804 lines
33 KiB
C#
804 lines
33 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using MCPForUnity.Editor.Helpers;
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using Newtonsoft.Json.Linq;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace MCPForUnity.Editor.Tools.Prefabs
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{
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[McpForUnityTool("manage_prefabs", AutoRegister = false)]
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/// <summary>
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/// Tool to manage Unity Prefabs: create, inspect, and modify prefab assets.
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/// Uses headless editing (no UI, no dialogs) for reliable automated workflows.
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/// </summary>
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public static class ManagePrefabs
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{
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// Action constants
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private const string ACTION_CREATE_FROM_GAMEOBJECT = "create_from_gameobject";
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private const string ACTION_GET_INFO = "get_info";
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private const string ACTION_GET_HIERARCHY = "get_hierarchy";
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private const string ACTION_MODIFY_CONTENTS = "modify_contents";
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private const string SupportedActions = ACTION_CREATE_FROM_GAMEOBJECT + ", " + ACTION_GET_INFO + ", " + ACTION_GET_HIERARCHY + ", " + ACTION_MODIFY_CONTENTS;
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public static object HandleCommand(JObject @params)
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{
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if (@params == null)
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{
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return new ErrorResponse("Parameters cannot be null.");
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}
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string action = @params["action"]?.ToString()?.ToLowerInvariant();
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if (string.IsNullOrEmpty(action))
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{
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return new ErrorResponse($"Action parameter is required. Valid actions are: {SupportedActions}.");
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}
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try
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{
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switch (action)
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{
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case ACTION_CREATE_FROM_GAMEOBJECT:
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return CreatePrefabFromGameObject(@params);
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case ACTION_GET_INFO:
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return GetInfo(@params);
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case ACTION_GET_HIERARCHY:
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return GetHierarchy(@params);
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case ACTION_MODIFY_CONTENTS:
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return ModifyContents(@params);
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default:
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return new ErrorResponse($"Unknown action: '{action}'. Valid actions are: {SupportedActions}.");
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}
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}
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catch (Exception e)
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{
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McpLog.Error($"[ManagePrefabs] Action '{action}' failed: {e}");
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return new ErrorResponse($"Internal error: {e.Message}");
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}
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}
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#region Create Prefab from GameObject
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/// <summary>
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/// Creates a prefab asset from a GameObject in the scene.
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/// </summary>
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private static object CreatePrefabFromGameObject(JObject @params)
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{
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// 1. Validate and parse parameters
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var validation = ValidateCreatePrefabParams(@params);
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if (!validation.isValid)
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{
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return new ErrorResponse(validation.errorMessage);
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}
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string targetName = validation.targetName;
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string finalPath = validation.finalPath;
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bool includeInactive = validation.includeInactive;
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bool replaceExisting = validation.replaceExisting;
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bool unlinkIfInstance = validation.unlinkIfInstance;
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// 2. Find the source object
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GameObject sourceObject = FindSceneObjectByName(targetName, includeInactive);
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if (sourceObject == null)
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{
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return new ErrorResponse($"GameObject '{targetName}' not found in the active scene or prefab stage{(includeInactive ? " (including inactive objects)" : "")}.");
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}
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// 3. Validate source object state
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var objectValidation = ValidateSourceObjectForPrefab(sourceObject, unlinkIfInstance);
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if (!objectValidation.isValid)
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{
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return new ErrorResponse(objectValidation.errorMessage);
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}
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// 4. Check for path conflicts and track if file will be replaced
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bool fileExistedAtPath = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(finalPath) != null;
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if (!replaceExisting && fileExistedAtPath)
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{
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finalPath = AssetDatabase.GenerateUniqueAssetPath(finalPath);
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McpLog.Info($"[ManagePrefabs] Generated unique path: {finalPath}");
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}
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// 5. Ensure directory exists
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EnsureAssetDirectoryExists(finalPath);
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// 6. Unlink from existing prefab if needed
