1318 lines
58 KiB
C#
1318 lines
58 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using System.Linq;
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using Newtonsoft.Json.Linq;
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using UnityEditor;
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using UnityEngine;
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using UnityMcpBridge.Editor.Helpers; // For Response class
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namespace UnityMcpBridge.Editor.Tools
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{
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/// <summary>
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/// Handles asset management operations within the Unity project.
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/// </summary>
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public static class ManageAsset
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{
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// --- Main Handler ---
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// Define the list of valid actions
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private static readonly List<string> ValidActions = new List<string>
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{
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"import",
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"create",
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"modify",
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"delete",
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"duplicate",
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"move",
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"rename",
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"search",
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"get_info",
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"create_folder",
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"get_components",
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};
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public static object HandleCommand(JObject @params)
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{
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string action = @params["action"]?.ToString().ToLower();
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if (string.IsNullOrEmpty(action))
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{
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return Response.Error("Action parameter is required.");
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}
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// Check if the action is valid before switching
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if (!ValidActions.Contains(action))
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{
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string validActionsList = string.Join(", ", ValidActions);
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return Response.Error(
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$"Unknown action: '{action}'. Valid actions are: {validActionsList}"
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);
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}
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// Common parameters
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string path = @params["path"]?.ToString();
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try
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{
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switch (action)
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{
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case "import":
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// Note: Unity typically auto-imports. This might re-import or configure import settings.
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return ReimportAsset(path, @params["properties"] as JObject);
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case "create":
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return CreateAsset(@params);
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case "modify":
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return ModifyAsset(path, @params["properties"] as JObject);
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case "delete":
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return DeleteAsset(path);
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case "duplicate":
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return DuplicateAsset(path, @params["destination"]?.ToString());
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case "move": // Often same as rename if within Assets/
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case "rename":
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return MoveOrRenameAsset(path, @params["destination"]?.ToString());
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case "search":
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return SearchAssets(@params);
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case "get_info":
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return GetAssetInfo(
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path,
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@params["generatePreview"]?.ToObject<bool>() ?? false
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);
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case "create_folder": // Added specific action for clarity
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return CreateFolder(path);
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case "get_components":
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return GetComponentsFromAsset(path);
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default:
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// This error message is less likely to be hit now, but kept here as a fallback or for potential future modifications.
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string validActionsListDefault = string.Join(", ", ValidActions);
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return Response.Error(
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$"Unknown action: '{action}'. Valid actions are: {validActionsListDefault}"
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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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Debug.LogError($"[ManageAsset] Action '{action}' failed for path '{path}': {e}");
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return Response.Error(
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$"Internal error processing action '{action}' on '{path}': {e.Message}"
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);
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}
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}
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// --- Action Implementations ---
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private static object ReimportAsset(string path, JObject properties)
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{
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if (string.IsNullOrEmpty(path))
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return Response.Error("'path' is required for reimport.");
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string fullPath = SanitizeAssetPath(path);
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if (!AssetExists(fullPath))
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return Response.Error($"Asset not found at path: {fullPath}");
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try
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{
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// TODO: Apply importer properties before reimporting?
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// This is complex as it requires getting the AssetImporter, casting it,
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// applying properties via reflection or specific methods, saving, then reimporting.
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if (properties != null && properties.HasValues)
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{
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Debug.LogWarning(
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"[ManageAsset.Reimport] Modifying importer properties before reimport is not fully implemented yet."
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);
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// AssetImporter importer = AssetImporter.GetAtPath(fullPath);
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// if (importer != null) { /* Apply properties */ AssetDatabase.WriteImportSettingsIfDirty(fullPath); }
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}
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AssetDatabase.ImportAsset(fullPath, ImportAssetOptions.ForceUpdate);
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// AssetDatabase.Refresh(); // Usually ImportAsset handles refresh
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return Response.Success($"Asset '{fullPath}' reimported.", GetAssetData(fullPath));
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}
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catch (Exception e)
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{
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return Response.Error($"Failed to reimport asset '{fullPath}': {e.Message}");
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}
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}
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private static object CreateAsset(JObject @params)
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{
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string path = @params["path"]?.ToString();
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string assetType = @params["assetType"]?.ToString();
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JObject properties = @params["properties"] as JObject;
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if (string.IsNullOrEmpty(path))
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return Response.Error("'path' is required for create.");
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if (string.IsNullOrEmpty(assetType))
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return Response.Error("'assetType' is required for create.");
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string fullPath = SanitizeAssetPath(path);
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string directory = Path.GetDirectoryName(fullPath);
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// Ensure directory exists
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if (!Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), directory)))
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{
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Directory.CreateDirectory(Path.Combine(Directory.GetCurrentDirectory(), directory));
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AssetDatabase.Refresh(); // Make sure Unity knows about the new folder
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}
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if (AssetExists(fullPath))
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return Response.Error($"Asset already exists at path: {fullPath}");
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try
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{
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UnityEngine.Object newAsset = null;
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string lowerAssetType = assetType.ToLowerInvariant();
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// Handle common asset types
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if (lowerAssetType == "folder")
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{
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return CreateFolder(path); // Use dedicated method
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}
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else if (lowerAssetType == "material")
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{
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Material mat = new Material(Shader.Find("Standard")); // Default shader
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// TODO: Apply properties from JObject (e.g., shader name, color, texture assignments)
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if (properties != null)
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ApplyMaterialProperties(mat, properties);
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AssetDatabase.CreateAsset(mat, fullPath);
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newAsset = mat;
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}
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else if (lowerAssetType == "physicsmaterial")
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{
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PhysicsMaterial pmat = new PhysicsMaterial();
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if (properties != null)
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ApplyPhysicsMaterialProperties(pmat, properties);
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AssetDatabase.CreateAsset(pmat, fullPath);
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newAsset = pmat;
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}
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else if (lowerAssetType == "scriptableobject")
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{
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string scriptClassName = properties?["scriptClass"]?.ToString();
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if (string.IsNullOrEmpty(scriptClassName))
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return Response.Error(
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"'scriptClass' property required when creating ScriptableObject asset."
