Node Overview
GCS provides 145 core FlowGraph nodes; the Demo assembly registers 2 additional FX nodes, so the shipped project exposes 147 nodes in total
Each family manual gives every node a collapsible entry with its screenshot, intended use, inputs, outputs, serialized parameters, defaults, dynamic-port rules, and runtime boundaries
Node families
| Family | Count | Complete manual | Use it for |
|---|---|---|---|
| Entry | 33 | Entry nodes | Start execution after a battle, turn, card, unit, status, energy, or event moment |
| Hook | 18 | Hook nodes | Intercept a value before GCS commits it, then replace or cancel it where supported |
| Flow | 10 | Flow nodes | Shape execution with branches, loops, sequences, choices, waits, switches, and gates |
| Action | 27 | Action nodes | Change battle state, including damage, HP, armor, energy, cards, statuses, variables, turns, and units |
| Intent | 6 | Intent nodes | Build reusable enemy intent patterns and previews |
| Get | 19 | Get nodes | Read battle context, units, cards, statuses, piles, variables, event arguments, and collections |
| Operator | 22 | Operator nodes | Calculate, compare, filter, sort, select, merge, and convert data |
| FX | 7 + 2 Demo | FX nodes | Request VFX, SFX, animation, floating text, unit motion, and camera feedback; the Demo assembly registers 2 additional status-presentation nodes |
| Event | 2 | Event nodes | Raise an internal GCS event or a GES event |
| Group | 1 | Group node | Collapse a selected set of nodes into one reusable visual block; created with Ctrl + G or Cmd + G, not Add Node |
The counts resolve as follows:
- Core Add Node entries: 144
- Core
Groupnode: 1 - Core total: 145
- Demo FX extensions: 2
- Complete registry with Demo: 147
Choose by the job in the graph
Match the current graph task to a node family:
| Graph task | Family |
|---|---|
| Start behavior at a battle, turn, card, unit, status, energy, or event moment | Entry |
| Intercept a value before GCS commits it | Hook |
| Change battle state | Action |
| Read a live value or object | Get |
| Calculate, compare, or narrow data | Operator |
| Branch, repeat, wait, or sequence execution | Flow |
| Present the committed result | FX |
| Choose and preview an enemy behavior | Intent |
| Notify another system | Event |
| Display several configured nodes as one block | Group |
One graph normally combines several families; a card can start at On Card Played, resolve targets with Get and Operator nodes, commit gameplay with Action nodes, then present the committed result with FX nodes
Core nodes and extensions use the same menu
Custom nodes and Demo extensions are discovered through the same registry as core nodes; a registered node appears under the category named by its [FlowNode(category, displayName)] attribute, so an extension can join an existing family without creating a separate authoring workflow
Use Custom nodes for the extension contract; use the family manuals above when matching built-in naming, ports, defaults, and behavior