using NUnit.Framework; using UnityEngine; using UnityEngine.TestTools; using UnityEditor; using Newtonsoft.Json.Linq; using MCPForUnity.Editor.Tools; using MCPForUnity.Editor.Tools.GameObjects; using System; using System.IO; using System.Text.RegularExpressions; namespace MCPForUnityTests.Editor.Tools { /// /// Tests for MCP tool parameter handling - JSON parsing in manage_asset and manage_gameobject tools. /// Consolidated from multiple redundant tests into focused, non-overlapping test cases. /// public class MCPToolParameterTests { private const string TempDir = "Assets/Temp/MCPToolParameterTests"; private const string TempLiveDir = "Assets/Temp/LiveTests"; private static void AssertColorsEqual(Color expected, Color actual, string message) { const float tolerance = 0.001f; Assert.AreEqual(expected.r, actual.r, tolerance, $"{message} - Red component mismatch"); Assert.AreEqual(expected.g, actual.g, tolerance, $"{message} - Green component mismatch"); Assert.AreEqual(expected.b, actual.b, tolerance, $"{message} - Blue component mismatch"); Assert.AreEqual(expected.a, actual.a, tolerance, $"{message} - Alpha component mismatch"); } private static void AssertShaderIsSupported(Shader s) { Assert.IsNotNull(s, "Shader should not be null"); var name = s.name; bool ok = name == "Universal Render Pipeline/Lit" || name == "HDRP/Lit" || name == "Standard" || name == "Unlit/Color"; Assert.IsTrue(ok, $"Unexpected shader: {name}"); } private static void EnsureTempFolders() { if (!AssetDatabase.IsValidFolder("Assets/Temp")) AssetDatabase.CreateFolder("Assets", "Temp"); if (!AssetDatabase.IsValidFolder(TempDir)) AssetDatabase.CreateFolder("Assets/Temp", "MCPToolParameterTests"); if (!AssetDatabase.IsValidFolder(TempLiveDir)) AssetDatabase.CreateFolder("Assets/Temp", "LiveTests"); } [TearDown] public void TearDown() { if (AssetDatabase.IsValidFolder(TempDir)) AssetDatabase.DeleteAsset(TempDir); if (AssetDatabase.IsValidFolder(TempLiveDir)) AssetDatabase.DeleteAsset(TempLiveDir); if (AssetDatabase.IsValidFolder("Assets/Temp")) { var remainingDirs = Directory.GetDirectories("Assets/Temp"); var remainingFiles = Directory.GetFiles("Assets/Temp"); if (remainingDirs.Length == 0 && remainingFiles.Length == 0) AssetDatabase.DeleteAsset("Assets/Temp"); } } /// /// Tests GameObject componentProperties JSON string coercion path. /// Verifies material assignment via JSON string works correctly. /// [Test] public void ManageGameObject_JSONComponentProperties_AssignsMaterial() { EnsureTempFolders(); var matPath = $"{TempDir}/Mat_{Guid.NewGuid():N}.mat"; // Create material with object-typed properties var createMat = new JObject { ["action"] = "create", ["path"] = matPath, ["assetType"] = "Material", ["properties"] = new JObject { ["shader"] = "Universal Render Pipeline/Lit", ["color"] = new JArray(0, 0, 1, 1) } }; var createMatRes = ManageAsset.HandleCommand(createMat); var createMatObj = createMatRes as JObject ?? JObject.FromObject(createMatRes); Assert.IsTrue(createMatObj.Value("success"), createMatObj.ToString()); // Create a sphere var createGo = new JObject { ["action"] = "create", ["name"] = "MCPParamTestSphere", ["primitiveType"] = "Sphere" }; var createGoRes = ManageGameObject.HandleCommand(createGo); var createGoObj = createGoRes as JObject ?? JObject.FromObject(createGoRes); Assert.IsTrue(createGoObj.Value("success"), createGoObj.ToString()); try { // Assign material via JSON string componentProperties (coercion path) var compJsonObj = new JObject { ["MeshRenderer"] = new JObject { ["sharedMaterial"] = matPath } }; var compJson = compJsonObj.ToString(Newtonsoft.Json.Formatting.None); var modify = new JObject { ["action"] = "modify", ["target"] = "MCPParamTestSphere", ["searchMethod"] = "by_name", ["componentProperties"] = compJson }; var raw = ManageGameObject.HandleCommand(modify); var result = raw as JObject ?? JObject.FromObject(raw); Assert.IsTrue(result.Value("success"), result.ToString()); // Verify material assignment var goVerify = GameObject.Find("MCPParamTestSphere"); Assert.IsNotNull(goVerify, "GameObject should exist"); var renderer = goVerify.GetComponent(); Assert.IsNotNull(renderer, "MeshRenderer should exist"); var assignedMat = renderer.sharedMaterial; Assert.IsNotNull(assignedMat, "sharedMaterial should be assigned"); AssertShaderIsSupported(assignedMat.shader); var createdMat = AssetDatabase.LoadAssetAtPath(matPath); Assert.AreEqual(createdMat, assignedMat, "Assigned material should match created material"); } finally { var go = GameObject.Find("MCPParamTestSphere"); if (go != null) UnityEngine.Object.DestroyImmediate(go); if (AssetDatabase.LoadAssetAtPath(matPath) != null) AssetDatabase.DeleteAsset(matPath); AssetDatabase.Refresh(); } } /// /// Comprehensive end-to-end test covering all 10 property handling scenarios: /// 1. Create material via JSON string /// 2. Modify color and metallic (friendly names) /// 3. Modify using structured float block /// 4. Assign texture via direct prop alias /// 5. Assign texture via structured block /// 6. Create sphere and assign material via componentProperties JSON /// 7. Use URP color alias key /// 8. Invalid JSON handling (graceful degradation) /// 9. Switch shader pipeline dynamically /// 10. Mixed friendly and alias keys /// [Test] public void EndToEnd_PropertyHandling_AllScenarios() { EnsureTempFolders(); string guidSuffix = Guid.NewGuid().ToString("N").Substring(0, 8); string matPath = $"{TempLiveDir}/Mat_{guidSuffix}.mat"; string texPath = $"{TempLiveDir}/TempBaseTex_{guidSuffix}.asset"; string sphereName = $"LiveSphere_{guidSuffix}"; string badJsonPath = $"{TempLiveDir}/BadJson_{guidSuffix}.mat"; // Ensure clean state var preSphere = GameObject.Find(sphereName); if (preSphere != null) UnityEngine.Object.DestroyImmediate(preSphere); if (AssetDatabase.LoadAssetAtPath(matPath) != null) AssetDatabase.DeleteAsset(matPath); if (AssetDatabase.LoadAssetAtPath(badJsonPath) != null) AssetDatabase.DeleteAsset(badJsonPath); if (AssetDatabase.LoadAssetAtPath(texPath) != null) AssetDatabase.DeleteAsset(texPath); // Create test texture for texture-dependent scenarios (4, 5, 10) var tex = new Texture2D(4, 4, TextureFormat.RGBA32, false); var pixels = new Color[16]; for (int i = 0; i < pixels.Length; i++) pixels[i] = Color.white; tex.SetPixels(pixels); tex.Apply(); AssetDatabase.CreateAsset(tex, texPath); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); try { // 1. Create material via JSON string var createParams = new JObject { ["action"] = "create", ["path"] = matPath, ["assetType"] = "Material", ["properties"] = "{\"shader\":\"Universal Render Pipeline/Lit\",\"color\":[1,0,0,1]}" }; var createRaw = ManageAsset.HandleCommand(createParams); var createResult = createRaw as JObject ?? JObject.FromObject(createRaw); Assert.IsTrue(createResult.Value("success"), $"Test 1 failed: {createResult}"); var mat = AssetDatabase.LoadAssetAtPath(matPath); Assert.IsNotNull(mat, "Material