using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using MCPForUnity.Editor.Helpers; // For Response class
using MCPForUnity.Runtime.Helpers; // For ScreenshotUtility
using Newtonsoft.Json.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace MCPForUnity.Editor.Tools
{
/// <summary>
/// Handles scene management operations like loading, saving, creating, and querying hierarchy.
/// </summary>
[McpForUnityTool("manage_scene", AutoRegister = false)]
public static class ManageScene
{
private sealed class SceneCommand
{
public string action { get; set; } = string.Empty;
public string name { get; set; } = string.Empty;
public string path { get; set; } = string.Empty;
public int? buildIndex { get; set; }
public string fileName { get; set; } = string.Empty;
public int? superSize { get; set; }
// get_hierarchy paging + safety (summary-first)
public JToken parent { get; set; }
public int? pageSize { get; set; }
public int? cursor { get; set; }
public int? maxNodes { get; set; }
public int? maxDepth { get; set; }
public int? maxChildrenPerNode { get; set; }
public bool? includeTransform { get; set; }
}
private static SceneCommand ToSceneCommand(JObject p)
{
if (p == null) return new SceneCommand();
int? BI(JToken t)
{
if (t == null || t.Type == JTokenType.Null) return null;
var s = t.ToString().Trim();
if (s.Length == 0) return null;
if (int.TryParse(s, out var i)) return i;
if (double.TryParse(s, out var d)) return (int)d;
return t.Type == JTokenType.Integer ? t.Value<int>() : (int?)null;
}
bool? BB(JToken t)
{
if (t == null || t.Type == JTokenType.Null) return null;
try
{
if (t.Type == JTokenType.Boolean) return t.Value<bool>();
var s = t.ToString().Trim();
if (s.Length == 0) return null;
if (bool.TryParse(s, out var b)) return b;
if (s == "1") return true;
if (s == "0") return false;
}
catch { }
return null;
}
return new SceneCommand
{
action = (p["action"]?.ToString() ?? string.Empty).Trim().ToLowerInvariant(),
name = p["name"]?.ToString() ?? string.Empty,
path = p["path"]?.ToString() ?? string.Empty,
buildIndex = BI(p["buildIndex"] ?? p["build_index"]),
fileName = (p["fileName"] ?? p["filename"])?.ToString() ?? string.Empty,
superSize = BI(p["superSize"] ?? p["super_size"] ?? p["supersize"]),
// get_hierarchy paging + safety
parent = p["parent"],
pageSize = BI(p["pageSize"] ?? p["page_size"]),
cursor = BI(p["cursor"]),
maxNodes = BI(p["maxNodes"] ?? p["max_nodes"]),
maxDepth = BI(p["maxDepth"] ?? p["max_depth"]),
maxChildrenPerNode = BI(p["maxChildrenPerNode"] ?? p["max_children_per_node"]),
includeTransform = BB(p["includeTransform"] ?? p["include_transform"]),
};
}
/// <summary>
/// Main handler for scene management actions.
