2221 lines
96 KiB
C#
2221 lines
96 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using Newtonsoft.Json.Linq;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEditorInternal;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityMcpBridge.Editor.Helpers; // For Response class
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namespace UnityMcpBridge.Editor.Tools
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{
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/// <summary>
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/// Handles GameObject manipulation within the current scene (CRUD, find, components).
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/// </summary>
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public static class ManageGameObject
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{
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// --- Main Handler ---
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public static object HandleCommand(JObject @params)
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{
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string action = @params["action"]?.ToString().ToLower();
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if (string.IsNullOrEmpty(action))
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{
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return Response.Error("Action parameter is required.");
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}
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// Parameters used by various actions
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JToken targetToken = @params["target"]; // Can be string (name/path) or int (instanceID)
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string searchMethod = @params["searchMethod"]?.ToString().ToLower();
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// Get common parameters (consolidated)
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string name = @params["name"]?.ToString();
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string tag = @params["tag"]?.ToString();
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string layer = @params["layer"]?.ToString();
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JToken parentToken = @params["parent"];
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// --- Prefab Redirection Check ---
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string targetPath =
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targetToken?.Type == JTokenType.String ? targetToken.ToString() : null;
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if (
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!string.IsNullOrEmpty(targetPath)
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&& targetPath.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase)
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)
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{
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// Allow 'create' (instantiate), 'find' (?), 'get_components' (?)
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if (action == "modify" || action == "set_component_property")
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{
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Debug.Log(
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$"[ManageGameObject->ManageAsset] Redirecting action '{action}' for prefab '{targetPath}' to ManageAsset."
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);
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// Prepare params for ManageAsset.ModifyAsset
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JObject assetParams = new JObject();
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assetParams["action"] = "modify"; // ManageAsset uses "modify"
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assetParams["path"] = targetPath;
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// Extract properties.
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// For 'set_component_property', combine componentName and componentProperties.
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// For 'modify', directly use componentProperties.
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JObject properties = null;
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if (action == "set_component_property")
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{
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string compName = @params["componentName"]?.ToString();
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JObject compProps = @params["componentProperties"]?[compName] as JObject; // Handle potential nesting
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if (string.IsNullOrEmpty(compName))
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return Response.Error(
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"Missing 'componentName' for 'set_component_property' on prefab."
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);
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if (compProps == null)
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return Response.Error(
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$"Missing or invalid 'componentProperties' for component '{compName}' for 'set_component_property' on prefab."
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);
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properties = new JObject();
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properties[compName] = compProps;
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}
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else // action == "modify"
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{
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properties = @params["componentProperties"] as JObject;
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if (properties == null)
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return Response.Error(
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"Missing 'componentProperties' for 'modify' action on prefab."
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);
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}
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assetParams["properties"] = properties;
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// Call ManageAsset handler
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return ManageAsset.HandleCommand(assetParams);
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}
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else if (
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action == "delete"
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|| action == "add_component"
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|| action == "remove_component"
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|| action == "get_components"
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) // Added get_components here too
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{
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// Explicitly block other modifications on the prefab asset itself via manage_gameobject
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return Response.Error(
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$"Action '{action}' on a prefab asset ('{targetPath}') should be performed using the 'manage_asset' command."
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);
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}
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// Allow 'create' (instantiation) and 'find' to proceed, although finding a prefab asset by path might be less common via manage_gameobject.
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// No specific handling needed here, the code below will run.
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}
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// --- End Prefab Redirection Check ---
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try
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{
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switch (action)
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{
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case "create":
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return CreateGameObject(@params);
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case "modify":
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return ModifyGameObject(@params, targetToken, searchMethod);
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case "delete":
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return DeleteGameObject(targetToken, searchMethod);
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case "find":
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return FindGameObjects(@params, targetToken, searchMethod);
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case "get_components":
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string getCompTarget = targetToken?.ToString(); // Expect name, path, or ID string
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if (getCompTarget == null)
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return Response.Error(
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"'target' parameter required for get_components."