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);
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Type scriptType = FindType(scriptClassName);
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if (
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scriptType == null
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|| !typeof(ScriptableObject).IsAssignableFrom(scriptType)
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)
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{
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return Response.Error(
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$"Script class '{scriptClassName}' not found or does not inherit from ScriptableObject."
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);
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}
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ScriptableObject so = ScriptableObject.CreateInstance(scriptType);
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// TODO: Apply properties from JObject to the ScriptableObject instance?
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AssetDatabase.CreateAsset(so, fullPath);
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newAsset = so;
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}
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else if (lowerAssetType == "prefab")
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{
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// Creating prefabs usually involves saving an existing GameObject hierarchy.
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// A common pattern is to create an empty GameObject, configure it, and then save it.
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return Response.Error(
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"Creating prefabs programmatically usually requires a source GameObject. Use manage_gameobject to create/configure, then save as prefab via a separate mechanism or future enhancement."
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);
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// Example (conceptual):
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// GameObject source = GameObject.Find(properties["sourceGameObject"].ToString());
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// if(source != null) PrefabUtility.SaveAsPrefabAsset(source, fullPath);
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}
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// TODO: Add more asset types (Animation Controller, Scene, etc.)
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else
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{
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// Generic creation attempt (might fail or create empty files)
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// For some types, just creating the file might be enough if Unity imports it.
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// File.Create(Path.Combine(Directory.GetCurrentDirectory(), fullPath)).Close();
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// AssetDatabase.ImportAsset(fullPath); // Let Unity try to import it
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// newAsset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(fullPath);
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return Response.Error(
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$"Creation for asset type '{assetType}' is not explicitly supported yet. Supported: Folder, Material, ScriptableObject."
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);
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}
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if (
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newAsset == null
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&& !Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), fullPath))
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) // Check if it wasn't a folder and asset wasn't created
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{
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return Response.Error(
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$"Failed to create asset '{assetType}' at '{fullPath}'. See logs for details."
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);
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}
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AssetDatabase.SaveAssets();
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// AssetDatabase.Refresh(); // CreateAsset often handles refresh
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return Response.Success(
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$"Asset '{fullPath}' created successfully.",
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GetAssetData(fullPath)
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);
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}
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catch (Exception e)
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{
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return Response.Error($"Failed to create asset at '{fullPath}': {e.Message}");
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}
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}
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private static object CreateFolder(string path)
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{
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if (string.IsNullOrEmpty(path))
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return Response.Error("'path' is required for create_folder.");
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string fullPath = SanitizeAssetPath(path);
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string parentDir = Path.GetDirectoryName(fullPath);
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string folderName = Path.GetFileName(fullPath);
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if (AssetExists(fullPath))
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{
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// Check if it's actually a folder already
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if (AssetDatabase.IsValidFolder(fullPath))
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{
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return Response.Success(
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$"Folder already exists at path: {fullPath}",
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GetAssetData(fullPath)
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);
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}
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else
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{
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return Response.Error(
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$"An asset (not a folder) already exists at path: {fullPath}"
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);
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}
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}
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try
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{
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// Ensure parent exists
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if (!string.IsNullOrEmpty(parentDir) && !AssetDatabase.IsValidFolder(parentDir))
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{
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// Recursively create parent folders if needed (AssetDatabase handles this internally)
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// Or we can do it manually: Directory.CreateDirectory(Path.Combine(Directory.GetCurrentDirectory(), parentDir)); AssetDatabase.Refresh();
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}
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string guid = AssetDatabase.CreateFolder(parentDir, folderName);
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if (string.IsNullOrEmpty(guid))
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{
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return Response.Error(
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$"Failed to create folder '{fullPath}'. Check logs and permissions."
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);
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}
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// AssetDatabase.Refresh(); // CreateFolder usually handles refresh
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return Response.Success(
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$"Folder '{fullPath}' created successfully.",
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GetAssetData(fullPath)
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);
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}
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catch (Exception e)
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{
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return Response.Error($"Failed to create folder '{fullPath}': {e.Message}");
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}
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}
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private static object ModifyAsset(string path, JObject properties)
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{
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if (string.IsNullOrEmpty(path))
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return Response.Error("'path' is required for modify.");
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if (properties == null || !properties.HasValues)
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return Response.Error("'properties' are required for modify.");
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string fullPath = SanitizeAssetPath(path);
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if (!AssetExists(fullPath))
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return Response.Error($"Asset not found at path: {fullPath}");
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try
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{
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UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(
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fullPath
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);
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if (asset == null)
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return Response.Error($"Failed to load asset at path: {fullPath}");
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bool modified = false; // Flag to track if any changes were made
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// --- NEW: Handle GameObject / Prefab Component Modification ---
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if (asset is GameObject gameObject)
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{
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// Iterate through the properties JSON: keys are component names, values are properties objects for that component
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foreach (var prop in properties.Properties())
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{
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string componentName = prop.Name; // e.g., "Collectible"
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// Check if the value associated with the component name is actually an object containing properties
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if (
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prop.Value is JObject componentProperties
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&& componentProperties.HasValues
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) // e.g., {"bobSpeed": 2.0}
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{
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// Find the component on the GameObject using the name from the JSON key
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// Using GetComponent(string) is convenient but might require exact type name or be ambiguous.
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// Consider using FindType helper if needed for more complex scenarios.
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Component targetComponent = gameObject.GetComponent(componentName);
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if (targetComponent != null)
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{
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// Apply the nested properties (e.g., bobSpeed) to the found component instance
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// Use |= to ensure 'modified' becomes true if any component is successfully modified
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modified |= ApplyObjectProperties(
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targetComponent,
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componentProperties
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);
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}
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else
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{
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// Log a warning if a specified component couldn't be found
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Debug.LogWarning(
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$"[ManageAsset.ModifyAsset] Component '{componentName}' not found on GameObject '{gameObject.name}' in asset '{fullPath}'. Skipping modification for this component."
