chore(bridge): 删除桥接包的提交记录和Git属性配置 删除了 .codely-bridge-commit 文件中存储的提交哈希值 移除了 .gitattributes 文件中的行结束符配置规则 ```
1557 lines
67 KiB
C#
1557 lines
67 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 Codely.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 UnityTcp.Editor.Helpers; // For Response class
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using static UnityTcp.Editor.Tools.ManageGameObject;
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#if UNITY_6000_0_OR_NEWER
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using PhysicsMaterialType = UnityEngine.PhysicsMaterial;
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using PhysicsMaterialCombine = UnityEngine.PhysicsMaterialCombine;
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#else
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using PhysicsMaterialType = UnityEngine.PhysicMaterial;
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using PhysicsMaterialCombine = UnityEngine.PhysicMaterialCombine;
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#endif
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namespace UnityTcp.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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private static readonly Dictionary<string, Func<JObject, object>> ActionHandlers =
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new Dictionary<string, Func<JObject, object>>
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{
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{ "ensure_prefab_variant", EnsurePrefabVariant },
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{ "create", CreateAsset },
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{ "modify", p => ModifyAsset(p["path"]?.ToString(), p["properties"] as JObject) },
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{ "search", SearchAssets },
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{ "get_info", p => GetAssetInfo(
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p["path"]?.ToString(),
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p["generatePreview"]?.ToObject<bool>() ?? false) },
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};
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public static object HandleCommand(JObject @params)
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=> ActionRouter.Route(@params, ActionHandlers);
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/// <summary>
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/// After SaveAsPrefabAsset, delete destPath only when the save itself failed.
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/// A successful save can still return a null variant while an asset-editing
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/// batch is in progress; that file must be kept.
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/// </summary>
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internal static bool ShouldDeleteCreatedPrefabAfterSave(
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bool saved,
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bool variantAvailable)
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{
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_ = variantAvailable;
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return !saved;
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}
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/// <summary>
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/// Serializes components, including Missing Script slots which
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/// <see cref="GameObject.GetComponents{T}"/> returns as null.
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/// </summary>
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internal static List<object> DescribeComponents(Component[] components)
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{
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var result = new List<object>();
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if (components == null)
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return result;
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foreach (var comp in components)
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{
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if (comp == null)
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{
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result.Add(
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new Dictionary<string, object>
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{
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{ "typeName", "Missing Script" },
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{ "instanceID", 0L },
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{ "missingScript", true },
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});
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continue;
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}
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result.Add(
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new Dictionary<string, object>
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{
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{ "typeName", comp.GetType().FullName },
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{ "instanceID", comp.GetStableInstanceId() },
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{ "missingScript", false },
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});
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}
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return result;
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}
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// --- Action Implementations ---
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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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if (!TryResolveAssetPath(path, out string fullPath, out var pathError))
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return pathError;
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string directory = Path.GetDirectoryName(fullPath);
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EnsureDirectoryExists(directory);
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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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if (AssetExists(fullPath))
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return Response.Error($"Asset already exists at path: {fullPath}");
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else if (lowerAssetType == "material")
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{
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// Prefer provided shader; fall back to common pipelines
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var requested = properties?["shader"]?.ToString();
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Shader shader =
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(!string.IsNullOrEmpty(requested) ? Shader.Find(requested) : null)
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?? Shader.Find("Universal Render Pipeline/Lit")
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?? Shader.Find("HDRP/Lit")
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?? Shader.Find("Standard")
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?? Shader.Find("Unlit/Color");
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if (shader == null)
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return Response.Error($"Could not find a suitable shader (requested: '{requested ?? "none"}').");
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var mat = new Material(shader);
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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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PhysicsMaterialType pmat = new PhysicsMaterialType();
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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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// NOTE:
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// Previously this used ComponentResolver.TryResolve, which is intentionally limited to
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// Component/MonoBehaviour types. That meant any ScriptableObject type (including custom ones)
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// would always fail to resolve, even after a successful compilation / domain reload.
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//
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// Here we use a dedicated resolver that searches for ScriptableObject-derived types instead.
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string resolveError;
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Type scriptType = ResolveScriptableObjectType(scriptClassName, out resolveError);
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if (scriptType == null)
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{
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var reason = string.IsNullOrEmpty(resolveError)
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? "Type not found."
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: resolveError;
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return Response.Error(
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$"Script class '{scriptClassName}' invalid: {reason}"
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);
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}
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ScriptableObject so = ScriptableObject.CreateInstance(scriptType);
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// TODO: Apply properties from JObject to the ScriptableObject instance?
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AssetDatabase.CreateAsset(so, fullPath);
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newAsset = so;
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}
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else if (lowerAssetType == "prefab")
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{
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// Creating prefabs usually involves saving an existing GameObject hierarchy.
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// A common pattern is to create an empty GameObject, configure it, and then save it.
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return Response.Error(
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"Creating prefabs programmatically usually requires a source GameObject. Use manage_gameobject to create/configure, then save as prefab via a separate mechanism or future enhancement."
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);
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}
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// TODO: Add more asset types (Animation Controller, Scene, etc.)
