{"repo_name": "unity-mcp", "file_name": "/unity-mcp/UnityMcpBridge/Editor/Tools/ManageEditor.cs", "inference_info": {"prefix_code": "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditorInternal; // Required for tag management\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles operations related to controlling and querying the Unity Editor state,\n /// including managing Tags and Layers.\n /// \n public static class ManageEditor\n {\n // Constant for starting user layer index\n private const int FirstUserLayerIndex = 8;\n\n // Constant for total layer count\n private const int TotalLayerCount = 32;\n\n /// \n /// Main handler for editor management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower();\n // Parameters for specific actions\n string tagName = @params[\"tagName\"]?.ToString();\n string layerName = @params[\"layerName\"]?.ToString();\n bool waitForCompletion = @params[\"waitForCompletion\"]?.ToObject() ?? false; // Example - not used everywhere\n\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n // Route action\n switch (action)\n {\n // Play Mode Control\n case \"play\":\n try\n {\n if (!EditorApplication.isPlaying)\n {\n EditorApplication.isPlaying = true;\n return Response.Success(\"Entered play mode.\");\n }\n return Response.Success(\"Already in play mode.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Error entering play mode: {e.Message}\");\n }\n case \"pause\":\n try\n {\n if (EditorApplication.isPlaying)\n {\n EditorApplication.isPaused = !EditorApplication.isPaused;\n return Response.Success(\n EditorApplication.isPaused ? \"Game paused.\" : \"Game resumed.\"\n );\n }\n return Response.Error(\"Cannot pause/resume: Not in play mode.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Error pausing/resuming game: {e.Message}\");\n }\n case \"stop\":\n try\n {\n if (EditorApplication.isPlaying)\n {\n EditorApplication.isPlaying = false;\n return Response.Success(\"Exited play mode.\");\n }\n return Response.Success(\"Already stopped (not in play mode).\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Error stopping play mode: {e.Message}\");\n }\n\n // Editor State/Info\n case \"get_state\":\n return GetEditorState();\n case \"get_windows\":\n return GetEditorWindows();\n case \"get_active_tool\":\n return GetActiveTool();\n case \"get_selection\":\n return GetSelection();\n case \"set_active_tool\":\n string toolName = @params[\"toolName\"]?.ToString();\n if (string.IsNullOrEmpty(toolName))\n return Response.Error(\"'toolName' parameter required for set_active_tool.\");\n return SetActiveTool(toolName);\n\n // Tag Management\n case \"add_tag\":\n if (string.IsNullOrEmpty(tagName))\n return Response.Error(\"'tagName' parameter required for add_tag.\");\n return AddTag(tagName);\n case \"remove_tag\":\n if (string.IsNullOrEmpty(tagName))\n return Response.Error(\"'tagName' parameter required for remove_tag.\");\n return RemoveTag(tagName);\n case \"get_tags\":\n return GetTags(); // Helper to list current tags\n\n // Layer Management\n case \"add_layer\":\n if (string.IsNullOrEmpty(layerName))\n return Response.Error(\"'layerName' parameter required for add_layer.\");\n return AddLayer(layerName);\n case \"remove_layer\":\n if (string.IsNullOrEmpty(layerName))\n return Response.Error(\"'layerName' parameter required for remove_layer.\");\n return RemoveLayer(layerName);\n case \"get_layers\":\n return GetLayers(); // Helper to list current layers\n\n // --- Settings (Example) ---\n // case \"set_resolution\":\n // int? width = @params[\"width\"]?.ToObject();\n // int? height = @params[\"height\"]?.ToObject();\n // if (!width.HasValue || !height.HasValue) return Response.Error(\"'width' and 'height' parameters required.\");\n // return SetGameViewResolution(width.Value, height.Value);\n // case \"set_quality\":\n // // Handle string name or int index\n // return SetQualityLevel(@params[\"qualityLevel\"]);\n\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Supported actions include play, pause, stop, get_state, get_windows, get_active_tool, get_selection, set_active_tool, add_tag, remove_tag, get_tags, add_layer, remove_layer, get_layers.\"\n );\n }\n }\n\n // --- Editor State/Info Methods ---\n private static object GetEditorState()\n {\n try\n {\n var state = new\n {\n isPlaying = EditorApplication.isPlaying,\n isPaused = EditorApplication.isPaused,\n isCompiling = EditorApplication.isCompiling,\n isUpdating = EditorApplication.isUpdating,\n applicationPath = EditorApplication.applicationPath,\n applicationContentsPath = EditorApplication.applicationContentsPath,\n timeSinceStartup = EditorApplication.timeSinceStartup,\n };\n return Response.Success(\"Retrieved editor state.\", state);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting editor state: {e.Message}\");\n }\n }\n\n private static object GetEditorWindows()\n {\n try\n {\n // Get all types deriving from EditorWindow\n var windowTypes = AppDomain\n .CurrentDomain.GetAssemblies()\n .SelectMany(assembly => assembly.GetTypes())\n .Where(type => type.IsSubclassOf(typeof(EditorWindow)))\n .ToList();\n\n var openWindows = new List();\n\n // Find currently open instances\n // Resources.FindObjectsOfTypeAll seems more reliable than GetWindow for finding *all* open windows\n EditorWindow[] allWindows = Resources.FindObjectsOfTypeAll();\n\n foreach (EditorWindow window in allWindows)\n {\n if (window == null)\n continue; // Skip potentially destroyed windows\n\n try\n {\n openWindows.Add(\n new\n {\n title = window.titleContent.text,\n typeName = window.GetType().FullName,\n isFocused = EditorWindow.focusedWindow == window,\n position = new\n {\n x = window.position.x,\n y = window.position.y,\n width = window.position.width,\n height = window.position.height,\n },\n instanceID = window.GetInstanceID(),\n }\n );\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Could not get info for window {window.GetType().Name}: {ex.Message}\"\n );\n }\n }\n\n return Response.Success(\"Retrieved list of open editor windows.\", openWindows);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting editor windows: {e.Message}\");\n }\n }\n\n private static object GetActiveTool()\n {\n try\n {\n Tool currentTool = UnityEditor.Tools.current;\n string toolName = currentTool.ToString(); // Enum to string\n bool customToolActive = UnityEditor.Tools.current == Tool.Custom; // Check if a custom tool is active\n string activeToolName = customToolActive\n ? EditorTools.GetActiveToolName()\n : toolName; // Get custom name if needed\n\n var toolInfo = new\n {\n activeTool = activeToolName,\n isCustom = customToolActive,\n pivotMode = UnityEditor.Tools.pivotMode.ToString(),\n pivotRotation = UnityEditor.Tools.pivotRotation.ToString(),\n handleRotation = UnityEditor.Tools.handleRotation.eulerAngles, // Euler for simplicity\n handlePosition = UnityEditor.Tools.handlePosition,\n };\n\n return Response.Success(\"Retrieved active tool information.\", toolInfo);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting active tool: {e.Message}\");\n }\n }\n\n private static object SetActiveTool(string toolName)\n {\n try\n {\n Tool targetTool;\n if (Enum.TryParse(toolName, true, out targetTool)) // Case-insensitive parse\n {\n // Check if it's a valid built-in tool\n if (targetTool != Tool.None && targetTool <= Tool.Custom) // Tool.Custom is the last standard tool\n {\n UnityEditor.Tools.current = targetTool;\n return Response.Success($\"Set active tool to '{targetTool}'.\");\n }\n else\n {\n return Response.Error(\n $\"Cannot directly set tool to '{toolName}'. It might be None, Custom, or invalid.\"\n );\n }\n }\n else\n {\n // Potentially try activating a custom tool by name here if needed\n // This often requires specific editor scripting knowledge for that tool.\n return Response.Error(\n $\"Could not parse '{toolName}' as a standard Unity Tool (View, Move, Rotate, Scale, Rect, Transform, Custom).\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error setting active tool: {e.Message}\");\n }\n }\n\n private static object GetSelection()\n {\n try\n {\n var selectionInfo = new\n {\n activeObject = Selection.activeObject?.name,\n activeGameObject = Selection.activeGameObject?.name,\n activeTransform = Selection.activeTransform?.name,\n activeInstanceID = Selection.activeInstanceID,\n count = Selection.count,\n objects = Selection\n .objects.Select(obj => new\n {\n name = obj?.name,\n type = obj?.GetType().FullName,\n instanceID = obj?.GetInstanceID(),\n })\n .ToList(),\n gameObjects = Selection\n .gameObjects.Select(go => new\n {\n name = go?.name,\n instanceID = go?.GetInstanceID(),\n })\n .ToList(),\n assetGUIDs = Selection.assetGUIDs, // GUIDs for selected assets in Project view\n };\n\n return Response.Success(\"Retrieved current selection details.\", selectionInfo);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting selection: {e.Message}\");\n }\n }\n\n // --- Tag Management Methods ---\n\n private static object AddTag(string tagName)\n {\n if (string.IsNullOrWhiteSpace(tagName))\n return Response.Error(\"Tag name cannot be empty or whitespace.\");\n\n // Check if tag already exists\n if (InternalEditorUtility.tags.Contains(tagName))\n {\n return Response.Error($\"Tag '{tagName}' already exists.\");\n }\n\n try\n {\n // Add the tag using the internal utility\n InternalEditorUtility.AddTag(tagName);\n // Force save assets to ensure the change persists in the TagManager asset\n AssetDatabase.SaveAssets();\n return Response.Success($\"Tag '{tagName}' added successfully.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to add tag '{tagName}': {e.Message}\");\n }\n }\n\n private static object RemoveTag(string tagName)\n {\n if (string.IsNullOrWhiteSpace(tagName))\n return Response.Error(\"Tag name cannot be empty or whitespace.\");\n if (tagName.Equals(\"Untagged\", StringComparison.OrdinalIgnoreCase))\n return Response.Error(\"Cannot remove the built-in 'Untagged' tag.\");\n\n // Check if tag exists before attempting removal\n if (!InternalEditorUtility.tags.Contains(tagName))\n {\n return Response.Error($\"Tag '{tagName}' does not exist.\");\n }\n\n try\n {\n // Remove the tag using the internal utility\n InternalEditorUtility.RemoveTag(tagName);\n // Force save assets\n AssetDatabase.SaveAssets();\n return Response.Success($\"Tag '{tagName}' removed successfully.\");\n }\n catch (Exception e)\n {\n // Catch potential issues if the tag is somehow in use or removal fails\n return Response.Error($\"Failed to remove tag '{tagName}': {e.Message}\");\n }\n }\n\n private static object GetTags()\n {\n try\n {\n string[] tags = InternalEditorUtility.tags;\n return Response.Success(\"Retrieved current tags.\", tags);\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to retrieve tags: {e.Message}\");\n }\n }\n\n // --- Layer Management Methods ---\n\n private static object AddLayer(string layerName)\n {\n if (string.IsNullOrWhiteSpace(layerName))\n return Response.Error(\"Layer name cannot be empty or whitespace.\");\n\n // Access the TagManager asset\n SerializedObject tagManager = GetTagManager();\n if (tagManager == null)\n return Response.Error(\"Could not access TagManager asset.\");\n\n SerializedProperty layersProp = tagManager.FindProperty(\"layers\");\n if (layersProp == null || !layersProp.isArray)\n return Response.Error(\"Could not find 'layers' property in TagManager.\");\n\n // Check if layer name already exists (case-insensitive check recommended)\n for (int i = 0; i < TotalLayerCount; i++)\n {\n SerializedProperty layerSP = layersProp.GetArrayElementAtIndex(i);\n if (\n layerSP != null\n && layerName.Equals(layerSP.stringValue, StringComparison.OrdinalIgnoreCase)\n )\n {\n return Response.Error($\"Layer '{layerName}' already exists at index {i}.\");\n }\n }\n\n // Find the first empty user layer slot (indices 8 to 31)\n int firstEmptyUserLayer = -1;\n for (int i = FirstUserLayerIndex; i < TotalLayerCount; i++)\n {\n SerializedProperty layerSP = layersProp.GetArrayElementAtIndex(i);\n if (layerSP != null && string.IsNullOrEmpty(layerSP.stringValue))\n {\n firstEmptyUserLayer = i;\n break;\n }\n }\n\n if (firstEmptyUserLayer == -1)\n {\n return Response.Error(\"No empty User Layer slots available (8-31 are full).\");\n }\n\n // Assign the name to the found slot\n try\n {\n SerializedProperty targetLayerSP = layersProp.GetArrayElementAtIndex(\n firstEmptyUserLayer\n );\n targetLayerSP.stringValue = layerName;\n // Apply the changes to the TagManager asset\n tagManager.ApplyModifiedProperties();\n // Save assets to make sure it's written to disk\n AssetDatabase.SaveAssets();\n return Response.Success(\n $\"Layer '{layerName}' added successfully to slot {firstEmptyUserLayer}.\"\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to add layer '{layerName}': {e.Message}\");\n }\n }\n\n private static object RemoveLayer(string layerName)\n {\n if (string.IsNullOrWhiteSpace(layerName))\n return Response.Error(\"Layer name cannot be empty or whitespace.\");\n\n // Access the TagManager asset\n SerializedObject tagManager = GetTagManager();\n if (tagManager == null)\n return Response.Error(\"Could not access TagManager asset.\");\n\n SerializedProperty layersProp = tagManager.FindProperty(\"layers\");\n if (layersProp == null || !layersProp.isArray)\n return Response.Error(\"Could not find 'layers' property in TagManager.\");\n\n // Find the layer by name (must be user layer)\n int layerIndexToRemove = -1;\n for (int i = FirstUserLayerIndex; i < TotalLayerCount; i++) // Start from user layers\n {\n SerializedProperty layerSP = layersProp.GetArrayElementAtIndex(i);\n // Case-insensitive comparison is safer\n if (\n layerSP != null\n && layerName.Equals(layerSP.stringValue, StringComparison.OrdinalIgnoreCase)\n )\n {\n layerIndexToRemove = i;\n break;\n }\n }\n\n if (layerIndexToRemove == -1)\n {\n return Response.Error($\"User layer '{layerName}' not found.\");\n }\n\n // Clear the name for that index\n try\n {\n SerializedProperty targetLayerSP = layersProp.GetArrayElementAtIndex(\n layerIndexToRemove\n );\n targetLayerSP.stringValue = string.Empty; // Set to empty string to remove\n // Apply the changes\n tagManager.ApplyModifiedProperties();\n // Save assets\n AssetDatabase.SaveAssets();\n return Response.Success(\n $\"Layer '{layerName}' (slot {layerIndexToRemove}) removed successfully.\"\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to remove layer '{layerName}': {e.Message}\");\n }\n }\n\n private static object GetLayers()\n {\n try\n {\n var layers = new Dictionary();\n for (int i = 0; i < TotalLayerCount; i++)\n {\n string layerName = LayerMask.LayerToName(i);\n if (!string.IsNullOrEmpty(layerName)) // Only include layers that have names\n {\n layers.Add(i, layerName);\n }\n }\n return Response.Success(\"Retrieved current named layers.\", layers);\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to retrieve layers: {e.Message}\");\n }\n }\n\n // --- Helper Methods ---\n\n /// \n /// Gets the SerializedObject for the TagManager asset.\n /// \n private static SerializedObject GetTagManager()\n {\n try\n {\n // Load the TagManager asset from the ProjectSettings folder\n UnityEngine.Object[] tagManagerAssets = AssetDatabase.LoadAllAssetsAtPath(\n \"ProjectSettings/TagManager.asset\"\n );\n if (tagManagerAssets == null || tagManagerAssets.Length == 0)\n {\n Debug.LogError(\"[ManageEditor] TagManager.asset not found in ProjectSettings.\");\n return null;\n }\n // The first object in the asset file should be the TagManager\n return new SerializedObject(tagManagerAssets[0]);\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ManageEditor] Error accessing TagManager.asset: {e.Message}\");\n return null;\n }\n }\n\n // --- Example Implementations for Settings ---\n /*\n private static object SetGameViewResolution(int width, int height) { ... }\n private static object SetQualityLevel(JToken qualityLevelToken) { ... }\n */\n }\n\n // Helper class to get custom tool names (remains the same)\n ", "suffix_code": "\n}\n\n", "middle_code": "internal static class EditorTools\n {\n public static string GetActiveToolName()\n {\n if (UnityEditor.Tools.current == Tool.Custom)\n {\n return \"Unknown Custom Tool\";\n }\n return UnityEditor.Tools.current.ToString();\n }\n }", "code_description": null, "fill_type": "CLASS_TYPE", "language_type": "c_sharp", "sub_task_type": null}, "context_code": [["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageGameObject.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing Newtonsoft.Json; // Added for JsonSerializationException\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditor.SceneManagement;\nusing UnityEditorInternal;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\nusing UnityMcpBridge.Runtime.Serialization;\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles GameObject manipulation within the current scene (CRUD, find, components).\n /// \n public static class ManageGameObject\n {\n // --- Main Handler ---\n\n public static object HandleCommand(JObject @params)\n {\n\n string action = @params[\"action\"]?.ToString().ToLower();\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n // Parameters used by various actions\n JToken targetToken = @params[\"target\"]; // Can be string (name/path) or int (instanceID)\n string searchMethod = @params[\"searchMethod\"]?.ToString().ToLower();\n\n // Get common parameters (consolidated)\n string name = @params[\"name\"]?.ToString();\n string tag = @params[\"tag\"]?.ToString();\n string layer = @params[\"layer\"]?.ToString();\n JToken parentToken = @params[\"parent\"];\n\n // --- Add parameter for controlling non-public field inclusion ---\n bool includeNonPublicSerialized = @params[\"includeNonPublicSerialized\"]?.ToObject() ?? true; // Default to true\n // --- End add parameter ---\n\n // --- Prefab Redirection Check ---\n string targetPath =\n targetToken?.Type == JTokenType.String ? targetToken.ToString() : null;\n if (\n !string.IsNullOrEmpty(targetPath)\n && targetPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase)\n )\n {\n // Allow 'create' (instantiate), 'find' (?), 'get_components' (?)\n if (action == \"modify\" || action == \"set_component_property\")\n {\n Debug.Log(\n $\"[ManageGameObject->ManageAsset] Redirecting action '{action}' for prefab '{targetPath}' to ManageAsset.\"\n );\n // Prepare params for ManageAsset.ModifyAsset\n JObject assetParams = new JObject();\n assetParams[\"action\"] = \"modify\"; // ManageAsset uses \"modify\"\n assetParams[\"path\"] = targetPath;\n\n // Extract properties.\n // For 'set_component_property', combine componentName and componentProperties.\n // For 'modify', directly use componentProperties.\n JObject properties = null;\n if (action == \"set_component_property\")\n {\n string compName = @params[\"componentName\"]?.ToString();\n JObject compProps = @params[\"componentProperties\"]?[compName] as JObject; // Handle potential nesting\n if (string.IsNullOrEmpty(compName))\n return Response.Error(\n \"Missing 'componentName' for 'set_component_property' on prefab.\"\n );\n if (compProps == null)\n return Response.Error(\n $\"Missing or invalid 'componentProperties' for component '{compName}' for 'set_component_property' on prefab.\"\n );\n\n properties = new JObject();\n properties[compName] = compProps;\n }\n else // action == \"modify\"\n {\n properties = @params[\"componentProperties\"] as JObject;\n if (properties == null)\n return Response.Error(\n \"Missing 'componentProperties' for 'modify' action on prefab.\"\n );\n }\n\n assetParams[\"properties\"] = properties;\n\n // Call ManageAsset handler\n return ManageAsset.HandleCommand(assetParams);\n }\n else if (\n action == \"delete\"\n || action == \"add_component\"\n || action == \"remove_component\"\n || action == \"get_components\"\n ) // Added get_components here too\n {\n // Explicitly block other modifications on the prefab asset itself via manage_gameobject\n return Response.Error(\n $\"Action '{action}' on a prefab asset ('{targetPath}') should be performed using the 'manage_asset' command.\"\n );\n }\n // Allow 'create' (instantiation) and 'find' to proceed, although finding a prefab asset by path might be less common via manage_gameobject.\n // No specific handling needed here, the code below will run.\n }\n // --- End Prefab Redirection Check ---\n\n try\n {\n switch (action)\n {\n case \"create\":\n return CreateGameObject(@params);\n case \"modify\":\n return ModifyGameObject(@params, targetToken, searchMethod);\n case \"delete\":\n return DeleteGameObject(targetToken, searchMethod);\n case \"find\":\n return FindGameObjects(@params, targetToken, searchMethod);\n case \"get_components\":\n string getCompTarget = targetToken?.ToString(); // Expect name, path, or ID string\n if (getCompTarget == null)\n return Response.Error(\n \"'target' parameter required for get_components.\"\n );\n // Pass the includeNonPublicSerialized flag here\n return GetComponentsFromTarget(getCompTarget, searchMethod, includeNonPublicSerialized);\n case \"add_component\":\n return AddComponentToTarget(@params, targetToken, searchMethod);\n case \"remove_component\":\n return RemoveComponentFromTarget(@params, targetToken, searchMethod);\n case \"set_component_property\":\n return SetComponentPropertyOnTarget(@params, targetToken, searchMethod);\n\n default:\n return Response.Error($\"Unknown action: '{action}'.\");\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ManageGameObject] Action '{action}' failed: {e}\");\n return Response.Error($\"Internal error processing action '{action}': {e.Message}\");\n }\n }\n\n // --- Action Implementations ---\n\n private static object CreateGameObject(JObject @params)\n {\n string name = @params[\"name\"]?.ToString();\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\"'name' parameter is required for 'create' action.\");\n }\n\n // Get prefab creation parameters\n bool saveAsPrefab = @params[\"saveAsPrefab\"]?.ToObject() ?? false;\n string prefabPath = @params[\"prefabPath\"]?.ToString();\n string tag = @params[\"tag\"]?.ToString(); // Get tag for creation\n string primitiveType = @params[\"primitiveType\"]?.ToString(); // Keep primitiveType check\n GameObject newGo = null; // Initialize as null\n\n // --- Try Instantiating Prefab First ---\n string originalPrefabPath = prefabPath; // Keep original for messages\n if (!string.IsNullOrEmpty(prefabPath))\n {\n // If no extension, search for the prefab by name\n if (\n !prefabPath.Contains(\"/\")\n && !prefabPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase)\n )\n {\n string prefabNameOnly = prefabPath;\n Debug.Log(\n $\"[ManageGameObject.Create] Searching for prefab named: '{prefabNameOnly}'\"\n );\n string[] guids = AssetDatabase.FindAssets($\"t:Prefab {prefabNameOnly}\");\n if (guids.Length == 0)\n {\n return Response.Error(\n $\"Prefab named '{prefabNameOnly}' not found anywhere in the project.\"\n );\n }\n else if (guids.Length > 1)\n {\n string foundPaths = string.Join(\n \", \",\n guids.Select(g => AssetDatabase.GUIDToAssetPath(g))\n );\n return Response.Error(\n $\"Multiple prefabs found matching name '{prefabNameOnly}': {foundPaths}. Please provide a more specific path.\"\n );\n }\n else // Exactly one found\n {\n prefabPath = AssetDatabase.GUIDToAssetPath(guids[0]); // Update prefabPath with the full path\n Debug.Log(\n $\"[ManageGameObject.Create] Found unique prefab at path: '{prefabPath}'\"\n );\n }\n }\n else if (!prefabPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase))\n {\n // If it looks like a path but doesn't end with .prefab, assume user forgot it and append it.\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Provided prefabPath '{prefabPath}' does not end with .prefab. Assuming it's missing and appending.\"\n );\n prefabPath += \".prefab\";\n // Note: This path might still not exist, AssetDatabase.LoadAssetAtPath will handle that.\n }\n // The logic above now handles finding or assuming the .prefab extension.\n\n GameObject prefabAsset = AssetDatabase.LoadAssetAtPath(prefabPath);\n if (prefabAsset != null)\n {\n try\n {\n // Instantiate the prefab, initially place it at the root\n // Parent will be set later if specified\n newGo = PrefabUtility.InstantiatePrefab(prefabAsset) as GameObject;\n\n if (newGo == null)\n {\n // This might happen if the asset exists but isn't a valid GameObject prefab somehow\n Debug.LogError(\n $\"[ManageGameObject.Create] Failed to instantiate prefab at '{prefabPath}', asset might be corrupted or not a GameObject.\"\n );\n return Response.Error(\n $\"Failed to instantiate prefab at '{prefabPath}'.\"\n );\n }\n // Name the instance based on the 'name' parameter, not the prefab's default name\n if (!string.IsNullOrEmpty(name))\n {\n newGo.name = name;\n }\n // Register Undo for prefab instantiation\n Undo.RegisterCreatedObjectUndo(\n newGo,\n $\"Instantiate Prefab '{prefabAsset.name}' as '{newGo.name}'\"\n );\n Debug.Log(\n $\"[ManageGameObject.Create] Instantiated prefab '{prefabAsset.name}' from path '{prefabPath}' as '{newGo.name}'.\"\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error instantiating prefab '{prefabPath}': {e.Message}\"\n );\n }\n }\n else\n {\n // Only return error if prefabPath was specified but not found.\n // If prefabPath was empty/null, we proceed to create primitive/empty.\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Prefab asset not found at path: '{prefabPath}'. Will proceed to create new object if specified.\"\n );\n // Do not return error here, allow fallback to primitive/empty creation\n }\n }\n\n // --- Fallback: Create Primitive or Empty GameObject ---\n bool createdNewObject = false; // Flag to track if we created (not instantiated)\n if (newGo == null) // Only proceed if prefab instantiation didn't happen\n {\n if (!string.IsNullOrEmpty(primitiveType))\n {\n try\n {\n PrimitiveType type = (PrimitiveType)\n Enum.Parse(typeof(PrimitiveType), primitiveType, true);\n newGo = GameObject.CreatePrimitive(type);\n // Set name *after* creation for primitives\n if (!string.IsNullOrEmpty(name))\n newGo.name = name;\n else\n return Response.Error(\n \"'name' parameter is required when creating a primitive.\"\n ); // Name is essential\n createdNewObject = true;\n }\n catch (ArgumentException)\n {\n return Response.Error(\n $\"Invalid primitive type: '{primitiveType}'. Valid types: {string.Join(\", \", Enum.GetNames(typeof(PrimitiveType)))}\"\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Failed to create primitive '{primitiveType}': {e.Message}\"\n );\n }\n }\n else // Create empty GameObject\n {\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\n \"'name' parameter is required for 'create' action when not instantiating a prefab or creating a primitive.\"\n );\n }\n newGo = new GameObject(name);\n createdNewObject = true;\n }\n // Record creation for Undo *only* if we created a new object\n if (createdNewObject)\n {\n Undo.RegisterCreatedObjectUndo(newGo, $\"Create GameObject '{newGo.name}'\");\n }\n }\n // --- Common Setup (Parent, Transform, Tag, Components) - Applied AFTER object exists ---\n if (newGo == null)\n {\n // Should theoretically not happen if logic above is correct, but safety check.\n return Response.Error(\"Failed to create or instantiate the GameObject.\");\n }\n\n // Record potential changes to the existing prefab instance or the new GO\n // Record transform separately in case parent changes affect it\n Undo.RecordObject(newGo.transform, \"Set GameObject Transform\");\n Undo.RecordObject(newGo, \"Set GameObject Properties\");\n\n // Set Parent\n JToken parentToken = @params[\"parent\"];\n if (parentToken != null)\n {\n GameObject parentGo = FindObjectInternal(parentToken, \"by_id_or_name_or_path\"); // Flexible parent finding\n if (parentGo == null)\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up created object\n return Response.Error($\"Parent specified ('{parentToken}') but not found.\");\n }\n newGo.transform.SetParent(parentGo.transform, true); // worldPositionStays = true\n }\n\n // Set Transform\n Vector3? position = ParseVector3(@params[\"position\"] as JArray);\n Vector3? rotation = ParseVector3(@params[\"rotation\"] as JArray);\n Vector3? scale = ParseVector3(@params[\"scale\"] as JArray);\n\n if (position.HasValue)\n newGo.transform.localPosition = position.Value;\n if (rotation.HasValue)\n newGo.transform.localEulerAngles = rotation.Value;\n if (scale.HasValue)\n newGo.transform.localScale = scale.Value;\n\n // Set Tag (added for create action)\n if (!string.IsNullOrEmpty(tag))\n {\n // Similar logic as in ModifyGameObject for setting/creating tags\n string tagToSet = string.IsNullOrEmpty(tag) ? \"Untagged\" : tag;\n try\n {\n newGo.tag = tagToSet;\n }\n catch (UnityException ex)\n {\n if (ex.Message.Contains(\"is not defined\"))\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Tag '{tagToSet}' not found. Attempting to create it.\"\n );\n try\n {\n InternalEditorUtility.AddTag(tagToSet);\n newGo.tag = tagToSet; // Retry\n Debug.Log(\n $\"[ManageGameObject.Create] Tag '{tagToSet}' created and assigned successfully.\"\n );\n }\n catch (Exception innerEx)\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up\n return Response.Error(\n $\"Failed to create or assign tag '{tagToSet}' during creation: {innerEx.Message}.\"\n );\n }\n }\n else\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up\n return Response.Error(\n $\"Failed to set tag to '{tagToSet}' during creation: {ex.Message}.\"\n );\n }\n }\n }\n\n // Set Layer (new for create action)\n string layerName = @params[\"layer\"]?.ToString();\n if (!string.IsNullOrEmpty(layerName))\n {\n int layerId = LayerMask.NameToLayer(layerName);\n if (layerId != -1)\n {\n newGo.layer = layerId;\n }\n else\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Layer '{layerName}' not found. Using default layer.\"\n );\n }\n }\n\n // Add Components\n if (@params[\"componentsToAdd\"] is JArray componentsToAddArray)\n {\n foreach (var compToken in componentsToAddArray)\n {\n string typeName = null;\n JObject properties = null;\n\n if (compToken.Type == JTokenType.String)\n {\n typeName = compToken.ToString();\n }\n else if (compToken is JObject compObj)\n {\n typeName = compObj[\"typeName\"]?.ToString();\n properties = compObj[\"properties\"] as JObject;\n }\n\n if (!string.IsNullOrEmpty(typeName))\n {\n var addResult = AddComponentInternal(newGo, typeName, properties);\n if (addResult != null) // Check if AddComponentInternal returned an error object\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up\n return addResult; // Return the error response\n }\n }\n else\n {\n Debug.LogWarning(\n $\"[ManageGameObject] Invalid component format in componentsToAdd: {compToken}\"\n );\n }\n }\n }\n\n // Save as Prefab ONLY if we *created* a new object AND saveAsPrefab is true\n GameObject finalInstance = newGo; // Use this for selection and return data\n if (createdNewObject && saveAsPrefab)\n {\n string finalPrefabPath = prefabPath; // Use a separate variable for saving path\n // This check should now happen *before* attempting to save\n if (string.IsNullOrEmpty(finalPrefabPath))\n {\n // Clean up the created object before returning error\n UnityEngine.Object.DestroyImmediate(newGo);\n return Response.Error(\n \"'prefabPath' is required when 'saveAsPrefab' is true and creating a new object.\"\n );\n }\n // Ensure the *saving* path ends with .prefab\n if (!finalPrefabPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase))\n {\n Debug.Log(\n $\"[ManageGameObject.Create] Appending .prefab extension to save path: '{finalPrefabPath}' -> '{finalPrefabPath}.prefab'\"\n );\n finalPrefabPath += \".prefab\";\n }\n\n try\n {\n // Ensure directory exists using the final saving path\n string directoryPath = System.IO.Path.GetDirectoryName(finalPrefabPath);\n if (\n !string.IsNullOrEmpty(directoryPath)\n && !System.IO.Directory.Exists(directoryPath)\n )\n {\n System.IO.Directory.CreateDirectory(directoryPath);\n AssetDatabase.Refresh(); // Refresh asset database to recognize the new folder\n Debug.Log(\n $\"[ManageGameObject.Create] Created directory for prefab: {directoryPath}\"\n );\n }\n // Use SaveAsPrefabAssetAndConnect with the final saving path\n finalInstance = PrefabUtility.SaveAsPrefabAssetAndConnect(\n newGo,\n finalPrefabPath,\n InteractionMode.UserAction\n );\n\n if (finalInstance == null)\n {\n // Destroy the original if saving failed somehow (shouldn't usually happen if path is valid)\n UnityEngine.Object.DestroyImmediate(newGo);\n return Response.Error(\n $\"Failed to save GameObject '{name}' as prefab at '{finalPrefabPath}'. Check path and permissions.\"\n );\n }\n Debug.Log(\n $\"[ManageGameObject.Create] GameObject '{name}' saved as prefab to '{finalPrefabPath}' and instance connected.\"\n );\n // Mark the new prefab asset as dirty? Not usually necessary, SaveAsPrefabAsset handles it.\n // EditorUtility.SetDirty(finalInstance); // Instance is handled by SaveAsPrefabAssetAndConnect\n }\n catch (Exception e)\n {\n // Clean up the instance if prefab saving fails\n UnityEngine.Object.DestroyImmediate(newGo); // Destroy the original attempt\n return Response.Error($\"Error saving prefab '{finalPrefabPath}': {e.Message}\");\n }\n }\n\n // Select the instance in the scene (either prefab instance or newly created/saved one)\n Selection.activeGameObject = finalInstance;\n\n // Determine appropriate success message using the potentially updated or original path\n string messagePrefabPath =\n finalInstance == null\n ? originalPrefabPath\n : AssetDatabase.GetAssetPath(\n PrefabUtility.GetCorrespondingObjectFromSource(finalInstance)\n ?? (UnityEngine.Object)finalInstance\n );\n string successMessage;\n if (!createdNewObject && !string.IsNullOrEmpty(messagePrefabPath)) // Instantiated existing prefab\n {\n successMessage =\n $\"Prefab '{messagePrefabPath}' instantiated successfully as '{finalInstance.name}'.\";\n }\n else if (createdNewObject && saveAsPrefab && !string.IsNullOrEmpty(messagePrefabPath)) // Created new and saved as prefab\n {\n successMessage =\n $\"GameObject '{finalInstance.name}' created and saved as prefab to '{messagePrefabPath}'.\";\n }\n else // Created new primitive or empty GO, didn't save as prefab\n {\n successMessage =\n $\"GameObject '{finalInstance.name}' created successfully in scene.\";\n }\n\n // Use the new serializer helper\n //return Response.Success(successMessage, GetGameObjectData(finalInstance));\n return Response.Success(successMessage, Helpers.GameObjectSerializer.GetGameObjectData(finalInstance));\n }\n\n private static object ModifyGameObject(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n // Record state for Undo *before* modifications\n Undo.RecordObject(targetGo.transform, \"Modify GameObject Transform\");\n Undo.RecordObject(targetGo, \"Modify GameObject Properties\");\n\n bool modified = false;\n\n // Rename (using consolidated 'name' parameter)\n string name = @params[\"name\"]?.ToString();\n if (!string.IsNullOrEmpty(name) && targetGo.name != name)\n {\n targetGo.name = name;\n modified = true;\n }\n\n // Change Parent (using consolidated 'parent' parameter)\n JToken parentToken = @params[\"parent\"];\n if (parentToken != null)\n {\n GameObject newParentGo = FindObjectInternal(parentToken, \"by_id_or_name_or_path\");\n // Check for hierarchy loops\n if (\n newParentGo == null\n && !(\n parentToken.Type == JTokenType.Null\n || (\n parentToken.Type == JTokenType.String\n && string.IsNullOrEmpty(parentToken.ToString())\n )\n )\n )\n {\n return Response.Error($\"New parent ('{parentToken}') not found.\");\n }\n if (newParentGo != null && newParentGo.transform.IsChildOf(targetGo.transform))\n {\n return Response.Error(\n $\"Cannot parent '{targetGo.name}' to '{newParentGo.name}', as it would create a hierarchy loop.\"\n );\n }\n if (targetGo.transform.parent != (newParentGo?.transform))\n {\n targetGo.transform.SetParent(newParentGo?.transform, true); // worldPositionStays = true\n modified = true;\n }\n }\n\n // Set Active State\n bool? setActive = @params[\"setActive\"]?.ToObject();\n if (setActive.HasValue && targetGo.activeSelf != setActive.Value)\n {\n targetGo.SetActive(setActive.Value);\n modified = true;\n }\n\n // Change Tag (using consolidated 'tag' parameter)\n string tag = @params[\"tag\"]?.ToString();\n // Only attempt to change tag if a non-null tag is provided and it's different from the current one.\n // Allow setting an empty string to remove the tag (Unity uses \"Untagged\").\n if (tag != null && targetGo.tag != tag)\n {\n // Ensure the tag is not empty, if empty, it means \"Untagged\" implicitly\n string tagToSet = string.IsNullOrEmpty(tag) ? \"Untagged\" : tag;\n try\n {\n targetGo.tag = tagToSet;\n modified = true;\n }\n catch (UnityException ex)\n {\n // Check if the error is specifically because the tag doesn't exist\n if (ex.Message.Contains(\"is not defined\"))\n {\n Debug.LogWarning(\n $\"[ManageGameObject] Tag '{tagToSet}' not found. Attempting to create it.\"\n );\n try\n {\n // Attempt to create the tag using internal utility\n InternalEditorUtility.AddTag(tagToSet);\n // Wait a frame maybe? Not strictly necessary but sometimes helps editor updates.\n // yield return null; // Cannot yield here, editor script limitation\n\n // Retry setting the tag immediately after creation\n targetGo.tag = tagToSet;\n modified = true;\n Debug.Log(\n $\"[ManageGameObject] Tag '{tagToSet}' created and assigned successfully.\"\n );\n }\n catch (Exception innerEx)\n {\n // Handle failure during tag creation or the second assignment attempt\n Debug.LogError(\n $\"[ManageGameObject] Failed to create or assign tag '{tagToSet}' after attempting creation: {innerEx.Message}\"\n );\n return Response.Error(\n $\"Failed to create or assign tag '{tagToSet}': {innerEx.Message}. Check Tag Manager and permissions.\"\n );\n }\n }\n else\n {\n // If the exception was for a different reason, return the original error\n return Response.Error($\"Failed to set tag to '{tagToSet}': {ex.Message}.\");\n }\n }\n }\n\n // Change Layer (using consolidated 'layer' parameter)\n string layerName = @params[\"layer\"]?.ToString();\n if (!string.IsNullOrEmpty(layerName))\n {\n int layerId = LayerMask.NameToLayer(layerName);\n if (layerId == -1 && layerName != \"Default\")\n {\n return Response.Error(\n $\"Invalid layer specified: '{layerName}'. Use a valid layer name.\"\n );\n }\n if (layerId != -1 && targetGo.layer != layerId)\n {\n targetGo.layer = layerId;\n modified = true;\n }\n }\n\n // Transform Modifications\n Vector3? position = ParseVector3(@params[\"position\"] as JArray);\n Vector3? rotation = ParseVector3(@params[\"rotation\"] as JArray);\n Vector3? scale = ParseVector3(@params[\"scale\"] as JArray);\n\n if (position.HasValue && targetGo.transform.localPosition != position.Value)\n {\n targetGo.transform.localPosition = position.Value;\n modified = true;\n }\n if (rotation.HasValue && targetGo.transform.localEulerAngles != rotation.Value)\n {\n targetGo.transform.localEulerAngles = rotation.Value;\n modified = true;\n }\n if (scale.HasValue && targetGo.transform.localScale != scale.Value)\n {\n targetGo.transform.localScale = scale.Value;\n modified = true;\n }\n\n // --- Component Modifications ---\n // Note: These might need more specific Undo recording per component\n\n // Remove Components\n if (@params[\"componentsToRemove\"] is JArray componentsToRemoveArray)\n {\n foreach (var compToken in componentsToRemoveArray)\n {\n // ... (parsing logic as in CreateGameObject) ...\n string typeName = compToken.ToString();\n if (!string.IsNullOrEmpty(typeName))\n {\n var removeResult = RemoveComponentInternal(targetGo, typeName);\n if (removeResult != null)\n return removeResult; // Return error if removal failed\n modified = true;\n }\n }\n }\n\n // Add Components (similar to create)\n if (@params[\"componentsToAdd\"] is JArray componentsToAddArrayModify)\n {\n foreach (var compToken in componentsToAddArrayModify)\n {\n string typeName = null;\n JObject properties = null;\n if (compToken.Type == JTokenType.String)\n typeName = compToken.ToString();\n else if (compToken is JObject compObj)\n {\n typeName = compObj[\"typeName\"]?.ToString();\n properties = compObj[\"properties\"] as JObject;\n }\n\n if (!string.IsNullOrEmpty(typeName))\n {\n var addResult = AddComponentInternal(targetGo, typeName, properties);\n if (addResult != null)\n return addResult;\n modified = true;\n }\n }\n }\n\n // Set Component Properties\n if (@params[\"componentProperties\"] is JObject componentPropertiesObj)\n {\n foreach (var prop in componentPropertiesObj.Properties())\n {\n string compName = prop.Name;\n JObject propertiesToSet = prop.Value as JObject;\n if (propertiesToSet != null)\n {\n var setResult = SetComponentPropertiesInternal(\n targetGo,\n compName,\n propertiesToSet\n );\n if (setResult != null)\n return setResult;\n modified = true;\n }\n }\n }\n\n if (!modified)\n {\n // Use the new serializer helper\n // return Response.Success(\n // $\"No modifications applied to GameObject '{targetGo.name}'.\",\n // GetGameObjectData(targetGo));\n\n return Response.Success(\n $\"No modifications applied to GameObject '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n }\n\n EditorUtility.SetDirty(targetGo); // Mark scene as dirty\n // Use the new serializer helper\n return Response.Success(\n $\"GameObject '{targetGo.name}' modified successfully.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n // return Response.Success(\n // $\"GameObject '{targetGo.name}' modified successfully.\",\n // GetGameObjectData(targetGo));\n \n }\n\n private static object DeleteGameObject(JToken targetToken, string searchMethod)\n {\n // Find potentially multiple objects if name/tag search is used without find_all=false implicitly\n List targets = FindObjectsInternal(targetToken, searchMethod, true); // find_all=true for delete safety\n\n if (targets.Count == 0)\n {\n return Response.Error(\n $\"Target GameObject(s) ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n List deletedObjects = new List();\n foreach (var targetGo in targets)\n {\n if (targetGo != null)\n {\n string goName = targetGo.name;\n int goId = targetGo.GetInstanceID();\n // Use Undo.DestroyObjectImmediate for undo support\n Undo.DestroyObjectImmediate(targetGo);\n deletedObjects.Add(new { name = goName, instanceID = goId });\n }\n }\n\n if (deletedObjects.Count > 0)\n {\n string message =\n targets.Count == 1\n ? $\"GameObject '{deletedObjects[0].GetType().GetProperty(\"name\").GetValue(deletedObjects[0])}' deleted successfully.\"\n : $\"{deletedObjects.Count} GameObjects deleted successfully.\";\n return Response.Success(message, deletedObjects);\n }\n else\n {\n // Should not happen if targets.Count > 0 initially, but defensive check\n return Response.Error(\"Failed to delete target GameObject(s).\");\n }\n }\n\n private static object FindGameObjects(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n bool findAll = @params[\"findAll\"]?.ToObject() ?? false;\n List foundObjects = FindObjectsInternal(\n targetToken,\n searchMethod,\n findAll,\n @params\n );\n\n if (foundObjects.Count == 0)\n {\n return Response.Success(\"No matching GameObjects found.\", new List());\n }\n\n // Use the new serializer helper\n //var results = foundObjects.Select(go => GetGameObjectData(go)).ToList();\n var results = foundObjects.Select(go => Helpers.GameObjectSerializer.GetGameObjectData(go)).ToList();\n return Response.Success($\"Found {results.Count} GameObject(s).\", results);\n }\n\n private static object GetComponentsFromTarget(string target, string searchMethod, bool includeNonPublicSerialized = true)\n {\n GameObject targetGo = FindObjectInternal(target, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{target}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n try\n {\n // --- Get components, immediately copy to list, and null original array --- \n Component[] originalComponents = targetGo.GetComponents();\n List componentsToIterate = new List(originalComponents ?? Array.Empty()); // Copy immediately, handle null case\n int componentCount = componentsToIterate.Count; \n originalComponents = null; // Null the original reference\n // Debug.Log($\"[GetComponentsFromTarget] Found {componentCount} components on {targetGo.name}. Copied to list, nulled original. Starting REVERSE for loop...\");\n // --- End Copy and Null --- \n \n var componentData = new List();\n \n for (int i = componentCount - 1; i >= 0; i--) // Iterate backwards over the COPY\n {\n Component c = componentsToIterate[i]; // Use the copy\n if (c == null) \n {\n // Debug.LogWarning($\"[GetComponentsFromTarget REVERSE for] Encountered a null component at index {i} on {targetGo.name}. Skipping.\");\n continue; // Safety check\n }\n // Debug.Log($\"[GetComponentsFromTarget REVERSE for] Processing component: {c.GetType()?.FullName ?? \"null\"} (ID: {c.GetInstanceID()}) at index {i} on {targetGo.name}\");\n try \n {\n var data = Helpers.GameObjectSerializer.GetComponentData(c, includeNonPublicSerialized);\n if (data != null) // Ensure GetComponentData didn't return null\n {\n componentData.Insert(0, data); // Insert at beginning to maintain original order in final list\n }\n // else\n // {\n // Debug.LogWarning($\"[GetComponentsFromTarget REVERSE for] GetComponentData returned null for component {c.GetType().FullName} (ID: {c.GetInstanceID()}) on {targetGo.name}. Skipping addition.