feat: replace prefab stage actions with headless modify_contents (#635)
Removes stage-based prefab editing (open_stage, close_stage, save_open_stage) in favor of headless modify_contents action that uses PrefabUtility.LoadPrefabContents for reliable automated workflows without UI dialogs. Changes: - Remove open_stage, close_stage, save_open_stage actions - Add modify_contents action for headless prefab editing - Support targeting objects by name or path (e.g., "Turret/Barrel") - Support transform, tag, layer, setActive, name, parent, components operations - Skip saving when no modifications made (avoids unnecessary asset writes) - Delete PrefabStage.cs resource (no longer needed) - Update Python tool description to remove "stages" reference - Consolidate tests from 29 to 14 (covers complex prefabs, reparenting, hierarchy loop guard) Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>main
parent
f5ca9173b2
commit
17eb171e31
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@ -1,42 +0,0 @@
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using System;
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using MCPForUnity.Editor.Helpers;
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using Newtonsoft.Json.Linq;
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using UnityEditor.SceneManagement;
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namespace MCPForUnity.Editor.Resources.Editor
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{
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/// <summary>
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/// Provides information about the current prefab editing context.
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/// </summary>
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[McpForUnityResource("get_prefab_stage")]
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public static class PrefabStage
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{
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public static object HandleCommand(JObject @params)
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{
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try
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{
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var stage = PrefabStageUtility.GetCurrentPrefabStage();
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if (stage == null)
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{
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return new SuccessResponse("No prefab stage is currently open.", new { isOpen = false });
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}
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var stageInfo = new
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{
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isOpen = true,
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assetPath = stage.assetPath,
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prefabRootName = stage.prefabContentsRoot?.name,
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mode = stage.mode.ToString(),
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isDirty = stage.scene.isDirty
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};
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return new SuccessResponse("Prefab stage info retrieved.", stageInfo);
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}
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catch (Exception e)
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{
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return new ErrorResponse($"Error getting prefab stage info: {e.Message}");
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}
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}
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 7a30b083e68bd4ae3b3d1ce5a45a9414
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -12,18 +12,17 @@ namespace MCPForUnity.Editor.Tools.Prefabs
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{
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[McpForUnityTool("manage_prefabs", AutoRegister = false)]
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/// <summary>
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/// Tool to manage Unity Prefab stages and create prefabs from GameObjects.
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/// Tool to manage Unity Prefabs: create, inspect, and modify prefab assets.
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/// Uses headless editing (no UI, no dialogs) for reliable automated workflows.
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/// </summary>
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public static class ManagePrefabs
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{
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// Action constants
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private const string ACTION_OPEN_STAGE = "open_stage";
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private const string ACTION_CLOSE_STAGE = "close_stage";
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private const string ACTION_SAVE_OPEN_STAGE = "save_open_stage";
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private const string ACTION_CREATE_FROM_GAMEOBJECT = "create_from_gameobject";
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private const string ACTION_GET_INFO = "get_info";
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private const string ACTION_GET_HIERARCHY = "get_hierarchy";
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private const string SupportedActions = ACTION_OPEN_STAGE + ", " + ACTION_CLOSE_STAGE + ", " + ACTION_SAVE_OPEN_STAGE + ", " + ACTION_CREATE_FROM_GAMEOBJECT + ", " + ACTION_GET_INFO + ", " + ACTION_GET_HIERARCHY;
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private const string ACTION_MODIFY_CONTENTS = "modify_contents";
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private const string SupportedActions = ACTION_CREATE_FROM_GAMEOBJECT + ", " + ACTION_GET_INFO + ", " + ACTION_GET_HIERARCHY + ", " + ACTION_MODIFY_CONTENTS;
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public static object HandleCommand(JObject @params)
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{
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@ -42,18 +41,14 @@ namespace MCPForUnity.Editor.Tools.Prefabs
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{
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switch (action)
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{
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case ACTION_OPEN_STAGE:
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return OpenStage(@params);
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case ACTION_CLOSE_STAGE:
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return CloseStage(@params);
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case ACTION_SAVE_OPEN_STAGE:
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return SaveOpenStage(@params);
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case ACTION_CREATE_FROM_GAMEOBJECT:
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return CreatePrefabFromGameObject(@params);
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case ACTION_GET_INFO:
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return GetInfo(@params);
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case ACTION_GET_HIERARCHY:
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return GetHierarchy(@params);
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case ACTION_MODIFY_CONTENTS:
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return ModifyContents(@params);
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default:
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return new ErrorResponse($"Unknown action: '{action}'. Valid actions are: {SupportedActions}.");
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}
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@ -65,192 +60,6 @@ namespace MCPForUnity.Editor.Tools.Prefabs
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}
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}
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/// <summary>
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/// Opens a prefab in prefab mode for editing.