/// </summary>
public static object HandleCommand(JObject @params)
{
try { McpLog.Info("[ManageScene] HandleCommand: start", always: false); } catch { }
var cmd = ToSceneCommand(@params);
string action = cmd.action;
string name = string.IsNullOrEmpty(cmd.name) ? null : cmd.name;
string path = string.IsNullOrEmpty(cmd.path) ? null : cmd.path; // Relative to Assets/
int? buildIndex = cmd.buildIndex;
// bool loadAdditive = @params["loadAdditive"]?.ToObject<bool>() ?? false; // Example for future extension
// Ensure path is relative to Assets/, removing any leading "Assets/"
string relativeDir = path ?? string.Empty;
if (!string.IsNullOrEmpty(relativeDir))
{
relativeDir = relativeDir.Replace('\\', '/').Trim('/');
if (relativeDir.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
{
relativeDir = relativeDir.Substring("Assets/".Length).TrimStart('/');
}
}
// Apply default *after* sanitizing, using the original path variable for the check
if (string.IsNullOrEmpty(path) && action == "create") // Check original path for emptiness
{
relativeDir = "Scenes"; // Default relative directory
}
if (string.IsNullOrEmpty(action))
{
return new ErrorResponse("Action parameter is required.");
}
string sceneFileName = string.IsNullOrEmpty(name) ? null : $"{name}.unity";
// Construct full system path correctly: ProjectRoot/Assets/relativeDir/sceneFileName
string fullPathDir = Path.Combine(Application.dataPath, relativeDir); // Combine with Assets path (Application.dataPath ends in Assets)
string fullPath = string.IsNullOrEmpty(sceneFileName)
? null
: Path.Combine(fullPathDir, sceneFileName);
// Ensure relativePath always starts with "Assets/" and uses forward slashes
string relativePath = string.IsNullOrEmpty(sceneFileName)
? null
: Path.Combine("Assets", relativeDir, sceneFileName).Replace('\\', '/');
// Ensure directory exists for 'create'
if (action == "create" && !string.IsNullOrEmpty(fullPathDir))
{
try
{
Directory.CreateDirectory(fullPathDir);
}
catch (Exception e)
{
return new ErrorResponse(
$"Could not create directory '{fullPathDir}': {e.Message}"
);
}
}
// Route action
try { McpLog.Info($"[ManageScene] Route action='{action}' name='{name}' path='{path}' buildIndex={(buildIndex.HasValue ? buildIndex.Value.ToString() : "null")}", always: false); } catch { }
switch (action)
{
case "create":
if (string.IsNullOrEmpty(name) || string.IsNullOrEmpty(relativePath))
return new ErrorResponse(
"'name' and 'path' parameters are required for 'create' action."
);
return CreateScene(fullPath, relativePath);
case "load":
// Loading can be done by path/name or build index
if (!string.IsNullOrEmpty(relativePath))
return LoadScene(relativePath);
else if (buildIndex.HasValue)
return LoadScene(buildIndex.Value);
else
return new ErrorResponse(
"Either 'name'/'path' or 'buildIndex' must be provided for 'load' action."
);
case "save":
// Save current scene, optionally to a new path
return SaveScene(fullPath, relativePath);
case "get_hierarchy":
try { McpLog.Info("[ManageScene] get_hierarchy: entering", always: false); } catch { }
var gh = GetSceneHierarchyPaged(cmd);
try { McpLog.Info("[ManageScene] get_hierarchy: exiting", always: false); } catch { }
return gh;
case "get_active":
try { McpLog.Info("[ManageScene] get_active: entering", always: false); } catch { }
var ga = GetActiveSceneInfo();
try { McpLog.Info("[ManageScene] get_active: exiting", always: false); } catch { }
return ga;
case "get_build_settings":
return GetBuildSettingsScenes();
case "screenshot":
return CaptureScreenshot(cmd.fileName, cmd.superSize);
// Add cases for modifying build settings, additive loading, unloading etc.
default:
return new ErrorResponse(
$"Unknown action: '{action}'. Valid actions: create, load, save, get_hierarchy, get_active, get_build_settings, screenshot."
);
}
}
/// <summary>
/// Captures a screenshot to Assets/Screenshots and returns a response payload.
/// Public so the tools UI can reuse the same logic without duplicating parameters.
/// Available in both Edit Mode and Play Mode.