\");\n // }\n }\n catch (Exception ex)\n {\n Debug.LogError($\"[GetComponentsFromTarget REVERSE for] Error processing component {c.GetType().FullName} (ID: {c.GetInstanceID()}) on {targetGo.name}: {ex.Message}\\n{ex.StackTrace}\");\n // Optionally add placeholder data or just skip\n componentData.Insert(0, new JObject( // Insert error marker at beginning\n new JProperty(\"typeName\", c.GetType().FullName + \" (Serialization Error)\"),\n new JProperty(\"instanceID\", c.GetInstanceID()),\n new JProperty(\"error\", ex.Message)\n ));\n }\n }\n // Debug.Log($\"[GetComponentsFromTarget] Finished REVERSE for loop.\");\n \n // Cleanup the list we created\n componentsToIterate.Clear();\n componentsToIterate = null;\n\n return Response.Success(\n $\"Retrieved {componentData.Count} components from '{targetGo.name}'.\",\n componentData // List was built in original order\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error getting components from '{targetGo.name}': {e.Message}\"\n );\n }\n }\n\n private static object AddComponentToTarget(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n string typeName = null;\n JObject properties = null;\n\n // Allow adding component specified directly or via componentsToAdd array (take first)\n if (@params[\"componentName\"] != null)\n {\n typeName = @params[\"componentName\"]?.ToString();\n properties = @params[\"componentProperties\"]?[typeName] as JObject; // Check if props are nested under name\n }\n else if (\n @params[\"componentsToAdd\"] is JArray componentsToAddArray\n && componentsToAddArray.Count > 0\n )\n {\n var compToken = componentsToAddArray.First;\n if (compToken.Type == JTokenType.String)\n typeName = compToken.ToString();\n else if (compToken is JObject compObj)\n {\n typeName = compObj[\"typeName\"]?.ToString();\n properties = compObj[\"properties\"] as JObject;\n }\n }\n\n if (string.IsNullOrEmpty(typeName))\n {\n return Response.Error(\n \"Component type name ('componentName' or first element in 'componentsToAdd') is required.\"\n );\n }\n\n var addResult = AddComponentInternal(targetGo, typeName, properties);\n if (addResult != null)\n return addResult; // Return error\n\n EditorUtility.SetDirty(targetGo);\n // Use the new serializer helper\n return Response.Success(\n $\"Component '{typeName}' added to '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n ); // Return updated GO data\n }\n\n private static object RemoveComponentFromTarget(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n string typeName = null;\n // Allow removing component specified directly or via componentsToRemove array (take first)\n if (@params[\"componentName\"] != null)\n {\n typeName = @params[\"componentName\"]?.ToString();\n }\n else if (\n @params[\"componentsToRemove\"] is JArray componentsToRemoveArray\n && componentsToRemoveArray.Count > 0\n )\n {\n typeName = componentsToRemoveArray.First?.ToString();\n }\n\n if (string.IsNullOrEmpty(typeName))\n {\n return Response.Error(\n \"Component type name ('componentName' or first element in 'componentsToRemove') is required.\"\n );\n }\n\n var removeResult = RemoveComponentInternal(targetGo, typeName);\n if (removeResult != null)\n return removeResult; // Return error\n\n EditorUtility.SetDirty(targetGo);\n // Use the new serializer helper\n return Response.Success(\n $\"Component '{typeName}' removed from '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n }\n\n private static object SetComponentPropertyOnTarget(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n string compName = @params[\"componentName\"]?.ToString();\n JObject propertiesToSet = null;\n\n if (!string.IsNullOrEmpty(compName))\n {\n // Properties might be directly under componentProperties or nested under the component name\n if (@params[\"componentProperties\"] is JObject compProps)\n {\n propertiesToSet = compProps[compName] as JObject ?? compProps; // Allow flat or nested structure\n }\n }\n else\n {\n return Response.Error(\"'componentName' parameter is required.\");\n }\n\n if (propertiesToSet == null || !propertiesToSet.HasValues)\n {\n return Response.Error(\n \"'componentProperties' dictionary for the specified component is required and cannot be empty.\"\n );\n }\n\n var setResult = SetComponentPropertiesInternal(targetGo, compName, propertiesToSet);\n if (setResult != null)\n return setResult; // Return error\n\n EditorUtility.SetDirty(targetGo);\n // Use the new serializer helper\n return Response.Success(\n $\"Properties set for component '{compName}' on '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n }\n\n // --- Internal Helpers ---\n\n /// \n /// Finds a single GameObject based on token (ID, name, path) and search method.\n /// \n private static GameObject FindObjectInternal(\n JToken targetToken,\n string searchMethod,\n JObject findParams = null\n )\n {\n // If find_all is not explicitly false, we still want only one for most single-target operations.\n bool findAll = findParams?[\"findAll\"]?.ToObject() ?? false;\n // If a specific target ID is given, always find just that one.\n if (\n targetToken?.Type == JTokenType.Integer\n || (searchMethod == \"by_id\" && int.TryParse(targetToken?.ToString(), out _))\n )\n {\n findAll = false;\n }\n List results = FindObjectsInternal(\n targetToken,\n searchMethod,\n findAll,\n findParams\n );\n return results.Count > 0 ? results[0] : null;\n }\n\n /// \n /// Core logic for finding GameObjects based on various criteria.\n /// \n private static List FindObjectsInternal(\n JToken targetToken,\n string searchMethod,\n bool findAll,\n JObject findParams = null\n )\n {\n List results = new List();\n string searchTerm = findParams?[\"searchTerm\"]?.ToString() ?? targetToken?.ToString(); // Use searchTerm if provided, else the target itself\n bool searchInChildren = findParams?[\"searchInChildren\"]?.ToObject() ?? false;\n bool searchInactive = findParams?[\"searchInactive\"]?.ToObject() ?? false;\n\n // Default search method if not specified\n if (string.IsNullOrEmpty(searchMethod))\n {\n if (targetToken?.Type == JTokenType.Integer)\n searchMethod = \"by_id\";\n else if (!string.IsNullOrEmpty(searchTerm) && searchTerm.Contains('/'))\n searchMethod = \"by_path\";\n else\n searchMethod = \"by_name\"; // Default fallback\n }\n\n GameObject rootSearchObject = null;\n // If searching in children, find the initial target first\n if (searchInChildren && targetToken != null)\n {\n rootSearchObject = FindObjectInternal(targetToken, \"by_id_or_name_or_path\"); // Find the root for child search\n if (rootSearchObject == null)\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Find] Root object '{targetToken}' for child search not found.\"\n );\n return results; // Return empty if root not found\n }\n }\n\n switch (searchMethod)\n {\n case \"by_id\":\n if (int.TryParse(searchTerm, out int instanceId))\n {\n // EditorUtility.InstanceIDToObject is slow, iterate manually if possible\n // GameObject obj = EditorUtility.InstanceIDToObject(instanceId) as GameObject;\n var allObjects = GetAllSceneObjects(searchInactive); // More efficient\n GameObject obj = allObjects.FirstOrDefault(go =>\n go.GetInstanceID() == instanceId\n );\n if (obj != null)\n results.Add(obj);\n }\n break;\n case \"by_name\":\n var searchPoolName = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(searchInactive)\n .Select(t => t.gameObject)\n : GetAllSceneObjects(searchInactive);\n results.AddRange(searchPoolName.Where(go => go.name == searchTerm));\n break;\n case \"by_path\":\n // Path is relative to scene root or rootSearchObject\n Transform foundTransform = rootSearchObject\n ? rootSearchObject.transform.Find(searchTerm)\n : GameObject.Find(searchTerm)?.transform;\n if (foundTransform != null)\n results.Add(foundTransform.gameObject);\n break;\n case \"by_tag\":\n var searchPoolTag = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(searchInactive)\n .Select(t => t.gameObject)\n : GetAllSceneObjects(searchInactive);\n results.AddRange(searchPoolTag.Where(go => go.CompareTag(searchTerm)));\n break;\n case \"by_layer\":\n var searchPoolLayer = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(searchInactive)\n .Select(t => t.gameObject)\n : GetAllSceneObjects(searchInactive);\n if (int.TryParse(searchTerm, out int layerIndex))\n {\n results.AddRange(searchPoolLayer.Where(go => go.layer == layerIndex));\n }\n else\n {\n int namedLayer = LayerMask.NameToLayer(searchTerm);\n if (namedLayer != -1)\n results.AddRange(searchPoolLayer.Where(go => go.layer == namedLayer));\n }\n break;\n case \"by_component\":\n Type componentType = FindType(searchTerm);\n if (componentType != null)\n {\n // Determine FindObjectsInactive based on the searchInactive flag\n FindObjectsInactive findInactive = searchInactive\n ? FindObjectsInactive.Include\n : FindObjectsInactive.Exclude;\n // Replace FindObjectsOfType with FindObjectsByType, specifying the sorting mode and inactive state\n var searchPoolComp = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(componentType, searchInactive)\n .Select(c => (c as Component).gameObject)\n : UnityEngine\n .Object.FindObjectsByType(\n componentType,\n findInactive,\n FindObjectsSortMode.None\n )\n .Select(c => (c as Component).gameObject);\n results.AddRange(searchPoolComp.Where(go => go != null)); // Ensure GO is valid\n }\n else\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Find] Component type not found: {searchTerm}\"\n );\n }\n break;\n case \"by_id_or_name_or_path\": // Helper method used internally\n if (int.TryParse(searchTerm, out int id))\n {\n var allObjectsId = GetAllSceneObjects(true); // Search inactive for internal lookup\n GameObject objById = allObjectsId.FirstOrDefault(go =>\n go.GetInstanceID() == id\n );\n if (objById != null)\n {\n results.Add(objById);\n break;\n }\n }\n GameObject objByPath = GameObject.Find(searchTerm);\n if (objByPath != null)\n {\n results.Add(objByPath);\n break;\n }\n\n var allObjectsName = GetAllSceneObjects(true);\n results.AddRange(allObjectsName.Where(go => go.name == searchTerm));\n break;\n default:\n Debug.LogWarning(\n $\"[ManageGameObject.Find] Unknown search method: {searchMethod}\"\n );\n break;\n }\n\n // If only one result is needed, return just the first one found.\n if (!findAll && results.Count > 1)\n {\n return new List { results[0] };\n }\n\n return results.Distinct().ToList(); // Ensure uniqueness\n }\n\n // Helper to get all scene objects efficiently\n private static IEnumerable GetAllSceneObjects(bool includeInactive)\n {\n // SceneManager.GetActiveScene().GetRootGameObjects() is faster than FindObjectsOfType()\n var rootObjects = SceneManager.GetActiveScene().GetRootGameObjects();\n var allObjects = new List();\n foreach (var root in rootObjects)\n {\n allObjects.AddRange(\n root.GetComponentsInChildren(includeInactive)\n .Select(t => t.gameObject)\n );\n }\n return allObjects;\n }\n\n /// \n /// Adds a component by type name and optionally sets properties.\n /// Returns null on success, or an error response object on failure.\n /// \n private static object AddComponentInternal(\n GameObject targetGo,\n string typeName,\n JObject properties\n )\n {\n Type componentType = FindType(typeName);\n if (componentType == null)\n {\n return Response.Error(\n $\"Component type '{typeName}' not found or is not a valid Component.\"\n );\n }\n if (!typeof(Component).IsAssignableFrom(componentType))\n {\n return Response.Error($\"Type '{typeName}' is not a Component.\");\n }\n\n // Prevent adding Transform again\n if (componentType == typeof(Transform))\n {\n return Response.Error(\"Cannot add another Transform component.\");\n }\n\n // Check for 2D/3D physics component conflicts\n bool isAdding2DPhysics =\n typeof(Rigidbody2D).IsAssignableFrom(componentType)\n || typeof(Collider2D).IsAssignableFrom(componentType);\n bool isAdding3DPhysics =\n typeof(Rigidbody).IsAssignableFrom(componentType)\n || typeof(Collider).IsAssignableFrom(componentType);\n\n if (isAdding2DPhysics)\n {\n // Check if the GameObject already has any 3D Rigidbody or Collider\n if (\n targetGo.GetComponent() != null\n || targetGo.GetComponent() != null\n )\n {\n return Response.Error(\n $\"Cannot add 2D physics component '{typeName}' because the GameObject '{targetGo.name}' already has a 3D Rigidbody or Collider.\"\n );\n }\n }\n else if (isAdding3DPhysics)\n {\n // Check if the GameObject already has any 2D Rigidbody or Collider\n if (\n targetGo.GetComponent() != null\n || targetGo.GetComponent() != null\n )\n {\n return Response.Error(\n $\"Cannot add 3D physics component '{typeName}' because the GameObject '{targetGo.name}' already has a 2D Rigidbody or Collider.\"\n );\n }\n }\n\n try\n {\n // Use Undo.AddComponent for undo support\n Component newComponent = Undo.AddComponent(targetGo, componentType);\n if (newComponent == null)\n {\n return Response.Error(\n $\"Failed to add component '{typeName}' to '{targetGo.name}'. It might be disallowed (e.g., adding script twice).\"\n );\n }\n\n // Set default values for specific component types\n if (newComponent is Light light)\n {\n // Default newly added lights to directional\n light.type = LightType.Directional;\n }\n\n // Set properties if provided\n if (properties != null)\n {\n var setResult = SetComponentPropertiesInternal(\n targetGo,\n typeName,\n properties,\n newComponent\n ); // Pass the new component instance\n if (setResult != null)\n {\n // If setting properties failed, maybe remove the added component?\n Undo.DestroyObjectImmediate(newComponent);\n return setResult; // Return the error from setting properties\n }\n }\n\n return null; // Success\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error adding component '{typeName}' to '{targetGo.name}': {e.Message}\"\n );\n }\n }\n\n /// \n /// Removes a component by type name.\n /// Returns null on success, or an error response object on failure.\n /// \n private static object RemoveComponentInternal(GameObject targetGo, string typeName)\n {\n Type componentType = FindType(typeName);\n if (componentType == null)\n {\n return Response.Error($\"Component type '{typeName}' not found for removal.\");\n }\n\n // Prevent removing essential components\n if (componentType == typeof(Transform))\n {\n return Response.Error(\"Cannot remove the Transform component.\");\n }\n\n Component componentToRemove = targetGo.GetComponent(componentType);\n if (componentToRemove == null)\n {\n return Response.Error(\n $\"Component '{typeName}' not found on '{targetGo.name}' to remove.\"\n );\n }\n\n try\n {\n // Use Undo.DestroyObjectImmediate for undo support\n Undo.DestroyObjectImmediate(componentToRemove);\n return null; // Success\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error removing component '{typeName}' from '{targetGo.name}': {e.Message}\"\n );\n }\n }\n\n /// \n /// Sets properties on a component.\n /// Returns null on success, or an error response object on failure.\n /// \n private static object SetComponentPropertiesInternal(\n GameObject targetGo,\n string compName,\n JObject propertiesToSet,\n Component targetComponentInstance = null\n )\n {\n Component targetComponent = targetComponentInstance ?? targetGo.GetComponent(compName);\n if (targetComponent == null)\n {\n return Response.Error(\n $\"Component '{compName}' not found on '{targetGo.name}' to set properties.\"\n );\n }\n\n Undo.RecordObject(targetComponent, \"Set Component Properties\");\n\n foreach (var prop in propertiesToSet.Properties())\n {\n string propName = prop.Name;\n JToken propValue = prop.Value;\n\n try\n {\n if (!SetProperty(targetComponent, propName, propValue))\n {\n // Log warning if property could not be set\n Debug.LogWarning(\n $\"[ManageGameObject] Could not set property '{propName}' on component '{compName}' ('{targetComponent.GetType().Name}'). Property might not exist, be read-only, or type mismatch.\"\n );\n // Optionally return an error here instead of just logging\n // return Response.Error($\"Could not set property '{propName}' on component '{compName}'.\");\n }\n }\n catch (Exception e)\n {\n Debug.LogError(\n $\"[ManageGameObject] Error setting property '{propName}' on '{compName}': {e.Message}\"\n );\n // Optionally return an error here\n // return Response.Error($\"Error setting property '{propName}' on '{compName}': {e.Message}\");\n }\n }\n EditorUtility.SetDirty(targetComponent);\n return null; // Success (or partial success if warnings were logged)\n }\n\n /// \n /// Helper to set a property or field via reflection, handling basic types.\n /// \n private static bool SetProperty(object target, string memberName, JToken value)\n {\n Type type = target.GetType();\n BindingFlags flags =\n BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase;\n\n // --- Use a dedicated serializer for input conversion ---\n // Define this somewhere accessible, maybe static readonly field\n JsonSerializerSettings inputSerializerSettings = new JsonSerializerSettings\n {\n Converters = new List\n {\n // Add specific converters needed for INPUT deserialization if different from output\n new Vector3Converter(),\n new Vector2Converter(),\n new QuaternionConverter(),\n new ColorConverter(),\n new RectConverter(),\n new BoundsConverter(),\n new UnityEngineObjectConverter() // Crucial for finding references from instructions\n }\n // No ReferenceLoopHandling needed typically for input\n };\n JsonSerializer inputSerializer = JsonSerializer.Create(inputSerializerSettings);\n // --- End Serializer Setup ---\n\n try\n {\n // Handle special case for materials with dot notation (material.property)\n // Examples: material.color, sharedMaterial.color, materials[0].color\n if (memberName.Contains('.') || memberName.Contains('['))\n {\n // Pass the inputSerializer down for nested conversions\n return SetNestedProperty(target, memberName, value, inputSerializer);\n }\n\n PropertyInfo propInfo = type.GetProperty(memberName, flags);\n if (propInfo != null && propInfo.CanWrite)\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, propInfo.PropertyType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null) // Allow setting null\n {\n propInfo.SetValue(target, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetProperty] Conversion failed for property '{memberName}' (Type: {propInfo.PropertyType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n else\n {\n FieldInfo fieldInfo = type.GetField(memberName, flags);\n if (fieldInfo != null) // Check if !IsLiteral?\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, fieldInfo.FieldType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null) // Allow setting null\n {\n fieldInfo.SetValue(target, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetProperty] Conversion failed for field '{memberName}' (Type: {fieldInfo.FieldType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogError(\n $\"[SetProperty] Failed to set '{memberName}' on {type.Name}: {ex.Message}\\nToken: {value.ToString(Formatting.None)}\"\n );\n }\n return false;\n }\n\n /// \n /// Sets a nested property using dot notation (e.g., \"material.color\") or array access (e.g., \"materials[0]\")\n /// \n // Pass the input serializer for conversions\n //Using the serializer helper\n private static bool SetNestedProperty(object target, string path, JToken value, JsonSerializer inputSerializer)\n {\n try\n {\n // Split the path into parts (handling both dot notation and array indexing)\n string[] pathParts = SplitPropertyPath(path);\n if (pathParts.Length == 0)\n return false;\n\n object currentObject = target;\n Type currentType = currentObject.GetType();\n BindingFlags flags =\n BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase;\n\n // Traverse the path until we reach the final property\n for (int i = 0; i < pathParts.Length - 1; i++)\n {\n string part = pathParts[i];\n bool isArray = false;\n int arrayIndex = -1;\n\n // Check if this part contains array indexing\n if (part.Contains(\"[\"))\n {\n int startBracket = part.IndexOf('[');\n int endBracket = part.IndexOf(']');\n if (startBracket > 0 && endBracket > startBracket)\n {\n string indexStr = part.Substring(\n startBracket + 1,\n endBracket - startBracket - 1\n );\n if (int.TryParse(indexStr, out arrayIndex))\n {\n isArray = true;\n part = part.Substring(0, startBracket);\n }\n }\n }\n // Get the property/field\n PropertyInfo propInfo = currentType.GetProperty(part, flags);\n FieldInfo fieldInfo = null;\n if (propInfo == null)\n {\n fieldInfo = currentType.GetField(part, flags);\n if (fieldInfo == null)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Could not find property or field '{part}' on type '{currentType.Name}'\"\n );\n return false;\n }\n }\n\n // Get the value\n currentObject =\n propInfo != null\n ? propInfo.GetValue(currentObject)\n : fieldInfo.GetValue(currentObject);\n //Need to stop if current property is null\n if (currentObject == null)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Property '{part}' is null, cannot access nested properties.\"\n );\n return false;\n }\n // If this part was an array or list, access the specific index\n if (isArray)\n {\n if (currentObject is Material[])\n {\n var materials = currentObject as Material[];\n if (arrayIndex < 0 || arrayIndex >= materials.Length)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Material index {arrayIndex} out of range (0-{materials.Length - 1})\"\n );\n return false;\n }\n currentObject = materials[arrayIndex];\n }\n else if (currentObject is System.Collections.IList)\n {\n var list = currentObject as System.Collections.IList;\n if (arrayIndex < 0 || arrayIndex >= list.Count)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Index {arrayIndex} out of range (0-{list.Count - 1})\"\n );\n return false;\n }\n currentObject = list[arrayIndex];\n }\n else\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Property '{part}' is not an array or list, cannot access by index.\"\n );\n return false;\n }\n }\n currentType = currentObject.GetType();\n }\n\n // Set the final property\n string finalPart = pathParts[pathParts.Length - 1];\n\n // Special handling for Material properties (shader properties)\n if (currentObject is Material material && finalPart.StartsWith(\"_\"))\n {\n // Use the serializer to convert the JToken value first\n if (value is JArray jArray)\n {\n // Try converting to known types that SetColor/SetVector accept\n if (jArray.Count == 4) {\n try { Color color = value.ToObject(inputSerializer); material.SetColor(finalPart, color); return true; } catch { }\n try { Vector4 vec = value.ToObject(inputSerializer); material.SetVector(finalPart, vec); return true; } catch { }\n } else if (jArray.Count == 3) {\n try { Color color = value.ToObject(inputSerializer); material.SetColor(finalPart, color); return true; } catch { } // ToObject handles conversion to Color\n } else if (jArray.Count == 2) {\n try { Vector2 vec = value.ToObject(inputSerializer); material.SetVector(finalPart, vec); return true; } catch { }\n }\n }\n else if (value.Type == JTokenType.Float || value.Type == JTokenType.Integer)\n {\n try { material.SetFloat(finalPart, value.ToObject(inputSerializer)); return true; } catch { }\n }\n else if (value.Type == JTokenType.Boolean)\n {\n try { material.SetFloat(finalPart, value.ToObject(inputSerializer) ? 1f : 0f); return true; } catch { }\n }\n else if (value.Type == JTokenType.String)\n {\n // Try converting to Texture using the serializer/converter\n try {\n Texture texture = value.ToObject(inputSerializer);\n if (texture != null) {\n material.SetTexture(finalPart, texture);\n return true;\n }\n } catch { }\n }\n\n Debug.LogWarning(\n $\"[SetNestedProperty] Unsupported or failed conversion for material property '{finalPart}' from value: {value.ToString(Formatting.None)}\"\n );\n return false;\n }\n\n // For standard properties (not shader specific)\n PropertyInfo finalPropInfo = currentType.GetProperty(finalPart, flags);\n if (finalPropInfo != null && finalPropInfo.CanWrite)\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, finalPropInfo.PropertyType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null)\n {\n finalPropInfo.SetValue(currentObject, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetNestedProperty] Final conversion failed for property '{finalPart}' (Type: {finalPropInfo.PropertyType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n else\n {\n FieldInfo finalFieldInfo = currentType.GetField(finalPart, flags);\n if (finalFieldInfo != null)\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, finalFieldInfo.FieldType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null)\n {\n finalFieldInfo.SetValue(currentObject, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetNestedProperty] Final conversion failed for field '{finalPart}' (Type: {finalFieldInfo.FieldType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n else\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Could not find final writable property or field '{finalPart}' on type '{currentType.Name}'\"\n );\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogError(\n $\"[SetNestedProperty] Error setting nested property '{path}': {ex.Message}\\nToken: {value.ToString(Formatting.None)}\"\n );\n }\n\n return false;\n }\n\n\n /// \n /// Split a property path into parts, handling both dot notation and array indexers\n /// \n private static string[] SplitPropertyPath(string path)\n {\n // Handle complex paths with both dots and array indexers\n List parts = new List();\n int startIndex = 0;\n bool inBrackets = false;\n\n for (int i = 0; i < path.Length; i++)\n {\n char c = path[i];\n\n if (c == '[')\n {\n inBrackets = true;\n }\n else if (c == ']')\n {\n inBrackets = false;\n }\n else if (c == '.' && !inBrackets)\n {\n // Found a dot separator outside of brackets\n parts.Add(path.Substring(startIndex, i - startIndex));\n startIndex = i + 1;\n }\n }\n if (startIndex < path.Length)\n {\n parts.Add(path.Substring(startIndex));\n }\n return parts.ToArray();\n }\n\n /// \n /// Simple JToken to Type conversion for common Unity types, using JsonSerializer.\n /// \n // Pass the input serializer\n private static object ConvertJTokenToType(JToken token, Type targetType, JsonSerializer inputSerializer)\n {\n if (token == null || token.Type == JTokenType.Null)\n {\n if (targetType.IsValueType && Nullable.GetUnderlyingType(targetType) == null)\n {\n Debug.LogWarning($\"Cannot assign null to non-nullable value type {targetType.Name}. Returning default value.\");\n return Activator.CreateInstance(targetType);\n }\n return null;\n }\n\n try\n {\n // Use the provided serializer instance which includes our custom converters\n return token.ToObject(targetType, inputSerializer);\n }\n catch (JsonSerializationException jsonEx)\n {\n Debug.LogError($\"JSON Deserialization Error converting token to {targetType.FullName}: {jsonEx.Message}\\nToken: {token.ToString(Formatting.None)}\");\n // Optionally re-throw or return null/default\n // return targetType.IsValueType ? Activator.CreateInstance(targetType) : null;\n throw; // Re-throw to indicate failure higher up\n }\n catch (ArgumentException argEx)\n {\n Debug.LogError($\"Argument Error converting token to {targetType.FullName}: {argEx.Message}\\nToken: {token.ToString(Formatting.None)}\");\n throw;\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Unexpected error converting token to {targetType.FullName}: {ex}\\nToken: {token.ToString(Formatting.None)}\");\n throw;\n }\n // If ToObject succeeded, it would have returned. If it threw, we wouldn't reach here.\n // This fallback logic is likely unreachable if ToObject covers all cases or throws on failure.\n // Debug.LogWarning($\"Conversion failed for token to {targetType.FullName}. Token: {token.ToString(Formatting.None)}\");\n // return targetType.IsValueType ? Activator.CreateInstance(targetType) : null;\n }\n\n // --- ParseJTokenTo... helpers are likely redundant now with the serializer approach ---\n // Keep them temporarily for reference or if specific fallback logic is ever needed.\n\n private static Vector3 ParseJTokenToVector3(JToken token)\n {\n // ... (implementation - likely replaced by Vector3Converter) ...\n // Consider removing these if the serializer handles them reliably.\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\") && obj.ContainsKey(\"z\"))\n {\n return new Vector3(obj[\"x\"].ToObject(), obj[\"y\"].ToObject(), obj[\"z\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 3)\n {\n return new Vector3(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Vector3 using fallback. Returning Vector3.zero.\");\n return Vector3.zero;\n\n }\n private static Vector2 ParseJTokenToVector2(JToken token)\n {\n // ... (implementation - likely replaced by Vector2Converter) ...\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\"))\n {\n return new Vector2(obj[\"x\"].ToObject(), obj[\"y\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 2)\n {\n return new Vector2(arr[0].ToObject(), arr[1].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Vector2 using fallback. Returning Vector2.zero.\");\n return Vector2.zero;\n }\n private static Quaternion ParseJTokenToQuaternion(JToken token)\n {\n // ... (implementation - likely replaced by QuaternionConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\") && obj.ContainsKey(\"z\") && obj.ContainsKey(\"w\"))\n {\n return new Quaternion(obj[\"x\"].ToObject(), obj[\"y\"].ToObject(), obj[\"z\"].ToObject(), obj[\"w\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 4)\n {\n return new Quaternion(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject(), arr[3].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Quaternion using fallback. Returning Quaternion.identity.\");\n return Quaternion.identity;\n }\n private static Color ParseJTokenToColor(JToken token)\n {\n // ... (implementation - likely replaced by ColorConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"r\") && obj.ContainsKey(\"g\") && obj.ContainsKey(\"b\") && obj.ContainsKey(\"a\"))\n {\n return new Color(obj[\"r\"].ToObject(), obj[\"g\"].ToObject(), obj[\"b\"].ToObject(), obj[\"a\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 4)\n {\n return new Color(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject(), arr[3].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Color using fallback. Returning Color.white.\");\n return Color.white;\n }\n private static Rect ParseJTokenToRect(JToken token)\n {\n // ... (implementation - likely replaced by RectConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\") && obj.ContainsKey(\"width\") && obj.ContainsKey(\"height\"))\n {\n return new Rect(obj[\"x\"].ToObject(), obj[\"y\"].ToObject(), obj[\"width\"].ToObject(), obj[\"height\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 4)\n {\n return new Rect(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject(), arr[3].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Rect using fallback. Returning Rect.zero.\");\n return Rect.zero;\n }\n private static Bounds ParseJTokenToBounds(JToken token)\n {\n // ... (implementation - likely replaced by BoundsConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"center\") && obj.ContainsKey(\"size\"))\n {\n // Requires Vector3 conversion, which should ideally use the serializer too\n Vector3 center = ParseJTokenToVector3(obj[\"center\"]); // Or use obj[\"center\"].ToObject(inputSerializer)\n Vector3 size = ParseJTokenToVector3(obj[\"size\"]); // Or use obj[\"size\"].ToObject(inputSerializer)\n return new Bounds(center, size);\n }\n // Array fallback for Bounds is less intuitive, maybe remove?\n // if (token is JArray arr && arr.Count >= 6)\n // {\n // return new Bounds(new Vector3(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject()), new Vector3(arr[3].ToObject(), arr[4].ToObject(), arr[5].ToObject()));\n // }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Bounds using fallback. Returning new Bounds(Vector3.zero, Vector3.zero).\");\n return new Bounds(Vector3.zero, Vector3.zero);\n }\n // --- End Redundant Parse Helpers ---\n\n /// \n /// Finds a specific UnityEngine.Object based on a find instruction JObject.\n /// Primarily used by UnityEngineObjectConverter during deserialization.\n /// \n // Made public static so UnityEngineObjectConverter can call it. Moved from ConvertJTokenToType.\n public static UnityEngine.Object FindObjectByInstruction(JObject instruction, Type targetType)\n {\n string findTerm = instruction[\"find\"]?.ToString();\n string method = instruction[\"method\"]?.ToString()?.ToLower();\n string componentName = instruction[\"component\"]?.ToString(); // Specific component to get\n\n if (string.IsNullOrEmpty(findTerm))\n {\n Debug.LogWarning(\"Find instruction missing 'find' term.\");\n return null;\n }\n\n // Use a flexible default search method if none provided\n string searchMethodToUse = string.IsNullOrEmpty(method) ? \"by_id_or_name_or_path\" : method;\n\n // If the target is an asset (Material, Texture, ScriptableObject etc.) try AssetDatabase first\n if (typeof(Material).IsAssignableFrom(targetType) ||\n typeof(Texture).IsAssignableFrom(targetType) ||\n typeof(ScriptableObject).IsAssignableFrom(targetType) ||\n targetType.FullName.StartsWith(\"UnityEngine.U2D\") || // Sprites etc.\n typeof(AudioClip).IsAssignableFrom(targetType) ||\n typeof(AnimationClip).IsAssignableFrom(targetType) ||\n typeof(Font).IsAssignableFrom(targetType) ||\n typeof(Shader).IsAssignableFrom(targetType) ||\n typeof(ComputeShader).IsAssignableFrom(targetType) ||\n typeof(GameObject).IsAssignableFrom(targetType) && findTerm.StartsWith(\"Assets/\")) // Prefab check\n {\n // Try loading directly by path/GUID first\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(findTerm, targetType);\n if (asset != null) return asset;\n asset = AssetDatabase.LoadAssetAtPath(findTerm); // Try generic if type specific failed\n if (asset != null && targetType.IsAssignableFrom(asset.GetType())) return asset;\n\n\n // If direct path failed, try finding by name/type using FindAssets\n string searchFilter = $\"t:{targetType.Name} {System.IO.Path.GetFileNameWithoutExtension(findTerm)}\"; // Search by type and name\n string[] guids = AssetDatabase.FindAssets(searchFilter);\n\n if (guids.Length == 1)\n {\n asset = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guids[0]), targetType);\n if (asset != null) return asset;\n }\n else if (guids.Length > 1)\n {\n Debug.LogWarning($\"[FindObjectByInstruction] Ambiguous asset find: Found {guids.Length} assets matching filter '{searchFilter}'. Provide a full path or unique name.\");\n // Optionally return the first one? Or null? Returning null is safer.\n return null;\n }\n // If still not found, fall through to scene search (though unlikely for assets)\n }\n\n\n // --- Scene Object Search ---\n // Find the GameObject using the internal finder\n GameObject foundGo = FindObjectInternal(new JValue(findTerm), searchMethodToUse);\n\n if (foundGo == null)\n {\n // Don't warn yet, could still be an asset not found above\n // Debug.LogWarning($\"Could not find GameObject using instruction: {instruction}\");\n return null;\n }\n\n // Now, get the target object/component from the found GameObject\n if (targetType == typeof(GameObject))\n {\n return foundGo; // We were looking for a GameObject\n }\n else if (typeof(Component).IsAssignableFrom(targetType))\n {\n Type componentToGetType = targetType;\n if (!string.IsNullOrEmpty(componentName))\n {\n Type specificCompType = FindType(componentName);\n if (specificCompType != null && typeof(Component).IsAssignableFrom(specificCompType))\n {\n componentToGetType = specificCompType;\n }\n else\n {\n Debug.LogWarning($\"Could not find component type '{componentName}' specified in find instruction. Falling back to target type '{targetType.Name}'.\");\n }\n }\n\n Component foundComp = foundGo.GetComponent(componentToGetType);\n if (foundComp == null)\n {\n Debug.LogWarning($\"Found GameObject '{foundGo.name}' but could not find component of type '{componentToGetType.Name}'.\");\n }\n return foundComp;\n }\n else\n {\n Debug.LogWarning($\"Find instruction handling not implemented for target type: {targetType.Name}\");\n return null;\n }\n }\n\n\n /// \n /// Helper to find a Type by name, searching relevant assemblies.\n /// \n private static Type FindType(string typeName)\n {\n if (string.IsNullOrEmpty(typeName))\n return null;\n\n // Handle fully qualified names first\n Type type = Type.GetType(typeName);\n if (type != null) return type;\n\n // Handle common namespaces implicitly (add more as needed)\n string[] namespaces = { \"UnityEngine\", \"UnityEngine.UI\", \"UnityEngine.AI\", \"UnityEngine.Animations\", \"UnityEngine.Audio\", \"UnityEngine.EventSystems\", \"UnityEngine.InputSystem\", \"UnityEngine.Networking\", \"UnityEngine.Rendering\", \"UnityEngine.SceneManagement\", \"UnityEngine.Tilemaps\", \"UnityEngine.U2D\", \"UnityEngine.Video\", \"UnityEditor\", \"UnityEditor.AI\", \"UnityEditor.Animations\", \"UnityEditor.Experimental.GraphView\", \"UnityEditor.IMGUI.Controls\", \"UnityEditor.PackageManager.UI\", \"UnityEditor.SceneManagement\", \"UnityEditor.UI\", \"UnityEditor.U2D\", \"UnityEditor.VersionControl\" }; // Add more relevant namespaces\n\n foreach (string ns in namespaces) {\n type = Type.GetType($\"{ns}.{typeName}, {ns.Split('.')[0]}.CoreModule\") ?? // Heuristic: Check CoreModule first for UnityEngine/UnityEditor\n Type.GetType($\"{ns}.{typeName}, {ns.Split('.')[0]}\"); // Try assembly matching namespace root\n if (type != null) return type;\n }\n\n\n // If not found, search all loaded assemblies (slower, last resort)\n // Prioritize assemblies likely to contain game/editor types\n Assembly[] priorityAssemblies = {\n Assembly.Load(\"Assembly-CSharp\"), // Main game scripts\n Assembly.Load(\"Assembly-CSharp-Editor\"), // Main editor scripts\n // Add other important project assemblies if known\n };\n foreach (var assembly in priorityAssemblies.Where(a => a != null))\n {\n type = assembly.GetType(typeName) ?? assembly.GetType(\"UnityEngine.\" + typeName) ?? assembly.GetType(\"UnityEditor.\" + typeName);\n if (type != null) return type;\n }\n\n // Search remaining assemblies\n foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies().Except(priorityAssemblies))\n {\n try { // Protect against assembly loading errors\n type = assembly.GetType(typeName);\n if (type != null) return type;\n // Also check with common namespaces if simple name given\n foreach (string ns in namespaces) {\n type = assembly.GetType($\"{ns}.{typeName}\");\n if (type != null) return type;\n }\n } catch (Exception ex) {\n Debug.LogWarning($\"[FindType] Error searching assembly {assembly.FullName}: {ex.Message}\");\n }\n }\n\n Debug.LogWarning($\"[FindType] Type not found after extensive search: '{typeName}'\");\n return null; // Not found\n }\n\n /// \n /// Parses a JArray like [x, y, z] into a Vector3.\n /// \n private static Vector3? ParseVector3(JArray array)\n {\n if (array != null && array.Count == 3)\n {\n try\n {\n // Use ToObject for potentially better handling than direct indexing\n return new Vector3(\n array[0].ToObject(),\n array[1].ToObject(),\n array[2].ToObject()\n );\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Failed to parse JArray as Vector3: {array}. Error: {ex.Message}\");\n }\n }\n return null;\n }\n\n // Removed GetGameObjectData, GetComponentData, and related private helpers/caching/serializer setup.\n // They are now in Helpers.GameObjectSerializer\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageScene.cs", "using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditor.SceneManagement;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles scene management operations like loading, saving, creating, and querying hierarchy.\n /// \n public static class ManageScene\n {\n /// \n /// Main handler for scene management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower();\n string name = @params[\"name\"]?.ToString();\n string path = @params[\"path\"]?.ToString(); // Relative to Assets/\n int? buildIndex = @params[\"buildIndex\"]?.ToObject();\n // bool loadAdditive = @params[\"loadAdditive\"]?.ToObject() ?? false; // Example for future extension\n\n // Ensure path is relative to Assets/, removing any leading \"Assets/\"\n string relativeDir = path ?? string.Empty;\n if (!string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = relativeDir.Replace('\\\\', '/').Trim('/');\n if (relativeDir.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n relativeDir = relativeDir.Substring(\"Assets/\".Length).TrimStart('/');\n }\n }\n\n // Apply default *after* sanitizing, using the original path variable for the check\n if (string.IsNullOrEmpty(path) && action == \"create\") // Check original path for emptiness\n {\n relativeDir = \"Scenes\"; // Default relative directory\n }\n\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n string sceneFileName = string.IsNullOrEmpty(name) ? null : $\"{name}.unity\";\n // Construct full system path correctly: ProjectRoot/Assets/relativeDir/sceneFileName\n string fullPathDir = Path.Combine(Application.dataPath, relativeDir); // Combine with Assets path (Application.dataPath ends in Assets)\n string fullPath = string.IsNullOrEmpty(sceneFileName)\n ? null\n : Path.Combine(fullPathDir, sceneFileName);\n // Ensure relativePath always starts with \"Assets/\" and uses forward slashes\n string relativePath = string.IsNullOrEmpty(sceneFileName)\n ? null\n : Path.Combine(\"Assets\", relativeDir, sceneFileName).Replace('\\\\', '/');\n\n // Ensure directory exists for 'create'\n if (action == \"create\" && !string.IsNullOrEmpty(fullPathDir))\n {\n try\n {\n Directory.CreateDirectory(fullPathDir);\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Could not create directory '{fullPathDir}': {e.Message}\"\n );\n }\n }\n\n // Route action\n switch (action)\n {\n case \"create\":\n if (string.IsNullOrEmpty(name) || string.IsNullOrEmpty(relativePath))\n return Response.Error(\n \"'name' and 'path' parameters are required for 'create' action.\"\n );\n return CreateScene(fullPath, relativePath);\n case \"load\":\n // Loading can be done by path/name or build index\n if (!string.IsNullOrEmpty(relativePath))\n return LoadScene(relativePath);\n else if (buildIndex.HasValue)\n return LoadScene(buildIndex.Value);\n else\n return Response.Error(\n \"Either 'name'/'path' or 'buildIndex' must be provided for 'load' action.\"\n );\n case \"save\":\n // Save current scene, optionally to a new path\n return SaveScene(fullPath, relativePath);\n case \"get_hierarchy\":\n return GetSceneHierarchy();\n case \"get_active\":\n return GetActiveSceneInfo();\n case \"get_build_settings\":\n return GetBuildSettingsScenes();\n // Add cases for modifying build settings, additive loading, unloading etc.\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions: create, load, save, get_hierarchy, get_active, get_build_settings.\"\n );\n }\n }\n\n private static object CreateScene(string fullPath, string relativePath)\n {\n if (File.Exists(fullPath))\n {\n return Response.Error($\"Scene already exists at '{relativePath}'.\");\n }\n\n try\n {\n // Create a new empty scene\n Scene newScene = EditorSceneManager.NewScene(\n NewSceneSetup.EmptyScene,\n NewSceneMode.Single\n );\n // Save it to the specified path\n bool saved = EditorSceneManager.SaveScene(newScene, relativePath);\n\n if (saved)\n {\n AssetDatabase.Refresh(); // Ensure Unity sees the new scene file\n return Response.Success(\n $\"Scene '{Path.GetFileName(relativePath)}' created successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n else\n {\n // If SaveScene fails, it might leave an untitled scene open.\n // Optionally try to close it, but be cautious.\n return Response.Error($\"Failed to save new scene to '{relativePath}'.\");\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error creating scene '{relativePath}': {e.Message}\");\n }\n }\n\n private static object LoadScene(string relativePath)\n {\n if (\n !File.Exists(\n Path.Combine(\n Application.dataPath.Substring(\n 0,\n Application.dataPath.Length - \"Assets\".Length\n ),\n relativePath\n )\n )\n )\n {\n return Response.Error($\"Scene file not found at '{relativePath}'.\");\n }\n\n // Check for unsaved changes in the current scene\n if (EditorSceneManager.GetActiveScene().isDirty)\n {\n // Optionally prompt the user or save automatically before loading\n return Response.Error(\n \"Current scene has unsaved changes. Please save or discard changes before loading a new scene.\"\n );\n // Example: bool saveOK = EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();\n // if (!saveOK) return Response.Error(\"Load cancelled by user.\");\n }\n\n try\n {\n EditorSceneManager.OpenScene(relativePath, OpenSceneMode.Single);\n return Response.Success(\n $\"Scene '{relativePath}' loaded successfully.\",\n new\n {\n path = relativePath,\n name = Path.GetFileNameWithoutExtension(relativePath),\n }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error loading scene '{relativePath}': {e.Message}\");\n }\n }\n\n private static object LoadScene(int buildIndex)\n {\n if (buildIndex < 0 || buildIndex >= SceneManager.sceneCountInBuildSettings)\n {\n return Response.Error(\n $\"Invalid build index: {buildIndex}. Must be between 0 and {SceneManager.sceneCountInBuildSettings - 1}.\"\n );\n }\n\n // Check for unsaved changes\n if (EditorSceneManager.GetActiveScene().isDirty)\n {\n return Response.Error(\n \"Current scene has unsaved changes. Please save or discard changes before loading a new scene.\"\n );\n }\n\n try\n {\n string scenePath = SceneUtility.GetScenePathByBuildIndex(buildIndex);\n EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);\n return Response.Success(\n $\"Scene at build index {buildIndex} ('{scenePath}') loaded successfully.