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);
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return GetComponentsFromTarget(getCompTarget, searchMethod);
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case "add_component":
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return AddComponentToTarget(@params, targetToken, searchMethod);
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case "remove_component":
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return RemoveComponentFromTarget(@params, targetToken, searchMethod);
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case "set_component_property":
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return SetComponentPropertyOnTarget(@params, targetToken, searchMethod);
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default:
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return Response.Error($"Unknown action: '{action}'.");
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}
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}
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catch (Exception e)
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{
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Debug.LogError($"[ManageGameObject] Action '{action}' failed: {e}");
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return Response.Error($"Internal error processing action '{action}': {e.Message}");
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}
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}
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// --- Action Implementations ---
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private static object CreateGameObject(JObject @params)
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{
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string name = @params["name"]?.ToString();
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if (string.IsNullOrEmpty(name))
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{
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return Response.Error("'name' parameter is required for 'create' action.");
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}
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// Get prefab creation parameters
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bool saveAsPrefab = @params["saveAsPrefab"]?.ToObject<bool>() ?? false;
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string prefabPath = @params["prefabPath"]?.ToString();
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string tag = @params["tag"]?.ToString(); // Get tag for creation
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string primitiveType = @params["primitiveType"]?.ToString(); // Keep primitiveType check
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GameObject newGo = null; // Initialize as null
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// --- Try Instantiating Prefab First ---
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string originalPrefabPath = prefabPath; // Keep original for messages
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if (!string.IsNullOrEmpty(prefabPath))
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{
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// If no extension, search for the prefab by name
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if (
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!prefabPath.Contains("/")
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&& !prefabPath.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase)
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)
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{
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string prefabNameOnly = prefabPath;
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Debug.Log(
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$"[ManageGameObject.Create] Searching for prefab named: '{prefabNameOnly}'"
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);
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string[] guids = AssetDatabase.FindAssets($"t:Prefab {prefabNameOnly}");
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if (guids.Length == 0)
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{
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return Response.Error(
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$"Prefab named '{prefabNameOnly}' not found anywhere in the project."
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);
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}
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else if (guids.Length > 1)
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{
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string foundPaths = string.Join(
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", ",
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guids.Select(g => AssetDatabase.GUIDToAssetPath(g))
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);
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return Response.Error(
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$"Multiple prefabs found matching name '{prefabNameOnly}': {foundPaths}. Please provide a more specific path."
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);
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}
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else // Exactly one found
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{
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prefabPath = AssetDatabase.GUIDToAssetPath(guids[0]); // Update prefabPath with the full path
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Debug.Log(
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$"[ManageGameObject.Create] Found unique prefab at path: '{prefabPath}'"
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);
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}
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}
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else if (!prefabPath.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase))
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{
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// If it looks like a path but doesn't end with .prefab, assume user forgot it and append it.
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// We could also error here, but appending might be more user-friendly.
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Debug.LogWarning(
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$"[ManageGameObject.Create] Provided prefabPath '{prefabPath}' does not end with .prefab. Assuming it's missing and appending."
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);
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prefabPath += ".prefab";
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// Note: This path might still not exist, AssetDatabase.LoadAssetAtPath will handle that.
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}
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// Removed the early return error for missing .prefab ending.
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// The logic above now handles finding or assuming the .prefab extension.
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GameObject prefabAsset = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
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if (prefabAsset != null)
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{
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try
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{
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// Instantiate the prefab, initially place it at the root
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// Parent will be set later if specified
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newGo = PrefabUtility.InstantiatePrefab(prefabAsset) as GameObject;
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if (newGo == null)
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{
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// This might happen if the asset exists but isn't a valid GameObject prefab somehow
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Debug.LogError(
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$"[ManageGameObject.Create] Failed to instantiate prefab at '{prefabPath}', asset might be corrupted or not a GameObject."
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);
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return Response.Error(
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$"Failed to instantiate prefab at '{prefabPath}'."
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);
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}
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// Name the instance based on the 'name' parameter, not the prefab's default name
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if (!string.IsNullOrEmpty(name))
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{
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newGo.name = name;
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}
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// Register Undo for prefab instantiation
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Undo.RegisterCreatedObjectUndo(
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newGo,
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$"Instantiate Prefab '{prefabAsset.name}' as '{newGo.name}'"
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);
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Debug.Log(
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$"[ManageGameObject.Create] Instantiated prefab '{prefabAsset.name}' from path '{prefabPath}' as '{newGo.name}'."
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);
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}
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catch (Exception e)
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{
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return Response.Error(
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$"Error instantiating prefab '{prefabPath}': {e.Message}"
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);
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}
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}
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else
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{
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// Only return error if prefabPath was specified but not found.
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// If prefabPath was empty/null, we proceed to create primitive/empty.
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Debug.LogWarning(
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$"[ManageGameObject.Create] Prefab asset not found at path: '{prefabPath}'. Will proceed to create new object if specified."
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);
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// Do not return error here, allow fallback to primitive/empty creation
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}
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}
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// --- Fallback: Create Primitive or Empty GameObject ---
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bool createdNewObject = false; // Flag to track if we created (not instantiated)
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if (newGo == null) // Only proceed if prefab instantiation didn't happen
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{
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if (!string.IsNullOrEmpty(primitiveType))
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{
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try
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{
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PrimitiveType type = (PrimitiveType)
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Enum.Parse(typeof(PrimitiveType), primitiveType, true);
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newGo = GameObject.CreatePrimitive(type);
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// Set name *after* creation for primitives
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if (!string.IsNullOrEmpty(name))
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newGo.name = name;
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else
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return Response.Error(
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"'name' parameter is required when creating a primitive."
