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Author SHA1 Message Date
github-actions[bot]
54c8ff4d8f chore: release packages (#431)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-01-03 19:28:34 +08:00
YHH
caf3be72cd feat(blueprint, node-editor): 重构蓝图装饰器系统,添加 Shadow DOM 支持 (#430)
**blueprint**
- 移除 Reflect.getMetadata 依赖,装饰器要求显式指定类型
- 新增 ECS 节点:Entity、Component、Flow 控制节点
- 新增组件自动注册系统 (BlueprintExpose, BlueprintProperty, BlueprintMethod)
- 删除未实现的事件节点占位文件

**node-editor**
- 新增 injectNodeEditorStyles() 函数支持 Shadow DOM 样式注入
- 导出 nodeEditorCssText 用于手动样式注入
2026-01-03 19:24:34 +08:00
github-actions[bot]
ec3e449681 chore: release packages (#429)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-01-03 01:32:23 +08:00
YHH
b95a46edaf fix(workspace): add devtools to root workspaces config (#428)
Changesets uses package.json workspaces field, not pnpm-workspace.yaml.
This was causing the node-editor package to not be found during publish.
2026-01-03 01:23:26 +08:00
YHH
f493f2d6cc fix(node-editor): enable npm publishing (#427)
- Remove private flag from package.json
- Add node-editor to CI build list
2026-01-03 01:15:52 +08:00
YHH
6970394717 chore(changeset): add changeset for node-editor release (#426)
* refactor(node-editor): move to packages/devtools for standalone use

- Move @esengine/node-editor from packages/editor/plugins to packages/devtools
- Clean up dependencies: remove unused zustand, move react to peerDependencies
- Update pnpm-workspace.yaml to include packages/devtools/*
- Package is now standalone and can be used in Cocos/Laya plugins

* fix(changeset): remove node-editor from ignore list for publishing

* fix(changeset): remove invalid changeset file

* chore(changeset): add changeset for node-editor release
2026-01-03 01:02:09 +08:00
YHH
0e4b66aac4 fix(changeset): remove invalid changeset file (#425)
* refactor(node-editor): move to packages/devtools for standalone use

- Move @esengine/node-editor from packages/editor/plugins to packages/devtools
- Clean up dependencies: remove unused zustand, move react to peerDependencies
- Update pnpm-workspace.yaml to include packages/devtools/*
- Package is now standalone and can be used in Cocos/Laya plugins

* fix(changeset): remove node-editor from ignore list for publishing

* fix(changeset): remove invalid changeset file
2026-01-03 00:30:30 +08:00
YHH
7399e91a5b fix(changeset): remove node-editor from ignore list (#424)
* refactor(node-editor): move to packages/devtools for standalone use

- Move @esengine/node-editor from packages/editor/plugins to packages/devtools
- Clean up dependencies: remove unused zustand, move react to peerDependencies
- Update pnpm-workspace.yaml to include packages/devtools/*
- Package is now standalone and can be used in Cocos/Laya plugins

* fix(changeset): remove node-editor from ignore list for publishing
2026-01-02 22:05:38 +08:00
YHH
c84addaa0b refactor(node-editor): move to packages/devtools for standalone use (#423)
- Move @esengine/node-editor from packages/editor/plugins to packages/devtools
- Clean up dependencies: remove unused zustand, move react to peerDependencies
- Update pnpm-workspace.yaml to include packages/devtools/*
- Package is now standalone and can be used in Cocos/Laya plugins
2026-01-02 21:58:28 +08:00
77 changed files with 2215 additions and 672 deletions

View File

@@ -49,7 +49,6 @@
"@esengine/material-editor",
"@esengine/shader-editor",
"@esengine/world-streaming-editor",
"@esengine/node-editor",
"@esengine/sdk",
"@esengine/worker-generator",
"@esengine/engine"

View File

@@ -62,6 +62,7 @@ jobs:
pnpm --filter "@esengine/transaction" build
pnpm --filter "@esengine/cli" build
pnpm --filter "create-esengine-server" build
pnpm --filter "@esengine/node-editor" build
- name: Create Release Pull Request or Publish
id: changesets

View File

@@ -13,6 +13,7 @@
"packages/network-ext/*",
"packages/editor/*",
"packages/editor/plugins/*",
"packages/devtools/*",
"packages/rust/*",
"packages/tools/*"
],

View File

@@ -0,0 +1,21 @@
# @esengine/node-editor
## 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

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/node-editor",
"version": "1.0.0",
"version": "1.2.0",
"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"
}
}

