unity-mcp/Editor/Tools/ManageGameObject.cs

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2025-03-31 03:58:01 +08:00
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEditor;
using UnityEditor.SceneManagement;
using Newtonsoft.Json.Linq;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditorInternal;
using UnityMCP.Editor.Helpers; // For Response class
namespace UnityMCP.Editor.Tools
{
/// <summary>
/// Handles GameObject manipulation within the current scene (CRUD, find, components).
/// </summary>
public static class ManageGameObject
{
// --- Main Handler ---
public static object HandleCommand(JObject @params)
{
string action = @params["action"]?.ToString().ToLower();
if (string.IsNullOrEmpty(action))
{
return Response.Error("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();
string name = @params["name"]?.ToString();
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 Response.Error("'target' parameter required for get_components.");
return GetComponentsFromTarget(getCompTarget, searchMethod);
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 Response.Error($"Unknown action: '{action}'.");
}
}
catch (Exception e)
{
Debug.LogError($"[ManageGameObject] Action '{action}' failed: {e}");
return Response.Error($"Internal error processing action '{action}': {e.Message}");
}
}
// --- Action Implementations ---
private static object CreateGameObject(JObject @params)
{
string name = @params["name"]?.ToString();
if (string.IsNullOrEmpty(name))
{
return Response.Error("'name' parameter is required for 'create' action.");
}
// Get prefab creation parameters
bool saveAsPrefab = @params["saveAsPrefab"]?.ToObject<bool>() ?? false;
string prefabPath = @params["prefabPath"]?.ToString();
string tag = @params["tag"]?.ToString(); // Get tag for creation
if (saveAsPrefab && string.IsNullOrEmpty(prefabPath))
{
return Response.Error("'prefabPath' is required when 'saveAsPrefab' is true.");
}
if (saveAsPrefab && !prefabPath.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase))
{
return Response.Error($"'prefabPath' must end with '.prefab'. Provided: '{prefabPath}'");
}
string primitiveType = @params["primitiveType"]?.ToString();
GameObject newGo;
// Create primitive or empty GameObject
if (!string.IsNullOrEmpty(primitiveType))
{
try
{
PrimitiveType type = (PrimitiveType)Enum.Parse(typeof(PrimitiveType), primitiveType, true);
newGo = GameObject.CreatePrimitive(type);
newGo.name = name; // Set name after creation
}
catch (ArgumentException)
{
return Response.Error($"Invalid primitive type: '{primitiveType}'. Valid types: {string.Join(", ", Enum.GetNames(typeof(PrimitiveType)))}");
}
catch (Exception e)
{
return Response.Error($"Failed to create primitive '{primitiveType}': {e.Message}");
}
}
else
{
newGo = new GameObject(name);
}
// Record creation for Undo (initial object)
// Note: Prefab saving might have its own Undo implications or require different handling.
// PrefabUtility operations often handle their own Undo steps.