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); // Name is essential
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createdNewObject = true;
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}
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catch (ArgumentException)
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{
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return Response.Error(
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$"Invalid primitive type: '{primitiveType}'. Valid types: {string.Join(", ", Enum.GetNames(typeof(PrimitiveType)))}"
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);
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}
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catch (Exception e)
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{
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return Response.Error(
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$"Failed to create primitive '{primitiveType}': {e.Message}"
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);
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}
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}
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else // Create empty GameObject
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{
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if (string.IsNullOrEmpty(name))
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{
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return Response.Error(
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"'name' parameter is required for 'create' action when not instantiating a prefab or creating a primitive."
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);
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}
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newGo = new GameObject(name);
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createdNewObject = true;
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}
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// Record creation for Undo *only* if we created a new object
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if (createdNewObject)
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{
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Undo.RegisterCreatedObjectUndo(newGo, $"Create GameObject '{newGo.name}'");
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}
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}
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// --- Common Setup (Parent, Transform, Tag, Components) - Applied AFTER object exists ---
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if (newGo == null)
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{
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// Should theoretically not happen if logic above is correct, but safety check.
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return Response.Error("Failed to create or instantiate the GameObject.");
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}
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// Record potential changes to the existing prefab instance or the new GO
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// Record transform separately in case parent changes affect it
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Undo.RecordObject(newGo.transform, "Set GameObject Transform");
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Undo.RecordObject(newGo, "Set GameObject Properties");
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// Set Parent
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JToken parentToken = @params["parent"];
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if (parentToken != null)
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{
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GameObject parentGo = FindObjectInternal(parentToken, "by_id_or_name_or_path"); // Flexible parent finding
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if (parentGo == null)
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{
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UnityEngine.Object.DestroyImmediate(newGo); // Clean up created object
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return Response.Error($"Parent specified ('{parentToken}') but not found.");
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}
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newGo.transform.SetParent(parentGo.transform, true); // worldPositionStays = true
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}
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// Set Transform
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||
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Vector3? position = ParseVector3(@params["position"] as JArray);
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Vector3? rotation = ParseVector3(@params["rotation"] as JArray);
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Vector3? scale = ParseVector3(@params["scale"] as JArray);
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if (position.HasValue)
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newGo.transform.localPosition = position.Value;
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if (rotation.HasValue)
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newGo.transform.localEulerAngles = rotation.Value;
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if (scale.HasValue)
|
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newGo.transform.localScale = scale.Value;
|
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|
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// Set Tag (added for create action)
|
||
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if (!string.IsNullOrEmpty(tag))
|
||
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{
|
||
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// Similar logic as in ModifyGameObject for setting/creating tags
|
||
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string tagToSet = string.IsNullOrEmpty(tag) ? "Untagged" : tag;
|
||
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try
|
||
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{
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newGo.tag = tagToSet;
|
||
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}
|
||
|
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catch (UnityException ex)
|
||
|
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{
|
||
|
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if (ex.Message.Contains("is not defined"))
|
||
|
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{
|
||
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Debug.LogWarning(
|
||
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$"[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}."
|
||
|
|
);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
// Set Layer (new for create action)
|
||
|
|
string layerName = @params["layer"]?.ToString();
|
||
|
|
if (!string.IsNullOrEmpty(layerName))
|
||
|
|
{
|
||
|
|
int layerId = LayerMask.NameToLayer(layerName);
|
||
|
|
if (layerId != -1)
|
||
|
|
{
|
||
|
|
newGo.layer = layerId;
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[ManageGameObject.Create] Layer '{layerName}' not found. Using default layer."
|
||
|
|
);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
// 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 ONLY if we *created* a new object AND saveAsPrefab is true
|
||
|
|
GameObject finalInstance = newGo; // Use this for selection and return data
|
||
|
|
if (createdNewObject && saveAsPrefab)
|
||
|
|
{
|
||
|
|
string finalPrefabPath = prefabPath; // Use a separate variable for saving path
|
||
|
|
// This check should now happen *before* attempting to save
|
||
|
|
if (string.IsNullOrEmpty(finalPrefabPath))
|
||
|
|
{
|
||
|
|
// Clean up the created object before returning error
|
||
|
|
UnityEngine.Object.DestroyImmediate(newGo);
|
||
|
|
return Response.Error(
|
||
|
|
"'prefabPath' is required when 'saveAsPrefab' is true and creating a new object."