View File

@@ -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 +127,18 @@ 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);
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]);
/**
* Converts screen coordinates to canvas coordinates
*

View File

@@ -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

View 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;
}

View File

@@ -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
* CSS
* Custom plugin: Handle CSS for node editor
* 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: [

View File

@@ -1,5 +1,17 @@
# @esengine/blueprint
## 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``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

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/blueprint",
"version": "4.0.1",
"version": "4.1.0",
"description": "Visual scripting system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
"main": "dist/index.js",
"module": "dist/index.js",

View File

@@ -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 };

View File

@@ -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';

View File

@@ -1,32 +1,47 @@
/**
* @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 - 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
* registerAllComponentNodes
* } from '@esengine/blueprint';
*
* // Create blueprint system for your scene
* // 注册所有标记的组件节点 | Register all marked component nodes
* registerAllComponentNodes();
*
* // 创建蓝图系统 | Create blueprint system
* const blueprintSystem = createBlueprintSystem(scene);
* ```
*
* // Create component data
* const componentData = createBlueprintComponentData();
* componentData.blueprintAsset = loadedAsset;
* @example 标记组件 | Mark components:
* ```typescript
* import { BlueprintExpose, BlueprintProperty, BlueprintMethod } from '@esengine/blueprint';
*
* // Add to your game loop
* function update(dt) {
* blueprintSystem.process(blueprintEntities, dt);
* @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;
* }
* }
* ```
*
@@ -45,7 +60,10 @@ 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
@@ -65,3 +83,12 @@ export {
triggerCustomBlueprintEvent
} from './runtime/BlueprintSystem';
export { createEmptyBlueprint, validateBlueprintAsset } from './types/blueprint';
// Re-export registry for convenience
export {
BlueprintExpose,
BlueprintProperty,
BlueprintMethod,
registerAllComponentNodes,
registerComponentNodes
} from './registry';

View File

@@ -0,0 +1,354 @@
/**
* @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';
// ============================================================================
// 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
}
};
}
}

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/**
* @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
}
};
}
}

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/**
* @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' };
}
}

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/**
* @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';

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@@ -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: ''
}
};
}
}

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@@ -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
}
};
}
}

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@@ -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
}
};
}
}

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

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@@ -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
}
};
}
}

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@@ -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';

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@@ -1,11 +1,33 @@
/**
* 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
* - 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)
* - 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';
// 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';

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/**
* @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';
}

View File

@@ -0,0 +1,346 @@
/**
* @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';
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 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 ${componentName}${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 ${componentName}${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);
}

View 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';

View File

@@ -1,5 +1,12 @@
# @esengine/fsm
## 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

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/fsm",
"version": "4.0.1",
"version": "5.0.0",
"description": "Finite State Machine for ECS Framework / ECS 框架的有限状态机",
"type": "module",
"main": "./dist/index.js",

View File

@@ -1,5 +1,12 @@