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if (unlinkIfInstance && objectValidation.shouldUnlink)
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{
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try
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{
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// UnpackPrefabInstance requires the prefab instance root, not a child object
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GameObject rootToUnlink = PrefabUtility.GetOutermostPrefabInstanceRoot(sourceObject);
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if (rootToUnlink != null)
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{
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PrefabUtility.UnpackPrefabInstance(rootToUnlink, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
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McpLog.Info($"[ManagePrefabs] Unpacked prefab instance '{rootToUnlink.name}' before creating new prefab.");
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}
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}
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catch (Exception e)
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{
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return new ErrorResponse($"Failed to unlink prefab instance: {e.Message}");
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}
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}
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// 7. Create the prefab
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try
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{
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GameObject result = CreatePrefabAsset(sourceObject, finalPath, replaceExisting);
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if (result == null)
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{
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return new ErrorResponse($"Failed to create prefab asset at '{finalPath}'.");
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}
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// 8. Select the newly created instance
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Selection.activeGameObject = result;
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return new SuccessResponse(
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$"Prefab created at '{finalPath}' and instance linked.",
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new
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{
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prefabPath = finalPath,
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instanceId = result.GetInstanceID(),
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instanceName = result.name,
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wasUnlinked = unlinkIfInstance && objectValidation.shouldUnlink,
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wasReplaced = replaceExisting && fileExistedAtPath,
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componentCount = result.GetComponents<Component>().Length,
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childCount = result.transform.childCount
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}
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);
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}
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catch (Exception e)
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{
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McpLog.Error($"[ManagePrefabs] Error creating prefab at '{finalPath}': {e}");
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return new ErrorResponse($"Error saving prefab asset: {e.Message}");
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}
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}
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/// <summary>
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/// Validates parameters for creating a prefab from GameObject.
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/// </summary>
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private static (bool isValid, string errorMessage, string targetName, string finalPath, bool includeInactive, bool replaceExisting, bool unlinkIfInstance)
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ValidateCreatePrefabParams(JObject @params)
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{
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string targetName = @params["target"]?.ToString() ?? @params["name"]?.ToString();
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if (string.IsNullOrEmpty(targetName))
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{
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return (false, "'target' parameter is required for create_from_gameobject.", null, null, false, false, false);
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}
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string requestedPath = @params["prefabPath"]?.ToString();
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if (string.IsNullOrWhiteSpace(requestedPath))
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{
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return (false, "'prefabPath' parameter is required for create_from_gameobject.", targetName, null, false, false, false);
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}
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string sanitizedPath = AssetPathUtility.SanitizeAssetPath(requestedPath);
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if (sanitizedPath == null)
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{
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return (false, $"Invalid prefab path (path traversal detected): '{requestedPath}'", targetName, null, false, false, false);
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}
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if (string.IsNullOrEmpty(sanitizedPath))
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{
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return (false, $"Invalid prefab path '{requestedPath}'. Path cannot be empty.", targetName, null, false, false, false);
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}
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if (!sanitizedPath.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase))
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{
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sanitizedPath += ".prefab";
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}
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// Validate path is within Assets folder
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if (!sanitizedPath.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
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{
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return (false, $"Prefab path must be within the Assets folder. Got: '{sanitizedPath}'", targetName, null, false, false, false);
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}
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bool includeInactive = @params["searchInactive"]?.ToObject<bool>() ?? false;
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bool replaceExisting = @params["allowOverwrite"]?.ToObject<bool>() ?? false;
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bool unlinkIfInstance = @params["unlinkIfInstance"]?.ToObject<bool>() ?? false;
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return (true, null, targetName, sanitizedPath, includeInactive, replaceExisting, unlinkIfInstance);
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}
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/// <summary>
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/// Validates source object can be converted to prefab.
