using System;
using System.IO;
using MCPForUnity.Editor.Helpers;
using Newtonsoft.Json.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace MCPForUnity.Editor.Tools.Prefabs
{
[McpForUnityTool("manage_prefabs", AutoRegister = false)]
/// <summary>
/// Tool to manage Unity Prefab stages and create prefabs from GameObjects.
/// </summary>
public static class ManagePrefabs
{
private const string SupportedActions = "open_stage, close_stage, save_open_stage, create_from_gameobject";
public static object HandleCommand(JObject @params)
{
if (@params == null)
{
return new ErrorResponse("Parameters cannot be null.");
}
string action = @params["action"]?.ToString()?.ToLowerInvariant();
if (string.IsNullOrEmpty(action))
{
return new ErrorResponse($"Action parameter is required. Valid actions are: {SupportedActions}.");
}
try
{
switch (action)
{
case "open_stage":
return OpenStage(@params);
case "close_stage":
return CloseStage(@params);
case "save_open_stage":
return SaveOpenStage();
case "create_from_gameobject":
return CreatePrefabFromGameObject(@params);
default:
return new ErrorResponse($"Unknown action: '{action}'. Valid actions are: {SupportedActions}.");
}
}
catch (Exception e)
{
McpLog.Error($"[ManagePrefabs] Action '{action}' failed: {e}");
return new ErrorResponse($"Internal error: {e.Message}");
}
}
private static object OpenStage(JObject @params)
{
string prefabPath = @params["prefabPath"]?.ToString();
if (string.IsNullOrEmpty(prefabPath))
{
return new ErrorResponse("'prefabPath' parameter is required for open_stage.");
}
string sanitizedPath = AssetPathUtility.SanitizeAssetPath(prefabPath);
GameObject prefabAsset = AssetDatabase.LoadAssetAtPath<GameObject>(sanitizedPath);
if (prefabAsset == null)
{
return new ErrorResponse($"No prefab asset found at path '{sanitizedPath}'.");
}
string modeValue = @params["mode"]?.ToString();
if (!string.IsNullOrEmpty(modeValue) && !modeValue.Equals(PrefabStage.Mode.InIsolation.ToString(), StringComparison.OrdinalIgnoreCase))
{
return new ErrorResponse("Only PrefabStage mode 'InIsolation' is supported at this time.");
}
PrefabStage stage = PrefabStageUtility.OpenPrefab(sanitizedPath);
if (stage == null)
{
return new ErrorResponse($"Failed to open prefab stage for '{sanitizedPath}'.");
}
return new SuccessResponse($"Opened prefab stage for '{sanitizedPath}'.", SerializeStage(stage));
}
private static object CloseStage(JObject @params)
{
PrefabStage stage = PrefabStageUtility.GetCurrentPrefabStage();
if (stage == null)
{
return new SuccessResponse("No prefab stage was open.");
}
bool saveBeforeClose = @params["saveBeforeClose"]?.ToObject<bool>() ?? false;
if (saveBeforeClose && stage.scene.isDirty)
{
SaveStagePrefab(stage);
AssetDatabase.SaveAssets();
}
StageUtility.GoToMainStage();
return new SuccessResponse($"Closed prefab stage for '{stage.assetPath}'.");
}
private static object SaveOpenStage()
{
PrefabStage stage = PrefabStageUtility.GetCurrentPrefabStage();
if (stage == null)
{
return new ErrorResponse("No prefab stage is currently open.");
}
SaveStagePrefab(stage);
AssetDatabase.SaveAssets();
return new SuccessResponse($"Saved prefab stage for '{stage.assetPath}'.", SerializeStage(stage));
}
private static void SaveStagePrefab(PrefabStage stage)
{
if (stage?.prefabContentsRoot == null)
{
throw new InvalidOperationException("Cannot save prefab stage without a prefab root.");
}
bool saved = PrefabUtility.SaveAsPrefabAsset(stage.prefabContentsRoot, stage.assetPath);
if (!saved)
{
throw new InvalidOperationException($"Failed to save prefab asset at '{stage.assetPath}'.");
}
}
private static object CreatePrefabFromGameObject(JObject @params)
{
string targetName = @params["target"]?.ToString() ?? @params["name"]?.ToString();
if (string.IsNullOrEmpty(targetName))
{
return new ErrorResponse("'target' parameter is required for create_from_gameobject.");
}
bool includeInactive = @params["searchInactive"]?.ToObject<bool>() ?? false;
GameObject sourceObject = FindSceneObjectByName(targetName, includeInactive);
if (sourceObject == null)
{
return new ErrorResponse($"GameObject '{targetName}' not found in the active scene.");
}
if (PrefabUtility.IsPartOfPrefabAsset(sourceObject))
{
return new ErrorResponse(
$"GameObject '{sourceObject.name}' is part of a prefab asset. Open the prefab stage to save changes instead."