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else
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{
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return Response.Error(
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$"Creation for asset type '{assetType}' is not explicitly supported yet. Supported: Material, PhysicsMaterial, 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(ToProjectFullPath(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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/// <summary>
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/// Resolve a ScriptableObject type by short or fully-qualified name.
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/// Searches loaded assemblies and ensures the type derives from ScriptableObject.
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/// Does NOT rely on ComponentResolver (which is Component/MonoBehaviour-specific).
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/// </summary>
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private static Type ResolveScriptableObjectType(string nameOrFullName, out string error)
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{
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error = string.Empty;
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if (string.IsNullOrWhiteSpace(nameOrFullName))
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{
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error = "scriptClass cannot be null or empty.";
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return null;
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}
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// 1) Direct Type.GetType lookup (works for fully-qualified names with assembly, or some common cases)
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Type type = Type.GetType(nameOrFullName, throwOnError: false);
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if (IsValidScriptableObject(type))
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{
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return type;
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}
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// 2) Search all loaded assemblies, preferring Player (runtime) assemblies when available
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var loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
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#if UNITY_EDITOR
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var playerAsmNames = new HashSet<string>(
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UnityEditor.Compilation.CompilationPipeline
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.GetAssemblies(UnityEditor.Compilation.AssembliesType.Player)
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.Select(a => a.name),
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StringComparer.Ordinal
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);
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IEnumerable<System.Reflection.Assembly> playerAsms =
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loadedAssemblies.Where(a => playerAsmNames.Contains(a.GetName().Name));
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IEnumerable<System.Reflection.Assembly> editorAsms =
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loadedAssemblies.Except(playerAsms);
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#else
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IEnumerable<System.Reflection.Assembly> playerAsms = loadedAssemblies;
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IEnumerable<System.Reflection.Assembly> editorAsms =
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Array.Empty<System.Reflection.Assembly>();
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#endif
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IEnumerable<Type> SafeGetTypes(System.Reflection.Assembly a)
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{
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try
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{
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return a.GetTypes();
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}
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catch (System.Reflection.ReflectionTypeLoadException rtle)
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{
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return rtle.Types.Where(t => t != null);
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}
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}
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bool isShortName = !nameOrFullName.Contains(".");
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Func<Type, bool> match;
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if (isShortName)
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match = t => t.Name.Equals(nameOrFullName, StringComparison.Ordinal);
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else
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match = t => t.FullName != null
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&& t.FullName.Equals(nameOrFullName, StringComparison.Ordinal);
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var fromPlayer = playerAsms
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.SelectMany(SafeGetTypes)
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.Where(IsValidScriptableObject)
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.Where(match);
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var fromEditor = editorAsms
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.SelectMany(SafeGetTypes)
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.Where(IsValidScriptableObject)
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.Where(match);
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var candidates = new List<Type>(fromPlayer);
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if (candidates.Count == 0)
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{
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candidates.AddRange(fromEditor);
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}
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if (candidates.Count == 1)
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{
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return candidates[0];
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}
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if (candidates.Count > 1)
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{
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var lines = candidates.Select(
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t => $"{t.FullName} (assembly {t.Assembly.GetName().Name})"
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);
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error =
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$"Multiple ScriptableObject types matched '{nameOrFullName}':\n - "
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+ string.Join("\n - ", lines)
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+ "\nProvide a fully qualified type name (Namespace.TypeName) to disambiguate.";
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return null;
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}
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error =
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$"ScriptableObject type '{nameOrFullName}' not found in loaded assemblies. "
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+ "Use a fully-qualified name (Namespace.TypeName) and ensure the script compiled.";
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return null;
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}
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private static bool IsValidScriptableObject(Type t) =>
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t != null && typeof(ScriptableObject).IsAssignableFrom(t);
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private static object ModifyAsset(string path, JObject properties)
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{
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if (string.IsNullOrEmpty(path))
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return Response.Error("'path' is required for modify.");
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if (properties == null || !properties.HasValues)
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return Response.Error("'properties' are required for modify.");
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if (!TryResolveAssetPath(path, out string fullPath, out var pathError))
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return pathError;
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bool ghostDesync;
|
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if (!AssetExists(fullPath, out ghostDesync))
|
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return BuildAssetNotFoundResponse($"Asset not found at path: {fullPath}", fullPath, ghostDesync);
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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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|
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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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// Resolve component type via ComponentResolver, then fetch by Type
|
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Component targetComponent = null;
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bool resolved = ComponentResolver.TryResolve(componentName, out var compType, out var compError);
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if (resolved)
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{
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targetComponent = gameObject.GetComponent(compType);
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}
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|
|
// Only warn about resolution failure if component also not found
|
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if (targetComponent == null && !resolved)
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{
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CodelyLogger.LogWarning(
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$"[ManageAsset.ModifyAsset] Failed to resolve component '{componentName}' on '{gameObject.name}': {compError}"
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);
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}
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|
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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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CodelyLogger.LogWarning(
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$"[ManageAsset.ModifyAsset] Component '{componentName}' not found on GameObject '{gameObject.name}' in asset '{fullPath}'. Skipping modification for this component."
|
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);
|
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}
|
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}
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else
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{
|
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// Log a warning if the structure isn't {"ComponentName": {"prop": value}}
|
|
// We could potentially try to apply this property directly to the GameObject here if needed,
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// but the primary goal is component modification.