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);
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}
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}
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else
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{
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// Log a warning if the structure isn't {"ComponentName": {"prop": value}}
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// We could potentially try to apply this property directly to the GameObject here if needed,
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// but the primary goal is component modification.
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Debug.LogWarning(
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$"[ManageAsset.ModifyAsset] Property '{prop.Name}' for GameObject modification should have a JSON object value containing component properties. Value was: {prop.Value.Type}. Skipping."
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);
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}
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}
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// Note: 'modified' is now true if ANY component property was successfully changed.
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}
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// --- End NEW ---
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// --- Existing logic for other asset types (now as else-if) ---
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// Example: Modifying a Material
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else if (asset is Material material)
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{
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// Apply properties directly to the material. If this modifies, it sets modified=true.
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// Use |= in case the asset was already marked modified by previous logic (though unlikely here)
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modified |= ApplyMaterialProperties(material, properties);
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}
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// Example: Modifying a ScriptableObject
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else if (asset is ScriptableObject so)
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{
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// Apply properties directly to the ScriptableObject.
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modified |= ApplyObjectProperties(so, properties); // General helper
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}
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// Example: Modifying TextureImporter settings
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else if (asset is Texture)
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{
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AssetImporter importer = AssetImporter.GetAtPath(fullPath);
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if (importer is TextureImporter textureImporter)
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{
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bool importerModified = ApplyObjectProperties(textureImporter, properties);
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if (importerModified)
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{
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// Importer settings need saving and reimporting
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AssetDatabase.WriteImportSettingsIfDirty(fullPath);
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AssetDatabase.ImportAsset(fullPath, ImportAssetOptions.ForceUpdate); // Reimport to apply changes
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modified = true; // Mark overall operation as modified
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}
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}
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else
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{
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Debug.LogWarning($"Could not get TextureImporter for {fullPath}.");
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}
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}
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// TODO: Add modification logic for other common asset types (Models, AudioClips importers, etc.)
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else // Fallback for other asset types OR direct properties on non-GameObject assets
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{
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// This block handles non-GameObject/Material/ScriptableObject/Texture assets.
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// Attempts to apply properties directly to the asset itself.
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Debug.LogWarning(
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$"[ManageAsset.ModifyAsset] Asset type '{asset.GetType().Name}' at '{fullPath}' is not explicitly handled for component modification. Attempting generic property setting on the asset itself."
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);
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modified |= ApplyObjectProperties(asset, properties);
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}
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// --- End Existing Logic ---
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// Check if any modification happened (either component or direct asset modification)
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if (modified)
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{
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// Mark the asset as dirty (important for prefabs/SOs) so Unity knows to save it.
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EditorUtility.SetDirty(asset);
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// Save all modified assets to disk.
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AssetDatabase.SaveAssets();
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// Refresh might be needed in some edge cases, but SaveAssets usually covers it.
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// AssetDatabase.Refresh();
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return Response.Success(
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$"Asset '{fullPath}' modified successfully.",
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GetAssetData(fullPath)
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);
|
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}
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else
|
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{
|
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// If no changes were made (e.g., component not found, property names incorrect, value unchanged), return a success message indicating nothing changed.
|
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return Response.Success(
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$"No applicable or modifiable properties found for asset '{fullPath}'. Check component names, property names, and values.",
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GetAssetData(fullPath)
|
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);
|
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// Previous message: return Response.Success($"No applicable properties found to modify for asset '{fullPath}'.", GetAssetData(fullPath));
|
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}
|
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}
|
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catch (Exception e)
|
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{
|
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// Log the detailed error internally
|
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Debug.LogError($"[ManageAsset] Action 'modify' failed for path '{path}': {e}");
|
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// Return a user-friendly error message
|
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return Response.Error($"Failed to modify asset '{fullPath}': {e.Message}");
|
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}
|
|
}
|
|
|
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private static object DeleteAsset(string path)
|
|
{
|
|
if (string.IsNullOrEmpty(path))
|
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return Response.Error("'path' is required for delete.");
|
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string fullPath = SanitizeAssetPath(path);
|
|
if (!AssetExists(fullPath))
|
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return Response.Error($"Asset not found at path: {fullPath}");
|
|
|
|
try
|
|
{
|
|
bool success = AssetDatabase.DeleteAsset(fullPath);
|
|
if (success)
|
|
{
|
|
// AssetDatabase.Refresh(); // DeleteAsset usually handles refresh
|
|
return Response.Success($"Asset '{fullPath}' deleted successfully.");
|
|
}
|
|
else
|
|
{
|
|
// This might happen if the file couldn't be deleted (e.g., locked)
|
|
return Response.Error(
|
|
$"Failed to delete asset '{fullPath}'. Check logs or if the file is locked."
|
|
);
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return Response.Error($"Error deleting asset '{fullPath}': {e.Message}");
|
|
}
|
|
}
|
|
|
|
private static object DuplicateAsset(string path, string destinationPath)
|
|
{
|
|
if (string.IsNullOrEmpty(path))
|
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return Response.Error("'path' is required for duplicate.");
|
|
|
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string sourcePath = SanitizeAssetPath(path);
|
|
if (!AssetExists(sourcePath))
|
|
return Response.Error($"Source asset not found at path: {sourcePath}");
|
|
|
|
string destPath;
|
|
if (string.IsNullOrEmpty(destinationPath))
|
|
{
|
|
// Generate a unique path if destination is not provided
|
|
destPath = AssetDatabase.GenerateUniqueAssetPath(sourcePath);
|
|
}
|
|
else
|
|
{
|
|
destPath = SanitizeAssetPath(destinationPath);
|
|
if (AssetExists(destPath))
|
|
return Response.Error($"Asset already exists at destination path: {destPath}");
|
|
// Ensure destination directory exists
|
|
EnsureDirectoryExists(Path.GetDirectoryName(destPath));
|
|
}
|
|
|
|
try
|
|
{
|
|
bool success = AssetDatabase.CopyAsset(sourcePath, destPath);
|
|
if (success)
|
|
{
|
|
// AssetDatabase.Refresh();
|
|
return Response.Success(
|
|
$"Asset '{sourcePath}' duplicated to '{destPath}'.",
|
|
GetAssetData(destPath)
|
|
);
|
|
}
|
|
else
|
|
{
|
|
return Response.Error(
|
|
$"Failed to duplicate asset from '{sourcePath}' to '{destPath}'."
