unity-mcp/Editor/Tools/ManageAsset.cs

959 lines
49 KiB
C#

using UnityEngine;
using UnityEditor;
using Newtonsoft.Json.Linq;
using System;
using System.IO;
using System.Linq;
using System.Collections.Generic;
using UnityMCP.Editor.Helpers; // For Response class
using System.Globalization;
namespace UnityMCP.Editor.Tools
{
/// <summary>
/// Handles asset management operations within the Unity project.
/// </summary>
public static class ManageAsset
{
// --- Main Handler ---
// Define the list of valid actions
private static readonly List<string> ValidActions = new List<string>
{
"import", "create", "modify", "delete", "duplicate",
"move", "rename", "search", "get_info", "create_folder",
"get_components"
};
public static object HandleCommand(JObject @params)
{
string action = @params["action"]?.ToString().ToLower();
if (string.IsNullOrEmpty(action))
{
return Response.Error("Action parameter is required.");
}
// Check if the action is valid before switching
if (!ValidActions.Contains(action))
{
string validActionsList = string.Join(", ", ValidActions);
return Response.Error($"Unknown action: '{action}'. Valid actions are: {validActionsList}");
}
// Common parameters
string path = @params["path"]?.ToString();
try
{
switch (action)
{
case "import":
// Note: Unity typically auto-imports. This might re-import or configure import settings.
return ReimportAsset(path, @params["properties"] as JObject);
case "create":
return CreateAsset(@params);
case "modify":
return ModifyAsset(path, @params["properties"] as JObject);
case "delete":
return DeleteAsset(path);
case "duplicate":
return DuplicateAsset(path, @params["destination"]?.ToString());
case "move": // Often same as rename if within Assets/
case "rename":
return MoveOrRenameAsset(path, @params["destination"]?.ToString());
case "search":
return SearchAssets(@params);
case "get_info":
return GetAssetInfo(path, @params["generatePreview"]?.ToObject<bool>() ?? false);
case "create_folder": // Added specific action for clarity
return CreateFolder(path);
case "get_components":
return GetComponentsFromAsset(path);
default:
// This error message is less likely to be hit now, but kept here as a fallback or for potential future modifications.
string validActionsListDefault = string.Join(", ", ValidActions);
return Response.Error($"Unknown action: '{action}'. Valid actions are: {validActionsListDefault}");
}
}
catch (Exception e)
{
Debug.LogError($"[ManageAsset] Action '{action}' failed for path '{path}': {e}");
return Response.Error($"Internal error processing action '{action}' on '{path}': {e.Message}");
}
}
// --- Action Implementations ---
private static object ReimportAsset(string path, JObject properties)
{
if (string.IsNullOrEmpty(path)) return Response.Error("'path' is required for reimport.");
string fullPath = SanitizeAssetPath(path);
if (!AssetExists(fullPath)) return Response.Error($"Asset not found at path: {fullPath}");
try
{
// TODO: Apply importer properties before reimporting?
// This is complex as it requires getting the AssetImporter, casting it,
// applying properties via reflection or specific methods, saving, then reimporting.