should be created"); if (mat.HasProperty("_BaseColor")) Assert.AreEqual(Color.red, mat.GetColor("_BaseColor"), "Test 1: _BaseColor should be red"); else if (mat.HasProperty("_Color")) Assert.AreEqual(Color.red, mat.GetColor("_Color"), "Test 1: _Color should be red"); else Assert.Inconclusive("Material has neither _BaseColor nor _Color"); // 2. Modify color and metallic (friendly names) var modify1 = new JObject { ["action"] = "modify", ["path"] = matPath, ["properties"] = "{\"color\":[0,0.5,1,1],\"metallic\":0.6}" }; var modifyRaw1 = ManageAsset.HandleCommand(modify1); var modifyResult1 = modifyRaw1 as JObject ?? JObject.FromObject(modifyRaw1); Assert.IsTrue(modifyResult1.Value("success"), $"Test 2 failed: {modifyResult1}"); mat = AssetDatabase.LoadAssetAtPath(matPath); var expectedCyan = new Color(0, 0.5f, 1, 1); if (mat.HasProperty("_BaseColor")) Assert.AreEqual(expectedCyan, mat.GetColor("_BaseColor"), "Test 2: _BaseColor should be cyan"); else if (mat.HasProperty("_Color")) Assert.AreEqual(expectedCyan, mat.GetColor("_Color"), "Test 2: _Color should be cyan"); Assert.AreEqual(0.6f, mat.GetFloat("_Metallic"), 0.001f, "Test 2: Metallic should be 0.6"); // 3. Modify using structured float block var modify2 = new JObject { ["action"] = "modify", ["path"] = matPath, ["properties"] = new JObject { ["float"] = new JObject { ["name"] = "_Metallic", ["value"] = 0.1 } } }; var modifyRaw2 = ManageAsset.HandleCommand(modify2); var modifyResult2 = modifyRaw2 as JObject ?? JObject.FromObject(modifyRaw2); Assert.IsTrue(modifyResult2.Value("success"), $"Test 3 failed: {modifyResult2}"); mat = AssetDatabase.LoadAssetAtPath(matPath); Assert.AreEqual(0.1f, mat.GetFloat("_Metallic"), 0.001f, "Test 3: Metallic should be 0.1"); // 4. Assign texture via direct prop alias var modify3 = new JObject { ["action"] = "modify", ["path"] = matPath, ["properties"] = "{\"_BaseMap\":\"" + texPath + "\"}" }; var modifyRaw3 = ManageAsset.HandleCommand(modify3); var modifyResult3 = modifyRaw3 as JObject ?? JObject.FromObject(modifyRaw3); Assert.IsTrue(modifyResult3.Value("success"), $"Test 4 failed: {modifyResult3}"); // 5. Assign texture via structured block var modify4 = new JObject { ["action"] = "modify", ["path"] = matPath, ["properties"] = new JObject { ["texture"] = new JObject { ["name"] = "_MainTex", ["path"] = texPath } } }; var modifyRaw4 = ManageAsset.HandleCommand(modify4); var modifyResult4 = modifyRaw4 as JObject ?? JObject.FromObject(modifyRaw4); Assert.IsTrue(modifyResult4.Value("success"), $"Test 5 failed: {modifyResult4}"); // 6. Create sphere and assign material via componentProperties JSON string var createSphere = new JObject { ["action"] = "create", ["name"] = sphereName, ["primitiveType"] = "Sphere" }; var sphereRaw = ManageGameObject.HandleCommand(createSphere); var sphereResult = sphereRaw as JObject ?? JObject.FromObject(sphereRaw); Assert.IsTrue(sphereResult.Value("success"), $"Test 6 - Create sphere failed: {sphereResult}"); var modifySphere = new JObject { ["action"] = "modify", ["target"] = sphereName, ["searchMethod"] = "by_name", ["componentProperties"] = "{\"MeshRenderer\":{\"sharedMaterial\":\"" + matPath + "\"}}" }; var sphereModifyRaw = ManageGameObject.HandleCommand(modifySphere); var sphereModifyResult = sphereModifyRaw as JObject ?? JObject.FromObject(sphereModifyRaw); Assert.IsTrue(sphereModifyResult.Value("success"), $"Test 6 - Assign material