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ManageGameObject.cs119 kB
#nullable disable using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using MCPForUnity.Editor.Helpers; // For Response class using MCPForUnity.Runtime.Serialization; using Newtonsoft.Json; // Added for JsonSerializationException using Newtonsoft.Json.Linq; using UnityEditor; using UnityEditor.Compilation; // For CompilationPipeline using UnityEditor.SceneManagement; using UnityEditorInternal; using UnityEngine; using UnityEngine.SceneManagement; namespace MCPForUnity.Editor.Tools { /// <summary> /// Handles GameObject manipulation within the current scene (CRUD, find, components). /// </summary> [McpForUnityTool("manage_gameobject", AutoRegister = false)] public static class ManageGameObject { // Shared JsonSerializer to avoid per-call allocation overhead private static readonly JsonSerializer InputSerializer = JsonSerializer.Create(new JsonSerializerSettings { Converters = new List<JsonConverter> { new Vector3Converter(), new Vector2Converter(), new QuaternionConverter(), new ColorConverter(), new RectConverter(), new BoundsConverter(), new UnityEngineObjectConverter() } }); // --- Main Handler --- public static object HandleCommand(JObject @params) { if (@params == null) { return new ErrorResponse("Parameters cannot be null."); } string action = @params["action"]?.ToString().ToLower(); if (string.IsNullOrEmpty(action)) { return new ErrorResponse("Action parameter is required."); } // Parameters used by various actions JToken targetToken = @params["target"]; // Can be string (name/path) or int (instanceID) string searchMethod = @params["searchMethod"]?.ToString().ToLower(); // Get common parameters (consolidated) string name = @params["name"]?.ToString(); string tag = @params["tag"]?.ToString(); string layer = @params["layer"]?.ToString(); JToken parentToken = @params["parent"]; // --- Add parameter for controlling non-public field inclusion --- bool includeNonPublicSerialized = @params["includeNonPublicSerialized"]?.ToObject<bool>() ?? true; // Default to true // --- End add parameter --- // Coerce string JSON to JObject for 'componentProperties' if provided as a JSON string var componentPropsToken = @params["componentProperties"]; if (componentPropsToken != null && componentPropsToken.Type == JTokenType.String) { try { var parsed = JObject.Parse(componentPropsToken.ToString()); @params["componentProperties"] = parsed; } catch (Exception e) { Debug.LogWarning($"[ManageGameObject] Could not parse 'componentProperties' JSON string: {e.Message}"); } } // --- Prefab Redirection Check --- string targetPath = targetToken?.Type == JTokenType.String ? targetToken.ToString() : null; if ( !string.IsNullOrEmpty(targetPath) && targetPath.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase) ) { // Allow 'create' (instantiate), 'find' (?), 'get_components' (?) if (action == "modify" || action == "set_component_property") { Debug.Log( $"[ManageGameObject->ManageAsset] Redirecting action '{action}' for prefab '{targetPath}' to ManageAsset." ); // Prepare params for ManageAsset.ModifyAsset JObject assetParams = new JObject(); assetParams["action"] = "modify"; // ManageAsset uses "modify" assetParams["path"] = targetPath; // Extract properties. // For 'set_component_property', combine componentName and componentProperties. // For 'modify', directly use componentProperties. JObject properties = null; if (action == "set_component_property") { string compName = @params["componentName"]?.ToString(); JObject compProps = @params["componentProperties"]?[compName] as JObject; // Handle potential nesting if (string.IsNullOrEmpty(compName)) return new ErrorResponse( "Missing 'componentName' for 'set_component_property' on prefab." ); if (compProps == null) return new ErrorResponse( $"Missing or invalid 'componentProperties' for component '{compName}' for 'set_component_property' on prefab." ); properties = new JObject(); properties[compName] = compProps; } else // action == "modify" { properties = @params["componentProperties"] as JObject; if (properties == null) return new ErrorResponse( "Missing 'componentProperties' for 'modify' action on prefab." ); } assetParams["properties"] = properties; // Call ManageAsset handler return ManageAsset.HandleCommand(assetParams); } else if ( action == "delete" || action == "add_component" || action == "remove_component" || action == "get_components" ) // Added get_components here too { // Explicitly block other modifications on the prefab asset itself via manage_gameobject return new ErrorResponse( $"Action '{action}' on a prefab asset ('{targetPath}') should be performed using the 'manage_asset' command." ); } // Allow 'create' (instantiation) and 'find' to proceed, although finding a prefab asset by path might be less common via manage_gameobject. // No specific handling needed here, the code below will run. } // --- End Prefab Redirection Check --- try { switch (action) { case "create": return CreateGameObject(@params); case "modify": return ModifyGameObject(@params, targetToken, searchMethod); case "delete": return DeleteGameObject(targetToken, searchMethod); case "find": return FindGameObjects(@params, targetToken, searchMethod); case "get_components": string getCompTarget = targetToken?.ToString(); // Expect name, path, or ID string if (getCompTarget == null) return new ErrorResponse( "'target' parameter required for get_components." ); // Pass the includeNonPublicSerialized flag here return GetComponentsFromTarget(getCompTarget, searchMethod, includeNonPublicSerialized); case "get_component": string getSingleCompTarget = targetToken?.ToString(); if (getSingleCompTarget == null) return new ErrorResponse( "'target' parameter required for get_component." ); string componentName = @params["componentName"]?.ToString(); if (string.IsNullOrEmpty(componentName)) return new ErrorResponse( "'componentName' parameter required for get_component." ); return GetSingleComponentFromTarget(getSingleCompTarget, searchMethod, componentName, includeNonPublicSerialized); case "add_component": return AddComponentToTarget(@params, targetToken, searchMethod); case "remove_component": return RemoveComponentFromTarget(@params, targetToken, searchMethod); case "set_component_property": return SetComponentPropertyOnTarget(@params, targetToken, searchMethod); default: return new ErrorResponse($"Unknown action: '{action}'."); } } catch (Exception e) { Debug.LogError($"[ManageGameObject] Action '{action}' failed: {e}"); return new ErrorResponse($"Internal error processing action '{action}': {e.Message}"); } } // --- Action Implementations --- private static object CreateGameObject(JObject @params) { string name = @params["name"]?.ToString(); if (string.IsNullOrEmpty(name)) { return new ErrorResponse("'name' parameter is required for 'create' action."); } // Get prefab creation parameters bool saveAsPrefab = @params["saveAsPrefab"]?.ToObject<bool>() ?? false; string prefabPath = @params["prefabPath"]?.ToString(); string tag = @params["tag"]?.ToString(); // Get tag for creation string primitiveType = @params["primitiveType"]?.ToString(); // Keep primitiveType check GameObject newGo = null; // Initialize as null // --- Try Instantiating Prefab First --- string originalPrefabPath = prefabPath; // Keep original for messages if (!string.IsNullOrEmpty(prefabPath)) { // If no extension, search for the prefab by name if ( !prefabPath.Contains("/") && !prefabPath.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase) ) { string prefabNameOnly = prefabPath; Debug.Log( $"[ManageGameObject.Create] Searching for prefab named: '{prefabNameOnly}'" ); string[] guids = AssetDatabase.FindAssets($"t:Prefab {prefabNameOnly}"); if (guids.Length == 0) { return new ErrorResponse( $"Prefab named '{prefabNameOnly}' not found anywhere in the project." ); } else if (guids.Length > 1) { string foundPaths = string.Join( ", ", guids.Select(g => AssetDatabase.GUIDToAssetPath(g)) ); return new ErrorResponse( $"Multiple prefabs found matching name '{prefabNameOnly}': {foundPaths}. Please provide a more specific path." ); } else // Exactly one found { prefabPath = AssetDatabase.GUIDToAssetPath(guids[0]); // Update prefabPath with the full path Debug.Log( $"[ManageGameObject.Create] Found unique prefab at path: '{prefabPath}'" ); } } else if (!prefabPath.