/// </summary>
public static object ExecuteScreenshot(string fileName = null, int? superSize = null)
{
return CaptureScreenshot(fileName, superSize);
}
private static object CreateScene(string fullPath, string relativePath)
{
if (File.Exists(fullPath))
{
return new ErrorResponse($"Scene already exists at '{relativePath}'.");
}
try
{
// Create a new empty scene
Scene newScene = EditorSceneManager.NewScene(
NewSceneSetup.EmptyScene,
NewSceneMode.Single
);
// Save it to the specified path
bool saved = EditorSceneManager.SaveScene(newScene, relativePath);
if (saved)
{
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); // Ensure Unity sees the new scene file
return new SuccessResponse(
$"Scene '{Path.GetFileName(relativePath)}' created successfully at '{relativePath}'.",
new { path = relativePath }
);
}
else
{
// If SaveScene fails, it might leave an untitled scene open.
// Optionally try to close it, but be cautious.
return new ErrorResponse($"Failed to save new scene to '{relativePath}'.");
}
}
catch (Exception e)
{
return new ErrorResponse($"Error creating scene '{relativePath}': {e.Message}");
}
}
private static object LoadScene(string relativePath)
{
if (
!File.Exists(
Path.Combine(
Application.dataPath.Substring(
0,
Application.dataPath.Length - "Assets".Length
),
relativePath
)
)
)
{
return new ErrorResponse($"Scene file not found at '{relativePath}'.");
}
// Check for unsaved changes in the current scene
if (EditorSceneManager.GetActiveScene().isDirty)
{
// Optionally prompt the user or save automatically before loading
return new ErrorResponse(
"Current scene has unsaved changes. Please save or discard changes before loading a new scene."
);
// Example: bool saveOK = EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
// if (!saveOK) return new ErrorResponse("Load cancelled by user.");
}
try
{
EditorSceneManager.OpenScene(relativePath, OpenSceneMode.Single);
return new SuccessResponse(
$"Scene '{relativePath}' loaded successfully.",
new
{
path = relativePath,
name = Path.GetFileNameWithoutExtension(relativePath),
}
);
}
catch (Exception e)
{
return new ErrorResponse($"Error loading scene '{relativePath}': {e.Message}");
}
}
private static object LoadScene(int buildIndex)
{
if (buildIndex < 0 || buildIndex >= SceneManager.sceneCountInBuildSettings)
{
return new ErrorResponse(
$"Invalid build index: {buildIndex}. Must be between 0 and {SceneManager.sceneCountInBuildSettings - 1}."
);
}
// Check for unsaved changes
if (EditorSceneManager.GetActiveScene().isDirty)
{
return new ErrorResponse(
"Current scene has unsaved changes. Please save or discard changes before loading a new scene."
);
}
try
{
string scenePath = SceneUtility.GetScenePathByBuildIndex(buildIndex);
EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
return new SuccessResponse(
$"Scene at build index {buildIndex} ('{scenePath}') loaded successfully.",
new
{
path = scenePath,
name = Path.GetFileNameWithoutExtension(scenePath),
buildIndex = buildIndex,
}
);
}
catch (Exception e)
{
return new ErrorResponse(
$"Error loading scene with build index {buildIndex}: {e.Message}"
);
}
}
private static object SaveScene(string fullPath, string relativePath)
{
try
{
Scene currentScene = EditorSceneManager.GetActiveScene();
if (!currentScene.IsValid())
{
return new ErrorResponse("No valid scene is currently active to save.");
}
bool saved;
string finalPath = currentScene.path; // Path where it was last saved or will be saved
if (!string.IsNullOrEmpty(relativePath) && currentScene.path != relativePath)
{
// Save As...
// Ensure directory exists
string dir = Path.GetDirectoryName(fullPath);
if (!Directory.Exists(dir))
Directory.CreateDirectory(dir);
saved = EditorSceneManager.SaveScene(currentScene, relativePath);
finalPath = relativePath;
}
else
{
// Save (overwrite existing or save untitled)
if (string.IsNullOrEmpty(currentScene.path))
{
// Scene is untitled, needs a path
return new ErrorResponse(
"Cannot save an untitled scene without providing a 'name' and 'path'. Use Save As functionality."