|
|
);
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return Response.Error($"Error duplicating asset '{sourcePath}': {e.Message}");
|
|
}
|
|
}
|
|
|
|
private static object MoveOrRenameAsset(string path, string destinationPath)
|
|
{
|
|
if (string.IsNullOrEmpty(path))
|
|
return Response.Error("'path' is required for move/rename.");
|
|
if (string.IsNullOrEmpty(destinationPath))
|
|
return Response.Error("'destination' path is required for move/rename.");
|
|
|
|
string sourcePath = SanitizeAssetPath(path);
|
|
string destPath = SanitizeAssetPath(destinationPath);
|
|
|
|
if (!AssetExists(sourcePath))
|
|
return Response.Error($"Source asset not found at path: {sourcePath}");
|
|
if (AssetExists(destPath))
|
|
return Response.Error(
|
|
$"An asset already exists at the destination path: {destPath}"
|
|
);
|
|
|
|
// Ensure destination directory exists
|
|
EnsureDirectoryExists(Path.GetDirectoryName(destPath));
|
|
|
|
try
|
|
{
|
|
// Validate will return an error string if failed, null if successful
|
|
string error = AssetDatabase.ValidateMoveAsset(sourcePath, destPath);
|
|
if (!string.IsNullOrEmpty(error))
|
|
{
|
|
return Response.Error(
|
|
$"Failed to move/rename asset from '{sourcePath}' to '{destPath}': {error}"
|
|
);
|
|
}
|
|
|
|
string guid = AssetDatabase.MoveAsset(sourcePath, destPath);
|
|
if (!string.IsNullOrEmpty(guid)) // MoveAsset returns the new GUID on success
|
|
{
|
|
// AssetDatabase.Refresh(); // MoveAsset usually handles refresh
|
|
return Response.Success(
|
|
$"Asset moved/renamed from '{sourcePath}' to '{destPath}'.",
|
|
GetAssetData(destPath)
|
|
);
|
|
}
|
|
else
|
|
{
|
|
// This case might not be reachable if ValidateMoveAsset passes, but good to have
|
|
return Response.Error(
|
|
$"MoveAsset call failed unexpectedly for '{sourcePath}' to '{destPath}'."
|
|
);
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return Response.Error($"Error moving/renaming asset '{sourcePath}': {e.Message}");
|
|
}
|
|
}
|
|
|
|
private static object SearchAssets(JObject @params)
|
|
{
|
|
string searchPattern = @params["searchPattern"]?.ToString();
|
|
string filterType = @params["filterType"]?.ToString();
|
|
string pathScope = @params["path"]?.ToString(); // Use path as folder scope
|
|
string filterDateAfterStr = @params["filterDateAfter"]?.ToString();
|
|
int pageSize = @params["pageSize"]?.ToObject<int?>() ?? 50; // Default page size
|
|
int pageNumber = @params["pageNumber"]?.ToObject<int?>() ?? 1; // Default page number (1-based)
|
|
bool generatePreview = @params["generatePreview"]?.ToObject<bool>() ?? false;
|
|
|
|
List<string> searchFilters = new List<string>();
|
|
if (!string.IsNullOrEmpty(searchPattern))
|
|
searchFilters.Add(searchPattern);
|
|
if (!string.IsNullOrEmpty(filterType))
|
|
searchFilters.Add($"t:{filterType}");
|
|
|
|
string[] folderScope = null;
|
|
if (!string.IsNullOrEmpty(pathScope))
|
|
{
|
|
folderScope = new string[] { SanitizeAssetPath(pathScope) };
|
|
if (!AssetDatabase.IsValidFolder(folderScope[0]))
|
|
{
|
|
// Maybe the user provided a file path instead of a folder?
|
|
// We could search in the containing folder, or return an error.
|
|
Debug.LogWarning(
|
|
$"Search path '{folderScope[0]}' is not a valid folder. Searching entire project."
|
|
);
|
|
folderScope = null; // Search everywhere if path isn't a folder
|
|
}
|
|
}
|
|
|
|
DateTime? filterDateAfter = null;
|
|
if (!string.IsNullOrEmpty(filterDateAfterStr))
|
|
{
|
|
if (
|
|
DateTime.TryParse(
|
|
filterDateAfterStr,
|
|
CultureInfo.InvariantCulture,
|
|
DateTimeStyles.AssumeUniversal | DateTimeStyles.AdjustToUniversal,
|
|
out DateTime parsedDate
|
|
)
|
|
)
|
|
{
|
|
filterDateAfter = parsedDate;
|
|
}
|
|
else
|
|
{
|
|
Debug.LogWarning(
|
|
$"Could not parse filterDateAfter: '{filterDateAfterStr}'. Expected ISO 8601 format."