Undo.RegisterCreatedObjectUndo(newGo, $"Create GameObject '{name}'");
// Set Parent (before potentially making it a prefab root)
JToken parentToken = @params["parent"];
if (parentToken != null)
{
GameObject parentGo = FindObjectInternal(parentToken, "by_id_or_name_or_path"); // Flexible parent finding
if (parentGo == null)
{
UnityEngine.Object.DestroyImmediate(newGo); // Clean up created object
return Response.Error($"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 Response.Error($"Failed to create or assign tag '{tagToSet}' during creation: {innerEx.Message}.");
}
} else {
UnityEngine.Object.DestroyImmediate(newGo); // Clean up
return Response.Error($"Failed to set tag to '{tagToSet}' during creation: {ex.Message}.");
}
}
}
// 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($"[ManageGameObject] Invalid component format in componentsToAdd: {compToken}");
}
}
}
// Save as Prefab if requested
GameObject prefabInstance = newGo; // Keep track of the instance potentially linked to the prefab
if (saveAsPrefab)
{
try
{
// Ensure directory exists
string directoryPath = System.IO.Path.GetDirectoryName(prefabPath);
if (!System.IO.Directory.Exists(directoryPath))
{
System.IO.Directory.CreateDirectory(directoryPath);
AssetDatabase.Refresh(); // Refresh asset database to recognize the new folder
Debug.Log($"[ManageGameObject.Create] Created directory for prefab: {directoryPath}");
}
// Save the GameObject as a prefab asset and connect the instance
// Use SaveAsPrefabAssetAndConnect to keep the instance in the scene linked
prefabInstance = PrefabUtility.SaveAsPrefabAssetAndConnect(newGo, prefabPath, InteractionMode.UserAction);
if (prefabInstance == null)
{
// Destroy the original if saving failed somehow (shouldn't usually happen if path is valid)
UnityEngine.Object.DestroyImmediate(newGo);
return Response.Error($"Failed to save GameObject '{name}' as prefab at '{prefabPath}'. Check path and permissions.");
}
Debug.Log($"[ManageGameObject.Create] GameObject '{name}' saved as prefab to '{prefabPath}' and instance connected.");
// Mark the new prefab asset as dirty? Not usually necessary, SaveAsPrefabAsset handles it.
// EditorUtility.SetDirty(prefabInstance); // 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 Response.Error($"Error saving prefab '{prefabPath}': {e.Message}");
}
}
// Select the instance in the scene (which might now be a prefab instance)
Selection.activeGameObject = prefabInstance;
string successMessage = saveAsPrefab
? $"GameObject '{name}' created and saved as prefab to '{prefabPath}'."
: $"GameObject '{name}' created successfully in scene.";
// Return data for the instance in the scene
return Response.Success(successMessage, GetGameObjectData(prefabInstance));
}
private static object ModifyGameObject(JObject @params, JToken targetToken, string searchMethod)
{
GameObject targetGo = FindObjectInternal(targetToken, searchMethod);
if (targetGo == null)
{
return Response.Error($"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
string newName = @params["newName"]?.ToString();
if (!string.IsNullOrEmpty(newName) && targetGo.name != newName)
{
targetGo.name = newName;
modified = true;
}
// Change Parent
JToken newParentToken = @params["newParent"];
if (newParentToken != null)
{
GameObject newParentGo = FindObjectInternal(newParentToken, "by_id_or_name_or_path");
if (newParentGo == null && !(newParentToken.Type == JTokenType.Null || (newParentToken.Type == JTokenType.String && string.IsNullOrEmpty(newParentToken.ToString()))))
{
return Response.Error($"New parent ('{newParentToken}') not found.");
}
// Check for hierarchy loops
if (newParentGo != null && newParentGo.transform.IsChildOf(targetGo.transform))
{
return Response.Error($"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
string newTag = @params["newTag"]?.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 (newTag != null && targetGo.tag != newTag)
{
// Ensure the tag is not empty, if empty, it means "Untagged" implicitly
string tagToSet = string.IsNullOrEmpty(newTag) ? "Untagged" : newTag;
try {
// First attempt to set the tag
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($"[ManageGameObject] Tag '{tagToSet}' not found. Attempting to create it.");
try
{
// Attempt to create the tag using internal utility
InternalEditorUtility.AddTag(tagToSet);
// Wait a frame maybe? Not strictly necessary but sometimes helps editor updates.
// yield return null; // Cannot yield here, editor script limitation
// Retry setting the tag immediately after creation
targetGo.tag = tagToSet;
modified = true; // Mark as modified on successful retry
Debug.Log($"[ManageGameObject] Tag '{tagToSet}' created and assigned successfully.");
}
catch (Exception innerEx)
{
// Handle failure during tag creation or the second assignment attempt
Debug.LogError($"[ManageGameObject] Failed to create or assign tag '{tagToSet}' after attempting creation: {innerEx.Message}");
return Response.Error($"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 Response.Error($"Failed to set tag to '{tagToSet}': {ex.Message}.");
}
}
}
// Change Layer
JToken newLayerToken = @params["newLayer"];
if (newLayerToken != null)
{
int layer = -1;
if (newLayerToken.Type == JTokenType.Integer)
{
layer = newLayerToken.ToObject<int>();
}
else if (newLayerToken.Type == JTokenType.String)
{
layer = LayerMask.NameToLayer(newLayerToken.ToString());
}
if (layer == -1 && newLayerToken.ToString() != "Default") // LayerMask.NameToLayer returns -1 for invalid names
{
return Response.Error($"Invalid layer specified: '{newLayerToken}'. Use a valid layer name or index.");
}
if (layer != -1 && targetGo.layer != layer)
{
targetGo.layer = layer;
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)
{
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)
{
// ... (parsing logic as in CreateGameObject) ...