|
||
|
|
);
|
||
|
|
}
|
||
|
|
// Ensure the *saving* path ends with .prefab
|
||
|
|
if (!finalPrefabPath.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase))
|
||
|
|
{
|
||
|
|
Debug.Log(
|
||
|
|
$"[ManageGameObject.Create] Appending .prefab extension to save path: '{finalPrefabPath}' -> '{finalPrefabPath}.prefab'"
|
||
|
|
);
|
||
|
|
finalPrefabPath += ".prefab";
|
||
|
|
}
|
||
|
|
|
||
|
|
// Removed the error check here as we now ensure the extension exists
|
||
|
|
// if (!prefabPath.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase))
|
||
|
|
// {
|
||
|
|
// UnityEngine.Object.DestroyImmediate(newGo);
|
||
|
|
// return Response.Error($"'prefabPath' must end with '.prefab'. Provided: '{prefabPath}'");
|
||
|
|
// }
|
||
|
|
|
||
|
|
try
|
||
|
|
{
|
||
|
|
// Ensure directory exists using the final saving path
|
||
|
|
string directoryPath = System.IO.Path.GetDirectoryName(finalPrefabPath);
|
||
|
|
if (
|
||
|
|
!string.IsNullOrEmpty(directoryPath)
|
||
|
|
&& !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}"
|
||
|
|
);
|
||
|
|
}
|
||
|
|
|
||
|
|
// Use SaveAsPrefabAssetAndConnect with the final saving path
|
||
|
|
finalInstance = PrefabUtility.SaveAsPrefabAssetAndConnect(
|
||
|
|
newGo,
|
||
|
|
finalPrefabPath,
|
||
|
|
InteractionMode.UserAction
|
||
|
|
);
|
||
|
|
|
||
|
|
if (finalInstance == 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 '{finalPrefabPath}'. Check path and permissions."
|
||
|
|
);
|
||
|
|
}
|
||
|
|
Debug.Log(
|
||
|
|
$"[ManageGameObject.Create] GameObject '{name}' saved as prefab to '{finalPrefabPath}' and instance connected."
|
||
|
|
);
|
||
|
|
// Mark the new prefab asset as dirty? Not usually necessary, SaveAsPrefabAsset handles it.
|
||
|
|
// EditorUtility.SetDirty(finalInstance); // Instance is handled by SaveAsPrefabAssetAndConnect
|
||
|
|
}
|
||
|
|
catch (Exception e)
|
||
|
|
{
|
||
|
|
// Clean up the instance if prefab saving fails
|
||
|
|
UnityEngine.Object.DestroyImmediate(newGo); // Destroy the original attempt
|
||
|
|
return Response.Error($"Error saving prefab '{finalPrefabPath}': {e.Message}");
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
// Select the instance in the scene (either prefab instance or newly created/saved one)
|
||
|
|
Selection.activeGameObject = finalInstance;
|
||
|
|
|
||
|
|
// Determine appropriate success message using the potentially updated or original path
|
||
|
|
string messagePrefabPath =
|
||
|
|
finalInstance == null
|
||
|
|
? originalPrefabPath
|
||
|
|
: AssetDatabase.GetAssetPath(
|
||
|
|
PrefabUtility.GetCorrespondingObjectFromSource(finalInstance)
|
||
|
|
?? (UnityEngine.Object)finalInstance
|
||
|
|
);
|
||
|
|
string successMessage;
|
||
|
|
if (!createdNewObject && !string.IsNullOrEmpty(messagePrefabPath)) // Instantiated existing prefab
|
||
|
|
{
|
||
|
|
successMessage =
|
||
|
|
$"Prefab '{messagePrefabPath}' instantiated successfully as '{finalInstance.name}'.";
|
||
|
|
}
|
||
|
|
else if (createdNewObject && saveAsPrefab && !string.IsNullOrEmpty(messagePrefabPath)) // Created new and saved as prefab
|
||
|
|
{
|
||
|
|
successMessage =
|
||
|
|
$"GameObject '{finalInstance.name}' created and saved as prefab to '{messagePrefabPath}'.";
|
||
|
|
}
|
||
|
|
else // Created new primitive or empty GO, didn't save as prefab
|
||
|
|
{
|
||
|
|
successMessage =
|
||
|
|
$"GameObject '{finalInstance.name}' created successfully in scene.";
|
||
|
|
}
|
||
|
|
|
||
|
|
// Return data for the instance in the scene
|
||
|
|
return Response.Success(successMessage, GetGameObjectData(finalInstance));
|
||
|
|
}
|
||
|
|
|
||
|
|
private static object ModifyGameObject(
|
||
|
|
JObject @params,
|
||
|
|
JToken targetToken,
|
||
|
|
string searchMethod
|
||
|
|
)
|
||
|
|
{
|
||
|
|
GameObject targetGo = FindObjectInternal(targetToken, searchMethod);
|
||
|
|
if (targetGo == null)
|
||
|
|
{
|
||
|
|
return Response.Error(
|
||
|
|
$"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? "default"}'."