|
|
);
|
|
}
|
|
}
|
|
|
|
try
|
|
{
|
|
string[] guids = AssetDatabase.FindAssets(
|
|
string.Join(" ", searchFilters),
|
|
folderScope
|
|
);
|
|
List<object> results = new List<object>();
|
|
int totalFound = 0;
|
|
|
|
foreach (string guid in guids)
|
|
{
|
|
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
|
|
if (string.IsNullOrEmpty(assetPath))
|
|
continue;
|
|
|
|
// Apply date filter if present
|
|
if (filterDateAfter.HasValue)
|
|
{
|
|
DateTime lastWriteTime = File.GetLastWriteTimeUtc(
|
|
Path.Combine(Directory.GetCurrentDirectory(), assetPath)
|
|
);
|
|
if (lastWriteTime <= filterDateAfter.Value)
|
|
{
|
|
continue; // Skip assets older than or equal to the filter date
|
|
}
|
|
}
|
|
|
|
totalFound++; // Count matching assets before pagination
|
|
results.Add(GetAssetData(assetPath, generatePreview));
|
|
}
|
|
|
|
// Apply pagination
|
|
int startIndex = (pageNumber - 1) * pageSize;
|
|
var pagedResults = results.Skip(startIndex).Take(pageSize).ToList();
|
|
|
|
return Response.Success(
|
|
$"Found {totalFound} asset(s). Returning page {pageNumber} ({pagedResults.Count} assets).",
|
|
new
|
|
{
|
|
totalAssets = totalFound,
|
|
pageSize = pageSize,
|
|
pageNumber = pageNumber,
|
|
assets = pagedResults,
|
|
}
|
|
);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return Response.Error($"Error searching assets: {e.Message}");
|
|
}
|
|
}
|
|
|
|
private static object GetAssetInfo(string path, bool generatePreview)
|
|
{
|
|
if (string.IsNullOrEmpty(path))
|
|
return Response.Error("'path' is required for get_info.");
|
|
string fullPath = SanitizeAssetPath(path);
|
|
if (!AssetExists(fullPath))
|
|
return Response.Error($"Asset not found at path: {fullPath}");
|
|
|
|
try
|
|
{
|
|
return Response.Success(
|
|
"Asset info retrieved.",
|
|
GetAssetData(fullPath, generatePreview)
|
|
);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return Response.Error($"Error getting info for asset '{fullPath}': {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieves components attached to a GameObject asset (like a Prefab).
|
|
/// </summary>
|
|
/// <param name="path">The asset path of the GameObject or Prefab.</param>
|
|
/// <returns>A response object containing a list of component type names or an error.</returns>
|
|
private static object GetComponentsFromAsset(string path)
|
|
{
|
|
// 1. Validate input path
|
|
if (string.IsNullOrEmpty(path))
|
|
return Response.Error("'path' is required for get_components.");
|
|
|
|
// 2. Sanitize and check existence
|
|
string fullPath = SanitizeAssetPath(path);
|
|
if (!AssetExists(fullPath))
|
|
return Response.Error($"Asset not found at path: {fullPath}");
|
|
|
|
try
|
|
{
|
|
// 3. Load the asset
|
|
UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(
|
|
fullPath
|
|
);
|
|
if (asset == null)
|
|
return Response.Error($"Failed to load asset at path: {fullPath}");
|
|
|
|
// 4. Check if it's a GameObject (Prefabs load as GameObjects)
|
|
GameObject gameObject = asset as GameObject;
|
|
if (gameObject == null)
|
|
{
|
|
// Also check if it's *directly* a Component type (less common for primary assets)
|
|
Component componentAsset = asset as Component;
|
|
if (componentAsset != null)
|
|
{
|
|
// If the asset itself *is* a component, maybe return just its info?
|
|
// This is an edge case. Let's stick to GameObjects for now.
|
|
return Response.Error(
|
|
$"Asset at '{fullPath}' is a Component ({asset.GetType().FullName}), not a GameObject. Components are typically retrieved *from* a GameObject."
|
|
);
|
|
}
|
|
return Response.Error(
|
|
$"Asset at '{fullPath}' is not a GameObject (Type: {asset.GetType().FullName}). Cannot get components from this asset type."
|
|
);
|
|
}
|
|
|
|
// 5. Get components
|
|
Component[] components = gameObject.GetComponents<Component>();
|
|
|
|
// 6. Format component data
|
|
List<object> componentList = components
|
|
.Select(comp => new
|
|
{
|
|
typeName = comp.GetType().FullName,
|
|
instanceID = comp.GetInstanceID(),
|
|
// TODO: Add more component-specific details here if needed in the future?
|
|
// Requires reflection or specific handling per component type.
|
|
})
|
|
.ToList<object>(); // Explicit cast for clarity if needed
|
|
|
|
// 7. Return success response
|
|
return Response.Success(
|
|
$"Found {componentList.Count} component(s) on asset '{fullPath}'.",
|
|
componentList
|
|
);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError(
|
|
$"[ManageAsset.GetComponentsFromAsset] Error getting components for '{fullPath}': {e}"
|
|
);
|
|
return Response.Error(
|
|
$"Error getting components for asset '{fullPath}': {e.Message}"
|
|
);
|
|
}
|
|
}
|
|
|
|
// --- Internal Helpers ---
|
|
|
|
/// <summary>
|
|
/// Ensures the asset path starts with "Assets/".
|
|
/// </summary>
|
|
private static string SanitizeAssetPath(string path)
|
|
{
|
|
if (string.IsNullOrEmpty(path))
|
|
return path;
|
|
path = path.Replace('\\', '/'); // Normalize separators
|
|
if (!path.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
return "Assets/" + path.TrimStart('/');
|
|
}
|
|
return path;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if an asset exists at the given path (file or folder).
|
|
/// </summary>
|
|
private static bool AssetExists(string sanitizedPath)
|
|
{
|
|
// AssetDatabase APIs are generally preferred over raw File/Directory checks for assets.
|
|
// Check if it's a known asset GUID.
|
|
if (!string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(sanitizedPath)))
|
|
{
|
|
return true;
|
|
}
|
|
// AssetPathToGUID might not work for newly created folders not yet refreshed.
|
|
// Check directory explicitly for folders.
|
|
if (Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), sanitizedPath)))
|
|
{
|
|
// Check if it's considered a *valid* folder by Unity
|
|
return AssetDatabase.IsValidFolder(sanitizedPath);
|
|
}
|
|
// Check file existence for non-folder assets.
|
|
if (File.Exists(Path.Combine(Directory.GetCurrentDirectory(), sanitizedPath)))
|
|
{
|
|
return true; // Assume if file exists, it's an asset or will be imported
|
|
}
|
|
|
|
return false;
|
|
// Alternative: return !string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(sanitizedPath));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures the directory for a given asset path exists, creating it if necessary.