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
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) return setResult;
modified = true;
}
}
}
if (!modified)
{
return Response.Success($"No modifications applied to GameObject '{targetGo.name}'.", GetGameObjectData(targetGo));
}
EditorUtility.SetDirty(targetGo); // Mark scene as dirty
return Response.Success($"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 Response.Error($"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."
: $"{deletedObjects.Count} GameObjects deleted successfully.";
return Response.Success(message, deletedObjects);
}
else
{
// Should not happen if targets.Count > 0 initially, but defensive check
return Response.Error("Failed to delete target GameObject(s).");
}
}
private static object FindGameObjects(JObject @params, JToken targetToken, string searchMethod)
{
bool findAll = @params["findAll"]?.ToObject<bool>() ?? false;
List<GameObject> foundObjects = FindObjectsInternal(targetToken, searchMethod, findAll, @params);
if (foundObjects.Count == 0)
{
return Response.Success("No matching GameObjects found.", new List<object>());
}
var results = foundObjects.Select(go => GetGameObjectData(go)).ToList();
return Response.Success($"Found {results.Count} GameObject(s).", results);
}
private static object GetComponentsFromTarget(string target, string searchMethod)
{
GameObject targetGo = FindObjectInternal(target, searchMethod);
if (targetGo == null)
{
return Response.Error($"Target GameObject ('{target}') not found using method '{searchMethod ?? "default"}'.");
}
try
{
Component[] components = targetGo.GetComponents<Component>();
var componentData = components.Select(c => GetComponentData(c)).ToList();
return Response.Success($"Retrieved {componentData.Count} components from '{targetGo.name}'.", componentData);
}
catch (Exception e)
{
return Response.Error($"Error getting components from '{targetGo.name}': {e.Message}");
}
}
private static object AddComponentToTarget(JObject @params, JToken targetToken, string searchMethod)
{
GameObject targetGo = FindObjectInternal(targetToken, searchMethod);
if (targetGo == null) {
return Response.Error($"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 Response.Error("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);
return Response.Success($"Component '{typeName}' added to '{targetGo.name}'.", GetGameObjectData(targetGo)); // Return updated GO data
}
private static object RemoveComponentFromTarget(JObject @params, JToken targetToken, string searchMethod)
{
GameObject targetGo = FindObjectInternal(targetToken, searchMethod);
if (targetGo == null) {
return Response.Error($"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 Response.Error("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);
return Response.Success($"Component '{typeName}' removed from '{targetGo.name}'.", GetGameObjectData(targetGo));
}
private static object SetComponentPropertyOnTarget(JObject @params, JToken targetToken, string searchMethod)
{
GameObject targetGo = FindObjectInternal(targetToken, searchMethod);
if (targetGo == null) {
return Response.Error($"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 Response.Error("'componentName' parameter is required.");
}
if (propertiesToSet == null || !propertiesToSet.HasValues)
{
return Response.Error("'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);
return Response.Success($"Properties set for component '{compName}' on '{targetGo.name}'.", GetGameObjectData(targetGo));
}
// --- Internal Helpers ---
/// <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 Response.Error($"Component type '{typeName}' not found or is not a valid Component.");
}
if (!typeof(Component).IsAssignableFrom(componentType))
{
return Response.Error($"Type '{typeName}' is not a Component.");
}
// Prevent adding Transform again
if (componentType == typeof(Transform))
{
return Response.Error("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 Response.Error($"Cannot add 2D physics component '{typeName}' because the GameObject '{targetGo.name}' already has a 3D Rigidbody or Collider.");
}
}
else if (isAdding3DPhysics)
{
