from mcp.server.fastmcp import FastMCP, Context from typing import Optional, Dict, Any, List, Union from unity_connection import get_unity_connection def register_manage_gameobject_tools(mcp: FastMCP): """Register all GameObject management tools with the MCP server.""" @mcp.tool() def manage_gameobject( ctx: Context, action: str, target: Optional[Union[str, int]] = None, # Name, path, or instance ID search_method: Optional[str] = None, # by_name, by_tag, by_layer, by_component, by_id # --- Parameters for 'create' --- name: Optional[str] = None, # Required for 'create' tag: Optional[str] = None, # Tag to assign during creation parent: Optional[Union[str, int]] = None, # Name or ID of parent position: Optional[List[float]] = None, # [x, y, z] rotation: Optional[List[float]] = None, # [x, y, z] Euler angles scale: Optional[List[float]] = None, # [x, y, z] components_to_add: Optional[List[Union[str, Dict[str, Any]]]] = None, # List of component names or dicts with properties primitive_type: Optional[str] = None, # Optional: create primitive (Cube, Sphere, etc.) instead of empty save_as_prefab: Optional[bool] = False, # If True, save the created object as a prefab prefab_path: Optional[str] = None, # Full path to save prefab (e.g., "Assets/Prefabs/MyObject.prefab"). Overrides prefab_folder. prefab_folder: Optional[str] = "Assets/Prefabs", # Default folder if prefab_path not set (e.g., "Assets/Prefabs") # --- Parameters for 'modify' --- new_name: Optional[str] = None, new_parent: Optional[Union[str, int]] = None, set_active: Optional[bool] = None, new_tag: Optional[str] = None, new_layer: Optional[Union[str, int]] = None, # Layer name or number components_to_remove: Optional[List[str]] = None, component_properties: Optional[Dict[str, Dict[str, Any]]] = None, # { "ComponentName": { "propName": value } } # --- Parameters for 'find' --- search_term: Optional[str] = None, # Used with search_method (e.g., name, tag value, component type) find_all: Optional[bool] = False, # Find all matches or just the first? search_in_children: Optional[bool] = False, # Limit search scope search_inactive: Optional[bool] = False, # Include inactive GameObjects? # -- Component Management Arguments -- component_name: Optional[str] = None, # Target component for component actions ) -> Dict[str, Any]: """Manages GameObjects: create, modify, delete, find, and component operations. Args: action: Operation (e.g., 'create', 'modify', 'find', 'add_component'). target: GameObject identifier (name, path, ID) for modify/delete/component actions. search_method: How to find objects ('by_name', 'by_id', 'by_path', etc.). Used with 'find'. Action-specific arguments (e.g., name, parent, position for 'create'; component_name, component_properties for component actions; search_term, find_all for 'find'). Returns: Dictionary with operation results ('success', 'message', 'data'). """ try: # Prepare parameters, removing None values params = { "action": action, "target": target, "searchMethod": search_method, "name": name, "tag": tag, "parent": parent, "position": position, "rotation": rotation, "scale": scale, "componentsToAdd": components_to_add, "primitiveType": primitive_type, "saveAsPrefab": save_as_prefab, "prefabPath": prefab_path, "prefabFolder": prefab_folder, "newName": new_name, "newParent": new_parent, "setActive": set_active, "newTag": new_tag, "newLayer": new_layer, "componentsToRemove": components_to_remove, "componentProperties": component_properties, "searchTerm": search_term, "findAll": find_all, "searchInChildren": search_in_children, "searchInactive": search_inactive, "componentName": component_name } params = {k: v for k, v in params.items() if v is not None} # --- Handle Prefab Path Logic --- if action == "create" and params.get("saveAsPrefab"): # Check if 'saveAsPrefab' is explicitly True in params if "prefabPath" not in params: if "name" not in params or not params["name"]: return {"success": False, "message": "Cannot create default prefab path: 'name' parameter is missing."} # Use the provided prefab_folder (which has a default) and the name to construct the path constructed_path = f"{prefab_folder}/{params['name']}.prefab" # Ensure clean path separators (Unity prefers '/') params["prefabPath"] = constructed_path.replace("\\", "/") elif not params["prefabPath"].lower().endswith(".prefab"): return {"success": False, "message": f"Invalid prefab_path: '{params['prefabPath']}' must end with .prefab"} # Ensure prefab_folder itself isn't sent if prefabPath was constructed or provided # The C# side only needs the final prefabPath params.pop("prefab_folder", None) # -------------------------------- # Send the command to Unity via the established connection # Use the get_unity_connection function to retrieve the active connection instance # Changed "MANAGE_GAMEOBJECT" to "manage_gameobject" to potentially match Unity expectation response = get_unity_connection().send_command("manage_gameobject", params) # Check if the response indicates success # If the response is not successful, raise an exception with the error message if response.get("success"): return {"success": True, "message": response.get("message", "GameObject operation successful."), "data": response.get("data")} else: return {"success": False, "message": response.get("error", "An unknown error occurred during GameObject management.")} except Exception as e: return {"success": False, "message": f"Python error managing GameObject: {str(e)}"}