Can VS be used outside of Monobehavior and how it generate behavior?

I’m looking for a tool to compose complex card effects behavior. For now I have pretty working solution where I serialize “commands” in inspector (which can have complex content filled with some data or another commands) and write simple strategies classes to handle those commands. To do this I use [SerializeReference] with some 3rd party editor extension to bring polymorphism for inspector. However it obviously have downsides such as I have to write custom command / strategy for each calculations like add / multiply of int / float / etc.

I love how unity gives us to construct calculation flows in shader graph / VFX graph / other node based tools. But also unity (imho) insist too much on where things should happen like running visual script on component on gameobject, even their new “Behavior package” all about AI agents.

Perfectly I want a tool which would generate code I can use somewhere out of unity scene and gameobject / monobehaviors. So I have few questions to VS community:

  • can VS asset be used outside of gameobjects?
  • does VS create complex object or it generates code?
  • maybe you can advise some other tools / approaches?

VS is a fancy editor, the game object is specific to unity but as a whole a class with no dependancies on unity can be used outside unity.

There are plenty of node editing tools that can be purposed something like this, such as xNode: GitHub - Siccity/xNode: Unity Node Editor: Lets you view and edit node graphs inside Unity