|
|
/// </summary>
|
|
private static void EnsureDirectoryExists(string directoryPath)
|
|
{
|
|
if (string.IsNullOrEmpty(directoryPath))
|
|
return;
|
|
string fullDirPath = Path.Combine(Directory.GetCurrentDirectory(), directoryPath);
|
|
if (!Directory.Exists(fullDirPath))
|
|
{
|
|
Directory.CreateDirectory(fullDirPath);
|
|
AssetDatabase.Refresh(); // Let Unity know about the new folder
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Applies properties from JObject to a Material.
|
|
/// </summary>
|
|
private static bool ApplyMaterialProperties(Material mat, JObject properties)
|
|
{
|
|
if (mat == null || properties == null)
|
|
return false;
|
|
bool modified = false;
|
|
|
|
// Example: Set shader
|
|
if (properties["shader"]?.Type == JTokenType.String)
|
|
{
|
|
Shader newShader = Shader.Find(properties["shader"].ToString());
|
|
if (newShader != null && mat.shader != newShader)
|
|
{
|
|
mat.shader = newShader;
|
|
modified = true;
|
|
}
|
|
}
|
|
// Example: Set color property
|
|
if (properties["color"] is JObject colorProps)
|
|
{
|
|
string propName = colorProps["name"]?.ToString() ?? "_Color"; // Default main color
|
|
if (colorProps["value"] is JArray colArr && colArr.Count >= 3)
|
|
{
|
|
try
|
|
{
|
|
Color newColor = new Color(
|
|
colArr[0].ToObject<float>(),
|
|
colArr[1].ToObject<float>(),
|
|
colArr[2].ToObject<float>(),
|
|
colArr.Count > 3 ? colArr[3].ToObject<float>() : 1.0f
|
|
);
|
|
if (mat.HasProperty(propName) && mat.GetColor(propName) != newColor)
|
|
{
|
|
mat.SetColor(propName, newColor);
|
|
modified = true;
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.LogWarning(
|
|
$"Error parsing color property '{propName}': {ex.Message}"
|
|
);
|
|
}
|
|
}
|
|
}
|
|
// Example: Set float property
|
|
if (properties["float"] is JObject floatProps)
|
|
{
|
|
string propName = floatProps["name"]?.ToString();
|
|
if (
|
|
!string.IsNullOrEmpty(propName) && floatProps["value"]?.Type == JTokenType.Float
|
|
|| floatProps["value"]?.Type == JTokenType.Integer
|
|
)
|
|
{
|
|
try
|
|
{
|
|
float newVal = floatProps["value"].ToObject<float>();
|
|
if (mat.HasProperty(propName) && mat.GetFloat(propName) != newVal)
|
|
{
|
|
mat.SetFloat(propName, newVal);
|
|
modified = true;
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.LogWarning(
|
|
$"Error parsing float property '{propName}': {ex.Message}"
|
|
);
|
|
}
|
|
}
|
|
}
|
|
// Example: Set texture property
|
|
if (properties["texture"] is JObject texProps)
|
|
{
|
|
string propName = texProps["name"]?.ToString() ?? "_MainTex"; // Default main texture
|
|
string texPath = texProps["path"]?.ToString();
|
|
if (!string.IsNullOrEmpty(texPath))
|
|
{
|
|
Texture newTex = AssetDatabase.LoadAssetAtPath<Texture>(
|
|
SanitizeAssetPath(texPath)
|
|
);
|
|
if (
|
|
newTex != null
|
|
&& mat.HasProperty(propName)
|
|
&& mat.GetTexture(propName) != newTex
|
|
)
|
|
{
|
|
mat.SetTexture(propName, newTex);
|
|
modified = true;
|
|
}
|
|
else if (newTex == null)
|
|
{
|
|
Debug.LogWarning($"Texture not found at path: {texPath}");
|
|
}
|
|
}
|
|
}
|
|
|
|
// TODO: Add handlers for other property types (Vectors, Ints, Keywords, RenderQueue, etc.)
|
|
return modified;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Applies properties from JObject to a PhysicsMaterial.
|
|
/// </summary>
|
|
private static bool ApplyPhysicsMaterialProperties(PhysicsMaterial pmat, JObject properties)
|
|
{
|
|
if (pmat == null || properties == null)
|
|
return false;
|
|
bool modified = false;
|
|
|
|
// Example: Set dynamic friction
|
|
if (properties["DynamicFriction"]?.Type == JTokenType.Float)
|
|
{
|
|
float dynamicFriction = properties["DynamicFriction"].ToObject<float>();
|
|
pmat.dynamicFriction = dynamicFriction;
|
|
modified = true;
|
|
}
|
|
|
|
// Example: Set static friction
|
|
if (properties["StaticFriction"]?.Type == JTokenType.Float)
|
|
{
|
|
float staticFriction = properties["StaticFriction"].ToObject<float>();
|
|
pmat.staticFriction = staticFriction;
|
|
modified = true;
|
|
}
|
|
|
|
// Example: Set bounciness
|
|
if (properties["Bounciness"]?.Type == JTokenType.Float)
|
|
{
|
|
float bounciness = properties["Bounciness"].ToObject<float>();
|
|
pmat.bounciness = bounciness;
|
|
modified = true;
|
|
}
|
|
|
|
List<String> averageList = new List<String>{"ave", "Ave", "average", "Average"};
|
|
List<String> multiplyList = new List<String>{"mul", "Mul", "mult", "Mult", "multiply", "Multiply"};
|
|
List<String> minimumList = new List<String>{"min", "Min", "minimum", "Minimum"};
|
|
List<String> maximumList = new List<String>{"max", "Max", "maximum", "Maximum"};
|
|
|
|
// Example: Set friction combine
|
|
if (properties["FrictionCombine"]?.Type == JTokenType.String)
|
|
{
|
|
string frictionCombine = properties["FrictionCombine"].ToString();
|
|
if (averageList.Contains(frictionCombine))
|
|
pmat.frictionCombine = PhysicsMaterialCombine.Average;
|
|
else if (multiplyList.Contains(frictionCombine))
|
|
pmat.frictionCombine = PhysicsMaterialCombine.Multiply;
|
|
else if (minimumList.Contains(frictionCombine))
|
|
pmat.frictionCombine = PhysicsMaterialCombine.Minimum;
|
|
else if (maximumList.Contains(frictionCombine))
|
|
pmat.frictionCombine = PhysicsMaterialCombine.Maximum;
|
|
modified = true;
|
|
}
|
|
|
|
// Example: Set bounce combine
|
|
if (properties["BounceCombine"]?.Type == JTokenType.String)
|
|
{
|
|
string bounceCombine = properties["BounceCombine"].ToString();
|
|
if (averageList.Contains(bounceCombine))
|
|
pmat.bounceCombine = PhysicsMaterialCombine.Average;
|
|
else if (multiplyList.Contains(bounceCombine))
|
|
pmat.bounceCombine = PhysicsMaterialCombine.Multiply;
|
|
else if (minimumList.Contains(bounceCombine))
|
|
pmat.bounceCombine = PhysicsMaterialCombine.Minimum;
|
|
else if (maximumList.Contains(bounceCombine))
|
|
pmat.bounceCombine = PhysicsMaterialCombine.Maximum;
|
|
modified = true;
|
|
}
|
|
|
|
return modified;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generic helper to set properties on any UnityEngine.Object using reflection.