|
||
|
|
);
|
||
|
|
}
|
||
|
|
|
||
|
|
// Record state for Undo *before* modifications
|
||
|
|
Undo.RecordObject(targetGo.transform, "Modify GameObject Transform");
|
||
|
|
Undo.RecordObject(targetGo, "Modify GameObject Properties");
|
||
|
|
|
||
|
|
bool modified = false;
|
||
|
|
|
||
|
|
// Rename (using consolidated 'name' parameter)
|
||
|
|
string name = @params["name"]?.ToString();
|
||
|
|
if (!string.IsNullOrEmpty(name) && targetGo.name != name)
|
||
|
|
{
|
||
|
|
targetGo.name = name;
|
||
|
|
modified = true;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Change Parent (using consolidated 'parent' parameter)
|
||
|
|
JToken parentToken = @params["parent"];
|
||
|
|
if (parentToken != null)
|
||
|
|
{
|
||
|
|
GameObject newParentGo = FindObjectInternal(parentToken, "by_id_or_name_or_path");
|
||
|
|
if (
|
||
|
|
newParentGo == null
|
||
|
|
&& !(
|
||
|
|
parentToken.Type == JTokenType.Null
|
||
|
|
|| (
|
||
|
|
parentToken.Type == JTokenType.String
|
||
|
|
&& string.IsNullOrEmpty(parentToken.ToString())
|
||
|
|
)
|
||
|
|
)
|
||
|
|
)
|
||
|
|
{
|
||
|
|
return Response.Error($"New parent ('{parentToken}') 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 (using consolidated 'tag' parameter)
|
||
|
|
string tag = @params["tag"]?.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 (tag != null && targetGo.tag != tag)
|
||
|
|
{
|
||
|
|
// Ensure the tag is not empty, if empty, it means "Untagged" implicitly
|
||
|
|
string tagToSet = string.IsNullOrEmpty(tag) ? "Untagged" : tag;
|
||
|
|
|
||
|
|
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 (using consolidated 'layer' parameter)
|
||
|
|
string layerName = @params["layer"]?.ToString();
|
||
|
|
if (!string.IsNullOrEmpty(layerName))
|
||
|
|
{
|
||
|
|
int layerId = LayerMask.NameToLayer(layerName);
|
||
|
|
if (layerId == -1 && layerName != "Default")
|
||
|
|
{
|
||
|
|
return Response.Error(
|
||
|
|
$"Invalid layer specified: '{layerName}'. Use a valid layer name."
|
||
|
|
);
|
||
|
|
}
|
||
|
|
if (layerId != -1 && targetGo.layer != layerId)
|
||
|
|
{
|
||
|
|
targetGo.layer = layerId;
|
||
|
|
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 default values for specific component types
|
||
|
|
if (newComponent is Light light)
|
||
|
|
{
|
||
|
|
// Default newly added lights to directional
|
||
|
|
light.type = LightType.Directional;
|
||
|
|
}
|
||
|
|
|
||
|
|
// 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
|
||
|
|
{
|
||
|
|
// Handle special case for materials with dot notation (material.property)
|
||
|
|
// Examples: material.color, sharedMaterial.color, materials[0].color
|
||
|
|
if (memberName.Contains('.') || memberName.Contains('['))
|
||
|
|
{
|
||
|
|
return SetNestedProperty(target, memberName, value);
|
||
|
|
}
|
||
|
|
|
||
|
|
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>
|
||
|
|
/// Sets a nested property using dot notation (e.g., "material.color") or array access (e.g., "materials[0]")
|
||
|
|
/// </summary>
|
||
|
|
private static bool SetNestedProperty(object target, string path, JToken value)
|
||
|
|
{
|
||
|
|
try
|
||
|
|
{
|
||
|
|
// Split the path into parts (handling both dot notation and array indexing)
|
||
|
|
string[] pathParts = SplitPropertyPath(path);
|
||
|
|
if (pathParts.Length == 0)
|
||
|
|
return false;
|
||
|
|
|
||
|
|
object currentObject = target;
|
||
|
|
Type currentType = currentObject.GetType();
|
||
|
|
BindingFlags flags =
|
||
|
|
BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase;
|
||
|
|
|
||
|
|
// Traverse the path until we reach the final property
|
||
|
|
for (int i = 0; i < pathParts.Length - 1; i++)
|
||
|
|
{
|
||
|
|
string part = pathParts[i];
|
||
|
|
bool isArray = false;
|
||
|
|
int arrayIndex = -1;
|
||
|
|
|
||
|
|
// Check if this part contains array indexing
|
||
|
|
if (part.Contains("["))
|
||
|
|
{
|
||
|
|
int startBracket = part.IndexOf('[');
|
||
|
|
int endBracket = part.IndexOf(']');
|
||
|
|
if (startBracket > 0 && endBracket > startBracket)
|
||
|
|
{
|
||
|
|
string indexStr = part.Substring(
|
||
|
|
startBracket + 1,
|
||
|
|
endBracket - startBracket - 1
|
||
|
|
);
|
||
|
|
if (int.TryParse(indexStr, out arrayIndex))
|
||
|
|
{
|
||
|
|
isArray = true;
|
||
|
|
part = part.Substring(0, startBracket);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
// Get the property/field
|
||
|
|
PropertyInfo propInfo = currentType.GetProperty(part, flags);
|
||
|
|
FieldInfo fieldInfo = null;
|
||
|
|
if (propInfo == null)
|
||
|
|
{
|
||
|
|
fieldInfo = currentType.GetField(part, flags);
|
||
|
|
if (fieldInfo == null)
|
||
|
|
{
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[SetNestedProperty] Could not find property or field '{part}' on type '{currentType.Name}'"
|
||
|
|
);
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
// Get the value
|
||
|
|
currentObject =
|
||
|
|
propInfo != null
|
||
|
|
? propInfo.GetValue(currentObject)
|
||
|
|
: fieldInfo.GetValue(currentObject);
|
||
|
|
|
||
|
|
// If the current property is null, we need to stop
|
||
|
|
if (currentObject == null)
|
||
|
|
{
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[SetNestedProperty] Property '{part}' is null, cannot access nested properties."
