using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using UnityEditor;
using Newtonsoft.Json.Linq;
using MCPForUnity.Editor.Tools;
using MCPForUnity.Editor.Tools.GameObjects;
using System;
using System.IO;
using System.Text.RegularExpressions;
namespace MCPForUnityTests.Editor.Tools
{
/// <summary>
/// Tests for MCP tool parameter handling - JSON parsing in manage_asset and manage_gameobject tools.
/// Consolidated from multiple redundant tests into focused, non-overlapping test cases.
/// </summary>
public class MCPToolParameterTests
{
private const string TempDir = "Assets/Temp/MCPToolParameterTests";
private const string TempLiveDir = "Assets/Temp/LiveTests";
private static void AssertColorsEqual(Color expected, Color actual, string message)
{
const float tolerance = 0.001f;
Assert.AreEqual(expected.r, actual.r, tolerance, $"{message} - Red component mismatch");
Assert.AreEqual(expected.g, actual.g, tolerance, $"{message} - Green component mismatch");
Assert.AreEqual(expected.b, actual.b, tolerance, $"{message} - Blue component mismatch");
Assert.AreEqual(expected.a, actual.a, tolerance, $"{message} - Alpha component mismatch");
}
private static void AssertShaderIsSupported(Shader s)
{
Assert.IsNotNull(s, "Shader should not be null");
var name = s.name;
bool ok = name == "Universal Render Pipeline/Lit"
|| name == "HDRP/Lit"
|| name == "Standard"
|| name == "Unlit/Color";
Assert.IsTrue(ok, $"Unexpected shader: {name}");
}
private static void EnsureTempFolders()
{
if (!AssetDatabase.IsValidFolder("Assets/Temp"))
AssetDatabase.CreateFolder("Assets", "Temp");
if (!AssetDatabase.IsValidFolder(TempDir))
AssetDatabase.CreateFolder("Assets/Temp", "MCPToolParameterTests");
if (!AssetDatabase.IsValidFolder(TempLiveDir))
AssetDatabase.CreateFolder("Assets/Temp", "LiveTests");
}
[TearDown]
public void TearDown()
{
if (AssetDatabase.IsValidFolder(TempDir))
AssetDatabase.DeleteAsset(TempDir);
if (AssetDatabase.IsValidFolder(TempLiveDir))
AssetDatabase.DeleteAsset(TempLiveDir);
if (AssetDatabase.IsValidFolder("Assets/Temp"))
{
var remainingDirs = Directory.GetDirectories("Assets/Temp");
var remainingFiles = Directory.GetFiles("Assets/Temp");
if (remainingDirs.Length == 0 && remainingFiles.Length == 0)
AssetDatabase.DeleteAsset("Assets/Temp");
}
}
/// <summary>
/// Tests GameObject componentProperties JSON string coercion path.
/// Verifies material assignment via JSON string works correctly.