|
|
/// </summary>
|
|
private static bool ApplyObjectProperties(UnityEngine.Object target, JObject properties)
|
|
{
|
|
if (target == null || properties == null)
|
|
return false;
|
|
bool modified = false;
|
|
Type type = target.GetType();
|
|
|
|
foreach (var prop in properties.Properties())
|
|
{
|
|
string propName = prop.Name;
|
|
JToken propValue = prop.Value;
|
|
if (SetPropertyOrField(target, propName, propValue, type))
|
|
{
|
|
modified = true;
|
|
}
|
|
}
|
|
return modified;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper to set a property or field via reflection, handling basic types and Unity objects.
|
|
/// </summary>
|
|
private static bool SetPropertyOrField(
|
|
object target,
|
|
string memberName,
|
|
JToken value,
|
|
Type type = null
|
|
)
|
|
{
|
|
type = type ?? target.GetType();
|
|
System.Reflection.BindingFlags flags =
|
|
System.Reflection.BindingFlags.Public
|
|
| System.Reflection.BindingFlags.Instance
|
|
| System.Reflection.BindingFlags.IgnoreCase;
|
|
|
|
try
|
|
{
|
|
System.Reflection.PropertyInfo propInfo = type.GetProperty(memberName, flags);
|
|
if (propInfo != null && propInfo.CanWrite)
|
|
{
|
|
object convertedValue = ConvertJTokenToType(value, propInfo.PropertyType);
|
|
if (
|
|
convertedValue != null
|
|
&& !object.Equals(propInfo.GetValue(target), convertedValue)
|
|
)
|
|
{
|
|
propInfo.SetValue(target, convertedValue);
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
System.Reflection.FieldInfo fieldInfo = type.GetField(memberName, flags);
|
|
if (fieldInfo != null)
|
|
{
|
|
object convertedValue = ConvertJTokenToType(value, fieldInfo.FieldType);
|
|
if (
|
|
convertedValue != null
|
|
&& !object.Equals(fieldInfo.GetValue(target), convertedValue)
|
|
)
|
|
{
|
|
fieldInfo.SetValue(target, convertedValue);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.LogWarning(
|
|
$"[SetPropertyOrField] Failed to set '{memberName}' on {type.Name}: {ex.Message}"
|
|
);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Simple JToken to Type conversion for common Unity types and primitives.
|
|
/// </summary>
|
|
private static object ConvertJTokenToType(JToken token, Type targetType)
|
|
{
|
|
try
|
|
{
|
|
if (token == null || token.Type == JTokenType.Null)
|
|
return null;
|
|
|
|
if (targetType == typeof(string))
|
|
return token.ToObject<string>();
|
|
if (targetType == typeof(int))
|
|
return token.ToObject<int>();
|
|
if (targetType == typeof(float))
|
|
return token.ToObject<float>();
|
|
if (targetType == typeof(bool))
|
|
return token.ToObject<bool>();
|
|
if (targetType == typeof(Vector2) && token is JArray arrV2 && arrV2.Count == 2)
|
|
return new Vector2(arrV2[0].ToObject<float>(), arrV2[1].ToObject<float>());
|
|
if (targetType == typeof(Vector3) && token is JArray arrV3 && arrV3.Count == 3)
|
|
return new Vector3(
|
|
arrV3[0].ToObject<float>(),
|
|
arrV3[1].ToObject<float>(),
|
|
arrV3[2].ToObject<float>()
|
|
);
|
|
if (targetType == typeof(Vector4) && token is JArray arrV4 && arrV4.Count == 4)
|
|
return new Vector4(
|
|
arrV4[0].ToObject<float>(),
|
|
arrV4[1].ToObject<float>(),
|
|
arrV4[2].ToObject<float>(),
|
|
arrV4[3].ToObject<float>()
|
|
);
|
|
if (targetType == typeof(Quaternion) && token is JArray arrQ && arrQ.Count == 4)
|
|
return new Quaternion(
|
|
arrQ[0].ToObject<float>(),
|
|
arrQ[1].ToObject<float>(),
|
|
arrQ[2].ToObject<float>(),
|
|
arrQ[3].ToObject<float>()
|
|
);
|
|
if (targetType == typeof(Color) && token is JArray arrC && arrC.Count >= 3) // Allow RGB or RGBA
|
|
return new Color(
|
|
arrC[0].ToObject<float>(),
|
|
arrC[1].ToObject<float>(),
|
|
arrC[2].ToObject<float>(),
|
|
arrC.Count > 3 ? arrC[3].ToObject<float>() : 1.0f
|
|
);
|
|
if (targetType.IsEnum)
|
|
return Enum.Parse(targetType, token.ToString(), true); // Case-insensitive enum parsing
|
|
|
|
// Handle loading Unity Objects (Materials, Textures, etc.) by path
|
|
if (
|
|
typeof(UnityEngine.Object).IsAssignableFrom(targetType)
|
|
&& token.Type == JTokenType.String
|
|
)
|
|
{
|
|
string assetPath = SanitizeAssetPath(token.ToString());
|
|
UnityEngine.Object loadedAsset = AssetDatabase.LoadAssetAtPath(
|
|
assetPath,
|
|
targetType
|
|
);
|
|
if (loadedAsset == null)
|
|
{
|
|
Debug.LogWarning(
|
|
$"[ConvertJTokenToType] Could not load asset of type {targetType.Name} from path: {assetPath}"
|
|
);
|
|
}
|
|
return loadedAsset;
|
|
}
|
|
|
|
// Fallback: Try direct conversion (might work for other simple value types)
|
|
return token.ToObject(targetType);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.LogWarning(
|
|
$"[ConvertJTokenToType] Could not convert JToken '{token}' (type {token.Type}) to type '{targetType.Name}': {ex.Message}"
|
|
);
|
|
return null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper to find a Type by name, searching relevant assemblies.