|
||
|
|
);
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
|
||
|
|
// If this is an array/list access, get the element at the index
|
||
|
|
if (isArray)
|
||
|
|
{
|
||
|
|
if (currentObject is Material[])
|
||
|
|
{
|
||
|
|
var materials = currentObject as Material[];
|
||
|
|
if (arrayIndex < 0 || arrayIndex >= materials.Length)
|
||
|
|
{
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[SetNestedProperty] Material index {arrayIndex} out of range (0-{materials.Length - 1})"
|
||
|
|
);
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
currentObject = materials[arrayIndex];
|
||
|
|
}
|
||
|
|
else if (currentObject is System.Collections.IList)
|
||
|
|
{
|
||
|
|
var list = currentObject as System.Collections.IList;
|
||
|
|
if (arrayIndex < 0 || arrayIndex >= list.Count)
|
||
|
|
{
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[SetNestedProperty] Index {arrayIndex} out of range (0-{list.Count - 1})"
|
||
|
|
);
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
currentObject = list[arrayIndex];
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[SetNestedProperty] Property '{part}' is not an array or list, cannot access by index."
|
||
|
|
);
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
// Update type for next iteration
|
||
|
|
currentType = currentObject.GetType();
|
||
|
|
}
|
||
|
|
|
||
|
|
// Set the final property
|
||
|
|
string finalPart = pathParts[pathParts.Length - 1];
|
||
|
|
|
||
|
|
// Special handling for Material properties (shader properties)
|
||
|
|
if (currentObject is Material material && finalPart.StartsWith("_"))
|
||
|
|
{
|
||
|
|
// Handle various material property types
|
||
|
|
if (value is JArray jArray)
|
||
|
|
{
|
||
|
|
if (jArray.Count == 4) // Color with alpha
|
||
|
|
{
|
||
|
|
Color color = new Color(
|
||
|
|
jArray[0].ToObject<float>(),
|
||
|
|
jArray[1].ToObject<float>(),
|
||
|
|
jArray[2].ToObject<float>(),
|
||
|
|
jArray[3].ToObject<float>()
|
||
|
|
);
|
||
|
|
material.SetColor(finalPart, color);
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
else if (jArray.Count == 3) // Color without alpha
|
||
|
|
{
|
||
|
|
Color color = new Color(
|
||
|
|
jArray[0].ToObject<float>(),
|
||
|
|
jArray[1].ToObject<float>(),
|
||
|
|
jArray[2].ToObject<float>(),
|
||
|
|
1.0f
|
||
|
|
);
|
||
|
|
material.SetColor(finalPart, color);
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
else if (jArray.Count == 2) // Vector2
|
||
|
|
{
|
||
|
|
Vector2 vec = new Vector2(
|
||
|
|
jArray[0].ToObject<float>(),
|
||
|
|
jArray[1].ToObject<float>()
|
||
|
|
);
|
||
|
|
material.SetVector(finalPart, vec);
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
else if (jArray.Count == 4) // Vector4
|
||
|
|
{
|
||
|
|
Vector4 vec = new Vector4(
|
||
|
|
jArray[0].ToObject<float>(),
|
||
|
|
jArray[1].ToObject<float>(),
|
||
|
|
jArray[2].ToObject<float>(),
|
||
|
|
jArray[3].ToObject<float>()
|
||
|
|
);
|
||
|
|
material.SetVector(finalPart, vec);
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
else if (value.Type == JTokenType.Float || value.Type == JTokenType.Integer)
|
||
|
|
{
|
||
|
|
material.SetFloat(finalPart, value.ToObject<float>());
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
else if (value.Type == JTokenType.Boolean)
|
||
|
|
{
|
||
|
|
material.SetFloat(finalPart, value.ToObject<bool>() ? 1f : 0f);
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
