unity-mcp/UnityMcpBridge/Editor/Tools/ManageScript.cs

388 lines
14 KiB
C#

using System;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using Newtonsoft.Json.Linq;
using UnityEditor;
using UnityEngine;
using UnityMcpBridge.Editor.Helpers;
namespace UnityMcpBridge.Editor.Tools
{
/// <summary>
/// Handles CRUD operations for C# scripts within the Unity project.
/// </summary>
public static class ManageScript
{
/// <summary>
/// Main handler for script management actions.
/// </summary>
public static object HandleCommand(JObject @params)
{
// Extract parameters
string action = @params["action"]?.ToString().ToLower();
string name = @params["name"]?.ToString();
string path = @params["path"]?.ToString(); // Relative to Assets/
string contents = null;
// Check if we have base64 encoded contents
bool contentsEncoded = @params["contentsEncoded"]?.ToObject<bool>() ?? false;
if (contentsEncoded && @params["encodedContents"] != null)
{
try
{
contents = DecodeBase64(@params["encodedContents"].ToString());
}
catch (Exception e)
{
return Response.Error($"Failed to decode script contents: {e.Message}");
}
}
else
{
contents = @params["contents"]?.ToString();
}
string scriptType = @params["scriptType"]?.ToString(); // For templates/validation
string namespaceName = @params["namespace"]?.ToString(); // For organizing code
// Validate required parameters
if (string.IsNullOrEmpty(action))
{
return Response.Error("Action parameter is required.");
}
if (string.IsNullOrEmpty(name))
{
return Response.Error("Name parameter is required.");
}
// Basic name validation (alphanumeric, underscores, cannot start with number)
if (!Regex.IsMatch(name, @"^[a-zA-Z_][a-zA-Z0-9_]*$"))
{
return Response.Error(
$"Invalid script name: '{name}'. Use only letters, numbers, underscores, and don't start with a number."
);
}
// Ensure path is relative to Assets/, removing any leading "Assets/"
// Set default directory to "Scripts" if path is not provided
string relativeDir = path ?? "Scripts"; // Default to "Scripts" if path is null
if (!string.IsNullOrEmpty(relativeDir))
{
relativeDir = relativeDir.Replace('\\', '/').Trim('/');
if (relativeDir.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
{
relativeDir = relativeDir.Substring("Assets/".Length).TrimStart('/');
}
}
// Handle empty string case explicitly after processing
if (string.IsNullOrEmpty(relativeDir))
{
relativeDir = "Scripts"; // Ensure default if path was provided as "" or only "/" or "Assets/"
}
// Construct paths
string scriptFileName = $"{name}.cs";
string fullPathDir = Path.Combine(Application.dataPath, relativeDir); // Application.dataPath ends in "Assets"
string fullPath = Path.Combine(fullPathDir, scriptFileName);
string relativePath = Path.Combine("Assets", relativeDir, scriptFileName)
.Replace('\\', '/'); // Ensure "Assets/" prefix and forward slashes
// Ensure the target directory exists for create/update
if (action == "create" || action == "update")
{
try
{
Directory.CreateDirectory(fullPathDir);
}
catch (Exception e)
{
return Response.Error(
$"Could not create directory '{fullPathDir}': {e.Message}"
);
}
}
// Route to specific action handlers
switch (action)
{
case "create":
return CreateScript(
fullPath,
relativePath,
name,
contents,
scriptType,
namespaceName
);
case "read":
return ReadScript(fullPath, relativePath);
case "update":
return UpdateScript(fullPath, relativePath, name, contents);
case "delete":
return DeleteScript(fullPath, relativePath);
default:
return Response.Error(
$"Unknown action: '{action}'. Valid actions are: create, read, update, delete."
);
}
}
/// <summary>
/// Decode base64 string to normal text
/// </summary>
private static string DecodeBase64(string encoded)
{
byte[] data = Convert.FromBase64String(encoded);
return System.Text.Encoding.UTF8.GetString(data);
}
/// <summary>
/// Encode text to base64 string
/// </summary>
private static string EncodeBase64(string text)
{
byte[] data = System.Text.Encoding.UTF8.GetBytes(text);
return Convert.ToBase64String(data);
}
private static object CreateScript(
string fullPath,
string relativePath,
string name,
string contents,
string scriptType,
string namespaceName
)
{
// Check if script already exists
if (File.Exists(fullPath))
{
return Response.Error(
$"Script already exists at '{relativePath}'. Use 'update' action to modify."
