476 lines
20 KiB
C#
476 lines
20 KiB
C#
using System;
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using System.Collections.Generic;
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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 UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using MCPForUnity.Editor.Helpers; // For Response class
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namespace MCPForUnity.Editor.Tools
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{
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/// <summary>
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/// Handles scene management operations like loading, saving, creating, and querying hierarchy.
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/// </summary>
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[McpForUnityTool("manage_scene", AutoRegister = false)]
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public static class ManageScene
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{
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private sealed class SceneCommand
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{
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public string action { get; set; } = string.Empty;
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public string name { get; set; } = string.Empty;
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public string path { get; set; } = string.Empty;
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public int? buildIndex { get; set; }
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}
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private static SceneCommand ToSceneCommand(JObject p)
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{
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if (p == null) return new SceneCommand();
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int? BI(JToken t)
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{
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if (t == null || t.Type == JTokenType.Null) return null;
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var s = t.ToString().Trim();
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if (s.Length == 0) return null;
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if (int.TryParse(s, out var i)) return i;
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if (double.TryParse(s, out var d)) return (int)d;
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return t.Type == JTokenType.Integer ? t.Value<int>() : (int?)null;
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}
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return new SceneCommand
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{
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action = (p["action"]?.ToString() ?? string.Empty).Trim().ToLowerInvariant(),
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name = p["name"]?.ToString() ?? string.Empty,
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path = p["path"]?.ToString() ?? string.Empty,
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buildIndex = BI(p["buildIndex"] ?? p["build_index"])
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};
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}
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/// <summary>
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/// Main handler for scene management actions.
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/// </summary>
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public static object HandleCommand(JObject @params)
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{
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try { McpLog.Info("[ManageScene] HandleCommand: start", always: false); } catch { }
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var cmd = ToSceneCommand(@params);
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string action = cmd.action;
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string name = string.IsNullOrEmpty(cmd.name) ? null : cmd.name;
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string path = string.IsNullOrEmpty(cmd.path) ? null : cmd.path; // Relative to Assets/
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int? buildIndex = cmd.buildIndex;
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// bool loadAdditive = @params["loadAdditive"]?.ToObject<bool>() ?? false; // Example for future extension
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// Ensure path is relative to Assets/, removing any leading "Assets/"
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string relativeDir = path ?? string.Empty;
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if (!string.IsNullOrEmpty(relativeDir))
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{
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relativeDir = relativeDir.Replace('\\', '/').Trim('/');
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if (relativeDir.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
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{
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relativeDir = relativeDir.Substring("Assets/".Length).TrimStart('/');
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}
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}
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// Apply default *after* sanitizing, using the original path variable for the check
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if (string.IsNullOrEmpty(path) && action == "create") // Check original path for emptiness
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{
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relativeDir = "Scenes"; // Default relative directory
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}
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if (string.IsNullOrEmpty(action))
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{
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return new ErrorResponse("Action parameter is required.");
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}
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string sceneFileName = string.IsNullOrEmpty(name) ? null : $"{name}.unity";
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// Construct full system path correctly: ProjectRoot/Assets/relativeDir/sceneFileName
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string fullPathDir = Path.Combine(Application.dataPath, relativeDir); // Combine with Assets path (Application.dataPath ends in Assets)
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string fullPath = string.IsNullOrEmpty(sceneFileName)
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? null
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: Path.Combine(fullPathDir, sceneFileName);
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// Ensure relativePath always starts with "Assets/" and uses forward slashes
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string relativePath = string.IsNullOrEmpty(sceneFileName)
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? null
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: Path.Combine("Assets", relativeDir, sceneFileName).Replace('\\', '/');
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// Ensure directory exists for 'create'
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if (action == "create" && !string.IsNullOrEmpty(fullPathDir))
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{
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try
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{
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Directory.CreateDirectory(fullPathDir);
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}
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catch (Exception e)
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{
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return new ErrorResponse(
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$"Could not create directory '{fullPathDir}': {e.Message}"
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);
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}
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}
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// Route action
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try { McpLog.Info($"[ManageScene] Route action='{action}' name='{name}' path='{path}' buildIndex={(buildIndex.HasValue ? buildIndex.Value.ToString() : "null")}", always: false); } catch { }
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switch (action)
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{
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case "create":
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if (string.IsNullOrEmpty(name) || string.IsNullOrEmpty(relativePath))
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return new ErrorResponse(
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"'name' and 'path' parameters are required for 'create' action."