// Check if the GameObject already has any 2D Rigidbody or Collider
if (targetGo.GetComponent<Rigidbody2D>() != null || targetGo.GetComponent<Collider2D>() != null)
{
return Response.Error($"Cannot add 3D physics component '{typeName}' because the GameObject '{targetGo.name}' already has a 2D Rigidbody or Collider.");
}
}
// Check if component already exists (optional, depending on desired behavior)
// if (targetGo.GetComponent(componentType) != null) {
// return Response.Error($"Component '{typeName}' already exists on '{targetGo.name}'.");
// }
try
{
// Use Undo.AddComponent for undo support
Component newComponent = Undo.AddComponent(targetGo, componentType);
if (newComponent == null)
{
return Response.Error($"Failed to add component '{typeName}' to '{targetGo.name}'. It might be disallowed (e.g., adding script twice).");
}
// 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 Response.Error($"Error adding component '{typeName}' to '{targetGo.name}': {e.Message}");
}
}
/// <summary>
/// Removes a component by type name.
/// Returns null on success, or an error response object on failure.
/// </summary>
private static object RemoveComponentInternal(GameObject targetGo, string typeName)
{
Type componentType = FindType(typeName);
if (componentType == null)
{
return Response.Error($"Component type '{typeName}' not found for removal.");
}
// Prevent removing essential components
if (componentType == typeof(Transform))
{
return Response.Error("Cannot remove the Transform component.");
}
Component componentToRemove = targetGo.GetComponent(componentType);
if (componentToRemove == null)
{
return Response.Error($"Component '{typeName}' not found on '{targetGo.name}' to remove.");
}
try
{
// Use Undo.DestroyObjectImmediate for undo support
Undo.DestroyObjectImmediate(componentToRemove);
return null; // Success
}
catch (Exception e)
{
return Response.Error($"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 ?? targetGo.GetComponent(compName);
if (targetComponent == null)
{
return Response.Error($"Component '{compName}' not found on '{targetGo.name}' to set properties.");
}
Undo.RecordObject(targetComponent, "Set Component Properties");
foreach (var prop in propertiesToSet.Properties())
{
string propName = prop.Name;
JToken propValue = prop.Value;
try
{
if (!SetProperty(targetComponent, propName, propValue))
{
// Log warning if property could not be set
Debug.LogWarning($"[ManageGameObject] Could not set property '{propName}' on component '{compName}' ('{targetComponent.GetType().Name}'). Property might not exist, be read-only, or type mismatch.");
// Optionally return an error here instead of just logging
// return Response.Error($"Could not set property '{propName}' on component '{compName}'.");
}
}
catch (Exception e)
{
Debug.LogError($"[ManageGameObject] Error setting property '{propName}' on '{compName}': {e.Message}");
// Optionally return an error here
// return Response.Error($"Error setting property '{propName}' on '{compName}': {e.Message}");
}
}
EditorUtility.SetDirty(targetComponent);
return null; // Success (or partial success if warnings were logged)
}
/// <summary>
/// Helper to set a property or field via reflection, handling basic types.
/// </summary>
private static bool SetProperty(object target, string memberName, JToken value)
{
Type type = target.GetType();
BindingFlags flags = BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase;
try
{
PropertyInfo propInfo = type.GetProperty(memberName, flags);
if (propInfo != null && propInfo.CanWrite)
{
object convertedValue = ConvertJTokenToType(value, propInfo.PropertyType);
if (convertedValue != null)
{
propInfo.SetValue(target, convertedValue);
return true;
}
}
else
{
FieldInfo fieldInfo = type.GetField(memberName, flags);
if (fieldInfo != null)
{
object convertedValue = ConvertJTokenToType(value, fieldInfo.FieldType);
if (convertedValue != null) {
fieldInfo.SetValue(target, convertedValue);
return true;
}
}
}
}
catch (Exception ex)
{
Debug.LogError($"[SetProperty] Failed to set '{memberName}' on {type.Name}: {ex.Message}");
}
return false;
}
/// <summary>
/// Simple JToken to Type conversion for common Unity types.
