""" Defines the manage_asset tool for interacting with Unity assets. """ from typing import Optional, Dict, Any, List from mcp.server.fastmcp import FastMCP, Context def register_manage_asset_tools(mcp: FastMCP): """Registers the manage_asset tool with the MCP server.""" @mcp.tool() async def manage_asset( ctx: Context, action: str, path: str, asset_type: Optional[str] = None, properties: Optional[Dict[str, Any]] = None, destination: Optional[str] = None, # Used for move/duplicate generate_preview: Optional[bool] = False, # Search specific parameters search_pattern: Optional[str] = None, # Replaces path for search action? Or use path as pattern? filter_type: Optional[str] = None, # Redundant with asset_type? filter_date_after: Optional[str] = None, # ISO 8601 format page_size: Optional[int] = None, page_number: Optional[int] = None ) -> Dict[str, Any]: """Performs asset operations (import, create, modify, delete, etc.) in Unity. Args: ctx: The MCP context. action: Operation to perform (e.g., 'import', 'create', 'search'). path: Asset path (e.g., "Materials/MyMaterial.mat") or search scope. asset_type: Asset type (e.g., 'Material', 'Folder') - required for 'create'. properties: Dictionary of properties for 'create'/'modify'. destination: Target path for 'duplicate'/'move'. search_pattern: Search pattern (e.g., '*.prefab'). filter_*: Filters for search (type, date). page_*: Pagination for search. Returns: A dictionary with operation results ('success', 'data', 'error'). """ # Ensure properties is a dict if None if properties is None: properties = {} # Prepare parameters for the C# handler params_dict = { "action": action.lower(), "path": path, "assetType": asset_type, "properties": properties, "destination": destination, "generatePreview": generate_preview, "searchPattern": search_pattern, "filterType": filter_type, "filterDateAfter": filter_date_after, "pageSize": page_size, "pageNumber": page_number } # Remove None values to avoid sending unnecessary nulls params_dict = {k: v for k, v in params_dict.items() if v is not None} # Forward the command to the Unity editor handler using the send_command method # The C# side expects a command type and parameters. return await ctx.send_command("manage_asset", params_dict)