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);
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return CreateScene(fullPath, relativePath);
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case "load":
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// Loading can be done by path/name or build index
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if (!string.IsNullOrEmpty(relativePath))
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return LoadScene(relativePath);
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else if (buildIndex.HasValue)
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return LoadScene(buildIndex.Value);
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else
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return new ErrorResponse(
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"Either 'name'/'path' or 'buildIndex' must be provided for 'load' action."
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);
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case "save":
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// Save current scene, optionally to a new path
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return SaveScene(fullPath, relativePath);
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case "get_hierarchy":
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try { McpLog.Info("[ManageScene] get_hierarchy: entering", always: false); } catch { }
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var gh = GetSceneHierarchy();
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try { McpLog.Info("[ManageScene] get_hierarchy: exiting", always: false); } catch { }
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return gh;
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case "get_active":
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try { McpLog.Info("[ManageScene] get_active: entering", always: false); } catch { }
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var ga = GetActiveSceneInfo();
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try { McpLog.Info("[ManageScene] get_active: exiting", always: false); } catch { }
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return ga;
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case "get_build_settings":
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return GetBuildSettingsScenes();
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// Add cases for modifying build settings, additive loading, unloading etc.
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default:
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return new ErrorResponse(
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$"Unknown action: '{action}'. Valid actions: create, load, save, get_hierarchy, get_active, get_build_settings."
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);
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}
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}
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private static object CreateScene(string fullPath, string relativePath)
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{
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if (File.Exists(fullPath))
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{
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return new ErrorResponse($"Scene already exists at '{relativePath}'.");
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}
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try
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{
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// Create a new empty scene
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Scene newScene = EditorSceneManager.NewScene(
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NewSceneSetup.EmptyScene,
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NewSceneMode.Single
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);
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// Save it to the specified path
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bool saved = EditorSceneManager.SaveScene(newScene, relativePath);
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if (saved)
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{
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AssetDatabase.Refresh(); // Ensure Unity sees the new scene file
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return new SuccessResponse(
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$"Scene '{Path.GetFileName(relativePath)}' created successfully at '{relativePath}'.",
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new { path = relativePath }
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);
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}
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else
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{
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// If SaveScene fails, it might leave an untitled scene open.
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// Optionally try to close it, but be cautious.
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return new ErrorResponse($"Failed to save new scene to '{relativePath}'.");
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}
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}
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catch (Exception e)
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{
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return new ErrorResponse($"Error creating scene '{relativePath}': {e.Message}");
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}
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}
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private static object LoadScene(string relativePath)
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{
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if (
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!File.Exists(
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Path.Combine(
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Application.dataPath.Substring(
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0,
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Application.dataPath.Length - "Assets".Length
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),
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relativePath
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)
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)
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)
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{
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return new ErrorResponse($"Scene file not found at '{relativePath}'.");
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}
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// Check for unsaved changes in the current scene
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if (EditorSceneManager.GetActiveScene().isDirty)
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{
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// Optionally prompt the user or save automatically before loading
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return new ErrorResponse(
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"Current scene has unsaved changes. Please save or discard changes before loading a new scene."
