fix script adding issues
parent
f90188ed85
commit
afff1caa4f
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@ -20,12 +20,40 @@ namespace MCPServer.Editor.Commands
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public static object ViewScript(JObject @params)
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{
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string scriptPath = (string)@params["script_path"] ?? throw new System.Exception("Parameter 'script_path' is required.");
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string fullPath = Path.Combine(Application.dataPath, scriptPath);
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bool requireExists = (bool?)@params["require_exists"] ?? true;
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// Debug to help diagnose issues
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Debug.Log($"ViewScript - Original script path: {scriptPath}");
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// Handle path correctly to avoid double "Assets" folder issue
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string relativePath;
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if (scriptPath.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
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{
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// If path already starts with Assets/, remove it for local path operations
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relativePath = scriptPath.Substring(7);
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}
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else
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{
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relativePath = scriptPath;
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}
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string fullPath = Path.Combine(Application.dataPath, relativePath);
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Debug.Log($"ViewScript - Relative path: {relativePath}");
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Debug.Log($"ViewScript - Full path: {fullPath}");
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if (!File.Exists(fullPath))
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throw new System.Exception($"Script file not found: {scriptPath}");
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{
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if (requireExists)
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{
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throw new System.Exception($"Script file not found: {scriptPath}");
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}
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else
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{
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return new { exists = false, message = $"Script file not found: {scriptPath}" };
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}
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}
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return new { content = File.ReadAllText(fullPath) };
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return new { exists = true, content = File.ReadAllText(fullPath) };
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}
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/// <summary>
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@ -33,6 +61,8 @@ namespace MCPServer.Editor.Commands
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/// </summary>
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private static void EnsureScriptsFolderExists()
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{
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// Never create an "Assets" folder as it's the project root
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// Instead create "Scripts" within the existing Assets folder
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string scriptsFolderPath = Path.Combine(Application.dataPath, "Scripts");
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if (!Directory.Exists(scriptsFolderPath))
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{
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@ -42,7 +72,7 @@ namespace MCPServer.Editor.Commands
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}
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/// <summary>
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/// Creates a new Unity script file in the Scripts folder
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/// Creates a new Unity script file in the specified folder
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/// </summary>
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public static object CreateScript(JObject @params)
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{
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@ -52,114 +82,147 @@ namespace MCPServer.Editor.Commands
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string template = (string)@params["template"];
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string scriptFolder = (string)@params["script_folder"];
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string content = (string)@params["content"];
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bool overwrite = (bool?)@params["overwrite"] ?? false;
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// Ensure script name ends with .cs
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if (!scriptName.EndsWith(".cs"))
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if (!scriptName.EndsWith(".cs", StringComparison.OrdinalIgnoreCase))
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scriptName += ".cs";
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// Make sure scriptName doesn't contain path separators - extract base name
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scriptName = Path.GetFileName(scriptName);
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// Determine the script path
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string scriptPath;
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// If content is provided, use it directly
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if (!string.IsNullOrEmpty(content))
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// Handle the script folder parameter
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if (string.IsNullOrEmpty(scriptFolder))
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{
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// Use specified folder or default to Scripts
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scriptPath = string.IsNullOrEmpty(scriptFolder) ? "Scripts" : scriptFolder;
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// Default to Scripts folder within Assets
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scriptPath = "Scripts";
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EnsureScriptsFolderExists();
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}
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else
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{
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// Use provided folder path
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scriptPath = scriptFolder;
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// If scriptFolder starts with "Assets/", remove it for local path operations
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if (scriptPath.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
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{
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scriptPath = scriptPath.Substring(7);
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}