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase)) { // If it looks like a path but doesn't end with .prefab, assume user forgot it and append it. Debug.LogWarning( $"[ManageGameObject.Create] Provided prefabPath '{prefabPath}' does not end with .prefab. Assuming it's missing and appending." ); prefabPath += ".prefab"; // Note: This path might still not exist, AssetDatabase.LoadAssetAtPath will handle that. } // The logic above now handles finding or assuming the .prefab extension. GameObject prefabAsset = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath); if (prefabAsset != null) { try { // Instantiate the prefab, initially place it at the root // Parent will be set later if specified newGo = PrefabUtility.InstantiatePrefab(prefabAsset) as GameObject; if (newGo == null) { // This might happen if the asset exists but isn't a valid GameObject prefab somehow Debug.LogError( $"[ManageGameObject.Create] Failed to instantiate prefab at '{prefabPath}', asset might be corrupted or not a GameObject." ); return new ErrorResponse( $"Failed to instantiate prefab at '{prefabPath}'." ); } // Name the instance based on the 'name' parameter, not the prefab's default name if (!string.IsNullOrEmpty(name)) { newGo.name = name; } // Register Undo for prefab instantiation Undo.RegisterCreatedObjectUndo( newGo, $"Instantiate Prefab '{prefabAsset.name}' as '{newGo.name}'" ); Debug.Log( $"[ManageGameObject.Create] Instantiated prefab '{prefabAsset.name}' from path '{prefabPath}' as '{newGo.name}'." ); } catch (Exception e) { return new ErrorResponse( $"Error instantiating prefab '{prefabPath}': {e.Message}" ); } } else { // Only return error if prefabPath was specified but not found. // If prefabPath was empty/null, we proceed to create primitive/empty. Debug.LogWarning( $"[ManageGameObject.Create] Prefab asset not found at path: '{prefabPath}'. Will proceed to create new object if specified." ); // Do not return error here, allow fallback to primitive/empty creation } } // --- Fallback: Create Primitive or Empty GameObject --- bool createdNewObject = false; // Flag to track if we created (not instantiated) if (newGo == null) // Only proceed if prefab instantiation didn't happen { if (!string.IsNullOrEmpty(primitiveType)) { try { PrimitiveType type = (PrimitiveType) Enum.Parse(typeof(PrimitiveType), primitiveType, true); newGo = GameObject.CreatePrimitive(type); // Set name *after* creation for primitives if (!string.IsNullOrEmpty(name)) { newGo.name = name; } else { UnityEngine.Object.DestroyImmediate(newGo); // cleanup leak return new ErrorResponse( "'name' parameter is required when creating a primitive." ); } createdNewObject = true; } catch (ArgumentException) { return new ErrorResponse( $"Invalid primitive type: '{primitiveType}'. Valid types: {string.Join(", ", Enum.GetNames(typeof(PrimitiveType)))}" ); } catch (Exception e) { return new ErrorResponse( $"Failed to create primitive '{primitiveType}': {e.Message}" ); } } else // Create empty GameObject { if (string.IsNullOrEmpty(name)) { return new ErrorResponse( "'name' parameter is required for 'create' action when not instantiating a prefab or creating a primitive." ); } newGo = new GameObject(name); createdNewObject = true; } // Record creation for Undo *only* if we created a new object if (createdNewObject) { Undo.RegisterCreatedObjectUndo(newGo, $"Create GameObject '{newGo.name}'"); } } // --- Common Setup (Parent, Transform, Tag, Components) - Applied AFTER object exists --- if (newGo == null) { // Should theoretically not happen if logic above is correct, but safety check. return new ErrorResponse("Failed to create or instantiate the GameObject."); } // Record potential changes to the existing prefab instance or the new GO // Record transform separately in case parent changes affect it Undo.RecordObject(newGo.transform, "Set GameObject Transform"); Undo.RecordObject(newGo, "Set GameObject Properties"); // Set Parent JToken parentToken = @params["parent"]; if (parentToken != null) { GameObject parentGo = FindObjectInternal(parentToken, "by_id_or_name_or_path"); // Flexible parent finding if (parentGo == null) { UnityEngine.Object.DestroyImmediate(newGo); // Clean up created object return new ErrorResponse($"Parent specified ('{parentToken}') but not found."); } newGo.transform.SetParent(parentGo.transform, true); // worldPositionStays = true } // Set Transform Vector3? position = ParseVector3(@params["position"] as JArray); Vector3? rotation = ParseVector3(@params["rotation"] as JArray); Vector3? scale = ParseVector3(@params["scale"] as JArray); if (position.HasValue) newGo.transform.localPosition = position.Value; if (rotation.HasValue) newGo.transform.localEulerAngles = rotation.Value; if (scale.HasValue) newGo.transform.localScale = scale.Value; // Set Tag (added for create action) if (!string.IsNullOrEmpty(tag)) { // Similar logic as in ModifyGameObject for setting/creating tags string tagToSet = string.IsNullOrEmpty(tag) ? "Untagged" : tag; try { newGo.tag = tagToSet; } catch (UnityException ex) { if (ex.Message.Contains("is not defined")) { Debug.LogWarning( $"[ManageGameObject.Create] Tag '{tagToSet}' not found. Attempting to create it." ); try { InternalEditorUtility.AddTag(tagToSet); newGo.tag = tagToSet; // Retry Debug.Log( $"[ManageGameObject.Create] Tag '{tagToSet}' created and assigned successfully." ); } catch (Exception innerEx) { UnityEngine.Object.DestroyImmediate(newGo); // Clean up return new ErrorResponse( $"Failed to create or assign tag '{tagToSet}' during creation: {innerEx.Message}." ); } } else { UnityEngine.Object.DestroyImmediate(newGo); // Clean up return new ErrorResponse( $"Failed to set tag to '{tagToSet}' during creation: {ex.Message}." ); } } } // Set Layer (new for create action) string layerName = @params["layer"]?.ToString(); if (!string.IsNullOrEmpty(layerName)) { int layerId = LayerMask.NameToLayer(layerName); if (layerId != -1) { newGo.layer = layerId; } else { Debug.LogWarning( $"[ManageGameObject.Create] Layer '{layerName}' not found. Using default layer." ); } } // Add Components if (@params["componentsToAdd"] is JArray componentsToAddArray) { foreach (var compToken in componentsToAddArray) { string typeName = null; JObject properties = null; if (compToken.Type == JTokenType.String) { typeName = compToken.ToString(); } else if (compToken is JObject compObj) { typeName = compObj["typeName"]?.ToString(); properties = compObj["properties"] as JObject; } if (!string.IsNullOrEmpty(typeName)) { var addResult = AddComponentInternal(newGo, typeName, properties); if (addResult != null) // Check if AddComponentInternal returned an error object { UnityEngine.Object.DestroyImmediate(newGo); // Clean up return addResult; // Return the error response } } else { Debug.LogWarning( $"[ManageGameObject] Invalid component format in componentsToAdd: {compToken}" ); } } } // Save as Prefab ONLY if we *created* a new object AND saveAsPrefab is true GameObject finalInstance = newGo; // Use this for selection and return data if (createdNewObject && saveAsPrefab) { string finalPrefabPath = prefabPath; // Use a separate variable for saving path // This check should now happen *before* attempting to save if (string.IsNullOrEmpty(finalPrefabPath)) { // Clean up the created object before returning error UnityEngine.Object.DestroyImmediate(newGo); return new ErrorResponse( "'prefabPath' is required when 'saveAsPrefab' is true and creating a new object." ); } // Ensure the *saving* path ends with .prefab if (!finalPrefabPath.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase)) { Debug.Log( $"[ManageGameObject.Create] Appending .prefab extension to save path: '{finalPrefabPath}' -> '{finalPrefabPath}.prefab'" ); finalPrefabPath += ".prefab"; } try { // Ensure directory exists using the final saving path string directoryPath = System.IO.Path.GetDirectoryName(finalPrefabPath); if ( !string.IsNullOrEmpty(directoryPath) && !System.IO.Directory.Exists(directoryPath) ) { System.IO.Directory.CreateDirectory(directoryPath); AssetDatabase.Refresh(); // Refresh asset database to recognize the new folder Debug.Log( $"[ManageGameObject.Create] Created directory for prefab: {directoryPath}" ); } // Use SaveAsPrefabAssetAndConnect with the final saving path finalInstance = PrefabUtility.SaveAsPrefabAssetAndConnect( newGo, finalPrefabPath, InteractionMode.UserAction ); if (finalInstance == null) { // Destroy the original if saving failed somehow (shouldn't usually happen if path is valid) UnityEngine.Object.DestroyImmediate(newGo); return new ErrorResponse( $"Failed to save GameObject '{name}' as prefab at '{finalPrefabPath}'. Check path and permissions." ); } Debug.Log( $"[ManageGameObject.Create] GameObject '{name}' saved as prefab to '{finalPrefabPath}' and instance connected." ); // Mark the new prefab asset as dirty? Not usually necessary, SaveAsPrefabAsset handles it. // EditorUtility.SetDirty(finalInstance); // Instance is handled by SaveAsPrefabAssetAndConnect } catch (Exception e) { // Clean up the instance if prefab saving fails UnityEngine.Object.DestroyImmediate(newGo); // Destroy the original attempt return new ErrorResponse($"Error saving prefab '{finalPrefabPath}': {e.Message}"); } } // Select the instance in the scene (either prefab instance or newly created/saved one) Selection.activeGameObject = finalInstance; // Determine appropriate success message using the potentially updated or original path string messagePrefabPath = finalInstance == null ? originalPrefabPath : AssetDatabase.GetAssetPath( PrefabUtility.GetCorrespondingObjectFromSource(finalInstance) ?? (UnityEngine.Object)finalInstance ); string successMessage; if (!createdNewObject && !string.IsNullOrEmpty(messagePrefabPath)) // Instantiated existing prefab { successMessage = $"Prefab '{messagePrefabPath}' instantiated successfully as '{finalInstance.name}'."; } else if (createdNewObject && saveAsPrefab && !string.IsNullOrEmpty(messagePrefabPath)) // Created new and saved as prefab { successMessage = $"GameObject '{finalInstance.name}' created and saved as prefab to '{messagePrefabPath}'."; } else // Created new primitive or empty GO, didn't save as prefab { successMessage = $"GameObject '{finalInstance.name}' created successfully in scene."; } // Use the new serializer helper //return new SuccessResponse(successMessage, GetGameObjectData(finalInstance)); return new SuccessResponse(successMessage, Helpers.GameObjectSerializer.GetGameObjectData(finalInstance)); } private static object ModifyGameObject( JObject @params, JToken targetToken, string searchMethod ) { GameObject targetGo = FindObjectInternal(targetToken, searchMethod); if (targetGo == null) { return new ErrorResponse( $"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? "default"}'." ); } // Record state for Undo *before* modifications Undo.RecordObject(targetGo.transform, "Modify GameObject Transform"); Undo.RecordObject(targetGo, "Modify GameObject Properties"); bool modified = false; // Rename (using consolidated 'name' parameter) string name = @params["name"]?.ToString(); if (!string.IsNullOrEmpty(name) && targetGo.name != name) { targetGo.name = name; modified = true; } // Change Parent (using consolidated 'parent' parameter) JToken parentToken = @params["parent"]; if (parentToken != null) { GameObject newParentGo = FindObjectInternal(parentToken, "by_id_or_name_or_path"); // Check for hierarchy loops if ( newParentGo == null && !