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/// </summary>
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private static (bool isValid, string errorMessage, bool shouldUnlink, string existingPrefabPath)
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ValidateSourceObjectForPrefab(GameObject sourceObject, bool unlinkIfInstance)
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{
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// Check if this is a Prefab Asset (the .prefab file itself in the editor)
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if (PrefabUtility.IsPartOfPrefabAsset(sourceObject))
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{
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return (false,
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$"GameObject '{sourceObject.name}' is part of a prefab asset. " +
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"Open the prefab stage to save changes instead.",
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false, null);
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}
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// Check if this is already a Prefab Instance
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PrefabInstanceStatus status = PrefabUtility.GetPrefabInstanceStatus(sourceObject);
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if (status != PrefabInstanceStatus.NotAPrefab)
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{
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string existingPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(sourceObject);
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if (!unlinkIfInstance)
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{
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return (false,
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$"GameObject '{sourceObject.name}' is already linked to prefab '{existingPath}'. " +
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"Set 'unlinkIfInstance' to true to unlink it first, or modify the existing prefab instead.",
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false, existingPath);
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}
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// Needs to be unlinked
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return (true, null, true, existingPath);
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}
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return (true, null, false, null);
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}
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/// <summary>
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/// Creates a prefab asset from a GameObject.
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/// </summary>
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private static GameObject CreatePrefabAsset(GameObject sourceObject, string path, bool replaceExisting)
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{
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GameObject result = PrefabUtility.SaveAsPrefabAssetAndConnect(
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sourceObject,
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path,
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InteractionMode.AutomatedAction
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);
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string action = replaceExisting ? "Replaced existing" : "Created new";
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McpLog.Info($"[ManagePrefabs] {action} prefab at '{path}'.");
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if (result != null)
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{
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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return result;
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}
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#endregion
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/// <summary>
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/// Ensures the directory for an asset path exists, creating it if necessary.
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/// </summary>
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private static void EnsureAssetDirectoryExists(string assetPath)
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{
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string directory = Path.GetDirectoryName(assetPath);
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if (string.IsNullOrEmpty(directory))
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{
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return;
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}
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// Use Application.dataPath for more reliable path resolution
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// Application.dataPath points to the Assets folder (e.g., ".../ProjectName/Assets")
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string assetsPath = Application.dataPath;
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string projectRoot = Path.GetDirectoryName(assetsPath);
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string fullDirectory = Path.Combine(projectRoot, directory);
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if (!Directory.Exists(fullDirectory))
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{
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Directory.CreateDirectory(fullDirectory);
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AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
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McpLog.Info($"[ManagePrefabs] Created directory: {directory}");
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}
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}
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/// <summary>
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/// Finds a GameObject by name in the active scene or current prefab stage.
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/// </summary>
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private static GameObject FindSceneObjectByName(string name, bool includeInactive)
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{
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// First check if we're in Prefab Stage
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PrefabStage stage = PrefabStageUtility.GetCurrentPrefabStage();
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if (stage?.prefabContentsRoot != null)
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{
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foreach (Transform transform in stage.prefabContentsRoot.GetComponentsInChildren<Transform>(includeInactive))
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{
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if (transform.name == name && (includeInactive || transform.gameObject.activeSelf))
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{
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return transform.gameObject;
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}
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}
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}
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// Search in the active scene
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Scene activeScene = SceneManager.GetActiveScene();
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foreach (GameObject root in activeScene.GetRootGameObjects())
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{
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// Check the root object itself
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if (root.name == name && (includeInactive || root.activeSelf))
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{
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return root;
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}
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// Check children
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foreach (Transform transform in root.GetComponentsInChildren<Transform>(includeInactive))
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{
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if (transform.name == name && (includeInactive || transform.gameObject.activeSelf))
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{
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return transform.gameObject;
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}
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}
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}
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return null;
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}
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#region Read Operations
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/// <summary>
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/// Gets basic metadata information about a prefab asset.
