||||
encode(packet: Packet): string {
|
||||
return JSON.stringify(packet)
|
||||
return JSON.stringify(packet);
|
||||
},
|
||||
|
||||
decode(data: string | Uint8Array): Packet {
|
||||
const str = typeof data === 'string'
|
||||
? data
|
||||
: textDecode(data)
|
||||
return JSON.parse(str) as Packet
|
||||
},
|
||||
}
|
||||
: textDecode(data);
|
||||
return JSON.parse(str) as Packet;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
@@ -3,10 +3,10 @@
|
||||
* @en MessagePack Codec
|
||||
*/
|
||||
|
||||
import { Packr, Unpackr } from 'msgpackr'
|
||||
import type { Packet } from '../types'
|
||||
import type { Codec } from './types'
|
||||
import { textEncode } from './polyfill'
|
||||
import { Packr, Unpackr } from 'msgpackr';
|
||||
import type { Packet } from '../types';
|
||||
import type { Codec } from './types';
|
||||
import { textEncode } from './polyfill';
|
||||
|
||||
/**
|
||||
* @zh 创建 MessagePack 编解码器
|
||||
@@ -16,19 +16,19 @@ import { textEncode } from './polyfill'
|
||||
* @en Suitable for production, smaller size and faster speed
|
||||
*/
|
||||
export function msgpack(): Codec {
|
||||
const encoder = new Packr({ structuredClone: true })
|
||||
const decoder = new Unpackr({ structuredClone: true })
|
||||
const encoder = new Packr({ structuredClone: true });
|
||||
const decoder = new Unpackr({ structuredClone: true });
|
||||
|
||||
return {
|
||||
encode(packet: Packet): Uint8Array {
|
||||
return encoder.pack(packet)
|
||||
return encoder.pack(packet);
|
||||
},
|
||||
|
||||
decode(data: string | Uint8Array): Packet {
|
||||
const buf = typeof data === 'string'
|
||||
? textEncode(data)
|
||||
: data
|
||||
return decoder.unpack(buf) as Packet
|
||||
},
|
||||
}
|
||||
: data;
|
||||
return decoder.unpack(buf) as Packet;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
@@ -12,38 +12,38 @@
|
||||
*/
|
||||
function getTextEncoder(): { encode(str: string): Uint8Array } {
|
||||
if (typeof TextEncoder !== 'undefined') {
|
||||
return new TextEncoder()
|
||||
return new TextEncoder();
|
||||
}
|
||||
return {
|
||||
encode(str: string): Uint8Array {
|
||||
const utf8: number[] = []
|
||||
const utf8: number[] = [];
|
||||
for (let i = 0; i < str.length; i++) {
|
||||
let charCode = str.charCodeAt(i)
|
||||
let charCode = str.charCodeAt(i);
|
||||
if (charCode < 0x80) {
|
||||
utf8.push(charCode)
|
||||
utf8.push(charCode);
|
||||
} else if (charCode < 0x800) {
|
||||
utf8.push(0xc0 | (charCode >> 6), 0x80 | (charCode & 0x3f))
|
||||
utf8.push(0xc0 | (charCode >> 6), 0x80 | (charCode & 0x3f));
|
||||
} else if (charCode >= 0xd800 && charCode <= 0xdbff) {
|
||||
i++
|
||||
const low = str.charCodeAt(i)
|
||||
charCode = 0x10000 + ((charCode - 0xd800) << 10) + (low - 0xdc00)
|
||||
i++;
|
||||
const low = str.charCodeAt(i);
|
||||
charCode = 0x10000 + ((charCode - 0xd800) << 10) + (low - 0xdc00);
|
||||
utf8.push(
|
||||
0xf0 | (charCode >> 18),
|
||||
0x80 | ((charCode >> 12) & 0x3f),
|
||||
0x80 | ((charCode >> 6) & 0x3f),
|
||||