\",\n new\n {\n path = scenePath,\n name = Path.GetFileNameWithoutExtension(scenePath),\n buildIndex = buildIndex,\n }\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error loading scene with build index {buildIndex}: {e.Message}\"\n );\n }\n }\n\n private static object SaveScene(string fullPath, string relativePath)\n {\n try\n {\n Scene currentScene = EditorSceneManager.GetActiveScene();\n if (!currentScene.IsValid())\n {\n return Response.Error(\"No valid scene is currently active to save.\");\n }\n\n bool saved;\n string finalPath = currentScene.path; // Path where it was last saved or will be saved\n\n if (!string.IsNullOrEmpty(relativePath) && currentScene.path != relativePath)\n {\n // Save As...\n // Ensure directory exists\n string dir = Path.GetDirectoryName(fullPath);\n if (!Directory.Exists(dir))\n Directory.CreateDirectory(dir);\n\n saved = EditorSceneManager.SaveScene(currentScene, relativePath);\n finalPath = relativePath;\n }\n else\n {\n // Save (overwrite existing or save untitled)\n if (string.IsNullOrEmpty(currentScene.path))\n {\n // Scene is untitled, needs a path\n return Response.Error(\n \"Cannot save an untitled scene without providing a 'name' and 'path'. Use Save As functionality.\"\n );\n }\n saved = EditorSceneManager.SaveScene(currentScene);\n }\n\n if (saved)\n {\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Scene '{currentScene.name}' saved successfully to '{finalPath}'.\",\n new { path = finalPath, name = currentScene.name }\n );\n }\n else\n {\n return Response.Error($\"Failed to save scene '{currentScene.name}'.\");\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error saving scene: {e.Message}\");\n }\n }\n\n private static object GetActiveSceneInfo()\n {\n try\n {\n Scene activeScene = EditorSceneManager.GetActiveScene();\n if (!activeScene.IsValid())\n {\n return Response.Error(\"No active scene found.\");\n }\n\n var sceneInfo = new\n {\n name = activeScene.name,\n path = activeScene.path,\n buildIndex = activeScene.buildIndex, // -1 if not in build settings\n isDirty = activeScene.isDirty,\n isLoaded = activeScene.isLoaded,\n rootCount = activeScene.rootCount,\n };\n\n return Response.Success(\"Retrieved active scene information.\", sceneInfo);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting active scene info: {e.Message}\");\n }\n }\n\n private static object GetBuildSettingsScenes()\n {\n try\n {\n var scenes = new List();\n for (int i = 0; i < EditorBuildSettings.scenes.Length; i++)\n {\n var scene = EditorBuildSettings.scenes[i];\n scenes.Add(\n new\n {\n path = scene.path,\n guid = scene.guid.ToString(),\n enabled = scene.enabled,\n buildIndex = i, // Actual build index considering only enabled scenes might differ\n }\n );\n }\n return Response.Success(\"Retrieved scenes from Build Settings.\", scenes);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting scenes from Build Settings: {e.Message}\");\n }\n }\n\n private static object GetSceneHierarchy()\n {\n try\n {\n Scene activeScene = EditorSceneManager.GetActiveScene();\n if (!activeScene.IsValid() || !activeScene.isLoaded)\n {\n return Response.Error(\n \"No valid and loaded scene is active to get hierarchy from.\"\n );\n }\n\n GameObject[] rootObjects = activeScene.GetRootGameObjects();\n var hierarchy = rootObjects.Select(go => GetGameObjectDataRecursive(go)).ToList();\n\n return Response.Success(\n $\"Retrieved hierarchy for scene '{activeScene.name}'.\",\n hierarchy\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting scene hierarchy: {e.Message}\");\n }\n }\n\n /// \n /// Recursively builds a data representation of a GameObject and its children.\n /// \n private static object GetGameObjectDataRecursive(GameObject go)\n {\n if (go == null)\n return null;\n\n var childrenData = new List();\n foreach (Transform child in go.transform)\n {\n childrenData.Add(GetGameObjectDataRecursive(child.gameObject));\n }\n\n var gameObjectData = new Dictionary\n {\n { \"name\", go.name },\n { \"activeSelf\", go.activeSelf },\n { \"activeInHierarchy\", go.activeInHierarchy },\n { \"tag\", go.tag },\n { \"layer\", go.layer },\n { \"isStatic\", go.isStatic },\n { \"instanceID\", go.GetInstanceID() }, // Useful unique identifier\n {\n \"transform\",\n new\n {\n position = new\n {\n x = go.transform.localPosition.x,\n y = go.transform.localPosition.y,\n z = go.transform.localPosition.z,\n },\n rotation = new\n {\n x = go.transform.localRotation.eulerAngles.x,\n y = go.transform.localRotation.eulerAngles.y,\n z = go.transform.localRotation.eulerAngles.z,\n }, // Euler for simplicity\n scale = new\n {\n x = go.transform.localScale.x,\n y = go.transform.localScale.y,\n z = go.transform.localScale.z,\n },\n }\n },\n { \"children\", childrenData },\n };\n\n return gameObjectData;\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageAsset.cs", "using System;\nusing System.Collections.Generic;\nusing System.Globalization;\nusing System.IO;\nusing System.Linq;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\n#if UNITY_6000_0_OR_NEWER\nusing PhysicsMaterialType = UnityEngine.PhysicsMaterial;\nusing PhysicsMaterialCombine = UnityEngine.PhysicsMaterialCombine; \n#else\nusing PhysicsMaterialType = UnityEngine.PhysicMaterial;\nusing PhysicsMaterialCombine = UnityEngine.PhysicMaterialCombine;\n#endif\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles asset management operations within the Unity project.\n /// \n public static class ManageAsset\n {\n // --- Main Handler ---\n\n // Define the list of valid actions\n private static readonly List ValidActions = new List\n {\n \"import\",\n \"create\",\n \"modify\",\n \"delete\",\n \"duplicate\",\n \"move\",\n \"rename\",\n \"search\",\n \"get_info\",\n \"create_folder\",\n \"get_components\",\n };\n\n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower();\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n // Check if the action is valid before switching\n if (!ValidActions.Contains(action))\n {\n string validActionsList = string.Join(\", \", ValidActions);\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: {validActionsList}\"\n );\n }\n\n // Common parameters\n string path = @params[\"path\"]?.ToString();\n\n try\n {\n switch (action)\n {\n case \"import\":\n // Note: Unity typically auto-imports. This might re-import or configure import settings.\n return ReimportAsset(path, @params[\"properties\"] as JObject);\n case \"create\":\n return CreateAsset(@params);\n case \"modify\":\n return ModifyAsset(path, @params[\"properties\"] as JObject);\n case \"delete\":\n return DeleteAsset(path);\n case \"duplicate\":\n return DuplicateAsset(path, @params[\"destination\"]?.ToString());\n case \"move\": // Often same as rename if within Assets/\n case \"rename\":\n return MoveOrRenameAsset(path, @params[\"destination\"]?.ToString());\n case \"search\":\n return SearchAssets(@params);\n case \"get_info\":\n return GetAssetInfo(\n path,\n @params[\"generatePreview\"]?.ToObject() ?? false\n );\n case \"create_folder\": // Added specific action for clarity\n return CreateFolder(path);\n case \"get_components\":\n return GetComponentsFromAsset(path);\n\n default:\n // This error message is less likely to be hit now, but kept here as a fallback or for potential future modifications.\n string validActionsListDefault = string.Join(\", \", ValidActions);\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: {validActionsListDefault}\"\n );\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ManageAsset] Action '{action}' failed for path '{path}': {e}\");\n return Response.Error(\n $\"Internal error processing action '{action}' on '{path}': {e.Message}\"\n );\n }\n }\n\n // --- Action Implementations ---\n\n private static object ReimportAsset(string path, JObject properties)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for reimport.\");\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n // TODO: Apply importer properties before reimporting?\n // This is complex as it requires getting the AssetImporter, casting it,\n // applying properties via reflection or specific methods, saving, then reimporting.\n if (properties != null && properties.HasValues)\n {\n Debug.LogWarning(\n \"[ManageAsset.Reimport] Modifying importer properties before reimport is not fully implemented yet.\"\n );\n // AssetImporter importer = AssetImporter.GetAtPath(fullPath);\n // if (importer != null) { /* Apply properties */ AssetDatabase.WriteImportSettingsIfDirty(fullPath); }\n }\n\n AssetDatabase.ImportAsset(fullPath, ImportAssetOptions.ForceUpdate);\n // AssetDatabase.Refresh(); // Usually ImportAsset handles refresh\n return Response.Success($\"Asset '{fullPath}' reimported.\", GetAssetData(fullPath));\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to reimport asset '{fullPath}': {e.Message}\");\n }\n }\n\n private static object CreateAsset(JObject @params)\n {\n string path = @params[\"path\"]?.ToString();\n string assetType = @params[\"assetType\"]?.ToString();\n JObject properties = @params[\"properties\"] as JObject;\n\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for create.\");\n if (string.IsNullOrEmpty(assetType))\n return Response.Error(\"'assetType' is required for create.\");\n\n string fullPath = SanitizeAssetPath(path);\n string directory = Path.GetDirectoryName(fullPath);\n\n // Ensure directory exists\n if (!Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), directory)))\n {\n Directory.CreateDirectory(Path.Combine(Directory.GetCurrentDirectory(), directory));\n AssetDatabase.Refresh(); // Make sure Unity knows about the new folder\n }\n\n if (AssetExists(fullPath))\n return Response.Error($\"Asset already exists at path: {fullPath}\");\n\n try\n {\n UnityEngine.Object newAsset = null;\n string lowerAssetType = assetType.ToLowerInvariant();\n\n // Handle common asset types\n if (lowerAssetType == \"folder\")\n {\n return CreateFolder(path); // Use dedicated method\n }\n else if (lowerAssetType == \"material\")\n {\n Material mat = new Material(Shader.Find(\"Standard\")); // Default shader\n // TODO: Apply properties from JObject (e.g., shader name, color, texture assignments)\n if (properties != null)\n ApplyMaterialProperties(mat, properties);\n AssetDatabase.CreateAsset(mat, fullPath);\n newAsset = mat;\n }\n else if (lowerAssetType == \"physicsmaterial\")\n {\n PhysicsMaterialType pmat = new PhysicsMaterialType();\n if (properties != null)\n ApplyPhysicsMaterialProperties(pmat, properties);\n AssetDatabase.CreateAsset(pmat, fullPath);\n newAsset = pmat;\n }\n else if (lowerAssetType == \"scriptableobject\")\n {\n string scriptClassName = properties?[\"scriptClass\"]?.ToString();\n if (string.IsNullOrEmpty(scriptClassName))\n return Response.Error(\n \"'scriptClass' property required when creating ScriptableObject asset.\"\n );\n\n Type scriptType = FindType(scriptClassName);\n if (\n scriptType == null\n || !typeof(ScriptableObject).IsAssignableFrom(scriptType)\n )\n {\n return Response.Error(\n $\"Script class '{scriptClassName}' not found or does not inherit from ScriptableObject.\"\n );\n }\n\n ScriptableObject so = ScriptableObject.CreateInstance(scriptType);\n // TODO: Apply properties from JObject to the ScriptableObject instance?\n AssetDatabase.CreateAsset(so, fullPath);\n newAsset = so;\n }\n else if (lowerAssetType == \"prefab\")\n {\n // Creating prefabs usually involves saving an existing GameObject hierarchy.\n // A common pattern is to create an empty GameObject, configure it, and then save it.\n return Response.Error(\n \"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.\"\n );\n // Example (conceptual):\n // GameObject source = GameObject.Find(properties[\"sourceGameObject\"].ToString());\n // if(source != null) PrefabUtility.SaveAsPrefabAsset(source, fullPath);\n }\n // TODO: Add more asset types (Animation Controller, Scene, etc.)\n else\n {\n // Generic creation attempt (might fail or create empty files)\n // For some types, just creating the file might be enough if Unity imports it.\n // File.Create(Path.Combine(Directory.GetCurrentDirectory(), fullPath)).Close();\n // AssetDatabase.ImportAsset(fullPath); // Let Unity try to import it\n // newAsset = AssetDatabase.LoadAssetAtPath(fullPath);\n return Response.Error(\n $\"Creation for asset type '{assetType}' is not explicitly supported yet. Supported: Folder, Material, ScriptableObject.\"\n );\n }\n\n if (\n newAsset == null\n && !Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), fullPath))\n ) // Check if it wasn't a folder and asset wasn't created\n {\n return Response.Error(\n $\"Failed to create asset '{assetType}' at '{fullPath}'. See logs for details.\"\n );\n }\n\n AssetDatabase.SaveAssets();\n // AssetDatabase.Refresh(); // CreateAsset often handles refresh\n return Response.Success(\n $\"Asset '{fullPath}' created successfully.\",\n GetAssetData(fullPath)\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create asset at '{fullPath}': {e.Message}\");\n }\n }\n\n private static object CreateFolder(string path)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for create_folder.\");\n string fullPath = SanitizeAssetPath(path);\n string parentDir = Path.GetDirectoryName(fullPath);\n string folderName = Path.GetFileName(fullPath);\n\n if (AssetExists(fullPath))\n {\n // Check if it's actually a folder already\n if (AssetDatabase.IsValidFolder(fullPath))\n {\n return Response.Success(\n $\"Folder already exists at path: {fullPath}\",\n GetAssetData(fullPath)\n );\n }\n else\n {\n return Response.Error(\n $\"An asset (not a folder) already exists at path: {fullPath}\"\n );\n }\n }\n\n try\n {\n // Ensure parent exists\n if (!string.IsNullOrEmpty(parentDir) && !AssetDatabase.IsValidFolder(parentDir))\n {\n // Recursively create parent folders if needed (AssetDatabase handles this internally)\n // Or we can do it manually: Directory.CreateDirectory(Path.Combine(Directory.GetCurrentDirectory(), parentDir)); AssetDatabase.Refresh();\n }\n\n string guid = AssetDatabase.CreateFolder(parentDir, folderName);\n if (string.IsNullOrEmpty(guid))\n {\n return Response.Error(\n $\"Failed to create folder '{fullPath}'. Check logs and permissions.\"\n );\n }\n\n // AssetDatabase.Refresh(); // CreateFolder usually handles refresh\n return Response.Success(\n $\"Folder '{fullPath}' created successfully.\",\n GetAssetData(fullPath)\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create folder '{fullPath}': {e.Message}\");\n }\n }\n\n private static object ModifyAsset(string path, JObject properties)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for modify.\");\n if (properties == null || !properties.HasValues)\n return Response.Error(\"'properties' are required for modify.\");\n\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(\n fullPath\n );\n if (asset == null)\n return Response.Error($\"Failed to load asset at path: {fullPath}\");\n\n bool modified = false; // Flag to track if any changes were made\n\n // --- NEW: Handle GameObject / Prefab Component Modification ---\n if (asset is GameObject gameObject)\n {\n // Iterate through the properties JSON: keys are component names, values are properties objects for that component\n foreach (var prop in properties.Properties())\n {\n string componentName = prop.Name; // e.g., \"Collectible\"\n // Check if the value associated with the component name is actually an object containing properties\n if (\n prop.Value is JObject componentProperties\n && componentProperties.HasValues\n ) // e.g., {\"bobSpeed\": 2.0}\n {\n // Find the component on the GameObject using the name from the JSON key\n // Using GetComponent(string) is convenient but might require exact type name or be ambiguous.\n // Consider using FindType helper if needed for more complex scenarios.\n Component targetComponent = gameObject.GetComponent(componentName);\n\n if (targetComponent != null)\n {\n // Apply the nested properties (e.g., bobSpeed) to the found component instance\n // Use |= to ensure 'modified' becomes true if any component is successfully modified\n modified |= ApplyObjectProperties(\n targetComponent,\n componentProperties\n );\n }\n else\n {\n // Log a warning if a specified component couldn't be found\n Debug.LogWarning(\n $\"[ManageAsset.ModifyAsset] Component '{componentName}' not found on GameObject '{gameObject.name}' in asset '{fullPath}'. Skipping modification for this component.\"\n );\n }\n }\n else\n {\n // Log a warning if the structure isn't {\"ComponentName\": {\"prop\": value}}\n // We could potentially try to apply this property directly to the GameObject here if needed,\n // but the primary goal is component modification.\n Debug.LogWarning(\n $\"[ManageAsset.ModifyAsset] Property '{prop.Name}' for GameObject modification should have a JSON object value containing component properties. Value was: {prop.Value.Type}. Skipping.\"\n );\n }\n }\n // Note: 'modified' is now true if ANY component property was successfully changed.\n }\n // --- End NEW ---\n\n // --- Existing logic for other asset types (now as else-if) ---\n // Example: Modifying a Material\n else if (asset is Material material)\n {\n // Apply properties directly to the material. If this modifies, it sets modified=true.\n // Use |= in case the asset was already marked modified by previous logic (though unlikely here)\n modified |= ApplyMaterialProperties(material, properties);\n }\n // Example: Modifying a ScriptableObject\n else if (asset is ScriptableObject so)\n {\n // Apply properties directly to the ScriptableObject.\n modified |= ApplyObjectProperties(so, properties); // General helper\n }\n // Example: Modifying TextureImporter settings\n else if (asset is Texture)\n {\n AssetImporter importer = AssetImporter.GetAtPath(fullPath);\n if (importer is TextureImporter textureImporter)\n {\n bool importerModified = ApplyObjectProperties(textureImporter, properties);\n if (importerModified)\n {\n // Importer settings need saving and reimporting\n AssetDatabase.WriteImportSettingsIfDirty(fullPath);\n AssetDatabase.ImportAsset(fullPath, ImportAssetOptions.ForceUpdate); // Reimport to apply changes\n modified = true; // Mark overall operation as modified\n }\n }\n else\n {\n Debug.LogWarning($\"Could not get TextureImporter for {fullPath}.\");\n }\n }\n // TODO: Add modification logic for other common asset types (Models, AudioClips importers, etc.)\n else // Fallback for other asset types OR direct properties on non-GameObject assets\n {\n // This block handles non-GameObject/Material/ScriptableObject/Texture assets.\n // Attempts to apply properties directly to the asset itself.\n Debug.LogWarning(\n $\"[ManageAsset.ModifyAsset] Asset type '{asset.GetType().Name}' at '{fullPath}' is not explicitly handled for component modification. Attempting generic property setting on the asset itself.\"\n );\n modified |= ApplyObjectProperties(asset, properties);\n }\n // --- End Existing Logic ---\n\n // Check if any modification happened (either component or direct asset modification)\n if (modified)\n {\n // Mark the asset as dirty (important for prefabs/SOs) so Unity knows to save it.\n EditorUtility.SetDirty(asset);\n // Save all modified assets to disk.\n AssetDatabase.SaveAssets();\n // Refresh might be needed in some edge cases, but SaveAssets usually covers it.\n // AssetDatabase.Refresh();\n return Response.Success(\n $\"Asset '{fullPath}' modified successfully.\",\n GetAssetData(fullPath)\n );\n }\n else\n {\n // If no changes were made (e.g., component not found, property names incorrect, value unchanged), return a success message indicating nothing changed.\n return Response.Success(\n $\"No applicable or modifiable properties found for asset '{fullPath}'. Check component names, property names, and values.\",\n GetAssetData(fullPath)\n );\n // Previous message: return Response.Success($\"No applicable properties found to modify for asset '{fullPath}'.\", GetAssetData(fullPath));\n }\n }\n catch (Exception e)\n {\n // Log the detailed error internally\n Debug.LogError($\"[ManageAsset] Action 'modify' failed for path '{path}': {e}\");\n // Return a user-friendly error message\n return Response.Error($\"Failed to modify asset '{fullPath}': {e.Message}\");\n }\n }\n\n private static object DeleteAsset(string path)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for delete.\");\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n bool success = AssetDatabase.DeleteAsset(fullPath);\n if (success)\n {\n // AssetDatabase.Refresh(); // DeleteAsset usually handles refresh\n return Response.Success($\"Asset '{fullPath}' deleted successfully.\");\n }\n else\n {\n // This might happen if the file couldn't be deleted (e.g., locked)\n return Response.Error(\n $\"Failed to delete asset '{fullPath}'. Check logs or if the file is locked.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error deleting asset '{fullPath}': {e.Message}\");\n }\n }\n\n private static object DuplicateAsset(string path, string destinationPath)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for duplicate.\");\n\n string sourcePath = SanitizeAssetPath(path);\n if (!AssetExists(sourcePath))\n return Response.Error($\"Source asset not found at path: {sourcePath}\");\n\n string destPath;\n if (string.IsNullOrEmpty(destinationPath))\n {\n // Generate a unique path if destination is not provided\n destPath = AssetDatabase.GenerateUniqueAssetPath(sourcePath);\n }\n else\n {\n destPath = SanitizeAssetPath(destinationPath);\n if (AssetExists(destPath))\n return Response.Error($\"Asset already exists at destination path: {destPath}\");\n // Ensure destination directory exists\n EnsureDirectoryExists(Path.GetDirectoryName(destPath));\n }\n\n try\n {\n bool success = AssetDatabase.CopyAsset(sourcePath, destPath);\n if (success)\n {\n // AssetDatabase.Refresh();\n return Response.Success(\n $\"Asset '{sourcePath}' duplicated to '{destPath}'.\",\n GetAssetData(destPath)\n );\n }\n else\n {\n return Response.Error(\n $\"Failed to duplicate asset from '{sourcePath}' to '{destPath}'.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error duplicating asset '{sourcePath}': {e.Message}\");\n }\n }\n\n private static object MoveOrRenameAsset(string path, string destinationPath)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for move/rename.\");\n if (string.IsNullOrEmpty(destinationPath))\n return Response.Error(\"'destination' path is required for move/rename.\");\n\n string sourcePath = SanitizeAssetPath(path);\n string destPath = SanitizeAssetPath(destinationPath);\n\n if (!AssetExists(sourcePath))\n return Response.Error($\"Source asset not found at path: {sourcePath}\");\n if (AssetExists(destPath))\n return Response.Error(\n $\"An asset already exists at the destination path: {destPath}\"\n );\n\n // Ensure destination directory exists\n EnsureDirectoryExists(Path.GetDirectoryName(destPath));\n\n try\n {\n // Validate will return an error string if failed, null if successful\n string error = AssetDatabase.ValidateMoveAsset(sourcePath, destPath);\n if (!string.IsNullOrEmpty(error))\n {\n return Response.Error(\n $\"Failed to move/rename asset from '{sourcePath}' to '{destPath}': {error}\"\n );\n }\n\n string guid = AssetDatabase.MoveAsset(sourcePath, destPath);\n if (!string.IsNullOrEmpty(guid)) // MoveAsset returns the new GUID on success\n {\n // AssetDatabase.Refresh(); // MoveAsset usually handles refresh\n return Response.Success(\n $\"Asset moved/renamed from '{sourcePath}' to '{destPath}'.\",\n GetAssetData(destPath)\n );\n }\n else\n {\n // This case might not be reachable if ValidateMoveAsset passes, but good to have\n return Response.Error(\n $\"MoveAsset call failed unexpectedly for '{sourcePath}' to '{destPath}'.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error moving/renaming asset '{sourcePath}': {e.Message}\");\n }\n }\n\n private static object SearchAssets(JObject @params)\n {\n string searchPattern = @params[\"searchPattern\"]?.ToString();\n string filterType = @params[\"filterType\"]?.ToString();\n string pathScope = @params[\"path\"]?.ToString(); // Use path as folder scope\n string filterDateAfterStr = @params[\"filterDateAfter\"]?.ToString();\n int pageSize = @params[\"pageSize\"]?.ToObject() ?? 50; // Default page size\n int pageNumber = @params[\"pageNumber\"]?.ToObject() ?? 1; // Default page number (1-based)\n bool generatePreview = @params[\"generatePreview\"]?.ToObject() ?? false;\n\n List searchFilters = new List();\n if (!string.IsNullOrEmpty(searchPattern))\n searchFilters.Add(searchPattern);\n if (!string.IsNullOrEmpty(filterType))\n searchFilters.Add($\"t:{filterType}\");\n\n string[] folderScope = null;\n if (!string.IsNullOrEmpty(pathScope))\n {\n folderScope = new string[] { SanitizeAssetPath(pathScope) };\n if (!AssetDatabase.IsValidFolder(folderScope[0]))\n {\n // Maybe the user provided a file path instead of a folder?\n // We could search in the containing folder, or return an error.\n Debug.LogWarning(\n $\"Search path '{folderScope[0]}' is not a valid folder. Searching entire project.\"\n );\n folderScope = null; // Search everywhere if path isn't a folder\n }\n }\n\n DateTime? filterDateAfter = null;\n if (!string.IsNullOrEmpty(filterDateAfterStr))\n {\n if (\n DateTime.TryParse(\n filterDateAfterStr,\n CultureInfo.InvariantCulture,\n DateTimeStyles.AssumeUniversal | DateTimeStyles.AdjustToUniversal,\n out DateTime parsedDate\n )\n )\n {\n filterDateAfter = parsedDate;\n }\n else\n {\n Debug.LogWarning(\n $\"Could not parse filterDateAfter: '{filterDateAfterStr}'. Expected ISO 8601 format.\"\n );\n }\n }\n\n try\n {\n string[] guids = AssetDatabase.FindAssets(\n string.Join(\" \", searchFilters),\n folderScope\n );\n List results = new List();\n int totalFound = 0;\n\n foreach (string guid in guids)\n {\n string assetPath = AssetDatabase.GUIDToAssetPath(guid);\n if (string.IsNullOrEmpty(assetPath))\n continue;\n\n // Apply date filter if present\n if (filterDateAfter.HasValue)\n {\n DateTime lastWriteTime = File.GetLastWriteTimeUtc(\n Path.Combine(Directory.GetCurrentDirectory(), assetPath)\n );\n if (lastWriteTime <= filterDateAfter.Value)\n {\n continue; // Skip assets older than or equal to the filter date\n }\n }\n\n totalFound++; // Count matching assets before pagination\n results.Add(GetAssetData(assetPath, generatePreview));\n }\n\n // Apply pagination\n int startIndex = (pageNumber - 1) * pageSize;\n var pagedResults = results.Skip(startIndex).Take(pageSize).ToList();\n\n return Response.Success(\n $\"Found {totalFound} asset(s). Returning page {pageNumber} ({pagedResults.Count} assets).\",\n new\n {\n totalAssets = totalFound,\n pageSize = pageSize,\n pageNumber = pageNumber,\n assets = pagedResults,\n }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error searching assets: {e.Message}\");\n }\n }\n\n private static object GetAssetInfo(string path, bool generatePreview)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for get_info.\");\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n return Response.Success(\n \"Asset info retrieved.\",\n GetAssetData(fullPath, generatePreview)\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting info for asset '{fullPath}': {e.Message}\");\n }\n }\n\n /// \n /// Retrieves components attached to a GameObject asset (like a Prefab).\n /// \n /// The asset path of the GameObject or Prefab.\n /// A response object containing a list of component type names or an error.\n private static object GetComponentsFromAsset(string path)\n {\n // 1. Validate input path\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for get_components.\");\n\n // 2. Sanitize and check existence\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n // 3. Load the asset\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(\n fullPath\n );\n if (asset == null)\n return Response.Error($\"Failed to load asset at path: {fullPath}\");\n\n // 4. Check if it's a GameObject (Prefabs load as GameObjects)\n GameObject gameObject = asset as GameObject;\n if (gameObject == null)\n {\n // Also check if it's *directly* a Component type (less common for primary assets)\n Component componentAsset = asset as Component;\n if (componentAsset != null)\n {\n // If the asset itself *is* a component, maybe return just its info?\n // This is an edge case. Let's stick to GameObjects for now.\n return Response.Error(\n $\"Asset at '{fullPath}' is a Component ({asset.GetType().FullName}), not a GameObject. Components are typically retrieved *from* a GameObject.\"\n );\n }\n return Response.Error(\n $\"Asset at '{fullPath}' is not a GameObject (Type: {asset.GetType().FullName}). Cannot get components from this asset type.\"\n );\n }\n\n // 5. Get components\n Component[] components = gameObject.GetComponents();\n\n // 6. Format component data\n List componentList = components\n .Select(comp => new\n {\n typeName = comp.GetType().FullName,\n instanceID = comp.GetInstanceID(),\n // TODO: Add more component-specific details here if needed in the future?\n // Requires reflection or specific handling per component type.\n })\n .ToList(); // Explicit cast for clarity if needed\n\n // 7. Return success response\n return Response.Success(\n $\"Found {componentList.Count} component(s) on asset '{fullPath}'.\",\n componentList\n );\n }\n catch (Exception e)\n {\n Debug.LogError(\n $\"[ManageAsset.GetComponentsFromAsset] Error getting components for '{fullPath}': {e}\"\n );\n return Response.Error(\n $\"Error getting components for asset '{fullPath}': {e.Message}\"\n );\n }\n }\n\n // --- Internal Helpers ---\n\n /// \n /// Ensures the asset path starts with \"Assets/\".\n /// \n private static string SanitizeAssetPath(string path)\n {\n if (string.IsNullOrEmpty(path))\n return path;\n path = path.Replace('\\\\', '/'); // Normalize separators\n if (!path.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n return \"Assets/\" + path.TrimStart('/');\n }\n return path;\n }\n\n /// \n /// Checks if an asset exists at the given path (file or folder).\n /// \n private static bool AssetExists(string sanitizedPath)\n {\n // AssetDatabase APIs are generally preferred over raw File/Directory checks for assets.\n // Check if it's a known asset GUID.\n if (!string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(sanitizedPath)))\n {\n return true;\n }\n // AssetPathToGUID might not work for newly created folders not yet refreshed.\n // Check directory explicitly for folders.\n if (Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), sanitizedPath)))\n {\n // Check if it's considered a *valid* folder by Unity\n return AssetDatabase.IsValidFolder(sanitizedPath);\n }\n // Check file existence for non-folder assets.\n if (File.Exists(Path.Combine(Directory.GetCurrentDirectory(), sanitizedPath)))\n {\n return true; // Assume if file exists, it's an asset or will be imported\n }\n\n return false;\n // Alternative: return !string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(sanitizedPath));\n }\n\n /// \n /// Ensures the directory for a given asset path exists, creating it if necessary.\n /// \n private static void EnsureDirectoryExists(string directoryPath)\n {\n if (string.IsNullOrEmpty(directoryPath))\n return;\n string fullDirPath = Path.Combine(Directory.GetCurrentDirectory(), directoryPath);\n if (!Directory.Exists(fullDirPath))\n {\n Directory.CreateDirectory(fullDirPath);\n AssetDatabase.Refresh(); // Let Unity know about the new folder\n }\n }\n\n /// \n /// Applies properties from JObject to a Material.\n /// \n private static bool ApplyMaterialProperties(Material mat, JObject properties)\n {\n if (mat == null || properties == null)\n return false;\n bool modified = false;\n\n // Example: Set shader\n if (properties[\"shader\"]?.Type == JTokenType.String)\n {\n Shader newShader = Shader.Find(properties[\"shader\"].ToString());\n if (newShader != null && mat.shader != newShader)\n {\n mat.shader = newShader;\n modified = true;\n }\n }\n // Example: Set color property\n if (properties[\"color\"] is JObject colorProps)\n {\n string propName = colorProps[\"name\"]?.ToString() ?? \"_Color\"; // Default main color\n if (colorProps[\"value\"] is JArray colArr && colArr.Count >= 3)\n {\n try\n {\n Color newColor = new Color(\n colArr[0].ToObject(),\n colArr[1].ToObject(),\n colArr[2].ToObject(),\n colArr.Count > 3 ? colArr[3].ToObject() : 1.0f\n );\n if (mat.HasProperty(propName) && mat.GetColor(propName) != newColor)\n {\n mat.SetColor(propName, newColor);\n modified = true;\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Error parsing color property '{propName}': {ex.Message}\"\n );\n }\n }\n } else if (properties[\"color\"] is JArray colorArr) //Use color now with examples set in manage_asset.py\n {\n string propName = \"_Color\"; \n try {\n if (colorArr.Count >= 3)\n {\n Color newColor = new Color(\n colorArr[0].ToObject(),\n colorArr[1].ToObject(), \n colorArr[2].ToObject(), \n colorArr.Count > 3 ? colorArr[3].ToObject() : 1.0f\n );\n if (mat.HasProperty(propName) && mat.GetColor(propName) != newColor)\n {\n mat.SetColor(propName, newColor);\n modified = true;\n }\n }\n } \n catch (Exception ex) {\n Debug.LogWarning(\n $\"Error parsing color property '{propName}': {ex.Message}\"\n );\n }\n }\n // Example: Set float property\n if (properties[\"float\"] is JObject floatProps)\n {\n string propName = floatProps[\"name\"]?.ToString();\n if (\n !string.IsNullOrEmpty(propName) && floatProps[\"value\"]?.Type == JTokenType.Float\n || floatProps[\"value\"]?.Type == JTokenType.Integer\n )\n {\n try\n {\n float newVal = floatProps[\"value\"].ToObject();\n if (mat.HasProperty(propName) && mat.GetFloat(propName) != newVal)\n {\n mat.SetFloat(propName, newVal);\n modified = true;\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Error parsing float property '{propName}': {ex.Message}\"\n );\n }\n }\n }\n // Example: Set texture property\n if (properties[\"texture\"] is JObject texProps)\n {\n string propName = texProps[\"name\"]?.ToString() ?? \"_MainTex\"; // Default main texture\n string texPath = texProps[\"path\"]?.ToString();\n if (!string.IsNullOrEmpty(texPath))\n {\n Texture newTex = AssetDatabase.LoadAssetAtPath(\n SanitizeAssetPath(texPath)\n );\n if (\n newTex != null\n && mat.HasProperty(propName)\n && mat.GetTexture(propName) != newTex\n )\n {\n mat.SetTexture(propName, newTex);\n modified = true;\n }\n else if (newTex == null)\n {\n Debug.LogWarning($\"Texture not found at path: {texPath}\");\n }\n }\n }\n\n // TODO: Add handlers for other property types (Vectors, Ints, Keywords, RenderQueue, etc.)\n return modified;\n }\n\n /// \n /// Applies properties from JObject to a PhysicsMaterial.\n /// \n private static bool ApplyPhysicsMaterialProperties(PhysicsMaterialType pmat, JObject properties)\n {\n if (pmat == null || properties == null)\n return false;\n bool modified = false;\n\n // Example: Set dynamic friction\n if (properties[\"dynamicFriction\"]?.Type == JTokenType.Float)\n {\n float dynamicFriction = properties[\"dynamicFriction\"].ToObject();\n pmat.dynamicFriction = dynamicFriction;\n modified = true;\n }\n\n // Example: Set static friction\n if (properties[\"staticFriction\"]?.Type == JTokenType.Float)\n {\n float staticFriction = properties[\"staticFriction\"].ToObject();\n pmat.staticFriction = staticFriction;\n modified = true;\n }\n\n // Example: Set bounciness\n if (properties[\"bounciness\"]?.Type == JTokenType.Float)\n {\n float bounciness = properties[\"bounciness\"].ToObject();\n pmat.bounciness = bounciness;\n modified = true;\n }\n\n List averageList = new List { \"ave\", \"Ave\", \"average\", \"Average\" };\n List multiplyList = new List { \"mul\", \"Mul\", \"mult\", \"Mult\", \"multiply\", \"Multiply\" };\n List minimumList = new List { \"min\", \"Min\", \"minimum\", \"Minimum\" };\n List maximumList = new List { \"max\", \"Max\", \"maximum\", \"Maximum\" };\n\n // Example: Set friction combine\n if (properties[\"frictionCombine\"]?.Type == JTokenType.String)\n {\n string frictionCombine = properties[\"frictionCombine\"].ToString();\n if (averageList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Average;\n else if (multiplyList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Multiply;\n else if (minimumList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Minimum;\n else if (maximumList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Maximum;\n modified = true;\n }\n\n // Example: Set bounce combine\n if (properties[\"bounceCombine\"]?.Type == JTokenType.String)\n {\n string bounceCombine = properties[\"bounceCombine\"].ToString();\n if (averageList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Average;\n else if (multiplyList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Multiply;\n else if (minimumList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Minimum;\n else if (maximumList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Maximum;\n modified = true;\n }\n\n return modified;\n }\n\n /// \n /// Generic helper to set properties on any UnityEngine.Object using reflection.\n /// \n private static bool ApplyObjectProperties(UnityEngine.Object target, JObject properties)\n {\n if (target == null || properties == null)\n return false;\n bool modified = false;\n Type type = target.GetType();\n\n foreach (var prop in properties.Properties())\n {\n string propName = prop.Name;\n JToken propValue = prop.Value;\n if (SetPropertyOrField(target, propName, propValue, type))\n {\n modified = true;\n }\n }\n return modified;\n }\n\n /// \n /// Helper to set a property or field via reflection, handling basic types and Unity objects.\n /// \n private static bool SetPropertyOrField(\n object target,\n string memberName,\n JToken value,\n Type type = null\n )\n {\n type = type ?? target.GetType();\n System.Reflection.BindingFlags flags =\n System.Reflection.BindingFlags.Public\n | System.Reflection.BindingFlags.Instance\n | System.Reflection.BindingFlags.IgnoreCase;\n\n try\n {\n System.Reflection.PropertyInfo propInfo = type.GetProperty(memberName, flags);\n if (propInfo != null && propInfo.CanWrite)\n {\n object convertedValue = ConvertJTokenToType(value, propInfo.PropertyType);\n if (\n convertedValue != null\n && !object.Equals(propInfo.GetValue(target), convertedValue)\n )\n {\n propInfo.SetValue(target, convertedValue);\n return true;\n }\n }\n else\n {\n System.Reflection.FieldInfo fieldInfo = type.GetField(memberName, flags);\n if (fieldInfo != null)\n {\n object convertedValue = ConvertJTokenToType(value, fieldInfo.FieldType);\n if (\n convertedValue != null\n && !object.Equals(fieldInfo.GetValue(target), convertedValue)\n )\n {\n fieldInfo.SetValue(target, convertedValue);\n return true;\n }\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"[SetPropertyOrField] Failed to set '{memberName}' on {type.Name}: {ex.Message}\"\n );\n }\n return false;\n }\n\n /// \n /// Simple JToken to Type conversion for common Unity types and primitives.\n /// \n private static object ConvertJTokenToType(JToken token, Type targetType)\n {\n try\n {\n if (token == null || token.Type == JTokenType.Null)\n return null;\n\n if (targetType == typeof(string))\n return token.ToObject();\n if (targetType == typeof(int))\n return token.ToObject();\n if (targetType == typeof(float))\n return token.ToObject();\n if (targetType == typeof(bool))\n return token.ToObject();\n if (targetType == typeof(Vector2) && token is JArray arrV2 && arrV2.Count == 2)\n return new Vector2(arrV2[0].ToObject(), arrV2[1].ToObject());\n if (targetType == typeof(Vector3) && token is JArray arrV3 && arrV3.Count == 3)\n return new Vector3(\n arrV3[0].ToObject(),\n arrV3[1].ToObject(),\n arrV3[2].ToObject()\n );\n if (targetType == typeof(Vector4) && token is JArray arrV4 && arrV4.Count == 4)\n return new Vector4(\n arrV4[0].ToObject(),\n arrV4[1].ToObject(),\n arrV4[2].ToObject(),\n arrV4[3].ToObject()\n );\n if (targetType == typeof(Quaternion) && token is JArray arrQ && arrQ.Count == 4)\n return new Quaternion(\n arrQ[0].ToObject(),\n arrQ[1].ToObject(),\n arrQ[2].ToObject(),\n arrQ[3].ToObject()\n );\n if (targetType == typeof(Color) && token is JArray arrC && arrC.Count >= 3) // Allow RGB or RGBA\n return new Color(\n arrC[0].ToObject(),\n arrC[1].ToObject(),\n arrC[2].ToObject(),\n arrC.Count > 3 ? arrC[3].ToObject() : 1.0f\n );\n if (targetType.IsEnum)\n return Enum.Parse(targetType, token.ToString(), true); // Case-insensitive enum parsing\n\n // Handle loading Unity Objects (Materials, Textures, etc.) by path\n if (\n typeof(UnityEngine.Object).IsAssignableFrom(targetType)\n && token.Type == JTokenType.String\n )\n {\n string assetPath = SanitizeAssetPath(token.ToString());\n UnityEngine.Object loadedAsset = AssetDatabase.LoadAssetAtPath(\n assetPath,\n targetType\n );\n if (loadedAsset == null)\n {\n Debug.LogWarning(\n $\"[ConvertJTokenToType] Could not load asset of type {targetType.Name} from path: {assetPath}\"\n );\n }\n return loadedAsset;\n }\n\n // Fallback: Try direct conversion (might work for other simple value types)\n return token.ToObject(targetType);\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"[ConvertJTokenToType] Could not convert JToken '{token}' (type {token.Type}) to type '{targetType.Name}': {ex.Message}\"\n );\n return null;\n }\n }\n\n /// \n /// Helper to find a Type by name, searching relevant assemblies.\n /// Needed for creating ScriptableObjects or finding component types by name.\n /// \n private static Type FindType(string typeName)\n {\n if (string.IsNullOrEmpty(typeName))\n return null;\n\n // Try direct lookup first (common Unity types often don't need assembly qualified name)\n var type =\n Type.GetType(typeName)\n ?? Type.GetType($\"UnityEngine.{typeName}, UnityEngine.CoreModule\")\n ?? Type.GetType($\"UnityEngine.UI.{typeName}, UnityEngine.UI\")\n ?? Type.GetType($\"UnityEditor.{typeName}, UnityEditor.CoreModule\");\n\n if (type != null)\n return type;\n\n // If not found, search loaded assemblies (slower but more robust for user scripts)\n foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())\n {\n // Look for non-namespaced first\n type = assembly.GetType(typeName, false, true); // throwOnError=false, ignoreCase=true\n if (type != null)\n return type;\n\n // Check common namespaces if simple name given\n type = assembly.GetType(\"UnityEngine.\" + typeName, false, true);\n if (type != null)\n return type;\n type = assembly.GetType(\"UnityEditor.\" + typeName, false, true);\n if (type != null)\n return type;\n // Add other likely namespaces if needed (e.g., specific plugins)\n }\n\n Debug.LogWarning($\"[FindType] Type '{typeName}' not found in any loaded assembly.\");\n return null; // Not found\n }\n\n // --- Data Serialization ---\n\n /// \n /// Creates a serializable representation of an asset.\n /// \n private static object GetAssetData(string path, bool generatePreview = false)\n {\n if (string.IsNullOrEmpty(path) || !AssetExists(path))\n return null;\n\n string guid = AssetDatabase.AssetPathToGUID(path);\n Type assetType = AssetDatabase.GetMainAssetTypeAtPath(path);\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(path);\n string previewBase64 = null;\n int previewWidth = 0;\n int previewHeight = 0;\n\n if (generatePreview && asset != null)\n {\n Texture2D preview = AssetPreview.GetAssetPreview(asset);\n\n if (preview != null)\n {\n try\n {\n // Ensure texture is readable for EncodeToPNG\n // Creating a temporary readable copy is safer\n RenderTexture rt = RenderTexture.GetTemporary(\n preview.width,\n preview.height\n );\n Graphics.Blit(preview, rt);\n RenderTexture previous = RenderTexture.active;\n RenderTexture.active = rt;\n Texture2D readablePreview = new Texture2D(preview.width, preview.height);\n readablePreview.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);\n readablePreview.Apply();\n RenderTexture.active = previous;\n RenderTexture.ReleaseTemporary(rt);\n\n byte[] pngData = readablePreview.EncodeToPNG();\n previewBase64 = Convert.ToBase64String(pngData);\n previewWidth = readablePreview.width;\n previewHeight = readablePreview.height;\n UnityEngine.Object.DestroyImmediate(readablePreview); // Clean up temp texture\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Failed to generate readable preview for '{path}': {ex.Message}. Preview might not be readable.\"\n );\n // Fallback: Try getting static preview if available?\n // Texture2D staticPreview = AssetPreview.GetMiniThumbnail(asset);\n }\n }\n else\n {\n Debug.LogWarning(\n $\"Could not get asset preview for {path} (Type: {assetType?.Name}). Is it supported?\"\n );\n }\n }\n\n return new\n {\n path = path,\n guid = guid,\n assetType = assetType?.FullName ?? \"Unknown\",\n name = Path.GetFileNameWithoutExtension(path),\n fileName = Path.GetFileName(path),\n isFolder = AssetDatabase.IsValidFolder(path),\n instanceID = asset?.GetInstanceID() ?? 0,\n lastWriteTimeUtc = File.GetLastWriteTimeUtc(\n Path.Combine(Directory.GetCurrentDirectory(), path)\n )\n .ToString(\"o\"), // ISO 8601\n // --- Preview Data ---\n previewBase64 = previewBase64, // PNG data as Base64 string\n previewWidth = previewWidth,\n previewHeight = previewHeight,\n // TODO: Add more metadata? Importer settings? Dependencies?\n };\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageScript.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Text.RegularExpressions;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers;\n\n#if USE_ROSLYN\nusing Microsoft.CodeAnalysis;\nusing Microsoft.CodeAnalysis.CSharp;\n#endif\n\n#if UNITY_EDITOR\nusing UnityEditor.Compilation;\n#endif\n\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles CRUD operations for C# scripts within the Unity project.