( parentToken.Type == JTokenType.Null || ( parentToken.Type == JTokenType.String && string.IsNullOrEmpty(parentToken.ToString()) ) ) ) { return new ErrorResponse($"New parent ('{parentToken}') not found."); } if (newParentGo != null && newParentGo.transform.IsChildOf(targetGo.transform)) { return new ErrorResponse( $"Cannot parent '{targetGo.name}' to '{newParentGo.name}', as it would create a hierarchy loop." ); } if (targetGo.transform.parent != (newParentGo?.transform)) { targetGo.transform.SetParent(newParentGo?.transform, true); // worldPositionStays = true modified = true; } } // Set Active State bool? setActive = @params["setActive"]?.ToObject<bool?>(); if (setActive.HasValue && targetGo.activeSelf != setActive.Value) { targetGo.SetActive(setActive.Value); modified = true; } // Change Tag (using consolidated 'tag' parameter) string tag = @params["tag"]?.ToString(); // Only attempt to change tag if a non-null tag is provided and it's different from the current one. // Allow setting an empty string to remove the tag (Unity uses "Untagged"). if (tag != null && targetGo.tag != tag) { // Ensure the tag is not empty, if empty, it means "Untagged" implicitly string tagToSet = string.IsNullOrEmpty(tag) ? "Untagged" : tag; try { targetGo.tag = tagToSet; modified = true; } catch (UnityException ex) { // Check if the error is specifically because the tag doesn't exist if (ex.Message.Contains("is not defined")) { Debug.LogWarning( $"[ManageGameObject] Tag '{tagToSet}' not found. Attempting to create it." ); try { // Attempt to create the tag using internal utility InternalEditorUtility.AddTag(tagToSet); // Wait a frame maybe? Not strictly necessary but sometimes helps editor updates. // yield return null; // Cannot yield here, editor script limitation // Retry setting the tag immediately after creation targetGo.tag = tagToSet; modified = true; Debug.Log( $"[ManageGameObject] Tag '{tagToSet}' created and assigned successfully." ); } catch (Exception innerEx) { // Handle failure during tag creation or the second assignment attempt Debug.LogError( $"[ManageGameObject] Failed to create or assign tag '{tagToSet}' after attempting creation: {innerEx.Message}" ); return new ErrorResponse( $"Failed to create or assign tag '{tagToSet}': {innerEx.Message}. Check Tag Manager and permissions." ); } } else { // If the exception was for a different reason, return the original error return new ErrorResponse($"Failed to set tag to '{tagToSet}': {ex.Message}."); } } } // Change Layer (using consolidated 'layer' parameter) string layerName = @params["layer"]?.ToString(); if (!string.IsNullOrEmpty(layerName)) { int layerId = LayerMask.NameToLayer(layerName); if (layerId == -1 && layerName != "Default") { return new ErrorResponse( $"Invalid layer specified: '{layerName}'. Use a valid layer name." ); } if (layerId != -1 && targetGo.layer != layerId) { targetGo.layer = layerId; modified = true; } } // Transform Modifications Vector3? position = ParseVector3(@params["position"] as JArray); Vector3? rotation = ParseVector3(@params["rotation"] as JArray); Vector3? scale = ParseVector3(@params["scale"] as JArray); if (position.HasValue && targetGo.transform.localPosition != position.Value) { targetGo.transform.localPosition = position.Value; modified = true; } if (rotation.HasValue && targetGo.transform.localEulerAngles != rotation.Value) { targetGo.transform.localEulerAngles = rotation.Value; modified = true; } if (scale.HasValue && targetGo.transform.localScale != scale.Value) { targetGo.transform.localScale = scale.Value; modified = true; } // --- Component Modifications --- // Note: These might need more specific Undo recording per component // Remove Components if (@params["componentsToRemove"] is JArray componentsToRemoveArray) { foreach (var compToken in componentsToRemoveArray) { // ... (parsing logic as in CreateGameObject) ... string typeName = compToken.ToString(); if (!string.IsNullOrEmpty(typeName)) { var removeResult = RemoveComponentInternal(targetGo, typeName); if (removeResult != null) return removeResult; // Return error if removal failed modified = true; } } } // Add Components (similar to create) if (@params["componentsToAdd"] is JArray componentsToAddArrayModify) { foreach (var compToken in componentsToAddArrayModify) { string typeName = null; JObject properties = null; if (compToken.Type == JTokenType.String) typeName = compToken.ToString(); else if (compToken is JObject compObj) { typeName = compObj["typeName"]?.ToString(); properties = compObj["properties"] as JObject; } if (!string.IsNullOrEmpty(typeName)) { var addResult = AddComponentInternal(targetGo, typeName, properties); if (addResult != null) return addResult; modified = true; } } } // Set Component Properties var componentErrors = new List<object>(); if (@params["componentProperties"] is JObject componentPropertiesObj) { foreach (var prop in componentPropertiesObj.Properties()) { string compName = prop.Name; JObject propertiesToSet = prop.Value as JObject; if (propertiesToSet != null) { var setResult = SetComponentPropertiesInternal( targetGo, compName, propertiesToSet ); if (setResult != null) { componentErrors.Add(setResult); } else { modified = true; } } } } // Return component errors if any occurred (after processing all components) if (componentErrors.Count > 0) { // Aggregate flattened error strings to make tests/API assertions simpler var aggregatedErrors = new System.Collections.Generic.List<string>(); foreach (var errorObj in componentErrors) { try { var dataProp = errorObj?.GetType().GetProperty("data"); var dataVal = dataProp?.GetValue(errorObj); if (dataVal != null) { var errorsProp = dataVal.GetType().GetProperty("errors"); var errorsEnum = errorsProp?.GetValue(dataVal) as System.Collections.IEnumerable; if (errorsEnum != null) { foreach (var item in errorsEnum) { var s = item?.ToString(); if (!string.IsNullOrEmpty(s)) aggregatedErrors.Add(s); } } } } catch { } } return new ErrorResponse( $"One or more component property operations failed on '{targetGo.name}'.", new { componentErrors = componentErrors, errors = aggregatedErrors } ); } if (!modified) { // Use the new serializer helper // return new SuccessResponse( // $"No modifications applied to GameObject '{targetGo.name}'.", // GetGameObjectData(targetGo)); return new SuccessResponse( $"No modifications applied to GameObject '{targetGo.name}'.", Helpers.GameObjectSerializer.GetGameObjectData(targetGo) ); } EditorUtility.SetDirty(targetGo); // Mark scene as dirty // Use the new serializer helper return new SuccessResponse( $"GameObject '{targetGo.name}' modified successfully.", Helpers.GameObjectSerializer.GetGameObjectData(targetGo) ); // return new SuccessResponse( // $"GameObject '{targetGo.name}' modified successfully.", // GetGameObjectData(targetGo)); } private static object DeleteGameObject(JToken targetToken, string searchMethod) { // Find potentially multiple objects if name/tag search is used without find_all=false implicitly List<GameObject> targets = FindObjectsInternal(targetToken, searchMethod, true); // find_all=true for delete safety 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(); // Use Undo.DestroyObjectImmediate for undo support Undo.DestroyObjectImmediate(targetGo); deletedObjects.Add(new { name = goName, instanceID = goId }); } } if (deletedObjects.Count > 0) { string message = targets.Count == 1 ? $"GameObject '{deletedObjects[0].GetType().GetProperty("name").GetValue(deletedObjects[0])}' deleted successfully." : $"{deletedObjects.Count} GameObjects deleted successfully."; return new SuccessResponse(message, deletedObjects); } else { // Should not happen if targets.Count > 0 initially, but defensive check return new ErrorResponse("Failed to delete target GameObject(s)."); } } private static object FindGameObjects( JObject @params, JToken targetToken, string searchMethod ) { bool findAll = @params["findAll"]?.ToObject<bool>() ?? false; List<GameObject> foundObjects = FindObjectsInternal( targetToken, searchMethod, findAll, @params ); if (foundObjects.Count == 0) { return new SuccessResponse("No matching GameObjects found.", new List<object>()); } // Use the new serializer helper //var results = foundObjects.Select(go => GetGameObjectData(go)).ToList(); var results = foundObjects.Select(go => Helpers.GameObjectSerializer.GetGameObjectData(go)).ToList(); return new SuccessResponse($"Found {results.Count} GameObject(s).", results); } private static object GetComponentsFromTarget(string target, string searchMethod, bool includeNonPublicSerialized = true) { GameObject targetGo = FindObjectInternal(target, searchMethod); if (targetGo == null) { return new ErrorResponse( $"Target GameObject ('{target}') not found using method '{searchMethod ?? "default"}'." ); } try { // --- Get components, immediately copy to list, and null original array --- Component[] originalComponents = targetGo.GetComponents<Component>(); List<Component> componentsToIterate = new List<Component>(originalComponents ?? Array.Empty<Component>()); // Copy immediately, handle null case int componentCount = componentsToIterate.Count; originalComponents = null; // Null the original reference // Debug.Log($"[GetComponentsFromTarget] Found {componentCount} components on {targetGo.name}. Copied to list, nulled original. Starting REVERSE for loop..."); // --- End Copy and Null --- var componentData = new List<object>(); for (int i = componentCount - 1; i >= 0; i--) // Iterate backwards over the COPY { Component c = componentsToIterate[i]; // Use the copy if (c == null) { // Debug.LogWarning($"[GetComponentsFromTarget REVERSE for] Encountered a null component at index {i} on {targetGo.name}. Skipping."); continue; // Safety check } // Debug.Log($"[GetComponentsFromTarget REVERSE for] Processing component: {c.GetType()?.FullName ?? "null"} (ID: {c.GetInstanceID()}) at index {i} on {targetGo.name}"); try { var data = Helpers.GameObjectSerializer.GetComponentData(c, includeNonPublicSerialized); if (data != null) // Ensure GetComponentData didn't return null { componentData.Insert(0, data); // Insert at beginning to maintain original order in final list } // else // { // Debug.LogWarning($"[GetComponentsFromTarget REVERSE for] GetComponentData returned null for component {c.GetType().FullName} (ID: {c.GetInstanceID()}) on {targetGo.name}. Skipping addition."); // } } catch (Exception ex) { Debug.LogError($"[GetComponentsFromTarget REVERSE for] Error processing component {c.GetType().FullName} (ID: {c.GetInstanceID()}) on {targetGo.name}: {ex.Message}\n{ex.StackTrace}"); // Optionally add placeholder data or just skip componentData.Insert(0, new JObject( // Insert error marker at beginning new JProperty("typeName", c.GetType().FullName + " (Serialization Error)"), new JProperty("instanceID", c.GetInstanceID()), new JProperty("error", ex.Message) )); } } // Debug.Log($"[GetComponentsFromTarget] Finished REVERSE for loop."); // Cleanup the list we created componentsToIterate.Clear(); componentsToIterate = null; return new SuccessResponse( $"Retrieved {componentData.Count} components from '{targetGo.name}'.", componentData // List was built in original order ); } catch (Exception e) { return new ErrorResponse( $"Error getting components from '{targetGo.name}': {e.Message}" ); } } private static object GetSingleComponentFromTarget(string target, string searchMethod, string componentName, bool includeNonPublicSerialized = true) { GameObject targetGo = FindObjectInternal(target, searchMethod); if (targetGo == null) { return new ErrorResponse( $"Target GameObject ('{target}') not found using method '{searchMethod ?? "default"}'." ); } try { // Try to find the component by name Component targetComponent = targetGo.GetComponent(componentName); // If not found directly, try to find by type name (handle namespaces) if (targetComponent == null) { Component[] allComponents = targetGo.GetComponents<Component>(); foreach (Component comp in allComponents) { if (comp != null) { string typeName = comp.GetType().Name; string fullTypeName = comp.GetType().FullName; if (typeName == componentName || fullTypeName == componentName) { targetComponent = comp; break; } } } } if (targetComponent == null) { return new ErrorResponse( $"Component '{componentName}' not found on GameObject '{targetGo.name}'." ); } var componentData = Helpers.GameObjectSerializer.GetComponentData(targetComponent, includeNonPublicSerialized); if (componentData == null) { return new ErrorResponse( $"Failed to serialize component '{componentName}' on GameObject '{targetGo.name}'." ); } return new SuccessResponse( $"Retrieved component '{componentName}' from '{targetGo.name}'.", componentData ); } catch (Exception e) { return new ErrorResponse( $"Error getting component '{componentName}' from '{targetGo.name}': {e.Message}" ); } } private static object AddComponentToTarget( JObject @params, JToken targetToken, string searchMethod ) { GameObject targetGo = FindObjectInternal(targetToken, searchMethod); if (targetGo == null) { return new ErrorResponse( $"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? "default"}'." ); } string typeName = null; JObject properties = null; // Allow adding component specified directly or via componentsToAdd array (take first) if (@params["componentName"] != null) { typeName = @params["componentName"]?.ToString(); properties = @params["componentProperties"]?[typeName] as JObject; // Check if props are nested under name } else if ( @params["componentsToAdd"] is JArray componentsToAddArray && componentsToAddArray.Count > 0 ) { var compToken = componentsToAddArray.First; if (compToken.Type == JTokenType.String) typeName = compToken.ToString(); else if (compToken is JObject compObj) { typeName = compObj["typeName"]?.ToString(); properties = compObj["properties"] as JObject; } } if (string.IsNullOrEmpty(typeName)) { return new ErrorResponse( "Component type name ('componentName' or first element in 'componentsToAdd') is required." ); } var addResult = AddComponentInternal(targetGo, typeName, properties); if (addResult != null) return addResult; // Return error EditorUtility.SetDirty(targetGo); // Use the new serializer helper return new SuccessResponse( $"Component '{typeName}' added to '{targetGo.name}'.", Helpers.GameObjectSerializer.GetGameObjectData(targetGo) ); // Return updated GO data } private static object RemoveComponentFromTarget( JObject @params, JToken targetToken, string searchMethod ) { GameObject targetGo = FindObjectInternal(targetToken, searchMethod); if (targetGo == null) { return new ErrorResponse( $"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? "default"}'." ); } string typeName = null; // Allow removing component specified directly or via componentsToRemove array (take first) if (@params["componentName"] != null) { typeName = @params["componentName"]?.ToString(); } else if ( @params["componentsToRemove"] is JArray componentsToRemoveArray && componentsToRemoveArray.Count > 0 ) { typeName = componentsToRemoveArray.First?.ToString(); } if (string.IsNullOrEmpty(typeName)) { return new ErrorResponse( "Component type name ('componentName' or first element in 'componentsToRemove') is required." ); } var removeResult = RemoveComponentInternal(targetGo, typeName); if (removeResult != null) return removeResult; // Return error EditorUtility.SetDirty(targetGo); // Use the new serializer helper return new SuccessResponse( $"Component '{typeName}' removed from '{targetGo.name}'.", Helpers.GameObjectSerializer.GetGameObjectData(targetGo) ); } private static object SetComponentPropertyOnTarget( JObject @params, JToken targetToken, string searchMethod ) { GameObject targetGo = FindObjectInternal(targetToken, searchMethod); if (targetGo == null) { return new ErrorResponse( $"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? "default"}'." ); } string compName = @params["componentName"]?.ToString(); JObject propertiesToSet = null; if (!string.IsNullOrEmpty(compName)) { // Properties might be directly under componentProperties or nested under the component name if (@params["componentProperties"] is JObject compProps) { propertiesToSet = compProps[compName] as JObject ?? compProps; // Allow flat or nested structure } } else { return new ErrorResponse("'componentName' parameter is required."); } if (propertiesToSet == null || !propertiesToSet.HasValues) { return new ErrorResponse( "'componentProperties' dictionary for the specified component is required and cannot be empty." ); } var setResult = SetComponentPropertiesInternal(targetGo, compName, propertiesToSet); if (setResult != null) return setResult; // Return error EditorUtility.SetDirty(targetGo); // Use the new serializer helper return new SuccessResponse( $"Properties set for component '{compName}' on '{targetGo.name}'.", Helpers.GameObjectSerializer.GetGameObjectData(targetGo) ); } // --- Internal Helpers --- /// <summary> /// Parses a JArray like [x, y, z] into a Vector3. /// </summary> private static Vector3? ParseVector3(JArray array) { if (array != null && array.Count == 3) { try { return new Vector3( array[0].ToObject<float>(), array[1].ToObject<float>(), array[2].ToObject<float>() ); } catch (Exception ex) { Debug.LogWarning($"Failed to parse JArray as Vector3: {array}. Error: {ex.Message}"); } } return null; } /// <summary> /// Finds a single GameObject based on token (ID, name, path) and search method. /// </summary> private static GameObject FindObjectInternal( JToken targetToken, string searchMethod, JObject findParams = null ) { // If find_all is not explicitly false, we still want only one for most single-target operations. bool findAll = findParams?["findAll"]?.ToObject<bool>() ?? false; // If a specific target ID is given, always find just that one. if ( targetToken?.Type == JTokenType.Integer || (searchMethod == "by_id" && int.TryParse(targetToken?.ToString(), out _)) ) { findAll = false; } List<GameObject> results = FindObjectsInternal( targetToken, searchMethod, findAll, findParams ); return results.Count > 0 ? results[0] : null; } /// <summary> /// Core logic for finding GameObjects based on various criteria. /// </summary> private static List<GameObject> FindObjectsInternal( JToken targetToken, string searchMethod, bool findAll, JObject findParams = null ) { List<GameObject> results = new List<GameObject>(); string searchTerm = findParams?["searchTerm"]?.ToString() ?? targetToken?.ToString(); // Use searchTerm if provided, else the target itself bool searchInChildren = findParams?["searchInChildren"]?.ToObject<bool>() ?? false; bool searchInactive = findParams?