0x80 | (charCode & 0x3f)
|
||||
)
|
||||
);
|
||||
} else {
|
||||
utf8.push(
|
||||
0xe0 | (charCode >> 12),
|
||||
0x80 | ((charCode >> 6) & 0x3f),
|
||||
0x80 | (charCode & 0x3f)
|
||||
)
|
||||
);
|
||||
}
|
||||
}
|
||||
return new Uint8Array(utf8)
|
||||
},
|
||||
}
|
||||
return new Uint8Array(utf8);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -52,55 +52,55 @@ function getTextEncoder(): { encode(str: string): Uint8Array } {
|
||||
*/
|
||||
function getTextDecoder(): { decode(data: Uint8Array): string } {
|
||||
if (typeof TextDecoder !== 'undefined') {
|
||||
return new TextDecoder()
|
||||
return new TextDecoder();
|
||||
}
|
||||
return {
|
||||
decode(data: Uint8Array): string {
|
||||
let str = ''
|
||||
let i = 0
|
||||
let str = '';
|
||||
let i = 0;
|
||||
while (i < data.length) {
|
||||
const byte1 = data[i++]
|
||||
const byte1 = data[i++];
|
||||
if (byte1 < 0x80) {
|
||||
str += String.fromCharCode(byte1)
|
||||
str += String.fromCharCode(byte1);
|
||||
} else if ((byte1 & 0xe0) === 0xc0) {
|
||||
const byte2 = data[i++]
|
||||
str += String.fromCharCode(((byte1 & 0x1f) << 6) | (byte2 & 0x3f))
|
||||
const byte2 = data[i++];
|
||||
str += String.fromCharCode(((byte1 & 0x1f) << 6) | (byte2 & 0x3f));
|
||||
} else if ((byte1 & 0xf0) === 0xe0) {
|
||||
const byte2 = data[i++]
|
||||
const byte3 = data[i++]
|
||||
const byte2 = data[i++];
|
||||
const byte3 = data[i++];
|
||||
str += String.fromCharCode(
|
||||
((byte1 & 0x0f) << 12) | ((byte2 & 0x3f) << 6) | (byte3 & 0x3f)
|
||||
)
|
||||
);
|
||||
} else if ((byte1 & 0xf8) === 0xf0) {
|
||||
const byte2 = data[i++]
|
||||
const byte3 = data[i++]
|
||||
const byte4 = data[i++]
|
||||
const byte2 = data[i++];
|
||||
const byte3 = data[i++];
|
||||
const byte4 = data[i++];
|
||||
const codePoint =
|
||||
((byte1 & 0x07) << 18) |
|
||||
((byte2 & 0x3f) << 12) |
|
||||
((byte3 & 0x3f) << 6) |
|
||||
(byte4 & 0x3f)
|
||||
const offset = codePoint - 0x10000
|
||||
(byte4 & 0x3f);
|
||||
const offset = codePoint - 0x10000;
|
||||
str += String.fromCharCode(
|
||||
0xd800 + (offset >> 10),
|
||||
0xdc00 + (offset & 0x3ff)
|
||||
)
|
||||
);
|
||||
}
|
||||
}
|
||||
return str
|
||||
},
|
||||
}
|
||||
return str;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
const encoder = getTextEncoder()
|
||||
const decoder = getTextDecoder()
|
||||
const encoder = getTextEncoder();
|
||||
const decoder = getTextDecoder();
|
||||
|
||||
/**
|
||||
* @zh 将字符串编码为 UTF-8 字节数组
|
||||
* @en Encode string to UTF-8 byte array
|
||||
*/
|
||||
export function textEncode(str: string): Uint8Array {
|
||||
return encoder.encode(str)
|
||||
return encoder.encode(str);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -108,5 +108,5 @@ export function textEncode(str: string): Uint8Array {
|
||||
* @en Decode UTF-8 byte array to string
|
||||
*/
|
||||
export function textDecode(data: Uint8Array): string {
|
||||
return decoder.decode(data)
|
||||
return decoder.decode(data);
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user