);
}
// Generate default content if none provided
if (string.IsNullOrEmpty(contents))
{
contents = GenerateDefaultScriptContent(name, scriptType, namespaceName);
}
// Validate syntax (basic check)
if (!ValidateScriptSyntax(contents))
{
// Optionally return a specific error or warning about syntax
// return Response.Error("Provided script content has potential syntax errors.");
Debug.LogWarning($"Potential syntax error in script being created: {name}");
}
try
{
File.WriteAllText(fullPath, contents);
AssetDatabase.ImportAsset(relativePath);
AssetDatabase.Refresh(); // Ensure Unity recognizes the new script
return Response.Success(
$"Script '{name}.cs' created successfully at '{relativePath}'.",
new { path = relativePath }
);
}
catch (Exception e)
{
return Response.Error($"Failed to create script '{relativePath}': {e.Message}");
}
}
private static object ReadScript(string fullPath, string relativePath)
{
if (!File.Exists(fullPath))
{
return Response.Error($"Script not found at '{relativePath}'.");
}
try
{
string contents = File.ReadAllText(fullPath);
// Return both normal and encoded contents for larger files
bool isLarge = contents.Length > 10000; // If content is large, include encoded version
var responseData = new
{
path = relativePath,
contents = contents,
// For large files, also include base64-encoded version
encodedContents = isLarge ? EncodeBase64(contents) : null,
contentsEncoded = isLarge,
};
return Response.Success(
$"Script '{Path.GetFileName(relativePath)}' read successfully.",
responseData
);
}
catch (Exception e)
{
return Response.Error($"Failed to read script '{relativePath}': {e.Message}");
}
}
private static object UpdateScript(
string fullPath,
string relativePath,
string name,
string contents
)
{
if (!File.Exists(fullPath))
{
return Response.Error(
$"Script not found at '{relativePath}'. Use 'create' action to add a new script."
);
}
if (string.IsNullOrEmpty(contents))
{
return Response.Error("Content is required for the 'update' action.");
}
// Validate syntax (basic check)
if (!ValidateScriptSyntax(contents))
{
Debug.LogWarning($"Potential syntax error in script being updated: {name}");
// Consider if this should be a hard error or just a warning
}
try
{
File.WriteAllText(fullPath, contents);
AssetDatabase.ImportAsset(relativePath); // Re-import to reflect changes
AssetDatabase.Refresh();
return Response.Success(
$"Script '{name}.cs' updated successfully at '{relativePath}'.",
new { path = relativePath }
);
}
catch (Exception e)
{
return Response.Error($"Failed to update script '{relativePath}': {e.Message}");
}
}
private static object DeleteScript(string fullPath, string relativePath)
{
if (!File.Exists(fullPath))
{
return Response.Error($"Script not found at '{relativePath}'. Cannot delete.");
}
try
{
// Use AssetDatabase.MoveAssetToTrash for safer deletion (allows undo)
bool deleted = AssetDatabase.MoveAssetToTrash(relativePath);
if (deleted)
{
AssetDatabase.Refresh();
return Response.Success(
$"Script '{Path.GetFileName(relativePath)}' moved to trash successfully."
);
}
else
{
// Fallback or error if MoveAssetToTrash fails
return Response.Error(
$"Failed to move script '{relativePath}' to trash. It might be locked or in use."
);
}
}
catch (Exception e)
{
return Response.Error($"Error deleting script '{relativePath}': {e.Message}");
}
}
/// <summary>
/// Generates basic C# script content based on name and type.
/// </summary>
private static string GenerateDefaultScriptContent(
string name,
string scriptType,
string namespaceName
)
{
string usingStatements = "using UnityEngine;\nusing System.Collections;\n";
string classDeclaration;
string body =
"\n // Use this for initialization\n void Start() {\n\n }\n\n // Update is called once per frame\n void Update() {\n\n }\n";
string baseClass = "";
if (!string.IsNullOrEmpty(scriptType))
{
if (scriptType.Equals("MonoBehaviour", StringComparison.OrdinalIgnoreCase))
baseClass = " : MonoBehaviour";
else if (scriptType.Equals("ScriptableObject", StringComparison.OrdinalIgnoreCase))
{
baseClass = " : ScriptableObject";
body = ""; // ScriptableObjects don't usually need Start/Update
}
else if (
scriptType.Equals("Editor", StringComparison.OrdinalIgnoreCase)
|| scriptType.Equals("EditorWindow", StringComparison.OrdinalIgnoreCase)
)
{
usingStatements += "using UnityEditor;\n";
if (scriptType.Equals("Editor", StringComparison.OrdinalIgnoreCase))
baseClass = " : Editor";
else
baseClass = " : EditorWindow";
body = ""; // Editor scripts have different structures
}
// Add more types as needed
}
classDeclaration = $"public class {name}{baseClass}";
string fullContent = $"{usingStatements}\n";
bool useNamespace = !string.IsNullOrEmpty(namespaceName);
if (useNamespace)
{
fullContent += $"namespace {namespaceName}\n{{\n";
// Indent class and body if using namespace
classDeclaration = " " + classDeclaration;
body = string.Join("\n", body.Split('\n').Select(line => " " + line));
}
fullContent += $"{classDeclaration}\n{{\n{body}\n}}";
if (useNamespace)
{
fullContent += "\n}"; // Close namespace
}
return fullContent.Trim() + "\n"; // Ensure a trailing newline
}
/// <summary>
/// Performs a very basic syntax validation (checks for balanced braces).
/// TODO: Implement more robust syntax checking if possible.
/// </summary>
private static bool ValidateScriptSyntax(string contents)
{
if (string.IsNullOrEmpty(contents))
return true; // Empty is technically valid?
int braceBalance = 0;
foreach (char c in contents)
{
if (c == '{')
braceBalance++;
else if (c == '}')
braceBalance--;
}
return braceBalance == 0;
// This is extremely basic. A real C# parser/compiler check would be ideal
// but is complex to implement directly here.
}
}
}