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/// </summary>
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private static object GetInfo(JObject @params)
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{
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string prefabPath = @params["prefabPath"]?.ToString() ?? @params["path"]?.ToString();
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if (string.IsNullOrEmpty(prefabPath))
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{
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return new ErrorResponse("'prefabPath' parameter is required for get_info.");
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}
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string sanitizedPath = AssetPathUtility.SanitizeAssetPath(prefabPath);
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if (string.IsNullOrEmpty(sanitizedPath))
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{
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return new ErrorResponse($"Invalid prefab path: '{prefabPath}'.");
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}
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GameObject prefabAsset = AssetDatabase.LoadAssetAtPath<GameObject>(sanitizedPath);
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if (prefabAsset == null)
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{
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return new ErrorResponse($"No prefab asset found at path '{sanitizedPath}'.");
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}
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string guid = PrefabUtilityHelper.GetPrefabGUID(sanitizedPath);
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PrefabAssetType assetType = PrefabUtility.GetPrefabAssetType(prefabAsset);
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string prefabTypeString = assetType.ToString();
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var componentTypes = PrefabUtilityHelper.GetComponentTypeNames(prefabAsset);
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int childCount = PrefabUtilityHelper.CountChildrenRecursive(prefabAsset.transform);
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var (isVariant, parentPrefab, _) = PrefabUtilityHelper.GetVariantInfo(prefabAsset);
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return new SuccessResponse(
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$"Successfully retrieved prefab info.",
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new
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{
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assetPath = sanitizedPath,
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guid = guid,
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prefabType = prefabTypeString,
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rootObjectName = prefabAsset.name,
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rootComponentTypes = componentTypes,
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childCount = childCount,
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isVariant = isVariant,
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parentPrefab = parentPrefab
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}
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);
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}
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/// <summary>
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/// Gets the hierarchical structure of a prefab asset.
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/// Returns all objects in the prefab for full client-side filtering and search.
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/// </summary>
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private static object GetHierarchy(JObject @params)
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{
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string prefabPath = @params["prefabPath"]?.ToString() ?? @params["path"]?.ToString();
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if (string.IsNullOrEmpty(prefabPath))
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{
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return new ErrorResponse("'prefabPath' parameter is required for get_hierarchy.");
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}
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string sanitizedPath = AssetPathUtility.SanitizeAssetPath(prefabPath);
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if (string.IsNullOrEmpty(sanitizedPath))
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{
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return new ErrorResponse($"Invalid prefab path '{prefabPath}'. Path traversal sequences are not allowed.");
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}
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// Load prefab contents in background (without opening stage UI)
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GameObject prefabContents = PrefabUtility.LoadPrefabContents(sanitizedPath);
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if (prefabContents == null)
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{
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return new ErrorResponse($"Failed to load prefab contents from '{sanitizedPath}'.");
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}
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try
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{
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// Build complete hierarchy items (no pagination)
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var allItems = BuildHierarchyItems(prefabContents.transform, sanitizedPath);
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return new SuccessResponse(
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$"Successfully retrieved prefab hierarchy. Found {allItems.Count} objects.",
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new
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{
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prefabPath = sanitizedPath,
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total = allItems.Count,
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items = allItems
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}
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);
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}
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finally
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{
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// Always unload prefab contents to free memory
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PrefabUtility.UnloadPrefabContents(prefabContents);
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}
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}
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#endregion
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#region Headless Prefab Editing
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/// <summary>
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/// Modifies a prefab's contents directly without opening the prefab stage.
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/// This is ideal for automated/agentic workflows as it avoids UI, dirty flags, and dialogs.
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/// </summary>
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private static object ModifyContents(JObject @params)
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{
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string prefabPath = @params["prefabPath"]?.ToString() ?? @params["path"]?.ToString();
