* feat(blueprint): refactor BlueprintComponent as proper ECS Component - Convert BlueprintComponent from interface to actual ECS Component class - Add ready-to-use BlueprintSystem that extends EntitySystem - Remove deprecated legacy APIs (createBlueprintSystem, etc.) - Update all blueprint documentation (Chinese & English) - Simplify user API: just add BlueprintSystem and BlueprintComponent BREAKING CHANGE: BlueprintComponent is now a class extending Component, not an interface. Use `new BlueprintComponent()` instead of `createBlueprintComponentData()`. * chore(blueprint): add changeset for ECS component refactor * fix(node-editor): fix connections not rendering when node is collapsed - getPinPosition now returns node header position when pin element is not found - Added collapsedNodesKey to force re-render connections after collapse/expand - Input pins connect to left side, output pins to right side of collapsed nodes * chore(node-editor): add changeset for collapse connection fix * feat(blueprint): add Add Component nodes for entity-component creation - Add type-specific Add_ComponentName nodes via ComponentNodeGenerator - Add generic ECS_AddComponent node for dynamic component creation - Add ExecutionContext.getComponentClass() for component lookup - Add registerComponentClass() helper for manual component registration - Each Add node supports initial property values from @BlueprintProperty * docs: update changeset with Add Component feature * feat(blueprint): improve event nodes with Self output and auto-create BeginPlay - Event Begin Play now outputs Self entity - Event Tick now outputs Self entity + Delta Seconds - Event End Play now outputs Self entity - createEmptyBlueprint() now includes Event Begin Play by default - Added menuPath to all event nodes for better organization
320 lines
10 KiB
TypeScript
320 lines
10 KiB
TypeScript
/**
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* Execution Context - Runtime context for blueprint execution
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* 执行上下文 - 蓝图执行的运行时上下文
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*/
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import type { Entity, IScene, Component } from '@esengine/ecs-framework';
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import { BlueprintNode, BlueprintConnection } from '../types/nodes';
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import { BlueprintAsset } from '../types/blueprint';
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import { getRegisteredBlueprintComponents } from '../registry/BlueprintDecorators';
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/**
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* Result of node execution
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* 节点执行的结果
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*/
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export interface ExecutionResult {
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/**
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* Next exec pin to follow (null to stop, undefined to continue default)
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* 下一个要执行的引脚(null 停止,undefined 继续默认)
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*/
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nextExec?: string | null;
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/**
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* Output values by pin name
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* 按引脚名称的输出值
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*/
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outputs?: Record<string, unknown>;
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/**
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* Whether to yield execution (for async operations)
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* 是否暂停执行(用于异步操作)
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*/
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yield?: boolean;
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/**
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* Delay before continuing (in seconds)
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* 继续前的延迟(秒)
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*/
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delay?: number;
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/**
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* Error message if execution failed
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* 执行失败时的错误消息
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*/
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error?: string;
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}
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/**
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* Execution context provides access to runtime services
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* 执行上下文提供对运行时服务的访问
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*/
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export class ExecutionContext {
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/** Current blueprint asset (当前蓝图资产) */
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readonly blueprint: BlueprintAsset;
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/** Owner entity (所有者实体) */
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readonly entity: Entity;
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/** Current scene (当前场景) */
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readonly scene: IScene;
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/** Frame delta time (帧增量时间) */
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deltaTime: number = 0;
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/** Total time since start (开始以来的总时间) */
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time: number = 0;
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/** Instance variables (实例变量) */
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private _instanceVariables: Map<string, unknown> = new Map();
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/** Local variables (per-execution) (局部变量,每次执行) */
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private _localVariables: Map<string, unknown> = new Map();
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/** Global variables (shared) (全局变量,共享) */
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private static _globalVariables: Map<string, unknown> = new Map();
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/** Component class registry (组件类注册表) */
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private static _componentRegistry: Map<string, new () => Component> = new Map();
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/** Node output cache for current execution (当前执行的节点输出缓存) */
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private _outputCache: Map<string, Record<string, unknown>> = new Map();
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/** Connection lookup by target (按目标的连接查找) */
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private _connectionsByTarget: Map<string, BlueprintConnection[]> = new Map();
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/** Connection lookup by source (按源的连接查找) */
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private _connectionsBySource: Map<string, BlueprintConnection[]> = new Map();
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constructor(blueprint: BlueprintAsset, entity: Entity, scene: IScene) {
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this.blueprint = blueprint;
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this.entity = entity;
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this.scene = scene;
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// Initialize instance variables with defaults
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// 使用默认值初始化实例变量
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for (const variable of blueprint.variables) {
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if (variable.scope === 'instance') {
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this._instanceVariables.set(variable.name, variable.defaultValue);
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}
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}
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// Build connection lookup maps
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// 构建连接查找映射
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this._buildConnectionMaps();
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}
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private _buildConnectionMaps(): void {
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for (const conn of this.blueprint.connections) {
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// By target
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const targetKey = `${conn.toNodeId}.${conn.toPin}`;
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if (!this._connectionsByTarget.has(targetKey)) {
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this._connectionsByTarget.set(targetKey, []);
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}
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this._connectionsByTarget.get(targetKey)!.push(conn);
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// By source
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const sourceKey = `${conn.fromNodeId}.${conn.fromPin}`;
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if (!this._connectionsBySource.has(sourceKey)) {
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this._connectionsBySource.set(sourceKey, []);
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}
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this._connectionsBySource.get(sourceKey)!.push(conn);
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}
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}
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/**
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* Get a node by ID
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* 通过ID获取节点
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*/
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getNode(nodeId: string): BlueprintNode | undefined {
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return this.blueprint.nodes.find(n => n.id === nodeId);
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}
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/**
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* Get connections to a target pin
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* 获取到目标引脚的连接
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*/
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getConnectionsToPin(nodeId: string, pinName: string): BlueprintConnection[] {
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return this._connectionsByTarget.get(`${nodeId}.${pinName}`) ?? [];
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}
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/**
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* Get connections from a source pin
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* 获取从源引脚的连接
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*/
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getConnectionsFromPin(nodeId: string, pinName: string): BlueprintConnection[] {
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return this._connectionsBySource.get(`${nodeId}.${pinName}`) ?? [];
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}
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/**
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* Evaluate an input pin value (follows connections or uses default)