if (properties != null && properties.HasValues)
{
Debug.LogWarning("[ManageAsset.Reimport] Modifying importer properties before reimport is not fully implemented yet.");
// AssetImporter importer = AssetImporter.GetAtPath(fullPath);
// if (importer != null) { /* Apply properties */ AssetDatabase.WriteImportSettingsIfDirty(fullPath); }
}
AssetDatabase.ImportAsset(fullPath, ImportAssetOptions.ForceUpdate);
// AssetDatabase.Refresh(); // Usually ImportAsset handles refresh
return Response.Success($"Asset '{fullPath}' reimported.", GetAssetData(fullPath));
}
catch (Exception e)
{
return Response.Error($"Failed to reimport asset '{fullPath}': {e.Message}");
}
}
private static object CreateAsset(JObject @params)
{
string path = @params["path"]?.ToString();
string assetType = @params["assetType"]?.ToString();
JObject properties = @params["properties"] as JObject;
if (string.IsNullOrEmpty(path)) return Response.Error("'path' is required for create.");
if (string.IsNullOrEmpty(assetType)) return Response.Error("'assetType' is required for create.");
string fullPath = SanitizeAssetPath(path);
string directory = Path.GetDirectoryName(fullPath);
// Ensure directory exists
if (!Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), directory)))
{
Directory.CreateDirectory(Path.Combine(Directory.GetCurrentDirectory(), directory));
AssetDatabase.Refresh(); // Make sure Unity knows about the new folder
}
if (AssetExists(fullPath)) return Response.Error($"Asset already exists at path: {fullPath}");
try
{
UnityEngine.Object newAsset = null;
string lowerAssetType = assetType.ToLowerInvariant();
// Handle common asset types
if (lowerAssetType == "folder")
{
return CreateFolder(path); // Use dedicated method
}
else if (lowerAssetType == "material")
{
Material mat = new Material(Shader.Find("Standard")); // Default shader
// TODO: Apply properties from JObject (e.g., shader name, color, texture assignments)
if(properties != null) ApplyMaterialProperties(mat, properties);
AssetDatabase.CreateAsset(mat, fullPath);
newAsset = mat;
}
else if (lowerAssetType == "scriptableobject")
{
string scriptClassName = properties?["scriptClass"]?.ToString();
if (string.IsNullOrEmpty(scriptClassName)) return Response.Error("'scriptClass' property required when creating ScriptableObject asset.");
Type scriptType = FindType(scriptClassName);
if (scriptType == null || !typeof(ScriptableObject).IsAssignableFrom(scriptType))
{
return Response.Error($"Script class '{scriptClassName}' not found or does not inherit from ScriptableObject.");
}
ScriptableObject so = ScriptableObject.CreateInstance(scriptType);
// TODO: Apply properties from JObject to the ScriptableObject instance?
AssetDatabase.CreateAsset(so, fullPath);
newAsset = so;
}
else if (lowerAssetType == "prefab")
{
// Creating prefabs usually involves saving an existing GameObject hierarchy.
// A common pattern is to create an empty GameObject, configure it, and then save it.
return Response.Error("Creating prefabs programmatically usually requires a source GameObject. Use manage_gameobject to create/configure, then save as prefab via a separate mechanism or future enhancement.");
// Example (conceptual):
// GameObject source = GameObject.Find(properties["sourceGameObject"].ToString());
// if(source != null) PrefabUtility.SaveAsPrefabAsset(source, fullPath);
}
// TODO: Add more asset types (Animation Controller, Scene, etc.)
else
{
// Generic creation attempt (might fail or create empty files)
// For some types, just creating the file might be enough if Unity imports it.
// File.Create(Path.Combine(Directory.GetCurrentDirectory(), fullPath)).Close();
// AssetDatabase.ImportAsset(fullPath); // Let Unity try to import it
// newAsset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(fullPath);
return Response.Error($"Creation for asset type '{assetType}' is not explicitly supported yet. Supported: Folder, Material, ScriptableObject.");
}
if (newAsset == null && !Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), fullPath))) // Check if it wasn't a folder and asset wasn't created
{
return Response.Error($"Failed to create asset '{assetType}' at '{fullPath}'. See logs for details.");
}
AssetDatabase.SaveAssets();
// AssetDatabase.Refresh(); // CreateAsset often handles refresh
return Response.Success($"Asset '{fullPath}' created successfully.", GetAssetData(fullPath));
}
catch (Exception e)
{
return Response.Error($"Failed to create asset at '{fullPath}': {e.Message}");
}
}
private static object CreateFolder(string path)
{
if (string.IsNullOrEmpty(path)) return Response.Error("'path' is required for create_folder.");
string fullPath = SanitizeAssetPath(path);
string parentDir = Path.GetDirectoryName(fullPath);
string folderName = Path.GetFileName(fullPath);
if (AssetExists(fullPath))
{
// Check if it's actually a folder already
if (AssetDatabase.IsValidFolder(fullPath))
{
return Response.Success($"Folder already exists at path: {fullPath}", GetAssetData(fullPath));