/// </summary>
[Test]
public void ManageGameObject_JSONComponentProperties_AssignsMaterial()
{
EnsureTempFolders();
var matPath = $"{TempDir}/Mat_{Guid.NewGuid():N}.mat";
// Create material with object-typed properties
var createMat = new JObject
{
["action"] = "create",
["path"] = matPath,
["assetType"] = "Material",
["properties"] = new JObject { ["shader"] = "Universal Render Pipeline/Lit", ["color"] = new JArray(0, 0, 1, 1) }
};
var createMatRes = ManageAsset.HandleCommand(createMat);
var createMatObj = createMatRes as JObject ?? JObject.FromObject(createMatRes);
Assert.IsTrue(createMatObj.Value<bool>("success"), createMatObj.ToString());
// Create a sphere
var createGo = new JObject { ["action"] = "create", ["name"] = "MCPParamTestSphere", ["primitiveType"] = "Sphere" };
var createGoRes = ManageGameObject.HandleCommand(createGo);
var createGoObj = createGoRes as JObject ?? JObject.FromObject(createGoRes);
Assert.IsTrue(createGoObj.Value<bool>("success"), createGoObj.ToString());
try
{
// Assign material via JSON string componentProperties (coercion path)
var compJsonObj = new JObject { ["MeshRenderer"] = new JObject { ["sharedMaterial"] = matPath } };
var compJson = compJsonObj.ToString(Newtonsoft.Json.Formatting.None);
var modify = new JObject
{
["action"] = "modify",
["target"] = "MCPParamTestSphere",
["searchMethod"] = "by_name",
["componentProperties"] = compJson
};
var raw = ManageGameObject.HandleCommand(modify);
var result = raw as JObject ?? JObject.FromObject(raw);
Assert.IsTrue(result.Value<bool>("success"), result.ToString());
// Verify material assignment
var goVerify = GameObject.Find("MCPParamTestSphere");
Assert.IsNotNull(goVerify, "GameObject should exist");
var renderer = goVerify.GetComponent<MeshRenderer>();
Assert.IsNotNull(renderer, "MeshRenderer should exist");
var assignedMat = renderer.sharedMaterial;
Assert.IsNotNull(assignedMat, "sharedMaterial should be assigned");
AssertShaderIsSupported(assignedMat.shader);
var createdMat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.AreEqual(createdMat, assignedMat, "Assigned material should match created material");
}
finally
{
var go = GameObject.Find("MCPParamTestSphere");
if (go != null) UnityEngine.Object.DestroyImmediate(go);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
AssetDatabase.DeleteAsset(matPath);
AssetDatabase.Refresh();
}
}
/// <summary>
/// Comprehensive end-to-end test covering all 10 property handling scenarios:
/// 1. Create material via JSON string
/// 2. Modify color and metallic (friendly names)
/// 3. Modify using structured float block
/// 4. Assign texture via direct prop alias
/// 5. Assign texture via structured block
/// 6. Create sphere and assign material via componentProperties JSON
/// 7. Use URP color alias key
/// 8. Invalid JSON handling (graceful degradation)
/// 9. Switch shader pipeline dynamically
/// 10. Mixed friendly and alias keys
/// </summary>
[Test]
public void EndToEnd_PropertyHandling_AllScenarios()
{
EnsureTempFolders();
string guidSuffix = Guid.NewGuid().ToString("N").Substring(0, 8);
string matPath = $"{TempLiveDir}/Mat_{guidSuffix}.mat";
string texPath = $"{TempLiveDir}/TempBaseTex_{guidSuffix}.asset";
string sphereName = $"LiveSphere_{guidSuffix}";
string badJsonPath = $"{TempLiveDir}/BadJson_{guidSuffix}.mat";
// Ensure clean state
var preSphere = GameObject.Find(sphereName);
if (preSphere != null) UnityEngine.Object.DestroyImmediate(preSphere);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
AssetDatabase.DeleteAsset(matPath);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(badJsonPath) != null)
AssetDatabase.DeleteAsset(badJsonPath);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(texPath) != null)
AssetDatabase.DeleteAsset(texPath);
// Create test texture for texture-dependent scenarios (4, 5, 10)