|
|
/// Needed for creating ScriptableObjects or finding component types by name.
|
|
/// </summary>
|
|
private static Type FindType(string typeName)
|
|
{
|
|
if (string.IsNullOrEmpty(typeName))
|
|
return null;
|
|
|
|
// Try direct lookup first (common Unity types often don't need assembly qualified name)
|
|
var type =
|
|
Type.GetType(typeName)
|
|
?? Type.GetType($"UnityEngine.{typeName}, UnityEngine.CoreModule")
|
|
?? Type.GetType($"UnityEngine.UI.{typeName}, UnityEngine.UI")
|
|
?? Type.GetType($"UnityEditor.{typeName}, UnityEditor.CoreModule");
|
|
|
|
if (type != null)
|
|
return type;
|
|
|
|
// If not found, search loaded assemblies (slower but more robust for user scripts)
|
|
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
|
|
{
|
|
// Look for non-namespaced first
|
|
type = assembly.GetType(typeName, false, true); // throwOnError=false, ignoreCase=true
|
|
if (type != null)
|
|
return type;
|
|
|
|
// Check common namespaces if simple name given
|
|
type = assembly.GetType("UnityEngine." + typeName, false, true);
|
|
if (type != null)
|
|
return type;
|
|
type = assembly.GetType("UnityEditor." + typeName, false, true);
|
|
if (type != null)
|
|
return type;
|
|
// Add other likely namespaces if needed (e.g., specific plugins)
|
|
}
|
|
|
|
Debug.LogWarning($"[FindType] Type '{typeName}' not found in any loaded assembly.");
|
|
return null; // Not found
|
|
}
|
|
|
|
// --- Data Serialization ---
|
|
|
|
/// <summary>
|
|
/// Creates a serializable representation of an asset.
|
|
/// </summary>
|
|
private static object GetAssetData(string path, bool generatePreview = false)
|
|
{
|
|
if (string.IsNullOrEmpty(path) || !AssetExists(path))
|
|
return null;
|
|
|
|
string guid = AssetDatabase.AssetPathToGUID(path);
|
|
Type assetType = AssetDatabase.GetMainAssetTypeAtPath(path);
|
|
UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(path);
|
|
string previewBase64 = null;
|
|
int previewWidth = 0;
|
|
int previewHeight = 0;
|
|
|
|
if (generatePreview && asset != null)
|
|
{
|
|
Texture2D preview = AssetPreview.GetAssetPreview(asset);
|
|
|
|
if (preview != null)
|
|
{
|
|
try
|
|
{
|
|
// Ensure texture is readable for EncodeToPNG
|
|
// Creating a temporary readable copy is safer
|
|
RenderTexture rt = RenderTexture.GetTemporary(
|
|
preview.width,
|
|
preview.height
|
|
);
|
|
Graphics.Blit(preview, rt);
|
|
RenderTexture previous = RenderTexture.active;
|
|
RenderTexture.active = rt;
|
|
Texture2D readablePreview = new Texture2D(preview.width, preview.height);
|
|
readablePreview.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);
|
|
readablePreview.Apply();
|
|
RenderTexture.active = previous;
|
|
RenderTexture.ReleaseTemporary(rt);
|
|
|
|
byte[] pngData = readablePreview.EncodeToPNG();
|
|
previewBase64 = Convert.ToBase64String(pngData);
|
|
previewWidth = readablePreview.width;
|
|
previewHeight = readablePreview.height;
|
|
UnityEngine.Object.DestroyImmediate(readablePreview); // Clean up temp texture
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.LogWarning(
|
|
$"Failed to generate readable preview for '{path}': {ex.Message}. Preview might not be readable."
|
|
);
|
|
// Fallback: Try getting static preview if available?
|
|
// Texture2D staticPreview = AssetPreview.GetMiniThumbnail(asset);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Debug.LogWarning(
|
|
$"Could not get asset preview for {path} (Type: {assetType?.Name}). Is it supported?"
|
|
);
|
|
}
|
|
}
|
|
|
|
return new
|
|
{
|
|
path = path,
|
|
guid = guid,
|
|
assetType = assetType?.FullName ?? "Unknown",
|
|
name = Path.GetFileNameWithoutExtension(path),
|
|
fileName = Path.GetFileName(path),
|
|
isFolder = AssetDatabase.IsValidFolder(path),
|
|
instanceID = asset?.GetInstanceID() ?? 0,
|
|
lastWriteTimeUtc = File.GetLastWriteTimeUtc(
|
|
Path.Combine(Directory.GetCurrentDirectory(), path)
|
|
)
|
|
.ToString("o"), // ISO 8601
|
|
// --- Preview Data ---
|
|
previewBase64 = previewBase64, // PNG data as Base64 string
|
|
previewWidth = previewWidth,
|
|
previewHeight = previewHeight,
|
|
// TODO: Add more metadata? Importer settings? Dependencies?
|
|
};
|
|
}
|
|
}
|
|
}
|
|
|