}
else
{
return Response.Error($"An asset (not a folder) already exists at path: {fullPath}");
}
}
try
{
// Ensure parent exists
if (!string.IsNullOrEmpty(parentDir) && !AssetDatabase.IsValidFolder(parentDir)) {
// Recursively create parent folders if needed (AssetDatabase handles this internally)
// Or we can do it manually: Directory.CreateDirectory(Path.Combine(Directory.GetCurrentDirectory(), parentDir)); AssetDatabase.Refresh();
}
string guid = AssetDatabase.CreateFolder(parentDir, folderName);
if (string.IsNullOrEmpty(guid)) {
return Response.Error($"Failed to create folder '{fullPath}'. Check logs and permissions.");
}
// AssetDatabase.Refresh(); // CreateFolder usually handles refresh
return Response.Success($"Folder '{fullPath}' created successfully.", GetAssetData(fullPath));
}
catch (Exception e)
{
return Response.Error($"Failed to create folder '{fullPath}': {e.Message}");
}
}
private static object ModifyAsset(string path, JObject properties)
{
if (string.IsNullOrEmpty(path)) return Response.Error("'path' is required for modify.");
if (properties == null || !properties.HasValues) return Response.Error("'properties' are required for modify.");
string fullPath = SanitizeAssetPath(path);
if (!AssetExists(fullPath)) return Response.Error($"Asset not found at path: {fullPath}");
try
{
UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(fullPath);
if (asset == null) return Response.Error($"Failed to load asset at path: {fullPath}");
bool modified = false; // Flag to track if any changes were made
// --- NEW: Handle GameObject / Prefab Component Modification ---
if (asset is GameObject gameObject)
{
// Iterate through the properties JSON: keys are component names, values are properties objects for that component
foreach (var prop in properties.Properties())
{
string componentName = prop.Name; // e.g., "Collectible"
// Check if the value associated with the component name is actually an object containing properties
if (prop.Value is JObject componentProperties && componentProperties.HasValues) // e.g., {"bobSpeed": 2.0}
{
// Find the component on the GameObject using the name from the JSON key
// Using GetComponent(string) is convenient but might require exact type name or be ambiguous.
// Consider using FindType helper if needed for more complex scenarios.
Component targetComponent = gameObject.GetComponent(componentName);
if (targetComponent != null)
{
// Apply the nested properties (e.g., bobSpeed) to the found component instance
// Use |= to ensure 'modified' becomes true if any component is successfully modified
modified |= ApplyObjectProperties(targetComponent, componentProperties);
}
else
{
// Log a warning if a specified component couldn't be found
Debug.LogWarning($"[ManageAsset.ModifyAsset] Component '{componentName}' not found on GameObject '{gameObject.name}' in asset '{fullPath}'. Skipping modification for this component.");
}
}
else
{
// Log a warning if the structure isn't {"ComponentName": {"prop": value}}
// We could potentially try to apply this property directly to the GameObject here if needed,
// but the primary goal is component modification.
Debug.LogWarning($"[ManageAsset.ModifyAsset] Property '{prop.Name}' for GameObject modification should have a JSON object value containing component properties. Value was: {prop.Value.Type}. Skipping.");
}
}
// Note: 'modified' is now true if ANY component property was successfully changed.
}
// --- End NEW ---
// --- Existing logic for other asset types (now as else-if) ---
// Example: Modifying a Material
else if (asset is Material material)
{
// Apply properties directly to the material. If this modifies, it sets modified=true.
// Use |= in case the asset was already marked modified by previous logic (though unlikely here)
modified |= ApplyMaterialProperties(material, properties);
}
// Example: Modifying a ScriptableObject
else if (asset is ScriptableObject so)
{
// Apply properties directly to the ScriptableObject.
modified |= ApplyObjectProperties(so, properties); // General helper
}
// Example: Modifying TextureImporter settings
else if (asset is Texture) {
AssetImporter importer = AssetImporter.GetAtPath(fullPath);
if (importer is TextureImporter textureImporter)
{
bool importerModified = ApplyObjectProperties(textureImporter, properties);
if (importerModified) {
// Importer settings need saving and reimporting
AssetDatabase.WriteImportSettingsIfDirty(fullPath);
AssetDatabase.ImportAsset(fullPath, ImportAssetOptions.ForceUpdate); // Reimport to apply changes
modified = true; // Mark overall operation as modified
}
}
else {
Debug.LogWarning($"Could not get TextureImporter for {fullPath}.");
}
}
// TODO: Add modification logic for other common asset types (Models, AudioClips importers, etc.)
else // Fallback for other asset types OR direct properties on non-GameObject assets
{
// This block handles non-GameObject/Material/ScriptableObject/Texture assets.