\n /// \n /// ROSLYN INSTALLATION GUIDE:\n /// To enable advanced syntax validation with Roslyn compiler services:\n /// \n /// 1. Install Microsoft.CodeAnalysis.CSharp NuGet package:\n /// - Open Package Manager in Unity\n /// - Follow the instruction on https://github.com/GlitchEnzo/NuGetForUnity\n /// \n /// 2. Open NuGet Package Manager and Install Microsoft.CodeAnalysis.CSharp:\n /// \n /// 3. Alternative: Manual DLL installation:\n /// - Download Microsoft.CodeAnalysis.CSharp.dll and dependencies\n /// - Place in Assets/Plugins/ folder\n /// - Ensure .NET compatibility settings are correct\n /// \n /// 4. Define USE_ROSLYN symbol:\n /// - Go to Player Settings > Scripting Define Symbols\n /// - Add \"USE_ROSLYN\" to enable Roslyn-based validation\n /// \n /// 5. Restart Unity after installation\n /// \n /// Note: Without Roslyn, the system falls back to basic structural validation.\n /// Roslyn provides full C# compiler diagnostics with line numbers and detailed error messages.\n /// \n public static class ManageScript\n {\n /// \n /// Main handler for script management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n // Extract parameters\n string action = @params[\"action\"]?.ToString().ToLower();\n string name = @params[\"name\"]?.ToString();\n string path = @params[\"path\"]?.ToString(); // Relative to Assets/\n string contents = null;\n\n // Check if we have base64 encoded contents\n bool contentsEncoded = @params[\"contentsEncoded\"]?.ToObject() ?? false;\n if (contentsEncoded && @params[\"encodedContents\"] != null)\n {\n try\n {\n contents = DecodeBase64(@params[\"encodedContents\"].ToString());\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to decode script contents: {e.Message}\");\n }\n }\n else\n {\n contents = @params[\"contents\"]?.ToString();\n }\n\n string scriptType = @params[\"scriptType\"]?.ToString(); // For templates/validation\n string namespaceName = @params[\"namespace\"]?.ToString(); // For organizing code\n\n // Validate required parameters\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\"Name parameter is required.\");\n }\n // Basic name validation (alphanumeric, underscores, cannot start with number)\n if (!Regex.IsMatch(name, @\"^[a-zA-Z_][a-zA-Z0-9_]*$\"))\n {\n return Response.Error(\n $\"Invalid script name: '{name}'. Use only letters, numbers, underscores, and don't start with a number.\"\n );\n }\n\n // Ensure path is relative to Assets/, removing any leading \"Assets/\"\n // Set default directory to \"Scripts\" if path is not provided\n string relativeDir = path ?? \"Scripts\"; // Default to \"Scripts\" if path is null\n if (!string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = relativeDir.Replace('\\\\', '/').Trim('/');\n if (relativeDir.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n relativeDir = relativeDir.Substring(\"Assets/\".Length).TrimStart('/');\n }\n }\n // Handle empty string case explicitly after processing\n if (string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = \"Scripts\"; // Ensure default if path was provided as \"\" or only \"/\" or \"Assets/\"\n }\n\n // Construct paths\n string scriptFileName = $\"{name}.cs\";\n string fullPathDir = Path.Combine(Application.dataPath, relativeDir); // Application.dataPath ends in \"Assets\"\n string fullPath = Path.Combine(fullPathDir, scriptFileName);\n string relativePath = Path.Combine(\"Assets\", relativeDir, scriptFileName)\n .Replace('\\\\', '/'); // Ensure \"Assets/\" prefix and forward slashes\n\n // Ensure the target directory exists for create/update\n if (action == \"create\" || action == \"update\")\n {\n try\n {\n Directory.CreateDirectory(fullPathDir);\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Could not create directory '{fullPathDir}': {e.Message}\"\n );\n }\n }\n\n // Route to specific action handlers\n switch (action)\n {\n case \"create\":\n return CreateScript(\n fullPath,\n relativePath,\n name,\n contents,\n scriptType,\n namespaceName\n );\n case \"read\":\n return ReadScript(fullPath, relativePath);\n case \"update\":\n return UpdateScript(fullPath, relativePath, name, contents);\n case \"delete\":\n return DeleteScript(fullPath, relativePath);\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: create, read, update, delete.\"\n );\n }\n }\n\n /// \n /// Decode base64 string to normal text\n /// \n private static string DecodeBase64(string encoded)\n {\n byte[] data = Convert.FromBase64String(encoded);\n return System.Text.Encoding.UTF8.GetString(data);\n }\n\n /// \n /// Encode text to base64 string\n /// \n private static string EncodeBase64(string text)\n {\n byte[] data = System.Text.Encoding.UTF8.GetBytes(text);\n return Convert.ToBase64String(data);\n }\n\n private static object CreateScript(\n string fullPath,\n string relativePath,\n string name,\n string contents,\n string scriptType,\n string namespaceName\n )\n {\n // Check if script already exists\n if (File.Exists(fullPath))\n {\n return Response.Error(\n $\"Script already exists at '{relativePath}'. Use 'update' action to modify.\"\n );\n }\n\n // Generate default content if none provided\n if (string.IsNullOrEmpty(contents))\n {\n contents = GenerateDefaultScriptContent(name, scriptType, namespaceName);\n }\n\n // Validate syntax with detailed error reporting using GUI setting\n ValidationLevel validationLevel = GetValidationLevelFromGUI();\n bool isValid = ValidateScriptSyntax(contents, validationLevel, out string[] validationErrors);\n if (!isValid)\n {\n string errorMessage = \"Script validation failed:\\n\" + string.Join(\"\\n\", validationErrors);\n return Response.Error(errorMessage);\n }\n else if (validationErrors != null && validationErrors.Length > 0)\n {\n // Log warnings but don't block creation\n Debug.LogWarning($\"Script validation warnings for {name}:\\n\" + string.Join(\"\\n\", validationErrors));\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath);\n AssetDatabase.Refresh(); // Ensure Unity recognizes the new script\n return Response.Success(\n $\"Script '{name}.cs' created successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create script '{relativePath}': {e.Message}\");\n }\n }\n\n private static object ReadScript(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Script not found at '{relativePath}'.\");\n }\n\n try\n {\n string contents = File.ReadAllText(fullPath);\n\n // Return both normal and encoded contents for larger files\n bool isLarge = contents.Length > 10000; // If content is large, include encoded version\n var responseData = new\n {\n path = relativePath,\n contents = contents,\n // For large files, also include base64-encoded version\n encodedContents = isLarge ? EncodeBase64(contents) : null,\n contentsEncoded = isLarge,\n };\n\n return Response.Success(\n $\"Script '{Path.GetFileName(relativePath)}' read successfully.\",\n responseData\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to read script '{relativePath}': {e.Message}\");\n }\n }\n\n private static object UpdateScript(\n string fullPath,\n string relativePath,\n string name,\n string contents\n )\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error(\n $\"Script not found at '{relativePath}'. Use 'create' action to add a new script.\"\n );\n }\n if (string.IsNullOrEmpty(contents))\n {\n return Response.Error(\"Content is required for the 'update' action.\");\n }\n\n // Validate syntax with detailed error reporting using GUI setting\n ValidationLevel validationLevel = GetValidationLevelFromGUI();\n bool isValid = ValidateScriptSyntax(contents, validationLevel, out string[] validationErrors);\n if (!isValid)\n {\n string errorMessage = \"Script validation failed:\\n\" + string.Join(\"\\n\", validationErrors);\n return Response.Error(errorMessage);\n }\n else if (validationErrors != null && validationErrors.Length > 0)\n {\n // Log warnings but don't block update\n Debug.LogWarning($\"Script validation warnings for {name}:\\n\" + string.Join(\"\\n\", validationErrors));\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath); // Re-import to reflect changes\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Script '{name}.cs' updated successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to update script '{relativePath}': {e.Message}\");\n }\n }\n\n private static object DeleteScript(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Script not found at '{relativePath}'. Cannot delete.\");\n }\n\n try\n {\n // Use AssetDatabase.MoveAssetToTrash for safer deletion (allows undo)\n bool deleted = AssetDatabase.MoveAssetToTrash(relativePath);\n if (deleted)\n {\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Script '{Path.GetFileName(relativePath)}' moved to trash successfully.\"\n );\n }\n else\n {\n // Fallback or error if MoveAssetToTrash fails\n return Response.Error(\n $\"Failed to move script '{relativePath}' to trash. It might be locked or in use.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error deleting script '{relativePath}': {e.Message}\");\n }\n }\n\n /// \n /// Generates basic C# script content based on name and type.\n /// \n private static string GenerateDefaultScriptContent(\n string name,\n string scriptType,\n string namespaceName\n )\n {\n string usingStatements = \"using UnityEngine;\\nusing System.Collections;\\n\";\n string classDeclaration;\n string body =\n \"\\n // Use this for initialization\\n void Start() {\\n\\n }\\n\\n // Update is called once per frame\\n void Update() {\\n\\n }\\n\";\n\n string baseClass = \"\";\n if (!string.IsNullOrEmpty(scriptType))\n {\n if (scriptType.Equals(\"MonoBehaviour\", StringComparison.OrdinalIgnoreCase))\n baseClass = \" : MonoBehaviour\";\n else if (scriptType.Equals(\"ScriptableObject\", StringComparison.OrdinalIgnoreCase))\n {\n baseClass = \" : ScriptableObject\";\n body = \"\"; // ScriptableObjects don't usually need Start/Update\n }\n else if (\n scriptType.Equals(\"Editor\", StringComparison.OrdinalIgnoreCase)\n || scriptType.Equals(\"EditorWindow\", StringComparison.OrdinalIgnoreCase)\n )\n {\n usingStatements += \"using UnityEditor;\\n\";\n if (scriptType.Equals(\"Editor\", StringComparison.OrdinalIgnoreCase))\n baseClass = \" : Editor\";\n else\n baseClass = \" : EditorWindow\";\n body = \"\"; // Editor scripts have different structures\n }\n // Add more types as needed\n }\n\n classDeclaration = $\"public class {name}{baseClass}\";\n\n string fullContent = $\"{usingStatements}\\n\";\n bool useNamespace = !string.IsNullOrEmpty(namespaceName);\n\n if (useNamespace)\n {\n fullContent += $\"namespace {namespaceName}\\n{{\\n\";\n // Indent class and body if using namespace\n classDeclaration = \" \" + classDeclaration;\n body = string.Join(\"\\n\", body.Split('\\n').Select(line => \" \" + line));\n }\n\n fullContent += $\"{classDeclaration}\\n{{\\n{body}\\n}}\";\n\n if (useNamespace)\n {\n fullContent += \"\\n}\"; // Close namespace\n }\n\n return fullContent.Trim() + \"\\n\"; // Ensure a trailing newline\n }\n\n /// \n /// Gets the validation level from the GUI settings\n /// \n private static ValidationLevel GetValidationLevelFromGUI()\n {\n string savedLevel = EditorPrefs.GetString(\"UnityMCP_ScriptValidationLevel\", \"standard\");\n return savedLevel.ToLower() switch\n {\n \"basic\" => ValidationLevel.Basic,\n \"standard\" => ValidationLevel.Standard,\n \"comprehensive\" => ValidationLevel.Comprehensive,\n \"strict\" => ValidationLevel.Strict,\n _ => ValidationLevel.Standard // Default fallback\n };\n }\n\n /// \n /// Validates C# script syntax using multiple validation layers.\n /// \n private static bool ValidateScriptSyntax(string contents)\n {\n return ValidateScriptSyntax(contents, ValidationLevel.Standard, out _);\n }\n\n /// \n /// Advanced syntax validation with detailed diagnostics and configurable strictness.\n /// \n private static bool ValidateScriptSyntax(string contents, ValidationLevel level, out string[] errors)\n {\n var errorList = new System.Collections.Generic.List();\n errors = null;\n\n if (string.IsNullOrEmpty(contents))\n {\n return true; // Empty content is valid\n }\n\n // Basic structural validation\n if (!ValidateBasicStructure(contents, errorList))\n {\n errors = errorList.ToArray();\n return false;\n }\n\n#if USE_ROSLYN\n // Advanced Roslyn-based validation\n if (!ValidateScriptSyntaxRoslyn(contents, level, errorList))\n {\n errors = errorList.ToArray();\n return level != ValidationLevel.Standard; //TODO: Allow standard to run roslyn right now, might formalize it in the future\n }\n#endif\n\n // Unity-specific validation\n if (level >= ValidationLevel.Standard)\n {\n ValidateScriptSyntaxUnity(contents, errorList);\n }\n\n // Semantic analysis for common issues\n if (level >= ValidationLevel.Comprehensive)\n {\n ValidateSemanticRules(contents, errorList);\n }\n\n#if USE_ROSLYN\n // Full semantic compilation validation for Strict level\n if (level == ValidationLevel.Strict)\n {\n if (!ValidateScriptSemantics(contents, errorList))\n {\n errors = errorList.ToArray();\n return false; // Strict level fails on any semantic errors\n }\n }\n#endif\n\n errors = errorList.ToArray();\n return errorList.Count == 0 || (level != ValidationLevel.Strict && !errorList.Any(e => e.StartsWith(\"ERROR:\")));\n }\n\n /// \n /// Validation strictness levels\n /// \n private enum ValidationLevel\n {\n Basic, // Only syntax errors\n Standard, // Syntax + Unity best practices\n Comprehensive, // All checks + semantic analysis\n Strict // Treat all issues as errors\n }\n\n /// \n /// Validates basic code structure (braces, quotes, comments)\n /// \n private static bool ValidateBasicStructure(string contents, System.Collections.Generic.List errors)\n {\n bool isValid = true;\n int braceBalance = 0;\n int parenBalance = 0;\n int bracketBalance = 0;\n bool inStringLiteral = false;\n bool inCharLiteral = false;\n bool inSingleLineComment = false;\n bool inMultiLineComment = false;\n bool escaped = false;\n\n for (int i = 0; i < contents.Length; i++)\n {\n char c = contents[i];\n char next = i + 1 < contents.Length ? contents[i + 1] : '\\0';\n\n // Handle escape sequences\n if (escaped)\n {\n escaped = false;\n continue;\n }\n\n if (c == '\\\\' && (inStringLiteral || inCharLiteral))\n {\n escaped = true;\n continue;\n }\n\n // Handle comments\n if (!inStringLiteral && !inCharLiteral)\n {\n if (c == '/' && next == '/' && !inMultiLineComment)\n {\n inSingleLineComment = true;\n continue;\n }\n if (c == '/' && next == '*' && !inSingleLineComment)\n {\n inMultiLineComment = true;\n i++; // Skip next character\n continue;\n }\n if (c == '*' && next == '/' && inMultiLineComment)\n {\n inMultiLineComment = false;\n i++; // Skip next character\n continue;\n }\n }\n\n if (c == '\\n')\n {\n inSingleLineComment = false;\n continue;\n }\n\n if (inSingleLineComment || inMultiLineComment)\n continue;\n\n // Handle string and character literals\n if (c == '\"' && !inCharLiteral)\n {\n inStringLiteral = !inStringLiteral;\n continue;\n }\n if (c == '\\'' && !inStringLiteral)\n {\n inCharLiteral = !inCharLiteral;\n continue;\n }\n\n if (inStringLiteral || inCharLiteral)\n continue;\n\n // Count brackets and braces\n switch (c)\n {\n case '{': braceBalance++; break;\n case '}': braceBalance--; break;\n case '(': parenBalance++; break;\n case ')': parenBalance--; break;\n case '[': bracketBalance++; break;\n case ']': bracketBalance--; break;\n }\n\n // Check for negative balances (closing without opening)\n if (braceBalance < 0)\n {\n errors.Add(\"ERROR: Unmatched closing brace '}'\");\n isValid = false;\n }\n if (parenBalance < 0)\n {\n errors.Add(\"ERROR: Unmatched closing parenthesis ')'\");\n isValid = false;\n }\n if (bracketBalance < 0)\n {\n errors.Add(\"ERROR: Unmatched closing bracket ']'\");\n isValid = false;\n }\n }\n\n // Check final balances\n if (braceBalance != 0)\n {\n errors.Add($\"ERROR: Unbalanced braces (difference: {braceBalance})\");\n isValid = false;\n }\n if (parenBalance != 0)\n {\n errors.Add($\"ERROR: Unbalanced parentheses (difference: {parenBalance})\");\n isValid = false;\n }\n if (bracketBalance != 0)\n {\n errors.Add($\"ERROR: Unbalanced brackets (difference: {bracketBalance})\");\n isValid = false;\n }\n if (inStringLiteral)\n {\n errors.Add(\"ERROR: Unterminated string literal\");\n isValid = false;\n }\n if (inCharLiteral)\n {\n errors.Add(\"ERROR: Unterminated character literal\");\n isValid = false;\n }\n if (inMultiLineComment)\n {\n errors.Add(\"WARNING: Unterminated multi-line comment\");\n }\n\n return isValid;\n }\n\n#if USE_ROSLYN\n /// \n /// Cached compilation references for performance\n /// \n private static System.Collections.Generic.List _cachedReferences = null;\n private static DateTime _cacheTime = DateTime.MinValue;\n private static readonly TimeSpan CacheExpiry = TimeSpan.FromMinutes(5);\n\n /// \n /// Validates syntax using Roslyn compiler services\n /// \n private static bool ValidateScriptSyntaxRoslyn(string contents, ValidationLevel level, System.Collections.Generic.List errors)\n {\n try\n {\n var syntaxTree = CSharpSyntaxTree.ParseText(contents);\n var diagnostics = syntaxTree.GetDiagnostics();\n \n bool hasErrors = false;\n foreach (var diagnostic in diagnostics)\n {\n string severity = diagnostic.Severity.ToString().ToUpper();\n string message = $\"{severity}: {diagnostic.GetMessage()}\";\n \n if (diagnostic.Severity == DiagnosticSeverity.Error)\n {\n hasErrors = true;\n }\n \n // Include warnings in comprehensive mode\n if (level >= ValidationLevel.Standard || diagnostic.Severity == DiagnosticSeverity.Error) //Also use Standard for now\n {\n var location = diagnostic.Location.GetLineSpan();\n if (location.IsValid)\n {\n message += $\" (Line {location.StartLinePosition.Line + 1})\";\n }\n errors.Add(message);\n }\n }\n \n return !hasErrors;\n }\n catch (Exception ex)\n {\n errors.Add($\"ERROR: Roslyn validation failed: {ex.Message}\");\n return false;\n }\n }\n\n /// \n /// Validates script semantics using full compilation context to catch namespace, type, and method resolution errors\n /// \n private static bool ValidateScriptSemantics(string contents, System.Collections.Generic.List errors)\n {\n try\n {\n // Get compilation references with caching\n var references = GetCompilationReferences();\n if (references == null || references.Count == 0)\n {\n errors.Add(\"WARNING: Could not load compilation references for semantic validation\");\n return true; // Don't fail if we can't get references\n }\n\n // Create syntax tree\n var syntaxTree = CSharpSyntaxTree.ParseText(contents);\n\n // Create compilation with full context\n var compilation = CSharpCompilation.Create(\n \"TempValidation\",\n new[] { syntaxTree },\n references,\n new CSharpCompilationOptions(OutputKind.DynamicallyLinkedLibrary)\n );\n\n // Get semantic diagnostics - this catches all the issues you mentioned!\n var diagnostics = compilation.GetDiagnostics();\n \n bool hasErrors = false;\n foreach (var diagnostic in diagnostics)\n {\n if (diagnostic.Severity == DiagnosticSeverity.Error)\n {\n hasErrors = true;\n var location = diagnostic.Location.GetLineSpan();\n string locationInfo = location.IsValid ? \n $\" (Line {location.StartLinePosition.Line + 1}, Column {location.StartLinePosition.Character + 1})\" : \"\";\n \n // Include diagnostic ID for better error identification\n string diagnosticId = !string.IsNullOrEmpty(diagnostic.Id) ? $\" [{diagnostic.Id}]\" : \"\";\n errors.Add($\"ERROR: {diagnostic.GetMessage()}{diagnosticId}{locationInfo}\");\n }\n else if (diagnostic.Severity == DiagnosticSeverity.Warning)\n {\n var location = diagnostic.Location.GetLineSpan();\n string locationInfo = location.IsValid ? \n $\" (Line {location.StartLinePosition.Line + 1}, Column {location.StartLinePosition.Character + 1})\" : \"\";\n \n string diagnosticId = !string.IsNullOrEmpty(diagnostic.Id) ? $\" [{diagnostic.Id}]\" : \"\";\n errors.Add($\"WARNING: {diagnostic.GetMessage()}{diagnosticId}{locationInfo}\");\n }\n }\n \n return !hasErrors;\n }\n catch (Exception ex)\n {\n errors.Add($\"ERROR: Semantic validation failed: {ex.Message}\");\n return false;\n }\n }\n\n /// \n /// Gets compilation references with caching for performance\n /// \n private static System.Collections.Generic.List GetCompilationReferences()\n {\n // Check cache validity\n if (_cachedReferences != null && DateTime.Now - _cacheTime < CacheExpiry)\n {\n return _cachedReferences;\n }\n\n try\n {\n var references = new System.Collections.Generic.List();\n\n // Core .NET assemblies\n references.Add(MetadataReference.CreateFromFile(typeof(object).Assembly.Location)); // mscorlib/System.Private.CoreLib\n references.Add(MetadataReference.CreateFromFile(typeof(System.Linq.Enumerable).Assembly.Location)); // System.Linq\n references.Add(MetadataReference.CreateFromFile(typeof(System.Collections.Generic.List<>).Assembly.Location)); // System.Collections\n\n // Unity assemblies\n try\n {\n references.Add(MetadataReference.CreateFromFile(typeof(UnityEngine.Debug).Assembly.Location)); // UnityEngine\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Could not load UnityEngine assembly: {ex.Message}\");\n }\n\n#if UNITY_EDITOR\n try\n {\n references.Add(MetadataReference.CreateFromFile(typeof(UnityEditor.Editor).Assembly.Location)); // UnityEditor\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Could not load UnityEditor assembly: {ex.Message}\");\n }\n\n // Get Unity project assemblies\n try\n {\n var assemblies = CompilationPipeline.GetAssemblies();\n foreach (var assembly in assemblies)\n {\n if (File.Exists(assembly.outputPath))\n {\n references.Add(MetadataReference.CreateFromFile(assembly.outputPath));\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Could not load Unity project assemblies: {ex.Message}\");\n }\n#endif\n\n // Cache the results\n _cachedReferences = references;\n _cacheTime = DateTime.Now;\n\n return references;\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Failed to get compilation references: {ex.Message}\");\n return new System.Collections.Generic.List();\n }\n }\n#else\n private static bool ValidateScriptSyntaxRoslyn(string contents, ValidationLevel level, System.Collections.Generic.List errors)\n {\n // Fallback when Roslyn is not available\n return true;\n }\n#endif\n\n /// \n /// Validates Unity-specific coding rules and best practices\n /// //TODO: Naive Unity Checks and not really yield any results, need to be improved\n /// \n private static void ValidateScriptSyntaxUnity(string contents, System.Collections.Generic.List errors)\n {\n // Check for common Unity anti-patterns\n if (contents.Contains(\"FindObjectOfType\") && contents.Contains(\"Update()\"))\n {\n errors.Add(\"WARNING: FindObjectOfType in Update() can cause performance issues\");\n }\n\n if (contents.Contains(\"GameObject.Find\") && contents.Contains(\"Update()\"))\n {\n errors.Add(\"WARNING: GameObject.Find in Update() can cause performance issues\");\n }\n\n // Check for proper MonoBehaviour usage\n if (contents.Contains(\": MonoBehaviour\") && !contents.Contains(\"using UnityEngine\"))\n {\n errors.Add(\"WARNING: MonoBehaviour requires 'using UnityEngine;'\");\n }\n\n // Check for SerializeField usage\n if (contents.Contains(\"[SerializeField]\") && !contents.Contains(\"using UnityEngine\"))\n {\n errors.Add(\"WARNING: SerializeField requires 'using UnityEngine;'\");\n }\n\n // Check for proper coroutine usage\n if (contents.Contains(\"StartCoroutine\") && !contents.Contains(\"IEnumerator\"))\n {\n errors.Add(\"WARNING: StartCoroutine typically requires IEnumerator methods\");\n }\n\n // Check for Update without FixedUpdate for physics\n if (contents.Contains(\"Rigidbody\") && contents.Contains(\"Update()\") && !contents.Contains(\"FixedUpdate()\"))\n {\n errors.Add(\"WARNING: Consider using FixedUpdate() for Rigidbody operations\");\n }\n\n // Check for missing null checks on Unity objects\n if (contents.Contains(\"GetComponent<\") && !contents.Contains(\"!= null\"))\n {\n errors.Add(\"WARNING: Consider null checking GetComponent results\");\n }\n\n // Check for proper event function signatures\n if (contents.Contains(\"void Start(\") && !contents.Contains(\"void Start()\"))\n {\n errors.Add(\"WARNING: Start() should not have parameters\");\n }\n\n if (contents.Contains(\"void Update(\") && !contents.Contains(\"void Update()\"))\n {\n errors.Add(\"WARNING: Update() should not have parameters\");\n }\n\n // Check for inefficient string operations\n if (contents.Contains(\"Update()\") && contents.Contains(\"\\\"\") && contents.Contains(\"+\"))\n {\n errors.Add(\"WARNING: String concatenation in Update() can cause garbage collection issues\");\n }\n }\n\n /// \n /// Validates semantic rules and common coding issues\n /// \n private static void ValidateSemanticRules(string contents, System.Collections.Generic.List errors)\n {\n // Check for potential memory leaks\n if (contents.Contains(\"new \") && contents.Contains(\"Update()\"))\n {\n errors.Add(\"WARNING: Creating objects in Update() may cause memory issues\");\n }\n\n // Check for magic numbers\n var magicNumberPattern = new Regex(@\"\\b\\d+\\.?\\d*f?\\b(?!\\s*[;})\\]])\");\n var matches = magicNumberPattern.Matches(contents);\n if (matches.Count > 5)\n {\n errors.Add(\"WARNING: Consider using named constants instead of magic numbers\");\n }\n\n // Check for long methods (simple line count check)\n var methodPattern = new Regex(@\"(public|private|protected|internal)?\\s*(static)?\\s*\\w+\\s+\\w+\\s*\\([^)]*\\)\\s*{\");\n var methodMatches = methodPattern.Matches(contents);\n foreach (Match match in methodMatches)\n {\n int startIndex = match.Index;\n int braceCount = 0;\n int lineCount = 0;\n bool inMethod = false;\n\n for (int i = startIndex; i < contents.Length; i++)\n {\n if (contents[i] == '{')\n {\n braceCount++;\n inMethod = true;\n }\n else if (contents[i] == '}')\n {\n braceCount--;\n if (braceCount == 0 && inMethod)\n break;\n }\n else if (contents[i] == '\\n' && inMethod)\n {\n lineCount++;\n }\n }\n\n if (lineCount > 50)\n {\n errors.Add(\"WARNING: Method is very long, consider breaking it into smaller methods\");\n break; // Only report once\n }\n }\n\n // Check for proper exception handling\n if (contents.Contains(\"catch\") && contents.Contains(\"catch()\"))\n {\n errors.Add(\"WARNING: Empty catch blocks should be avoided\");\n }\n\n // Check for proper async/await usage\n if (contents.Contains(\"async \") && !contents.Contains(\"await\"))\n {\n errors.Add(\"WARNING: Async method should contain await or return Task\");\n }\n\n // Check for hardcoded tags and layers\n if (contents.Contains(\"\\\"Player\\\"\") || contents.Contains(\"\\\"Enemy\\\"\"))\n {\n errors.Add(\"WARNING: Consider using constants for tags instead of hardcoded strings\");\n }\n }\n\n //TODO: A easier way for users to update incorrect scripts (now duplicated with the updateScript method and need to also update server side, put aside for now)\n /// \n /// Public method to validate script syntax with configurable validation level\n /// Returns detailed validation results including errors and warnings\n /// \n // public static object ValidateScript(JObject @params)\n // {\n // string contents = @params[\"contents\"]?.ToString();\n // string validationLevel = @params[\"validationLevel\"]?.ToString() ?? \"standard\";\n\n // if (string.IsNullOrEmpty(contents))\n // {\n // return Response.Error(\"Contents parameter is required for validation.\");\n // }\n\n // // Parse validation level\n // ValidationLevel level = ValidationLevel.Standard;\n // switch (validationLevel.ToLower())\n // {\n // case \"basic\": level = ValidationLevel.Basic; break;\n // case \"standard\": level = ValidationLevel.Standard; break;\n // case \"comprehensive\": level = ValidationLevel.Comprehensive; break;\n // case \"strict\": level = ValidationLevel.Strict; break;\n // default:\n // return Response.Error($\"Invalid validation level: '{validationLevel}'. Valid levels are: basic, standard, comprehensive, strict.\");\n // }\n\n // // Perform validation\n // bool isValid = ValidateScriptSyntax(contents, level, out string[] validationErrors);\n\n // var errors = validationErrors?.Where(e => e.StartsWith(\"ERROR:\")).ToArray() ?? new string[0];\n // var warnings = validationErrors?.Where(e => e.StartsWith(\"WARNING:\")).ToArray() ?? new string[0];\n\n // var result = new\n // {\n // isValid = isValid,\n // validationLevel = validationLevel,\n // errorCount = errors.Length,\n // warningCount = warnings.Length,\n // errors = errors,\n // warnings = warnings,\n // summary = isValid \n // ? (warnings.Length > 0 ? $\"Validation passed with {warnings.Length} warnings\" : \"Validation passed with no issues\")\n // : $\"Validation failed with {errors.Length} errors and {warnings.Length} warnings\"\n // };\n\n // if (isValid)\n // {\n // return Response.Success(\"Script validation completed successfully.\", result);\n // }\n // else\n // {\n // return Response.Error(\"Script validation failed.\", result);\n // }\n // }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ReadConsole.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditorInternal;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles reading and clearing Unity Editor console log entries.\n /// Uses reflection to access internal LogEntry methods/properties.\n /// \n public static class ReadConsole\n {\n // Reflection members for accessing internal LogEntry data\n // private static MethodInfo _getEntriesMethod; // Removed as it's unused and fails reflection\n private static MethodInfo _startGettingEntriesMethod;\n private static MethodInfo _endGettingEntriesMethod; // Renamed from _stopGettingEntriesMethod, trying End...\n private static MethodInfo _clearMethod;\n private static MethodInfo _getCountMethod;\n private static MethodInfo _getEntryMethod;\n private static FieldInfo _modeField;\n private static FieldInfo _messageField;\n private static FieldInfo _fileField;\n private static FieldInfo _lineField;\n private static FieldInfo _instanceIdField;\n\n // Note: Timestamp is not directly available in LogEntry; need to parse message or find alternative?\n\n // Static constructor for reflection setup\n static ReadConsole()\n {\n try\n {\n Type logEntriesType = typeof(EditorApplication).Assembly.GetType(\n \"UnityEditor.LogEntries\"\n );\n if (logEntriesType == null)\n throw new Exception(\"Could not find internal type UnityEditor.LogEntries\");\n\n // Include NonPublic binding flags as internal APIs might change accessibility\n BindingFlags staticFlags =\n BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic;\n BindingFlags instanceFlags =\n BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic;\n\n _startGettingEntriesMethod = logEntriesType.GetMethod(\n \"StartGettingEntries\",\n staticFlags\n );\n if (_startGettingEntriesMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.StartGettingEntries\");\n\n // Try reflecting EndGettingEntries based on warning message\n _endGettingEntriesMethod = logEntriesType.GetMethod(\n \"EndGettingEntries\",\n staticFlags\n );\n if (_endGettingEntriesMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.EndGettingEntries\");\n\n _clearMethod = logEntriesType.GetMethod(\"Clear\", staticFlags);\n if (_clearMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.Clear\");\n\n _getCountMethod = logEntriesType.GetMethod(\"GetCount\", staticFlags);\n if (_getCountMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.GetCount\");\n\n _getEntryMethod = logEntriesType.GetMethod(\"GetEntryInternal\", staticFlags);\n if (_getEntryMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.GetEntryInternal\");\n\n Type logEntryType = typeof(EditorApplication).Assembly.GetType(\n \"UnityEditor.LogEntry\"\n );\n if (logEntryType == null)\n throw new Exception(\"Could not find internal type UnityEditor.LogEntry\");\n\n _modeField = logEntryType.GetField(\"mode\", instanceFlags);\n if (_modeField == null)\n throw new Exception(\"Failed to reflect LogEntry.mode\");\n\n _messageField = logEntryType.GetField(\"message\", instanceFlags);\n if (_messageField == null)\n throw new Exception(\"Failed to reflect LogEntry.message\");\n\n _fileField = logEntryType.GetField(\"file\", instanceFlags);\n if (_fileField == null)\n throw new Exception(\"Failed to reflect LogEntry.file\");\n\n _lineField = logEntryType.GetField(\"line\", instanceFlags);\n if (_lineField == null)\n throw new Exception(\"Failed to reflect LogEntry.line\");\n\n _instanceIdField = logEntryType.GetField(\"instanceID\", instanceFlags);\n if (_instanceIdField == null)\n throw new Exception(\"Failed to reflect LogEntry.instanceID\");\n }\n catch (Exception e)\n {\n Debug.LogError(\n $\"[ReadConsole] Static Initialization Failed: Could not setup reflection for LogEntries/LogEntry. Console reading/clearing will likely fail. Specific Error: {e.Message}\"\n );\n // Set members to null to prevent NullReferenceExceptions later, HandleCommand should check this.\n _startGettingEntriesMethod =\n _endGettingEntriesMethod =\n _clearMethod =\n _getCountMethod =\n _getEntryMethod =\n null;\n _modeField = _messageField = _fileField = _lineField = _instanceIdField = null;\n }\n }\n\n // --- Main Handler ---\n\n public static object HandleCommand(JObject @params)\n {\n // Check if ALL required reflection members were successfully initialized.\n if (\n _startGettingEntriesMethod == null\n || _endGettingEntriesMethod == null\n || _clearMethod == null\n || _getCountMethod == null\n || _getEntryMethod == null\n || _modeField == null\n || _messageField == null\n || _fileField == null\n || _lineField == null\n || _instanceIdField == null\n )\n {\n // Log the error here as well for easier debugging in Unity Console\n Debug.LogError(\n \"[ReadConsole] HandleCommand called but reflection members are not initialized. Static constructor might have failed silently or there's an issue.\"\n );\n return Response.Error(\n \"ReadConsole handler failed to initialize due to reflection errors. Cannot access console logs.\"\n );\n }\n\n string action = @params[\"action\"]?.ToString().ToLower() ?? \"get\";\n\n try\n {\n if (action == \"clear\")\n {\n return ClearConsole();\n }\n else if (action == \"get\")\n {\n // Extract parameters for 'get'\n var types =\n (@params[\"types\"] as JArray)?.Select(t => t.ToString().ToLower()).ToList()\n ?? new List { \"error\", \"warning\", \"log\" };\n int? count = @params[\"count\"]?.ToObject();\n string filterText = @params[\"filterText\"]?.ToString();\n string sinceTimestampStr = @params[\"sinceTimestamp\"]?.ToString(); // TODO: Implement timestamp filtering\n string format = (@params[\"format\"]?.ToString() ?? \"detailed\").ToLower();\n bool includeStacktrace =\n @params[\"includeStacktrace\"]?.ToObject() ?? true;\n\n if (types.Contains(\"all\"))\n {\n types = new List { \"error\", \"warning\", \"log\" }; // Expand 'all'\n }\n\n if (!string.IsNullOrEmpty(sinceTimestampStr))\n {\n Debug.LogWarning(\n \"[ReadConsole] Filtering by 'since_timestamp' is not currently implemented.\"\n );\n // Need a way to get timestamp per log entry.\n }\n\n return GetConsoleEntries(types, count, filterText, format, includeStacktrace);\n }\n else\n {\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are 'get' or 'clear'.\"\n );\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Action '{action}' failed: {e}\");\n return Response.Error($\"Internal error processing action '{action}': {e.Message}\");\n }\n }\n\n // --- Action Implementations ---\n\n private static object ClearConsole()\n {\n try\n {\n _clearMethod.Invoke(null, null); // Static method, no instance, no parameters\n return Response.Success(\"Console cleared successfully.\");\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Failed to clear console: {e}\");\n return Response.Error($\"Failed to clear console: {e.Message}\");\n }\n }\n\n private static object GetConsoleEntries(\n List types,\n int? count,\n string filterText,\n string format,\n bool includeStacktrace\n )\n {\n List formattedEntries = new List();\n int retrievedCount = 0;\n\n try\n {\n // LogEntries requires calling Start/Stop around GetEntries/GetEntryInternal\n _startGettingEntriesMethod.Invoke(null, null);\n\n int totalEntries = (int)_getCountMethod.Invoke(null, null);\n // Create instance to pass to GetEntryInternal - Ensure the type is correct\n Type logEntryType = typeof(EditorApplication).Assembly.GetType(\n \"UnityEditor.LogEntry\"\n );\n if (logEntryType == null)\n throw new Exception(\n \"Could not find internal type UnityEditor.LogEntry during GetConsoleEntries.\"\n );\n object logEntryInstance = Activator.CreateInstance(logEntryType);\n\n for (int i = 0; i < totalEntries; i++)\n {\n // Get the entry data into our instance using reflection\n _getEntryMethod.Invoke(null, new object[] { i, logEntryInstance });\n\n // Extract data using reflection\n int mode = (int)_modeField.GetValue(logEntryInstance);\n string message = (string)_messageField.GetValue(logEntryInstance);\n string file = (string)_fileField.GetValue(logEntryInstance);\n\n int line = (int)_lineField.GetValue(logEntryInstance);\n // int instanceId = (int)_instanceIdField.GetValue(logEntryInstance);\n\n if (string.IsNullOrEmpty(message))\n continue; // Skip empty messages\n\n // --- Filtering ---\n // Filter by type\n LogType currentType = GetLogTypeFromMode(mode);\n if (!types.Contains(currentType.ToString().ToLowerInvariant()))\n {\n continue;\n }\n\n // Filter by text (case-insensitive)\n if (\n !string.IsNullOrEmpty(filterText)\n && message.IndexOf(filterText, StringComparison.OrdinalIgnoreCase) < 0\n )\n {\n continue;\n }\n\n // TODO: Filter by timestamp (requires timestamp data)\n\n // --- Formatting ---\n string stackTrace = includeStacktrace ? ExtractStackTrace(message) : null;\n // Get first line if stack is present and requested, otherwise use full message\n string messageOnly =\n (includeStacktrace && !string.IsNullOrEmpty(stackTrace))\n ? message.Split(\n new[] { '\\n', '\\r' },\n StringSplitOptions.RemoveEmptyEntries\n )[0]\n : message;\n\n object formattedEntry = null;\n switch (format)\n {\n case \"plain\":\n formattedEntry = messageOnly;\n break;\n case \"json\":\n case \"detailed\": // Treat detailed as json for structured return\n default:\n formattedEntry = new\n {\n type = currentType.ToString(),\n message = messageOnly,\n file = file,\n line = line,\n // timestamp = \"\", // TODO\n stackTrace = stackTrace, // Will be null if includeStacktrace is false or no stack found\n };\n break;\n }\n\n formattedEntries.Add(formattedEntry);\n retrievedCount++;\n\n // Apply count limit (after filtering)\n if (count.HasValue && retrievedCount >= count.Value)\n {\n break;\n }\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Error while retrieving log entries: {e}\");\n // Ensure EndGettingEntries is called even if there's an error during iteration\n try\n {\n _endGettingEntriesMethod.Invoke(null, null);\n }\n catch\n { /* Ignore nested exception */\n }\n return Response.Error($\"Error retrieving log entries: {e.Message}\");\n }\n finally\n {\n // Ensure we always call EndGettingEntries\n try\n {\n _endGettingEntriesMethod.Invoke(null, null);\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Failed to call EndGettingEntries: {e}\");\n // Don't return error here as we might have valid data, but log it.\n }\n }\n\n // Return the filtered and formatted list (might be empty)\n return Response.Success(\n $\"Retrieved {formattedEntries.Count} log entries.\",\n formattedEntries\n );\n }\n\n // --- Internal Helpers ---\n\n // Mapping from LogEntry.mode bits to LogType enum\n // Based on decompiled UnityEditor code or common patterns. Precise bits might change between Unity versions.\n // See comments below for LogEntry mode bits exploration.\n // Note: This mapping is simplified and might not cover all edge cases or future Unity versions perfectly.\n private const int ModeBitError = 1 << 0;\n private const int ModeBitAssert = 1 << 1;\n private const int ModeBitWarning = 1 << 2;\n private const int ModeBitLog = 1 << 3;\n private const int ModeBitException = 1 << 4; // Often combined with Error bits\n private const int ModeBitScriptingError = 1 << 9;\n private const int ModeBitScriptingWarning = 1 << 10;\n private const int ModeBitScriptingLog = 1 << 11;\n private const int ModeBitScriptingException = 1 << 18;\n private const int ModeBitScriptingAssertion = 1 << 22;\n\n private static LogType GetLogTypeFromMode(int mode)\n {\n // First, determine the type based on the original logic (most severe first)\n LogType initialType;\n if (\n (\n mode\n & (\n ModeBitError\n | ModeBitScriptingError\n | ModeBitException\n | ModeBitScriptingException\n )\n ) != 0\n )\n {\n initialType = LogType.Error;\n }\n else if ((mode & (ModeBitAssert | ModeBitScriptingAssertion)) != 0)\n {\n initialType = LogType.Assert;\n }\n else if ((mode & (ModeBitWarning | ModeBitScriptingWarning)) != 0)\n {\n initialType = LogType.Warning;\n }\n else\n {\n initialType = LogType.Log;\n }\n\n // Apply the observed \"one level lower\" correction\n switch (initialType)\n {\n case LogType.Error:\n return LogType.Warning; // Error becomes Warning\n case LogType.Warning:\n return LogType.Log; // Warning becomes Log\n case LogType.Assert:\n return LogType.Assert; // Assert remains Assert (no lower level defined)\n case LogType.Log:\n return LogType.Log; // Log remains Log\n default:\n return LogType.Log; // Default fallback\n }\n }\n\n /// \n /// Attempts to extract the stack trace part from a log message.\n /// Unity log messages often have the stack trace appended after the main message,\n /// starting on a new line and typically indented or beginning with \"at \".\n /// \n /// The complete log message including potential stack trace.\n /// The extracted stack trace string, or null if none is found.\n private static string ExtractStackTrace(string fullMessage)\n {\n if (string.IsNullOrEmpty(fullMessage))\n return null;\n\n // Split into lines, removing empty ones to handle different line endings gracefully.\n // Using StringSplitOptions.None might be better if empty lines matter within stack trace, but RemoveEmptyEntries is usually safer here.\n string[] lines = fullMessage.Split(\n new[] { '\\r', '\\n' },\n StringSplitOptions.RemoveEmptyEntries\n );\n\n // If there's only one line or less, there's no separate stack trace.\n if (lines.Length <= 1)\n return null;\n\n int stackStartIndex = -1;\n\n // Start checking from the second line onwards.\n for (int i = 1; i < lines.Length; ++i)\n {\n // Performance: TrimStart creates a new string. Consider using IsWhiteSpace check if performance critical.\n string trimmedLine = lines[i].TrimStart();\n\n // Check for common stack trace patterns.\n if (\n trimmedLine.StartsWith(\"at \")\n || trimmedLine.StartsWith(\"UnityEngine.\")\n || trimmedLine.StartsWith(\"UnityEditor.\")\n || trimmedLine.Contains(\"(at \")\n || // Covers \"(at Assets/...\" pattern\n // Heuristic: Check if line starts with likely namespace/class pattern (Uppercase.Something)\n (\n trimmedLine.Length > 0\n && char.IsUpper(trimmedLine[0])\n && trimmedLine.Contains('.')\n )\n )\n {\n stackStartIndex = i;\n break; // Found the likely start of the stack trace\n }\n }\n\n // If a potential start index was found...\n if (stackStartIndex > 0)\n {\n // Join the lines from the stack start index onwards using standard newline characters.\n // This reconstructs the stack trace part of the message.\n return string.Join(\"\\n\", lines.Skip(stackStartIndex));\n }\n\n // No clear stack trace found based on the patterns.\n return null;\n }\n\n /* LogEntry.mode bits exploration (based on Unity decompilation/observation):\n May change between versions.\n\n Basic Types:\n kError = 1 << 0 (1)\n kAssert = 1 << 1 (2)\n kWarning = 1 << 2 (4)\n kLog = 1 << 3 (8)\n kFatal = 1 << 4 (16) - Often treated as Exception/Error\n\n Modifiers/Context:\n kAssetImportError = 1 << 7 (128)\n kAssetImportWarning = 1 << 8 (256)\n kScriptingError = 1 << 9 (512)\n kScriptingWarning = 1 << 10 (1024)\n kScriptingLog = 1 << 11 (2048)\n kScriptCompileError = 1 << 12 (4096)\n kScriptCompileWarning = 1 << 13 (8192)\n kStickyError = 1 << 14 (16384) - Stays visible even after Clear On Play\n kMayIgnoreLineNumber = 1 << 15 (32768)\n kReportBug = 1 << 16 (65536) - Shows the \"Report Bug\" button\n kDisplayPreviousErrorInStatusBar = 1 << 17 (131072)\n kScriptingException = 1 << 18 (262144)\n kDontExtractStacktrace = 1 << 19 (524288) - Hint to the console UI\n kShouldClearOnPlay = 1 << 20 (1048576) - Default behavior\n kGraphCompileError = 1 << 21 (2097152)\n kScriptingAssertion = 1 << 22 (4194304)\n kVisualScriptingError = 1 << 23 (8388608)\n\n Example observed values:\n Log: 2048 (ScriptingLog) or 8 (Log)\n Warning: 1028 (ScriptingWarning | Warning) or 4 (Warning)\n Error: 513 (ScriptingError | Error) or 1 (Error)\n Exception: 262161 (ScriptingException | Error | kFatal?) - Complex combination\n Assertion: 4194306 (ScriptingAssertion | Assert) or 2 (Assert)\n */\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageShader.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Text.RegularExpressions;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers;\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles CRUD operations for shader files within the Unity project.\n /// \n public static class ManageShader\n {\n /// \n /// Main handler for shader management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n // Extract parameters\n string action = @params[\"action\"]?.ToString().ToLower();\n string name = @params[\"name\"]?.ToString();\n string path = @params[\"path\"]?.ToString(); // Relative to Assets/\n string contents = null;\n\n // Check if we have base64 encoded contents\n bool contentsEncoded = @params[\"contentsEncoded\"]?.ToObject() ?? false;\n if (contentsEncoded && @params[\"encodedContents\"] != null)\n {\n try\n {\n contents = DecodeBase64(@params[\"encodedContents\"].ToString());\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to decode shader contents: {e.Message}\");\n }\n }\n else\n {\n contents = @params[\"contents\"]?.ToString();\n }\n\n // Validate required parameters\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\"Name parameter is required.