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Node Overview

Guide

GCS provides 145 core FlowGraph nodes; the Demo assembly registers 2 additional FX nodes, so the shipped project exposes 147 nodes in total

Complete node references

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

FamilyCountComplete manualUse it for
Entry33Entry nodesStart execution after a battle, turn, card, unit, status, energy, or event moment
Hook18Hook nodesIntercept a value before GCS commits it, then replace or cancel it where supported
Flow10Flow nodesShape execution with branches, loops, sequences, choices, waits, switches, and gates
Action27Action nodesChange battle state, including damage, HP, armor, energy, cards, statuses, variables, turns, and units
Intent6Intent nodesBuild reusable enemy intent patterns and previews
Get19Get nodesRead battle context, units, cards, statuses, piles, variables, event arguments, and collections
Operator22Operator nodesCalculate, compare, filter, sort, select, merge, and convert data
FX7 + 2 DemoFX nodesRequest VFX, SFX, animation, floating text, unit motion, and camera feedback; the Demo assembly registers 2 additional status-presentation nodes
Event2Event nodesRaise an internal GCS event or a GES event
Group1Group nodeCollapse 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 Group node: 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 taskFamily
Start behavior at a battle, turn, card, unit, status, energy, or event momentEntry
Intercept a value before GCS commits itHook
Change battle stateAction
Read a live value or objectGet
Calculate, compare, or narrow dataOperator
Branch, repeat, wait, or sequence executionFlow
Present the committed resultFX
Choose and preview an enemy behaviorIntent
Notify another systemEvent
Display several configured nodes as one blockGroup

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