/// </summary>
private static object ConvertJTokenToType(JToken token, Type targetType)
{
try
{
if (targetType == typeof(string)) return token.ToObject<string>();
if (targetType == typeof(int)) return token.ToObject<int>();
if (targetType == typeof(float)) return token.ToObject<float>();
if (targetType == typeof(bool)) return token.ToObject<bool>();
if (targetType == typeof(Vector2) && token is JArray arrV2 && arrV2.Count == 2)
return new Vector2(arrV2[0].ToObject<float>(), arrV2[1].ToObject<float>());
if (targetType == typeof(Vector3) && token is JArray arrV3 && arrV3.Count == 3)
return new Vector3(arrV3[0].ToObject<float>(), arrV3[1].ToObject<float>(), arrV3[2].ToObject<float>());
if (targetType == typeof(Vector4) && token is JArray arrV4 && arrV4.Count == 4)
return new Vector4(arrV4[0].ToObject<float>(), arrV4[1].ToObject<float>(), arrV4[2].ToObject<float>(), arrV4[3].ToObject<float>());
if (targetType == typeof(Quaternion) && token is JArray arrQ && arrQ.Count == 4)
return new Quaternion(arrQ[0].ToObject<float>(), arrQ[1].ToObject<float>(), arrQ[2].ToObject<float>(), arrQ[3].ToObject<float>());
if (targetType == typeof(Color) && token is JArray arrC && arrC.Count >= 3) // Allow RGB or RGBA
return new Color(arrC[0].ToObject<float>(), arrC[1].ToObject<float>(), arrC[2].ToObject<float>(), arrC.Count > 3 ? arrC[3].ToObject<float>() : 1.0f);
if (targetType.IsEnum)
return Enum.Parse(targetType, token.ToString(), true); // Case-insensitive enum parsing
// Handle assigning Unity Objects (like Prefabs, Materials, Textures) using their asset path
if (typeof(UnityEngine.Object).IsAssignableFrom(targetType))
{
// Check if the input token is a string, which we'll assume is the asset path
if (token.Type == JTokenType.String)
{
string assetPath = token.ToString();
if (!string.IsNullOrEmpty(assetPath))
{
// Attempt to load the asset from the provided path using the target type
UnityEngine.Object loadedAsset = AssetDatabase.LoadAssetAtPath(assetPath, targetType);
if (loadedAsset != null)
{
return loadedAsset; // Return the loaded asset if successful
}
else
{
// Log a warning if the asset could not be found at the path
Debug.LogWarning($"[ConvertJTokenToType] Could not load asset of type '{targetType.Name}' from path: '{assetPath}'. Make sure the path is correct and the asset exists.");
return null;
}
}
else
{
// Handle cases where an empty string might be intended to clear the reference
return null; // Assign null if the path is empty
}
}
else
{
// Log a warning if the input token is not a string (path) for a Unity Object assignment
Debug.LogWarning($"[ConvertJTokenToType] Expected a string asset path to assign Unity Object of type '{targetType.Name}', but received token type '{token.Type}'. Value: {token}");
return null;
}
}
// Fallback: Try direct conversion (might work for simple value types)
return token.ToObject(targetType);
}
catch (Exception ex)
{
Debug.LogWarning($"[ConvertJTokenToType] Could not convert JToken '{token}' to type '{targetType.Name}': {ex.Message}");
return null;
}
}
/// <summary>
/// Helper to find a Type by name, searching relevant assemblies.
/// </summary>
private static Type FindType(string typeName)
{
if (string.IsNullOrEmpty(typeName)) return null;
// Handle common Unity namespaces implicitly
var type = Type.GetType($"UnityEngine.{typeName}, UnityEngine.CoreModule") ??