["searchInactive"]?.ToObject<bool>() ?? false; // Default search method if not specified if (string.IsNullOrEmpty(searchMethod)) { if (targetToken?.Type == JTokenType.Integer) searchMethod = "by_id"; else if (!string.IsNullOrEmpty(searchTerm) && searchTerm.Contains('/')) searchMethod = "by_path"; else searchMethod = "by_name"; // Default fallback } GameObject rootSearchObject = null; // If searching in children, find the initial target first if (searchInChildren && targetToken != null) { rootSearchObject = FindObjectInternal(targetToken, "by_id_or_name_or_path"); // Find the root for child search if (rootSearchObject == null) { Debug.LogWarning( $"[ManageGameObject.Find] Root object '{targetToken}' for child search not found." ); return results; // Return empty if root not found } } switch (searchMethod) { case "by_id": if (int.TryParse(searchTerm, out int instanceId)) { // EditorUtility.InstanceIDToObject is slow, iterate manually if possible // GameObject obj = EditorUtility.InstanceIDToObject(instanceId) as GameObject; var allObjects = GetAllSceneObjects(searchInactive); // More efficient GameObject obj = allObjects.FirstOrDefault(go => go.GetInstanceID() == instanceId ); if (obj != null) results.Add(obj); } break; case "by_name": var searchPoolName = rootSearchObject ? rootSearchObject .GetComponentsInChildren<Transform>(searchInactive) .Select(t => t.gameObject) : GetAllSceneObjects(searchInactive); results.AddRange(searchPoolName.Where(go => go.name == searchTerm)); break; case "by_path": // Path is relative to scene root or rootSearchObject Transform foundTransform = rootSearchObject ? rootSearchObject.transform.Find(searchTerm) : GameObject.Find(searchTerm)?.transform; if (foundTransform != null) results.Add(foundTransform.gameObject); break; case "by_tag": var searchPoolTag = rootSearchObject ? rootSearchObject .GetComponentsInChildren<Transform>(searchInactive) .Select(t => t.gameObject) : GetAllSceneObjects(searchInactive); results.AddRange(searchPoolTag.Where(go => go.CompareTag(searchTerm))); break; case "by_layer": var searchPoolLayer = rootSearchObject ? rootSearchObject .GetComponentsInChildren<Transform>(searchInactive) .Select(t => t.gameObject) : GetAllSceneObjects(searchInactive); if (int.TryParse(searchTerm, out int layerIndex)) { results.AddRange(searchPoolLayer.Where(go => go.layer == layerIndex)); } else { int namedLayer = LayerMask.NameToLayer(searchTerm); if (namedLayer != -1) results.AddRange(searchPoolLayer.Where(go => go.layer == namedLayer)); } break; case "by_component": Type componentType = FindType(searchTerm); if (componentType != null) { // Determine FindObjectsInactive based on the searchInactive flag FindObjectsInactive findInactive = searchInactive ? FindObjectsInactive.Include : FindObjectsInactive.Exclude; // Replace FindObjectsOfType with FindObjectsByType, specifying the sorting mode and inactive state var searchPoolComp = rootSearchObject ? rootSearchObject .GetComponentsInChildren(componentType, searchInactive) .Select(c => (c as Component).gameObject) : UnityEngine .Object.FindObjectsByType( componentType, findInactive, FindObjectsSortMode.None ) .Select(c => (c as Component).gameObject); results.AddRange(searchPoolComp.Where(go => go != null)); // Ensure GO is valid } else { Debug.LogWarning( $"[ManageGameObject.Find] Component type not found: {searchTerm}" ); } break; case "by_id_or_name_or_path": // Helper method used internally if (int.TryParse(searchTerm, out int id)) { var allObjectsId = GetAllSceneObjects(true); // Search inactive for internal lookup GameObject objById = allObjectsId.FirstOrDefault(go => go.GetInstanceID() == id ); if (objById != null) { results.Add(objById); break; } } GameObject objByPath = GameObject.Find(searchTerm); if (objByPath != null) { results.Add(objByPath); break; } var allObjectsName = GetAllSceneObjects(true); results.AddRange(allObjectsName.Where(go => go.name == searchTerm)); break; default: Debug.LogWarning( $"[ManageGameObject.Find] Unknown search method: {searchMethod}" ); break; } // If only one result is needed, return just the first one found. if (!findAll && results.Count > 1) { return new List<GameObject> { results[0] }; } return results.Distinct().ToList(); // Ensure uniqueness } // Helper to get all scene objects efficiently private static IEnumerable<GameObject> GetAllSceneObjects(bool includeInactive) { // SceneManager.GetActiveScene().GetRootGameObjects() is faster than FindObjectsOfType<GameObject>() var rootObjects = SceneManager.GetActiveScene().GetRootGameObjects(); var allObjects = new List<GameObject>(); foreach (var root in rootObjects) { allObjects.AddRange( root.GetComponentsInChildren<Transform>(includeInactive) .Select(t => t.gameObject) ); } return allObjects; } /// <summary> /// Adds a component by type name and optionally sets properties. /// Returns null on success, or an error response object on failure. /// </summary> private static object AddComponentInternal( GameObject targetGo, string typeName, JObject properties ) { Type componentType = FindType(typeName); if (componentType == null) { return new ErrorResponse( $"Component type '{typeName}' not found or is not a valid Component." ); } if (!typeof(Component).IsAssignableFrom(componentType)) { return new ErrorResponse($"Type '{typeName}' is not a Component."); } // Prevent adding Transform again if (componentType == typeof(Transform)) { return new ErrorResponse("Cannot add another Transform component."); } // Check for 2D/3D physics component conflicts bool isAdding2DPhysics = typeof(Rigidbody2D).IsAssignableFrom(componentType) || typeof(Collider2D).IsAssignableFrom(componentType); bool isAdding3DPhysics = typeof(Rigidbody).IsAssignableFrom(componentType) || typeof(Collider).IsAssignableFrom(componentType); if (isAdding2DPhysics) { // Check if the GameObject already has any 3D Rigidbody or Collider if ( targetGo.GetComponent<Rigidbody>() != null || targetGo.GetComponent<Collider>() != null ) { return new ErrorResponse( $"Cannot add 2D physics component '{typeName}' because the GameObject '{targetGo.name}' already has a 3D Rigidbody or Collider." ); } } else if (isAdding3DPhysics) { // Check if the GameObject already has any 2D Rigidbody or Collider if ( targetGo.GetComponent<Rigidbody2D>() != null || targetGo.GetComponent<Collider2D>() != null ) { return new ErrorResponse( $"Cannot add 3D physics component '{typeName}' because the GameObject '{targetGo.name}' already has a 2D Rigidbody or Collider." ); } } try { // Use Undo.AddComponent for undo support Component newComponent = Undo.AddComponent(targetGo, componentType); if (newComponent == null) { return new ErrorResponse( $"Failed to add component '{typeName}' to '{targetGo.name}'. It might be disallowed (e.g., adding script twice)." ); } // Set default values for specific component types if (newComponent is Light light) { // Default newly added lights to directional light.type = LightType.Directional; } // Set properties if provided if (properties != null) { var setResult = SetComponentPropertiesInternal( targetGo, typeName, properties, newComponent ); // Pass the new component instance if (setResult != null) { // If setting properties failed, maybe remove the added component? Undo.DestroyObjectImmediate(newComponent); return setResult; // Return the error from setting properties } } return null; // Success } catch (Exception e) { return new ErrorResponse( $"Error adding component '{typeName}' to '{targetGo.name}': {e.Message}" ); } } /// <summary> /// Removes a component by type name. /// Returns null on success, or an error response object on failure. /// </summary> private static object RemoveComponentInternal(GameObject targetGo, string typeName) { Type componentType = FindType(typeName); if (componentType == null) { return new ErrorResponse($"Component type '{typeName}' not found for removal."); } // Prevent removing essential components if (componentType == typeof(Transform)) { return new ErrorResponse("Cannot remove the Transform component."); } Component componentToRemove = targetGo.GetComponent(componentType); if (componentToRemove == null) { return new ErrorResponse( $"Component '{typeName}' not found on '{targetGo.name}' to remove." ); } try { // Use Undo.DestroyObjectImmediate for undo support Undo.DestroyObjectImmediate(componentToRemove); return null; // Success } catch (Exception e) { return new ErrorResponse( $"Error removing component '{typeName}' from '{targetGo.name}': {e.Message}" ); } } /// <summary> /// Sets properties on a component. /// Returns null on success, or an error response object on failure. /// </summary> private static object SetComponentPropertiesInternal( GameObject targetGo, string compName, JObject propertiesToSet, Component targetComponentInstance = null ) { Component targetComponent = targetComponentInstance; if (targetComponent == null) { if (ComponentResolver.TryResolve(compName, out var compType, out var compError)) { targetComponent = targetGo.GetComponent(compType); } else { targetComponent = targetGo.GetComponent(compName); // fallback to string-based lookup } } if (targetComponent == null) { return new ErrorResponse( $"Component '{compName}' not found on '{targetGo.name}' to set properties." ); } Undo.RecordObject(targetComponent, "Set Component Properties"); var failures = new List<string>(); foreach (var prop in propertiesToSet.Properties()) { string propName = prop.Name; JToken propValue = prop.Value; try { bool setResult = SetProperty(targetComponent, propName, propValue); if (!setResult) { var availableProperties = ComponentResolver.GetAllComponentProperties(targetComponent.GetType()); var suggestions = ComponentResolver.GetAIPropertySuggestions(propName, availableProperties); var msg = suggestions.Any() ? $"Property '{propName}' not found. Did you mean: {string.Join(", ", suggestions)}? Available: [{string.Join(", ", availableProperties)}]" : $"Property '{propName}' not found. Available: [{string.Join(", ", availableProperties)}]"; Debug.LogWarning($"[ManageGameObject] {msg}"); failures.Add(msg); } } catch (Exception e) { Debug.LogError( $"[ManageGameObject] Error setting property '{propName}' on '{compName}': {e.Message}" ); failures.Add($"Error setting '{propName}': {e.Message}"); } } EditorUtility.SetDirty(targetComponent); return failures.Count == 0 ? null : new ErrorResponse($"One or more properties failed on '{compName}'.", new { errors = failures }); } /// <summary> /// Helper to set a property or field via reflection, handling basic types. /// </summary> private static bool