);
}
PrefabInstanceStatus status = PrefabUtility.GetPrefabInstanceStatus(sourceObject);
if (status != PrefabInstanceStatus.NotAPrefab)
{
return new ErrorResponse(
$"GameObject '{sourceObject.name}' is already linked to an existing prefab instance."
);
}
string requestedPath = @params["prefabPath"]?.ToString();
if (string.IsNullOrWhiteSpace(requestedPath))
{
return new ErrorResponse("'prefabPath' parameter is required for create_from_gameobject.");
}
string sanitizedPath = AssetPathUtility.SanitizeAssetPath(requestedPath);
if (!sanitizedPath.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase))
{
sanitizedPath += ".prefab";
}
bool allowOverwrite = @params["allowOverwrite"]?.ToObject<bool>() ?? false;
string finalPath = sanitizedPath;
if (!allowOverwrite && AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(finalPath) != null)
{
finalPath = AssetDatabase.GenerateUniqueAssetPath(finalPath);
}
EnsureAssetDirectoryExists(finalPath);
try
{
GameObject connectedInstance = PrefabUtility.SaveAsPrefabAssetAndConnect(
sourceObject,
finalPath,
InteractionMode.AutomatedAction
);
if (connectedInstance == null)
{
return new ErrorResponse($"Failed to save prefab asset at '{finalPath}'.");
}
Selection.activeGameObject = connectedInstance;
return new SuccessResponse(
$"Prefab created at '{finalPath}' and instance linked.",
new
{
prefabPath = finalPath,
instanceId = connectedInstance.GetInstanceID()
}
);
}
catch (Exception e)
{
return new ErrorResponse($"Error saving prefab asset at '{finalPath}': {e.Message}");
}
}
private static void EnsureAssetDirectoryExists(string assetPath)
{
string directory = Path.GetDirectoryName(assetPath);
if (string.IsNullOrEmpty(directory))
{
return;
}
string fullDirectory = Path.Combine(Directory.GetCurrentDirectory(), directory);
if (!Directory.Exists(fullDirectory))
{
Directory.CreateDirectory(fullDirectory);
AssetDatabase.Refresh();
}
}
private static GameObject FindSceneObjectByName(string name, bool includeInactive)
{
PrefabStage stage = PrefabStageUtility.GetCurrentPrefabStage();
if (stage?.prefabContentsRoot != null)
{
foreach (Transform transform in stage.prefabContentsRoot.GetComponentsInChildren<Transform>(includeInactive))
{
if (transform.name == name)
{
return transform.gameObject;
}
}
}
Scene activeScene = SceneManager.GetActiveScene();
foreach (GameObject root in activeScene.GetRootGameObjects())
{
foreach (Transform transform in root.GetComponentsInChildren<Transform>(includeInactive))
{
GameObject candidate = transform.gameObject;
if (candidate.name == name)
{
return candidate;
}
}
}
return null;
}
private static object SerializeStage(PrefabStage stage)
{
if (stage == null)
{
return new { isOpen = false };
}
return new
{
isOpen = true,
assetPath = stage.assetPath,
prefabRootName = stage.prefabContentsRoot != null ? stage.prefabContentsRoot.name : null,
mode = stage.mode.ToString(),
isDirty = stage.scene.isDirty
};
}
}
}