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CodelyLogger.LogWarning(
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$"[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 ---
|
|
|
|
// --- 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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}
|
|
// 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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}
|
|
// Example: Modifying TextureImporter settings
|
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else if (asset is Texture)
|
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{
|
|
AssetImporter importer = AssetImporter.GetAtPath(fullPath);
|
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if (importer is TextureImporter textureImporter)
|
|
{
|
|
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
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CodelyLogger.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.
|
|
CodelyLogger.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);
|
|
if (asset is GameObject prefabRoot)
|
|
{
|
|
PrefabUtility.SavePrefabAsset(prefabRoot);
|
|
}
|
|
// 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
|
|
CodelyLogger.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 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($"t:{filterType}");
|
|
|
|
string[] folderScope = null;
|
|
if (!string.IsNullOrEmpty(pathScope))
|
|
{
|
|
if (!TryResolveAssetPath(pathScope, out string scopePath, out var scopeError))
|
|
return scopeError;
|
|
folderScope = new string[] { scopePath };
|
|
if (!AssetDatabase.IsValidFolder(folderScope[0]))
|
|
{
|
|
return Response.Error($"Search path '{folderScope[0]}' is not a valid folder.");
|
|
}
|
|
}
|
|
|
|
DateTime? filterDateAfter = null;
|
|
if (!string.IsNullOrEmpty(filterDateAfterStr))
|
|
{
|
|
if (
|
|
DateTime.TryParse(
|
|
filterDateAfterStr,
|
|
CultureInfo.InvariantCulture,
|
|
DateTimeStyles.AssumeUniversal | DateTimeStyles.AdjustToUniversal,
|
|
out DateTime parsedDate
|
|
)
|
|
)
|
|
{
|
|
filterDateAfter = parsedDate;
|
|
}
|
|
else
|
|
{
|
|
CodelyLogger.LogWarning(
|
|
$"Could not parse filterDateAfter: '{filterDateAfterStr}'. Expected ISO 8601 format."
|
|
);
|
|
}
|
|
}
|
|
|
|
try
|
|
{
|
|
string[] guids = AssetDatabase.FindAssets(
|
|
string.Join(" ", searchFilters),
|
|
folderScope
|
|
);
|
|
|
|
// Collect matching paths first (no GetAssetData yet) so pagination
|
|
// is applied before any expensive preview rendering.
|
|
List<string> matchedPaths = new List<string>();
|
|
foreach (string guid in guids)
|
|
{
|
|
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
|
|
if (string.IsNullOrEmpty(assetPath))
|
|
continue;
|
|
|
|
if (filterDateAfter.HasValue)
|
|
{
|
|
DateTime lastWriteTime = File.GetLastWriteTimeUtc(
|
|
ToProjectFullPath(assetPath)
|
|
);
|
|
if (lastWriteTime <= filterDateAfter.Value)
|
|
continue;
|
|
}
|
|
|
|
matchedPaths.Add(assetPath);
|
|
}
|
|
|
|
int totalFound = matchedPaths.Count;
|
|
int startIndex = (pageNumber - 1) * pageSize;
|
|
var pagedPaths = matchedPaths.Skip(startIndex).Take(pageSize).ToList();
|
|
var pagedResults = pagedPaths
|
|
.Select(p => GetAssetData(p, generatePreview))
|
|
.ToList<object>();
|
|
|
|
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.");
|
|
if (!TryResolveAssetPath(path, out string fullPath, out var pathError))
|
|
return pathError;
|
|
bool ghostDesync;
|
|
if (!AssetExists(fullPath, out ghostDesync))
|
|
return BuildAssetNotFoundResponse($"Asset not found at path: {fullPath}", fullPath, ghostDesync);
|
|
|
|
try
|
|
{
|
|
return Response.Success(
|
|
"Asset info retrieved.",
|
|
GetAssetData(fullPath, generatePreview)
|
|
);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return Response.Error($"Error getting info for asset '{fullPath}': {e.Message}");
|
|
}
|
|
}
|
|
|
|
// --- Internal Helpers ---
|
|
|
|
/// <summary>
|
|
/// Resolves a caller path to a canonical <c>Assets/...</c> path that
|
|
/// still lies under <see cref="Application.dataPath"/>. Rejects
|
|
/// traversal (<c>..</c>) and other forms that escape Assets/.
|
|
/// Missing <c>Assets/</c> prefix is still accepted and prepended.