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);
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// Example: bool saveOK = EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
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// if (!saveOK) return new ErrorResponse("Load cancelled by user.");
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}
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try
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{
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EditorSceneManager.OpenScene(relativePath, OpenSceneMode.Single);
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return new SuccessResponse(
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$"Scene '{relativePath}' loaded successfully.",
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new
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{
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path = relativePath,
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name = Path.GetFileNameWithoutExtension(relativePath),
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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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return new ErrorResponse($"Error loading scene '{relativePath}': {e.Message}");
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}
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}
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private static object LoadScene(int buildIndex)
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{
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if (buildIndex < 0 || buildIndex >= SceneManager.sceneCountInBuildSettings)
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{
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return new ErrorResponse(
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$"Invalid build index: {buildIndex}. Must be between 0 and {SceneManager.sceneCountInBuildSettings - 1}."
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);
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}
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// Check for unsaved changes
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if (EditorSceneManager.GetActiveScene().isDirty)
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{
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return new ErrorResponse(
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"Current scene has unsaved changes. Please save or discard changes before loading a new scene."
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);
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}
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try
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{
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string scenePath = SceneUtility.GetScenePathByBuildIndex(buildIndex);
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EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
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return new SuccessResponse(
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$"Scene at build index {buildIndex} ('{scenePath}') loaded successfully.",
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new
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{
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path = scenePath,
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name = Path.GetFileNameWithoutExtension(scenePath),
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buildIndex = buildIndex,
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}
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);
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}
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catch (Exception e)
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{
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return new ErrorResponse(
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$"Error loading scene with build index {buildIndex}: {e.Message}"
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);
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}
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}
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private static object SaveScene(string fullPath, string relativePath)
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{
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try
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{
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Scene currentScene = EditorSceneManager.GetActiveScene();
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if (!currentScene.IsValid())
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{
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return new ErrorResponse("No valid scene is currently active to save.");
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}
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bool saved;
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string finalPath = currentScene.path; // Path where it was last saved or will be saved
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if (!string.IsNullOrEmpty(relativePath) && currentScene.path != relativePath)
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{
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// Save As...
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// Ensure directory exists
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string dir = Path.GetDirectoryName(fullPath);
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if (!Directory.Exists(dir))
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Directory.CreateDirectory(dir);
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saved = EditorSceneManager.SaveScene(currentScene, relativePath);
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finalPath = relativePath;
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}
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else
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{
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// Save (overwrite existing or save untitled)
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if (string.IsNullOrEmpty(currentScene.path))
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{
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// Scene is untitled, needs a path
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return new ErrorResponse(
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"Cannot save an untitled scene without providing a 'name' and 'path'. Use Save As functionality."
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);
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}
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saved = EditorSceneManager.SaveScene(currentScene);
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}
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if (saved)
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{
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AssetDatabase.Refresh();
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return new SuccessResponse(
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$"Scene '{currentScene.name}' saved successfully to '{finalPath}'.",
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new { path = finalPath, name = currentScene.name }
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);
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}
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else
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{
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return new ErrorResponse($"Failed to save scene '{currentScene.name}'.");
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}
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}
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catch (Exception e)
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{
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return new ErrorResponse($"Error saving scene: {e.Message}");
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}
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}
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private static object GetActiveSceneInfo()
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{
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try
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{
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try { McpLog.Info("[ManageScene] get_active: querying EditorSceneManager.GetActiveScene", always: false); } catch { }
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Scene activeScene = EditorSceneManager.GetActiveScene();
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try { McpLog.Info($"[ManageScene] get_active: got scene valid={activeScene.IsValid()} loaded={activeScene.isLoaded} name='{activeScene.name}'", always: false); } catch { }
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if (!activeScene.IsValid())
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{
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return new ErrorResponse("No active scene found.");
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}
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var sceneInfo = new
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{
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name = activeScene.name,
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path = activeScene.path,
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buildIndex = activeScene.buildIndex, // -1 if not in build settings