var tex = new Texture2D(4, 4, TextureFormat.RGBA32, false);
var pixels = new Color[16];
for (int i = 0; i < pixels.Length; i++) pixels[i] = Color.white;
tex.SetPixels(pixels);
tex.Apply();
AssetDatabase.CreateAsset(tex, texPath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
try
{
// 1. Create material via JSON string
var createParams = new JObject
{
["action"] = "create",
["path"] = matPath,
["assetType"] = "Material",
["properties"] = "{\"shader\":\"Universal Render Pipeline/Lit\",\"color\":[1,0,0,1]}"
};
var createRaw = ManageAsset.HandleCommand(createParams);
var createResult = createRaw as JObject ?? JObject.FromObject(createRaw);
Assert.IsTrue(createResult.Value<bool>("success"), $"Test 1 failed: {createResult}");
var mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat, "Material should be created");
if (mat.HasProperty("_BaseColor"))
Assert.AreEqual(Color.red, mat.GetColor("_BaseColor"), "Test 1: _BaseColor should be red");
else if (mat.HasProperty("_Color"))
Assert.AreEqual(Color.red, mat.GetColor("_Color"), "Test 1: _Color should be red");
else
Assert.Inconclusive("Material has neither _BaseColor nor _Color");
// 2. Modify color and metallic (friendly names)
var modify1 = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = "{\"color\":[0,0.5,1,1],\"metallic\":0.6}"
};
var modifyRaw1 = ManageAsset.HandleCommand(modify1);
var modifyResult1 = modifyRaw1 as JObject ?? JObject.FromObject(modifyRaw1);
Assert.IsTrue(modifyResult1.Value<bool>("success"), $"Test 2 failed: {modifyResult1}");
mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
var expectedCyan = new Color(0, 0.5f, 1, 1);
if (mat.HasProperty("_BaseColor"))
Assert.AreEqual(expectedCyan, mat.GetColor("_BaseColor"), "Test 2: _BaseColor should be cyan");
else if (mat.HasProperty("_Color"))
Assert.AreEqual(expectedCyan, mat.GetColor("_Color"), "Test 2: _Color should be cyan");
Assert.AreEqual(0.6f, mat.GetFloat("_Metallic"), 0.001f, "Test 2: Metallic should be 0.6");
// 3. Modify using structured float block
var modify2 = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = new JObject
{
["float"] = new JObject { ["name"] = "_Metallic", ["value"] = 0.1 }
}
};
var modifyRaw2 = ManageAsset.HandleCommand(modify2);
var modifyResult2 = modifyRaw2 as JObject ?? JObject.FromObject(modifyRaw2);
Assert.IsTrue(modifyResult2.Value<bool>("success"), $"Test 3 failed: {modifyResult2}");
mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.AreEqual(0.1f, mat.GetFloat("_Metallic"), 0.001f, "Test 3: Metallic should be 0.1");
// 4. Assign texture via direct prop alias
var modify3 = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = "{\"_BaseMap\":\"" + texPath + "\"}"
};
var modifyRaw3 = ManageAsset.HandleCommand(modify3);
var modifyResult3 = modifyRaw3 as JObject ?? JObject.FromObject(modifyRaw3);
Assert.IsTrue(modifyResult3.Value<bool>("success"), $"Test 4 failed: {modifyResult3}");
// 5. Assign texture via structured block
var modify4 = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = new JObject
{
["texture"] = new JObject { ["name"] = "_MainTex", ["path"] = texPath }
}
};
var modifyRaw4 = ManageAsset.HandleCommand(modify4);
var modifyResult4 = modifyRaw4 as JObject ?? JObject.FromObject(modifyRaw4);
Assert.IsTrue(modifyResult4.Value<bool>("success"), $"Test 5 failed: {modifyResult4}");
// 6. Create sphere and assign material via componentProperties JSON string
var createSphere = new JObject
{
["action"] = "create",
["name"] = sphereName,
["primitiveType"] = "Sphere"
};
var sphereRaw = ManageGameObject.HandleCommand(createSphere);
var sphereResult = sphereRaw as JObject ?? JObject.FromObject(sphereRaw);
Assert.IsTrue(sphereResult.Value<bool>("success"), $"Test 6 - Create sphere failed: {sphereResult}");
var modifySphere = new JObject
{
["action"] = "modify",
["target"] = sphereName,