);
}
saved = EditorSceneManager.SaveScene(currentScene);
}
if (saved)
{
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
return new SuccessResponse(
$"Scene '{currentScene.name}' saved successfully to '{finalPath}'.",
new { path = finalPath, name = currentScene.name }
);
}
else
{
return new ErrorResponse($"Failed to save scene '{currentScene.name}'.");
}
}
catch (Exception e)
{
return new ErrorResponse($"Error saving scene: {e.Message}");
}
}
private static object CaptureScreenshot(string fileName, int? superSize)
{
try
{
int resolvedSuperSize = (superSize.HasValue && superSize.Value > 0) ? superSize.Value : 1;
ScreenshotCaptureResult result;
if (Application.isPlaying)
{
result = ScreenshotUtility.CaptureToAssetsFolder(fileName, resolvedSuperSize, ensureUniqueFileName: true);
}
else
{
// Edit Mode path: render from the best-guess camera using RenderTexture.
Camera cam = Camera.main;
if (cam == null)
{
// Use FindObjectsOfType for Unity 2021 compatibility
var cams = UnityEngine.Object.FindObjectsOfType<Camera>();
cam = cams.FirstOrDefault();
}
if (cam == null)
{
return new ErrorResponse("No camera found to capture screenshot in Edit Mode.");
}
result = ScreenshotUtility.CaptureFromCameraToAssetsFolder(cam, fileName, resolvedSuperSize, ensureUniqueFileName: true);
}
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
string message = $"Screenshot captured to '{result.AssetsRelativePath}' (full: {result.FullPath}).";
return new SuccessResponse(
message,
new
{
path = result.AssetsRelativePath,
fullPath = result.FullPath,
superSize = result.SuperSize,
}
);
}
catch (Exception e)
{
return new ErrorResponse($"Error capturing screenshot: {e.Message}");
}
}
private static object GetActiveSceneInfo()
{
try
{
try { McpLog.Info("[ManageScene] get_active: querying EditorSceneManager.GetActiveScene", always: false); } catch { }
Scene activeScene = EditorSceneManager.GetActiveScene();
try { McpLog.Info($"[ManageScene] get_active: got scene valid={activeScene.IsValid()} loaded={activeScene.isLoaded} name='{activeScene.name}'", always: false); } catch { }
if (!activeScene.IsValid())
{
return new ErrorResponse("No active scene found.");
}
var sceneInfo = new
{
name = activeScene.name,
path = activeScene.path,
buildIndex = activeScene.buildIndex, // -1 if not in build settings
isDirty = activeScene.isDirty,
isLoaded = activeScene.isLoaded,
rootCount = activeScene.rootCount,
};
return new SuccessResponse("Retrieved active scene information.", sceneInfo);
}
catch (Exception e)
{
try { McpLog.Error($"[ManageScene] get_active: exception {e.Message}"); } catch { }
return new ErrorResponse($"Error getting active scene info: {e.Message}");
}
}
private static object GetBuildSettingsScenes()
{
try
{
var scenes = new List<object>();
for (int i = 0; i < EditorBuildSettings.scenes.Length; i++)
{
var scene = EditorBuildSettings.scenes[i];
scenes.Add(
new
{
path = scene.path,
guid = scene.guid.ToString(),
enabled = scene.enabled,
buildIndex = i, // Actual build index considering only enabled scenes might differ
}
);
}
return new SuccessResponse("Retrieved scenes from Build Settings.", scenes);
}
catch (Exception e)
{
return new ErrorResponse($"Error getting scenes from Build Settings: {e.Message}");
}
}
private static object GetSceneHierarchyPaged(SceneCommand cmd)
{
try
{
try { McpLog.Info("[ManageScene] get_hierarchy: querying EditorSceneManager.GetActiveScene", always: false); } catch { }
Scene activeScene = EditorSceneManager.GetActiveScene();
try { McpLog.Info($"[ManageScene] get_hierarchy: got scene valid={activeScene.IsValid()} loaded={activeScene.isLoaded} name='{activeScene.name}'", always: false); } catch { }
if (!activeScene.IsValid() || !activeScene.isLoaded)
{
return new ErrorResponse(
"No valid and loaded scene is active to get hierarchy from."
