unity-mcp/Editor/Commands/ScriptCommandHandler.cs

212 lines
8.4 KiB
C#
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2025-03-18 19:00:50 +08:00
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Text;
using System.Linq;
using Newtonsoft.Json.Linq;
using MCPServer.Editor.Helpers;
namespace MCPServer.Editor.Commands
{
/// <summary>
/// Handles script-related commands for Unity
/// </summary>
public static class ScriptCommandHandler
{
/// <summary>
/// Views the contents of a Unity script file
/// </summary>
public static object ViewScript(JObject @params)
{
string scriptPath = (string)@params["script_path"] ?? throw new System.Exception("Parameter 'script_path' is required.");
string fullPath = Path.Combine(Application.dataPath, scriptPath);
if (!File.Exists(fullPath))
throw new System.Exception($"Script file not found: {scriptPath}");
return new { content = File.ReadAllText(fullPath) };
}
/// <summary>
/// Ensures the Scripts folder exists in the project
/// </summary>
private static void EnsureScriptsFolderExists()
{
string scriptsFolderPath = Path.Combine(Application.dataPath, "Scripts");
if (!Directory.Exists(scriptsFolderPath))
{
Directory.CreateDirectory(scriptsFolderPath);
AssetDatabase.Refresh();
}
}
/// <summary>
/// Creates a new Unity script file in the Scripts folder
/// </summary>
public static object CreateScript(JObject @params)
{
string scriptName = (string)@params["script_name"] ?? throw new System.Exception("Parameter 'script_name' is required.");
string scriptType = (string)@params["script_type"] ?? "MonoBehaviour";
string namespaceName = (string)@params["namespace"];
string template = (string)@params["template"];
// Ensure script name ends with .cs
if (!scriptName.EndsWith(".cs"))
scriptName += ".cs";
// Ensure Scripts folder exists
EnsureScriptsFolderExists();
// Create namespace-based folder structure if namespace is specified
string scriptPath = "Scripts";
if (!string.IsNullOrEmpty(namespaceName))
{
scriptPath = Path.Combine(scriptPath, namespaceName.Replace('.', '/'));
string namespaceFolderPath = Path.Combine(Application.dataPath, scriptPath);
if (!Directory.Exists(namespaceFolderPath))
{
Directory.CreateDirectory(namespaceFolderPath);
AssetDatabase.Refresh();
}
}
// Create the script content
StringBuilder content = new StringBuilder();
// Add namespace if specified
if (!string.IsNullOrEmpty(namespaceName))
{
content.AppendLine($"namespace {namespaceName}");
content.AppendLine("{");
}
// Add class definition
content.AppendLine($" public class {Path.GetFileNameWithoutExtension(scriptName)} : {scriptType}");
content.AppendLine(" {");
// Add default Unity methods based on script type
if (scriptType == "MonoBehaviour")
{
content.AppendLine(" private void Start()");
content.AppendLine(" {");
content.AppendLine(" // Initialize your component here");
content.AppendLine(" }");
content.AppendLine();
content.AppendLine(" private void Update()");
content.AppendLine(" {");
content.AppendLine(" // Update your component here");
content.AppendLine(" }");
}
else if (scriptType == "ScriptableObject")
{
content.AppendLine(" private void OnEnable()");
content.AppendLine(" {");
content.AppendLine(" // Initialize your ScriptableObject here");
content.AppendLine(" }");
}
// Close class
content.AppendLine(" }");
// Close namespace if specified
if (!string.IsNullOrEmpty(namespaceName))
{
content.AppendLine("}");
}
// Create the script file in the Scripts folder
string fullPath = Path.Combine(Application.dataPath, scriptPath, scriptName);
File.WriteAllText(fullPath, content.ToString());
// Refresh the AssetDatabase
AssetDatabase.Refresh();
return new { message = $"Created script: {Path.Combine(scriptPath, scriptName)}" };
}
/// <summary>
/// Updates the contents of an existing Unity script
/// </summary>
public static object UpdateScript(JObject @params)
{
string scriptPath = (string)@params["script_path"] ?? throw new System.Exception("Parameter 'script_path' is required.");
string content = (string)@params["content"] ?? throw new System.Exception("Parameter 'content' is required.");
string fullPath = Path.Combine(Application.dataPath, scriptPath);
if (!File.Exists(fullPath))
throw new System.Exception($"Script file not found: {scriptPath}");
// Write new content
File.WriteAllText(fullPath, content);
// Refresh the AssetDatabase
AssetDatabase.Refresh();
return new { message = $"Updated script: {scriptPath}" };
}
/// <summary>
/// Lists all script files in a specified folder
/// </summary>
public static object ListScripts(JObject @params)
{
string folderPath = (string)@params["folder_path"] ?? "Assets";
string fullPath = Path.Combine(Application.dataPath, folderPath);
if (!Directory.Exists(fullPath))
throw new System.Exception($"Folder not found: {folderPath}");
string[] scripts = Directory.GetFiles(fullPath, "*.cs", SearchOption.AllDirectories)
.Select(path => path.Replace(Application.dataPath, "Assets"))
.ToArray();
return new { scripts };
}
/// <summary>
/// Attaches a script component to a GameObject
/// </summary>
public static object AttachScript(JObject @params)
{
string objectName = (string)@params["object_name"] ?? throw new System.Exception("Parameter 'object_name' is required.");
string scriptName = (string)@params["script_name"] ?? throw new System.Exception("Parameter 'script_name' is required.");
// Find the target object
GameObject targetObject = GameObject.Find(objectName);
if (targetObject == null)
throw new System.Exception($"Object '{objectName}' not found in scene.");
// Ensure script name ends with .cs
if (!scriptName.EndsWith(".cs"))
scriptName += ".cs";
// Find the script asset
string[] guids = AssetDatabase.FindAssets(Path.GetFileNameWithoutExtension(scriptName));
if (guids.Length == 0)
throw new System.Exception($"Script '{scriptName}' not found in project.");
// Get the script asset
string scriptPath = AssetDatabase.GUIDToAssetPath(guids[0]);
MonoScript scriptAsset = AssetDatabase.LoadAssetAtPath<MonoScript>(scriptPath);
if (scriptAsset == null)
throw new System.Exception($"Failed to load script asset: {scriptName}");
// Get the script type
System.Type scriptType = scriptAsset.GetClass();
if (scriptType == null)
throw new System.Exception($"Script '{scriptName}' does not contain a valid MonoBehaviour class.");
// Add the component
Component component = targetObject.AddComponent(scriptType);
if (component == null)
throw new System.Exception($"Failed to add component of type {scriptType.Name} to object '{objectName}'.");
return new
{
message = $"Successfully attached script '{scriptName}' to object '{objectName}'",
component_type = scriptType.Name
};
}
}
}