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}
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// Ensure folder exists
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string folderPath = Path.Combine(Application.dataPath, scriptPath);
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if (!Directory.Exists(folderPath))
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// Create the full directory path, avoiding Assets/Assets issue
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string folderPath = Path.Combine(Application.dataPath, scriptPath);
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Debug.Log($"CreateScript - Script name: {scriptName}");
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Debug.Log($"CreateScript - Script path: {scriptPath}");
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Debug.Log($"CreateScript - Creating script in folder path: {folderPath}");
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// Create directory if it doesn't exist
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if (!Directory.Exists(folderPath))
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{
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try
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{
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Directory.CreateDirectory(folderPath);
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AssetDatabase.Refresh();
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}
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catch (Exception ex)
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{
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throw new System.Exception($"Failed to create directory '{scriptPath}': {ex.Message}");
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}
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}
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// Create the script file with provided content
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string fullPath = Path.Combine(Application.dataPath, scriptPath, scriptName);
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File.WriteAllText(fullPath, content);
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// Check if script already exists
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string fullFilePath = Path.Combine(folderPath, scriptName);
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if (File.Exists(fullFilePath) && !overwrite)
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{
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throw new System.Exception($"Script file '{scriptName}' already exists in '{scriptPath}' and overwrite is not enabled.");
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}
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// Refresh the AssetDatabase
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try
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{
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// If content is provided, use it directly
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if (!string.IsNullOrEmpty(content))
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{
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// Create the script file with provided content
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File.WriteAllText(fullFilePath, content);
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}
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else
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{
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// Otherwise generate content based on template and parameters
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StringBuilder contentBuilder = new StringBuilder();
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// Add using directives
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contentBuilder.AppendLine("using UnityEngine;");
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contentBuilder.AppendLine();
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// Add namespace if specified
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if (!string.IsNullOrEmpty(namespaceName))
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{
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contentBuilder.AppendLine($"namespace {namespaceName}");
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contentBuilder.AppendLine("{");
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}
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// Add class definition with indent based on namespace
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string indent = string.IsNullOrEmpty(namespaceName) ? "" : " ";
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contentBuilder.AppendLine($"{indent}public class {Path.GetFileNameWithoutExtension(scriptName)} : {scriptType}");
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contentBuilder.AppendLine($"{indent}{{");
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// Add default Unity methods based on script type
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if (scriptType == "MonoBehaviour")
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{
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contentBuilder.AppendLine($"{indent} private void Start()");
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contentBuilder.AppendLine($"{indent} {{");
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contentBuilder.AppendLine($"{indent} // Initialize your component here");
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contentBuilder.AppendLine($"{indent} }}");
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contentBuilder.AppendLine();
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contentBuilder.AppendLine($"{indent} private void Update()");
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contentBuilder.AppendLine($"{indent} {{");
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contentBuilder.AppendLine($"{indent} // Update your component here");
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contentBuilder.AppendLine($"{indent} }}");
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}
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else if (scriptType == "ScriptableObject")
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{
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contentBuilder.AppendLine($"{indent} private void OnEnable()");
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contentBuilder.AppendLine($"{indent} {{");
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contentBuilder.AppendLine($"{indent} // Initialize your ScriptableObject here");
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contentBuilder.AppendLine($"{indent} }}");
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}
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// Close class
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contentBuilder.AppendLine($"{indent}}}");
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// Close namespace if specified
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if (!string.IsNullOrEmpty(namespaceName))
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{
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contentBuilder.AppendLine("}");
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}
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// Write the generated content to file
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File.WriteAllText(fullFilePath, contentBuilder.ToString());
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}
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// Refresh the AssetDatabase to recognize the new script
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AssetDatabase.Refresh();