Type.GetType($"UnityEngine.{typeName}, UnityEngine.PhysicsModule") ?? // Example physics
Type.GetType($"UnityEngine.UI.{typeName}, UnityEngine.UI") ?? // Example UI
Type.GetType($"UnityEditor.{typeName}, UnityEditor.CoreModule") ??
Type.GetType(typeName); // Try direct name (if fully qualified or in mscorlib)
if (type != null) return type;
// If not found, search all loaded assemblies (slower)
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
{
type = assembly.GetType(typeName);
if (type != null) return type;
// Also check with namespaces if simple name given
type = assembly.GetType("UnityEngine." + typeName);
if (type != null) return type;
type = assembly.GetType("UnityEditor." + typeName);
if (type != null) return type;
type = assembly.GetType("UnityEngine.UI." + typeName);
if (type != null) return type;
}
return null; // Not found
}
/// <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 { /* Ignore parsing errors */ }
}
return null;
}
// --- Data Serialization ---
/// <summary>
/// Creates a serializable representation of a GameObject.
/// </summary>
private static object GetGameObjectData(GameObject go)
{
if (go == null) return null;
return new
{
name = go.name,
instanceID = go.GetInstanceID(),
tag = go.tag,
layer = go.layer,
activeSelf = go.activeSelf,
activeInHierarchy = go.activeInHierarchy,
isStatic = go.isStatic,
scenePath = go.scene.path, // Identify which scene it belongs to
transform = new // Serialize transform components carefully to avoid JSON issues
{
// Serialize Vector3 components individually to prevent self-referencing loops.
// The default serializer can struggle with properties like Vector3.normalized.
position = new { x = go.transform.position.x, y = go.transform.position.y, z = go.transform.position.z },
localPosition = new { x = go.transform.localPosition.x, y = go.transform.localPosition.y, z = go.transform.localPosition.z },
rotation = new { x = go.transform.rotation.eulerAngles.x, y = go.transform.rotation.eulerAngles.y, z = go.transform.rotation.eulerAngles.z },
localRotation = new { x = go.transform.localRotation.eulerAngles.x, y = go.transform.localRotation.eulerAngles.y, z = go.transform.localRotation.eulerAngles.z },
scale = new { x = go.transform.localScale.x, y = go.transform.localScale.y, z = go.transform.localScale.z },
forward = new { x = go.transform.forward.x, y = go.transform.forward.y, z = go.transform.forward.z },
up = new { x = go.transform.up.x, y = go.transform.up.y, z = go.transform.up.z },
right = new { x = go.transform.right.x, y = go.transform.right.y, z = go.transform.right.z }
},
parentInstanceID = go.transform.parent?.gameObject.GetInstanceID() ?? 0, // 0 if no parent
// Optionally include components, but can be large
// components = go.GetComponents<Component>().Select(c => GetComponentData(c)).ToList()
// Or just component names:
componentNames = go.GetComponents<Component>().Select(c => c.GetType().FullName).ToList()
};
}
/// <summary>
/// Creates a serializable representation of a Component.
/// TODO: Add property serialization.
/// </summary>
private static object GetComponentData(Component c)
{
if (c == null) return null;
var data = new Dictionary<string, object> {
{ "typeName", c.GetType().FullName },
{ "instanceID", c.GetInstanceID() }
};
// Attempt to serialize public properties/fields (can be noisy/complex)
/*
try {
var properties = new Dictionary<string, object>();
var type = c.GetType();
BindingFlags flags = BindingFlags.Public | BindingFlags.Instance;
foreach (var prop in type.GetProperties(flags).Where(p => p.CanRead && p.GetIndexParameters().Length == 0)) {
try { properties[prop.Name] = prop.GetValue(c); } catch { }
}
foreach (var field in type.GetFields(flags)) {
try { properties[field.Name] = field.GetValue(c); } catch { }
}
data["properties"] = properties;
} catch (Exception ex) {
data["propertiesError"] = ex.Message;
}
*/
return data;
}
}
}