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/// </summary>
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private static object OpenStage(JObject @params)
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{
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string prefabPath = @params["prefabPath"]?.ToString();
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if (string.IsNullOrEmpty(prefabPath))
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{
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return new ErrorResponse("'prefabPath' parameter is required for open_stage.");
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}
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string sanitizedPath = AssetPathUtility.SanitizeAssetPath(prefabPath);
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if (string.IsNullOrEmpty(sanitizedPath))
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{
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return new ErrorResponse($"Invalid prefab path: '{prefabPath}'.");
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}
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GameObject prefabAsset = AssetDatabase.LoadAssetAtPath<GameObject>(sanitizedPath);
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if (prefabAsset == null)
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{
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return new ErrorResponse($"No prefab asset found at path '{sanitizedPath}'.");
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}
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PrefabStage stage = PrefabStageUtility.OpenPrefab(sanitizedPath);
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if (stage == null)
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{
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return new ErrorResponse($"Failed to open prefab stage for '{sanitizedPath}'.");
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}
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return new SuccessResponse($"Opened prefab stage for '{sanitizedPath}'.", SerializeStage(stage));
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}
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/// <summary>
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/// Closes the currently open prefab stage, optionally saving first.
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/// </summary>
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private static object CloseStage(JObject @params)
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{
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PrefabStage stage = PrefabStageUtility.GetCurrentPrefabStage();
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if (stage == null)
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{
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return new SuccessResponse("No prefab stage was open.");
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}
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string assetPath = stage.assetPath;
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bool saveBeforeClose = @params["saveBeforeClose"]?.ToObject<bool>() ?? false;
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if (saveBeforeClose && stage.scene.isDirty)
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{
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try
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{
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SaveAndRefreshStage(stage);
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}
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catch (Exception e)
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{
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return new ErrorResponse($"Failed to save prefab before closing: {e.Message}");
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}
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}
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StageUtility.GoToMainStage();
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return new SuccessResponse($"Closed prefab stage for '{assetPath}'.");
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}
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/// <summary>
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/// Saves changes to the currently open prefab stage.
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/// Supports a 'force' parameter for automated workflows where isDirty may not be set.
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/// </summary>
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private static object SaveOpenStage(JObject @params)
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{
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PrefabStage stage = PrefabStageUtility.GetCurrentPrefabStage();
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if (stage == null)
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{
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return new ErrorResponse("No prefab stage is currently open.");
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}
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if (!ValidatePrefabStageForSave(stage))
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{
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return new ErrorResponse("Prefab stage validation failed. Cannot save.");
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}
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// Check for force parameter (useful for automated workflows)
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bool force = @params?["force"]?.ToObject<bool>() ?? false;
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// Check if there are actual changes to save
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bool wasDirty = stage.scene.isDirty;
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if (!wasDirty && !force)
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{
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return new SuccessResponse($"Prefab stage for '{stage.assetPath}' has no unsaved changes.", SerializeStage(stage));
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}
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try
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{
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SaveAndRefreshStage(stage, force);
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return new SuccessResponse($"Saved prefab stage for '{stage.assetPath}'.", SerializeStage(stage));
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}
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catch (Exception e)
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{
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return new ErrorResponse($"Failed to save prefab: {e.Message}");
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}
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}
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#region Prefab Save Operations
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/// <summary>
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/// Saves the prefab stage and refreshes the asset database.