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return new { message = $"Created script: {Path.Combine(scriptPath, scriptName)}" };
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}
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// Otherwise generate content based on template and parameters
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// Ensure Scripts folder exists
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EnsureScriptsFolderExists();
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// Create namespace-based folder structure if namespace is specified
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scriptPath = string.IsNullOrEmpty(scriptFolder) ? "Scripts" : scriptFolder;
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if (!string.IsNullOrEmpty(namespaceName))
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{
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if (scriptPath == "Scripts") // Only modify path if we're using the default
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// Return the relative path for easier reference
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string relativePath = scriptPath.Replace('\\', '/');
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if (!relativePath.StartsWith("Assets/"))
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{
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scriptPath = Path.Combine(scriptPath, namespaceName.Replace('.', '/'));
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}
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string namespaceFolderPath = Path.Combine(Application.dataPath, scriptPath);
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if (!Directory.Exists(namespaceFolderPath))
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{
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Directory.CreateDirectory(namespaceFolderPath);
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AssetDatabase.Refresh();
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relativePath = $"Assets/{relativePath}";
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}
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return new {
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message = $"Created script: {Path.Combine(relativePath, scriptName).Replace('\\', '/')}",
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script_path = Path.Combine(relativePath, scriptName).Replace('\\', '/')
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};
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}
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// Create the script content
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StringBuilder contentBuilder = new StringBuilder();
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// Add using directives
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contentBuilder.AppendLine("using UnityEngine;");
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contentBuilder.AppendLine();
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// Add namespace if specified
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if (!string.IsNullOrEmpty(namespaceName))
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catch (Exception ex)
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{
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contentBuilder.AppendLine($"namespace {namespaceName}");
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contentBuilder.AppendLine("{");
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Debug.LogError($"Failed to create script: {ex.Message}\n{ex.StackTrace}");
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throw new System.Exception($"Failed to create script '{scriptName}': {ex.Message}");
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}
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// Add class definition
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contentBuilder.AppendLine($" public class {Path.GetFileNameWithoutExtension(scriptName)} : {scriptType}");
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contentBuilder.AppendLine(" {");
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// Add default Unity methods based on script type
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if (scriptType == "MonoBehaviour")
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{
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contentBuilder.AppendLine(" private void Start()");
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contentBuilder.AppendLine(" {");
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contentBuilder.AppendLine(" // Initialize your component here");
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contentBuilder.AppendLine(" }");
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contentBuilder.AppendLine();
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contentBuilder.AppendLine(" private void Update()");
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contentBuilder.AppendLine(" {");
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contentBuilder.AppendLine(" // Update your component here");
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contentBuilder.AppendLine(" }");
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}
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else if (scriptType == "ScriptableObject")
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{
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contentBuilder.AppendLine(" private void OnEnable()");
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contentBuilder.AppendLine(" {");
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contentBuilder.AppendLine(" // Initialize your ScriptableObject here");
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contentBuilder.AppendLine(" }");
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}
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// Close class
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contentBuilder.AppendLine(" }");
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// Close namespace if specified
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if (!string.IsNullOrEmpty(namespaceName))
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{
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contentBuilder.AppendLine("}");
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}
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// Create the script file in the Scripts folder
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string fullFilePath = Path.Combine(Application.dataPath, scriptPath, scriptName);
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File.WriteAllText(fullFilePath, contentBuilder.ToString());
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// Refresh the AssetDatabase
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AssetDatabase.Refresh();
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return new { message = $"Created script: {Path.Combine(scriptPath, scriptName)}" };
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}
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/// <summary>
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@ -172,8 +235,25 @@ namespace MCPServer.Editor.Commands
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bool createIfMissing = (bool?)@params["create_if_missing"] ?? false;
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bool createFolderIfMissing = (bool?)@params["create_folder_if_missing"] ?? false;
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string fullPath = Path.Combine(Application.dataPath, scriptPath);
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// Handle path correctly to avoid double "Assets" folder