\");\n }\n // Basic name validation (alphanumeric, underscores, cannot start with number)\n if (!Regex.IsMatch(name, @\"^[a-zA-Z_][a-zA-Z0-9_]*$\"))\n {\n return Response.Error(\n $\"Invalid shader name: '{name}'. Use only letters, numbers, underscores, and don't start with a number.\"\n );\n }\n\n // Ensure path is relative to Assets/, removing any leading \"Assets/\"\n // Set default directory to \"Shaders\" if path is not provided\n string relativeDir = path ?? \"Shaders\"; // Default to \"Shaders\" if path is null\n if (!string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = relativeDir.Replace('\\\\', '/').Trim('/');\n if (relativeDir.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n relativeDir = relativeDir.Substring(\"Assets/\".Length).TrimStart('/');\n }\n }\n // Handle empty string case explicitly after processing\n if (string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = \"Shaders\"; // Ensure default if path was provided as \"\" or only \"/\" or \"Assets/\"\n }\n\n // Construct paths\n string shaderFileName = $\"{name}.shader\";\n string fullPathDir = Path.Combine(Application.dataPath, relativeDir);\n string fullPath = Path.Combine(fullPathDir, shaderFileName);\n string relativePath = Path.Combine(\"Assets\", relativeDir, shaderFileName)\n .Replace('\\\\', '/'); // Ensure \"Assets/\" prefix and forward slashes\n\n // Ensure the target directory exists for create/update\n if (action == \"create\" || action == \"update\")\n {\n try\n {\n if (!Directory.Exists(fullPathDir))\n {\n Directory.CreateDirectory(fullPathDir);\n // Refresh AssetDatabase to recognize new folders\n AssetDatabase.Refresh();\n }\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Could not create directory '{fullPathDir}': {e.Message}\"\n );\n }\n }\n\n // Route to specific action handlers\n switch (action)\n {\n case \"create\":\n return CreateShader(fullPath, relativePath, name, contents);\n case \"read\":\n return ReadShader(fullPath, relativePath);\n case \"update\":\n return UpdateShader(fullPath, relativePath, name, contents);\n case \"delete\":\n return DeleteShader(fullPath, relativePath);\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: create, read, update, delete.\"\n );\n }\n }\n\n /// \n /// Decode base64 string to normal text\n /// \n private static string DecodeBase64(string encoded)\n {\n byte[] data = Convert.FromBase64String(encoded);\n return System.Text.Encoding.UTF8.GetString(data);\n }\n\n /// \n /// Encode text to base64 string\n /// \n private static string EncodeBase64(string text)\n {\n byte[] data = System.Text.Encoding.UTF8.GetBytes(text);\n return Convert.ToBase64String(data);\n }\n\n private static object CreateShader(\n string fullPath,\n string relativePath,\n string name,\n string contents\n )\n {\n // Check if shader already exists\n if (File.Exists(fullPath))\n {\n return Response.Error(\n $\"Shader already exists at '{relativePath}'. Use 'update' action to modify.\"\n );\n }\n\n // Add validation for shader name conflicts in Unity\n if (Shader.Find(name) != null)\n {\n return Response.Error(\n $\"A shader with name '{name}' already exists in the project. Choose a different name.\"\n );\n }\n\n // Generate default content if none provided\n if (string.IsNullOrEmpty(contents))\n {\n contents = GenerateDefaultShaderContent(name);\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath);\n AssetDatabase.Refresh(); // Ensure Unity recognizes the new shader\n return Response.Success(\n $\"Shader '{name}.shader' created successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create shader '{relativePath}': {e.Message}\");\n }\n }\n\n private static object ReadShader(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Shader not found at '{relativePath}'.\");\n }\n\n try\n {\n string contents = File.ReadAllText(fullPath);\n\n // Return both normal and encoded contents for larger files\n //TODO: Consider a threshold for large files\n bool isLarge = contents.Length > 10000; // If content is large, include encoded version\n var responseData = new\n {\n path = relativePath,\n contents = contents,\n // For large files, also include base64-encoded version\n encodedContents = isLarge ? EncodeBase64(contents) : null,\n contentsEncoded = isLarge,\n };\n\n return Response.Success(\n $\"Shader '{Path.GetFileName(relativePath)}' read successfully.\",\n responseData\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to read shader '{relativePath}': {e.Message}\");\n }\n }\n\n private static object UpdateShader(\n string fullPath,\n string relativePath,\n string name,\n string contents\n )\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error(\n $\"Shader not found at '{relativePath}'. Use 'create' action to add a new shader.\"\n );\n }\n if (string.IsNullOrEmpty(contents))\n {\n return Response.Error(\"Content is required for the 'update' action.\");\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath);\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Shader '{Path.GetFileName(relativePath)}' updated successfully.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to update shader '{relativePath}': {e.Message}\");\n }\n }\n\n private static object DeleteShader(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Shader not found at '{relativePath}'.\");\n }\n\n try\n {\n // Delete the asset through Unity's AssetDatabase first\n bool success = AssetDatabase.DeleteAsset(relativePath);\n if (!success)\n {\n return Response.Error($\"Failed to delete shader through Unity's AssetDatabase: '{relativePath}'\");\n }\n\n // If the file still exists (rare case), try direct deletion\n if (File.Exists(fullPath))\n {\n File.Delete(fullPath);\n }\n\n return Response.Success($\"Shader '{Path.GetFileName(relativePath)}' deleted successfully.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to delete shader '{relativePath}': {e.Message}\");\n }\n }\n\n //This is a CGProgram template\n //TODO: making a HLSL template as well?\n private static string GenerateDefaultShaderContent(string name)\n {\n return @\"Shader \"\"\" + name + @\"\"\"\n {\n Properties\n {\n _MainTex (\"\"Texture\"\", 2D) = \"\"white\"\" {}\n }\n SubShader\n {\n Tags { \"\"RenderType\"\"=\"\"Opaque\"\" }\n LOD 100\n\n Pass\n {\n CGPROGRAM\n #pragma vertex vert\n #pragma fragment frag\n #include \"\"UnityCG.cginc\"\"\n\n struct appdata\n {\n float4 vertex : POSITION;\n float2 uv : TEXCOORD0;\n };\n\n struct v2f\n {\n float2 uv : TEXCOORD0;\n float4 vertex : SV_POSITION;\n };\n\n sampler2D _MainTex;\n float4 _MainTex_ST;\n\n v2f vert (appdata v)\n {\n v2f o;\n o.vertex = UnityObjectToClipPos(v.vertex);\n o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n return o;\n }\n\n fixed4 frag (v2f i) : SV_Target\n {\n fixed4 col = tex2D(_MainTex, i.uv);\n return col;\n }\n ENDCG\n }\n }\n }\";\n }\n }\n} "], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/GameObjectSerializer.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Runtime.Serialization; // For Converters\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n /// \n /// Handles serialization of GameObjects and Components for MCP responses.\n /// Includes reflection helpers and caching for performance.\n /// \n public static class GameObjectSerializer\n {\n // --- Data Serialization ---\n\n /// \n /// Creates a serializable representation of a GameObject.\n /// \n public static object GetGameObjectData(GameObject go)\n {\n if (go == null)\n return null;\n return new\n {\n name = go.name,\n instanceID = go.GetInstanceID(),\n tag = go.tag,\n layer = go.layer,\n activeSelf = go.activeSelf,\n activeInHierarchy = go.activeInHierarchy,\n isStatic = go.isStatic,\n scenePath = go.scene.path, // Identify which scene it belongs to\n transform = new // Serialize transform components carefully to avoid JSON issues\n {\n // Serialize Vector3 components individually to prevent self-referencing loops.\n // The default serializer can struggle with properties like Vector3.normalized.\n position = new\n {\n x = go.transform.position.x,\n y = go.transform.position.y,\n z = go.transform.position.z,\n },\n localPosition = new\n {\n x = go.transform.localPosition.x,\n y = go.transform.localPosition.y,\n z = go.transform.localPosition.z,\n },\n rotation = new\n {\n x = go.transform.rotation.eulerAngles.x,\n y = go.transform.rotation.eulerAngles.y,\n z = go.transform.rotation.eulerAngles.z,\n },\n localRotation = new\n {\n x = go.transform.localRotation.eulerAngles.x,\n y = go.transform.localRotation.eulerAngles.y,\n z = go.transform.localRotation.eulerAngles.z,\n },\n scale = new\n {\n x = go.transform.localScale.x,\n y = go.transform.localScale.y,\n z = go.transform.localScale.z,\n },\n forward = new\n {\n x = go.transform.forward.x,\n y = go.transform.forward.y,\n z = go.transform.forward.z,\n },\n up = new\n {\n x = go.transform.up.x,\n y = go.transform.up.y,\n z = go.transform.up.z,\n },\n right = new\n {\n x = go.transform.right.x,\n y = go.transform.right.y,\n z = go.transform.right.z,\n },\n },\n parentInstanceID = go.transform.parent?.gameObject.GetInstanceID() ?? 0, // 0 if no parent\n // Optionally include components, but can be large\n // components = go.GetComponents().Select(c => GetComponentData(c)).ToList()\n // Or just component names:\n componentNames = go.GetComponents()\n .Select(c => c.GetType().FullName)\n .ToList(),\n };\n }\n\n // --- Metadata Caching for Reflection ---\n private class CachedMetadata\n {\n public readonly List SerializableProperties;\n public readonly List SerializableFields;\n\n public CachedMetadata(List properties, List fields)\n {\n SerializableProperties = properties;\n SerializableFields = fields;\n }\n }\n // Key becomes Tuple\n private static readonly Dictionary, CachedMetadata> _metadataCache = new Dictionary, CachedMetadata>();\n // --- End Metadata Caching ---\n\n /// \n /// Creates a serializable representation of a Component, attempting to serialize\n /// public properties and fields using reflection, with caching and control over non-public fields.\n /// \n // Add the flag parameter here\n public static object GetComponentData(Component c, bool includeNonPublicSerializedFields = true)\n {\n // --- Add Early Logging --- \n // Debug.Log($\"[GetComponentData] Starting for component: {c?.GetType()?.FullName ?? \"null\"} (ID: {c?.GetInstanceID() ?? 0})\");\n // --- End Early Logging ---\n \n if (c == null) return null;\n Type componentType = c.GetType();\n\n // --- Special handling for Transform to avoid reflection crashes and problematic properties --- \n if (componentType == typeof(Transform))\n {\n Transform tr = c as Transform;\n // Debug.Log($\"[GetComponentData] Manually serializing Transform (ID: {tr.GetInstanceID()})\");\n return new Dictionary\n {\n { \"typeName\", componentType.FullName },\n { \"instanceID\", tr.GetInstanceID() },\n // Manually extract known-safe properties. Avoid Quaternion 'rotation' and 'lossyScale'.\n { \"position\", CreateTokenFromValue(tr.position, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"localPosition\", CreateTokenFromValue(tr.localPosition, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"eulerAngles\", CreateTokenFromValue(tr.eulerAngles, typeof(Vector3))?.ToObject() ?? new JObject() }, // Use Euler angles\n { \"localEulerAngles\", CreateTokenFromValue(tr.localEulerAngles, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"localScale\", CreateTokenFromValue(tr.localScale, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"right\", CreateTokenFromValue(tr.right, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"up\", CreateTokenFromValue(tr.up, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"forward\", CreateTokenFromValue(tr.forward, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"parentInstanceID\", tr.parent?.gameObject.GetInstanceID() ?? 0 },\n { \"rootInstanceID\", tr.root?.gameObject.GetInstanceID() ?? 0 },\n { \"childCount\", tr.childCount },\n // Include standard Object/Component properties\n { \"name\", tr.name }, \n { \"tag\", tr.tag }, \n { \"gameObjectInstanceID\", tr.gameObject?.GetInstanceID() ?? 0 }\n };\n }\n // --- End Special handling for Transform --- \n\n // --- Special handling for Camera to avoid matrix-related crashes ---\n if (componentType == typeof(Camera))\n {\n Camera cam = c as Camera;\n var cameraProperties = new Dictionary();\n\n // List of safe properties to serialize\n var safeProperties = new Dictionary>\n {\n { \"nearClipPlane\", () => cam.nearClipPlane },\n { \"farClipPlane\", () => cam.farClipPlane },\n { \"fieldOfView\", () => cam.fieldOfView },\n { \"renderingPath\", () => (int)cam.renderingPath },\n { \"actualRenderingPath\", () => (int)cam.actualRenderingPath },\n { \"allowHDR\", () => cam.allowHDR },\n { \"allowMSAA\", () => cam.allowMSAA },\n { \"allowDynamicResolution\", () => cam.allowDynamicResolution },\n { \"forceIntoRenderTexture\", () => cam.forceIntoRenderTexture },\n { \"orthographicSize\", () => cam.orthographicSize },\n { \"orthographic\", () => cam.orthographic },\n { \"opaqueSortMode\", () => (int)cam.opaqueSortMode },\n { \"transparencySortMode\", () => (int)cam.transparencySortMode },\n { \"depth\", () => cam.depth },\n { \"aspect\", () => cam.aspect },\n { \"cullingMask\", () => cam.cullingMask },\n { \"eventMask\", () => cam.eventMask },\n { \"backgroundColor\", () => cam.backgroundColor },\n { \"clearFlags\", () => (int)cam.clearFlags },\n { \"stereoEnabled\", () => cam.stereoEnabled },\n { \"stereoSeparation\", () => cam.stereoSeparation },\n { \"stereoConvergence\", () => cam.stereoConvergence },\n { \"enabled\", () => cam.enabled },\n { \"name\", () => cam.name },\n { \"tag\", () => cam.tag },\n { \"gameObject\", () => new { name = cam.gameObject.name, instanceID = cam.gameObject.GetInstanceID() } }\n };\n\n foreach (var prop in safeProperties)\n {\n try\n {\n var value = prop.Value();\n if (value != null)\n {\n AddSerializableValue(cameraProperties, prop.Key, value.GetType(), value);\n }\n }\n catch (Exception)\n {\n // Silently skip any property that fails\n continue;\n }\n }\n\n return new Dictionary\n {\n { \"typeName\", componentType.FullName },\n { \"instanceID\", cam.GetInstanceID() },\n { \"properties\", cameraProperties }\n };\n }\n // --- End Special handling for Camera ---\n\n var data = new Dictionary\n {\n { \"typeName\", componentType.FullName },\n { \"instanceID\", c.GetInstanceID() }\n };\n\n // --- Get Cached or Generate Metadata (using new cache key) ---\n Tuple cacheKey = new Tuple(componentType, includeNonPublicSerializedFields);\n if (!_metadataCache.TryGetValue(cacheKey, out CachedMetadata cachedData))\n {\n var propertiesToCache = new List();\n var fieldsToCache = new List();\n\n // Traverse the hierarchy from the component type up to MonoBehaviour\n Type currentType = componentType;\n while (currentType != null && currentType != typeof(MonoBehaviour) && currentType != typeof(object))\n {\n // Get properties declared only at the current type level\n BindingFlags propFlags = BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly;\n foreach (var propInfo in currentType.GetProperties(propFlags))\n {\n // Basic filtering (readable, not indexer, not transform which is handled elsewhere)\n if (!propInfo.CanRead || propInfo.GetIndexParameters().Length > 0 || propInfo.Name == \"transform\") continue;\n // Add if not already added (handles overrides - keep the most derived version)\n if (!propertiesToCache.Any(p => p.Name == propInfo.Name)) {\n propertiesToCache.Add(propInfo);\n }\n }\n\n // Get fields declared only at the current type level (both public and non-public)\n BindingFlags fieldFlags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly;\n var declaredFields = currentType.GetFields(fieldFlags);\n\n // Process the declared Fields for caching\n foreach (var fieldInfo in declaredFields)\n {\n if (fieldInfo.Name.EndsWith(\"k__BackingField\")) continue; // Skip backing fields\n\n // Add if not already added (handles hiding - keep the most derived version)\n if (fieldsToCache.Any(f => f.Name == fieldInfo.Name)) continue;\n\n bool shouldInclude = false;\n if (includeNonPublicSerializedFields)\n {\n // If TRUE, include Public OR NonPublic with [SerializeField]\n shouldInclude = fieldInfo.IsPublic || (fieldInfo.IsPrivate && fieldInfo.IsDefined(typeof(SerializeField), inherit: false));\n }\n else // includeNonPublicSerializedFields is FALSE\n {\n // If FALSE, include ONLY if it is explicitly Public.\n shouldInclude = fieldInfo.IsPublic;\n }\n\n if (shouldInclude)\n {\n fieldsToCache.Add(fieldInfo);\n }\n }\n\n // Move to the base type\n currentType = currentType.BaseType;\n }\n // --- End Hierarchy Traversal ---\n\n cachedData = new CachedMetadata(propertiesToCache, fieldsToCache);\n _metadataCache[cacheKey] = cachedData; // Add to cache with combined key\n }\n // --- End Get Cached or Generate Metadata ---\n\n // --- Use cached metadata ---\n var serializablePropertiesOutput = new Dictionary();\n \n // --- Add Logging Before Property Loop ---\n // Debug.Log($\"[GetComponentData] Starting property loop for {componentType.Name}...\");\n // --- End Logging Before Property Loop ---\n\n // Use cached properties\n foreach (var propInfo in cachedData.SerializableProperties)\n {\n string propName = propInfo.Name;\n\n // --- Skip known obsolete/problematic Component shortcut properties ---\n bool skipProperty = false;\n if (propName == \"rigidbody\" || propName == \"rigidbody2D\" || propName == \"camera\" ||\n propName == \"light\" || propName == \"animation\" || propName == \"constantForce\" ||\n propName == \"renderer\" || propName == \"audio\" || propName == \"networkView\" ||\n propName == \"collider\" || propName == \"collider2D\" || propName == \"hingeJoint\" ||\n propName == \"particleSystem\" ||\n // Also skip potentially problematic Matrix properties prone to cycles/errors\n propName == \"worldToLocalMatrix\" || propName == \"localToWorldMatrix\")\n {\n // Debug.Log($\"[GetComponentData] Explicitly skipping generic property: {propName}\"); // Optional log\n skipProperty = true;\n }\n // --- End Skip Generic Properties ---\n\n // --- Skip specific potentially problematic Camera properties ---\n if (componentType == typeof(Camera) && \n (propName == \"pixelRect\" || \n propName == \"rect\" || \n propName == \"cullingMatrix\" ||\n propName == \"useOcclusionCulling\" ||\n propName == \"worldToCameraMatrix\" ||\n propName == \"projectionMatrix\" ||\n propName == \"nonJitteredProjectionMatrix\" ||\n propName == \"previousViewProjectionMatrix\" ||\n propName == \"cameraToWorldMatrix\"))\n {\n // Debug.Log($\"[GetComponentData] Explicitly skipping Camera property: {propName}\");\n skipProperty = true;\n }\n // --- End Skip Camera Properties ---\n\n // --- Skip specific potentially problematic Transform properties ---\n if (componentType == typeof(Transform) && \n (propName == \"lossyScale\" || \n propName == \"rotation\" ||\n propName == \"worldToLocalMatrix\" ||\n propName == \"localToWorldMatrix\"))\n {\n // Debug.Log($\"[GetComponentData] Explicitly skipping Transform property: {propName}\");\n skipProperty = true;\n }\n // --- End Skip Transform Properties ---\n\n // Skip if flagged\n if (skipProperty)\n {\n continue;\n }\n\n try\n {\n // --- Add detailed logging --- \n // Debug.Log($\"[GetComponentData] Accessing: {componentType.Name}.{propName}\");\n // --- End detailed logging ---\n object value = propInfo.GetValue(c);\n Type propType = propInfo.PropertyType;\n AddSerializableValue(serializablePropertiesOutput, propName, propType, value);\n }\n catch (Exception ex)\n {\n // Debug.LogWarning($\"Could not read property {propName} on {componentType.Name}: {ex.Message}\");\n }\n }\n\n // --- Add Logging Before Field Loop ---\n // Debug.Log($\"[GetComponentData] Starting field loop for {componentType.Name}...\");\n // --- End Logging Before Field Loop ---\n\n // Use cached fields\n foreach (var fieldInfo in cachedData.SerializableFields)\n {\n try\n {\n // --- Add detailed logging for fields --- \n // Debug.Log($\"[GetComponentData] Accessing Field: {componentType.Name}.{fieldInfo.Name}\");\n // --- End detailed logging for fields ---\n object value = fieldInfo.GetValue(c);\n string fieldName = fieldInfo.Name;\n Type fieldType = fieldInfo.FieldType;\n AddSerializableValue(serializablePropertiesOutput, fieldName, fieldType, value);\n }\n catch (Exception ex)\n {\n // Debug.LogWarning($\"Could not read field {fieldInfo.Name} on {componentType.Name}: {ex.Message}\");\n }\n }\n // --- End Use cached metadata ---\n\n if (serializablePropertiesOutput.Count > 0)\n {\n data[\"properties\"] = serializablePropertiesOutput;\n }\n\n return data;\n }\n\n // Helper function to decide how to serialize different types\n private static void AddSerializableValue(Dictionary dict, string name, Type type, object value)\n {\n // Simplified: Directly use CreateTokenFromValue which uses the serializer\n if (value == null)\n {\n dict[name] = null;\n return;\n }\n\n try\n {\n // Use the helper that employs our custom serializer settings\n JToken token = CreateTokenFromValue(value, type);\n if (token != null) // Check if serialization succeeded in the helper\n {\n // Convert JToken back to a basic object structure for the dictionary\n dict[name] = ConvertJTokenToPlainObject(token);\n }\n // If token is null, it means serialization failed and a warning was logged.\n }\n catch (Exception e)\n {\n // Catch potential errors during JToken conversion or addition to dictionary\n Debug.LogWarning($\"[AddSerializableValue] Error processing value for '{name}' (Type: {type.FullName}): {e.Message}. Skipping.\");\n }\n }\n\n // Helper to convert JToken back to basic object structure\n private static object ConvertJTokenToPlainObject(JToken token)\n {\n if (token == null) return null;\n\n switch (token.Type)\n {\n case JTokenType.Object:\n var objDict = new Dictionary();\n foreach (var prop in ((JObject)token).Properties())\n {\n objDict[prop.Name] = ConvertJTokenToPlainObject(prop.Value);\n }\n return objDict;\n\n case JTokenType.Array:\n var list = new List();\n foreach (var item in (JArray)token)\n {\n list.Add(ConvertJTokenToPlainObject(item));\n }\n return list;\n\n case JTokenType.Integer:\n return token.ToObject(); // Use long for safety\n case JTokenType.Float:\n return token.ToObject(); // Use double for safety\n case JTokenType.String:\n return token.ToObject();\n case JTokenType.Boolean:\n return token.ToObject();\n case JTokenType.Date:\n return token.ToObject();\n case JTokenType.Guid:\n return token.ToObject();\n case JTokenType.Uri:\n return token.ToObject();\n case JTokenType.TimeSpan:\n return token.ToObject();\n case JTokenType.Bytes:\n return token.ToObject();\n case JTokenType.Null:\n return null;\n case JTokenType.Undefined:\n return null; // Treat undefined as null\n\n default:\n // Fallback for simple value types not explicitly listed\n if (token is JValue jValue && jValue.Value != null)\n {\n return jValue.Value;\n }\n // Debug.LogWarning($\"Unsupported JTokenType encountered: {token.Type}. Returning null.\");\n return null;\n }\n }\n\n // --- Define custom JsonSerializerSettings for OUTPUT ---\n private static readonly JsonSerializerSettings _outputSerializerSettings = new JsonSerializerSettings\n {\n Converters = new List\n {\n new Vector3Converter(),\n new Vector2Converter(),\n new QuaternionConverter(),\n new ColorConverter(),\n new RectConverter(),\n new BoundsConverter(),\n new UnityEngineObjectConverter() // Handles serialization of references\n },\n ReferenceLoopHandling = ReferenceLoopHandling.Ignore,\n // ContractResolver = new DefaultContractResolver { NamingStrategy = new CamelCaseNamingStrategy() } // Example if needed\n };\n private static readonly JsonSerializer _outputSerializer = JsonSerializer.Create(_outputSerializerSettings);\n // --- End Define custom JsonSerializerSettings ---\n\n // Helper to create JToken using the output serializer\n private static JToken CreateTokenFromValue(object value, Type type)\n {\n if (value == null) return JValue.CreateNull();\n\n try\n {\n // Use the pre-configured OUTPUT serializer instance\n return JToken.FromObject(value, _outputSerializer);\n }\n catch (JsonSerializationException e)\n {\n Debug.LogWarning($\"[GameObjectSerializer] Newtonsoft.Json Error serializing value of type {type.FullName}: {e.Message}. Skipping property/field.\");\n return null; // Indicate serialization failure\n }\n catch (Exception e) // Catch other unexpected errors\n {\n Debug.LogWarning($\"[GameObjectSerializer] Unexpected error serializing value of type {type.FullName}: {e}. Skipping property/field.\");\n return null; // Indicate serialization failure\n }\n }\n }\n} "], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ExecuteMenuItem.cs", "using System;\nusing System.Collections.Generic; // Added for HashSet\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles executing Unity Editor menu items by path.\n /// \n public static class ExecuteMenuItem\n {\n // Basic blacklist to prevent accidental execution of potentially disruptive menu items.\n // This can be expanded based on needs.\n private static readonly HashSet _menuPathBlacklist = new HashSet(\n StringComparer.OrdinalIgnoreCase\n )\n {\n \"File/Quit\",\n // Add other potentially dangerous items like \"Edit/Preferences...\", \"File/Build Settings...\" if needed\n };\n\n /// \n /// Main handler for executing menu items or getting available ones.\n /// \n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower() ?? \"execute\"; // Default action\n\n try\n {\n switch (action)\n {\n case \"execute\":\n return ExecuteItem(@params);\n case \"get_available_menus\":\n // Getting a comprehensive list of *all* menu items dynamically is very difficult\n // and often requires complex reflection or maintaining a manual list.\n // Returning a placeholder/acknowledgement for now.\n Debug.LogWarning(\n \"[ExecuteMenuItem] 'get_available_menus' action is not fully implemented. Dynamically listing all menu items is complex.\"\n );\n // Returning an empty list as per the refactor plan's requirements.\n return Response.Success(\n \"'get_available_menus' action is not fully implemented. Returning empty list.\",\n new List()\n );\n // TODO: Consider implementing a basic list of common/known menu items or exploring reflection techniques if this feature becomes critical.\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are 'execute', 'get_available_menus'.\"\n );\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ExecuteMenuItem] Action '{action}' failed: {e}\");\n return Response.Error($\"Internal error processing action '{action}': {e.Message}\");\n }\n }\n\n /// \n /// Executes a specific menu item.\n /// \n private static object ExecuteItem(JObject @params)\n {\n // Try both naming conventions: snake_case and camelCase\n string menuPath = @params[\"menu_path\"]?.ToString() ?? @params[\"menuPath\"]?.ToString();\n\n // string alias = @params[\"alias\"]?.ToString(); // TODO: Implement alias mapping based on refactor plan requirements.\n // JObject parameters = @params[\"parameters\"] as JObject; // TODO: Investigate parameter passing (often not directly supported by ExecuteMenuItem).\n\n if (string.IsNullOrWhiteSpace(menuPath))\n {\n return Response.Error(\"Required parameter 'menu_path' or 'menuPath' is missing or empty.\");\n }\n\n // Validate against blacklist\n if (_menuPathBlacklist.Contains(menuPath))\n {\n return Response.Error(\n $\"Execution of menu item '{menuPath}' is blocked for safety reasons.\"\n );\n }\n\n // TODO: Implement alias lookup here if needed (Map alias to actual menuPath).\n // if (!string.IsNullOrEmpty(alias)) { menuPath = LookupAlias(alias); if(menuPath == null) return Response.Error(...); }\n\n // TODO: Handle parameters ('parameters' object) if a viable method is found.\n // This is complex as EditorApplication.ExecuteMenuItem doesn't take arguments directly.\n // It might require finding the underlying EditorWindow or command if parameters are needed.\n\n try\n {\n // Attempt to execute the menu item on the main thread using delayCall for safety.\n EditorApplication.delayCall += () =>\n {\n try\n {\n bool executed = EditorApplication.ExecuteMenuItem(menuPath);\n // Log potential failure inside the delayed call.\n if (!executed)\n {\n Debug.LogError(\n $\"[ExecuteMenuItem] Failed to find or execute menu item via delayCall: '{menuPath}'. It might be invalid, disabled, or context-dependent.\"\n );\n }\n }\n catch (Exception delayEx)\n {\n Debug.LogError(\n $\"[ExecuteMenuItem] Exception during delayed execution of '{menuPath}': {delayEx}\"\n );\n }\n };\n\n // Report attempt immediately, as execution is delayed.\n return Response.Success(\n $\"Attempted to execute menu item: '{menuPath}'. Check Unity logs for confirmation or errors.\"\n );\n }\n catch (Exception e)\n {\n // Catch errors during setup phase.\n Debug.LogError(\n $\"[ExecuteMenuItem] Failed to setup execution for '{menuPath}': {e}\"\n );\n return Response.Error(\n $\"Error setting up execution for menu item '{menuPath}': {e.Message}\"\n );\n }\n }\n\n // TODO: Add helper for alias lookup if implementing aliases.\n // private static string LookupAlias(string alias) { ... return actualMenuPath or null ... }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/UnityMcpBridge.cs", "using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Net;\nusing System.Net.Sockets;\nusing System.Threading.Tasks;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers;\nusing UnityMcpBridge.Editor.Models;\nusing UnityMcpBridge.Editor.Tools;\n\nnamespace UnityMcpBridge.Editor\n{\n [InitializeOnLoad]\n public static partial class UnityMcpBridge\n {\n private static TcpListener listener;\n private static bool isRunning = false;\n private static readonly object lockObj = new();\n private static Dictionary<\n string,\n (string commandJson, TaskCompletionSource tcs)\n > commandQueue = new();\n private static readonly int unityPort = 6400; // Hardcoded port\n\n public static bool IsRunning => isRunning;\n\n public static bool FolderExists(string path)\n {\n if (string.IsNullOrEmpty(path))\n {\n return false;\n }\n\n if (path.Equals(\"Assets\", StringComparison.OrdinalIgnoreCase))\n {\n return true;\n }\n\n string fullPath = Path.Combine(\n Application.dataPath,\n path.StartsWith(\"Assets/\") ? path[7..] : path\n );\n return Directory.Exists(fullPath);\n }\n\n static UnityMcpBridge()\n {\n Start();\n EditorApplication.quitting += Stop;\n }\n\n public static void Start()\n {\n Stop();\n\n try\n {\n ServerInstaller.EnsureServerInstalled();\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Failed to ensure UnityMcpServer is installed: {ex.Message}\");\n }\n\n if (isRunning)\n {\n return;\n }\n\n try\n {\n listener = new TcpListener(IPAddress.Loopback, unityPort);\n listener.Start();\n isRunning = true;\n Debug.Log($\"UnityMcpBridge started on port {unityPort}.\");\n // Assuming ListenerLoop and ProcessCommands are defined elsewhere\n Task.Run(ListenerLoop);\n EditorApplication.update += ProcessCommands;\n }\n catch (SocketException ex)\n {\n if (ex.SocketErrorCode == SocketError.AddressAlreadyInUse)\n {\n Debug.LogError(\n $\"Port {unityPort} is already in use. Ensure no other instances are running or change the port.\"\n );\n }\n else\n {\n Debug.LogError($\"Failed to start TCP listener: {ex.Message}\");\n }\n }\n }\n\n public static void Stop()\n {\n if (!isRunning)\n {\n return;\n }\n\n try\n {\n listener?.Stop();\n listener = null;\n isRunning = false;\n EditorApplication.update -= ProcessCommands;\n Debug.Log(\"UnityMcpBridge stopped.\");\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Error stopping UnityMcpBridge: {ex.Message}\");\n }\n }\n\n private static async Task ListenerLoop()\n {\n while (isRunning)\n {\n try\n {\n TcpClient client = await listener.AcceptTcpClientAsync();\n // Enable basic socket keepalive\n client.Client.SetSocketOption(\n SocketOptionLevel.Socket,\n SocketOptionName.KeepAlive,\n true\n );\n\n // Set longer receive timeout to prevent quick disconnections\n client.ReceiveTimeout = 60000; // 60 seconds\n\n // Fire and forget each client connection\n _ = HandleClientAsync(client);\n }\n catch (Exception ex)\n {\n if (isRunning)\n {\n Debug.LogError($\"Listener error: {ex.Message}\");\n }\n }\n }\n }\n\n private static async Task HandleClientAsync(TcpClient client)\n {\n using (client)\n using (NetworkStream stream = client.GetStream())\n {\n byte[] buffer = new byte[8192];\n while (isRunning)\n {\n try\n {\n int bytesRead = await stream.ReadAsync(buffer, 0, buffer.Length);\n if (bytesRead == 0)\n {\n break; // Client disconnected\n }\n\n string commandText = System.Text.Encoding.UTF8.GetString(\n buffer,\n 0,\n bytesRead\n );\n string commandId = Guid.NewGuid().ToString();\n TaskCompletionSource tcs = new();\n\n // Special handling for ping command to avoid JSON parsing\n if (commandText.Trim() == \"ping\")\n {\n // Direct response to ping without going through JSON parsing\n byte[] pingResponseBytes = System.Text.Encoding.UTF8.GetBytes(\n /*lang=json,strict*/\n \"{\\\"status\\\":\\\"success\\\",\\\"result\\\":{\\\"message\\\":\\\"pong\\\"}}\"\n );\n await stream.WriteAsync(pingResponseBytes, 0, pingResponseBytes.Length);\n continue;\n }\n\n lock (lockObj)\n {\n commandQueue[commandId] = (commandText, tcs);\n }\n\n string response = await tcs.Task;\n byte[] responseBytes = System.Text.Encoding.UTF8.GetBytes(response);\n await stream.WriteAsync(responseBytes, 0, responseBytes.Length);\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Client handler error: {ex.Message}\");\n break;\n }\n }\n }\n }\n\n private static void ProcessCommands()\n {\n List processedIds = new();\n lock (lockObj)\n {\n foreach (\n KeyValuePair<\n string,\n (string commandJson, TaskCompletionSource tcs)\n > kvp in commandQueue.ToList()\n )\n {\n string id = kvp.Key;\n string commandText = kvp.Value.commandJson;\n TaskCompletionSource tcs = kvp.Value.tcs;\n\n try\n {\n // Special case handling\n if (string.IsNullOrEmpty(commandText))\n {\n var emptyResponse = new\n {\n status = \"error\",\n error = \"Empty command received\",\n };\n tcs.SetResult(JsonConvert.SerializeObject(emptyResponse));\n processedIds.Add(id);\n continue;\n }\n\n // Trim the command text to remove any whitespace\n commandText = commandText.Trim();\n\n // Non-JSON direct commands handling (like ping)\n if (commandText == \"ping\")\n {\n var pingResponse = new\n {\n status = \"success\",\n result = new { message = \"pong\" },\n };\n tcs.SetResult(JsonConvert.SerializeObject(pingResponse));\n processedIds.Add(id);\n continue;\n }\n\n // Check if the command is valid JSON before attempting to deserialize\n if (!IsValidJson(commandText))\n {\n var invalidJsonResponse = new\n {\n status = \"error\",\n error = \"Invalid JSON format\",\n receivedText = commandText.Length > 50\n ? commandText[..50] + \"...\"\n : commandText,\n };\n tcs.SetResult(JsonConvert.SerializeObject(invalidJsonResponse));\n processedIds.Add(id);\n continue;\n }\n\n // Normal JSON command processing\n Command command = JsonConvert.DeserializeObject(commandText);\n \n if (command == null)\n {\n var nullCommandResponse = new\n {\n status = \"error\",\n error = \"Command deserialized to null\",\n details = \"The command was valid JSON but could not be deserialized to a Command object\",\n };\n tcs.SetResult(JsonConvert.SerializeObject(nullCommandResponse));\n }\n else\n {\n string responseJson = ExecuteCommand(command);\n tcs.SetResult(responseJson);\n }\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Error processing command: {ex.Message}\\n{ex.StackTrace}\");\n\n var response = new\n {\n status = \"error\",\n error = ex.Message,\n commandType = \"Unknown (error during processing)\",\n receivedText = commandText?.Length > 50\n ? commandText[..50] + \"...\"\n : commandText,\n };\n string responseJson = JsonConvert.SerializeObject(response);\n tcs.SetResult(responseJson);\n }\n\n processedIds.Add(id);\n }\n\n foreach (string id in processedIds)\n {\n commandQueue.Remove(id);\n }\n }\n }\n\n // Helper method to check if a string is valid JSON\n private static bool IsValidJson(string text)\n {\n if (string.IsNullOrWhiteSpace(text))\n {\n return false;\n }\n\n text = text.Trim();\n if (\n (text.StartsWith(\"{\") && text.EndsWith(\"}\"))\n || // Object\n (text.StartsWith(\"[\") && text.EndsWith(\"]\"))\n ) // Array\n {\n try\n {\n JToken.Parse(text);\n return true;\n }\n catch\n {\n return false;\n }\n }\n\n return false;\n }\n\n private static string ExecuteCommand(Command command)\n {\n try\n {\n if (string.IsNullOrEmpty(command.type))\n {\n var errorResponse = new\n {\n status = \"error\",\n error = \"Command type cannot be empty\",\n details = \"A valid command type is required for processing\",\n };\n return JsonConvert.SerializeObject(errorResponse);\n }\n\n // Handle ping command for connection verification\n if (command.type.Equals(\"ping\", StringComparison.OrdinalIgnoreCase))\n {\n var pingResponse = new\n {\n status = \"success\",\n result = new { message = \"pong\" },\n };\n return JsonConvert.SerializeObject(pingResponse);\n }\n\n // Use JObject for parameters as the new handlers likely expect this\n JObject paramsObject = command.@params ?? new JObject();\n\n // Route command based on the new tool structure from the refactor plan\n object result = command.type switch\n {\n // Maps the command type (tool name) to the corresponding handler's static HandleCommand method\n // Assumes each handler class has a static method named 'HandleCommand' that takes JObject parameters\n \"manage_script\" => ManageScript.HandleCommand(paramsObject),\n \"manage_scene\" => ManageScene.HandleCommand(paramsObject),\n \"manage_editor\" => ManageEditor.HandleCommand(paramsObject),\n \"manage_gameobject\" => ManageGameObject.HandleCommand(paramsObject),\n \"manage_asset\" => ManageAsset.HandleCommand(paramsObject),\n \"manage_shader\" => ManageShader.HandleCommand(paramsObject),\n \"read_console\" => ReadConsole.HandleCommand(paramsObject),\n \"execute_menu_item\" => ExecuteMenuItem.HandleCommand(paramsObject),\n _ => throw new ArgumentException(\n $\"Unknown or unsupported command type: {command.type}\"\n ),\n };\n\n // Standard success response format\n var response = new { status = \"success\", result };\n return JsonConvert.SerializeObject(response);\n }\n catch (Exception ex)\n {\n // Log the detailed error in Unity for debugging\n Debug.LogError(\n $\"Error executing command '{command?.type ?? \"Unknown\"}': {ex.Message}\\n{ex.StackTrace}\"\n );\n\n // Standard error response format\n var response = new\n {\n status = \"error\",\n error = ex.Message, // Provide the specific error message\n command = command?.type ?? \"Unknown\", // Include the command type if available\n stackTrace = ex.StackTrace, // Include stack trace for detailed debugging\n paramsSummary = command?.@params != null\n ? GetParamsSummary(command.@params)\n : \"No parameters\", // Summarize parameters for context\n };\n return JsonConvert.SerializeObject(response);\n }\n }\n\n // Helper method to get a summary of parameters for error reporting\n private static string GetParamsSummary(JObject @params)\n {\n try\n {\n return @params == null || !@params.HasValues\n ? \"No parameters\"\n : string.Join(\n \", \",\n @params\n .Properties()\n .Select(static p =>\n $\"{p.Name}: {p.Value?.ToString()?[..Math.Min(20, p.Value?.ToString()?.Length ?? 0)]}\"\n )\n );\n }\n catch\n {\n return \"Could not summarize parameters\";\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Windows/UnityMcpEditorWindow.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Runtime.InteropServices;\nusing Newtonsoft.Json;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Data;\nusing UnityMcpBridge.Editor.Helpers;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Windows\n{\n public class UnityMcpEditorWindow : EditorWindow\n {\n private bool isUnityBridgeRunning = false;\n private Vector2 scrollPosition;\n private string pythonServerInstallationStatus = \"Not Installed\";\n private Color pythonServerInstallationStatusColor = Color.red;\n private const int unityPort = 6400; // Hardcoded Unity port\n private const int mcpPort = 6500; // Hardcoded MCP port\n private readonly McpClients mcpClients = new();\n \n // Script validation settings\n private int validationLevelIndex = 1; // Default to Standard\n private readonly string[] validationLevelOptions = new string[]\n {\n \"Basic - Only syntax checks\",\n \"Standard - Syntax + Unity practices\", \n \"Comprehensive - All checks + semantic analysis\",\n \"Strict - Full semantic validation (requires Roslyn)\"\n };\n \n // UI state\n private int selectedClientIndex = 0;\n\n [MenuItem(\"Window/Unity MCP\")]\n public static void ShowWindow()\n {\n GetWindow(\"MCP Editor\");\n }\n\n private void OnEnable()\n {\n UpdatePythonServerInstallationStatus();\n\n isUnityBridgeRunning = UnityMcpBridge.IsRunning;\n foreach (McpClient mcpClient in mcpClients.clients)\n {\n CheckMcpConfiguration(mcpClient);\n }\n \n // Load validation level setting\n LoadValidationLevelSetting();\n }\n\n private Color GetStatusColor(McpStatus status)\n {\n // Return appropriate color based on the status enum\n return status switch\n {\n McpStatus.Configured => Color.green,\n McpStatus.Running => Color.green,\n McpStatus.Connected => Color.green,\n McpStatus.IncorrectPath => Color.yellow,\n McpStatus.CommunicationError => Color.yellow,\n McpStatus.NoResponse => Color.yellow,\n _ => Color.red, // Default to red for error states or not configured\n };\n }\n\n private void UpdatePythonServerInstallationStatus()\n {\n string serverPath = ServerInstaller.GetServerPath();\n\n if (File.Exists(Path.Combine(serverPath, \"server.py\")))\n {\n string installedVersion = ServerInstaller.GetInstalledVersion();\n string latestVersion = ServerInstaller.GetLatestVersion();\n\n if (ServerInstaller.IsNewerVersion(latestVersion, installedVersion))\n {\n pythonServerInstallationStatus = \"Newer Version Available\";\n pythonServerInstallationStatusColor = Color.yellow;\n }\n else\n {\n pythonServerInstallationStatus = \"Up to Date\";\n pythonServerInstallationStatusColor = Color.green;\n }\n }\n else\n {\n pythonServerInstallationStatus = \"Not Installed\";\n pythonServerInstallationStatusColor = Color.red;\n }\n }\n\n\n private void DrawStatusDot(Rect statusRect, Color statusColor, float size = 12)\n {\n float offsetX = (statusRect.width - size) / 2;\n float offsetY = (statusRect.height - size) / 2;\n Rect dotRect = new(statusRect.x + offsetX, statusRect.y + offsetY, size, size);\n Vector3 center = new(\n dotRect.x + (dotRect.width / 2),\n dotRect.y + (dotRect.height / 2),\n 0\n );\n float radius = size / 2;\n\n // Draw the main dot\n Handles.color = statusColor;\n Handles.DrawSolidDisc(center, Vector3.forward, radius);\n\n // Draw the border\n Color borderColor = new(\n statusColor.r * 0.7f,\n statusColor.g * 0.7f,\n statusColor.b * 0.7f\n );\n Handles.color = borderColor;\n Handles.DrawWireDisc(center, Vector3.forward, radius);\n }\n\n private void OnGUI()\n {\n scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);\n\n // Header\n DrawHeader();\n \n // Main sections in a more compact layout\n EditorGUILayout.BeginHorizontal();\n \n // Left column - Status and Bridge\n EditorGUILayout.BeginVertical(GUILayout.Width(position.width * 0.5f));\n DrawServerStatusSection();\n EditorGUILayout.Space(5);\n DrawBridgeSection();\n EditorGUILayout.EndVertical();\n \n // Right column - Validation Settings\n EditorGUILayout.BeginVertical();\n DrawValidationSection();\n EditorGUILayout.EndVertical();\n \n EditorGUILayout.EndHorizontal();\n \n EditorGUILayout.Space(10);\n \n // Unified MCP Client Configuration\n DrawUnifiedClientConfiguration();\n\n EditorGUILayout.EndScrollView();\n }\n\n private void DrawHeader()\n {\n EditorGUILayout.Space(15);\n Rect titleRect = EditorGUILayout.GetControlRect(false, 40);\n EditorGUI.DrawRect(titleRect, new Color(0.2f, 0.2f, 0.2f, 0.1f));\n \n GUIStyle titleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 16,\n alignment = TextAnchor.MiddleLeft\n };\n \n GUI.Label(\n new Rect(titleRect.x + 15, titleRect.y + 8, titleRect.width - 30, titleRect.height),\n \"Unity MCP Editor\",\n titleStyle\n );\n EditorGUILayout.Space(15);\n }\n\n private void DrawServerStatusSection()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"Server Status\", sectionTitleStyle);\n EditorGUILayout.Space(8);\n\n EditorGUILayout.BeginHorizontal();\n Rect statusRect = GUILayoutUtility.GetRect(0, 28, GUILayout.Width(24));\n DrawStatusDot(statusRect, pythonServerInstallationStatusColor, 16);\n \n GUIStyle statusStyle = new GUIStyle(EditorStyles.label)\n {\n fontSize = 12,\n fontStyle = FontStyle.Bold\n };\n EditorGUILayout.LabelField(pythonServerInstallationStatus, statusStyle, GUILayout.Height(28));\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.Space(5);\n GUIStyle portStyle = new GUIStyle(EditorStyles.miniLabel)\n {\n fontSize = 11\n };\n EditorGUILayout.LabelField($\"Ports: Unity {unityPort}, MCP {mcpPort}\", portStyle);\n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawBridgeSection()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"Unity Bridge\", sectionTitleStyle);\n EditorGUILayout.Space(8);\n \n EditorGUILayout.BeginHorizontal();\n Color bridgeColor = isUnityBridgeRunning ? Color.green : Color.red;\n Rect bridgeStatusRect = GUILayoutUtility.GetRect(0, 28, GUILayout.Width(24));\n DrawStatusDot(bridgeStatusRect, bridgeColor, 16);\n \n GUIStyle bridgeStatusStyle = new GUIStyle(EditorStyles.label)\n {\n fontSize = 12,\n fontStyle = FontStyle.Bold\n };\n EditorGUILayout.LabelField(isUnityBridgeRunning ? \"Running\" : \"Stopped\", bridgeStatusStyle, GUILayout.Height(28));\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.Space(8);\n if (GUILayout.Button(isUnityBridgeRunning ? \"Stop Bridge\" : \"Start Bridge\", GUILayout.Height(32)))\n {\n ToggleUnityBridge();\n }\n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawValidationSection()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"Script Validation\", sectionTitleStyle);\n EditorGUILayout.Space(8);\n \n EditorGUI.BeginChangeCheck();\n validationLevelIndex = EditorGUILayout.Popup(\"Validation Level\", validationLevelIndex, validationLevelOptions, GUILayout.Height(20));\n if (EditorGUI.EndChangeCheck())\n {\n SaveValidationLevelSetting();\n }\n \n EditorGUILayout.Space(8);\n string description = GetValidationLevelDescription(validationLevelIndex);\n EditorGUILayout.HelpBox(description, MessageType.Info);\n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawUnifiedClientConfiguration()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"MCP Client Configuration\", sectionTitleStyle);\n EditorGUILayout.Space(10);\n \n // Client selector\n string[] clientNames = mcpClients.clients.Select(c => c.name).ToArray();\n EditorGUI.BeginChangeCheck();\n selectedClientIndex = EditorGUILayout.Popup(\"Select Client\", selectedClientIndex, clientNames, GUILayout.Height(20));\n if (EditorGUI.EndChangeCheck())\n {\n selectedClientIndex = Mathf.Clamp(selectedClientIndex, 0, mcpClients.clients.Count - 1);\n }\n \n EditorGUILayout.Space(10);\n \n if (mcpClients.clients.Count > 0 && selectedClientIndex < mcpClients.clients.Count)\n {\n McpClient selectedClient = mcpClients.clients[selectedClientIndex];\n DrawClientConfigurationCompact(selectedClient);\n }\n \n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawClientConfigurationCompact(McpClient mcpClient)\n {\n // Status display\n EditorGUILayout.BeginHorizontal();\n Rect statusRect = GUILayoutUtility.GetRect(0, 28, GUILayout.Width(24));\n Color statusColor = GetStatusColor(mcpClient.status);\n DrawStatusDot(statusRect, statusColor, 16);\n \n GUIStyle clientStatusStyle = new GUIStyle(EditorStyles.label)\n {\n fontSize = 12,\n fontStyle = FontStyle.Bold\n };\n EditorGUILayout.LabelField(mcpClient.configStatus, clientStatusStyle, GUILayout.Height(28));\n EditorGUILayout.EndHorizontal();\n \n EditorGUILayout.Space(10);\n \n // Action buttons in horizontal layout\n EditorGUILayout.BeginHorizontal();\n \n if (mcpClient.mcpType == McpTypes.VSCode)\n {\n if (GUILayout.Button(\"Auto Configure\", GUILayout.Height(32)))\n {\n ConfigureMcpClient(mcpClient);\n }\n }\n else\n {\n if (GUILayout.Button($\"Auto Configure\", GUILayout.Height(32)))\n {\n ConfigureMcpClient(mcpClient);\n }\n }\n \n if (GUILayout.Button(\"Manual Setup\", GUILayout.Height(32)))\n {\n string configPath = RuntimeInformation.IsOSPlatform(OSPlatform.Windows)\n ? mcpClient.windowsConfigPath\n : mcpClient.linuxConfigPath;\n \n if (mcpClient.mcpType == McpTypes.VSCode)\n {\n string pythonDir = FindPackagePythonDirectory();\n var vscodeConfig = new\n {\n mcp = new\n {\n servers = new\n {\n unityMCP = new\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" }\n }\n }\n }\n };\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n string manualConfigJson = JsonConvert.SerializeObject(vscodeConfig, jsonSettings);\n VSCodeManualSetupWindow.ShowWindow(configPath, manualConfigJson);\n }\n else\n {\n ShowManualInstructionsWindow(configPath, mcpClient);\n }\n }\n \n EditorGUILayout.EndHorizontal();\n \n EditorGUILayout.Space(8);\n // Quick info\n GUIStyle configInfoStyle = new GUIStyle(EditorStyles.miniLabel)\n {\n fontSize = 10\n };\n EditorGUILayout.LabelField($\"Config: {Path.GetFileName(RuntimeInformation.IsOSPlatform(OSPlatform.Windows) ? mcpClient.windowsConfigPath : mcpClient.linuxConfigPath)}\", configInfoStyle);\n }\n\n private void ToggleUnityBridge()\n {\n if (isUnityBridgeRunning)\n {\n UnityMcpBridge.Stop();\n }\n else\n {\n UnityMcpBridge.Start();\n }\n\n isUnityBridgeRunning = !isUnityBridgeRunning;\n }\n\n private string WriteToConfig(string pythonDir, string configPath, McpClient mcpClient = null)\n {\n // Create configuration object for unityMCP\n McpConfigServer unityMCPConfig = new()\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" },\n };\n\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n\n // Read existing config if it exists\n string existingJson = \"{}\";\n if (File.Exists(configPath))\n {\n try\n {\n existingJson = File.ReadAllText(configPath);\n }\n catch (Exception e)\n {\n Debug.LogWarning($\"Error reading existing config: {e.Message}.