* refactor: reorganize package structure and decouple framework packages ## Package Structure Reorganization - Reorganized 55 packages into categorized subdirectories: - packages/framework/ - Generic framework (Laya/Cocos compatible) - packages/engine/ - ESEngine core modules - packages/rendering/ - Rendering modules (WASM dependent) - packages/physics/ - Physics modules - packages/streaming/ - World streaming - packages/network-ext/ - Network extensions - packages/editor/ - Editor framework and plugins - packages/rust/ - Rust WASM engine - packages/tools/ - Build tools and SDK ## Framework Package Decoupling - Decoupled behavior-tree and blueprint packages from ESEngine dependencies - Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent) - ESEngine-specific code moved to esengine/ subpath exports - Framework packages now usable with Cocos/Laya without ESEngine ## CI Configuration - Updated CI to only type-check and lint framework packages - Added type-check:framework and lint:framework scripts ## Breaking Changes - Package import paths changed due to directory reorganization - ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine') * fix: update es-engine file path after directory reorganization * docs: update README to focus on framework over engine * ci: only build framework packages, remove Rust/WASM dependencies * fix: remove esengine subpath from behavior-tree and blueprint builds ESEngine integration code will only be available in full engine builds. Framework packages are now purely engine-agnostic. * fix: move network-protocols to framework, build both in CI * fix: update workflow paths from packages/core to packages/framework/core * fix: exclude esengine folder from type-check in behavior-tree and blueprint * fix: update network tsconfig references to new paths * fix: add test:ci:framework to only test framework packages in CI * fix: only build core and math npm packages in CI * fix: exclude test files from CodeQL and fix string escaping security issue
68 lines
1.9 KiB
TypeScript
68 lines
1.9 KiB
TypeScript
/**
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* @esengine/blueprint - Visual scripting system for ECS Framework
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*
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* @zh 蓝图可视化脚本系统 - 可与任何 ECS 框架配合使用
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* @en Visual scripting system - works with any ECS framework
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*
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* @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。
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* 对于 ESEngine 集成,请从 '@esengine/blueprint/esengine' 导入插件。
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*
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* @en This package is a generic visual scripting implementation that works with any ECS framework.
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* For ESEngine integration, import the plugin from '@esengine/blueprint/esengine'.
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*
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* @example Cocos/Laya/通用 ECS 使用方式:
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* ```typescript
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* import {
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* createBlueprintSystem,
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* createBlueprintComponentData
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* } from '@esengine/blueprint';
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*
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* // Create blueprint system for your scene
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* const blueprintSystem = createBlueprintSystem(scene);
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*
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* // Create component data
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* const componentData = createBlueprintComponentData();
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* componentData.blueprintAsset = loadedAsset;
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*
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* // Add to your game loop
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* function update(dt) {
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* blueprintSystem.process(blueprintEntities, dt);
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* }
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* ```
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*
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* @packageDocumentation
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*/
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// Types
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export * from './types';
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// Runtime
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export * from './runtime';
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// Triggers
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export * from './triggers';
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// Composition
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export * from './composition';
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// Nodes (import to register)
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import './nodes';
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// Re-export commonly used items
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export { NodeRegistry, RegisterNode } from './runtime/NodeRegistry';
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export { BlueprintVM } from './runtime/BlueprintVM';
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export {
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createBlueprintComponentData,
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initializeBlueprintVM,
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startBlueprint,
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stopBlueprint,
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tickBlueprint,
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cleanupBlueprint
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} from './runtime/BlueprintComponent';
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export {
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createBlueprintSystem,
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triggerBlueprintEvent,
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triggerCustomBlueprintEvent
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} from './runtime/BlueprintSystem';
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export { createEmptyBlueprint, validateBlueprintAsset } from './types/blueprint';
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