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string relativePath;
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if (scriptPath.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
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{
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// If path already starts with Assets/, remove it for local path operations
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relativePath = scriptPath.Substring(7);
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}
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else
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{
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relativePath = scriptPath;
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}
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string fullPath = Path.Combine(Application.dataPath, relativePath);
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string directory = Path.GetDirectoryName(fullPath);
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// Debug the paths to help diagnose issues
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Debug.Log($"UpdateScript - Original script path: {scriptPath}");
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Debug.Log($"UpdateScript - Relative path: {relativePath}");
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Debug.Log($"UpdateScript - Full path: {fullPath}");
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// Check if file exists, create if requested
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if (!File.Exists(fullPath))
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@ -252,6 +332,7 @@ namespace MCPServer.Editor.Commands
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{
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string objectName = (string)@params["object_name"] ?? throw new System.Exception("Parameter 'object_name' is required.");
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string scriptName = (string)@params["script_name"] ?? throw new System.Exception("Parameter 'script_name' is required.");
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string scriptPath = (string)@params["script_path"]; // Optional
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// Find the target object
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GameObject targetObject = GameObject.Find(objectName);
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@ -259,35 +340,119 @@ namespace MCPServer.Editor.Commands
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throw new System.Exception($"Object '{objectName}' not found in scene.");
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// Ensure script name ends with .cs
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if (!scriptName.EndsWith(".cs"))
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if (!scriptName.EndsWith(".cs", StringComparison.OrdinalIgnoreCase))
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scriptName += ".cs";
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// Remove the path from the scriptName if it contains path separators
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string scriptFileName = Path.GetFileName(scriptName);
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string scriptNameWithoutExtension = Path.GetFileNameWithoutExtension(scriptFileName);
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// Find the script asset
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string[] guids = AssetDatabase.FindAssets(Path.GetFileNameWithoutExtension(scriptName));
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if (guids.Length == 0)
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throw new System.Exception($"Script '{scriptName}' not found in project.");
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// Get the script asset
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string scriptPath = AssetDatabase.GUIDToAssetPath(guids[0]);
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MonoScript scriptAsset = AssetDatabase.LoadAssetAtPath<MonoScript>(scriptPath);
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if (scriptAsset == null)
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throw new System.Exception($"Failed to load script asset: {scriptName}");
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// Get the script type
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System.Type scriptType = scriptAsset.GetClass();
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if (scriptType == null)
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throw new System.Exception($"Script '{scriptName}' does not contain a valid MonoBehaviour class.");
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// Add the component
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Component component = targetObject.AddComponent(scriptType);
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if (component == null)
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throw new System.Exception($"Failed to add component of type {scriptType.Name} to object '{objectName}'.");
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return new
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string[] guids;
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if (!string.IsNullOrEmpty(scriptPath))
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{
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message = $"Successfully attached script '{scriptName}' to object '{objectName}'",
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component_type = scriptType.Name
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};
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// If a specific path is provided, try that first
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if (File.Exists(Path.Combine(Application.dataPath, scriptPath.Replace("Assets/", ""))))
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{
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// Use the direct path if it exists
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MonoScript scriptAsset = AssetDatabase.LoadAssetAtPath<MonoScript>(scriptPath);
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if (scriptAsset != null)
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{
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System.Type scriptType = scriptAsset.GetClass();
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if (scriptType != null)
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{
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try
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{
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// Try to add the component
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Component component = targetObject.AddComponent(scriptType);
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if (component != null)
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{
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return new
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{
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message = $"Successfully attached script '{scriptFileName}' to object '{objectName}'",
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component_type = scriptType.Name
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};
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}
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}
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catch (Exception ex)
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{
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Debug.LogError($"Error attaching script component: {ex.Message}");