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if (string.IsNullOrEmpty(prefabPath))
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{
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return new ErrorResponse("'prefabPath' parameter is required for modify_contents.");
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}
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string sanitizedPath = AssetPathUtility.SanitizeAssetPath(prefabPath);
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if (string.IsNullOrEmpty(sanitizedPath))
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{
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return new ErrorResponse($"Invalid prefab path '{prefabPath}'. Path traversal sequences are not allowed.");
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}
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// Load prefab contents in isolated context (no UI)
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GameObject prefabContents = PrefabUtility.LoadPrefabContents(sanitizedPath);
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if (prefabContents == null)
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{
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return new ErrorResponse($"Failed to load prefab contents from '{sanitizedPath}'.");
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}
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try
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{
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// Find target object within the prefab (defaults to root)
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string targetName = @params["target"]?.ToString();
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GameObject targetGo = FindInPrefabContents(prefabContents, targetName);
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if (targetGo == null)
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{
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string searchedFor = string.IsNullOrEmpty(targetName) ? "root" : $"'{targetName}'";
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return new ErrorResponse($"Target {searchedFor} not found in prefab '{sanitizedPath}'.");
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}
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// Apply modifications
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var modifyResult = ApplyModificationsToPrefabObject(targetGo, @params, prefabContents);
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if (modifyResult.error != null)
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{
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return modifyResult.error;
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}
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// Skip saving when no modifications were made to avoid unnecessary asset writes
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if (!modifyResult.modified)
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{
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return new SuccessResponse(
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$"Prefab '{sanitizedPath}' is already up to date; no changes were applied.",
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new
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{
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prefabPath = sanitizedPath,
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targetName = targetGo.name,
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modified = false
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}
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);
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}
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// Save the prefab
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bool success;
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PrefabUtility.SaveAsPrefabAsset(prefabContents, sanitizedPath, out success);
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if (!success)
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{
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return new ErrorResponse($"Failed to save prefab asset at '{sanitizedPath}'.");
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}
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AssetDatabase.Refresh();
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McpLog.Info($"[ManagePrefabs] Successfully modified and saved prefab '{sanitizedPath}' (headless).");
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return new SuccessResponse(
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$"Prefab '{sanitizedPath}' modified and saved successfully.",
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new
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{
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prefabPath = sanitizedPath,
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targetName = targetGo.name,
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modified = modifyResult.modified,
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transform = new
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{
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position = new { x = targetGo.transform.localPosition.x, y = targetGo.transform.localPosition.y, z = targetGo.transform.localPosition.z },
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rotation = new { x = targetGo.transform.localEulerAngles.x, y = targetGo.transform.localEulerAngles.y, z = targetGo.transform.localEulerAngles.z },
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scale = new { x = targetGo.transform.localScale.x, y = targetGo.transform.localScale.y, z = targetGo.transform.localScale.z }
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},
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componentTypes = PrefabUtilityHelper.GetComponentTypeNames(targetGo)
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}
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);
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}
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finally
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{
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// Always unload prefab contents to free memory
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|
PrefabUtility.UnloadPrefabContents(prefabContents);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds a GameObject within loaded prefab contents by name or path.
|
|
/// </summary>
|
|
private static GameObject FindInPrefabContents(GameObject prefabContents, string target)
|
|
{
|
|
if (string.IsNullOrEmpty(target))
|
|
{
|
|
// Return root if no target specified
|
|
return prefabContents;
|
|
}
|
|
|
|
// Try to find by path first (e.g., "Parent/Child/Target")
|
|
if (target.Contains("/"))
|
|
{
|
|
Transform found = prefabContents.transform.Find(target);
|
|
if (found != null)
|
|
{
|
|
return found.gameObject;
|
|
}
|
|
|
|
// If path starts with root name, try without it
|
|
if (target.StartsWith(prefabContents.name + "/"))
|
|
{
|
|
string relativePath = target.Substring(prefabContents.name.Length + 1);
|
|
found = prefabContents.transform.Find(relativePath);
|
|
if (found != null)
|
|
{
|
|
return found.gameObject;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check if target matches root name
|
|
if (prefabContents.name == target)
|
|
{
|
|
return prefabContents;
|
|
}
|
|
|
|
// Search by name in hierarchy
|
|
foreach (Transform t in prefabContents.GetComponentsInChildren<Transform>(true))
|
|
{
|
|
if (t.gameObject.name == target)
|
|
{
|
|
return t.gameObject;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Applies modifications to a GameObject within loaded prefab contents.
|
|
/// Returns (modified: bool, error: ErrorResponse or null).