# @esengine/network
## 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

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/network",
"version": "5.0.3",
"version": "6.0.0",
"description": "Network synchronization for multiplayer games",
"esengine": {
"plugin": true,

View File

@@ -1,5 +1,12 @@
# @esengine/pathfinding
## 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

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/pathfinding",
"version": "4.0.1",
"version": "5.0.0",
"description": "寻路系统 | Pathfinding System - A*, Grid, NavMesh",
"type": "module",
"main": "./dist/index.js",

View File

@@ -1,5 +1,12 @@
# @esengine/procgen
## 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

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/procgen",
"version": "4.0.1",
"version": "5.0.0",
"description": "Procedural generation tools for ECS Framework / ECS 框架的程序化生成工具",
"type": "module",
"main": "./dist/index.js",

View File

@@ -1,5 +1,12 @@
# @esengine/spatial
## 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

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/spatial",
"version": "4.0.1",
"version": "5.0.0",
"description": "Spatial query and indexing system for ECS Framework / ECS 框架的空间查询和索引系统",
"type": "module",
"main": "./dist/index.js",

View File

@@ -1,5 +1,12 @@
# @esengine/timer
## 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

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/timer",
"version": "4.0.1",
"version": "5.0.0",
"description": "Timer and cooldown system for ECS Framework / ECS 框架的定时器和冷却系统",
"type": "module",
"main": "./dist/index.js",

View File

@@ -1,5 +1,16 @@
# @esengine/demos
## 1.0.11
### Patch Changes
- Updated dependencies []:
- @esengine/fsm@5.0.0
- @esengine/pathfinding@5.0.0
- @esengine/procgen@5.0.0
- @esengine/spatial@5.0.0
- @esengine/timer@5.0.0
## 1.0.10
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/demos",
"version": "1.0.10",
"version": "1.0.11",
"private": true,
"description": "Demo tests for ESEngine modules documentation",
"type": "module",

69
pnpm-lock.yaml generated
View File

@@ -178,6 +178,37 @@ importers:
specifier: ^3.5.26
version: 3.5.26(typescript@5.9.3)
packages/devtools/node-editor:
dependencies:
tslib:
specifier: ^2.8.1
version: 2.8.1
devDependencies:
'@types/node':
specifier: ^20.19.17
version: 20.19.27
'@types/react':
specifier: ^18.3.12
version: 18.3.27
'@vitejs/plugin-react':
specifier: ^4.7.0
version: 4.7.0(vite@6.4.1(@types/node@20.19.27)(jiti@2.6.1)(lightningcss@1.30.2)(terser@5.44.1)(tsx@4.21.0)(yaml@2.8.2))
react:
specifier: ^18.3.1
version: 18.3.1
rimraf:
specifier: ^5.0.0
version: 5.0.10
typescript:
specifier: ^5.8.3
version: 5.9.3
vite:
specifier: ^6.0.7
version: 6.4.1(@types/node@20.19.27)(jiti@2.6.1)(lightningcss@1.30.2)(terser@5.44.1)(tsx@4.21.0)(yaml@2.8.2)
vite-plugin-dts:
specifier: ^3.7.0
version: 3.9.1(@types/node@20.19.27)(rollup@4.54.0)(typescript@5.9.3)(vite@6.4.1(@types/node@20.19.27)(jiti@2.6.1)(lightningcss@1.30.2)(terser@5.44.1)(tsx@4.21.0)(yaml@2.8.2))
packages/editor/editor-app:
dependencies:
'@esengine/asset-system':
@@ -589,7 +620,7 @@ importers:
version: link:../../../engine/engine-core
'@esengine/node-editor':
specifier: workspace:*
version: link:../node-editor
version: link:../../../devtools/node-editor
'@types/react':
specifier: ^18.3.12
version: 18.3.27
@@ -632,7 +663,7 @@ importers:
version: link:../../../engine/engine-core
'@esengine/node-editor':
specifier: workspace:*
version: link:../node-editor
version: link:../../../devtools/node-editor
'@types/react':
specifier: ^18.3.12
version: 18.3.27
@@ -812,40 +843,6 @@ importers:
specifier: ^5.3.3
version: 5.9.3
packages/editor/plugins/node-editor:
dependencies:
tslib:
specifier: ^2.8.1
version: 2.8.1
devDependencies:
'@types/node':
specifier: ^20.19.17
version: 20.19.27
'@types/react':
specifier: ^18.3.12
version: 18.3.27
'@vitejs/plugin-react':
specifier: ^4.7.0
version: 4.7.0(vite@6.4.1(@types/node@20.19.27)(jiti@2.6.1)(lightningcss@1.30.2)(terser@5.44.1)(tsx@4.21.0)(yaml@2.8.2))
react:
specifier: ^18.3.1
version: 18.3.1
rimraf:
specifier: ^5.0.0
version: 5.0.10
typescript:
specifier: ^5.8.3
version: 5.9.3
vite:
specifier: ^6.0.7
version: 6.4.1(@types/node@20.19.27)(jiti@2.6.1)(lightningcss@1.30.2)(terser@5.44.1)(tsx@4.21.0)(yaml@2.8.2)
vite-plugin-dts:
specifier: ^3.7.0
version: 3.9.1(@types/node@20.19.27)(rollup@4.54.0)(typescript@5.9.3)(vite@6.4.1(@types/node@20.19.27)(jiti@2.6.1)(lightningcss@1.30.2)(terser@5.44.1)(tsx@4.21.0)(yaml@2.8.2))
zustand:
specifier: ^5.0.8
version: 5.0.9(@types/react@18.3.27)(react@18.3.1)(use-sync-external-store@1.6.0(react@18.3.1))
packages/editor/plugins/particle-editor:
dependencies:
'@esengine/particle':

View File

@@ -7,6 +7,7 @@ packages:
- 'packages/network-ext/*'
- 'packages/editor/*'
- 'packages/editor/plugins/*'
- 'packages/devtools/*'
- 'packages/rust/*'
- 'packages/tools/*'
- 'docs'