|
|
/// </summary>
|
|
internal static bool TrySanitizeAssetPath(
|
|
string path,
|
|
out string sanitized,
|
|
out string error)
|
|
{
|
|
sanitized = null;
|
|
error = null;
|
|
|
|
if (string.IsNullOrWhiteSpace(path))
|
|
{
|
|
error = "Asset path is required.";
|
|
return false;
|
|
}
|
|
|
|
string normalized = path.Replace('\\', '/').Trim();
|
|
if (string.Equals(normalized, "Assets", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
sanitized = "Assets";
|
|
return true;
|
|
}
|
|
|
|
if (!normalized.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
|
|
normalized = "Assets/" + normalized.TrimStart('/');
|
|
|
|
string assetsDisk;
|
|
string fullDisk;
|
|
try
|
|
{
|
|
assetsDisk = Path.GetFullPath(Application.dataPath).Replace('\\', '/').TrimEnd('/');
|
|
string relUnderAssets = normalized.Length > "Assets/".Length
|
|
? normalized.Substring("Assets/".Length).TrimStart('/')
|
|
: string.Empty;
|
|
string combined = string.IsNullOrEmpty(relUnderAssets)
|
|
? assetsDisk
|
|
: Path.Combine(assetsDisk, relUnderAssets);
|
|
fullDisk = Path.GetFullPath(combined).Replace('\\', '/');
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
error = $"Invalid asset path '{path}': {ex.Message}";
|
|
return false;
|
|
}
|
|
|
|
bool underAssets =
|
|
fullDisk.StartsWith(assetsDisk + "/", StringComparison.OrdinalIgnoreCase)
|
|
|| string.Equals(fullDisk, assetsDisk, StringComparison.OrdinalIgnoreCase);
|
|
if (!underAssets)
|
|
{
|
|
error = $"Asset path escapes Assets/: '{path}'.";
|
|
return false;
|
|
}
|
|
|
|
string tail = fullDisk.Length > assetsDisk.Length
|
|
? fullDisk.Substring(assetsDisk.Length).TrimStart('/')
|
|
: string.Empty;
|
|
sanitized = string.IsNullOrEmpty(tail) ? "Assets" : "Assets/" + tail;
|
|
return true;
|
|
}
|
|
|
|
private static bool TryResolveAssetPath(
|
|
string path,
|
|
out string sanitized,
|
|
out object errorResponse)
|
|
{
|
|
if (!TrySanitizeAssetPath(path, out sanitized, out string error))
|
|
{
|
|
errorResponse = Response.Error(error);
|
|
return false;
|
|
}
|
|
|
|
errorResponse = null;
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if an asset exists at the given path (file or folder).
|
|
///
|
|
/// NOTE:
|
|
/// We intentionally require a *real* backing asset on disk for non-folder assets.
|
|
/// Relying solely on AssetDatabase.AssetPathToGUID can report "ghost" assets
|
|
/// where a GUID/meta still exists in Unity's database but the actual asset file
|
|
/// has been deleted.
|
|
///
|
|
/// If we detect a GUID in AssetDatabase but the corresponding file is missing
|
|
/// on disk, we trigger a one-off AssetDatabase.Refresh() to give Unity a chance
|
|
/// to heal the desync before returning "not found".
|
|
/// </summary>
|
|
private static bool AssetExists(string path, out bool ghostDesyncDetected)
|
|
{
|
|
ghostDesyncDetected = false;
|
|
|
|
if (string.IsNullOrEmpty(path))
|
|
return false;
|
|
|
|
if (!TrySanitizeAssetPath(path, out string sanitizedPath, out _))
|
|
return false;
|
|
|
|
string fullPath = ToProjectFullPath(sanitizedPath);
|
|
|
|
// --- Folder case: require BOTH AssetDatabase and filesystem directory ---
|
|
bool isFolder = AssetDatabase.IsValidFolder(sanitizedPath);
|
|
bool dirExists = Directory.Exists(fullPath);
|
|
|
|
if (isFolder)
|
|
{
|
|
if (!dirExists)
|
|
{
|
|
// Ghost folder: AssetDatabase thinks folder exists but the directory is gone.
|
|
ghostDesyncDetected = true;
|
|
|
|
CodelyLogger.LogWarning(
|
|
$"[ManageAsset.AssetExists] Detected valid folder '{sanitizedPath}' in AssetDatabase " +
|
|
$"but no directory found at '{fullPath}'. Triggering AssetDatabase.Refresh() to resync."
|
|
);
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
// Re-evaluate after refresh
|
|
isFolder = AssetDatabase.IsValidFolder(sanitizedPath);
|
|
dirExists = Directory.Exists(fullPath);
|
|
}
|
|
|
|
// Only treat as existing if both ADB 和 FS 都确认存在
|
|
return isFolder && dirExists;
|
|
}
|
|
|
|
// --- Non-folder assets: look at both AssetDatabase (GUID) and filesystem file ---
|
|
string guid = AssetDatabase.AssetPathToGUID(sanitizedPath);
|
|
bool fileExists = File.Exists(fullPath);
|
|
|
|
// Ghost case: AssetDatabase still has a GUID for this path, but the backing file
|
|
// is gone from disk. Trigger a refresh once to let Unity heal its cache.
|
|
if (!fileExists && !string.IsNullOrEmpty(guid))
|
|
{
|
|
ghostDesyncDetected = true;
|
|
|
|
CodelyLogger.LogWarning(
|
|
$"[ManageAsset.AssetExists] Detected GUID '{guid}' for '{sanitizedPath}' in AssetDatabase " +
|
|
$"but no asset file found at '{fullPath}'. Triggering AssetDatabase.Refresh() to resync."
|
|
);
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
// Re-evaluate after refresh
|
|
guid = AssetDatabase.AssetPathToGUID(sanitizedPath);
|
|
fileExists = File.Exists(fullPath);
|
|
}
|
|
|
|
// Non-folder assets: require that the main asset file exists on disk
|
|
// *and* that AssetDatabase knows about it (has a GUID). This prevents
|
|
// "ghost" assets that only have a stale GUID/meta entry.