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isDirty = activeScene.isDirty,
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isLoaded = activeScene.isLoaded,
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rootCount = activeScene.rootCount,
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};
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return new SuccessResponse("Retrieved active scene information.", sceneInfo);
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}
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catch (Exception e)
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{
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try { McpLog.Error($"[ManageScene] get_active: exception {e.Message}"); } catch { }
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return new ErrorResponse($"Error getting active scene info: {e.Message}");
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}
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}
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private static object GetBuildSettingsScenes()
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{
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try
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{
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var scenes = new List<object>();
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for (int i = 0; i < EditorBuildSettings.scenes.Length; i++)
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{
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var scene = EditorBuildSettings.scenes[i];
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scenes.Add(
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new
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{
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path = scene.path,
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guid = scene.guid.ToString(),
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enabled = scene.enabled,
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buildIndex = i, // Actual build index considering only enabled scenes might differ
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}
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);
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}
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return new SuccessResponse("Retrieved scenes from Build Settings.", scenes);
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}
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catch (Exception e)
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{
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return new ErrorResponse($"Error getting scenes from Build Settings: {e.Message}");
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}
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}
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private static object GetSceneHierarchy()
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{
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try
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{
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try { McpLog.Info("[ManageScene] get_hierarchy: querying EditorSceneManager.GetActiveScene", always: false); } catch { }
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Scene activeScene = EditorSceneManager.GetActiveScene();
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try { McpLog.Info($"[ManageScene] get_hierarchy: got scene valid={activeScene.IsValid()} loaded={activeScene.isLoaded} name='{activeScene.name}'", always: false); } catch { }
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if (!activeScene.IsValid() || !activeScene.isLoaded)
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{
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return new ErrorResponse(
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"No valid and loaded scene is active to get hierarchy from."
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);
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}
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try { McpLog.Info("[ManageScene] get_hierarchy: fetching root objects", always: false); } catch { }
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GameObject[] rootObjects = activeScene.GetRootGameObjects();
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try { McpLog.Info($"[ManageScene] get_hierarchy: rootCount={rootObjects?.Length ?? 0}", always: false); } catch { }
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var hierarchy = rootObjects.Select(go => GetGameObjectDataRecursive(go)).ToList();
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var resp = new SuccessResponse(
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$"Retrieved hierarchy for scene '{activeScene.name}'.",
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hierarchy
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);
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try { McpLog.Info("[ManageScene] get_hierarchy: success", always: false); } catch { }
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return resp;
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}
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catch (Exception e)
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{
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try { McpLog.Error($"[ManageScene] get_hierarchy: exception {e.Message}"); } catch { }
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return new ErrorResponse($"Error getting scene hierarchy: {e.Message}");
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}
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}
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/// <summary>
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/// Recursively builds a data representation of a GameObject and its children.
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/// </summary>
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private static object GetGameObjectDataRecursive(GameObject go)
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{
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if (go == null)
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return null;
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var childrenData = new List<object>();
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foreach (Transform child in go.transform)
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{
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childrenData.Add(GetGameObjectDataRecursive(child.gameObject));
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}
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var gameObjectData = new Dictionary<string, object>
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{
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{ "name", go.name },
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{ "activeSelf", go.activeSelf },
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{ "activeInHierarchy", go.activeInHierarchy },
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{ "tag", go.tag },
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{ "layer", go.layer },
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{ "isStatic", go.isStatic },
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{ "instanceID", go.GetInstanceID() }, // Useful unique identifier
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{
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"transform",
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new
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{
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position = new
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{
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x = go.transform.localPosition.x,
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y = go.transform.localPosition.y,
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z = go.transform.localPosition.z,
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},
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rotation = new
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{
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x = go.transform.localRotation.eulerAngles.x,
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y = go.transform.localRotation.eulerAngles.y,
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z = go.transform.localRotation.eulerAngles.z,
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}, // Euler for simplicity
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scale = new
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{
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x = go.transform.localScale.x,
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y = go.transform.localScale.y,
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z = go.transform.localScale.z,
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},
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}
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},
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{ "children", childrenData },
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};
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return gameObjectData;
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}
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}
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}
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