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throw new System.Exception($"Failed to add component: {ex.Message}");
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}
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}
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}
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}
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}
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// Use the file name for searching if direct path didn't work
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guids = AssetDatabase.FindAssets(scriptNameWithoutExtension + " t:script");
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if (guids.Length == 0)
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{
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// Try a broader search if exact match fails
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guids = AssetDatabase.FindAssets(scriptNameWithoutExtension);
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if (guids.Length == 0)
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throw new System.Exception($"Script '{scriptFileName}' not found in project.");
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}
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// Check each potential script until we find one that can be attached
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foreach (string guid in guids)
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{
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string path = AssetDatabase.GUIDToAssetPath(guid);
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// Filter to only consider .cs files
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if (!path.EndsWith(".cs", StringComparison.OrdinalIgnoreCase))
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continue;
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// Double check the file name to avoid false matches
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string foundFileName = Path.GetFileName(path);
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if (!string.Equals(foundFileName, scriptFileName, StringComparison.OrdinalIgnoreCase) &&
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!string.Equals(Path.GetFileNameWithoutExtension(foundFileName), scriptNameWithoutExtension, StringComparison.OrdinalIgnoreCase))
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continue;
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MonoScript scriptAsset = AssetDatabase.LoadAssetAtPath<MonoScript>(path);
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if (scriptAsset == null)
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continue;
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System.Type scriptType = scriptAsset.GetClass();
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if (scriptType == null || !typeof(MonoBehaviour).IsAssignableFrom(scriptType))
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continue;
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try
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{
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// Check if component is already attached
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if (targetObject.GetComponent(scriptType) != null)
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{
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return new
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{
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message = $"Script '{scriptNameWithoutExtension}' is already attached to object '{objectName}'",
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component_type = scriptType.Name
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};
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}
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// Add the component
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Component component = targetObject.AddComponent(scriptType);
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if (component != null)
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{
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return new
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{
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message = $"Successfully attached script '{scriptFileName}' to object '{objectName}'",
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component_type = scriptType.Name,
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script_path = path
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};
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}
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}
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catch (Exception ex)
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{
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Debug.LogError($"Error attaching script '{path}': {ex.Message}");
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// Continue trying other matches instead of failing immediately
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}
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}
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// If we've tried all possibilities and nothing worked
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throw new System.Exception($"Could not attach script '{scriptFileName}' to object '{objectName}'. No valid script found or component creation failed.");
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}
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}
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}
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@ -6,22 +6,35 @@ def register_script_tools(mcp: FastMCP):
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"""Register all script-related tools with the MCP server."""
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@mcp.tool()
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def view_script(ctx: Context, script_path: str) -> str:
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def view_script(ctx: Context, script_path: str, require_exists: bool = True) -> str:
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"""View the contents of a Unity script file.
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Args:
|
||||
ctx: The MCP context
|
||||
script_path: Path to the script file relative to the Assets folder
|
||||
require_exists: Whether to raise an error if the file doesn't exist (default: True)
|
||||
|
||||
Returns:
|
||||
str: The contents of the script file or error message
|
||||
"""
|
||||
try:
|
||||
# Normalize script path to ensure it has the correct format
|
||||
if not script_path.startswith("Assets/"):
|
||||
script_path = f"Assets/{script_path}"
|
||||
|
||||
# Debug to help diagnose issues
|
||||
print(f"ViewScript - Using normalized script path: {script_path}")
|
||||
|
||||
# Send command to Unity to read the script file
|
||||
response = get_unity_connection().send_command("VIEW_SCRIPT", {
|
||||
"script_path": script_path
|
||||
"script_path": script_path,
|
||||
"require_exists": require_exists
|
||||
})
|
||||
return response.get("content", "Script not found")
|
||||
|
||||
if response.get("exists", True):
|
||||
return response.get("content", "Script contents not available")
|
||||
else:
|
||||
return response.get("message", "Script not found")
|
||||
except Exception as e:
|
||||
return f"Error viewing script: {str(e)}"
|
||||
|
||||
|
|
@ -32,7 +45,9 @@ def register_script_tools(mcp: FastMCP):
|
|||
script_type: str = "MonoBehaviour",
|
||||
namespace: str = None,
|
||||
template: str = None,
|
||||
overwrite: bool = False
|
||||
script_folder: str = None,
|
||||
overwrite: bool = False,
|
||||
content: str = None
|
||||
) -> str:
|
||||
"""Create a new Unity script file.