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/// Uses PrefabUtility.SaveAsPrefabAsset for reliable prefab saving without dialogs.
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/// </summary>
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/// <param name="stage">The prefab stage to save.</param>
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/// <param name="force">If true, marks the prefab dirty before saving to ensure changes are captured.</param>
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private static void SaveAndRefreshStage(PrefabStage stage, bool force = false)
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{
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if (stage == null)
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{
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throw new ArgumentNullException(nameof(stage), "Prefab stage cannot be null.");
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}
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if (stage.prefabContentsRoot == null)
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{
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throw new InvalidOperationException("Cannot save prefab stage without a prefab root.");
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}
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if (string.IsNullOrEmpty(stage.assetPath))
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{
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throw new InvalidOperationException("Prefab stage has invalid asset path.");
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}
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// When force=true, mark the prefab root dirty to ensure changes are saved
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// This is useful for automated workflows where isDirty may not be set correctly
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if (force)
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{
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EditorUtility.SetDirty(stage.prefabContentsRoot);
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EditorSceneManager.MarkSceneDirty(stage.scene);
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}
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// Mark all children as dirty to ensure their changes are captured
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foreach (Transform child in stage.prefabContentsRoot.GetComponentsInChildren<Transform>(true))
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{
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if (child != stage.prefabContentsRoot.transform)
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{
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EditorUtility.SetDirty(child.gameObject);
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}
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}
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// Use PrefabUtility.SaveAsPrefabAsset which saves without dialogs
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// This is more reliable for automated workflows than EditorSceneManager.SaveScene
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bool success;
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PrefabUtility.SaveAsPrefabAsset(stage.prefabContentsRoot, stage.assetPath, out success);
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if (!success)
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{
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throw new InvalidOperationException($"Failed to save prefab asset for '{stage.assetPath}'.");
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}
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// Ensure changes are persisted to disk
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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McpLog.Info($"[ManagePrefabs] Successfully saved prefab '{stage.assetPath}'.");
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}
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/// <summary>
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/// Validates prefab stage before saving.
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/// </summary>
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private static bool ValidatePrefabStageForSave(PrefabStage stage)
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{
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if (stage == null)
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{
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McpLog.Warn("[ManagePrefabs] No prefab stage is open.");
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return false;
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}
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if (stage.prefabContentsRoot == null)
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{
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McpLog.Error($"[ManagePrefabs] Prefab stage '{stage.assetPath}' has no root object.");
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return false;
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}
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if (string.IsNullOrEmpty(stage.assetPath))
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{
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McpLog.Error("[ManagePrefabs] Prefab stage has invalid asset path.");
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return false;
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}
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return true;
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}
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#endregion
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#region Create Prefab from GameObject
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/// <summary>
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@ -618,6 +427,307 @@ namespace MCPForUnity.Editor.Tools.Prefabs
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#endregion
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#region Headless Prefab Editing
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/// <summary>
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/// Modifies a prefab's contents directly without opening the prefab stage.
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/// This is ideal for automated/agentic workflows as it avoids UI, dirty flags, and dialogs.