else if (value.Type == JTokenType.String)
|
||
|
|
{
|
||
|
|
// Might be a texture path
|
||
|
|
string texturePath = value.ToString();
|
||
|
|
if (
|
||
|
|
texturePath.EndsWith(".png")
|
||
|
|
|| texturePath.EndsWith(".jpg")
|
||
|
|
|| texturePath.EndsWith(".tga")
|
||
|
|
)
|
||
|
|
{
|
||
|
|
Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(
|
||
|
|
texturePath
|
||
|
|
);
|
||
|
|
if (texture != null)
|
||
|
|
{
|
||
|
|
material.SetTexture(finalPart, texture);
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
// Materials don't have SetString, use SetTextureOffset as workaround or skip
|
||
|
|
// material.SetString(finalPart, texturePath);
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[SetNestedProperty] String values not directly supported for material property {finalPart}"
|
||
|
|
);
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[SetNestedProperty] Unsupported material property value type: {value.Type} for {finalPart}"
|
||
|
|
);
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
|
||
|
|
// For standard properties (not shader specific)
|
||
|
|
PropertyInfo finalPropInfo = currentType.GetProperty(finalPart, flags);
|
||
|
|
if (finalPropInfo != null && finalPropInfo.CanWrite)
|
||
|
|
{
|
||
|
|
object convertedValue = ConvertJTokenToType(value, finalPropInfo.PropertyType);
|
||
|
|
if (convertedValue != null)
|
||
|
|
{
|
||
|
|
finalPropInfo.SetValue(currentObject, convertedValue);
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
FieldInfo finalFieldInfo = currentType.GetField(finalPart, flags);
|
||
|
|
if (finalFieldInfo != null)
|
||
|
|
{
|
||
|
|
object convertedValue = ConvertJTokenToType(
|
||
|
|
value,
|
||
|
|
finalFieldInfo.FieldType
|
||
|
|
);
|
||
|
|
if (convertedValue != null)
|
||
|
|
{
|
||
|
|
finalFieldInfo.SetValue(currentObject, convertedValue);
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[SetNestedProperty] Could not find final property or field '{finalPart}' on type '{currentType.Name}'"
|
||
|
|
);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
catch (Exception ex)
|
||
|
|
{
|
||
|
|
Debug.LogError(
|
||
|
|
$"[SetNestedProperty] Error setting nested property '{path}': {ex.Message}"
|
||
|
|
);
|
||
|
|
}
|
||
|
|
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Split a property path into parts, handling both dot notation and array indexers
|
||
|
|
/// </summary>
|
||
|
|
private static string[] SplitPropertyPath(string path)
|
||
|
|
{
|
||
|
|
// Handle complex paths with both dots and array indexers
|
||
|
|
List<string> parts = new List<string>();
|
||
|
|
int startIndex = 0;
|
||
|
|
bool inBrackets = false;
|
||
|
|
|
||
|
|
for (int i = 0; i < path.Length; i++)
|
||
|
|
{
|
||
|
|
char c = path[i];
|
||
|
|
|
||
|
|
if (c == '[')
|
||
|
|
{
|
||
|
|
inBrackets = true;
|
||
|
|
}
|
||
|
|
else if (c == ']')
|
||
|
|
{
|
||
|
|
inBrackets = false;
|
||
|
|
}
|
||
|
|
else if (c == '.' && !inBrackets)
|
||
|
|
{
|
||
|
|
// Found a dot separator outside of brackets
|
||
|
|
parts.Add(path.Substring(startIndex, i - startIndex));
|
||
|
|
startIndex = i + 1;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
// Add the final part
|
||
|
|
if (startIndex < path.Length)
|
||
|
|
{
|
||
|
|
parts.Add(path.Substring(startIndex));
|
||
|
|
}
|
||
|
|
|
||
|
|
return parts.ToArray();
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Simple JToken to Type conversion for common Unity types.