["searchMethod"] = "by_name",
["componentProperties"] = "{\"MeshRenderer\":{\"sharedMaterial\":\"" + matPath + "\"}}"
};
var sphereModifyRaw = ManageGameObject.HandleCommand(modifySphere);
var sphereModifyResult = sphereModifyRaw as JObject ?? JObject.FromObject(sphereModifyRaw);
Assert.IsTrue(sphereModifyResult.Value<bool>("success"), $"Test 6 - Assign material failed: {sphereModifyResult}");
var sphere = GameObject.Find(sphereName);
Assert.IsNotNull(sphere, "Test 6: Sphere should exist");
var renderer = sphere.GetComponent<MeshRenderer>();
Assert.IsNotNull(renderer.sharedMaterial, "Test 6: Material should be assigned");
// 7. Use URP color alias key
var modify5 = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = new JObject
{
["_BaseColor"] = new JArray(0.2, 0.8, 0.3, 1)
}
};
var modifyRaw5 = ManageAsset.HandleCommand(modify5);
var modifyResult5 = modifyRaw5 as JObject ?? JObject.FromObject(modifyRaw5);
Assert.IsTrue(modifyResult5.Value<bool>("success"), $"Test 7 failed: {modifyResult5}");
mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Color expectedColor = new Color(0.2f, 0.8f, 0.3f, 1f);
if (mat.HasProperty("_BaseColor"))
AssertColorsEqual(expectedColor, mat.GetColor("_BaseColor"), "Test 7: _BaseColor should be set");
else if (mat.HasProperty("_Color"))
AssertColorsEqual(expectedColor, mat.GetColor("_Color"), "Test 7: Fallback _Color should be set");
// 8. Invalid JSON should warn (don't fail)
var invalidJson = new JObject
{
["action"] = "create",
["path"] = badJsonPath,
["assetType"] = "Material",
["properties"] = "{\"invalid\": json, \"missing\": quotes}"
};
LogAssert.Expect(LogType.Warning, new Regex("(failed to parse)|(Could not parse 'properties' JSON string)", RegexOptions.IgnoreCase));
var invalidRaw = ManageAsset.HandleCommand(invalidJson);
var invalidResult = invalidRaw as JObject ?? JObject.FromObject(invalidRaw);
Assert.IsNotNull(invalidResult, "Test 8: Should return a result");
// 9. Switch shader pipeline dynamically
var modify6 = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = "{\"shader\":\"Standard\",\"color\":[1,1,0,1]}"
};
var modifyRaw6 = ManageAsset.HandleCommand(modify6);
var modifyResult6 = modifyRaw6 as JObject ?? JObject.FromObject(modifyRaw6);
Assert.IsTrue(modifyResult6.Value<bool>("success"), $"Test 9 failed: {modifyResult6}");
mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.AreEqual("Standard", mat.shader.name, "Test 9: Shader should be Standard");
var c9 = mat.GetColor("_Color");
// Looser tolerance (0.02) for shader-switched colors due to color space conversion differences
Assert.IsTrue(Mathf.Abs(c9.r - 1f) < 0.02f && Mathf.Abs(c9.g - 1f) < 0.02f && Mathf.Abs(c9.b - 0f) < 0.02f,
"Test 9: Color should be near yellow");
// 10. Mixed friendly and alias keys in one go
var modify7 = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = new JObject
{
["metallic"] = 0.8,
["smoothness"] = 0.3,
["albedo"] = texPath
}
};
var modifyRaw7 = ManageAsset.HandleCommand(modify7);
var modifyResult7 = modifyRaw7 as JObject ?? JObject.FromObject(modifyRaw7);
Assert.IsTrue(modifyResult7.Value<bool>("success"), $"Test 10 failed: {modifyResult7}");
mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.AreEqual(0.8f, mat.GetFloat("_Metallic"), 0.001f, "Test 10: Metallic should be 0.8");
Assert.AreEqual(0.3f, mat.GetFloat("_Glossiness"), 0.001f, "Test 10: Smoothness should be 0.3");
}
finally
{
var sphere = GameObject.Find(sphereName);
if (sphere != null) UnityEngine.Object.DestroyImmediate(sphere);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
AssetDatabase.DeleteAsset(matPath);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(badJsonPath) != null)
AssetDatabase.DeleteAsset(badJsonPath);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(texPath) != null)
AssetDatabase.DeleteAsset(texPath);
AssetDatabase.Refresh();
}
}
}
}