* feat(blueprint): 添加蓝图触发器系统 - TriggerTypes: 定义触发器类型和上下文接口 - tick/input/collision/message/timer/stateEnter/stateExit/custom - 各类型的上下文接口和工厂函数 - TriggerCondition: 触发条件系统 - ITriggerCondition 接口 - 复合条件 (CompositeCondition, NotCondition) - 通用条件 (AlwaysTrue, AlwaysFalse, TriggerType, EntityId) - 特定类型条件 (InputAction, MessageName, StateName, TimerId, CollisionEntity, CustomEvent) - ConditionBuilder 链式 API - BlueprintTrigger: 触发器核心实现 - IBlueprintTrigger 接口 - BlueprintTrigger 实现类 - TriggerRegistry 触发器注册表 - 各类型触发器工厂函数 - TriggerDispatcher: 触发器调度系统 - ITriggerDispatcher 调度器接口 - TriggerDispatcher 实现 - EntityTriggerManager 实体触发器管理器 * feat(blueprint): 添加触发器相关事件节点 - EventInput: 输入事件节点 (action/value/pressed/released) - EventCollisionEnter/Exit: 碰撞事件节点 - EventMessage: 消息事件节点 - EventTimer: 定时器事件节点 - EventStateEnter/Exit: 状态机事件节点
119 lines
3.0 KiB
TypeScript
119 lines
3.0 KiB
TypeScript
/**
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* @zh 碰撞事件节点 - 碰撞发生时触发
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* @en Event Collision Node - Triggered on collision events
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*/
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import { BlueprintNodeTemplate, BlueprintNode } from '../../types/nodes';
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import { ExecutionResult } from '../../runtime/ExecutionContext';
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import { INodeExecutor, RegisterNode } from '../../runtime/NodeRegistry';
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/**
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* @zh EventCollisionEnter 节点模板
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* @en EventCollisionEnter node template
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*/
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export const EventCollisionEnterTemplate: BlueprintNodeTemplate = {
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type: 'EventCollisionEnter',
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title: 'Event Collision Enter',
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category: 'event',
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color: '#CC0000',
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description: 'Triggered when collision starts / 碰撞开始时触发',
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keywords: ['collision', 'enter', 'hit', 'overlap', 'event'],
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menuPath: ['Event', 'Collision', 'Enter'],
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inputs: [],
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outputs: [
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{
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name: 'exec',
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type: 'exec',
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displayName: ''
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},
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{
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name: 'otherEntityId',
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type: 'string',
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displayName: 'Other Entity'
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},
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{
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name: 'pointX',
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type: 'float',
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displayName: 'Point X'
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},
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{
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name: 'pointY',
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type: 'float',
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displayName: 'Point Y'
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},
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{
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name: 'normalX',
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type: 'float',
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displayName: 'Normal X'
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},
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{
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name: 'normalY',
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type: 'float',
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displayName: 'Normal Y'
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}
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]
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};
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/**
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* @zh EventCollisionEnter 节点执行器
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* @en EventCollisionEnter node executor
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*/
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@RegisterNode(EventCollisionEnterTemplate)
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export class EventCollisionEnterExecutor implements INodeExecutor {
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execute(_node: BlueprintNode): ExecutionResult {
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return {
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nextExec: 'exec',
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outputs: {
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otherEntityId: '',
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pointX: 0,
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pointY: 0,
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normalX: 0,
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normalY: 0
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}
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};
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}
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}
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/**
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* @zh EventCollisionExit 节点模板
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* @en EventCollisionExit node template
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*/
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export const EventCollisionExitTemplate: BlueprintNodeTemplate = {
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type: 'EventCollisionExit',
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title: 'Event Collision Exit',
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category: 'event',
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color: '#CC0000',
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description: 'Triggered when collision ends / 碰撞结束时触发',
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keywords: ['collision', 'exit', 'end', 'separate', 'event'],
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menuPath: ['Event', 'Collision', 'Exit'],
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inputs: [],
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outputs: [
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{
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name: 'exec',
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type: 'exec',
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displayName: ''
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},
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{
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name: 'otherEntityId',
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type: 'string',
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displayName: 'Other Entity'
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}
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]
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};
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/**
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* @zh EventCollisionExit 节点执行器
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* @en EventCollisionExit node executor
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*/
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@RegisterNode(EventCollisionExitTemplate)
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export class EventCollisionExitExecutor implements INodeExecutor {
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execute(_node: BlueprintNode): ExecutionResult {
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return {
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nextExec: 'exec',
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outputs: {
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otherEntityId: ''
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}
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};
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}
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}
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