unity-mcp/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/ManageMaterialReproTests.cs

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feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
using System;
using Newtonsoft.Json.Linq;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using MCPForUnity.Editor.Tools;
namespace MCPForUnityTests.Editor.Tools
{
public class ManageMaterialReproTests
{
private const string TempRoot = "Assets/Temp/ManageMaterialReproTests";
private string _matPath;
[SetUp]
public void SetUp()
{
if (!AssetDatabase.IsValidFolder("Assets/Temp"))
{
AssetDatabase.CreateFolder("Assets", "Temp");
}
if (!AssetDatabase.IsValidFolder(TempRoot))
{
AssetDatabase.CreateFolder("Assets/Temp", "ManageMaterialReproTests");
}
string guid = Guid.NewGuid().ToString("N");
_matPath = $"{TempRoot}/ReproMat_{guid}.mat";
}
[TearDown]
public void TearDown()
{
if (AssetDatabase.IsValidFolder(TempRoot))
{
AssetDatabase.DeleteAsset(TempRoot);
}
}
private static JObject ToJObject(object result)
{
return result as JObject ?? JObject.FromObject(result);
}
[Test]
public void CreateMaterial_WithInvalidJsonString_ReturnsGenericError()
{
// Arrange
// Malformed JSON string (missing closing brace)
string invalidJson = "{\"_Color\": [1,0,0,1]";
var paramsObj = new JObject
{
["action"] = "create",
["materialPath"] = _matPath,
["shader"] = "Standard",
["properties"] = invalidJson
};
// Act
var result = ToJObject(ManageMaterial.HandleCommand(paramsObj));
// Assert
Assert.AreEqual("error", result.Value<string>("status"));
// We expect more detailed error message after fix
var message = result.Value<string>("message");
Assert.IsTrue(message.StartsWith("Invalid JSON in properties"), "Message should start with prefix");
Assert.AreNotEqual("Invalid JSON in properties", message, "Message should contain exception details");
}
}
}