|
|
if (!fileExists)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return !string.IsNullOrEmpty(guid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convenience overload when ghost-desync information is not needed.
|
|
/// </summary>
|
|
private static bool AssetExists(string path)
|
|
{
|
|
return AssetExists(path, out _);
|
|
}
|
|
|
|
private static string ToProjectFullPath(string projectRelativePath)
|
|
{
|
|
if (string.IsNullOrEmpty(projectRelativePath))
|
|
return Path.GetFullPath(Path.Combine(Application.dataPath, ".."));
|
|
|
|
string projectRoot = Path.GetFullPath(Path.Combine(Application.dataPath, ".."));
|
|
return Path.GetFullPath(Path.Combine(projectRoot, projectRelativePath));
|
|
}
|
|
|
|
private static object BuildPendingImportAssetData(string destPath)
|
|
{
|
|
string sanitized = destPath;
|
|
string fullPath = ToProjectFullPath(sanitized);
|
|
return new
|
|
{
|
|
path = sanitized,
|
|
guid = AssetDatabase.AssetPathToGUID(sanitized) ?? string.Empty,
|
|
assetType = "Unknown",
|
|
name = Path.GetFileNameWithoutExtension(sanitized),
|
|
fileName = Path.GetFileName(sanitized),
|
|
isFolder = false,
|
|
instanceID = 0L,
|
|
lastWriteTimeUtc = File.Exists(fullPath)
|
|
? File.GetLastWriteTimeUtc(fullPath).ToString("o")
|
|
: null,
|
|
previewBase64 = (string)null,
|
|
previewWidth = 0,
|
|
previewHeight = 0,
|
|
components = (List<object>)null,
|
|
pendingImport = true,
|
|
};
|
|
}
|
|
|
|
private static object ReadPrefabVariantSuccess(string destPath, string successMessage)
|
|
{
|
|
try
|
|
{
|
|
return Response.Success(successMessage, GetAssetData(destPath));
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return Response.Error(
|
|
$"{successMessage.TrimEnd('.')} but failed to read asset data: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a standardized "asset not found" error with an extra hint for LLMs
|
|
/// about potential AssetDatabase / filesystem desync.
|
|
/// </summary>
|
|
private static object AssetNotFoundError(string message, string path)
|
|
{
|
|
return Response.Error(
|
|
message,
|
|
new
|
|
{
|
|
path = path,
|
|
llm_hint =
|
|
"The requested asset could not be found on disk. If this asset should exist (for example it was " +
|
|
"recently renamed, moved, or deleted outside the Unity Editor), Unity's AssetDatabase may be out of " +
|
|
"sync with the filesystem. Ask the user to refresh the AssetDatabase in the Unity Editor (for example " +
|
|
"via 'Assets → Reimport All' or by reopening the project) and then retry this tool call."
|
|
}
|
|
);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds an "asset not found" response, only upgrading to AssetNotFoundError (with
|
|
/// LLM hint about AssetDatabase desync) when we have actually detected a ghost asset
|
|
/// scenario (GUID present in AssetDatabase but file missing on disk).
|
|
/// </summary>
|
|
private static object BuildAssetNotFoundResponse(string message, string path, bool ghostDesyncDetected)
|
|
{
|
|
if (ghostDesyncDetected)
|
|
{
|
|
// Ghost asset case: surface the richer error with LLM hint.
|
|
return AssetNotFoundError(message, path);
|
|
}
|
|
|
|
// Normal "not found" case (e.g., bad path, never existed): keep error simple.
|
|
return Response.Error(
|
|
message,
|
|
new
|
|
{
|
|
path = path
|
|
}
|
|
);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Recursively ensures an Assets/ folder chain exists via AssetDatabase.CreateFolder.
|
|
/// </summary>
|
|
internal static void EnsureDirectoryExists(string directoryPath)
|
|
{
|
|
if (string.IsNullOrEmpty(directoryPath))
|
|
return;
|
|
|
|
string folderPath = directoryPath.Replace('\\', '/');
|
|
if (AssetDatabase.IsValidFolder(folderPath))
|
|
return;
|
|
|
|
string parent = Path.GetDirectoryName(folderPath)?.Replace('\\', '/');
|
|
string name = Path.GetFileName(folderPath);
|
|
if (string.IsNullOrEmpty(name))
|
|
return;
|
|
|
|
EnsureDirectoryExists(parent);
|
|
AssetDatabase.CreateFolder(parent, name);
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
CodelyLogger.LogWarning(
|
|
$"Error parsing color property '{propName}': {ex.Message}"
|
|
);
|
|
}
|
|
}
|
|
} else if (properties["color"] is JArray colorArr)
|
|
{
|
|
// Array form: {"color":[r,g,b,a]}. Try _BaseColor (URP/HDRP) first, fall back to _Color (Standard).