// Attempts to apply properties directly to the asset itself.
Debug.LogWarning($"[ManageAsset.ModifyAsset] Asset type '{asset.GetType().Name}' at '{fullPath}' is not explicitly handled for component modification. Attempting generic property setting on the asset itself.");
modified |= ApplyObjectProperties(asset, properties);
}
// --- End Existing Logic ---
// Check if any modification happened (either component or direct asset modification)
if (modified)
{
// Mark the asset as dirty (important for prefabs/SOs) so Unity knows to save it.
EditorUtility.SetDirty(asset);
// Save all modified assets to disk.
AssetDatabase.SaveAssets();
// Refresh might be needed in some edge cases, but SaveAssets usually covers it.
// AssetDatabase.Refresh();
return Response.Success($"Asset '{fullPath}' modified successfully.", GetAssetData(fullPath));
} else {
// If no changes were made (e.g., component not found, property names incorrect, value unchanged), return a success message indicating nothing changed.
return Response.Success($"No applicable or modifiable properties found for asset '{fullPath}'. Check component names, property names, and values.", GetAssetData(fullPath));
// Previous message: return Response.Success($"No applicable properties found to modify for asset '{fullPath}'.", GetAssetData(fullPath));
}
}
catch (Exception e)
{
// Log the detailed error internally
Debug.LogError($"[ManageAsset] Action 'modify' failed for path '{path}': {e}");
// Return a user-friendly error message
return Response.Error($"Failed to modify asset '{fullPath}': {e.Message}");
}
}
private static object DeleteAsset(string path)
{
if (string.IsNullOrEmpty(path)) return Response.Error("'path' is required for delete.");
string fullPath = SanitizeAssetPath(path);
if (!AssetExists(fullPath)) return Response.Error($"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($"Error deleting asset '{fullPath}': {e.Message}");
}
}
private static object DuplicateAsset(string path, string destinationPath)
{
if (string.IsNullOrEmpty(path)) return Response.Error("'path' is required for duplicate.");
string sourcePath = SanitizeAssetPath(path);
if (!AssetExists(sourcePath)) return Response.Error($"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($"Texture not found at path: {texPath}");
}
}
}
// TODO: Add handlers for other property types (Vectors, Ints, Keywords, RenderQueue, etc.)
return modified;
}
/// <summary>
/// Generic helper to set properties on any UnityEngine.Object using reflection.
/// </summary>
private static bool ApplyObjectProperties(UnityEngine.Object target, JObject properties)
{
if (target == null || properties == null) return false;
bool modified = false;
Type type = target.GetType();
foreach (var prop in properties.Properties())
{
string propName = prop.Name;
JToken propValue = prop.Value;
if (SetPropertyOrField(target, propName, propValue, type))
{
modified = true;
}
}
return modified;
}
/// <summary>
/// Helper to set a property or field via reflection, handling basic types and Unity objects.
/// </summary>
private static bool SetPropertyOrField(object target, string memberName, JToken value, Type type = null)
{
type = type ?? target.GetType();
System.Reflection.BindingFlags flags = System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.IgnoreCase;
try
{
System.Reflection.PropertyInfo propInfo = type.GetProperty(memberName, flags);
if (propInfo != null && propInfo.CanWrite)
{
object convertedValue = ConvertJTokenToType(value, propInfo.PropertyType);
if (convertedValue != null && !object.Equals(propInfo.GetValue(target), convertedValue))
{
propInfo.SetValue(target, convertedValue);
return true;
}
}
else
{
System.Reflection.FieldInfo fieldInfo = type.GetField(memberName, flags);
if (fieldInfo != null)
{
object convertedValue = ConvertJTokenToType(value, fieldInfo.FieldType);
if (convertedValue != null && !object.Equals(fieldInfo.GetValue(target), convertedValue))
{
fieldInfo.SetValue(target, convertedValue);
return true;
}
}
}
}
catch (Exception ex)
{
Debug.LogWarning($"[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?
};
}
}
}