\");\n }\n }\n\n // Parse the existing JSON while preserving all properties\n dynamic existingConfig = JsonConvert.DeserializeObject(existingJson);\n existingConfig ??= new Newtonsoft.Json.Linq.JObject();\n\n // Handle different client types with a switch statement\n //Comments: Interestingly, VSCode has mcp.servers.unityMCP while others have mcpServers.unityMCP, which is why we need to prevent this\n switch (mcpClient?.mcpType)\n {\n case McpTypes.VSCode:\n // VSCode specific configuration\n // Ensure mcp object exists\n if (existingConfig.mcp == null)\n {\n existingConfig.mcp = new Newtonsoft.Json.Linq.JObject();\n }\n\n // Ensure mcp.servers object exists\n if (existingConfig.mcp.servers == null)\n {\n existingConfig.mcp.servers = new Newtonsoft.Json.Linq.JObject();\n }\n\n // Add/update UnityMCP server in VSCode settings\n existingConfig.mcp.servers.unityMCP =\n JsonConvert.DeserializeObject(\n JsonConvert.SerializeObject(unityMCPConfig)\n );\n break;\n\n default:\n // Standard MCP configuration (Claude Desktop, Cursor, etc.)\n // Ensure mcpServers object exists\n if (existingConfig.mcpServers == null)\n {\n existingConfig.mcpServers = new Newtonsoft.Json.Linq.JObject();\n }\n\n // Add/update UnityMCP server in standard MCP settings\n existingConfig.mcpServers.unityMCP =\n JsonConvert.DeserializeObject(\n JsonConvert.SerializeObject(unityMCPConfig)\n );\n break;\n }\n\n // Write the merged configuration back to file\n string mergedJson = JsonConvert.SerializeObject(existingConfig, jsonSettings);\n File.WriteAllText(configPath, mergedJson);\n\n return \"Configured successfully\";\n }\n\n private void ShowManualConfigurationInstructions(string configPath, McpClient mcpClient)\n {\n mcpClient.SetStatus(McpStatus.Error, \"Manual configuration required\");\n\n ShowManualInstructionsWindow(configPath, mcpClient);\n }\n\n // New method to show manual instructions without changing status\n private void ShowManualInstructionsWindow(string configPath, McpClient mcpClient)\n {\n // Get the Python directory path using Package Manager API\n string pythonDir = FindPackagePythonDirectory();\n string manualConfigJson;\n \n // Create common JsonSerializerSettings\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n \n // Use switch statement to handle different client types\n switch (mcpClient.mcpType)\n {\n case McpTypes.VSCode:\n // Create VSCode-specific configuration with proper format\n var vscodeConfig = new\n {\n mcp = new\n {\n servers = new\n {\n unityMCP = new\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" }\n }\n }\n }\n };\n manualConfigJson = JsonConvert.SerializeObject(vscodeConfig, jsonSettings);\n break;\n \n default:\n // Create standard MCP configuration for other clients\n McpConfig jsonConfig = new()\n {\n mcpServers = new McpConfigServers\n {\n unityMCP = new McpConfigServer\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" },\n },\n },\n };\n manualConfigJson = JsonConvert.SerializeObject(jsonConfig, jsonSettings);\n break;\n }\n\n ManualConfigEditorWindow.ShowWindow(configPath, manualConfigJson, mcpClient);\n }\n\n private string FindPackagePythonDirectory()\n {\n string pythonDir = ServerInstaller.GetServerPath();\n\n try\n {\n // Try to find the package using Package Manager API\n UnityEditor.PackageManager.Requests.ListRequest request =\n UnityEditor.PackageManager.Client.List();\n while (!request.IsCompleted) { } // Wait for the request to complete\n\n if (request.Status == UnityEditor.PackageManager.StatusCode.Success)\n {\n foreach (UnityEditor.PackageManager.PackageInfo package in request.Result)\n {\n if (package.name == \"com.justinpbarnett.unity-mcp\")\n {\n string packagePath = package.resolvedPath;\n string potentialPythonDir = Path.Combine(packagePath, \"Python\");\n\n if (\n Directory.Exists(potentialPythonDir)\n && File.Exists(Path.Combine(potentialPythonDir, \"server.py\"))\n )\n {\n return potentialPythonDir;\n }\n }\n }\n }\n else if (request.Error != null)\n {\n Debug.LogError(\"Failed to list packages: \" + request.Error.message);\n }\n\n // If not found via Package Manager, try manual approaches\n // First check for local installation\n string[] possibleDirs =\n {\n Path.GetFullPath(Path.Combine(Application.dataPath, \"unity-mcp\", \"Python\")),\n };\n\n foreach (string dir in possibleDirs)\n {\n if (Directory.Exists(dir) && File.Exists(Path.Combine(dir, \"server.py\")))\n {\n return dir;\n }\n }\n\n // If still not found, return the placeholder path\n Debug.LogWarning(\"Could not find Python directory, using placeholder path\");\n }\n catch (Exception e)\n {\n Debug.LogError($\"Error finding package path: {e.Message}\");\n }\n\n return pythonDir;\n }\n\n private string ConfigureMcpClient(McpClient mcpClient)\n {\n try\n {\n // Determine the config file path based on OS\n string configPath;\n\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n configPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n configPath = mcpClient.linuxConfigPath;\n }\n else\n {\n return \"Unsupported OS\";\n }\n\n // Create directory if it doesn't exist\n Directory.CreateDirectory(Path.GetDirectoryName(configPath));\n\n // Find the server.py file location\n string pythonDir = ServerInstaller.GetServerPath();\n\n if (pythonDir == null || !File.Exists(Path.Combine(pythonDir, \"server.py\")))\n {\n ShowManualInstructionsWindow(configPath, mcpClient);\n return \"Manual Configuration Required\";\n }\n\n string result = WriteToConfig(pythonDir, configPath, mcpClient);\n\n // Update the client status after successful configuration\n if (result == \"Configured successfully\")\n {\n mcpClient.SetStatus(McpStatus.Configured);\n }\n\n return result;\n }\n catch (Exception e)\n {\n // Determine the config file path based on OS for error message\n string configPath = \"\";\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n configPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n configPath = mcpClient.linuxConfigPath;\n }\n\n ShowManualInstructionsWindow(configPath, mcpClient);\n Debug.LogError(\n $\"Failed to configure {mcpClient.name}: {e.Message}\\n{e.StackTrace}\"\n );\n return $\"Failed to configure {mcpClient.name}\";\n }\n }\n\n private void ShowCursorManualConfigurationInstructions(\n string configPath,\n McpClient mcpClient\n )\n {\n mcpClient.SetStatus(McpStatus.Error, \"Manual configuration required\");\n\n // Get the Python directory path using Package Manager API\n string pythonDir = FindPackagePythonDirectory();\n\n // Create the manual configuration message\n McpConfig jsonConfig = new()\n {\n mcpServers = new McpConfigServers\n {\n unityMCP = new McpConfigServer\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" },\n },\n },\n };\n\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n string manualConfigJson = JsonConvert.SerializeObject(jsonConfig, jsonSettings);\n\n ManualConfigEditorWindow.ShowWindow(configPath, manualConfigJson, mcpClient);\n }\n\n private void LoadValidationLevelSetting()\n {\n string savedLevel = EditorPrefs.GetString(\"UnityMCP_ScriptValidationLevel\", \"standard\");\n validationLevelIndex = savedLevel.ToLower() switch\n {\n \"basic\" => 0,\n \"standard\" => 1,\n \"comprehensive\" => 2,\n \"strict\" => 3,\n _ => 1 // Default to Standard\n };\n }\n\n private void SaveValidationLevelSetting()\n {\n string levelString = validationLevelIndex switch\n {\n 0 => \"basic\",\n 1 => \"standard\",\n 2 => \"comprehensive\",\n 3 => \"strict\",\n _ => \"standard\"\n };\n EditorPrefs.SetString(\"UnityMCP_ScriptValidationLevel\", levelString);\n }\n\n private string GetValidationLevelDescription(int index)\n {\n return index switch\n {\n 0 => \"Only basic syntax checks (braces, quotes, comments)\",\n 1 => \"Syntax checks + Unity best practices and warnings\",\n 2 => \"All checks + semantic analysis and performance warnings\",\n 3 => \"Full semantic validation with namespace/type resolution (requires Roslyn)\",\n _ => \"Standard validation\"\n };\n }\n\n public static string GetCurrentValidationLevel()\n {\n string savedLevel = EditorPrefs.GetString(\"UnityMCP_ScriptValidationLevel\", \"standard\");\n return savedLevel;\n }\n\n private void CheckMcpConfiguration(McpClient mcpClient)\n {\n try\n {\n string configPath;\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n configPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n configPath = mcpClient.linuxConfigPath;\n }\n else\n {\n mcpClient.SetStatus(McpStatus.UnsupportedOS);\n return;\n }\n\n if (!File.Exists(configPath))\n {\n mcpClient.SetStatus(McpStatus.NotConfigured);\n return;\n }\n\n string configJson = File.ReadAllText(configPath);\n string pythonDir = ServerInstaller.GetServerPath();\n \n // Use switch statement to handle different client types, extracting common logic\n string[] args = null;\n bool configExists = false;\n \n switch (mcpClient.mcpType)\n {\n case McpTypes.VSCode:\n dynamic config = JsonConvert.DeserializeObject(configJson);\n \n if (config?.mcp?.servers?.unityMCP != null)\n {\n // Extract args from VSCode config format\n args = config.mcp.servers.unityMCP.args.ToObject();\n configExists = true;\n }\n break;\n \n default:\n // Standard MCP configuration check for Claude Desktop, Cursor, etc.\n McpConfig standardConfig = JsonConvert.DeserializeObject(configJson);\n \n if (standardConfig?.mcpServers?.unityMCP != null)\n {\n args = standardConfig.mcpServers.unityMCP.args;\n configExists = true;\n }\n break;\n }\n \n // Common logic for checking configuration status\n if (configExists)\n {\n if (pythonDir != null && \n Array.Exists(args, arg => arg.Contains(pythonDir, StringComparison.Ordinal)))\n {\n mcpClient.SetStatus(McpStatus.Configured);\n }\n else\n {\n mcpClient.SetStatus(McpStatus.IncorrectPath);\n }\n }\n else\n {\n mcpClient.SetStatus(McpStatus.MissingConfig);\n }\n }\n catch (Exception e)\n {\n mcpClient.SetStatus(McpStatus.Error, e.Message);\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/ServerInstaller.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Net;\nusing System.Runtime.InteropServices;\nusing UnityEngine;\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n public static class ServerInstaller\n {\n private const string RootFolder = \"UnityMCP\";\n private const string ServerFolder = \"UnityMcpServer\";\n private const string BranchName = \"master\";\n private const string GitUrl = \"https://github.com/justinpbarnett/unity-mcp.git\";\n private const string PyprojectUrl =\n \"https://raw.githubusercontent.com/justinpbarnett/unity-mcp/refs/heads/\"\n + BranchName\n + \"/UnityMcpServer/src/pyproject.toml\";\n\n /// \n /// Ensures the unity-mcp-server is installed and up to date.\n /// \n public static void EnsureServerInstalled()\n {\n try\n {\n string saveLocation = GetSaveLocation();\n\n if (!IsServerInstalled(saveLocation))\n {\n InstallServer(saveLocation);\n }\n else\n {\n string installedVersion = GetInstalledVersion();\n string latestVersion = GetLatestVersion();\n\n if (IsNewerVersion(latestVersion, installedVersion))\n {\n UpdateServer(saveLocation);\n }\n else { }\n }\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Failed to ensure server installation: {ex.Message}\");\n }\n }\n\n public static string GetServerPath()\n {\n return Path.Combine(GetSaveLocation(), ServerFolder, \"src\");\n }\n\n /// \n /// Gets the platform-specific save location for the server.\n /// \n private static string GetSaveLocation()\n {\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n return Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"AppData\",\n \"Local\",\n \"Programs\",\n RootFolder\n );\n }\n else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))\n {\n return Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"bin\",\n RootFolder\n );\n }\n else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))\n {\n string path = \"/usr/local/bin\";\n return !Directory.Exists(path) || !IsDirectoryWritable(path)\n ? Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Applications\",\n RootFolder\n )\n : Path.Combine(path, RootFolder);\n }\n throw new Exception(\"Unsupported operating system.\");\n }\n\n private static bool IsDirectoryWritable(string path)\n {\n try\n {\n File.Create(Path.Combine(path, \"test.txt\")).Dispose();\n File.Delete(Path.Combine(path, \"test.txt\"));\n return true;\n }\n catch\n {\n return false;\n }\n }\n\n /// \n /// Checks if the server is installed at the specified location.\n /// \n private static bool IsServerInstalled(string location)\n {\n return Directory.Exists(location)\n && File.Exists(Path.Combine(location, ServerFolder, \"src\", \"pyproject.toml\"));\n }\n\n /// \n /// Installs the server by cloning only the UnityMcpServer folder from the repository and setting up dependencies.\n /// \n private static void InstallServer(string location)\n {\n // Create the src directory where the server code will reside\n Directory.CreateDirectory(location);\n\n // Initialize git repo in the src directory\n RunCommand(\"git\", $\"init\", workingDirectory: location);\n\n // Add remote\n RunCommand(\"git\", $\"remote add origin {GitUrl}\", workingDirectory: location);\n\n // Configure sparse checkout\n RunCommand(\"git\", \"config core.sparseCheckout true\", workingDirectory: location);\n\n // Set sparse checkout path to only include UnityMcpServer folder\n string sparseCheckoutPath = Path.Combine(location, \".git\", \"info\", \"sparse-checkout\");\n File.WriteAllText(sparseCheckoutPath, $\"{ServerFolder}/\");\n\n // Fetch and checkout the branch\n RunCommand(\"git\", $\"fetch --depth=1 origin {BranchName}\", workingDirectory: location);\n RunCommand(\"git\", $\"checkout {BranchName}\", workingDirectory: location);\n }\n\n /// \n /// Fetches the currently installed version from the local pyproject.toml file.\n /// \n public static string GetInstalledVersion()\n {\n string pyprojectPath = Path.Combine(\n GetSaveLocation(),\n ServerFolder,\n \"src\",\n \"pyproject.toml\"\n );\n return ParseVersionFromPyproject(File.ReadAllText(pyprojectPath));\n }\n\n /// \n /// Fetches the latest version from the GitHub pyproject.toml file.\n /// \n public static string GetLatestVersion()\n {\n using WebClient webClient = new();\n string pyprojectContent = webClient.DownloadString(PyprojectUrl);\n return ParseVersionFromPyproject(pyprojectContent);\n }\n\n /// \n /// Updates the server by pulling the latest changes for the UnityMcpServer folder only.\n /// \n private static void UpdateServer(string location)\n {\n RunCommand(\"git\", $\"pull origin {BranchName}\", workingDirectory: location);\n }\n\n /// \n /// Parses the version number from pyproject.toml content.\n /// \n private static string ParseVersionFromPyproject(string content)\n {\n foreach (string line in content.Split('\\n'))\n {\n if (line.Trim().StartsWith(\"version =\"))\n {\n string[] parts = line.Split('=');\n if (parts.Length == 2)\n {\n return parts[1].Trim().Trim('\"');\n }\n }\n }\n throw new Exception(\"Version not found in pyproject.toml\");\n }\n\n /// \n /// Compares two version strings to determine if the latest is newer.\n /// \n public static bool IsNewerVersion(string latest, string installed)\n {\n int[] latestParts = latest.Split('.').Select(int.Parse).ToArray();\n int[] installedParts = installed.Split('.').Select(int.Parse).ToArray();\n for (int i = 0; i < Math.Min(latestParts.Length, installedParts.Length); i++)\n {\n if (latestParts[i] > installedParts[i])\n {\n return true;\n }\n\n if (latestParts[i] < installedParts[i])\n {\n return false;\n }\n }\n return latestParts.Length > installedParts.Length;\n }\n\n /// \n /// Runs a command-line process and handles output/errors.\n /// \n private static void RunCommand(\n string command,\n string arguments,\n string workingDirectory = null\n )\n {\n System.Diagnostics.Process process = new()\n {\n StartInfo = new System.Diagnostics.ProcessStartInfo\n {\n FileName = command,\n Arguments = arguments,\n RedirectStandardOutput = true,\n RedirectStandardError = true,\n UseShellExecute = false,\n CreateNoWindow = true,\n WorkingDirectory = workingDirectory ?? string.Empty,\n },\n };\n process.Start();\n string output = process.StandardOutput.ReadToEnd();\n string error = process.StandardError.ReadToEnd();\n process.WaitForExit();\n if (process.ExitCode != 0)\n {\n throw new Exception(\n $\"Command failed: {command} {arguments}\\nOutput: {output}\\nError: {error}\"\n );\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Runtime/Serialization/UnityTypeConverters.cs", "using Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing UnityEngine;\n#if UNITY_EDITOR\nusing UnityEditor; // Required for AssetDatabase and EditorUtility\n#endif\n\nnamespace UnityMcpBridge.Runtime.Serialization\n{\n public class Vector3Converter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Vector3 value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WritePropertyName(\"z\");\n writer.WriteValue(value.z);\n writer.WriteEndObject();\n }\n\n public override Vector3 ReadJson(JsonReader reader, Type objectType, Vector3 existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Vector3(\n (float)jo[\"x\"],\n (float)jo[\"y\"],\n (float)jo[\"z\"]\n );\n }\n }\n\n public class Vector2Converter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Vector2 value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WriteEndObject();\n }\n\n public override Vector2 ReadJson(JsonReader reader, Type objectType, Vector2 existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Vector2(\n (float)jo[\"x\"],\n (float)jo[\"y\"]\n );\n }\n }\n\n public class QuaternionConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Quaternion value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WritePropertyName(\"z\");\n writer.WriteValue(value.z);\n writer.WritePropertyName(\"w\");\n writer.WriteValue(value.w);\n writer.WriteEndObject();\n }\n\n public override Quaternion ReadJson(JsonReader reader, Type objectType, Quaternion existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Quaternion(\n (float)jo[\"x\"],\n (float)jo[\"y\"],\n (float)jo[\"z\"],\n (float)jo[\"w\"]\n );\n }\n }\n\n public class ColorConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Color value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"r\");\n writer.WriteValue(value.r);\n writer.WritePropertyName(\"g\");\n writer.WriteValue(value.g);\n writer.WritePropertyName(\"b\");\n writer.WriteValue(value.b);\n writer.WritePropertyName(\"a\");\n writer.WriteValue(value.a);\n writer.WriteEndObject();\n }\n\n public override Color ReadJson(JsonReader reader, Type objectType, Color existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Color(\n (float)jo[\"r\"],\n (float)jo[\"g\"],\n (float)jo[\"b\"],\n (float)jo[\"a\"]\n );\n }\n }\n \n public class RectConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Rect value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WritePropertyName(\"width\");\n writer.WriteValue(value.width);\n writer.WritePropertyName(\"height\");\n writer.WriteValue(value.height);\n writer.WriteEndObject();\n }\n\n public override Rect ReadJson(JsonReader reader, Type objectType, Rect existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Rect(\n (float)jo[\"x\"],\n (float)jo[\"y\"],\n (float)jo[\"width\"],\n (float)jo[\"height\"]\n );\n }\n }\n \n public class BoundsConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Bounds value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"center\");\n serializer.Serialize(writer, value.center); // Use serializer to handle nested Vector3\n writer.WritePropertyName(\"size\");\n serializer.Serialize(writer, value.size); // Use serializer to handle nested Vector3\n writer.WriteEndObject();\n }\n\n public override Bounds ReadJson(JsonReader reader, Type objectType, Bounds existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n Vector3 center = jo[\"center\"].ToObject(serializer); // Use serializer to handle nested Vector3\n Vector3 size = jo[\"size\"].ToObject(serializer); // Use serializer to handle nested Vector3\n return new Bounds(center, size);\n }\n }\n\n // Converter for UnityEngine.Object references (GameObjects, Components, Materials, Textures, etc.)\n public class UnityEngineObjectConverter : JsonConverter\n {\n public override bool CanRead => true; // We need to implement ReadJson\n public override bool CanWrite => true;\n\n public override void WriteJson(JsonWriter writer, UnityEngine.Object value, JsonSerializer serializer)\n {\n if (value == null)\n {\n writer.WriteNull();\n return;\n }\n\n#if UNITY_EDITOR // AssetDatabase and EditorUtility are Editor-only\n if (UnityEditor.AssetDatabase.Contains(value))\n {\n // It's an asset (Material, Texture, Prefab, etc.)\n string path = UnityEditor.AssetDatabase.GetAssetPath(value);\n if (!string.IsNullOrEmpty(path))\n {\n writer.WriteValue(path);\n }\n else\n {\n // Asset exists but path couldn't be found? Write minimal info.\n writer.WriteStartObject();\n writer.WritePropertyName(\"name\");\n writer.WriteValue(value.name);\n writer.WritePropertyName(\"instanceID\");\n writer.WriteValue(value.GetInstanceID());\n writer.WritePropertyName(\"isAssetWithoutPath\");\n writer.WriteValue(true);\n writer.WriteEndObject();\n }\n }\n else\n {\n // It's a scene object (GameObject, Component, etc.)\n writer.WriteStartObject();\n writer.WritePropertyName(\"name\");\n writer.WriteValue(value.name);\n writer.WritePropertyName(\"instanceID\");\n writer.WriteValue(value.GetInstanceID());\n writer.WriteEndObject();\n }\n#else\n // Runtime fallback: Write basic info without AssetDatabase\n writer.WriteStartObject();\n writer.WritePropertyName(\"name\");\n writer.WriteValue(value.name);\n writer.WritePropertyName(\"instanceID\");\n writer.WriteValue(value.GetInstanceID());\n writer.WritePropertyName(\"warning\");\n writer.WriteValue(\"UnityEngineObjectConverter running in non-Editor mode, asset path unavailable.\");\n writer.WriteEndObject();\n#endif\n }\n\n public override UnityEngine.Object ReadJson(JsonReader reader, Type objectType, UnityEngine.Object existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n if (reader.TokenType == JsonToken.Null)\n {\n return null;\n }\n\n#if UNITY_EDITOR\n if (reader.TokenType == JsonToken.String)\n {\n // Assume it's an asset path\n string path = reader.Value.ToString();\n return UnityEditor.AssetDatabase.LoadAssetAtPath(path, objectType);\n }\n\n if (reader.TokenType == JsonToken.StartObject)\n {\n JObject jo = JObject.Load(reader);\n if (jo.TryGetValue(\"instanceID\", out JToken idToken) && idToken.Type == JTokenType.Integer)\n {\n int instanceId = idToken.ToObject();\n UnityEngine.Object obj = UnityEditor.EditorUtility.InstanceIDToObject(instanceId);\n if (obj != null && objectType.IsAssignableFrom(obj.GetType()))\n {\n return obj;\n }\n }\n // Could potentially try finding by name as a fallback if ID lookup fails/isn't present\n // but that's less reliable.\n }\n#else\n // Runtime deserialization is tricky without AssetDatabase/EditorUtility\n // Maybe log a warning and return null or existingValue?\n Debug.LogWarning(\"UnityEngineObjectConverter cannot deserialize complex objects in non-Editor mode.\");\n // Skip the token to avoid breaking the reader\n if (reader.TokenType == JsonToken.StartObject) JObject.Load(reader);\n else if (reader.TokenType == JsonToken.String) reader.ReadAsString(); \n // Return null or existing value, depending on desired behavior\n return existingValue; \n#endif\n\n throw new JsonSerializationException($\"Unexpected token type '{reader.TokenType}' when deserializing UnityEngine.Object\");\n }\n }\n} "], ["/unity-mcp/UnityMcpBridge/Editor/Windows/VSCodeManualSetupWindow.cs", "using System.Runtime.InteropServices;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Windows\n{\n public class VSCodeManualSetupWindow : ManualConfigEditorWindow\n {\n public static new void ShowWindow(string configPath, string configJson)\n {\n var window = GetWindow(\"VSCode GitHub Copilot Setup\");\n window.configPath = configPath;\n window.configJson = configJson;\n window.minSize = new Vector2(550, 500);\n \n // Create a McpClient for VSCode\n window.mcpClient = new McpClient\n {\n name = \"VSCode GitHub Copilot\",\n mcpType = McpTypes.VSCode\n };\n \n window.Show();\n }\n\n protected override void OnGUI()\n {\n scrollPos = EditorGUILayout.BeginScrollView(scrollPos);\n\n // Header with improved styling\n EditorGUILayout.Space(10);\n Rect titleRect = EditorGUILayout.GetControlRect(false, 30);\n EditorGUI.DrawRect(\n new Rect(titleRect.x, titleRect.y, titleRect.width, titleRect.height),\n new Color(0.2f, 0.2f, 0.2f, 0.1f)\n );\n GUI.Label(\n new Rect(titleRect.x + 10, titleRect.y + 6, titleRect.width - 20, titleRect.height),\n \"VSCode GitHub Copilot MCP Setup\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n // Instructions with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n Rect headerRect = EditorGUILayout.GetControlRect(false, 24);\n EditorGUI.DrawRect(\n new Rect(headerRect.x, headerRect.y, headerRect.width, headerRect.height),\n new Color(0.1f, 0.1f, 0.1f, 0.2f)\n );\n GUI.Label(\n new Rect(\n headerRect.x + 8,\n headerRect.y + 4,\n headerRect.width - 16,\n headerRect.height\n ),\n \"Setting up GitHub Copilot in VSCode with Unity MCP\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n GUIStyle instructionStyle = new(EditorStyles.wordWrappedLabel)\n {\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n EditorGUILayout.LabelField(\n \"1. Prerequisites\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.LabelField(\n \"• Ensure you have VSCode installed\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• Ensure you have GitHub Copilot extension installed in VSCode\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• Ensure you have a valid GitHub Copilot subscription\",\n instructionStyle\n );\n EditorGUILayout.Space(5);\n \n EditorGUILayout.LabelField(\n \"2. Steps to Configure\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.LabelField(\n \"a) Open VSCode Settings (File > Preferences > Settings)\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"b) Click on the 'Open Settings (JSON)' button in the top right\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"c) Add the MCP configuration shown below to your settings.json file\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"d) Save the file and restart VSCode\",\n instructionStyle\n );\n EditorGUILayout.Space(5);\n \n EditorGUILayout.LabelField(\n \"3. VSCode settings.json location:\",\n EditorStyles.boldLabel\n );\n\n // Path section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n string displayPath;\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n displayPath = System.IO.Path.Combine(\n System.Environment.GetFolderPath(System.Environment.SpecialFolder.ApplicationData),\n \"Code\",\n \"User\",\n \"settings.json\"\n );\n }\n else \n {\n displayPath = System.IO.Path.Combine(\n System.Environment.GetFolderPath(System.Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Code\",\n \"User\",\n \"settings.json\"\n );\n }\n\n // Store the path in the base class config path\n if (string.IsNullOrEmpty(configPath))\n {\n configPath = displayPath;\n }\n\n // Prevent text overflow by allowing the text field to wrap\n GUIStyle pathStyle = new(EditorStyles.textField) { wordWrap = true };\n\n EditorGUILayout.TextField(\n displayPath,\n pathStyle,\n GUILayout.Height(EditorGUIUtility.singleLineHeight)\n );\n\n // Copy button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n GUIStyle copyButtonStyle = new(GUI.skin.button)\n {\n padding = new RectOffset(15, 15, 5, 5),\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n if (\n GUILayout.Button(\n \"Copy Path\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = displayPath;\n pathCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (\n GUILayout.Button(\n \"Open File\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n // Open the file using the system's default application\n System.Diagnostics.Process.Start(\n new System.Diagnostics.ProcessStartInfo\n {\n FileName = displayPath,\n UseShellExecute = true,\n }\n );\n }\n\n if (pathCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n EditorGUILayout.Space(10);\n\n EditorGUILayout.LabelField(\n \"4. Add this configuration to your settings.json:\",\n EditorStyles.boldLabel\n );\n\n // JSON section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n // Improved text area for JSON with syntax highlighting colors\n GUIStyle jsonStyle = new(EditorStyles.textArea)\n {\n font = EditorStyles.boldFont,\n wordWrap = true,\n };\n jsonStyle.normal.textColor = new Color(0.3f, 0.6f, 0.9f); // Syntax highlighting blue\n\n // Draw the JSON in a text area with a taller height for better readability\n EditorGUILayout.TextArea(configJson, jsonStyle, GUILayout.Height(200));\n\n // Copy JSON button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n\n if (\n GUILayout.Button(\n \"Copy JSON\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = configJson;\n jsonCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (jsonCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n EditorGUILayout.LabelField(\n \"5. After configuration:\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.LabelField(\n \"• Restart VSCode\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• GitHub Copilot will now be able to interact with your Unity project through the MCP protocol\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• Remember to have the Unity MCP Bridge running in Unity Editor\",\n instructionStyle\n );\n\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n\n // Close button at the bottom\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n if (GUILayout.Button(\"Close\", GUILayout.Height(30), GUILayout.Width(100)))\n {\n Close();\n }\n GUILayout.FlexibleSpace();\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.EndScrollView();\n }\n\n protected override void Update()\n {\n // Call the base implementation which handles the copy feedback timer\n base.Update();\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Windows/ManualConfigEditorWindow.cs", "using System.Runtime.InteropServices;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Windows\n{\n // Editor window to display manual configuration instructions\n public class ManualConfigEditorWindow : EditorWindow\n {\n protected string configPath;\n protected string configJson;\n protected Vector2 scrollPos;\n protected bool pathCopied = false;\n protected bool jsonCopied = false;\n protected float copyFeedbackTimer = 0;\n protected McpClient mcpClient;\n\n public static void ShowWindow(string configPath, string configJson, McpClient mcpClient)\n {\n var window = GetWindow(\"Manual Configuration\");\n window.configPath = configPath;\n window.configJson = configJson;\n window.mcpClient = mcpClient;\n window.minSize = new Vector2(500, 400);\n window.Show();\n }\n\n protected virtual void OnGUI()\n {\n scrollPos = EditorGUILayout.BeginScrollView(scrollPos);\n\n // Header with improved styling\n EditorGUILayout.Space(10);\n Rect titleRect = EditorGUILayout.GetControlRect(false, 30);\n EditorGUI.DrawRect(\n new Rect(titleRect.x, titleRect.y, titleRect.width, titleRect.height),\n new Color(0.2f, 0.2f, 0.2f, 0.1f)\n );\n GUI.Label(\n new Rect(titleRect.x + 10, titleRect.y + 6, titleRect.width - 20, titleRect.height),\n mcpClient.name + \" Manual Configuration\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n // Instructions with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n Rect headerRect = EditorGUILayout.GetControlRect(false, 24);\n EditorGUI.DrawRect(\n new Rect(headerRect.x, headerRect.y, headerRect.width, headerRect.height),\n new Color(0.1f, 0.1f, 0.1f, 0.2f)\n );\n GUI.Label(\n new Rect(\n headerRect.x + 8,\n headerRect.y + 4,\n headerRect.width - 16,\n headerRect.height\n ),\n \"The automatic configuration failed. Please follow these steps:\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n GUIStyle instructionStyle = new(EditorStyles.wordWrappedLabel)\n {\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n EditorGUILayout.LabelField(\n \"1. Open \" + mcpClient.name + \" config file by either:\",\n instructionStyle\n );\n if (mcpClient.mcpType == McpTypes.ClaudeDesktop)\n {\n EditorGUILayout.LabelField(\n \" a) Going to Settings > Developer > Edit Config\",\n instructionStyle\n );\n }\n else if (mcpClient.mcpType == McpTypes.Cursor)\n {\n EditorGUILayout.LabelField(\n \" a) Going to File > Preferences > Cursor Settings > MCP > Add new global MCP server\",\n instructionStyle\n );\n }\n EditorGUILayout.LabelField(\" OR\", instructionStyle);\n EditorGUILayout.LabelField(\n \" b) Opening the configuration file at:\",\n instructionStyle\n );\n\n // Path section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n string displayPath;\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n displayPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n displayPath = mcpClient.linuxConfigPath;\n }\n else\n {\n displayPath = configPath;\n }\n\n // Prevent text overflow by allowing the text field to wrap\n GUIStyle pathStyle = new(EditorStyles.textField) { wordWrap = true };\n\n EditorGUILayout.TextField(\n displayPath,\n pathStyle,\n GUILayout.Height(EditorGUIUtility.singleLineHeight)\n );\n\n // Copy button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n GUIStyle copyButtonStyle = new(GUI.skin.button)\n {\n padding = new RectOffset(15, 15, 5, 5),\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n if (\n GUILayout.Button(\n \"Copy Path\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = displayPath;\n pathCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (\n GUILayout.Button(\n \"Open File\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n // Open the file using the system's default application\n System.Diagnostics.Process.Start(\n new System.Diagnostics.ProcessStartInfo\n {\n FileName = displayPath,\n UseShellExecute = true,\n }\n );\n }\n\n if (pathCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n\n EditorGUILayout.LabelField(\n \"2. Paste the following JSON configuration:\",\n instructionStyle\n );\n\n // JSON section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n // Improved text area for JSON with syntax highlighting colors\n GUIStyle jsonStyle = new(EditorStyles.textArea)\n {\n font = EditorStyles.boldFont,\n wordWrap = true,\n };\n jsonStyle.normal.textColor = new Color(0.3f, 0.6f, 0.9f); // Syntax highlighting blue\n\n // Draw the JSON in a text area with a taller height for better readability\n EditorGUILayout.TextArea(configJson, jsonStyle, GUILayout.Height(200));\n\n // Copy JSON button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n\n if (\n GUILayout.Button(\n \"Copy JSON\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = configJson;\n jsonCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (jsonCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n EditorGUILayout.LabelField(\n \"3. Save the file and restart \" + mcpClient.name,\n instructionStyle\n );\n\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n\n // Close button at the bottom\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n if (GUILayout.Button(\"Close\", GUILayout.Height(30), GUILayout.Width(100)))\n {\n Close();\n }\n GUILayout.FlexibleSpace();\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.EndScrollView();\n }\n\n protected virtual void Update()\n {\n // Handle the feedback message timer\n if (copyFeedbackTimer > 0)\n {\n copyFeedbackTimer -= Time.deltaTime;\n if (copyFeedbackTimer <= 0)\n {\n pathCopied = false;\n jsonCopied = false;\n Repaint();\n }\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/CommandRegistry.cs", "using System;\nusing System.Collections.Generic;\nusing Newtonsoft.Json.Linq;\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Registry for all MCP command handlers (Refactored Version)\n /// \n public static class CommandRegistry\n {\n // Maps command names (matching those called from Python via ctx.bridge.unity_editor.HandlerName)\n // to the corresponding static HandleCommand method in the appropriate tool class.\n private static readonly Dictionary> _handlers = new()\n {\n { \"HandleManageScript\", ManageScript.HandleCommand },\n { \"HandleManageScene\", ManageScene.HandleCommand },\n { \"HandleManageEditor\", ManageEditor.HandleCommand },\n { \"HandleManageGameObject\", ManageGameObject.HandleCommand },\n { \"HandleManageAsset\", ManageAsset.HandleCommand },\n { \"HandleReadConsole\", ReadConsole.HandleCommand },\n { \"HandleExecuteMenuItem\", ExecuteMenuItem.HandleCommand },\n { \"HandleManageShader\", ManageShader.HandleCommand},\n };\n\n /// \n /// Gets a command handler by name.\n /// \n /// Name of the command handler (e.g., \"HandleManageAsset\").\n /// The command handler function if found, null otherwise.\n public static Func GetHandler(string commandName)\n {\n // Use case-insensitive comparison for flexibility, although Python side should be consistent\n return _handlers.TryGetValue(commandName, out var handler) ? handler : null;\n // Consider adding logging here if a handler is not found\n /*\n if (_handlers.TryGetValue(commandName, out var handler)) {\n return handler;\n } else {\n UnityEngine.Debug.LogError($\\\"[CommandRegistry] No handler found for command: {commandName}\\\");\n return null;\n }\n */\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/Response.cs", "using System;\nusing System.Collections.Generic;\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n /// \n /// Provides static methods for creating standardized success and error response objects.\n /// Ensures consistent JSON structure for communication back to the Python server.\n /// \n public static class Response\n {\n /// \n /// Creates a standardized success response object.\n /// \n /// A message describing the successful operation.\n /// Optional additional data to include in the response.\n /// An object representing the success response.\n public static object Success(string message, object data = null)\n {\n if (data != null)\n {\n return new\n {\n success = true,\n message = message,\n data = data,\n };\n }\n else\n {\n return new { success = true, message = message };\n }\n }\n\n /// \n /// Creates a standardized error response object.\n /// \n /// A message describing the error.\n /// Optional additional data (e.g., error details) to include.\n /// An object representing the error response.\n public static object Error(string errorMessage, object data = null)\n {\n if (data != null)\n {\n // Note: The key is \"error\" for error messages, not \"message\"\n return new\n {\n success = false,\n error = errorMessage,\n data = data,\n };\n }\n else\n {\n return new { success = false, error = errorMessage };\n }\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpClient.cs", "namespace UnityMcpBridge.Editor.Models\n{\n public class McpClient\n {\n public string name;\n public string windowsConfigPath;\n public string linuxConfigPath;\n public McpTypes mcpType;\n public string configStatus;\n public McpStatus status = McpStatus.NotConfigured;\n\n // Helper method to convert the enum to a display string\n public string GetStatusDisplayString()\n {\n return status switch\n {\n McpStatus.NotConfigured => \"Not Configured\",\n McpStatus.Configured => \"Configured\",\n McpStatus.Running => \"Running\",\n McpStatus.Connected => \"Connected\",\n McpStatus.IncorrectPath => \"Incorrect Path\",\n McpStatus.CommunicationError => \"Communication Error\",\n McpStatus.NoResponse => \"No Response\",\n McpStatus.UnsupportedOS => \"Unsupported OS\",\n McpStatus.MissingConfig => \"Missing UnityMCP Config\",\n McpStatus.Error => configStatus.StartsWith(\"Error:\") ? configStatus : \"Error\",\n _ => \"Unknown\",\n };\n }\n\n // Helper method to set both status enum and string for backward compatibility\n public void SetStatus(McpStatus newStatus, string errorDetails = null)\n {\n status = newStatus;\n\n if (newStatus == McpStatus.Error && !string.IsNullOrEmpty(errorDetails))\n {\n configStatus = $\"Error: {errorDetails}\";\n }\n else\n {\n configStatus = GetStatusDisplayString();\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Data/McpClients.cs", "using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Data\n{\n public class McpClients\n {\n public List clients = new()\n {\n new()\n {\n name = \"Claude Desktop\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),\n \"Claude\",\n \"claude_desktop_config.