|
|
try {
|
|
if (colorArr.Count >= 3)
|
|
{
|
|
Color newColor = new Color(
|
|
colorArr[0].ToObject<float>(),
|
|
colorArr[1].ToObject<float>(),
|
|
colorArr[2].ToObject<float>(),
|
|
colorArr.Count > 3 ? colorArr[3].ToObject<float>() : 1.0f
|
|
);
|
|
string[] colorPropNames = { "_BaseColor", "_Color" };
|
|
foreach (var propName in colorPropNames)
|
|
{
|
|
if (mat.HasProperty(propName))
|
|
{
|
|
if (mat.GetColor(propName) != newColor)
|
|
{
|
|
mat.SetColor(propName, newColor);
|
|
modified = true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
catch (Exception ex) {
|
|
CodelyLogger.LogWarning(
|
|
$"Error parsing color array property: {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)
|
|
{
|
|
CodelyLogger.LogWarning(
|
|
$"Error parsing float property '{propName}': {ex.Message}"
|
|
);
|
|
}
|
|
}
|
|
}
|
|
// Example: Set texture property
|
|
if (properties["texture"] is JObject texProps)
|
|
{
|
|
string propName = texProps["name"]?.ToString() ?? "_MainTex"; // Default main texture
|
|
string texPath = texProps["path"]?.ToString();
|
|
if (!string.IsNullOrEmpty(texPath))
|
|
{
|
|
Texture newTex = null;
|
|
bool resolvedTex = TrySanitizeAssetPath(texPath, out string sanitizedTex, out _);
|
|
if (!resolvedTex)
|
|
{
|
|
CodelyLogger.LogWarning($"Texture path escapes Assets/: {texPath}");
|
|
}
|
|
else
|
|
{
|
|
newTex = AssetDatabase.LoadAssetAtPath<Texture>(sanitizedTex);
|
|
}
|
|
if (
|
|
newTex != null
|
|
&& mat.HasProperty(propName)
|
|
&& mat.GetTexture(propName) != newTex
|
|
)
|
|
{
|
|
mat.SetTexture(propName, newTex);
|
|
modified = true;
|
|
}
|
|
else if (newTex == null && resolvedTex)
|
|
{
|
|
CodelyLogger.LogWarning($"Texture not found at path: {texPath}");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Handle common Standard/URP shader properties directly by name
|
|
// metallic -> _Metallic
|
|
if (properties["metallic"]?.Type == JTokenType.Float || properties["metallic"]?.Type == JTokenType.Integer)
|
|
{
|
|
try
|
|
{
|
|
float newVal = properties["metallic"].ToObject<float>();
|
|
string propName = "_Metallic";
|
|
if (mat.HasProperty(propName) && mat.GetFloat(propName) != newVal)
|
|
{
|
|
mat.SetFloat(propName, newVal);
|
|
modified = true;
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
CodelyLogger.LogWarning($"Error parsing metallic property: {ex.Message}");
|
|
}
|
|
}
|
|
// smoothness -> _Smoothness or _Glossiness (Standard shader uses _Glossiness)
|
|
if (properties["smoothness"]?.Type == JTokenType.Float || properties["smoothness"]?.Type == JTokenType.Integer)
|
|
{
|
|
try
|
|
{
|
|
float newVal = properties["smoothness"].ToObject<float>();
|
|
// Try both property names
|
|
string[] propNames = { "_Smoothness", "_Glossiness" };
|
|
foreach (var propName in propNames)
|
|
{
|
|
if (mat.HasProperty(propName) && mat.GetFloat(propName) != newVal)
|
|
{
|
|
mat.SetFloat(propName, newVal);
|
|
modified = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
CodelyLogger.LogWarning($"Error parsing smoothness property: {ex.Message}");
|
|
}
|
|
}
|
|
|
|
// 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(PhysicsMaterialType pmat, JObject properties)
|
|
{
|
|
if (pmat == null || properties == null)
|
|
return false;
|
|
bool modified = false;
|
|
|
|
// Helper to check if a token is a number (Float or Integer)
|
|
bool IsNumber(JToken token) => token?.Type == JTokenType.Float || token?.Type == JTokenType.Integer;
|
|
|
|
// Set dynamic friction
|
|
if (IsNumber(properties["dynamicFriction"]))
|
|
{
|
|
float dynamicFriction = properties["dynamicFriction"].ToObject<float>();
|
|
pmat.dynamicFriction = dynamicFriction;
|
|
modified = true;
|
|
}
|
|
|
|
// Set static friction
|
|
if (IsNumber(properties["staticFriction"]))
|
|
{
|
|
float staticFriction = properties["staticFriction"].ToObject<float>();
|
|
pmat.staticFriction = staticFriction;
|
|
modified = true;
|
|
}
|
|
|
|
// Set bounciness
|
|
if (IsNumber(properties["bounciness"]))
|
|
{
|
|
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; modified = true; }
|
|
else if (multiplyList.Contains(frictionCombine))
|
|
{ pmat.frictionCombine = PhysicsMaterialCombine.Multiply; modified = true; }
|
|
else if (minimumList.Contains(frictionCombine))
|
|
{ pmat.frictionCombine = PhysicsMaterialCombine.Minimum; modified = true; }
|
|
else if (maximumList.Contains(frictionCombine))
|
|
{ pmat.frictionCombine = PhysicsMaterialCombine.Maximum; modified = true; }
|
|
else
|
|
CodelyLogger.LogWarning(
|
|
$"[ApplyPhysicsMaterialProperties] Unknown frictionCombine value: '{frictionCombine}'. " +
|
|
"Expected: Average, Multiply, Minimum, Maximum."
