using System;
using MCPForUnity.Editor.Helpers;
using Newtonsoft.Json.Linq;
using UnityEditor;
using UnityEngine;
namespace MCPForUnity.Editor.Helpers
{
/// <summary>
/// Resolves Unity Objects by instruction (handles GameObjects, Components, Assets).
/// Extracted from ManageGameObject to eliminate cross-tool dependencies.
/// </summary>
public static class ObjectResolver
{
/// <summary>
/// Resolves any Unity Object by instruction.
/// </summary>
/// <typeparam name="T">The type of Unity Object to resolve</typeparam>
/// <param name="instruction">JObject with "find" (required), "method" (optional), "component" (optional)</param>
/// <returns>The resolved object, or null if not found</returns>
public static T Resolve<T>(JObject instruction) where T : UnityEngine.Object
{
return Resolve(instruction, typeof(T)) as T;
}
/// <summary>
/// Resolves any Unity Object by instruction.
/// </summary>
/// <param name="instruction">JObject with "find" (required), "method" (optional), "component" (optional)</param>
/// <param name="targetType">The type of Unity Object to resolve</param>
/// <returns>The resolved object, or null if not found</returns>
public static UnityEngine.Object Resolve(JObject instruction, Type targetType)
{
if (instruction == null)
return null;
string findTerm = instruction["find"]?.ToString();
string method = instruction["method"]?.ToString()?.ToLower();
string componentName = instruction["component"]?.ToString();
if (string.IsNullOrEmpty(findTerm))
{
McpLog.Warn("[ObjectResolver] Find instruction missing 'find' term.");
return null;
}
// Use a flexible default search method if none provided
string searchMethodToUse = string.IsNullOrEmpty(method) ? "by_id_or_name_or_path" : method;
// --- Asset Search ---
// Normalize path separators before checking asset paths
string normalizedPath = AssetPathUtility.NormalizeSeparators(findTerm);
// If the target is an asset type, try AssetDatabase first
if (IsAssetType(targetType) ||
(typeof(GameObject).IsAssignableFrom(targetType) && normalizedPath.StartsWith("Assets/")))
{
UnityEngine.Object asset = TryLoadAsset(normalizedPath, targetType);
if (asset != null)
return asset;
// If still not found, fall through to scene search
}
// --- Scene Object Search ---
GameObject foundGo = GameObjectLookup.FindByTarget(new JValue(findTerm), searchMethodToUse, includeInactive: false);
if (foundGo == null)
{
return null;
}
// Get the target object/component from the found GameObject
if (targetType == typeof(GameObject))
{
return foundGo;
}
else if (typeof(Component).IsAssignableFrom(targetType))
{
Type componentToGetType = targetType;
if (!string.IsNullOrEmpty(componentName))
{
Type specificCompType = GameObjectLookup.FindComponentType(componentName);
if (specificCompType != null && typeof(Component).IsAssignableFrom(specificCompType))
{
componentToGetType = specificCompType;
}
else
{
McpLog.Warn($"[ObjectResolver] Could not find component type '{componentName}'. Falling back to target type '{targetType.Name}'.");
}
}
Component foundComp = foundGo.GetComponent(componentToGetType);
if (foundComp == null)
{
McpLog.Warn($"[ObjectResolver] Found GameObject '{foundGo.name}' but could not find component of type '{componentToGetType.Name}'.");
}
return foundComp;
}
else
{
McpLog.Warn($"[ObjectResolver] Find instruction handling not implemented for target type: {targetType.Name}");
return null;
}
}
/// <summary>
/// Convenience method to resolve a GameObject.
/// </summary>
public static GameObject ResolveGameObject(JToken target, string searchMethod = null)
{
if (target == null)
return null;
// If target is a simple value, use GameObjectLookup directly
if (target.Type != JTokenType.Object)
{
return GameObjectLookup.FindByTarget(target, searchMethod ?? "by_id_or_name_or_path");
}
// If target is an instruction object
var instruction = target as JObject;
if (instruction != null)
{
return Resolve<GameObject>(instruction);
}
return null;
}
/// <summary>
/// Convenience method to resolve a Material.
/// </summary>
public static Material ResolveMaterial(string pathOrName)
{
if (string.IsNullOrEmpty(pathOrName))
return null;
var instruction = new JObject { ["find"] = pathOrName };
return Resolve<Material>(instruction);
}
/// <summary>
/// Convenience method to resolve a Texture.
/// </summary>
public static Texture ResolveTexture(string pathOrName)
{
if (string.IsNullOrEmpty(pathOrName))
return null;
var instruction = new JObject { ["find"] = pathOrName };
return Resolve<Texture>(instruction);
}
// --- Private Helpers ---
private static bool IsAssetType(Type type)
{
return typeof(Material).IsAssignableFrom(type) ||
typeof(Texture).IsAssignableFrom(type) ||
typeof(ScriptableObject).IsAssignableFrom(type) ||
type.FullName?.StartsWith("UnityEngine.U2D") == true ||
typeof(AudioClip).IsAssignableFrom(type) ||
typeof(AnimationClip).IsAssignableFrom(type) ||
typeof(Font).IsAssignableFrom(type) ||
typeof(Shader).IsAssignableFrom(type) ||
typeof(ComputeShader).IsAssignableFrom(type);
}
private static UnityEngine.Object TryLoadAsset(string findTerm, Type targetType)
{
// Try loading directly by path first
UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(findTerm, targetType);
if (asset != null)
return asset;
// Try generic load if type-specific failed
asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(findTerm);
if (asset != null && targetType.IsAssignableFrom(asset.GetType()))
return asset;
// Try finding by name/type using FindAssets
string searchFilter = $"t:{targetType.Name} {System.IO.Path.GetFileNameWithoutExtension(findTerm)}";
string[] guids = AssetDatabase.FindAssets(searchFilter);
if (guids.Length == 1)
{
asset = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guids[0]), targetType);
if (asset != null)
return asset;
}
else if (guids.Length > 1)
{
McpLog.Warn($"[ObjectResolver] Ambiguous asset find: Found {guids.Length} assets matching filter '{searchFilter}'. Provide a full path or unique name.");
return null;
}
return null;
}
}
}