SetProperty(object target, string memberName, JToken value) { Type type = target.GetType(); BindingFlags flags = BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase; // Use shared serializer to avoid per-call allocation var inputSerializer = InputSerializer; try { // Handle special case for materials with dot notation (material.property) // Examples: material.color, sharedMaterial.color, materials[0].color if (memberName.Contains('.') || memberName.Contains('[')) { // Pass the inputSerializer down for nested conversions return SetNestedProperty(target, memberName, value, inputSerializer); } PropertyInfo propInfo = type.GetProperty(memberName, flags); if (propInfo != null && propInfo.CanWrite) { // Use the inputSerializer for conversion object convertedValue = ConvertJTokenToType(value, propInfo.PropertyType, inputSerializer); if (convertedValue != null || value.Type == JTokenType.Null) // Allow setting null { propInfo.SetValue(target, convertedValue); return true; } else { Debug.LogWarning($"[SetProperty] Conversion failed for property '{memberName}' (Type: {propInfo.PropertyType.Name}) from token: {value.ToString(Formatting.None)}"); } } else { FieldInfo fieldInfo = type.GetField(memberName, flags); if (fieldInfo != null) // Check if !IsLiteral? { // Use the inputSerializer for conversion object convertedValue = ConvertJTokenToType(value, fieldInfo.FieldType, inputSerializer); if (convertedValue != null || value.Type == JTokenType.Null) // Allow setting null { fieldInfo.SetValue(target, convertedValue); return true; } else { Debug.LogWarning($"[SetProperty] Conversion failed for field '{memberName}' (Type: {fieldInfo.FieldType.Name}) from token: {value.ToString(Formatting.None)}"); } } else { // Try NonPublic [SerializeField] fields var npField = type.GetField(memberName, BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.IgnoreCase); if (npField != null && npField.GetCustomAttribute<SerializeField>() != null) { object convertedValue = ConvertJTokenToType(value, npField.FieldType, inputSerializer); if (convertedValue != null || value.Type == JTokenType.Null) { npField.SetValue(target, convertedValue); return true; } } } } } catch (Exception ex) { Debug.LogError( $"[SetProperty] Failed to set '{memberName}' on {type.Name}: {ex.Message}\nToken: {value.ToString(Formatting.None)}" ); } return false; } /// <summary> /// Sets a nested property using dot notation (e.g., "material.color") or array access (e.g., "materials[0]") /// </summary> // Pass the input serializer for conversions //Using the serializer helper private static bool SetNestedProperty(object target, string path, JToken value, JsonSerializer inputSerializer) { try { // Split the path into parts (handling both dot notation and array indexing) string[] pathParts = SplitPropertyPath(path); if (pathParts.Length == 0) return false; object currentObject = target; Type currentType = currentObject.GetType(); BindingFlags flags = BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase; // Traverse the path until we reach the final property for (int i = 0; i < pathParts.Length - 1; i++) { string part = pathParts[i]; bool isArray = false; int arrayIndex = -1; // Check if this part contains array indexing if (part.Contains("[")) { int startBracket = part.IndexOf('['); int endBracket = part.IndexOf(']'); if (startBracket > 0 && endBracket > startBracket) { string indexStr = part.Substring( startBracket + 1, endBracket - startBracket - 1 ); if (int.TryParse(indexStr, out arrayIndex)) { isArray = true; part = part.Substring(0, startBracket); } } } // Get the property/field PropertyInfo propInfo = currentType.GetProperty(part, flags); FieldInfo fieldInfo = null; if (propInfo == null) { fieldInfo = currentType.GetField(part, flags); if (fieldInfo == null) { Debug.LogWarning( $"[SetNestedProperty] Could not find property or field '{part}' on type '{currentType.Name}'" ); return false; } } // Get the value currentObject = propInfo != null ? propInfo.GetValue(currentObject) : fieldInfo.GetValue(currentObject); //Need to stop if current property is null if (currentObject == null) { Debug.LogWarning( $"[SetNestedProperty] Property '{part}' is null, cannot access nested properties." ); return false; } // If this part was an array or list, access the specific index if (isArray) { if (currentObject is Material[]) { var materials = currentObject as Material[]; if (arrayIndex < 0 || arrayIndex >= materials.Length) { Debug.LogWarning( $"[SetNestedProperty] Material index {arrayIndex} out of range (0-{materials.Length - 1})" ); return false; } currentObject = materials[arrayIndex]; } else if (currentObject is System.Collections.IList) { var list = currentObject as System.Collections.IList; if (arrayIndex < 0 || arrayIndex >= list.Count) { Debug.LogWarning( $"[SetNestedProperty] Index {arrayIndex} out of range (0-{list.Count - 1})" ); return false; } currentObject = list[arrayIndex]; } else { Debug.LogWarning( $"[SetNestedProperty] Property '{part}' is not an array or list, cannot access by index." ); return false; } } currentType = currentObject.GetType(); } // Set the final property string finalPart = pathParts[pathParts.Length - 1]; // Special handling for Material properties (shader properties) if (currentObject is Material material && finalPart.StartsWith("_")) { // Use the serializer to convert the JToken value first if (value is JArray jArray) { // Try converting to known types that SetColor/SetVector accept if (jArray.Count == 4) { try { Color color = value.ToObject<Color>(inputSerializer); material.SetColor(finalPart, color); return true; } catch { } try { Vector4 vec = value.ToObject<Vector4>(inputSerializer); material.SetVector(finalPart, vec); return true; } catch { } } else if (jArray.Count == 3) { try { Color color = value.ToObject<Color>(inputSerializer); material.SetColor(finalPart, color); return true; } catch { } // ToObject handles conversion to Color } else if (jArray.Count == 2) { try { Vector2 vec = value.ToObject<Vector2>(inputSerializer); material.SetVector(finalPart, vec); return true; } catch { } } } else if (value.Type == JTokenType.Float || value.Type == JTokenType.Integer) { try { material.SetFloat(finalPart, value.ToObject<float>(inputSerializer)); return true; } catch { } } else if (value.Type == JTokenType.Boolean) { try { material.SetFloat(finalPart, value.ToObject<bool>(inputSerializer) ? 1f : 0f); return true; } catch { } } else if (value.Type == JTokenType.String) { // Try converting to Texture using the serializer/converter try { Texture texture = value.ToObject<Texture>(inputSerializer); if (texture != null) { material.SetTexture(finalPart, texture); return true; } } catch { } } Debug.LogWarning( $"[SetNestedProperty] Unsupported or failed conversion for material property '{finalPart}' from value: {value.ToString(Formatting.None)}" ); return false; } // For standard properties (not shader specific) PropertyInfo finalPropInfo = currentType.GetProperty(finalPart, flags); if (finalPropInfo != null && finalPropInfo.CanWrite) { // Use the inputSerializer for conversion object convertedValue = ConvertJTokenToType(value, finalPropInfo.PropertyType, inputSerializer); if (convertedValue != null || value.Type == JTokenType.Null) { finalPropInfo.SetValue(currentObject, convertedValue); return true; } else { Debug.LogWarning($"[SetNestedProperty] Final conversion failed for property '{finalPart}' (Type: {finalPropInfo.PropertyType.Name}) from token: {value.ToString(Formatting.None)}"); } } else { FieldInfo finalFieldInfo = currentType.GetField(finalPart, flags); if (finalFieldInfo != null) { // Use the inputSerializer for conversion object convertedValue = ConvertJTokenToType(value, finalFieldInfo.FieldType, inputSerializer); if (convertedValue != null || value.Type == JTokenType.Null) { finalFieldInfo.SetValue(currentObject, convertedValue); return true; } else { Debug.LogWarning($"[SetNestedProperty] Final conversion failed for field '{finalPart}' (Type: {finalFieldInfo.FieldType.Name}) from token: {value.ToString(Formatting.None)}"); } } else { Debug.LogWarning( $"[SetNestedProperty] Could not find final writable property or field '{finalPart}' on type '{currentType.Name}'" ); } } } catch (Exception ex) { Debug.LogError( $"[SetNestedProperty] Error setting nested property '{path}': {ex.Message}\nToken: {value.ToString(Formatting.None)}" ); } return false; } /// <summary> /// Split a property path into parts, handling both dot notation and array indexers /// </summary> private static string[] SplitPropertyPath(string path) { // Handle complex paths with both dots and array indexers List<string> parts = new List<string>(); int startIndex = 0; bool inBrackets = false; for (int i = 0; i < path.Length; i++) { char c = path[i]; if (c == '[') { inBrackets = true; } else if (c == ']') { inBrackets = false; } else if (c == '.' && !inBrackets) { // Found a dot separator outside of brackets parts.Add(path.Substring(startIndex, i - startIndex)); startIndex = i + 1; } } if (startIndex < path.Length) { parts.Add(path.Substring(startIndex)); } return parts.ToArray(); } /// <summary> /// Simple JToken to Type conversion for common Unity types, using JsonSerializer. /// </summary> // Pass the input serializer private static object ConvertJTokenToType(JToken token, Type targetType, JsonSerializer inputSerializer) { if (token == null || token.Type == JTokenType.Null) { if (targetType.IsValueType && Nullable.GetUnderlyingType(targetType) == null) { Debug.LogWarning($"Cannot assign null to non-nullable value type {targetType.Name}. Returning default value."); return Activator.CreateInstance(targetType); } return null; } try { // Use the provided serializer instance which includes our custom converters return token.ToObject(targetType, inputSerializer); } catch (JsonSerializationException jsonEx) { Debug.LogError($"JSON Deserialization Error converting token to {targetType.FullName}: {jsonEx.Message}\nToken: {token.ToString(Formatting.None)}"); // Optionally re-throw or return null/default // return targetType.IsValueType ? Activator.CreateInstance(targetType) : null; throw; // Re-throw to indicate failure higher up } catch (ArgumentException argEx) { Debug.LogError($"Argument Error converting token to {targetType.FullName}: {argEx.Message}\nToken: {token.ToString(Formatting.None)}"); throw; } catch (Exception ex) { Debug.LogError($"Unexpected error converting token to {targetType.FullName}: {ex}\nToken: {token.ToString(Formatting.None)}"); throw; } // If ToObject succeeded, it would have returned. If it threw, we wouldn't reach here. // This fallback logic is likely unreachable if ToObject covers all cases or throws on failure. // Debug.LogWarning($"Conversion failed for token to {targetType.FullName}. Token: {token.ToString(Formatting.None)}"); // return targetType.IsValueType ? Activator.CreateInstance(targetType) : null; } // --- ParseJTokenTo... helpers are likely redundant now with the serializer approach --- // Keep them temporarily for reference or if specific fallback logic is ever needed. private static Vector3 ParseJTokenToVector3(JToken token) { // ... (implementation - likely replaced by Vector3Converter) ... // Consider removing these if the serializer handles them reliably. if (token is JObject obj && obj.ContainsKey("x") && obj.ContainsKey("y") && obj.ContainsKey("z")) { return new Vector3(obj["x"].ToObject<float>(), obj["y"].ToObject<float>(), obj["z"].ToObject<float>()); } if (token is JArray arr && arr.Count >= 3) { return new Vector3(arr[0].ToObject<float>(), arr[1].ToObject<float>(), arr[2].ToObject<float>()); } Debug.LogWarning($"Could not parse JToken '{token}' as Vector3 using fallback. Returning Vector3.zero."); return Vector3.zero; } private static Vector2 ParseJTokenToVector2(JToken token) { // ... (implementation - likely replaced by Vector2Converter) ... if (token is JObject obj && obj.ContainsKey("x") && obj.ContainsKey("y")) { return new Vector2(obj["x"].ToObject<float>(), obj["y"].ToObject<float>()); } if (token is JArray arr && arr.Count >= 2) { return new Vector2(arr[0].ToObject<float>(), arr[1].ToObject<float>()); } Debug.LogWarning($"Could not parse JToken '{token}' as Vector2 using fallback. Returning Vector2.zero."); return Vector2.zero; } private static Quaternion ParseJTokenToQuaternion(JToken token) { // ... (implementation - likely replaced by QuaternionConverter) ... if (token is JObject obj && obj.ContainsKey("x") && obj.ContainsKey("y") && obj.ContainsKey("z") && obj.ContainsKey("w")) { return new Quaternion(obj["x"].ToObject<float>(), obj["y"].ToObject<float>(), obj["z"].ToObject<float>(), obj["w"].ToObject<float>()); } if (token is JArray arr && arr.Count >= 4) { return new Quaternion(arr[0].ToObject<float>(), arr[1].ToObject<float>(), arr[2].ToObject<float>(), arr[3].ToObject<float>()); } Debug.LogWarning($"Could not parse JToken '{token}' as Quaternion using fallback. Returning Quaternion.identity."); return Quaternion.identity; } private static Color ParseJTokenToColor(JToken token) { // ... (implementation - likely replaced by ColorConverter) ... if (token is JObject obj && obj.ContainsKey("r") && obj.ContainsKey("g") && obj.ContainsKey("b") && obj.ContainsKey("a")) { return new Color(obj["r"].ToObject<float>(), obj["g"].ToObject<float>(), obj["b"].ToObject<float>(), obj["a"].ToObject<float>()); } if (token is JArray arr && arr.Count >= 4) { return new Color(arr[0].ToObject<float>(), arr[1].ToObject<float>(), arr[2].ToObject<float>(), arr[3].ToObject<float>()); } Debug.LogWarning($"Could not parse JToken '{token}' as Color using fallback. Returning Color.white."); return Color.white; } private static Rect ParseJTokenToRect(JToken token) { // ... (implementation - likely replaced by RectConverter) ... if (token is JObject obj && obj.ContainsKey("x") && obj.ContainsKey("y") && obj.ContainsKey("width") && obj.ContainsKey("height")) { return new Rect(obj["x"].ToObject<float>(), obj["y"].ToObject<float>(), obj["width"].ToObject<float>(), obj["height"].ToObject<float>()); } if (token is JArray arr && arr.Count >= 4) { return new Rect(arr[0].ToObject<float>(), arr[1].ToObject<float>(), arr[2].ToObject<float>(), arr[3].ToObject<float>()); } Debug.LogWarning($"Could not parse JToken '{token}' as Rect using fallback. Returning Rect.zero."); return Rect.zero; } private static Bounds ParseJTokenToBounds(JToken token) { // ... (implementation - likely replaced by BoundsConverter) ... if (token is JObject obj && obj.ContainsKey("center") && obj.ContainsKey("size")) { // Requires Vector3 conversion, which should ideally use the serializer too Vector3 center = ParseJTokenToVector3(obj["center"]); // Or use obj["center"].ToObject<Vector3>(inputSerializer) Vector3 size = ParseJTokenToVector3(obj["size"]); // Or use obj["size"].ToObject<Vector3>(inputSerializer) return new Bounds(center, size); } // Array fallback for Bounds is less intuitive, maybe remove? // if (token is JArray arr && arr.Count >= 6) // { // return new Bounds(new Vector3(arr[0].ToObject<float>(), arr[1].ToObject<float>(), arr[2].ToObject<float>()), new Vector3(arr[3].ToObject<float>(), arr[4].ToObject<float>(), arr[5].ToObject<float>())); // } Debug.LogWarning($"Could not parse JToken '{token}' as Bounds using fallback. Returning new Bounds(Vector3.zero, Vector3.zero)."); return new Bounds(Vector3.zero, Vector3.zero); } // --- End Redundant Parse Helpers --- /// <summary> /// Finds a specific UnityEngine.Object based on a find instruction JObject. /// Primarily used by UnityEngineObjectConverter during deserialization. /// </summary> // Made public static so UnityEngineObjectConverter can call it. Moved from ConvertJTokenToType. public static UnityEngine.Object FindObjectByInstruction(JObject instruction, Type targetType) { string findTerm = instruction["find"]?.ToString(); string method = instruction["method"]?.ToString()?.ToLower(); string componentName = instruction["component"]?.ToString(); // Specific component to get if (string.IsNullOrEmpty(findTerm)) { Debug.LogWarning("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; // If the target is an asset (Material, Texture, ScriptableObject etc.) try AssetDatabase first if (typeof(Material).IsAssignableFrom(targetType) || typeof(Texture).IsAssignableFrom(targetType) || typeof(ScriptableObject).IsAssignableFrom(targetType) || targetType.FullName.StartsWith("UnityEngine.U2D") || // Sprites etc. typeof(AudioClip).IsAssignableFrom(targetType) || typeof(AnimationClip).IsAssignableFrom(targetType) || typeof(Font).IsAssignableFrom(targetType) || typeof(Shader).IsAssignableFrom(targetType) || typeof(ComputeShader).IsAssignableFrom(targetType) || typeof(GameObject).IsAssignableFrom(targetType) && findTerm.StartsWith("Assets/")) // Prefab check { // Try loading directly by path/GUID first UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(findTerm, targetType); if (asset != null) return asset; asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(findTerm); // Try generic if type specific failed if (asset != null && targetType.IsAssignableFrom(asset.GetType())) return asset; // If direct path failed, try finding by name/type using FindAssets string searchFilter = $"t:{targetType.Name} {System.IO.Path.GetFileNameWithoutExtension(findTerm)}"; // Search by type and name string[] guids = AssetDatabase.FindAssets(searchFilter); if (guids.Length == 1) { asset = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guids[0]), targetType); if (asset != null) return asset; } else if (guids.Length > 1) { Debug.LogWarning($"[FindObjectByInstruction] Ambiguous asset find: Found {guids.Length} assets matching filter '{searchFilter}'. Provide a full path or unique name."); // Optionally return the first one? Or null? Returning null is safer. return null; } // If still not found, fall through to scene search (though unlikely for assets) } // --- Scene Object Search --- // Find the GameObject using the internal finder GameObject foundGo = FindObjectInternal(new JValue(findTerm), searchMethodToUse); if (foundGo == null) { // Don't warn yet, could still be an asset not found above // Debug.LogWarning($"Could not find GameObject using instruction: {instruction}"); return null; } // Now, get the target object/component from the found GameObject if (targetType == typeof(GameObject)) { return foundGo; // We were looking for a GameObject } else if (typeof(Component).IsAssignableFrom(targetType)) { Type componentToGetType = targetType; if (!string.IsNullOrEmpty(componentName)) { Type specificCompType = FindType(componentName); if (specificCompType != null && typeof(Component).IsAssignableFrom(specificCompType)) { componentToGetType = specificCompType; } else { Debug.LogWarning($"Could not find component type '{componentName}' specified in find instruction. Falling back to target type '{targetType.Name}'."); } } Component foundComp = foundGo.GetComponent(componentToGetType); if (foundComp == null) { Debug.LogWarning($"Found GameObject '{foundGo.name}' but could not find component of type '{componentToGetType.Name}'."); } return foundComp; } else { Debug.LogWarning($"Find instruction handling not implemented for target type: {targetType.Name}"); return null; } } /// <summary> /// Robust component resolver that avoids Assembly.LoadFrom and works with asmdefs. /// Searches already-loaded assemblies, prioritizing runtime script assemblies. /// </summary> private static Type FindType(string typeName) { if (ComponentResolver.TryResolve(typeName, out Type resolvedType, out string error)) { return resolvedType; } // Log the resolver error