|
|
/// </summary>
|
|
private static (bool modified, ErrorResponse error) ApplyModificationsToPrefabObject(GameObject targetGo, JObject @params, GameObject prefabRoot)
|
|
{
|
|
bool modified = false;
|
|
|
|
// Name change
|
|
string newName = @params["name"]?.ToString();
|
|
if (!string.IsNullOrEmpty(newName) && targetGo.name != newName)
|
|
{
|
|
// If renaming the root, this will affect the prefab asset name on save
|
|
targetGo.name = newName;
|
|
modified = true;
|
|
}
|
|
|
|
// Active state
|
|
bool? setActive = @params["setActive"]?.ToObject<bool?>();
|
|
if (setActive.HasValue && targetGo.activeSelf != setActive.Value)
|
|
{
|
|
targetGo.SetActive(setActive.Value);
|
|
modified = true;
|
|
}
|
|
|
|
// Tag
|
|
string tag = @params["tag"]?.ToString();
|
|
if (tag != null && targetGo.tag != tag)
|
|
{
|
|
string tagToSet = string.IsNullOrEmpty(tag) ? "Untagged" : tag;
|
|
try
|
|
{
|
|
targetGo.tag = tagToSet;
|
|
modified = true;
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
return (false, new ErrorResponse($"Failed to set tag to '{tagToSet}': {ex.Message}"));
|
|
}
|
|
}
|
|
|
|
// Layer
|
|
string layerName = @params["layer"]?.ToString();
|
|
if (!string.IsNullOrEmpty(layerName))
|
|
{
|
|
int layerId = LayerMask.NameToLayer(layerName);
|
|
if (layerId == -1)
|
|
{
|
|
return (false, new ErrorResponse($"Invalid layer specified: '{layerName}'. Use a valid layer name."));
|
|
}
|
|
if (targetGo.layer != layerId)
|
|
{
|
|
targetGo.layer = layerId;
|
|
modified = true;
|
|
}
|
|
}
|
|
|
|
// Transform: position, rotation, scale
|
|
Vector3? position = VectorParsing.ParseVector3(@params["position"]);
|
|
Vector3? rotation = VectorParsing.ParseVector3(@params["rotation"]);
|
|
Vector3? scale = VectorParsing.ParseVector3(@params["scale"]);
|
|
|
|
if (position.HasValue && targetGo.transform.localPosition != position.Value)
|
|
{
|
|
targetGo.transform.localPosition = position.Value;
|
|
modified = true;
|
|
}
|
|
if (rotation.HasValue && targetGo.transform.localEulerAngles != rotation.Value)
|
|
{
|
|
targetGo.transform.localEulerAngles = rotation.Value;
|
|
modified = true;
|
|
}
|
|
if (scale.HasValue && targetGo.transform.localScale != scale.Value)
|
|
{
|
|
targetGo.transform.localScale = scale.Value;
|
|
modified = true;
|
|
}
|
|
|
|
// Parent change (within prefab hierarchy)
|
|
JToken parentToken = @params["parent"];
|
|
if (parentToken != null)
|
|
{
|
|
string parentTarget = parentToken.ToString();
|
|
Transform newParent = null;
|
|
|
|
if (!string.IsNullOrEmpty(parentTarget))
|
|
{
|
|
GameObject parentGo = FindInPrefabContents(prefabRoot, parentTarget);
|
|
if (parentGo == null)
|
|
{
|
|
return (false, new ErrorResponse($"Parent '{parentTarget}' not found in prefab."));
|
|
}
|
|
if (parentGo.transform.IsChildOf(targetGo.transform))
|
|
{
|
|
return (false, new ErrorResponse($"Cannot parent '{targetGo.name}' to '{parentGo.name}' as it would create a hierarchy loop."));
|
|
}
|
|
newParent = parentGo.transform;
|
|
}
|
|
|
|
if (targetGo.transform.parent != newParent)
|
|
{
|
|
targetGo.transform.SetParent(newParent, true);
|
|
modified = true;
|
|
}
|
|
}
|
|
|
|
// Components to add
|
|
if (@params["componentsToAdd"] is JArray componentsToAdd)
|
|
{
|
|
foreach (var compToken in componentsToAdd)
|
|
{
|
|
string typeName = compToken.Type == JTokenType.String
|
|
? compToken.ToString()
|
|
: (compToken as JObject)?["typeName"]?.ToString();
|
|
|
|
if (!string.IsNullOrEmpty(typeName))
|
|
{
|
|
if (!ComponentResolver.TryResolve(typeName, out Type componentType, out string error))
|
|
{
|
|
return (false, new ErrorResponse($"Component type '{typeName}' not found: {error}"));
|
|
}
|
|
targetGo.AddComponent(componentType);
|
|
modified = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Components to remove
|
|
if (@params["componentsToRemove"] is JArray componentsToRemove)
|
|
{
|
|
foreach (var compToken in componentsToRemove)
|
|
{
|
|
string typeName = compToken.ToString();
|
|
if (!string.IsNullOrEmpty(typeName))
|
|
{
|
|
if (!ComponentResolver.TryResolve(typeName, out Type componentType, out string error))
|
|
{
|
|
return (false, new ErrorResponse($"Component type '{typeName}' not found: {error}"));
|
|
}
|
|
Component comp = targetGo.GetComponent(componentType);
|
|
if (comp != null)
|
|
{
|
|
UnityEngine.Object.DestroyImmediate(comp);
|
|
modified = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return (modified, null);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Hierarchy Builder
|
|
|
|
/// <summary>
|
|
/// Builds a flat list of hierarchy items from a transform root.