|
|
);
|
|
}
|
|
|
|
// Example: Set bounce combine
|
|
if (properties["bounceCombine"]?.Type == JTokenType.String)
|
|
{
|
|
string bounceCombine = properties["bounceCombine"].ToString();
|
|
if (averageList.Contains(bounceCombine))
|
|
{ pmat.bounceCombine = PhysicsMaterialCombine.Average; modified = true; }
|
|
else if (multiplyList.Contains(bounceCombine))
|
|
{ pmat.bounceCombine = PhysicsMaterialCombine.Multiply; modified = true; }
|
|
else if (minimumList.Contains(bounceCombine))
|
|
{ pmat.bounceCombine = PhysicsMaterialCombine.Minimum; modified = true; }
|
|
else if (maximumList.Contains(bounceCombine))
|
|
{ pmat.bounceCombine = PhysicsMaterialCombine.Maximum; modified = true; }
|
|
else
|
|
CodelyLogger.LogWarning(
|
|
$"[ApplyPhysicsMaterialProperties] Unknown bounceCombine value: '{bounceCombine}'. " +
|
|
"Expected: Average, Multiply, Minimum, Maximum."
|
|
);
|
|
}
|
|
|
|
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)
|
|
{
|
|
CodelyLogger.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
|
|
)
|
|
{
|
|
if (!TrySanitizeAssetPath(token.ToString(), out string assetPath, out _))
|
|
{
|
|
CodelyLogger.LogWarning(
|
|
$"[ConvertJTokenToType] Asset path escapes Assets/: {token}"
|
|
);
|
|
return null;
|
|
}
|
|
|
|
UnityEngine.Object loadedAsset = AssetDatabase.LoadAssetAtPath(
|
|
assetPath,
|
|
targetType
|
|
);
|
|
if (loadedAsset == null)
|
|
{
|
|
CodelyLogger.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)
|
|
{
|
|
CodelyLogger.LogWarning(
|
|
$"[ConvertJTokenToType] Could not convert JToken '{token}' (type {token.Type}) to type '{targetType.Name}': {ex.Message}"
|
|
);
|
|
return null;
|
|
}
|
|
}
|
|
|
|
|
|
// --- 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 = null;
|
|
Texture2D readablePreview = null;
|
|
RenderTexture previous = RenderTexture.active;
|
|
try
|
|
{
|
|
rt = RenderTexture.GetTemporary(preview.width, preview.height);
|
|
Graphics.Blit(preview, rt);
|
|
RenderTexture.active = rt;
|
|
readablePreview = new Texture2D(preview.width, preview.height, TextureFormat.RGB24, false);
|
|
readablePreview.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);
|
|
readablePreview.Apply();
|
|
|
|
var pngData = readablePreview.EncodeToPNG();
|
|
if (pngData != null && pngData.Length > 0)
|
|
{
|
|
previewBase64 = Convert.ToBase64String(pngData);
|
|
previewWidth = readablePreview.width;
|
|
previewHeight = readablePreview.height;
|
|
}
|
|
}
|
|
finally
|
|
{
|
|
RenderTexture.active = previous;
|
|
if (rt != null) RenderTexture.ReleaseTemporary(rt);
|
|
if (readablePreview != null) UnityEngine.Object.DestroyImmediate(readablePreview);
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
CodelyLogger.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
|
|
{
|
|
CodelyLogger.LogWarning(
|
|
$"Could not get asset preview for {path} (Type: {assetType?.Name}). Is it supported?"
|
|
);
|
|
}
|
|
}
|
|
|
|
List<object> components = null;
|
|
GameObject gameObject = asset as GameObject;
|
|
if (gameObject != null)
|
|
components = DescribeComponents(gameObject.GetComponents<Component>());
|
|
|
|
return new
|
|
{
|
|
path = path,
|
|
guid = guid,
|
|
assetType = assetType?.FullName ?? "Unknown",
|
|
name = Path.GetFileNameWithoutExtension(path),
|
|
fileName = Path.GetFileName(path),
|
|
isFolder = AssetDatabase.IsValidFolder(path),
|
|
instanceID = asset?.GetStableInstanceId() ?? 0,
|
|
lastWriteTimeUtc = File.GetLastWriteTimeUtc(ToProjectFullPath(path))
|
|
.ToString("o"),
|
|
previewBase64 = previewBase64,
|
|
previewWidth = previewWidth,
|
|
previewHeight = previewHeight,
|
|
components = components,
|
|
};
|
|
}
|
|
// --- Ensure Methods (Idempotent Operations) ---
|
|
|
|
/// <summary>
|
|
/// Creates a Prefab Variant at path from sourcePrefab. Idempotent when the
|
|
/// destination already exists as a variant of that source.
