#nullable disable
using System.Collections.Generic;
using MCPForUnity.Editor.Helpers;
using Newtonsoft.Json.Linq;
using UnityEditor;
using UnityEngine;
namespace MCPForUnity.Editor.Tools.GameObjects
{
internal static class GameObjectDelete
{
internal static object Handle(JToken targetToken, string searchMethod)
{
List<GameObject> targets = ManageGameObjectCommon.FindObjectsInternal(targetToken, searchMethod, true);
if (targets.Count == 0)
{
return new ErrorResponse($"Target GameObject(s) ('{targetToken}') not found using method '{searchMethod ?? "default"}'.");
}
List<object> deletedObjects = new List<object>();
foreach (var targetGo in targets)
{
if (targetGo != null)
{
string goName = targetGo.name;
int goId = targetGo.GetInstanceID();
// Note: Undo.DestroyObjectImmediate doesn't work reliably in test context,
// so we use Object.DestroyImmediate. This means delete isn't undoable.
// TODO: Investigate Undo.DestroyObjectImmediate behavior in Unity 2022+
Object.DestroyImmediate(targetGo);
deletedObjects.Add(new { name = goName, instanceID = goId });
}
}
if (deletedObjects.Count > 0)
{
string message =
targets.Count == 1
? $"GameObject '{((dynamic)deletedObjects[0]).name}' deleted successfully."
: $"{deletedObjects.Count} GameObjects deleted successfully.";
return new SuccessResponse(message, deletedObjects);
}
return new ErrorResponse("Failed to delete target GameObject(s).");
}
}
}