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/// </summary>
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private static object ModifyContents(JObject @params)
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{
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string prefabPath = @params["prefabPath"]?.ToString() ?? @params["path"]?.ToString();
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if (string.IsNullOrEmpty(prefabPath))
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{
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return new ErrorResponse("'prefabPath' parameter is required for modify_contents.");
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}
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string sanitizedPath = AssetPathUtility.SanitizeAssetPath(prefabPath);
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if (string.IsNullOrEmpty(sanitizedPath))
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{
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return new ErrorResponse($"Invalid prefab path '{prefabPath}'. Path traversal sequences are not allowed.");
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}
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// Load prefab contents in isolated context (no UI)
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GameObject prefabContents = PrefabUtility.LoadPrefabContents(sanitizedPath);
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if (prefabContents == null)
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{
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return new ErrorResponse($"Failed to load prefab contents from '{sanitizedPath}'.");
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}
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try
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{
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// Find target object within the prefab (defaults to root)
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string targetName = @params["target"]?.ToString();
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GameObject targetGo = FindInPrefabContents(prefabContents, targetName);
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if (targetGo == null)
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{
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string searchedFor = string.IsNullOrEmpty(targetName) ? "root" : $"'{targetName}'";
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return new ErrorResponse($"Target {searchedFor} not found in prefab '{sanitizedPath}'.");
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}
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// Apply modifications
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var modifyResult = ApplyModificationsToPrefabObject(targetGo, @params, prefabContents);
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if (modifyResult.error != null)
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{
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return modifyResult.error;
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}
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// Skip saving when no modifications were made to avoid unnecessary asset writes
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if (!modifyResult.modified)
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{
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return new SuccessResponse(
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$"Prefab '{sanitizedPath}' is already up to date; no changes were applied.",
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new
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{
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prefabPath = sanitizedPath,
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targetName = targetGo.name,
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modified = false
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}
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);
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}
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// Save the prefab
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bool success;
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PrefabUtility.SaveAsPrefabAsset(prefabContents, sanitizedPath, out success);
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if (!success)
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{
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return new ErrorResponse($"Failed to save prefab asset at '{sanitizedPath}'.");
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}
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AssetDatabase.Refresh();
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McpLog.Info($"[ManagePrefabs] Successfully modified and saved prefab '{sanitizedPath}' (headless).");
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return new SuccessResponse(
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$"Prefab '{sanitizedPath}' modified and saved successfully.",
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new
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{
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prefabPath = sanitizedPath,
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targetName = targetGo.name,
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modified = modifyResult.modified,
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transform = new
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{
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position = new { x = targetGo.transform.localPosition.x, y = targetGo.transform.localPosition.y, z = targetGo.transform.localPosition.z },
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rotation = new { x = targetGo.transform.localEulerAngles.x, y = targetGo.transform.localEulerAngles.y, z = targetGo.transform.localEulerAngles.z },
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scale = new { x = targetGo.transform.localScale.x, y = targetGo.transform.localScale.y, z = targetGo.transform.localScale.z }
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},
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componentTypes = PrefabUtilityHelper.GetComponentTypeNames(targetGo)
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}
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);
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}
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finally
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{
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// Always unload prefab contents to free memory
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PrefabUtility.UnloadPrefabContents(prefabContents);
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}
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}
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/// <summary>
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/// Finds a GameObject within loaded prefab contents by name or path.
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/// </summary>
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private static GameObject FindInPrefabContents(GameObject prefabContents, string target)
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{
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if (string.IsNullOrEmpty(target))
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{
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// Return root if no target specified
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return prefabContents;
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}
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// Try to find by path first (e.g., "Parent/Child/Target")
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if (target.Contains("/"))
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{
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Transform found = prefabContents.transform.Find(target);
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if (found != null)
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{
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return found.gameObject;
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}
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// If path starts with root name, try without it
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if (target.StartsWith(prefabContents.name + "/"))
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{
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string relativePath = target.Substring(prefabContents.name.Length + 1);
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found = prefabContents.transform.Find(relativePath);
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if (found != null)
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{
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return found.gameObject;
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}
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}
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}
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// Check if target matches root name
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if (prefabContents.name == target)
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{
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return prefabContents;
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}
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// Search by name in hierarchy
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foreach (Transform t in prefabContents.GetComponentsInChildren<Transform>(true))
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{
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if (t.gameObject.name == target)
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{
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return t.gameObject;
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}
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}
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return null;
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}
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/// <summary>
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/// Applies modifications to a GameObject within loaded prefab contents.