|
||||
|
||||
|
|
@ -42,33 +57,59 @@ def register_script_tools(mcp: FastMCP):
|
|||
script_type: Type of script (e.g., MonoBehaviour, ScriptableObject)
|
||||
namespace: Optional namespace for the script
|
||||
template: Optional custom template to use
|
||||
script_folder: Optional folder path within Assets to create the script
|
||||
overwrite: Whether to overwrite if script already exists (default: False)
|
||||
content: Optional custom content for the script
|
||||
|
||||
Returns:
|
||||
str: Success message or error details
|
||||
"""
|
||||
try:
|
||||
# First check if a script with this name already exists
|
||||
unity = get_unity_connection()
|
||||
script_path = f"Assets/Scripts/{script_name}.cs"
|
||||
|
||||
# Try to view the script to check if it exists
|
||||
existing_script_response = unity.send_command("VIEW_SCRIPT", {
|
||||
"script_path": script_path
|
||||
})
|
||||
# Determine script path based on script_folder parameter
|
||||
if script_folder:
|
||||
# Use provided folder path
|
||||
# Normalize the folder path first
|
||||
if script_folder.startswith("Assets/"):
|
||||
normalized_folder = script_folder
|
||||
else:
|
||||
normalized_folder = f"Assets/{script_folder}"
|
||||
|
||||
# Create the full path
|
||||
if normalized_folder.endswith("/"):
|
||||
script_path = f"{normalized_folder}{script_name}.cs"
|
||||
else:
|
||||
script_path = f"{normalized_folder}/{script_name}.cs"
|
||||
|
||||
# Debug to help diagnose issues
|
||||
print(f"CreateScript - Folder: {script_folder}")
|
||||
print(f"CreateScript - Normalized folder: {normalized_folder}")
|
||||
print(f"CreateScript - Script path: {script_path}")
|
||||
else:
|
||||
# Default to Scripts folder when no folder is provided
|
||||
script_path = f"Assets/Scripts/{script_name}.cs"
|
||||
print(f"CreateScript - Using default script path: {script_path}")
|
||||
|
||||
# If the script exists and overwrite is False, return a message
|
||||
if "content" in existing_script_response and not overwrite:
|
||||
return f"Script '{script_name}.cs' already exists. Use overwrite=True to replace it."
|
||||
|
||||
# Send command to Unity to create the script
|
||||
response = unity.send_command("CREATE_SCRIPT", {
|
||||
# Send command to Unity to create the script directly
|
||||
# The C# handler will handle the file existence check
|
||||
params = {
|
||||
"script_name": script_name,
|
||||
"script_type": script_type,
|
||||
"namespace": namespace,
|
||||
"template": template,
|
||||
"overwrite": overwrite
|
||||
})
|
||||
}
|
||||
|
||||
# Add script_folder if provided
|
||||
if script_folder:
|
||||
params["script_folder"] = script_folder
|
||||
|
||||
# Add content if provided
|
||||
if content:
|
||||
params["content"] = content
|
||||
|
||||
response = unity.send_command("CREATE_SCRIPT", params)
|
||||
return response.get("message", "Script created successfully")
|
||||
except Exception as e:
|
||||
return f"Error creating script: {str(e)}"
|
||||
|
|
@ -96,9 +137,19 @@ def register_script_tools(mcp: FastMCP):
|
|||
try:
|
||||
unity = get_unity_connection()
|
||||
|
||||
# Normalize script path to ensure it has the correct format
|
||||
# Make sure the path starts with Assets/ but not Assets/Assets/
|
||||
if not script_path.startswith("Assets/"):
|
||||
script_path = f"Assets/{script_path}"
|
||||
|
||||
# Debug to help diagnose issues
|
||||
print(f"UpdateScript - Original path: {script_path}")
|
||||
|
||||
# Parse script path (for potential creation)
|
||||
script_name = script_path.split("/")[-1].replace(".cs", "")
|
||||
script_folder = "/".join(script_path.split("/")[:-1])
|
||||
script_name = script_path.split("/")[-1]
|
||||
if not script_name.endswith(".cs"):
|
||||
script_name += ".cs"
|
||||
script_path = f"{script_path}.cs"
|
||||
|
||||
if create_if_missing:
|
||||
# When create_if_missing is true, we'll just try to update directly,
|
||||
|
|
@ -179,56 +230,33 @@ def register_script_tools(mcp: FastMCP):
|
|||
if not objects:
|
||||
return f"GameObject '{object_name}' not found in the scene."