|
|
/// </summary>
|
|
/// <param name="root">The root transform of the prefab.</param>
|
|
/// <param name="mainPrefabPath">Asset path of the main prefab.</param>
|
|
/// <returns>List of hierarchy items with prefab information.</returns>
|
|
private static List<object> BuildHierarchyItems(Transform root, string mainPrefabPath)
|
|
{
|
|
var items = new List<object>();
|
|
BuildHierarchyItemsRecursive(root, root, mainPrefabPath, "", items);
|
|
return items;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Recursively builds hierarchy items.
|
|
/// </summary>
|
|
/// <param name="transform">Current transform being processed.</param>
|
|
/// <param name="mainPrefabRoot">Root transform of the main prefab asset.</param>
|
|
/// <param name="mainPrefabPath">Asset path of the main prefab.</param>
|
|
/// <param name="parentPath">Parent path for building full hierarchy path.</param>
|
|
/// <param name="items">List to accumulate hierarchy items.</param>
|
|
private static void BuildHierarchyItemsRecursive(Transform transform, Transform mainPrefabRoot, string mainPrefabPath, string parentPath, List<object> items)
|
|
{
|
|
if (transform == null) return;
|
|
|
|
string name = transform.gameObject.name;
|
|
string path = string.IsNullOrEmpty(parentPath) ? name : $"{parentPath}/{name}";
|
|
int instanceId = transform.gameObject.GetInstanceID();
|
|
bool activeSelf = transform.gameObject.activeSelf;
|
|
int childCount = transform.childCount;
|
|
var componentTypes = PrefabUtilityHelper.GetComponentTypeNames(transform.gameObject);
|
|
|
|
// Prefab information
|
|
bool isNestedPrefab = PrefabUtility.IsAnyPrefabInstanceRoot(transform.gameObject);
|
|
bool isPrefabRoot = transform == mainPrefabRoot;
|
|
int nestingDepth = isPrefabRoot ? 0 : PrefabUtilityHelper.GetPrefabNestingDepth(transform.gameObject, mainPrefabRoot);
|
|
string parentPrefabPath = isNestedPrefab && !isPrefabRoot
|
|
? PrefabUtilityHelper.GetParentPrefabPath(transform.gameObject, mainPrefabRoot)
|
|
: null;
|
|
string nestedPrefabPath = isNestedPrefab ? PrefabUtilityHelper.GetNestedPrefabPath(transform.gameObject) : null;
|
|
|
|
var item = new
|
|
{
|
|
name = name,
|
|
instanceId = instanceId,
|
|
path = path,
|
|
activeSelf = activeSelf,
|
|
childCount = childCount,
|
|
componentTypes = componentTypes,
|
|
prefab = new
|
|
{
|
|
isRoot = isPrefabRoot,
|
|
isNestedRoot = isNestedPrefab,
|
|
nestingDepth = nestingDepth,
|
|
assetPath = isNestedPrefab ? nestedPrefabPath : mainPrefabPath,
|
|
parentPath = parentPrefabPath
|
|
}
|
|
};
|
|
|
|
items.Add(item);
|
|
|
|
// Recursively process children
|
|
foreach (Transform child in transform)
|
|
{
|
|
BuildHierarchyItemsRecursive(child, mainPrefabRoot, mainPrefabPath, path, items);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|