);
}
// Defaults tuned for safety; callers can override but we clamp to sane maxes.
// NOTE: pageSize is "items per page", not "number of pages".
// Keep this conservative to reduce peak response sizes when callers omit page_size.
int resolvedPageSize = Mathf.Clamp(cmd.pageSize ?? 50, 1, 500);
int resolvedCursor = Mathf.Max(0, cmd.cursor ?? 0);
int resolvedMaxNodes = Mathf.Clamp(cmd.maxNodes ?? 1000, 1, 5000);
int effectiveTake = Mathf.Min(resolvedPageSize, resolvedMaxNodes);
int resolvedMaxChildrenPerNode = Mathf.Clamp(cmd.maxChildrenPerNode ?? 200, 0, 2000);
bool includeTransform = cmd.includeTransform ?? false;
// NOTE: maxDepth is accepted for forward-compatibility, but current paging mode
// returns a single level (roots or direct children). This keeps payloads bounded.
List<GameObject> nodes;
string scope;
GameObject parentGo = ResolveGameObject(cmd.parent, activeScene);
if (cmd.parent == null || cmd.parent.Type == JTokenType.Null)
{
try { McpLog.Info("[ManageScene] get_hierarchy: listing root objects (paged summary)", always: false); } catch { }
nodes = activeScene.GetRootGameObjects().Where(go => go != null).ToList();
scope = "roots";
}
else
{
if (parentGo == null)
{
return new ErrorResponse($"Parent GameObject ('{cmd.parent}') not found.");
}
try { McpLog.Info($"[ManageScene] get_hierarchy: listing children of '{parentGo.name}' (paged summary)", always: false); } catch { }
nodes = new List<GameObject>(parentGo.transform.childCount);
foreach (Transform child in parentGo.transform)
{
if (child != null) nodes.Add(child.gameObject);
}
scope = "children";
}
int total = nodes.Count;
if (resolvedCursor > total) resolvedCursor = total;
int end = Mathf.Min(total, resolvedCursor + effectiveTake);
var items = new List<object>(Mathf.Max(0, end - resolvedCursor));
for (int i = resolvedCursor; i < end; i++)
{
var go = nodes[i];
if (go == null) continue;
items.Add(BuildGameObjectSummary(go, includeTransform, resolvedMaxChildrenPerNode));
}
bool truncated = end < total;
string nextCursor = truncated ? end.ToString() : null;
var payload = new
{
scope = scope,
cursor = resolvedCursor,
pageSize = effectiveTake,
next_cursor = nextCursor,
truncated = truncated,
total = total,
items = items,
};
var resp = new SuccessResponse($"Retrieved hierarchy page for scene '{activeScene.name}'.", payload);
try { McpLog.Info("[ManageScene] get_hierarchy: success", always: false); } catch { }
return resp;
}
catch (Exception e)
{
try { McpLog.Error($"[ManageScene] get_hierarchy: exception {e.Message}"); } catch { }
return new ErrorResponse($"Error getting scene hierarchy: {e.Message}");
}
}
private static GameObject ResolveGameObject(JToken targetToken, Scene activeScene)
{
if (targetToken == null || targetToken.Type == JTokenType.Null) return null;
try
{
if (targetToken.Type == JTokenType.Integer || int.TryParse(targetToken.ToString(), out _))
{
if (int.TryParse(targetToken.ToString(), out int id))
{
var obj = EditorUtility.InstanceIDToObject(id);
if (obj is GameObject go) return go;
if (obj is Component c) return c.gameObject;
}
}
}
catch { }
string s = targetToken.ToString();
if (string.IsNullOrEmpty(s)) return null;
// Path-based find (e.g., "Root/Child/GrandChild")
if (s.Contains("/"))
{
try { return GameObject.Find(s); } catch { }
}
// Name-based find (first match, includes inactive)
try
{
var all = activeScene.GetRootGameObjects();
foreach (var root in all)
{
if (root == null) continue;
if (root.name == s) return root;
var trs = root.GetComponentsInChildren<Transform>(includeInactive: true);
foreach (var t in trs)
{
if (t != null && t.gameObject != null && t.gameObject.name == s) return t.gameObject;
}
}
}
catch { }
return null;
}
private static object BuildGameObjectSummary(GameObject go, bool includeTransform, int maxChildrenPerNode)
{
if (go == null) return null;
int childCount = 0;
try { childCount = go.transform != null ? go.transform.childCount : 0; } catch { }
bool childrenTruncated = childCount > 0; // We do not inline children in summary mode.