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/// Returns (modified: bool, error: ErrorResponse or null).
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/// </summary>
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private static (bool modified, ErrorResponse error) ApplyModificationsToPrefabObject(GameObject targetGo, JObject @params, GameObject prefabRoot)
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{
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bool modified = false;
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// Name change
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string newName = @params["name"]?.ToString();
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if (!string.IsNullOrEmpty(newName) && targetGo.name != newName)
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{
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// If renaming the root, this will affect the prefab asset name on save
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targetGo.name = newName;
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modified = true;
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}
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// Active state
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bool? setActive = @params["setActive"]?.ToObject<bool?>();
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if (setActive.HasValue && targetGo.activeSelf != setActive.Value)
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{
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targetGo.SetActive(setActive.Value);
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modified = true;
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}
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// Tag
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string tag = @params["tag"]?.ToString();
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if (tag != null && targetGo.tag != tag)
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{
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string tagToSet = string.IsNullOrEmpty(tag) ? "Untagged" : tag;
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try
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{
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targetGo.tag = tagToSet;
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modified = true;
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}
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catch (Exception ex)
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{
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return (false, new ErrorResponse($"Failed to set tag to '{tagToSet}': {ex.Message}"));
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}
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}
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// Layer
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string layerName = @params["layer"]?.ToString();
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if (!string.IsNullOrEmpty(layerName))
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{
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int layerId = LayerMask.NameToLayer(layerName);
|
||||
if (layerId == -1)
|
||||
{
|
||||
return (false, new ErrorResponse($"Invalid layer specified: '{layerName}'. Use a valid layer name."));
|
||||
}
|
||||
if (targetGo.layer != layerId)
|
||||
{
|
||||
targetGo.layer = layerId;
|
||||
modified = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Transform: position, rotation, scale
|
||||
Vector3? position = VectorParsing.ParseVector3(@params["position"]);
|
||||
Vector3? rotation = VectorParsing.ParseVector3(@params["rotation"]);
|
||||
Vector3? scale = VectorParsing.ParseVector3(@params["scale"]);
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// Parent change (within prefab hierarchy)
|
||||
JToken parentToken = @params["parent"];
|
||||
if (parentToken != null)
|
||||
{
|
||||
string parentTarget = parentToken.ToString();
|
||||
Transform newParent = null;
|
||||
|
||||
if (!string.IsNullOrEmpty(parentTarget))
|
||||
{
|
||||
GameObject parentGo = FindInPrefabContents(prefabRoot, parentTarget);
|
||||
if (parentGo == null)
|
||||
{
|
||||
return (false, new ErrorResponse($"Parent '{parentTarget}' not found in prefab."));
|
||||
}
|
||||
if (parentGo.transform.IsChildOf(targetGo.transform))
|
||||
{
|
||||
return (false, new ErrorResponse($"Cannot parent '{targetGo.name}' to '{parentGo.name}' as it would create a hierarchy loop."));
|
||||
}
|
||||
newParent = parentGo.transform;
|
||||
}
|
||||
|
||||
if (targetGo.transform.parent != newParent)
|
||||
{
|
||||
targetGo.transform.SetParent(newParent, true);
|
||||
modified = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Components to add
|
||||
if (@params["componentsToAdd"] is JArray componentsToAdd)
|
||||
{
|
||||
foreach (var compToken in componentsToAdd)
|
||||
{
|
||||
string typeName = compToken.Type == JTokenType.String
|
||||
? compToken.ToString()
|
||||
: (compToken as JObject)?["typeName"]?.ToString();
|
||||
|
||||
if (!string.IsNullOrEmpty(typeName))
|
||||
{
|
||||
if (!ComponentResolver.TryResolve(typeName, out Type componentType, out string error))
|
||||
{
|
||||
return (false, new ErrorResponse($"Component type '{typeName}' not found: {error}"));
|
||||
}
|
||||
targetGo.AddComponent(componentType);
|
||||
modified = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Components to remove
|
||||
if (@params["componentsToRemove"] is JArray componentsToRemove)
|
||||
{
|
||||
foreach (var compToken in componentsToRemove)
|
||||
{
|
||||
string typeName = compToken.ToString();
|
||||
if (!string.IsNullOrEmpty(typeName))
|
||||
{
|
||||
if (!ComponentResolver.TryResolve(typeName, out Type componentType, out string error))
|
||||
{
|
||||
return (false, new ErrorResponse($"Component type '{typeName}' not found: {error}"));
|
||||
}
|
||||
Component comp = targetGo.GetComponent(componentType);
|
||||
if (comp != null)
|
||||
{
|
||||
UnityEngine.Object.DestroyImmediate(comp);
|
||||
modified = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return (modified, null);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Hierarchy Builder
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -689,25 +799,5 @@ namespace MCPForUnity.Editor.Tools.Prefabs
|
|||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Serializes the prefab stage information for response.