|
||||
|
||||
# Ensure script_name has .cs extension
|
||||
# Ensure script_name has .cs extension
|
||||
if not script_name.lower().endswith(".cs"):
|
||||
script_name = f"{script_name}.cs"
|
||||
|
||||
# Determine the full script path
|
||||
if script_path is None:
|
||||
# Use default Scripts folder if no path provided
|
||||
script_path = f"Assets/Scripts/{script_name}"
|
||||
elif not script_path.endswith(script_name):
|
||||
# Remove any path information from script_name if it contains slashes
|
||||
script_basename = script_name.split('/')[-1]
|
||||
|
||||
# Determine the full script path if provided
|
||||
if script_path is not None:
|
||||
# Ensure script_path starts with Assets/
|
||||
if not script_path.startswith("Assets/"):
|
||||
script_path = f"Assets/{script_path}"
|
||||
|
||||
# If path is just a directory, append the script name
|
||||
if script_path.endswith("/"):
|
||||
script_path = f"{script_path}{script_name}"
|
||||
else:
|
||||
script_path = f"{script_path}/{script_name}"
|
||||
|
||||
# Check if the script exists by trying to view it
|
||||
existing_script_response = unity.send_command("VIEW_SCRIPT", {
|
||||
"script_path": script_path
|
||||
})
|
||||
|
||||
if "content" not in existing_script_response:
|
||||
# If not found at the specific path, try to search for it in the project
|
||||
script_found = False
|
||||
try:
|
||||
# Search in the entire Assets folder
|
||||
script_assets = unity.send_command("LIST_SCRIPTS", {
|
||||
"folder_path": "Assets"
|
||||
}).get("scripts", [])
|
||||
|
||||
# Look for matching script name in any folder
|
||||
matching_scripts = [path for path in script_assets if path.endswith(f"/{script_name}") or path == script_name]
|
||||
|
||||
if matching_scripts:
|
||||
script_path = matching_scripts[0]
|
||||
script_found = True
|
||||
if len(matching_scripts) > 1:
|
||||
return f"Multiple scripts named '{script_name}' found in the project. Please specify script_path parameter."
|
||||
except:
|
||||
pass
|
||||
|
||||
if not script_found:
|
||||
return f"Script '{script_name}' not found in the project."
|
||||
if not script_path.endswith(script_basename):
|
||||
if script_path.endswith("/"):
|
||||
script_path = f"{script_path}{script_basename}"
|
||||
else:
|
||||
script_path = f"{script_path}/{script_basename}"
|
||||
|
||||
# Check if the script is already attached
|
||||
object_props = unity.send_command("GET_OBJECT_PROPERTIES", {
|
||||
"name": object_name
|
||||
})
|
||||
|
||||
# Extract script name without .cs and without path
|
||||
script_class_name = script_name.replace(".cs", "")
|
||||
# Extract script name without .cs and without path for component type checking
|
||||
script_class_name = script_basename.replace(".cs", "")
|
||||
|
||||
# Check if component is already attached
|
||||
components = object_props.get("components", [])
|
||||
|
|
@ -237,11 +265,16 @@ def register_script_tools(mcp: FastMCP):
|
|||
return f"Script '{script_class_name}' is already attached to '{object_name}'."
|
||||
|
||||
# Send command to Unity to attach the script
|
||||
response = unity.send_command("ATTACH_SCRIPT", {
|
||||
params = {
|
||||
"object_name": object_name,
|
||||
"script_name": script_name,
|
||||
"script_path": script_path
|
||||
})
|
||||
"script_name": script_basename
|
||||
}
|
||||
|
||||
# Add script_path if provided
|
||||
if script_path:
|
||||
params["script_path"] = script_path
|
||||
|
||||
response = unity.send_command("ATTACH_SCRIPT", params)
|
||||
return response.get("message", "Script attached successfully")
|
||||
except Exception as e:
|
||||
return f"Error attaching script: {str(e)}"
|
||||
Loading…
Reference in New Issue