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Claude\",\n \"claude_desktop_config.json\"\n ),\n mcpType = McpTypes.ClaudeDesktop,\n configStatus = \"Not Configured\",\n },\n new()\n {\n name = \"Cursor\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \".cursor\",\n \"mcp.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \".cursor\",\n \"mcp.json\"\n ),\n mcpType = McpTypes.Cursor,\n configStatus = \"Not Configured\",\n },\n new()\n {\n name = \"VSCode GitHub Copilot\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),\n \"Code\",\n \"User\",\n \"settings.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Code\",\n \"User\",\n \"settings.json\"\n ),\n mcpType = McpTypes.VSCode,\n configStatus = \"Not Configured\",\n },\n };\n\n // Initialize status enums after construction\n public McpClients()\n {\n foreach (var client in clients)\n {\n if (client.configStatus == \"Not Configured\")\n {\n client.status = McpStatus.NotConfigured;\n }\n }\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/Vector3Helper.cs", "using Newtonsoft.Json.Linq;\nusing UnityEngine;\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n /// \n /// Helper class for Vector3 operations\n /// \n public static class Vector3Helper\n {\n /// \n /// Parses a JArray into a Vector3\n /// \n /// The array containing x, y, z coordinates\n /// A Vector3 with the parsed coordinates\n /// Thrown when array is invalid\n public static Vector3 ParseVector3(JArray array)\n {\n if (array == null || array.Count != 3)\n throw new System.Exception(\"Vector3 must be an array of 3 floats [x, y, z].\");\n return new Vector3((float)array[0], (float)array[1], (float)array[2]);\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/Command.cs", "using Newtonsoft.Json.Linq;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n /// \n /// Represents a command received from the MCP client\n /// \n public class Command\n {\n /// \n /// The type of command to execute\n /// \n public string type { get; set; }\n\n /// \n /// The parameters for the command\n /// \n public JObject @params { get; set; }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpStatus.cs", "namespace UnityMcpBridge.Editor.Models\n{\n // Enum representing the various status states for MCP clients\n public enum McpStatus\n {\n NotConfigured, // Not set up yet\n Configured, // Successfully configured\n Running, // Service is running\n Connected, // Successfully connected\n IncorrectPath, // Configuration has incorrect paths\n CommunicationError, // Connected but communication issues\n NoResponse, // Connected but not responding\n MissingConfig, // Config file exists but missing required elements\n UnsupportedOS, // OS is not supported\n Error, // General error state\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Data/DefaultServerConfig.cs", "using UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Data\n{\n public class DefaultServerConfig : ServerConfig\n {\n public new string unityHost = \"localhost\";\n public new int unityPort = 6400;\n public new int mcpPort = 6500;\n public new float connectionTimeout = 15.0f;\n public new int bufferSize = 32768;\n public new string logLevel = \"INFO\";\n public new string logFormat = \"%(asctime)s - %(name)s - %(levelname)s - %(message)s\";\n public new int maxRetries = 3;\n public new float retryDelay = 1.0f;\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/ServerConfig.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class ServerConfig\n {\n [JsonProperty(\"unity_host\")]\n public string unityHost = \"localhost\";\n\n [JsonProperty(\"unity_port\")]\n public int unityPort;\n\n [JsonProperty(\"mcp_port\")]\n public int mcpPort;\n\n [JsonProperty(\"connection_timeout\")]\n public float connectionTimeout;\n\n [JsonProperty(\"buffer_size\")]\n public int bufferSize;\n\n [JsonProperty(\"log_level\")]\n public string logLevel;\n\n [JsonProperty(\"log_format\")]\n public string logFormat;\n\n [JsonProperty(\"max_retries\")]\n public int maxRetries;\n\n [JsonProperty(\"retry_delay\")]\n public float retryDelay;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/MCPConfigServer.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class McpConfigServer\n {\n [JsonProperty(\"command\")]\n public string command;\n\n [JsonProperty(\"args\")]\n public string[] args;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpTypes.cs", "namespace UnityMcpBridge.Editor.Models\n{\n public enum McpTypes\n {\n ClaudeDesktop,\n Cursor,\n VSCode,\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpConfig.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class McpConfig\n {\n [JsonProperty(\"mcpServers\")]\n public McpConfigServers mcpServers;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/MCPConfigServers.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class McpConfigServers\n {\n [JsonProperty(\"unityMCP\")]\n public McpConfigServer unityMCP;\n }\n}\n"]], "task_instance_info": {"created_time": "2025-08-20 18:59:53", "created_task_model": "DeepSeek-R1", "class_skeleton": "internal\nstatic\nclass\nEditorTools\n{\npublic static string GetActiveToolName () {}\n}", "code_description": "This code segment functions to: Retrieve the identifier of the currently active development environment tool and handle cases where custom tools are in use by providing default identification when standard enumeration checks are insufficient."}, "inference_content": {"inference_model": "DeepSeek-R1", "inference_result": "```c_sharp\n[TASK_BEGIN]\ninternal static class EditorTools\n{\n public static string GetActiveToolName()\n {\n try\n {\n // Unity doesn't expose direct access to the active custom tool name,\n // but we can access it via reflection\n var toolType = typeof(UnityEditor.Tools);\n var customToolField = toolType.GetField(\"custom\", \n System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic);\n \n if (customToolField != null)\n {\n var customTool = customToolField.GetValue(null) as UnityEditor.Tool;\n return customTool?.GetType().Name ?? \"Custom\";\n }\n return \"Custom\"; // Fallback if reflection fails\n }\n catch\n {\n return \"Custom\";\n }\n }\n}\n[TASK_END]\n```", "inference_time": "2025-08-20 19-00-13"}, "editdistance_info": {"edit_distance": 25.6, "calculate_time": "2025-08-20 19:00:13", "true_code_clean": "internal static class EditorTools\n {\n public static string GetActiveToolName()\n {\n if (UnityEditor.Tools.current == Tool.Custom)\n {\n return \"Unknown Custom Tool\";\n }\n return UnityEditor.Tools.current.ToString();\n }\n }", "predict_code_clean": "internal static class EditorTools\n{\n public static string GetActiveToolName()\n {\n try\n {\n var toolType = typeof(UnityEditor.Tools);\n var customToolField = toolType.GetField(\"custom\", \n System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic);\n if (customToolField != null)\n {\n var customTool = customToolField.GetValue(null) as UnityEditor.Tool;\n return customTool?.GetType().Name ?? \"Custom\";\n }\n return \"Custom\"; \n }\n catch\n {\n return \"Custom\";\n }\n }\n}"}} {"repo_name": "unity-mcp", "file_name": "/unity-mcp/UnityMcpBridge/Editor/Tools/ManageEditor.cs", "inference_info": {"prefix_code": "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditorInternal; // Required for tag management\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles operations related to controlling and querying the Unity Editor state,\n /// including managing Tags and Layers.\n /// \n public static class ManageEditor\n {\n // Constant for starting user layer index\n private const int FirstUserLayerIndex = 8;\n\n // Constant for total layer count\n private const int TotalLayerCount = 32;\n\n /// \n /// Main handler for editor management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower();\n // Parameters for specific actions\n string tagName = @params[\"tagName\"]?.ToString();\n string layerName = @params[\"layerName\"]?.ToString();\n bool waitForCompletion = @params[\"waitForCompletion\"]?.ToObject() ?? false; // Example - not used everywhere\n\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n // Route action\n switch (action)\n {\n // Play Mode Control\n case \"play\":\n try\n {\n if (!EditorApplication.isPlaying)\n {\n EditorApplication.isPlaying = true;\n return Response.Success(\"Entered play mode.\");\n }\n return Response.Success(\"Already in play mode.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Error entering play mode: {e.Message}\");\n }\n case \"pause\":\n try\n {\n if (EditorApplication.isPlaying)\n {\n EditorApplication.isPaused = !EditorApplication.isPaused;\n return Response.Success(\n EditorApplication.isPaused ? \"Game paused.\" : \"Game resumed.\"\n );\n }\n return Response.Error(\"Cannot pause/resume: Not in play mode.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Error pausing/resuming game: {e.Message}\");\n }\n case \"stop\":\n try\n {\n if (EditorApplication.isPlaying)\n {\n EditorApplication.isPlaying = false;\n return Response.Success(\"Exited play mode.\");\n }\n return Response.Success(\"Already stopped (not in play mode).\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Error stopping play mode: {e.Message}\");\n }\n\n // Editor State/Info\n case \"get_state\":\n return GetEditorState();\n case \"get_windows\":\n return GetEditorWindows();\n case \"get_active_tool\":\n return GetActiveTool();\n case \"get_selection\":\n return GetSelection();\n case \"set_active_tool\":\n string toolName = @params[\"toolName\"]?.ToString();\n if (string.IsNullOrEmpty(toolName))\n return Response.Error(\"'toolName' parameter required for set_active_tool.\");\n return SetActiveTool(toolName);\n\n // Tag Management\n case \"add_tag\":\n if (string.IsNullOrEmpty(tagName))\n return Response.Error(\"'tagName' parameter required for add_tag.\");\n return AddTag(tagName);\n case \"remove_tag\":\n if (string.IsNullOrEmpty(tagName))\n return Response.Error(\"'tagName' parameter required for remove_tag.\");\n return RemoveTag(tagName);\n case \"get_tags\":\n return GetTags(); // Helper to list current tags\n\n // Layer Management\n case \"add_layer\":\n if (string.IsNullOrEmpty(layerName))\n return Response.Error(\"'layerName' parameter required for add_layer.\");\n return AddLayer(layerName);\n case \"remove_layer\":\n if (string.IsNullOrEmpty(layerName))\n return Response.Error(\"'layerName' parameter required for remove_layer.\");\n return RemoveLayer(layerName);\n case \"get_layers\":\n return GetLayers(); // Helper to list current layers\n\n // --- Settings (Example) ---\n // case \"set_resolution\":\n // int? width = @params[\"width\"]?.ToObject();\n // int? height = @params[\"height\"]?.ToObject();\n // if (!width.HasValue || !height.HasValue) return Response.Error(\"'width' and 'height' parameters required.\");\n // return SetGameViewResolution(width.Value, height.Value);\n // case \"set_quality\":\n // // Handle string name or int index\n // return SetQualityLevel(@params[\"qualityLevel\"]);\n\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Supported actions include play, pause, stop, get_state, get_windows, get_active_tool, get_selection, set_active_tool, add_tag, remove_tag, get_tags, add_layer, remove_layer, get_layers.\"\n );\n }\n }\n\n // --- Editor State/Info Methods ---\n private static object GetEditorState()\n {\n try\n {\n var state = new\n {\n isPlaying = EditorApplication.isPlaying,\n isPaused = EditorApplication.isPaused,\n isCompiling = EditorApplication.isCompiling,\n isUpdating = EditorApplication.isUpdating,\n applicationPath = EditorApplication.applicationPath,\n applicationContentsPath = EditorApplication.applicationContentsPath,\n timeSinceStartup = EditorApplication.timeSinceStartup,\n };\n return Response.Success(\"Retrieved editor state.\", state);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting editor state: {e.Message}\");\n }\n }\n\n private static object GetEditorWindows()\n {\n try\n {\n // Get all types deriving from EditorWindow\n var windowTypes = AppDomain\n .CurrentDomain.GetAssemblies()\n .SelectMany(assembly => assembly.GetTypes())\n .Where(type => type.IsSubclassOf(typeof(EditorWindow)))\n .ToList();\n\n var openWindows = new List();\n\n // Find currently open instances\n // Resources.FindObjectsOfTypeAll seems more reliable than GetWindow for finding *all* open windows\n EditorWindow[] allWindows = Resources.FindObjectsOfTypeAll();\n\n foreach (EditorWindow window in allWindows)\n {\n if (window == null)\n continue; // Skip potentially destroyed windows\n\n try\n {\n openWindows.Add(\n new\n {\n title = window.titleContent.text,\n typeName = window.GetType().FullName,\n isFocused = EditorWindow.focusedWindow == window,\n position = new\n {\n x = window.position.x,\n y = window.position.y,\n width = window.position.width,\n height = window.position.height,\n },\n instanceID = window.GetInstanceID(),\n }\n );\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Could not get info for window {window.GetType().Name}: {ex.Message}\"\n );\n }\n }\n\n return Response.Success(\"Retrieved list of open editor windows.\", openWindows);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting editor windows: {e.Message}\");\n }\n }\n\n private static object GetActiveTool()\n {\n try\n {\n Tool currentTool = UnityEditor.Tools.current;\n string toolName = currentTool.ToString(); // Enum to string\n bool customToolActive = UnityEditor.Tools.current == Tool.Custom; // Check if a custom tool is active\n string activeToolName = customToolActive\n ? EditorTools.GetActiveToolName()\n : toolName; // Get custom name if needed\n\n var toolInfo = new\n {\n activeTool = activeToolName,\n isCustom = customToolActive,\n pivotMode = UnityEditor.Tools.pivotMode.ToString(),\n pivotRotation = UnityEditor.Tools.pivotRotation.ToString(),\n handleRotation = UnityEditor.Tools.handleRotation.eulerAngles, // Euler for simplicity\n handlePosition = UnityEditor.Tools.handlePosition,\n };\n\n return Response.Success(\"Retrieved active tool information.\", toolInfo);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting active tool: {e.Message}\");\n }\n }\n\n private static object SetActiveTool(string toolName)\n {\n try\n {\n Tool targetTool;\n if (Enum.TryParse(toolName, true, out targetTool)) // Case-insensitive parse\n {\n // Check if it's a valid built-in tool\n if (targetTool != Tool.None && targetTool <= Tool.Custom) // Tool.Custom is the last standard tool\n {\n UnityEditor.Tools.current = targetTool;\n return Response.Success($\"Set active tool to '{targetTool}'.\");\n }\n else\n {\n return Response.Error(\n $\"Cannot directly set tool to '{toolName}'. It might be None, Custom, or invalid.\"\n );\n }\n }\n else\n {\n // Potentially try activating a custom tool by name here if needed\n // This often requires specific editor scripting knowledge for that tool.\n return Response.Error(\n $\"Could not parse '{toolName}' as a standard Unity Tool (View, Move, Rotate, Scale, Rect, Transform, Custom).\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error setting active tool: {e.Message}\");\n }\n }\n\n private static object GetSelection()\n {\n try\n {\n var selectionInfo = new\n {\n activeObject = Selection.activeObject?.name,\n activeGameObject = Selection.activeGameObject?.name,\n activeTransform = Selection.activeTransform?.name,\n activeInstanceID = Selection.activeInstanceID,\n count = Selection.count,\n objects = Selection\n .objects.Select(obj => new\n {\n name = obj?.name,\n type = obj?.GetType().FullName,\n instanceID = obj?.GetInstanceID(),\n })\n .ToList(),\n gameObjects = Selection\n .gameObjects.Select(go => new\n {\n name = go?.name,\n instanceID = go?.GetInstanceID(),\n })\n .ToList(),\n assetGUIDs = Selection.assetGUIDs, // GUIDs for selected assets in Project view\n };\n\n return Response.Success(\"Retrieved current selection details.\", selectionInfo);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting selection: {e.Message}\");\n }\n }\n\n // --- Tag Management Methods ---\n\n private static object AddTag(string tagName)\n {\n if (string.IsNullOrWhiteSpace(tagName))\n return Response.Error(\"Tag name cannot be empty or whitespace.\");\n\n // Check if tag already exists\n if (InternalEditorUtility.tags.Contains(tagName))\n {\n return Response.Error($\"Tag '{tagName}' already exists.\");\n }\n\n try\n {\n // Add the tag using the internal utility\n InternalEditorUtility.AddTag(tagName);\n // Force save assets to ensure the change persists in the TagManager asset\n AssetDatabase.SaveAssets();\n return Response.Success($\"Tag '{tagName}' added successfully.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to add tag '{tagName}': {e.Message}\");\n }\n }\n\n private static object RemoveTag(string tagName)\n {\n if (string.IsNullOrWhiteSpace(tagName))\n return Response.Error(\"Tag name cannot be empty or whitespace.\");\n if (tagName.Equals(\"Untagged\", StringComparison.OrdinalIgnoreCase))\n return Response.Error(\"Cannot remove the built-in 'Untagged' tag.\");\n\n // Check if tag exists before attempting removal\n if (!InternalEditorUtility.tags.Contains(tagName))\n {\n return Response.Error($\"Tag '{tagName}' does not exist.\");\n }\n\n try\n {\n // Remove the tag using the internal utility\n InternalEditorUtility.RemoveTag(tagName);\n // Force save assets\n AssetDatabase.SaveAssets();\n return Response.Success($\"Tag '{tagName}' removed successfully.\");\n }\n catch (Exception e)\n {\n // Catch potential issues if the tag is somehow in use or removal fails\n return Response.Error($\"Failed to remove tag '{tagName}': {e.Message}\");\n }\n }\n\n private static object GetTags()\n {\n try\n {\n string[] tags = InternalEditorUtility.tags;\n return Response.Success(\"Retrieved current tags.\", tags);\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to retrieve tags: {e.Message}\");\n }\n }\n\n // --- Layer Management Methods ---\n\n private static object AddLayer(string layerName)\n {\n if (string.IsNullOrWhiteSpace(layerName))\n return Response.Error(\"Layer name cannot be empty or whitespace.\");\n\n // Access the TagManager asset\n SerializedObject tagManager = GetTagManager();\n if (tagManager == null)\n return Response.Error(\"Could not access TagManager asset.\");\n\n SerializedProperty layersProp = tagManager.FindProperty(\"layers\");\n if (layersProp == null || !layersProp.isArray)\n return Response.Error(\"Could not find 'layers' property in TagManager.\");\n\n // Check if layer name already exists (case-insensitive check recommended)\n for (int i = 0; i < TotalLayerCount; i++)\n {\n SerializedProperty layerSP = layersProp.GetArrayElementAtIndex(i);\n if (\n layerSP != null\n && layerName.Equals(layerSP.stringValue, StringComparison.OrdinalIgnoreCase)\n )\n {\n return Response.Error($\"Layer '{layerName}' already exists at index {i}.\");\n }\n }\n\n // Find the first empty user layer slot (indices 8 to 31)\n int firstEmptyUserLayer = -1;\n for (int i = FirstUserLayerIndex; i < TotalLayerCount; i++)\n {\n SerializedProperty layerSP = layersProp.GetArrayElementAtIndex(i);\n if (layerSP != null && string.IsNullOrEmpty(layerSP.stringValue))\n {\n firstEmptyUserLayer = i;\n break;\n }\n }\n\n if (firstEmptyUserLayer == -1)\n {\n return Response.Error(\"No empty User Layer slots available (8-31 are full).\");\n }\n\n // Assign the name to the found slot\n try\n {\n SerializedProperty targetLayerSP = layersProp.GetArrayElementAtIndex(\n firstEmptyUserLayer\n );\n targetLayerSP.stringValue = layerName;\n // Apply the changes to the TagManager asset\n tagManager.ApplyModifiedProperties();\n // Save assets to make sure it's written to disk\n AssetDatabase.SaveAssets();\n return Response.Success(\n $\"Layer '{layerName}' added successfully to slot {firstEmptyUserLayer}.\"\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to add layer '{layerName}': {e.Message}\");\n }\n }\n\n private static object RemoveLayer(string layerName)\n {\n if (string.IsNullOrWhiteSpace(layerName))\n return Response.Error(\"Layer name cannot be empty or whitespace.\");\n\n // Access the TagManager asset\n SerializedObject tagManager = GetTagManager();\n if (tagManager == null)\n return Response.Error(\"Could not access TagManager asset.\");\n\n SerializedProperty layersProp = tagManager.FindProperty(\"layers\");\n if (layersProp == null || !layersProp.isArray)\n return Response.Error(\"Could not find 'layers' property in TagManager.\");\n\n // Find the layer by name (must be user layer)\n int layerIndexToRemove = -1;\n for (int i = FirstUserLayerIndex; i < TotalLayerCount; i++) // Start from user layers\n {\n SerializedProperty layerSP = layersProp.GetArrayElementAtIndex(i);\n // Case-insensitive comparison is safer\n if (\n layerSP != null\n && layerName.Equals(layerSP.stringValue, StringComparison.OrdinalIgnoreCase)\n )\n {\n layerIndexToRemove = i;\n break;\n }\n }\n\n if (layerIndexToRemove == -1)\n {\n return Response.Error($\"User layer '{layerName}' not found.\");\n }\n\n // Clear the name for that index\n try\n {\n SerializedProperty targetLayerSP = layersProp.GetArrayElementAtIndex(\n layerIndexToRemove\n );\n targetLayerSP.stringValue = string.Empty; // Set to empty string to remove\n // Apply the changes\n tagManager.ApplyModifiedProperties();\n // Save assets\n AssetDatabase.SaveAssets();\n return Response.Success(\n $\"Layer '{layerName}' (slot {layerIndexToRemove}) removed successfully.\"\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to remove layer '{layerName}': {e.Message}\");\n }\n }\n\n private static object GetLayers()\n {\n try\n {\n var layers = new Dictionary();\n for (int i = 0; i < TotalLayerCount; i++)\n {\n string layerName = LayerMask.LayerToName(i);\n if (!string.IsNullOrEmpty(layerName)) // Only include layers that have names\n {\n layers.Add(i, layerName);\n }\n }\n return Response.Success(\"Retrieved current named layers.\", layers);\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to retrieve layers: {e.Message}\");\n }\n }\n\n // --- Helper Methods ---\n\n /// \n /// Gets the SerializedObject for the TagManager asset.\n /// \n private static SerializedObject GetTagManager()\n {\n try\n {\n // Load the TagManager asset from the ProjectSettings folder\n UnityEngine.Object[] tagManagerAssets = AssetDatabase.LoadAllAssetsAtPath(\n \"ProjectSettings/TagManager.asset\"\n );\n if (tagManagerAssets == null || tagManagerAssets.Length == 0)\n {\n Debug.LogError(\"[ManageEditor] TagManager.asset not found in ProjectSettings.\");\n return null;\n }\n // The first object in the asset file should be the TagManager\n return new SerializedObject(tagManagerAssets[0]);\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ManageEditor] Error accessing TagManager.asset: {e.Message}\");\n return null;\n }\n }\n\n // --- Example Implementations for Settings ---\n /*\n private static object SetGameViewResolution(int width, int height) { ... }\n private static object SetQualityLevel(JToken qualityLevelToken) { ... }\n */\n }\n\n // Helper class to get custom tool names (remains the same)\n ", "suffix_code": "\n}\n\n", "middle_code": "internal static class EditorTools\n {\n public static string GetActiveToolName()\n {\n if (UnityEditor.Tools.current == Tool.Custom)\n {\n return \"Unknown Custom Tool\";\n }\n return UnityEditor.Tools.current.ToString();\n }\n }", "code_description": null, "fill_type": "CLASS_TYPE", "language_type": "c_sharp", "sub_task_type": null}, "context_code": [["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageGameObject.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing Newtonsoft.Json; // Added for JsonSerializationException\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditor.SceneManagement;\nusing UnityEditorInternal;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\nusing UnityMcpBridge.Runtime.Serialization;\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles GameObject manipulation within the current scene (CRUD, find, components).\n /// \n public static class ManageGameObject\n {\n // --- Main Handler ---\n\n public static object HandleCommand(JObject @params)\n {\n\n string action = @params[\"action\"]?.ToString().ToLower();\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n // Parameters used by various actions\n JToken targetToken = @params[\"target\"]; // Can be string (name/path) or int (instanceID)\n string searchMethod = @params[\"searchMethod\"]?.ToString().ToLower();\n\n // Get common parameters (consolidated)\n string name = @params[\"name\"]?.ToString();\n string tag = @params[\"tag\"]?.ToString();\n string layer = @params[\"layer\"]?.ToString();\n JToken parentToken = @params[\"parent\"];\n\n // --- Add parameter for controlling non-public field inclusion ---\n bool includeNonPublicSerialized = @params[\"includeNonPublicSerialized\"]?.ToObject() ?? true; // Default to true\n // --- End add parameter ---\n\n // --- Prefab Redirection Check ---\n string targetPath =\n targetToken?.Type == JTokenType.String ? targetToken.ToString() : null;\n if (\n !string.IsNullOrEmpty(targetPath)\n && targetPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase)\n )\n {\n // Allow 'create' (instantiate), 'find' (?), 'get_components' (?)\n if (action == \"modify\" || action == \"set_component_property\")\n {\n Debug.Log(\n $\"[ManageGameObject->ManageAsset] Redirecting action '{action}' for prefab '{targetPath}' to ManageAsset.\"\n );\n // Prepare params for ManageAsset.ModifyAsset\n JObject assetParams = new JObject();\n assetParams[\"action\"] = \"modify\"; // ManageAsset uses \"modify\"\n assetParams[\"path\"] = targetPath;\n\n // Extract properties.\n // For 'set_component_property', combine componentName and componentProperties.\n // For 'modify', directly use componentProperties.\n JObject properties = null;\n if (action == \"set_component_property\")\n {\n string compName = @params[\"componentName\"]?.ToString();\n JObject compProps = @params[\"componentProperties\"]?[compName] as JObject; // Handle potential nesting\n if (string.IsNullOrEmpty(compName))\n return Response.Error(\n \"Missing 'componentName' for 'set_component_property' on prefab.\"\n );\n if (compProps == null)\n return Response.Error(\n $\"Missing or invalid 'componentProperties' for component '{compName}' for 'set_component_property' on prefab.\"\n );\n\n properties = new JObject();\n properties[compName] = compProps;\n }\n else // action == \"modify\"\n {\n properties = @params[\"componentProperties\"] as JObject;\n if (properties == null)\n return Response.Error(\n \"Missing 'componentProperties' for 'modify' action on prefab.\"\n );\n }\n\n assetParams[\"properties\"] = properties;\n\n // Call ManageAsset handler\n return ManageAsset.HandleCommand(assetParams);\n }\n else if (\n action == \"delete\"\n || action == \"add_component\"\n || action == \"remove_component\"\n || action == \"get_components\"\n ) // Added get_components here too\n {\n // Explicitly block other modifications on the prefab asset itself via manage_gameobject\n return Response.Error(\n $\"Action '{action}' on a prefab asset ('{targetPath}') should be performed using the 'manage_asset' command.\"\n );\n }\n // Allow 'create' (instantiation) and 'find' to proceed, although finding a prefab asset by path might be less common via manage_gameobject.\n // No specific handling needed here, the code below will run.\n }\n // --- End Prefab Redirection Check ---\n\n try\n {\n switch (action)\n {\n case \"create\":\n return CreateGameObject(@params);\n case \"modify\":\n return ModifyGameObject(@params, targetToken, searchMethod);\n case \"delete\":\n return DeleteGameObject(targetToken, searchMethod);\n case \"find\":\n return FindGameObjects(@params, targetToken, searchMethod);\n case \"get_components\":\n string getCompTarget = targetToken?.ToString(); // Expect name, path, or ID string\n if (getCompTarget == null)\n return Response.Error(\n \"'target' parameter required for get_components.\"\n );\n // Pass the includeNonPublicSerialized flag here\n return GetComponentsFromTarget(getCompTarget, searchMethod, includeNonPublicSerialized);\n case \"add_component\":\n return AddComponentToTarget(@params, targetToken, searchMethod);\n case \"remove_component\":\n return RemoveComponentFromTarget(@params, targetToken, searchMethod);\n case \"set_component_property\":\n return SetComponentPropertyOnTarget(@params, targetToken, searchMethod);\n\n default:\n return Response.Error($\"Unknown action: '{action}'.\");\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ManageGameObject] Action '{action}' failed: {e}\");\n return Response.Error($\"Internal error processing action '{action}': {e.Message}\");\n }\n }\n\n // --- Action Implementations ---\n\n private static object CreateGameObject(JObject @params)\n {\n string name = @params[\"name\"]?.ToString();\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\"'name' parameter is required for 'create' action.\");\n }\n\n // Get prefab creation parameters\n bool saveAsPrefab = @params[\"saveAsPrefab\"]?.ToObject() ?? false;\n string prefabPath = @params[\"prefabPath\"]?.ToString();\n string tag = @params[\"tag\"]?.ToString(); // Get tag for creation\n string primitiveType = @params[\"primitiveType\"]?.ToString(); // Keep primitiveType check\n GameObject newGo = null; // Initialize as null\n\n // --- Try Instantiating Prefab First ---\n string originalPrefabPath = prefabPath; // Keep original for messages\n if (!string.IsNullOrEmpty(prefabPath))\n {\n // If no extension, search for the prefab by name\n if (\n !prefabPath.Contains(\"/\")\n && !prefabPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase)\n )\n {\n string prefabNameOnly = prefabPath;\n Debug.Log(\n $\"[ManageGameObject.Create] Searching for prefab named: '{prefabNameOnly}'\"\n );\n string[] guids = AssetDatabase.FindAssets($\"t:Prefab {prefabNameOnly}\");\n if (guids.Length == 0)\n {\n return Response.Error(\n $\"Prefab named '{prefabNameOnly}' not found anywhere in the project.\"\n );\n }\n else if (guids.Length > 1)\n {\n string foundPaths = string.Join(\n \", \",\n guids.Select(g => AssetDatabase.GUIDToAssetPath(g))\n );\n return Response.Error(\n $\"Multiple prefabs found matching name '{prefabNameOnly}': {foundPaths}. Please provide a more specific path.\"\n );\n }\n else // Exactly one found\n {\n prefabPath = AssetDatabase.GUIDToAssetPath(guids[0]); // Update prefabPath with the full path\n Debug.Log(\n $\"[ManageGameObject.Create] Found unique prefab at path: '{prefabPath}'\"\n );\n }\n }\n else if (!prefabPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase))\n {\n // If it looks like a path but doesn't end with .prefab, assume user forgot it and append it.\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Provided prefabPath '{prefabPath}' does not end with .prefab. Assuming it's missing and appending.\"\n );\n prefabPath += \".prefab\";\n // Note: This path might still not exist, AssetDatabase.LoadAssetAtPath will handle that.\n }\n // The logic above now handles finding or assuming the .prefab extension.\n\n GameObject prefabAsset = AssetDatabase.LoadAssetAtPath(prefabPath);\n if (prefabAsset != null)\n {\n try\n {\n // Instantiate the prefab, initially place it at the root\n // Parent will be set later if specified\n newGo = PrefabUtility.InstantiatePrefab(prefabAsset) as GameObject;\n\n if (newGo == null)\n {\n // This might happen if the asset exists but isn't a valid GameObject prefab somehow\n Debug.LogError(\n $\"[ManageGameObject.Create] Failed to instantiate prefab at '{prefabPath}', asset might be corrupted or not a GameObject.\"\n );\n return Response.Error(\n $\"Failed to instantiate prefab at '{prefabPath}'.\"\n );\n }\n // Name the instance based on the 'name' parameter, not the prefab's default name\n if (!string.IsNullOrEmpty(name))\n {\n newGo.name = name;\n }\n // Register Undo for prefab instantiation\n Undo.RegisterCreatedObjectUndo(\n newGo,\n $\"Instantiate Prefab '{prefabAsset.name}' as '{newGo.name}'\"\n );\n Debug.Log(\n $\"[ManageGameObject.Create] Instantiated prefab '{prefabAsset.name}' from path '{prefabPath}' as '{newGo.name}'.\"\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error instantiating prefab '{prefabPath}': {e.Message}\"\n );\n }\n }\n else\n {\n // Only return error if prefabPath was specified but not found.\n // If prefabPath was empty/null, we proceed to create primitive/empty.\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Prefab asset not found at path: '{prefabPath}'. Will proceed to create new object if specified.\"\n );\n // Do not return error here, allow fallback to primitive/empty creation\n }\n }\n\n // --- Fallback: Create Primitive or Empty GameObject ---\n bool createdNewObject = false; // Flag to track if we created (not instantiated)\n if (newGo == null) // Only proceed if prefab instantiation didn't happen\n {\n if (!string.IsNullOrEmpty(primitiveType))\n {\n try\n {\n PrimitiveType type = (PrimitiveType)\n Enum.Parse(typeof(PrimitiveType), primitiveType, true);\n newGo = GameObject.CreatePrimitive(type);\n // Set name *after* creation for primitives\n if (!string.IsNullOrEmpty(name))\n newGo.name = name;\n else\n return Response.Error(\n \"'name' parameter is required when creating a primitive.\"\n ); // Name is essential\n createdNewObject = true;\n }\n catch (ArgumentException)\n {\n return Response.Error(\n $\"Invalid primitive type: '{primitiveType}'. Valid types: {string.Join(\", \", Enum.GetNames(typeof(PrimitiveType)))}\"\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Failed to create primitive '{primitiveType}': {e.Message}\"\n );\n }\n }\n else // Create empty GameObject\n {\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\n \"'name' parameter is required for 'create' action when not instantiating a prefab or creating a primitive.\"\n );\n }\n newGo = new GameObject(name);\n createdNewObject = true;\n }\n // Record creation for Undo *only* if we created a new object\n if (createdNewObject)\n {\n Undo.RegisterCreatedObjectUndo(newGo, $\"Create GameObject '{newGo.name}'\");\n }\n }\n // --- Common Setup (Parent, Transform, Tag, Components) - Applied AFTER object exists ---\n if (newGo == null)\n {\n // Should theoretically not happen if logic above is correct, but safety check.\n return Response.Error(\"Failed to create or instantiate the GameObject.\");\n }\n\n // Record potential changes to the existing prefab instance or the new GO\n // Record transform separately in case parent changes affect it\n Undo.RecordObject(newGo.transform, \"Set GameObject Transform\");\n Undo.RecordObject(newGo, \"Set GameObject Properties\");\n\n // Set Parent\n JToken parentToken = @params[\"parent\"];\n if (parentToken != null)\n {\n GameObject parentGo = FindObjectInternal(parentToken, \"by_id_or_name_or_path\"); // Flexible parent finding\n if (parentGo == null)\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up created object\n return Response.Error($\"Parent specified ('{parentToken}') but not found.\");\n }\n newGo.transform.SetParent(parentGo.transform, true); // worldPositionStays = true\n }\n\n // Set Transform\n Vector3? position = ParseVector3(@params[\"position\"] as JArray);\n Vector3? rotation = ParseVector3(@params[\"rotation\"] as JArray);\n Vector3? scale = ParseVector3(@params[\"scale\"] as JArray);\n\n if (position.HasValue)\n newGo.transform.localPosition = position.Value;\n if (rotation.HasValue)\n newGo.transform.localEulerAngles = rotation.Value;\n if (scale.HasValue)\n newGo.transform.localScale = scale.Value;\n\n // Set Tag (added for create action)\n if (!string.IsNullOrEmpty(tag))\n {\n // Similar logic as in ModifyGameObject for setting/creating tags\n string tagToSet = string.IsNullOrEmpty(tag) ? \"Untagged\" : tag;\n try\n {\n newGo.tag = tagToSet;\n }\n catch (UnityException ex)\n {\n if (ex.Message.Contains(\"is not defined\"))\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Tag '{tagToSet}' not found. Attempting to create it.\"\n );\n try\n {\n InternalEditorUtility.AddTag(tagToSet);\n newGo.tag = tagToSet; // Retry\n Debug.Log(\n $\"[ManageGameObject.Create] Tag '{tagToSet}' created and assigned successfully.\"\n );\n }\n catch (Exception innerEx)\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up\n return Response.Error(\n $\"Failed to create or assign tag '{tagToSet}' during creation: {innerEx.Message}.\"\n );\n }\n }\n else\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up\n return Response.Error(\n $\"Failed to set tag to '{tagToSet}' during creation: {ex.Message}.\"\n );\n }\n }\n }\n\n // Set Layer (new for create action)\n string layerName = @params[\"layer\"]?.ToString();\n if (!string.IsNullOrEmpty(layerName))\n {\n int layerId = LayerMask.NameToLayer(layerName);\n if (layerId != -1)\n {\n newGo.layer = layerId;\n }\n else\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Layer '{layerName}' not found. Using default layer.\"\n );\n }\n }\n\n // Add Components\n if (@params[\"componentsToAdd\"] is JArray componentsToAddArray)\n {\n foreach (var compToken in componentsToAddArray)\n {\n string typeName = null;\n JObject properties = null;\n\n if (compToken.Type == JTokenType.String)\n {\n typeName = compToken.ToString();\n }\n else if (compToken is JObject compObj)\n {\n typeName = compObj[\"typeName\"]?.ToString();\n properties = compObj[\"properties\"] as JObject;\n }\n\n if (!string.IsNullOrEmpty(typeName))\n {\n var addResult = AddComponentInternal(newGo, typeName, properties);\n if (addResult != null) // Check if AddComponentInternal returned an error object\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up\n return addResult; // Return the error response\n }\n }\n else\n {\n Debug.LogWarning(\n $\"[ManageGameObject] Invalid component format in componentsToAdd: {compToken}\"\n );\n }\n }\n }\n\n // Save as Prefab ONLY if we *created* a new object AND saveAsPrefab is true\n GameObject finalInstance = newGo; // Use this for selection and return data\n if (createdNewObject && saveAsPrefab)\n {\n string finalPrefabPath = prefabPath; // Use a separate variable for saving path\n // This check should now happen *before* attempting to save\n if (string.IsNullOrEmpty(finalPrefabPath))\n {\n // Clean up the created object before returning error\n UnityEngine.Object.DestroyImmediate(newGo);\n return Response.Error(\n \"'prefabPath' is required when 'saveAsPrefab' is true and creating a new object.\"\n );\n }\n // Ensure the *saving* path ends with .prefab\n if (!finalPrefabPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase))\n {\n Debug.Log(\n $\"[ManageGameObject.Create] Appending .prefab extension to save path: '{finalPrefabPath}' -> '{finalPrefabPath}.prefab'\"\n );\n finalPrefabPath += \".prefab\";\n }\n\n try\n {\n // Ensure directory exists using the final saving path\n string directoryPath = System.IO.Path.GetDirectoryName(finalPrefabPath);\n if (\n !string.IsNullOrEmpty(directoryPath)\n && !System.IO.Directory.Exists(directoryPath)\n )\n {\n System.IO.Directory.CreateDirectory(directoryPath);\n AssetDatabase.Refresh(); // Refresh asset database to recognize the new folder\n Debug.Log(\n $\"[ManageGameObject.Create] Created directory for prefab: {directoryPath}\"\n );\n }\n // Use SaveAsPrefabAssetAndConnect with the final saving path\n finalInstance = PrefabUtility.SaveAsPrefabAssetAndConnect(\n newGo,\n finalPrefabPath,\n InteractionMode.UserAction\n );\n\n if (finalInstance == null)\n {\n // Destroy the original if saving failed somehow (shouldn't usually happen if path is valid)\n UnityEngine.Object.DestroyImmediate(newGo);\n return Response.Error(\n $\"Failed to save GameObject '{name}' as prefab at '{finalPrefabPath}'. Check path and permissions.\"\n );\n }\n Debug.Log(\n $\"[ManageGameObject.Create] GameObject '{name}' saved as prefab to '{finalPrefabPath}' and instance connected.\"\n );\n // Mark the new prefab asset as dirty? Not usually necessary, SaveAsPrefabAsset handles it.\n // EditorUtility.SetDirty(finalInstance); // Instance is handled by SaveAsPrefabAssetAndConnect\n }\n catch (Exception e)\n {\n // Clean up the instance if prefab saving fails\n UnityEngine.Object.DestroyImmediate(newGo); // Destroy the original attempt\n return Response.Error($\"Error saving prefab '{finalPrefabPath}': {e.Message}\");\n }\n }\n\n // Select the instance in the scene (either prefab instance or newly created/saved one)\n Selection.activeGameObject = finalInstance;\n\n // Determine appropriate success message using the potentially updated or original path\n string messagePrefabPath =\n finalInstance == null\n ? originalPrefabPath\n : AssetDatabase.GetAssetPath(\n PrefabUtility.GetCorrespondingObjectFromSource(finalInstance)\n ?? (UnityEngine.Object)finalInstance\n );\n string successMessage;\n if (!createdNewObject && !string.IsNullOrEmpty(messagePrefabPath)) // Instantiated existing prefab\n {\n successMessage =\n $\"Prefab '{messagePrefabPath}' instantiated successfully as '{finalInstance.name}'.\";\n }\n else if (createdNewObject && saveAsPrefab && !string.IsNullOrEmpty(messagePrefabPath)) // Created new and saved as prefab\n {\n successMessage =\n $\"GameObject '{finalInstance.name}' created and saved as prefab to '{messagePrefabPath}'.\";\n }\n else // Created new primitive or empty GO, didn't save as prefab\n {\n successMessage =\n $\"GameObject '{finalInstance.name}' created successfully in scene.\";\n }\n\n // Use the new serializer helper\n //return Response.Success(successMessage, GetGameObjectData(finalInstance));\n return Response.Success(successMessage, Helpers.GameObjectSerializer.GetGameObjectData(finalInstance));\n }\n\n private static object ModifyGameObject(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n // Record state for Undo *before* modifications\n Undo.RecordObject(targetGo.transform, \"Modify GameObject Transform\");\n Undo.RecordObject(targetGo, \"Modify GameObject Properties\");\n\n bool modified = false;\n\n // Rename (using consolidated 'name' parameter)\n string name = @params[\"name\"]?.ToString();\n if (!string.IsNullOrEmpty(name) && targetGo.name != name)\n {\n targetGo.name = name;\n modified = true;\n }\n\n // Change Parent (using consolidated 'parent' parameter)\n JToken parentToken = @params[\"parent\"];\n if (parentToken != null)\n {\n GameObject newParentGo = FindObjectInternal(parentToken, \"by_id_or_name_or_path\");\n // Check for hierarchy loops\n if (\n newParentGo == null\n && !(\n parentToken.Type == JTokenType.Null\n || (\n parentToken.Type == JTokenType.String\n && string.IsNullOrEmpty(parentToken.ToString())\n )\n )\n )\n {\n return Response.Error($\"New parent ('{parentToken}') not found.\");\n }\n if (newParentGo != null && newParentGo.transform.IsChildOf(targetGo.transform))\n {\n return Response.Error(\n $\"Cannot parent '{targetGo.name}' to '{newParentGo.name}', as it would create a hierarchy loop.\"\n );\n }\n if (targetGo.transform.parent != (newParentGo?.transform))\n {\n targetGo.transform.SetParent(newParentGo?.transform, true); // worldPositionStays = true\n modified = true;\n }\n }\n\n // Set Active State\n bool? setActive = @params[\"setActive\"]?.ToObject();\n if (setActive.HasValue && targetGo.activeSelf != setActive.Value)\n {\n targetGo.SetActive(setActive.Value);\n modified = true;\n }\n\n // Change Tag (using consolidated 'tag' parameter)\n string tag = @params[\"tag\"]?.ToString();\n // Only attempt to change tag if a non-null tag is provided and it's different from the current one.\n // Allow setting an empty string to remove the tag (Unity uses \"Untagged\").\n if (tag != null && targetGo.tag != tag)\n {\n // Ensure the tag is not empty, if empty, it means \"Untagged\" implicitly\n string tagToSet = string.IsNullOrEmpty(tag) ? \"Untagged\" : tag;\n try\n {\n targetGo.tag = tagToSet;\n modified = true;\n }\n catch (UnityException ex)\n {\n // Check if the error is specifically because the tag doesn't exist\n if (ex.Message.Contains(\"is not defined\"))\n {\n Debug.LogWarning(\n $\"[ManageGameObject] Tag '{tagToSet}' not found. Attempting to create it.\"\n );\n try\n {\n // Attempt to create the tag using internal utility\n InternalEditorUtility.AddTag(tagToSet);\n // Wait a frame maybe? Not strictly necessary but sometimes helps editor updates.\n // yield return null; // Cannot yield here, editor script limitation\n\n // Retry setting the tag immediately after creation\n targetGo.tag = tagToSet;\n modified = true;\n Debug.Log(\n $\"[ManageGameObject] Tag '{tagToSet}' created and assigned successfully.\"\n );\n }\n catch (Exception innerEx)\n {\n // Handle failure during tag creation or the second assignment attempt\n Debug.LogError(\n $\"[ManageGameObject] Failed to create or assign tag '{tagToSet}' after attempting creation: {innerEx.Message}\"\n );\n return Response.Error(\n $\"Failed to create or assign tag '{tagToSet}': {innerEx.Message}. Check Tag Manager and permissions.\"\n );\n }\n }\n else\n {\n // If the exception was for a different reason, return the original error\n return Response.Error($\"Failed to set tag to '{tagToSet}': {ex.Message}.\");\n }\n }\n }\n\n // Change Layer (using consolidated 'layer' parameter)\n string layerName = @params[\"layer\"]?.ToString();\n if (!string.IsNullOrEmpty(layerName))\n {\n int layerId = LayerMask.NameToLayer(layerName);\n if (layerId == -1 && layerName != \"Default\")\n {\n return Response.Error(\n $\"Invalid layer specified: '{layerName}'. Use a valid layer name.