|
||||
/// </summary>
|
||||
private static object SerializeStage(PrefabStage stage)
|
||||
{
|
||||
if (stage == null)
|
||||
{
|
||||
return new { isOpen = false };
|
||||
}
|
||||
|
||||
return new
|
||||
{
|
||||
isOpen = true,
|
||||
assetPath = stage.assetPath,
|
||||
prefabRootName = stage.prefabContentsRoot != null ? stage.prefabContentsRoot.name : null,
|
||||
mode = stage.mode.ToString(),
|
||||
isDirty = stage.scene.isDirty
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -15,17 +15,16 @@ from services.tools.preflight import preflight
|
|||
REQUIRED_PARAMS = {
|
||||
"get_info": ["prefab_path"],
|
||||
"get_hierarchy": ["prefab_path"],
|
||||
"open_stage": ["prefab_path"],
|
||||
"create_from_gameobject": ["target", "prefab_path"],
|
||||
"save_open_stage": [],
|
||||
"close_stage": [],
|
||||
"modify_contents": ["prefab_path"],
|
||||
}
|
||||
|
||||
|
||||
@mcp_for_unity_tool(
|
||||
description=(
|
||||
"Manages Unity Prefab assets and stages. "
|
||||
"Actions: get_info, get_hierarchy, open_stage, close_stage, save_open_stage, create_from_gameobject. "
|
||||
"Manages Unity Prefab assets via headless operations (no UI, no prefab stages). "
|
||||
"Actions: get_info, get_hierarchy, create_from_gameobject, modify_contents. "
|
||||
"Use modify_contents for headless prefab editing - ideal for automated workflows. "
|
||||
"Use manage_asset action=search filterType=Prefab to list prefabs."
|
||||
),
|
||||
annotations=ToolAnnotations(
|
||||
|
|
@ -37,27 +36,39 @@ async def manage_prefabs(
|
|||
ctx: Context,
|
||||
action: Annotated[
|
||||
Literal[
|
||||
"open_stage",
|
||||
"close_stage",
|
||||
"save_open_stage",
|
||||
"create_from_gameobject",
|
||||
"get_info",
|
||||
"get_hierarchy",
|
||||
"modify_contents",
|
||||
],
|
||||
"Prefab operation to perform.",
|
||||
],
|
||||
prefab_path: Annotated[str, "Prefab asset path (e.g., Assets/Prefabs/MyPrefab.prefab)."] | None = None,
|
||||
save_before_close: Annotated[bool, "Save before closing if unsaved changes exist."] | None = None,
|
||||
target: Annotated[str, "Scene GameObject name for create_from_gameobject."] | None = None,
|
||||
target: Annotated[str, "Target GameObject: scene object for create_from_gameobject, or object within prefab for modify_contents (name or path like 'Parent/Child')."] | None = None,
|
||||
allow_overwrite: Annotated[bool, "Allow replacing existing prefab."] | None = None,
|
||||
search_inactive: Annotated[bool, "Include inactive GameObjects in search."] | None = None,
|
||||
unlink_if_instance: Annotated[bool, "Unlink from existing prefab before creating new one."] | None = None,
|
||||
force: Annotated[bool, "Force save even if no changes detected. Useful for automated workflows."] | None = None,
|
||||
# modify_contents parameters
|
||||
position: Annotated[list[float], "New local position [x, y, z] for modify_contents."] | None = None,
|
||||
rotation: Annotated[list[float], "New local rotation (euler angles) [x, y, z] for modify_contents."] | None = None,
|
||||
scale: Annotated[list[float], "New local scale [x, y, z] for modify_contents."] | None = None,
|
||||