failed: {sphereModifyResult}"); var sphere = GameObject.Find(sphereName); Assert.IsNotNull(sphere, "Test 6: Sphere should exist"); var renderer = sphere.GetComponent(); Assert.IsNotNull(renderer.sharedMaterial, "Test 6: Material should be assigned"); // 7. Use URP color alias key var modify5 = new JObject { ["action"] = "modify", ["path"] = matPath, ["properties"] = new JObject { ["_BaseColor"] = new JArray(0.2, 0.8, 0.3, 1) } }; var modifyRaw5 = ManageAsset.HandleCommand(modify5); var modifyResult5 = modifyRaw5 as JObject ?? JObject.FromObject(modifyRaw5); Assert.IsTrue(modifyResult5.Value("success"), $"Test 7 failed: {modifyResult5}"); mat = AssetDatabase.LoadAssetAtPath(matPath); Color expectedColor = new Color(0.2f, 0.8f, 0.3f, 1f); if (mat.HasProperty("_BaseColor")) AssertColorsEqual(expectedColor, mat.GetColor("_BaseColor"), "Test 7: _BaseColor should be set"); else if (mat.HasProperty("_Color")) AssertColorsEqual(expectedColor, mat.GetColor("_Color"), "Test 7: Fallback _Color should be set"); // 8. Invalid JSON should warn (don't fail) var invalidJson = new JObject { ["action"] = "create", ["path"] = badJsonPath, ["assetType"] = "Material", ["properties"] = "{\"invalid\": json, \"missing\": quotes}" }; LogAssert.Expect(LogType.Warning, new Regex("(failed to parse)|(Could not parse 'properties' JSON string)", RegexOptions.IgnoreCase)); var invalidRaw = ManageAsset.HandleCommand(invalidJson); var invalidResult = invalidRaw as JObject ?? JObject.FromObject(invalidRaw); Assert.IsNotNull(invalidResult, "Test 8: Should return a result"); // 9. Switch shader pipeline dynamically var modify6 = new JObject { ["action"] = "modify", ["path"] = matPath, ["properties"] = "{\"shader\":\"Standard\",\"color\":[1,1,0,1]}" }; var modifyRaw6 = ManageAsset.HandleCommand(modify6); var modifyResult6 = modifyRaw6 as JObject ?? JObject.FromObject(modifyRaw6); Assert.IsTrue(modifyResult6.Value("success"), $"Test 9 failed: {modifyResult6}"); mat = AssetDatabase.LoadAssetAtPath(matPath); Assert.AreEqual("Standard", mat.shader.name, "Test 9: Shader should be Standard"); var c9 = mat.GetColor("_Color"); // Looser tolerance (0.02) for shader-switched colors due to color space conversion differences Assert.IsTrue(Mathf.Abs(c9.r - 1f) < 0.02f && Mathf.Abs(c9.g - 1f) < 0.02f && Mathf.Abs(c9.b - 0f) < 0.02f, "Test 9: Color should be near yellow"); // 10. Mixed friendly and alias keys in one go var modify7 = new JObject { ["action"] = "modify", ["path"] = matPath, ["properties"] = new JObject { ["metallic"] = 0.8, ["smoothness"] = 0.3, ["albedo"] = texPath } }; var modifyRaw7 = ManageAsset.HandleCommand(modify7); var modifyResult7 = modifyRaw7 as JObject ?? JObject.FromObject(modifyRaw7); Assert.IsTrue(modifyResult7.Value("success"), $"Test 10 failed: {modifyResult7}"); mat = AssetDatabase.LoadAssetAtPath(matPath); Assert.AreEqual(0.8f, mat.GetFloat("_Metallic"), 0.001f, "Test 10: Metallic should be 0.8"); Assert.AreEqual(0.3f, mat.GetFloat("_Glossiness"), 0.001f, "Test 10: Smoothness should be 0.3"); } finally { var sphere = GameObject.Find(sphereName); if (sphere != null) UnityEngine.Object.DestroyImmediate(sphere); if (AssetDatabase.LoadAssetAtPath(matPath) != null) AssetDatabase.DeleteAsset(matPath); if (AssetDatabase.LoadAssetAtPath(badJsonPath) != null) AssetDatabase.DeleteAsset(badJsonPath); if (AssetDatabase.LoadAssetAtPath(texPath) != null) AssetDatabase.DeleteAsset(texPath); AssetDatabase.Refresh(); } } } }