using System; using Newtonsoft.Json.Linq; using UnityEditor; using UnityEngine; namespace MCPForUnity.Editor.Tools.Vfx { internal static class ParticleControl { public static object EnableModule(JObject @params) { ParticleSystem ps = ParticleCommon.FindParticleSystem(@params); if (ps == null) return new { success = false, message = "ParticleSystem not found" }; string moduleName = @params["module"]?.ToString()?.ToLowerInvariant(); bool enabled = @params["enabled"]?.ToObject() ?? true; if (string.IsNullOrEmpty(moduleName)) return new { success = false, message = "Module name required" }; Undo.RecordObject(ps, $"Toggle {moduleName}"); switch (moduleName.Replace("_", "")) { case "emission": var em = ps.emission; em.enabled = enabled; break; case "shape": var sh = ps.shape; sh.enabled = enabled; break; case "coloroverlifetime": var col = ps.colorOverLifetime; col.enabled = enabled; break; case "sizeoverlifetime": var sol = ps.sizeOverLifetime; sol.enabled = enabled; break; case "velocityoverlifetime": var vol = ps.velocityOverLifetime; vol.enabled = enabled; break; case "noise": var n = ps.noise; n.enabled = enabled; break; case "collision": var coll = ps.collision; coll.enabled = enabled; break; case "trails": var tr = ps.trails; tr.enabled = enabled; break; case "lights": var li = ps.lights; li.enabled = enabled; break; default: return new { success = false, message = $"Unknown module: {moduleName}" }; } EditorUtility.SetDirty(ps); return new { success = true, message = $"Module '{moduleName}' {(enabled ? "enabled" : "disabled")}" }; } public static object Control(JObject @params, string action) { ParticleSystem ps = ParticleCommon.FindParticleSystem(@params); if (ps == null) return new { success = false, message = "ParticleSystem not found" }; bool withChildren = @params["withChildren"]?.ToObject() ?? true; switch (action) { case "play": ps.Play(withChildren); break; case "stop": ps.Stop(withChildren, ParticleSystemStopBehavior.StopEmitting); break; case "pause": ps.Pause(withChildren); break; case "restart": ps.Stop(withChildren, ParticleSystemStopBehavior.StopEmittingAndClear); ps.Play(withChildren); break; case "clear": ps.Clear(withChildren); break; default: return new { success = false, message = $"Unknown action: {action}" }; } return new { success = true, message = $"ParticleSystem {action}" }; } public static object AddBurst(JObject @params) { ParticleSystem ps = ParticleCommon.FindParticleSystem(@params); if (ps == null) return new { success = false, message = "ParticleSystem not found" }; Undo.RecordObject(ps, "Add Burst"); var emission = ps.emission; float time = @params["time"]?.ToObject() ?? 0f; int minCountRaw = @params["minCount"]?.ToObject() ?? @params["count"]?.ToObject() ?? 30; int maxCountRaw = @params["maxCount"]?.ToObject() ?? @params["count"]?.ToObject() ?? 30; short minCount = (short)Math.Clamp(minCountRaw, 0, short.MaxValue); short maxCount = (short)Math.Clamp(maxCountRaw, 0, short.MaxValue); int cycles = @params["cycles"]?.ToObject() ?? 1; float interval = @params["interval"]?.ToObject() ?? 0.01f; var burst = new ParticleSystem.Burst(time, minCount, maxCount, cycles, interval); burst.probability = @params["probability"]?.ToObject() ?? 1f; int idx = emission.burstCount; var bursts = new ParticleSystem.Burst[idx + 1]; emission.GetBursts(bursts); bursts[idx] = burst; emission.SetBursts(bursts); EditorUtility.SetDirty(ps); return new { success = true, message = $"Added burst at t={time}", burstIndex = idx }; } public static object ClearBursts(JObject @params) { ParticleSystem ps = ParticleCommon.FindParticleSystem(@params); if (ps == null) return new { success = false, message = "ParticleSystem not found" }; Undo.RecordObject(ps, "Clear Bursts"); var emission = ps.emission; int count = emission.burstCount; emission.SetBursts(new ParticleSystem.Burst[0]); EditorUtility.SetDirty(ps); return new { success = true, message = $"Cleared {count} bursts" }; } } }