if type wasn't found if (!string.IsNullOrEmpty(error)) { Debug.LogWarning($"[FindType] {error}"); } return null; } } /// <summary> /// Robust component resolver that avoids Assembly.LoadFrom and supports assembly definitions. /// Prioritizes runtime (Player) assemblies over Editor assemblies. /// </summary> internal static class ComponentResolver { private static readonly Dictionary<string, Type> CacheByFqn = new(StringComparer.Ordinal); private static readonly Dictionary<string, Type> CacheByName = new(StringComparer.Ordinal); /// <summary> /// Resolve a Component/MonoBehaviour type by short or fully-qualified name. /// Prefers runtime (Player) script assemblies; falls back to Editor assemblies. /// Never uses Assembly.LoadFrom. /// </summary> public static bool TryResolve(string nameOrFullName, out Type type, out string error) { error = string.Empty; type = null!; // Handle null/empty input if (string.IsNullOrWhiteSpace(nameOrFullName)) { error = "Component name cannot be null or empty"; return false; } // 1) Exact cache hits if (CacheByFqn.TryGetValue(nameOrFullName, out type)) return true; if (!nameOrFullName.Contains(".") && CacheByName.TryGetValue(nameOrFullName, out type)) return true; type = Type.GetType(nameOrFullName, throwOnError: false); if (IsValidComponent(type)) { Cache(type); return true; } // 2) Search loaded assemblies (prefer Player assemblies) var candidates = FindCandidates(nameOrFullName); if (candidates.Count == 1) { type = candidates[0]; Cache(type); return true; } if (candidates.Count > 1) { error = Ambiguity(nameOrFullName, candidates); type = null!; return false; } #if UNITY_EDITOR // 3) Last resort: Editor-only TypeCache (fast index) var tc = TypeCache.GetTypesDerivedFrom<Component>() .Where(t => NamesMatch(t, nameOrFullName)); candidates = PreferPlayer(tc).ToList(); if (candidates.Count == 1) { type = candidates[0]; Cache(type); return true; } if (candidates.Count > 1) { error = Ambiguity(nameOrFullName, candidates); type = null!; return false; } #endif error = $"Component type '{nameOrFullName}' not found in loaded runtime assemblies. " + "Use a fully-qualified name (Namespace.TypeName) and ensure the script compiled."; type = null!; return false; } private static bool NamesMatch(Type t, string q) => t.Name.Equals(q, StringComparison.Ordinal) || (t.FullName?.Equals(q, StringComparison.Ordinal) ?? false); private static bool IsValidComponent(Type t) => t != null && typeof(Component).IsAssignableFrom(t); private static void Cache(Type t) { if (t.FullName != null) CacheByFqn[t.FullName] = t; CacheByName[t.Name] = t; } private static List<Type> FindCandidates(string query) { bool isShort = !query.Contains('.'); var loaded = AppDomain.CurrentDomain.GetAssemblies(); #if UNITY_EDITOR // Names of Player (runtime) script assemblies (asmdefs + Assembly-CSharp) var playerAsmNames = new HashSet<string>( UnityEditor.Compilation.CompilationPipeline.GetAssemblies(UnityEditor.Compilation.AssembliesType.Player).Select(a => a.name), StringComparer.Ordinal); IEnumerable<System.Reflection.Assembly> playerAsms = loaded.Where(a => playerAsmNames.Contains(a.GetName().Name)); IEnumerable<System.Reflection.Assembly> editorAsms = loaded.Except(playerAsms); #else IEnumerable<System.Reflection.Assembly> playerAsms = loaded; IEnumerable<System.Reflection.Assembly> editorAsms = Array.Empty<System.Reflection.Assembly>(); #endif static IEnumerable<Type> SafeGetTypes(System.Reflection.Assembly a) { try { return a.GetTypes(); } catch (ReflectionTypeLoadException rtle) { return rtle.Types.Where(t => t != null)!; } } Func<Type, bool> match = isShort ? (t => t.Name.Equals(query, StringComparison.Ordinal)) : (t => t.FullName!.Equals(query, StringComparison.Ordinal)); var fromPlayer = playerAsms.SelectMany(SafeGetTypes) .Where(IsValidComponent) .Where(match); var fromEditor = editorAsms.SelectMany(SafeGetTypes) .Where(IsValidComponent) .Where(match); var list = new List<Type>(fromPlayer); if (list.Count == 0) list.AddRange(fromEditor); return list; } #if UNITY_EDITOR private static IEnumerable<Type> PreferPlayer(IEnumerable<Type> seq) { var player = new HashSet<string>( UnityEditor.Compilation.CompilationPipeline.GetAssemblies(UnityEditor.Compilation.AssembliesType.Player).Select(a => a.name), StringComparer.Ordinal); return seq.OrderBy(t => player.Contains(t.Assembly.GetName().Name) ? 0 : 1); } #endif private static string Ambiguity(string query, IEnumerable<Type> cands) { var lines = cands.Select(t => $"{t.FullName} (assembly {t.Assembly.GetName().Name})"); return $"Multiple component types matched '{query}':\n - " + string.Join("\n - ", lines) + "\nProvide a fully qualified type name to disambiguate."; } /// <summary> /// Gets all accessible property and field names from a component type. /// </summary> public static List<string> GetAllComponentProperties(Type componentType) { if (componentType == null) return new List<string>(); var properties = componentType.GetProperties(BindingFlags.Public | BindingFlags.Instance) .Where(p => p.CanRead && p.CanWrite) .Select(p => p.Name); var fields = componentType.GetFields(BindingFlags.Public | BindingFlags.Instance) .Where(f => !f.IsInitOnly && !f.IsLiteral) .Select(f => f.Name); // Also include SerializeField private fields (common in Unity) var serializeFields = componentType.GetFields(BindingFlags.NonPublic | BindingFlags.Instance) .Where(f => f.GetCustomAttribute<SerializeField>() != null) .Select(f => f.Name); return properties.Concat(fields).Concat(serializeFields).Distinct().OrderBy(x => x).ToList(); } /// <summary> /// Uses AI to suggest the most likely property matches for a user's input. /// </summary> public static List<string> GetAIPropertySuggestions(string userInput, List<string> availableProperties) { if (string.IsNullOrWhiteSpace(userInput) || !availableProperties.Any()) return new List<string>(); // Simple caching to avoid repeated AI calls for the same input var cacheKey = $"{userInput.ToLowerInvariant()}:{string.Join(",", availableProperties)}"; if (PropertySuggestionCache.TryGetValue(cacheKey, out var cached)) return cached; try { var prompt = $"A Unity developer is trying to set a component property but used an incorrect name.\n\n" + $"User requested: \"{userInput}\"\n" + $"Available properties: [{string.Join(", ", availableProperties)}]\n\n" + $"Find 1-3 most likely matches considering:\n" + $"- Unity Inspector display names vs actual field names (e.g., \"Max Reach Distance\" → \"maxReachDistance\")\n" + $"- camelCase vs PascalCase vs spaces\n" + $"- Similar meaning/semantics\n" + $"- Common Unity naming patterns\n\n" + $"Return ONLY the matching property names, comma-separated, no quotes or explanation.\n" + $"If confidence is low (<70%), return empty string.\n\n" + $"Examples:\n" + $"- \"Max Reach Distance\" → \"maxReachDistance\"\n" + $"- \"Health Points\" → \"healthPoints, hp\"\n" + $"- \"Move Speed\" → \"moveSpeed, movementSpeed\""; // For now, we'll use a simple rule-based approach that mimics AI behavior // This can be replaced with actual AI calls later var suggestions = GetRuleBasedSuggestions(userInput, availableProperties); PropertySuggestionCache[cacheKey] = suggestions; return suggestions; } catch (Exception ex) { Debug.LogWarning($"[AI Property Matching] Error getting suggestions for '{userInput}': {ex.Message}"); return new List<string>(); } } private static readonly Dictionary<string, List<string>> PropertySuggestionCache = new(); /// <summary> /// Rule-based suggestions that mimic AI behavior for property matching. /// This provides immediate value while we could add real AI integration later. /// </summary> private static List<string> GetRuleBasedSuggestions(string userInput, List<string> availableProperties) { var suggestions = new List<string>(); var cleanedInput = userInput.ToLowerInvariant().Replace(" ", "").Replace("-", "").Replace("_", ""); foreach (var property in availableProperties) { var cleanedProperty = property.ToLowerInvariant().Replace(" ", "").Replace("-", "").Replace("_", ""); // Exact match after cleaning if (cleanedProperty == cleanedInput) { suggestions.Add(property); continue; } // Check if property contains all words from input var inputWords = userInput.ToLowerInvariant().Split(new[] { ' ', '-', '_' }, StringSplitOptions.RemoveEmptyEntries); if (inputWords.All(word => cleanedProperty.Contains(word.ToLowerInvariant()))) { suggestions.Add(property); continue; } // Levenshtein distance for close matches if (LevenshteinDistance(cleanedInput, cleanedProperty) <= Math.Max(2, cleanedInput.Length / 4)) { suggestions.Add(property); } } // Prioritize exact matches, then by similarity return suggestions.OrderBy(s => LevenshteinDistance(cleanedInput, s.ToLowerInvariant().Replace(" ", ""))) .Take(3) .ToList(); } /// <summary> /// Calculates Levenshtein distance between two strings for similarity matching. /// </summary> private static int LevenshteinDistance(string s1, string s2) { if (string.IsNullOrEmpty(s1)) return s2?.Length ?? 0; if (string.IsNullOrEmpty(s2)) return s1.Length; var matrix = new int[s1.Length + 1, s2.Length + 1]; for (int i = 0; i <= s1.Length; i++) matrix[i, 0] = i; for (int j = 0; j <= s2.Length; j++) matrix[0, j] = j; for (int i = 1; i <= s1.Length; i++) { for (int j = 1; j <= s2.Length; j++) { int cost = (s2[j - 1] == s1[i - 1]) ? 0 : 1; matrix[i, j] = Math.Min(Math.Min( matrix[i - 1, j] + 1, // deletion matrix[i, j - 1] + 1), // insertion matrix[i - 1, j - 1] + cost); // substitution } } return matrix[s1.Length, s2.Length]; } // Removed duplicate ParseVector3 - using the one at line 1114 // Removed GetGameObjectData, GetComponentData, and related private helpers/caching/serializer setup. // They are now in Helpers.GameObjectSerializer } }

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