// Get component type names (lightweight - no full serialization)
var componentTypes = new List<string>();
try
{
var components = go.GetComponents<Component>();
if (components != null)
{
foreach (var c in components)
{
if (c != null)
{
componentTypes.Add(c.GetType().Name);
}
}
}
}
catch { }
var d = new Dictionary<string, object>
{
{ "name", go.name },
{ "instanceID", go.GetInstanceID() },
{ "activeSelf", go.activeSelf },
{ "activeInHierarchy", go.activeInHierarchy },
{ "tag", go.tag },
{ "layer", go.layer },
{ "isStatic", go.isStatic },
{ "path", GetGameObjectPath(go) },
{ "childCount", childCount },
{ "childrenTruncated", childrenTruncated },
{ "childrenCursor", childCount > 0 ? "0" : null },
{ "childrenPageSizeDefault", maxChildrenPerNode },
{ "componentTypes", componentTypes }, // NEW: Lightweight component type list
};
if (includeTransform && go.transform != null)
{
var t = go.transform;
d["transform"] = new
{
position = new[] { t.localPosition.x, t.localPosition.y, t.localPosition.z },
rotation = new[] { t.localRotation.eulerAngles.x, t.localRotation.eulerAngles.y, t.localRotation.eulerAngles.z },
scale = new[] { t.localScale.x, t.localScale.y, t.localScale.z },
};
}
return d;
}
private static string GetGameObjectPath(GameObject go)
{
if (go == null) return string.Empty;
try
{
var names = new Stack<string>();
Transform t = go.transform;
while (t != null)
{
names.Push(t.name);
t = t.parent;
}
return string.Join("/", names);
}
catch
{
return go.name;
}
}
/// <summary>
/// Recursively builds a data representation of a GameObject and its children.
/// </summary>
private static object GetGameObjectDataRecursive(GameObject go)
{
if (go == null)
return null;
var childrenData = new List<object>();
foreach (Transform child in go.transform)
{
childrenData.Add(GetGameObjectDataRecursive(child.gameObject));
}
var gameObjectData = new Dictionary<string, object>
{
{ "name", go.name },
{ "activeSelf", go.activeSelf },
{ "activeInHierarchy", go.activeInHierarchy },
{ "tag", go.tag },
{ "layer", go.layer },
{ "isStatic", go.isStatic },
{ "instanceID", go.GetInstanceID() }, // Useful unique identifier
{
"transform",
new
{
position = new
{
x = go.transform.localPosition.x,
y = go.transform.localPosition.y,
z = go.transform.localPosition.z,
},
rotation = new
{
x = go.transform.localRotation.eulerAngles.x,
y = go.transform.localRotation.eulerAngles.y,
z = go.transform.localRotation.eulerAngles.z,
}, // Euler for simplicity
scale = new
{
x = go.transform.localScale.x,
y = go.transform.localScale.y,
z = go.transform.localScale.z,
},
}
},
{ "children", childrenData },
};
return gameObjectData;
}
}
}