|
|
/// </summary>
|
|
private static object EnsurePrefabVariant(JObject @params)
|
|
{
|
|
string path = @params?["path"]?.ToString();
|
|
string sourcePrefab = @params?["sourcePrefab"]?.ToString();
|
|
|
|
if (string.IsNullOrEmpty(path))
|
|
return Response.Error("'path' is required for ensure_prefab_variant.");
|
|
if (string.IsNullOrEmpty(sourcePrefab))
|
|
return Response.Error("'sourcePrefab' is required for ensure_prefab_variant.");
|
|
|
|
if (!TryResolveAssetPath(path, out string destPath, out var destError))
|
|
return destError;
|
|
if (!TryResolveAssetPath(sourcePrefab, out string sourcePath, out var sourceError))
|
|
return sourceError;
|
|
|
|
if (!destPath.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase))
|
|
return Response.Error("'path' must end with .prefab.");
|
|
|
|
if (string.Equals(destPath, sourcePath, StringComparison.OrdinalIgnoreCase))
|
|
return Response.Error("'path' must differ from 'sourcePrefab'.");
|
|
|
|
bool ghostDesync;
|
|
if (!AssetExists(sourcePath, out ghostDesync))
|
|
{
|
|
return BuildAssetNotFoundResponse(
|
|
$"Source prefab not found at path: {sourcePath}",
|
|
sourcePath,
|
|
ghostDesync);
|
|
}
|
|
|
|
var sourceAsset = AssetDatabase.LoadAssetAtPath<GameObject>(sourcePath);
|
|
if (sourceAsset == null)
|
|
return Response.Error($"Asset at '{sourcePath}' is not a prefab GameObject.");
|
|
|
|
if (PrefabUtility.GetPrefabAssetType(sourceAsset) == PrefabAssetType.Model)
|
|
{
|
|
return Response.Error(
|
|
$"Source at '{sourcePath}' is a Model, not a Prefab. " +
|
|
"Create a Regular Prefab from the model first, then pass that .prefab as sourcePrefab.");
|
|
}
|
|
|
|
if (!sourcePath.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase))
|
|
return Response.Error("'path' and 'sourcePrefab' must end with .prefab.");
|
|
|
|
if (AssetExists(destPath))
|
|
{
|
|
var existing = AssetDatabase.LoadAssetAtPath<GameObject>(destPath);
|
|
if (existing == null
|
|
|| PrefabUtility.GetPrefabAssetType(existing) != PrefabAssetType.Variant)
|
|
{
|
|
return Response.Error(
|
|
$"Asset already exists at '{destPath}' and is not a Prefab Variant.");
|
|
}
|
|
|
|
var corresponding = PrefabUtility.GetCorrespondingObjectFromSource(existing);
|
|
string correspondingPath = corresponding != null
|
|
? AssetDatabase.GetAssetPath(corresponding)
|
|
: null;
|
|
if (!string.Equals(correspondingPath, sourcePath, StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
return Response.Error(
|
|
$"Prefab Variant at '{destPath}' is not based on '{sourcePath}'.");
|
|
}
|
|
|
|
return ReadPrefabVariantSuccess(
|
|
destPath,
|
|
$"Prefab Variant already exists at '{destPath}'.");
|
|
}
|
|
|
|
EnsureDirectoryExists(Path.GetDirectoryName(destPath)?.Replace('\\', '/'));
|
|
|
|
var preview = EditorSceneManager.NewPreviewScene();
|
|
try
|
|
{
|
|
var instance = PrefabUtility.InstantiatePrefab(sourceAsset, preview) as GameObject;
|
|
if (instance == null)
|
|
return Response.Error($"Failed to instantiate source prefab '{sourcePath}'.");
|
|
|
|
bool saved;
|
|
var variant = PrefabUtility.SaveAsPrefabAsset(instance, destPath, out saved);
|
|
if (ShouldDeleteCreatedPrefabAfterSave(saved, variant != null))
|
|
{
|
|
AssetDatabase.DeleteAsset(destPath);
|
|
return Response.Error($"Failed to save Prefab Variant at '{destPath}'.");
|
|
}
|
|
|
|
if (variant == null)
|
|
{
|
|
AssetDatabase.ImportAsset(destPath, ImportAssetOptions.ForceUpdate);
|
|
if (AssetExists(destPath))
|
|
{
|
|
return ReadPrefabVariantSuccess(
|
|
destPath,
|
|
$"Prefab Variant created at '{destPath}' from '{sourcePath}'.");
|
|
}
|
|
|
|
return Response.Success(
|
|
$"Prefab Variant saved at '{destPath}' from '{sourcePath}' and is pending import.",
|
|
BuildPendingImportAssetData(destPath));
|
|
}
|
|
|
|
if (PrefabUtility.GetPrefabAssetType(variant) != PrefabAssetType.Variant)
|
|
{
|
|
AssetDatabase.DeleteAsset(destPath);
|
|
return Response.Error($"Saved asset at '{destPath}' is not a Prefab Variant.");
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
AssetDatabase.DeleteAsset(destPath);
|
|
return Response.Error($"Error creating Prefab Variant at '{destPath}': {e.Message}");
|
|
}
|
|
finally
|
|
{
|
|
EditorSceneManager.ClosePreviewScene(preview);
|
|
}
|
|
|
|
return ReadPrefabVariantSuccess(
|
|
destPath,
|
|
$"Prefab Variant created at '{destPath}' from '{sourcePath}'.");
|
|
}
|
|
}
|
|
}
|
|
|