unity-mcp/UnityMcpBridge/Editor/Tools/CommandRegistry.cs

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using System;
using System.Collections.Generic;
using Newtonsoft.Json.Linq;
using MCPForUnity.Editor.Tools.MenuItems;
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Rename namespace and public facing plugin output from "Unity MCP" to "MCP for Unity" (#225) * refactor: rename namespace from UnityMcpBridge to MCPForUnity across all files See thread in #6, we can't use Unity MCP because it violates their trademark. That name makes us look affiliated. We can use MCP for Unity * Change package display name, menu item and menu titles These are front facing so has to change for Unity asset store review * Misc name changes in logs and comments for better consistency * chore: update editor window title from 'MCP Editor' to 'MCP for Unity' * refactor: update branding from UNITY-MCP to MCP-FOR-UNITY across all log messages and warnings * chore: rename Unity MCP to MCP For Unity across all files and bump version to 2.1.2 * docs: update restore script title to clarify Unity MCP naming * Fix usage instructions * chore: update log messages to use MCP For Unity branding instead of UnityMCP * Add a README inside plugin, required for distributing via the asset store * docs: update Unity port description and fix typo in troubleshooting section * Address Rabbit feedback * Update Editor prefs to use new name Prevents overlap with other Unity MCPs, happy to revert if it's too much * refactor: rename server logger and identifier from unity-mcp-server to mcp-for-unity-server * Standardize casing of renamed project to "MCP for Unity", as it is on the asset store * Remove unused folder * refactor: rename Unity MCP to MCP for Unity across codebase * Update dangling references * docs: update product name from UnityMCP to MCP for Unity in README * Update log and comments for new name
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namespace MCPForUnity.Editor.Tools
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{
/// <summary>
/// Registry for all MCP command handlers (Refactored Version)
/// </summary>
public static class CommandRegistry
{
// Maps command names (matching those called from Python via ctx.bridge.unity_editor.HandlerName)
// to the corresponding static HandleCommand method in the appropriate tool class.
private static readonly Dictionary<string, Func<JObject, object>> _handlers = new()
{
{ "HandleManageScript", ManageScript.HandleCommand },
{ "HandleManageScene", ManageScene.HandleCommand },
{ "HandleManageEditor", ManageEditor.HandleCommand },
{ "HandleManageGameObject", ManageGameObject.HandleCommand },
{ "HandleManageAsset", ManageAsset.HandleCommand },
{ "HandleReadConsole", ReadConsole.HandleCommand },
{ "HandleManageMenuItem", ManageMenuItem.HandleCommand },
{ "HandleManageShader", ManageShader.HandleCommand},
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};
/// <summary>
/// Gets a command handler by name.
/// </summary>
/// <param name="commandName">Name of the command handler (e.g., "HandleManageAsset").</param>
/// <returns>The command handler function if found, null otherwise.</returns>
public static Func<JObject, object> GetHandler(string commandName)
{
// Use case-insensitive comparison for flexibility, although Python side should be consistent
return _handlers.TryGetValue(commandName, out var handler) ? handler : null;
// Consider adding logging here if a handler is not found
/*
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if (_handlers.TryGetValue(commandName, out var handler)) {
return handler;
} else {
UnityEngine.Debug.LogError($\"[CommandRegistry] No handler found for command: {commandName}\");
return null;
}
*/
}
}
}