name: Annotated[str, "New name for the target object in modify_contents."] | None = None,
|
||||
tag: Annotated[str, "New tag for the target object in modify_contents."] | None = None,
|
||||
layer: Annotated[str, "New layer name for the target object in modify_contents."] | None = None,
|
||||
set_active: Annotated[bool, "Set active state of target object in modify_contents."] | None = None,
|
||||
parent: Annotated[str, "New parent object name/path within prefab for modify_contents."] | None = None,
|
||||
components_to_add: Annotated[list[str], "Component types to add in modify_contents."] | None = None,
|
||||
components_to_remove: Annotated[list[str], "Component types to remove in modify_contents."] | None = None,
|
||||
) -> dict[str, Any]:
|
||||
# Back-compat: map 'name' → 'target' for create_from_gameobject (Unity accepts both)
|
||||
if action == "create_from_gameobject" and target is None and name is not None:
|
||||
target = name
|
||||
|
||||
# Validate required parameters
|
||||
required = REQUIRED_PARAMS.get(action, [])
|
||||
for param_name in required:
|
||||
param_value = locals().get(param_name)
|
||||
# Use updated local value for target after back-compat mapping
|
||||
param_value = target if param_name == "target" else locals().get(param_name)
|
||||
# Check for None and empty/whitespace strings
|
||||
if param_value is None or (isinstance(param_value, str) and not param_value.strip()):
|
||||
return {
|
||||
|
|
@ -86,11 +97,6 @@ async def manage_prefabs(
|
|||
if prefab_path:
|
||||
params["prefabPath"] = prefab_path
|
||||
|
||||
# Handle boolean parameters with proper coercion
|
||||
save_before_close_val = coerce_bool(save_before_close)
|
||||
if save_before_close_val is not None:
|
||||
params["saveBeforeClose"] = save_before_close_val
|
||||
|
||||
if target:
|
||||
params["target"] = target
|
||||
|
||||
|
|
@ -106,9 +112,28 @@ async def manage_prefabs(
|
|||
if unlink_if_instance_val is not None:
|
||||
params["unlinkIfInstance"] = unlink_if_instance_val
|
||||
|
||||
force_val = coerce_bool(force)
|
||||
if force_val is not None:
|
||||
params["force"] = force_val
|
||||
# modify_contents parameters
|
||||
if position is not None:
|
||||
params["position"] = position
|
||||
if rotation is not None:
|
||||
params["rotation"] = rotation
|
||||
if scale is not None:
|
||||
params["scale"] = scale
|
||||
if name is not None:
|
||||
params["name"] = name
|
||||
if tag is not None:
|
||||
params["tag"] = tag
|
||||
if layer is not None:
|
||||
params["layer"] = layer
|
||||
set_active_val = coerce_bool(set_active)
|
||||
if set_active_val is not None:
|
||||
params["setActive"] = set_active_val
|
||||
if parent is not None:
|
||||
params["parent"] = parent
|
||||
if components_to_add is not None:
|
||||
params["componentsToAdd"] = components_to_add
|
||||
if components_to_remove is not None:
|
||||
params["componentsToRemove"] = components_to_remove
|
||||
|
||||
# Send command to Unity
|
||||
response = await send_with_unity_instance(
|
||||
|
|
|
|||
File diff suppressed because it is too large
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Reference in New Issue