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* 计算输入引脚值(跟随连接或使用默认值)
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*/
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evaluateInput(nodeId: string, pinName: string, defaultValue?: unknown): unknown {
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const connections = this.getConnectionsToPin(nodeId, pinName);
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if (connections.length === 0) {
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// Use default from node data or provided default
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// 使用节点数据的默认值或提供的默认值
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const node = this.getNode(nodeId);
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return node?.data[pinName] ?? defaultValue;
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}
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// Get value from connected output
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// 从连接的输出获取值
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const conn = connections[0];
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const cachedOutputs = this._outputCache.get(conn.fromNodeId);
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if (cachedOutputs && conn.fromPin in cachedOutputs) {
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return cachedOutputs[conn.fromPin];
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}
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// Need to execute the source node first (lazy evaluation)
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// 需要先执行源节点(延迟求值)
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return defaultValue;
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}
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/**
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* Set output values for a node (cached for current execution)
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* 设置节点的输出值(为当前执行缓存)
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*/
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setOutputs(nodeId: string, outputs: Record<string, unknown>): void {
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this._outputCache.set(nodeId, outputs);
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}
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/**
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* Get cached outputs for a node
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* 获取节点的缓存输出
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*/
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getOutputs(nodeId: string): Record<string, unknown> | undefined {
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return this._outputCache.get(nodeId);
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}
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/**
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* Clear output cache (call at start of new execution)
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* 清除输出缓存(在新执行开始时调用)
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*/
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clearOutputCache(): void {
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this._outputCache.clear();
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this._localVariables.clear();
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}
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/**
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* Get a variable value
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* 获取变量值
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*/
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getVariable(name: string): unknown {
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// Check local first, then instance, then global
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// 先检查局部,然后实例,然后全局
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if (this._localVariables.has(name)) {
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return this._localVariables.get(name);
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}
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if (this._instanceVariables.has(name)) {
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return this._instanceVariables.get(name);
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}
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if (ExecutionContext._globalVariables.has(name)) {
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return ExecutionContext._globalVariables.get(name);
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}
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// Return default from variable definition
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// 返回变量定义的默认值
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const varDef = this.blueprint.variables.find(v => v.name === name);
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return varDef?.defaultValue;
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}
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/**
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* Set a variable value
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* 设置变量值
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*/
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setVariable(name: string, value: unknown): void {
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const varDef = this.blueprint.variables.find(v => v.name === name);
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if (!varDef) {
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// Treat unknown variables as local
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// 将未知变量视为局部变量
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this._localVariables.set(name, value);
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return;
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}
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switch (varDef.scope) {
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case 'local':
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this._localVariables.set(name, value);
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break;
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case 'instance':
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this._instanceVariables.set(name, value);
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break;
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case 'global':
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ExecutionContext._globalVariables.set(name, value);
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break;
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}
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}
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/**
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* Get all instance variables (for serialization)
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* 获取所有实例变量(用于序列化)
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*/
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getInstanceVariables(): Map<string, unknown> {
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return new Map(this._instanceVariables);
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}
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/**
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* Set instance variables (for deserialization)
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* 设置实例变量(用于反序列化)
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*/
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setInstanceVariables(variables: Map<string, unknown>): void {
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this._instanceVariables = new Map(variables);
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}
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/**
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* Clear global variables (for scene reset)
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* 清除全局变量(用于场景重置)
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*/
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static clearGlobalVariables(): void {
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ExecutionContext._globalVariables.clear();
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}
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/**
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* Get a component class by name
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* 通过名称获取组件类
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*
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* @zh 首先检查 @BlueprintExpose 装饰的组件,然后检查手动注册的组件
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* @en First checks @BlueprintExpose decorated components, then manually registered ones
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*/
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getComponentClass(typeName: string): (new () => Component) | undefined {
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// First check registered blueprint components
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const blueprintComponents = getRegisteredBlueprintComponents();
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for (const [componentClass, metadata] of blueprintComponents) {
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if (metadata.componentName === typeName ||
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componentClass.name === typeName) {
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return componentClass as new () => Component;
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}
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}
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// Then check manual registry
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return ExecutionContext._componentRegistry.get(typeName);
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}
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/**
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* Register a component class for dynamic creation
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* 注册组件类以支持动态创建
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*/
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static registerComponentClass(typeName: string, componentClass: new () => Component): void {
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ExecutionContext._componentRegistry.set(typeName, componentClass);
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}
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/**
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* Unregister a component class
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* 取消注册组件类
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*/
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static unregisterComponentClass(typeName: string): void {
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ExecutionContext._componentRegistry.delete(typeName);
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}
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/**
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* Get all registered component classes
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* 获取所有已注册的组件类
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*/
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static getRegisteredComponentClasses(): Map<string, new () => Component> {
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return new Map(ExecutionContext._componentRegistry);
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}
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}
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