|
||
|
|
/// </summary>
|
||
|
|
private static object ConvertJTokenToType(JToken token, Type targetType)
|
||
|
|
{
|
||
|
|
try
|
||
|
|
{
|
||
|
|
// Unwrap nested material properties if we're assigning to a Material
|
||
|
|
if (typeof(Material).IsAssignableFrom(targetType) && token is JObject materialProps)
|
||
|
|
{
|
||
|
|
// Handle case where we're passing shader properties directly in a nested object
|
||
|
|
string materialPath = token["path"]?.ToString();
|
||
|
|
if (!string.IsNullOrEmpty(materialPath))
|
||
|
|
{
|
||
|
|
// Load the material by path
|
||
|
|
Material material = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
|
||
|
|
if (material != null)
|
||
|
|
{
|
||
|
|
// If there are additional properties, set them
|
||
|
|
foreach (var prop in materialProps.Properties())
|
||
|
|
{
|
||
|
|
if (prop.Name != "path")
|
||
|
|
{
|
||
|
|
SetProperty(material, prop.Name, prop.Value);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
return material;
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[ConvertJTokenToType] Could not load material at path: '{materialPath}'"
|
||
|
|
);
|
||
|
|
return null;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
// If no path is specified, could be a dynamic material or instance set by reference
|
||
|
|
return null;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Basic types first
|
||
|
|
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>();
|
||
|
|
|
||
|
|
// Vector/Quaternion/Color types
|
||
|
|
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
|
||
|
|
);
|
||
|
|
|
||
|
|
// Enum types
|
||
|
|
if (targetType.IsEnum)
|
||
|
|
return Enum.Parse(targetType, token.ToString(), true); // Case-insensitive enum parsing
|
||
|
|
|
||
|
|
// Handle assigning Unity Objects (Assets, Scene Objects, Components)
|
||
|
|
if (typeof(UnityEngine.Object).IsAssignableFrom(targetType))
|
||
|
|
{
|
||
|
|
// CASE 1: Reference is a JSON Object specifying a scene object/component find criteria
|
||
|
|
if (token is JObject refObject)
|
||
|
|
{
|
||
|
|
JToken findToken = refObject["find"];
|
||
|
|
string findMethod =
|
||
|
|
refObject["method"]?.ToString() ?? "by_id_or_name_or_path"; // Default search
|
||
|
|
string componentTypeName = refObject["component"]?.ToString();
|
||
|
|
|
||
|
|
if (findToken == null)
|
||
|
|
{
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[ConvertJTokenToType] Reference object missing 'find' property: {token}"
|
||
|
|
);
|
||
|
|
return null;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Find the target GameObject
|
||
|
|
// Pass 'searchInactive: true' for internal lookups to be more robust
|
||
|
|
JObject findParams = new JObject();
|
||
|
|
findParams["searchInactive"] = true;
|
||
|
|
GameObject foundGo = FindObjectInternal(findToken, findMethod, findParams);
|
||
|
|
|
||
|
|
if (foundGo == null)
|
||
|
|
{
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[ConvertJTokenToType] Could not find GameObject specified by reference object: {token}"
|
||
|
|
);
|
||
|
|
return null;
|
||
|
|
}
|
||
|
|
|
||
|
|
// If a component type is specified, try to get it
|
||
|
|
if (!string.IsNullOrEmpty(componentTypeName))
|
||
|
|
{
|
||
|
|
Type compType = FindType(componentTypeName);
|
||
|
|
if (compType == null)
|
||
|
|
{
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[ConvertJTokenToType] Could not find component type '{componentTypeName}' specified in reference object: {token}"
|
||
|
|
);
|
||
|
|
return null;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Ensure the targetType is assignable from the found component type
|
||
|
|
if (!targetType.IsAssignableFrom(compType))
|
||
|
|
{
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[ConvertJTokenToType] Found component '{componentTypeName}' but it is not assignable to the target property type '{targetType.Name}'. Reference: {token}"
|
||
|
|
);
|
||
|
|
return null;
|
||
|
|
}
|
||
|
|
|
||
|
|
Component foundComp = foundGo.GetComponent(compType);
|
||
|
|
if (foundComp == null)
|
||
|
|
{
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[ConvertJTokenToType] Found GameObject '{foundGo.name}' but could not find component '{componentTypeName}' on it. Reference: {token}"
|
||
|
|
);
|
||
|
|
return null;
|
||
|
|
}
|
||
|
|
return foundComp; // Return the found component
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
// Otherwise, return the GameObject itself, ensuring it's assignable
|
||
|
|
if (!targetType.IsAssignableFrom(typeof(GameObject)))
|
||
|
|
{
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[ConvertJTokenToType] Found GameObject '{foundGo.name}' but it is not assignable to the target property type '{targetType.Name}' (component name was not specified). Reference: {token}"
|
||
|
|
);
|
||
|
|
return null;
|
||
|
|
}
|
||
|
|
return foundGo; // Return the found GameObject
|
||
|
|
}
|
||
|
|
}
|
||
|
|
// CASE 2: Reference is a string, assume it's an asset path
|
||
|
|
else 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
|
||
|
|
}
|
||
|
|
}
|
||
|
|
// CASE 3: Reference is null or empty JToken, assign null
|
||
|
|
else if (
|
||
|
|
token.Type == JTokenType.Null
|
||
|
|
|| string.IsNullOrEmpty(token.ToString())
|
||
|
|
)
|
||
|
|
{
|
||
|
|
return null;
|
||
|
|
}
|
||
|
|
// CASE 4: Invalid format for Unity Object reference
|
||
|
|
else
|
||
|
|
{
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[ConvertJTokenToType] Expected a string asset path or a reference object 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 other simple value types)
|
||
|
|
// Be cautious here, this might throw errors for complex types not handled above
|
||
|
|
try
|
||
|
|
{
|
||
|
|
return token.ToObject(targetType);
|
||
|
|
}
|
||
|
|
catch (Exception directConversionEx)
|
||
|
|
{
|
||
|
|
Debug.LogWarning(
|
||
|
|
$"[ConvertJTokenToType] Direct conversion failed for JToken '{token}' to type '{targetType.Name}': {directConversionEx.Message}. Specific handling might be needed."
|
||
|
|
);
|
||
|
|
return null;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
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;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|