\"\n );\n }\n if (layerId != -1 && targetGo.layer != layerId)\n {\n targetGo.layer = layerId;\n modified = true;\n }\n }\n\n // Transform Modifications\n Vector3? position = ParseVector3(@params[\"position\"] as JArray);\n Vector3? rotation = ParseVector3(@params[\"rotation\"] as JArray);\n Vector3? scale = ParseVector3(@params[\"scale\"] as JArray);\n\n if (position.HasValue && targetGo.transform.localPosition != position.Value)\n {\n targetGo.transform.localPosition = position.Value;\n modified = true;\n }\n if (rotation.HasValue && targetGo.transform.localEulerAngles != rotation.Value)\n {\n targetGo.transform.localEulerAngles = rotation.Value;\n modified = true;\n }\n if (scale.HasValue && targetGo.transform.localScale != scale.Value)\n {\n targetGo.transform.localScale = scale.Value;\n modified = true;\n }\n\n // --- Component Modifications ---\n // Note: These might need more specific Undo recording per component\n\n // Remove Components\n if (@params[\"componentsToRemove\"] is JArray componentsToRemoveArray)\n {\n foreach (var compToken in componentsToRemoveArray)\n {\n // ... (parsing logic as in CreateGameObject) ...\n string typeName = compToken.ToString();\n if (!string.IsNullOrEmpty(typeName))\n {\n var removeResult = RemoveComponentInternal(targetGo, typeName);\n if (removeResult != null)\n return removeResult; // Return error if removal failed\n modified = true;\n }\n }\n }\n\n // Add Components (similar to create)\n if (@params[\"componentsToAdd\"] is JArray componentsToAddArrayModify)\n {\n foreach (var compToken in componentsToAddArrayModify)\n {\n string typeName = null;\n JObject properties = null;\n if (compToken.Type == JTokenType.String)\n typeName = compToken.ToString();\n else if (compToken is JObject compObj)\n {\n typeName = compObj[\"typeName\"]?.ToString();\n properties = compObj[\"properties\"] as JObject;\n }\n\n if (!string.IsNullOrEmpty(typeName))\n {\n var addResult = AddComponentInternal(targetGo, typeName, properties);\n if (addResult != null)\n return addResult;\n modified = true;\n }\n }\n }\n\n // Set Component Properties\n if (@params[\"componentProperties\"] is JObject componentPropertiesObj)\n {\n foreach (var prop in componentPropertiesObj.Properties())\n {\n string compName = prop.Name;\n JObject propertiesToSet = prop.Value as JObject;\n if (propertiesToSet != null)\n {\n var setResult = SetComponentPropertiesInternal(\n targetGo,\n compName,\n propertiesToSet\n );\n if (setResult != null)\n return setResult;\n modified = true;\n }\n }\n }\n\n if (!modified)\n {\n // Use the new serializer helper\n // return Response.Success(\n // $\"No modifications applied to GameObject '{targetGo.name}'.\",\n // GetGameObjectData(targetGo));\n\n return Response.Success(\n $\"No modifications applied to GameObject '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n }\n\n EditorUtility.SetDirty(targetGo); // Mark scene as dirty\n // Use the new serializer helper\n return Response.Success(\n $\"GameObject '{targetGo.name}' modified successfully.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n // return Response.Success(\n // $\"GameObject '{targetGo.name}' modified successfully.\",\n // GetGameObjectData(targetGo));\n \n }\n\n private static object DeleteGameObject(JToken targetToken, string searchMethod)\n {\n // Find potentially multiple objects if name/tag search is used without find_all=false implicitly\n List targets = FindObjectsInternal(targetToken, searchMethod, true); // find_all=true for delete safety\n\n if (targets.Count == 0)\n {\n return Response.Error(\n $\"Target GameObject(s) ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n List deletedObjects = new List();\n foreach (var targetGo in targets)\n {\n if (targetGo != null)\n {\n string goName = targetGo.name;\n int goId = targetGo.GetInstanceID();\n // Use Undo.DestroyObjectImmediate for undo support\n Undo.DestroyObjectImmediate(targetGo);\n deletedObjects.Add(new { name = goName, instanceID = goId });\n }\n }\n\n if (deletedObjects.Count > 0)\n {\n string message =\n targets.Count == 1\n ? $\"GameObject '{deletedObjects[0].GetType().GetProperty(\"name\").GetValue(deletedObjects[0])}' deleted successfully.\"\n : $\"{deletedObjects.Count} GameObjects deleted successfully.\";\n return Response.Success(message, deletedObjects);\n }\n else\n {\n // Should not happen if targets.Count > 0 initially, but defensive check\n return Response.Error(\"Failed to delete target GameObject(s).\");\n }\n }\n\n private static object FindGameObjects(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n bool findAll = @params[\"findAll\"]?.ToObject() ?? false;\n List foundObjects = FindObjectsInternal(\n targetToken,\n searchMethod,\n findAll,\n @params\n );\n\n if (foundObjects.Count == 0)\n {\n return Response.Success(\"No matching GameObjects found.\", new List());\n }\n\n // Use the new serializer helper\n //var results = foundObjects.Select(go => GetGameObjectData(go)).ToList();\n var results = foundObjects.Select(go => Helpers.GameObjectSerializer.GetGameObjectData(go)).ToList();\n return Response.Success($\"Found {results.Count} GameObject(s).\", results);\n }\n\n private static object GetComponentsFromTarget(string target, string searchMethod, bool includeNonPublicSerialized = true)\n {\n GameObject targetGo = FindObjectInternal(target, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{target}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n try\n {\n // --- Get components, immediately copy to list, and null original array --- \n Component[] originalComponents = targetGo.GetComponents();\n List componentsToIterate = new List(originalComponents ?? Array.Empty()); // Copy immediately, handle null case\n int componentCount = componentsToIterate.Count; \n originalComponents = null; // Null the original reference\n // Debug.Log($\"[GetComponentsFromTarget] Found {componentCount} components on {targetGo.name}. Copied to list, nulled original. Starting REVERSE for loop...\");\n // --- End Copy and Null --- \n \n var componentData = new List();\n \n for (int i = componentCount - 1; i >= 0; i--) // Iterate backwards over the COPY\n {\n Component c = componentsToIterate[i]; // Use the copy\n if (c == null) \n {\n // Debug.LogWarning($\"[GetComponentsFromTarget REVERSE for] Encountered a null component at index {i} on {targetGo.name}. Skipping.\");\n continue; // Safety check\n }\n // Debug.Log($\"[GetComponentsFromTarget REVERSE for] Processing component: {c.GetType()?.FullName ?? \"null\"} (ID: {c.GetInstanceID()}) at index {i} on {targetGo.name}\");\n try \n {\n var data = Helpers.GameObjectSerializer.GetComponentData(c, includeNonPublicSerialized);\n if (data != null) // Ensure GetComponentData didn't return null\n {\n componentData.Insert(0, data); // Insert at beginning to maintain original order in final list\n }\n // else\n // {\n // Debug.LogWarning($\"[GetComponentsFromTarget REVERSE for] GetComponentData returned null for component {c.GetType().FullName} (ID: {c.GetInstanceID()}) on {targetGo.name}. Skipping addition.\");\n // }\n }\n catch (Exception ex)\n {\n Debug.LogError($\"[GetComponentsFromTarget REVERSE for] Error processing component {c.GetType().FullName} (ID: {c.GetInstanceID()}) on {targetGo.name}: {ex.Message}\\n{ex.StackTrace}\");\n // Optionally add placeholder data or just skip\n componentData.Insert(0, new JObject( // Insert error marker at beginning\n new JProperty(\"typeName\", c.GetType().FullName + \" (Serialization Error)\"),\n new JProperty(\"instanceID\", c.GetInstanceID()),\n new JProperty(\"error\", ex.Message)\n ));\n }\n }\n // Debug.Log($\"[GetComponentsFromTarget] Finished REVERSE for loop.\");\n \n // Cleanup the list we created\n componentsToIterate.Clear();\n componentsToIterate = null;\n\n return Response.Success(\n $\"Retrieved {componentData.Count} components from '{targetGo.name}'.\",\n componentData // List was built in original order\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error getting components from '{targetGo.name}': {e.Message}\"\n );\n }\n }\n\n private static object AddComponentToTarget(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n string typeName = null;\n JObject properties = null;\n\n // Allow adding component specified directly or via componentsToAdd array (take first)\n if (@params[\"componentName\"] != null)\n {\n typeName = @params[\"componentName\"]?.ToString();\n properties = @params[\"componentProperties\"]?[typeName] as JObject; // Check if props are nested under name\n }\n else if (\n @params[\"componentsToAdd\"] is JArray componentsToAddArray\n && componentsToAddArray.Count > 0\n )\n {\n var compToken = componentsToAddArray.First;\n if (compToken.Type == JTokenType.String)\n typeName = compToken.ToString();\n else if (compToken is JObject compObj)\n {\n typeName = compObj[\"typeName\"]?.ToString();\n properties = compObj[\"properties\"] as JObject;\n }\n }\n\n if (string.IsNullOrEmpty(typeName))\n {\n return Response.Error(\n \"Component type name ('componentName' or first element in 'componentsToAdd') is required.\"\n );\n }\n\n var addResult = AddComponentInternal(targetGo, typeName, properties);\n if (addResult != null)\n return addResult; // Return error\n\n EditorUtility.SetDirty(targetGo);\n // Use the new serializer helper\n return Response.Success(\n $\"Component '{typeName}' added to '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n ); // Return updated GO data\n }\n\n private static object RemoveComponentFromTarget(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n string typeName = null;\n // Allow removing component specified directly or via componentsToRemove array (take first)\n if (@params[\"componentName\"] != null)\n {\n typeName = @params[\"componentName\"]?.ToString();\n }\n else if (\n @params[\"componentsToRemove\"] is JArray componentsToRemoveArray\n && componentsToRemoveArray.Count > 0\n )\n {\n typeName = componentsToRemoveArray.First?.ToString();\n }\n\n if (string.IsNullOrEmpty(typeName))\n {\n return Response.Error(\n \"Component type name ('componentName' or first element in 'componentsToRemove') is required.\"\n );\n }\n\n var removeResult = RemoveComponentInternal(targetGo, typeName);\n if (removeResult != null)\n return removeResult; // Return error\n\n EditorUtility.SetDirty(targetGo);\n // Use the new serializer helper\n return Response.Success(\n $\"Component '{typeName}' removed from '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n }\n\n private static object SetComponentPropertyOnTarget(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n string compName = @params[\"componentName\"]?.ToString();\n JObject propertiesToSet = null;\n\n if (!string.IsNullOrEmpty(compName))\n {\n // Properties might be directly under componentProperties or nested under the component name\n if (@params[\"componentProperties\"] is JObject compProps)\n {\n propertiesToSet = compProps[compName] as JObject ?? compProps; // Allow flat or nested structure\n }\n }\n else\n {\n return Response.Error(\"'componentName' parameter is required.\");\n }\n\n if (propertiesToSet == null || !propertiesToSet.HasValues)\n {\n return Response.Error(\n \"'componentProperties' dictionary for the specified component is required and cannot be empty.\"\n );\n }\n\n var setResult = SetComponentPropertiesInternal(targetGo, compName, propertiesToSet);\n if (setResult != null)\n return setResult; // Return error\n\n EditorUtility.SetDirty(targetGo);\n // Use the new serializer helper\n return Response.Success(\n $\"Properties set for component '{compName}' on '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n }\n\n // --- Internal Helpers ---\n\n /// \n /// Finds a single GameObject based on token (ID, name, path) and search method.\n /// \n private static GameObject FindObjectInternal(\n JToken targetToken,\n string searchMethod,\n JObject findParams = null\n )\n {\n // If find_all is not explicitly false, we still want only one for most single-target operations.\n bool findAll = findParams?[\"findAll\"]?.ToObject() ?? false;\n // If a specific target ID is given, always find just that one.\n if (\n targetToken?.Type == JTokenType.Integer\n || (searchMethod == \"by_id\" && int.TryParse(targetToken?.ToString(), out _))\n )\n {\n findAll = false;\n }\n List results = FindObjectsInternal(\n targetToken,\n searchMethod,\n findAll,\n findParams\n );\n return results.Count > 0 ? results[0] : null;\n }\n\n /// \n /// Core logic for finding GameObjects based on various criteria.\n /// \n private static List FindObjectsInternal(\n JToken targetToken,\n string searchMethod,\n bool findAll,\n JObject findParams = null\n )\n {\n List results = new List();\n string searchTerm = findParams?[\"searchTerm\"]?.ToString() ?? targetToken?.ToString(); // Use searchTerm if provided, else the target itself\n bool searchInChildren = findParams?[\"searchInChildren\"]?.ToObject() ?? false;\n bool searchInactive = findParams?[\"searchInactive\"]?.ToObject() ?? false;\n\n // Default search method if not specified\n if (string.IsNullOrEmpty(searchMethod))\n {\n if (targetToken?.Type == JTokenType.Integer)\n searchMethod = \"by_id\";\n else if (!string.IsNullOrEmpty(searchTerm) && searchTerm.Contains('/'))\n searchMethod = \"by_path\";\n else\n searchMethod = \"by_name\"; // Default fallback\n }\n\n GameObject rootSearchObject = null;\n // If searching in children, find the initial target first\n if (searchInChildren && targetToken != null)\n {\n rootSearchObject = FindObjectInternal(targetToken, \"by_id_or_name_or_path\"); // Find the root for child search\n if (rootSearchObject == null)\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Find] Root object '{targetToken}' for child search not found.\"\n );\n return results; // Return empty if root not found\n }\n }\n\n switch (searchMethod)\n {\n case \"by_id\":\n if (int.TryParse(searchTerm, out int instanceId))\n {\n // EditorUtility.InstanceIDToObject is slow, iterate manually if possible\n // GameObject obj = EditorUtility.InstanceIDToObject(instanceId) as GameObject;\n var allObjects = GetAllSceneObjects(searchInactive); // More efficient\n GameObject obj = allObjects.FirstOrDefault(go =>\n go.GetInstanceID() == instanceId\n );\n if (obj != null)\n results.Add(obj);\n }\n break;\n case \"by_name\":\n var searchPoolName = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(searchInactive)\n .Select(t => t.gameObject)\n : GetAllSceneObjects(searchInactive);\n results.AddRange(searchPoolName.Where(go => go.name == searchTerm));\n break;\n case \"by_path\":\n // Path is relative to scene root or rootSearchObject\n Transform foundTransform = rootSearchObject\n ? rootSearchObject.transform.Find(searchTerm)\n : GameObject.Find(searchTerm)?.transform;\n if (foundTransform != null)\n results.Add(foundTransform.gameObject);\n break;\n case \"by_tag\":\n var searchPoolTag = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(searchInactive)\n .Select(t => t.gameObject)\n : GetAllSceneObjects(searchInactive);\n results.AddRange(searchPoolTag.Where(go => go.CompareTag(searchTerm)));\n break;\n case \"by_layer\":\n var searchPoolLayer = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(searchInactive)\n .Select(t => t.gameObject)\n : GetAllSceneObjects(searchInactive);\n if (int.TryParse(searchTerm, out int layerIndex))\n {\n results.AddRange(searchPoolLayer.Where(go => go.layer == layerIndex));\n }\n else\n {\n int namedLayer = LayerMask.NameToLayer(searchTerm);\n if (namedLayer != -1)\n results.AddRange(searchPoolLayer.Where(go => go.layer == namedLayer));\n }\n break;\n case \"by_component\":\n Type componentType = FindType(searchTerm);\n if (componentType != null)\n {\n // Determine FindObjectsInactive based on the searchInactive flag\n FindObjectsInactive findInactive = searchInactive\n ? FindObjectsInactive.Include\n : FindObjectsInactive.Exclude;\n // Replace FindObjectsOfType with FindObjectsByType, specifying the sorting mode and inactive state\n var searchPoolComp = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(componentType, searchInactive)\n .Select(c => (c as Component).gameObject)\n : UnityEngine\n .Object.FindObjectsByType(\n componentType,\n findInactive,\n FindObjectsSortMode.None\n )\n .Select(c => (c as Component).gameObject);\n results.AddRange(searchPoolComp.Where(go => go != null)); // Ensure GO is valid\n }\n else\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Find] Component type not found: {searchTerm}\"\n );\n }\n break;\n case \"by_id_or_name_or_path\": // Helper method used internally\n if (int.TryParse(searchTerm, out int id))\n {\n var allObjectsId = GetAllSceneObjects(true); // Search inactive for internal lookup\n GameObject objById = allObjectsId.FirstOrDefault(go =>\n go.GetInstanceID() == id\n );\n if (objById != null)\n {\n results.Add(objById);\n break;\n }\n }\n GameObject objByPath = GameObject.Find(searchTerm);\n if (objByPath != null)\n {\n results.Add(objByPath);\n break;\n }\n\n var allObjectsName = GetAllSceneObjects(true);\n results.AddRange(allObjectsName.Where(go => go.name == searchTerm));\n break;\n default:\n Debug.LogWarning(\n $\"[ManageGameObject.Find] Unknown search method: {searchMethod}\"\n );\n break;\n }\n\n // If only one result is needed, return just the first one found.\n if (!findAll && results.Count > 1)\n {\n return new List { results[0] };\n }\n\n return results.Distinct().ToList(); // Ensure uniqueness\n }\n\n // Helper to get all scene objects efficiently\n private static IEnumerable GetAllSceneObjects(bool includeInactive)\n {\n // SceneManager.GetActiveScene().GetRootGameObjects() is faster than FindObjectsOfType()\n var rootObjects = SceneManager.GetActiveScene().GetRootGameObjects();\n var allObjects = new List();\n foreach (var root in rootObjects)\n {\n allObjects.AddRange(\n root.GetComponentsInChildren(includeInactive)\n .Select(t => t.gameObject)\n );\n }\n return allObjects;\n }\n\n /// \n /// Adds a component by type name and optionally sets properties.\n /// Returns null on success, or an error response object on failure.\n /// \n private static object AddComponentInternal(\n GameObject targetGo,\n string typeName,\n JObject properties\n )\n {\n Type componentType = FindType(typeName);\n if (componentType == null)\n {\n return Response.Error(\n $\"Component type '{typeName}' not found or is not a valid Component.\"\n );\n }\n if (!typeof(Component).IsAssignableFrom(componentType))\n {\n return Response.Error($\"Type '{typeName}' is not a Component.\");\n }\n\n // Prevent adding Transform again\n if (componentType == typeof(Transform))\n {\n return Response.Error(\"Cannot add another Transform component.\");\n }\n\n // Check for 2D/3D physics component conflicts\n bool isAdding2DPhysics =\n typeof(Rigidbody2D).IsAssignableFrom(componentType)\n || typeof(Collider2D).IsAssignableFrom(componentType);\n bool isAdding3DPhysics =\n typeof(Rigidbody).IsAssignableFrom(componentType)\n || typeof(Collider).IsAssignableFrom(componentType);\n\n if (isAdding2DPhysics)\n {\n // Check if the GameObject already has any 3D Rigidbody or Collider\n if (\n targetGo.GetComponent() != null\n || targetGo.GetComponent() != null\n )\n {\n return Response.Error(\n $\"Cannot add 2D physics component '{typeName}' because the GameObject '{targetGo.name}' already has a 3D Rigidbody or Collider.\"\n );\n }\n }\n else if (isAdding3DPhysics)\n {\n // Check if the GameObject already has any 2D Rigidbody or Collider\n if (\n targetGo.GetComponent() != null\n || targetGo.GetComponent() != null\n )\n {\n return Response.Error(\n $\"Cannot add 3D physics component '{typeName}' because the GameObject '{targetGo.name}' already has a 2D Rigidbody or Collider.\"\n );\n }\n }\n\n try\n {\n // Use Undo.AddComponent for undo support\n Component newComponent = Undo.AddComponent(targetGo, componentType);\n if (newComponent == null)\n {\n return Response.Error(\n $\"Failed to add component '{typeName}' to '{targetGo.name}'. It might be disallowed (e.g., adding script twice).\"\n );\n }\n\n // Set default values for specific component types\n if (newComponent is Light light)\n {\n // Default newly added lights to directional\n light.type = LightType.Directional;\n }\n\n // Set properties if provided\n if (properties != null)\n {\n var setResult = SetComponentPropertiesInternal(\n targetGo,\n typeName,\n properties,\n newComponent\n ); // Pass the new component instance\n if (setResult != null)\n {\n // If setting properties failed, maybe remove the added component?\n Undo.DestroyObjectImmediate(newComponent);\n return setResult; // Return the error from setting properties\n }\n }\n\n return null; // Success\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error adding component '{typeName}' to '{targetGo.name}': {e.Message}\"\n );\n }\n }\n\n /// \n /// Removes a component by type name.\n /// Returns null on success, or an error response object on failure.\n /// \n private static object RemoveComponentInternal(GameObject targetGo, string typeName)\n {\n Type componentType = FindType(typeName);\n if (componentType == null)\n {\n return Response.Error($\"Component type '{typeName}' not found for removal.\");\n }\n\n // Prevent removing essential components\n if (componentType == typeof(Transform))\n {\n return Response.Error(\"Cannot remove the Transform component.\");\n }\n\n Component componentToRemove = targetGo.GetComponent(componentType);\n if (componentToRemove == null)\n {\n return Response.Error(\n $\"Component '{typeName}' not found on '{targetGo.name}' to remove.\"\n );\n }\n\n try\n {\n // Use Undo.DestroyObjectImmediate for undo support\n Undo.DestroyObjectImmediate(componentToRemove);\n return null; // Success\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error removing component '{typeName}' from '{targetGo.name}': {e.Message}\"\n );\n }\n }\n\n /// \n /// Sets properties on a component.\n /// Returns null on success, or an error response object on failure.\n /// \n private static object SetComponentPropertiesInternal(\n GameObject targetGo,\n string compName,\n JObject propertiesToSet,\n Component targetComponentInstance = null\n )\n {\n Component targetComponent = targetComponentInstance ?? targetGo.GetComponent(compName);\n if (targetComponent == null)\n {\n return Response.Error(\n $\"Component '{compName}' not found on '{targetGo.name}' to set properties.\"\n );\n }\n\n Undo.RecordObject(targetComponent, \"Set Component Properties\");\n\n foreach (var prop in propertiesToSet.Properties())\n {\n string propName = prop.Name;\n JToken propValue = prop.Value;\n\n try\n {\n if (!SetProperty(targetComponent, propName, propValue))\n {\n // Log warning if property could not be set\n Debug.LogWarning(\n $\"[ManageGameObject] Could not set property '{propName}' on component '{compName}' ('{targetComponent.GetType().Name}'). Property might not exist, be read-only, or type mismatch.\"\n );\n // Optionally return an error here instead of just logging\n // return Response.Error($\"Could not set property '{propName}' on component '{compName}'.\");\n }\n }\n catch (Exception e)\n {\n Debug.LogError(\n $\"[ManageGameObject] Error setting property '{propName}' on '{compName}': {e.Message}\"\n );\n // Optionally return an error here\n // return Response.Error($\"Error setting property '{propName}' on '{compName}': {e.Message}\");\n }\n }\n EditorUtility.SetDirty(targetComponent);\n return null; // Success (or partial success if warnings were logged)\n }\n\n /// \n /// Helper to set a property or field via reflection, handling basic types.\n /// \n private static bool SetProperty(object target, string memberName, JToken value)\n {\n Type type = target.GetType();\n BindingFlags flags =\n BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase;\n\n // --- Use a dedicated serializer for input conversion ---\n // Define this somewhere accessible, maybe static readonly field\n JsonSerializerSettings inputSerializerSettings = new JsonSerializerSettings\n {\n Converters = new List\n {\n // Add specific converters needed for INPUT deserialization if different from output\n new Vector3Converter(),\n new Vector2Converter(),\n new QuaternionConverter(),\n new ColorConverter(),\n new RectConverter(),\n new BoundsConverter(),\n new UnityEngineObjectConverter() // Crucial for finding references from instructions\n }\n // No ReferenceLoopHandling needed typically for input\n };\n JsonSerializer inputSerializer = JsonSerializer.Create(inputSerializerSettings);\n // --- End Serializer Setup ---\n\n try\n {\n // Handle special case for materials with dot notation (material.property)\n // Examples: material.color, sharedMaterial.color, materials[0].color\n if (memberName.Contains('.') || memberName.Contains('['))\n {\n // Pass the inputSerializer down for nested conversions\n return SetNestedProperty(target, memberName, value, inputSerializer);\n }\n\n PropertyInfo propInfo = type.GetProperty(memberName, flags);\n if (propInfo != null && propInfo.CanWrite)\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, propInfo.PropertyType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null) // Allow setting null\n {\n propInfo.SetValue(target, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetProperty] Conversion failed for property '{memberName}' (Type: {propInfo.PropertyType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n else\n {\n FieldInfo fieldInfo = type.GetField(memberName, flags);\n if (fieldInfo != null) // Check if !IsLiteral?\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, fieldInfo.FieldType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null) // Allow setting null\n {\n fieldInfo.SetValue(target, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetProperty] Conversion failed for field '{memberName}' (Type: {fieldInfo.FieldType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogError(\n $\"[SetProperty] Failed to set '{memberName}' on {type.Name}: {ex.Message}\\nToken: {value.ToString(Formatting.None)}\"\n );\n }\n return false;\n }\n\n /// \n /// Sets a nested property using dot notation (e.g., \"material.color\") or array access (e.g., \"materials[0]\")\n /// \n // Pass the input serializer for conversions\n //Using the serializer helper\n private static bool SetNestedProperty(object target, string path, JToken value, JsonSerializer inputSerializer)\n {\n try\n {\n // Split the path into parts (handling both dot notation and array indexing)\n string[] pathParts = SplitPropertyPath(path);\n if (pathParts.Length == 0)\n return false;\n\n object currentObject = target;\n Type currentType = currentObject.GetType();\n BindingFlags flags =\n BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase;\n\n // Traverse the path until we reach the final property\n for (int i = 0; i < pathParts.Length - 1; i++)\n {\n string part = pathParts[i];\n bool isArray = false;\n int arrayIndex = -1;\n\n // Check if this part contains array indexing\n if (part.Contains(\"[\"))\n {\n int startBracket = part.IndexOf('[');\n int endBracket = part.IndexOf(']');\n if (startBracket > 0 && endBracket > startBracket)\n {\n string indexStr = part.Substring(\n startBracket + 1,\n endBracket - startBracket - 1\n );\n if (int.TryParse(indexStr, out arrayIndex))\n {\n isArray = true;\n part = part.Substring(0, startBracket);\n }\n }\n }\n // Get the property/field\n PropertyInfo propInfo = currentType.GetProperty(part, flags);\n FieldInfo fieldInfo = null;\n if (propInfo == null)\n {\n fieldInfo = currentType.GetField(part, flags);\n if (fieldInfo == null)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Could not find property or field '{part}' on type '{currentType.Name}'\"\n );\n return false;\n }\n }\n\n // Get the value\n currentObject =\n propInfo != null\n ? propInfo.GetValue(currentObject)\n : fieldInfo.GetValue(currentObject);\n //Need to stop if current property is null\n if (currentObject == null)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Property '{part}' is null, cannot access nested properties.\"\n );\n return false;\n }\n // If this part was an array or list, access the specific index\n if (isArray)\n {\n if (currentObject is Material[])\n {\n var materials = currentObject as Material[];\n if (arrayIndex < 0 || arrayIndex >= materials.Length)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Material index {arrayIndex} out of range (0-{materials.Length - 1})\"\n );\n return false;\n }\n currentObject = materials[arrayIndex];\n }\n else if (currentObject is System.Collections.IList)\n {\n var list = currentObject as System.Collections.IList;\n if (arrayIndex < 0 || arrayIndex >= list.Count)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Index {arrayIndex} out of range (0-{list.Count - 1})\"\n );\n return false;\n }\n currentObject = list[arrayIndex];\n }\n else\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Property '{part}' is not an array or list, cannot access by index.\"\n );\n return false;\n }\n }\n currentType = currentObject.GetType();\n }\n\n // Set the final property\n string finalPart = pathParts[pathParts.Length - 1];\n\n // Special handling for Material properties (shader properties)\n if (currentObject is Material material && finalPart.StartsWith(\"_\"))\n {\n // Use the serializer to convert the JToken value first\n if (value is JArray jArray)\n {\n // Try converting to known types that SetColor/SetVector accept\n if (jArray.Count == 4) {\n try { Color color = value.ToObject(inputSerializer); material.SetColor(finalPart, color); return true; } catch { }\n try { Vector4 vec = value.ToObject(inputSerializer); material.SetVector(finalPart, vec); return true; } catch { }\n } else if (jArray.Count == 3) {\n try { Color color = value.ToObject(inputSerializer); material.SetColor(finalPart, color); return true; } catch { } // ToObject handles conversion to Color\n } else if (jArray.Count == 2) {\n try { Vector2 vec = value.ToObject(inputSerializer); material.SetVector(finalPart, vec); return true; } catch { }\n }\n }\n else if (value.Type == JTokenType.Float || value.Type == JTokenType.Integer)\n {\n try { material.SetFloat(finalPart, value.ToObject(inputSerializer)); return true; } catch { }\n }\n else if (value.Type == JTokenType.Boolean)\n {\n try { material.SetFloat(finalPart, value.ToObject(inputSerializer) ? 1f : 0f); return true; } catch { }\n }\n else if (value.Type == JTokenType.String)\n {\n // Try converting to Texture using the serializer/converter\n try {\n Texture texture = value.ToObject(inputSerializer);\n if (texture != null) {\n material.SetTexture(finalPart, texture);\n return true;\n }\n } catch { }\n }\n\n Debug.LogWarning(\n $\"[SetNestedProperty] Unsupported or failed conversion for material property '{finalPart}' from value: {value.ToString(Formatting.None)}\"\n );\n return false;\n }\n\n // For standard properties (not shader specific)\n PropertyInfo finalPropInfo = currentType.GetProperty(finalPart, flags);\n if (finalPropInfo != null && finalPropInfo.CanWrite)\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, finalPropInfo.PropertyType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null)\n {\n finalPropInfo.SetValue(currentObject, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetNestedProperty] Final conversion failed for property '{finalPart}' (Type: {finalPropInfo.PropertyType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n else\n {\n FieldInfo finalFieldInfo = currentType.GetField(finalPart, flags);\n if (finalFieldInfo != null)\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, finalFieldInfo.FieldType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null)\n {\n finalFieldInfo.SetValue(currentObject, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetNestedProperty] Final conversion failed for field '{finalPart}' (Type: {finalFieldInfo.FieldType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n else\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Could not find final writable property or field '{finalPart}' on type '{currentType.Name}'\"\n );\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogError(\n $\"[SetNestedProperty] Error setting nested property '{path}': {ex.Message}\\nToken: {value.ToString(Formatting.None)}\"\n );\n }\n\n return false;\n }\n\n\n /// \n /// Split a property path into parts, handling both dot notation and array indexers\n /// \n private static string[] SplitPropertyPath(string path)\n {\n // Handle complex paths with both dots and array indexers\n List parts = new List();\n int startIndex = 0;\n bool inBrackets = false;\n\n for (int i = 0; i < path.Length; i++)\n {\n char c = path[i];\n\n if (c == '[')\n {\n inBrackets = true;\n }\n else if (c == ']')\n {\n inBrackets = false;\n }\n else if (c == '.' && !inBrackets)\n {\n // Found a dot separator outside of brackets\n parts.Add(path.Substring(startIndex, i - startIndex));\n startIndex = i + 1;\n }\n }\n if (startIndex < path.Length)\n {\n parts.Add(path.Substring(startIndex));\n }\n return parts.ToArray();\n }\n\n /// \n /// Simple JToken to Type conversion for common Unity types, using JsonSerializer.\n /// \n // Pass the input serializer\n private static object ConvertJTokenToType(JToken token, Type targetType, JsonSerializer inputSerializer)\n {\n if (token == null || token.Type == JTokenType.Null)\n {\n if (targetType.IsValueType && Nullable.GetUnderlyingType(targetType) == null)\n {\n Debug.LogWarning($\"Cannot assign null to non-nullable value type {targetType.Name}. Returning default value.\");\n return Activator.CreateInstance(targetType);\n }\n return null;\n }\n\n try\n {\n // Use the provided serializer instance which includes our custom converters\n return token.ToObject(targetType, inputSerializer);\n }\n catch (JsonSerializationException jsonEx)\n {\n Debug.LogError($\"JSON Deserialization Error converting token to {targetType.FullName}: {jsonEx.Message}\\nToken: {token.ToString(Formatting.None)}\");\n // Optionally re-throw or return null/default\n // return targetType.IsValueType ? Activator.CreateInstance(targetType) : null;\n throw; // Re-throw to indicate failure higher up\n }\n catch (ArgumentException argEx)\n {\n Debug.LogError($\"Argument Error converting token to {targetType.FullName}: {argEx.Message}\\nToken: {token.ToString(Formatting.None)}\");\n throw;\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Unexpected error converting token to {targetType.FullName}: {ex}\\nToken: {token.ToString(Formatting.None)}\");\n throw;\n }\n // If ToObject succeeded, it would have returned. If it threw, we wouldn't reach here.\n // This fallback logic is likely unreachable if ToObject covers all cases or throws on failure.\n // Debug.LogWarning($\"Conversion failed for token to {targetType.FullName}. Token: {token.ToString(Formatting.None)}\");\n // return targetType.IsValueType ? Activator.CreateInstance(targetType) : null;\n }\n\n // --- ParseJTokenTo... helpers are likely redundant now with the serializer approach ---\n // Keep them temporarily for reference or if specific fallback logic is ever needed.\n\n private static Vector3 ParseJTokenToVector3(JToken token)\n {\n // ... (implementation - likely replaced by Vector3Converter) ...\n // Consider removing these if the serializer handles them reliably.\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\") && obj.ContainsKey(\"z\"))\n {\n return new Vector3(obj[\"x\"].ToObject(), obj[\"y\"].ToObject(), obj[\"z\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 3)\n {\n return new Vector3(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Vector3 using fallback. Returning Vector3.zero.\");\n return Vector3.zero;\n\n }\n private static Vector2 ParseJTokenToVector2(JToken token)\n {\n // ... (implementation - likely replaced by Vector2Converter) ...\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\"))\n {\n return new Vector2(obj[\"x\"].ToObject(), obj[\"y\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 2)\n {\n return new Vector2(arr[0].ToObject(), arr[1].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Vector2 using fallback. Returning Vector2.zero.\");\n return Vector2.zero;\n }\n private static Quaternion ParseJTokenToQuaternion(JToken token)\n {\n // ... (implementation - likely replaced by QuaternionConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\") && obj.ContainsKey(\"z\") && obj.ContainsKey(\"w\"))\n {\n return new Quaternion(obj[\"x\"].ToObject(), obj[\"y\"].ToObject(), obj[\"z\"].ToObject(), obj[\"w\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 4)\n {\n return new Quaternion(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject(), arr[3].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Quaternion using fallback. Returning Quaternion.identity.\");\n return Quaternion.identity;\n }\n private static Color ParseJTokenToColor(JToken token)\n {\n // ... (implementation - likely replaced by ColorConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"r\") && obj.ContainsKey(\"g\") && obj.ContainsKey(\"b\") && obj.ContainsKey(\"a\"))\n {\n return new Color(obj[\"r\"].ToObject(), obj[\"g\"].ToObject(), obj[\"b\"].ToObject(), obj[\"a\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 4)\n {\n return new Color(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject(), arr[3].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Color using fallback. Returning Color.white.\");\n return Color.white;\n }\n private static Rect ParseJTokenToRect(JToken token)\n {\n // ... (implementation - likely replaced by RectConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\") && obj.ContainsKey(\"width\") && obj.ContainsKey(\"height\"))\n {\n return new Rect(obj[\"x\"].ToObject(), obj[\"y\"].ToObject(), obj[\"width\"].ToObject(), obj[\"height\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 4)\n {\n return new Rect(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject(), arr[3].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Rect using fallback. Returning Rect.zero.\");\n return Rect.zero;\n }\n private static Bounds ParseJTokenToBounds(JToken token)\n {\n // ... (implementation - likely replaced by BoundsConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"center\") && obj.ContainsKey(\"size\"))\n {\n // Requires Vector3 conversion, which should ideally use the serializer too\n Vector3 center = ParseJTokenToVector3(obj[\"center\"]); // Or use obj[\"center\"].ToObject(inputSerializer)\n Vector3 size = ParseJTokenToVector3(obj[\"size\"]); // Or use obj[\"size\"].ToObject(inputSerializer)\n return new Bounds(center, size);\n }\n // Array fallback for Bounds is less intuitive, maybe remove?\n // if (token is JArray arr && arr.Count >= 6)\n // {\n // return new Bounds(new Vector3(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject()), new Vector3(arr[3].ToObject(), arr[4].ToObject(), arr[5].ToObject()));\n // }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Bounds using fallback. Returning new Bounds(Vector3.zero, Vector3.zero).\");\n return new Bounds(Vector3.zero, Vector3.zero);\n }\n // --- End Redundant Parse Helpers ---\n\n /// \n /// Finds a specific UnityEngine.Object based on a find instruction JObject.\n /// Primarily used by UnityEngineObjectConverter during deserialization.\n /// \n // Made public static so UnityEngineObjectConverter can call it. Moved from ConvertJTokenToType.\n public static UnityEngine.Object FindObjectByInstruction(JObject instruction, Type targetType)\n {\n string findTerm = instruction[\"find\"]?.ToString();\n string method = instruction[\"method\"]?.ToString()?.ToLower();\n string componentName = instruction[\"component\"]?.ToString(); // Specific component to get\n\n if (string.IsNullOrEmpty(findTerm))\n {\n Debug.LogWarning(\"Find instruction missing 'find' term.\");\n return null;\n }\n\n // Use a flexible default search method if none provided\n string searchMethodToUse = string.IsNullOrEmpty(method) ? \"by_id_or_name_or_path\" : method;\n\n // If the target is an asset (Material, Texture, ScriptableObject etc.) try AssetDatabase first\n if (typeof(Material).IsAssignableFrom(targetType) ||\n typeof(Texture).IsAssignableFrom(targetType) ||\n typeof(ScriptableObject).IsAssignableFrom(targetType) ||\n targetType.FullName.StartsWith(\"UnityEngine.U2D\") || // Sprites etc.\n typeof(AudioClip).IsAssignableFrom(targetType) ||\n typeof(AnimationClip).IsAssignableFrom(targetType) ||\n typeof(Font).IsAssignableFrom(targetType) ||\n typeof(Shader).IsAssignableFrom(targetType) ||\n typeof(ComputeShader).IsAssignableFrom(targetType) ||\n typeof(GameObject).IsAssignableFrom(targetType) && findTerm.StartsWith(\"Assets/\")) // Prefab check\n {\n // Try loading directly by path/GUID first\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(findTerm, targetType);\n if (asset != null) return asset;\n asset = AssetDatabase.LoadAssetAtPath(findTerm); // Try generic if type specific failed\n if (asset != null && targetType.IsAssignableFrom(asset.GetType())) return asset;\n\n\n // If direct path failed, try finding by name/type using FindAssets\n string searchFilter = $\"t:{targetType.Name} {System.IO.Path.GetFileNameWithoutExtension(findTerm)}\"; // Search by type and name\n string[] guids = AssetDatabase.FindAssets(searchFilter);\n\n if (guids.Length == 1)\n {\n asset = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guids[0]), targetType);\n if (asset != null) return asset;\n }\n else if (guids.Length > 1)\n {\n Debug.LogWarning($\"[FindObjectByInstruction] Ambiguous asset find: Found {guids.Length} assets matching filter '{searchFilter}'. Provide a full path or unique name.\");\n // Optionally return the first one? Or null? Returning null is safer.\n return null;\n }\n // If still not found, fall through to scene search (though unlikely for assets)\n }\n\n\n // --- Scene Object Search ---\n // Find the GameObject using the internal finder\n GameObject foundGo = FindObjectInternal(new JValue(findTerm), searchMethodToUse);\n\n if (foundGo == null)\n {\n // Don't warn yet, could still be an asset not found above\n // Debug.LogWarning($\"Could not find GameObject using instruction: {instruction}\");\n return null;\n }\n\n // Now, get the target object/component from the found GameObject\n if (targetType == typeof(GameObject))\n {\n return foundGo; // We were looking for a GameObject\n }\n else if (typeof(Component).IsAssignableFrom(targetType))\n {\n Type componentToGetType = targetType;\n if (!string.IsNullOrEmpty(componentName))\n {\n Type specificCompType = FindType(componentName);\n if (specificCompType != null && typeof(Component).IsAssignableFrom(specificCompType))\n {\n componentToGetType = specificCompType;\n }\n else\n {\n Debug.LogWarning($\"Could not find component type '{componentName}' specified in find instruction. Falling back to target type '{targetType.Name}'.\");\n }\n }\n\n Component foundComp = foundGo.GetComponent(componentToGetType);\n if (foundComp == null)\n {\n Debug.LogWarning($\"Found GameObject '{foundGo.name}' but could not find component of type '{componentToGetType.Name}'.\");\n }\n return foundComp;\n }\n else\n {\n Debug.LogWarning($\"Find instruction handling not implemented for target type: {targetType.Name}\");\n return null;\n }\n }\n\n\n /// \n /// Helper to find a Type by name, searching relevant assemblies.\n /// \n private static Type FindType(string typeName)\n {\n if (string.IsNullOrEmpty(typeName))\n return null;\n\n // Handle fully qualified names first\n Type type = Type.GetType(typeName);\n if (type != null) return type;\n\n // Handle common namespaces implicitly (add more as needed)\n string[] namespaces = { \"UnityEngine\", \"UnityEngine.UI\", \"UnityEngine.AI\", \"UnityEngine.Animations\", \"UnityEngine.Audio\", \"UnityEngine.EventSystems\", \"UnityEngine.InputSystem\", \"UnityEngine.Networking\", \"UnityEngine.Rendering\", \"UnityEngine.SceneManagement\", \"UnityEngine.Tilemaps\", \"UnityEngine.U2D\", \"UnityEngine.Video\", \"UnityEditor\", \"UnityEditor.AI\", \"UnityEditor.Animations\", \"UnityEditor.Experimental.GraphView\", \"UnityEditor.IMGUI.Controls\", \"UnityEditor.PackageManager.UI\", \"UnityEditor.SceneManagement\", \"UnityEditor.UI\", \"UnityEditor.U2D\", \"UnityEditor.VersionControl\" }; // Add more relevant namespaces\n\n foreach (string ns in namespaces) {\n type = Type.GetType($\"{ns}.{typeName}, {ns.Split('.')[0]}.CoreModule\") ?? // Heuristic: Check CoreModule first for UnityEngine/UnityEditor\n Type.GetType($\"{ns}.{typeName}, {ns.Split('.')[0]}\"); // Try assembly matching namespace root\n if (type != null) return type;\n }\n\n\n // If not found, search all loaded assemblies (slower, last resort)\n // Prioritize assemblies likely to contain game/editor types\n Assembly[] priorityAssemblies = {\n Assembly.Load(\"Assembly-CSharp\"), // Main game scripts\n Assembly.Load(\"Assembly-CSharp-Editor\"), // Main editor scripts\n // Add other important project assemblies if known\n };\n foreach (var assembly in priorityAssemblies.Where(a => a != null))\n {\n type = assembly.GetType(typeName) ?? assembly.GetType(\"UnityEngine.\" + typeName) ?? assembly.GetType(\"UnityEditor.\" + typeName);\n if (type != null) return type;\n }\n\n // Search remaining assemblies\n foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies().Except(priorityAssemblies))\n {\n try { // Protect against assembly loading errors\n type = assembly.GetType(typeName);\n if (type != null) return type;\n // Also check with common namespaces if simple name given\n foreach (string ns in namespaces) {\n type = assembly.GetType($\"{ns}.{typeName}\");\n if (type != null) return type;\n }\n } catch (Exception ex) {\n Debug.LogWarning($\"[FindType] Error searching assembly {assembly.FullName}: {ex.Message}\");\n }\n }\n\n Debug.LogWarning($\"[FindType] Type not found after extensive search: '{typeName}'\");\n return null; // Not found\n }\n\n /// \n /// Parses a JArray like [x, y, z] into a Vector3.\n /// \n private static Vector3? ParseVector3(JArray array)\n {\n if (array != null && array.Count == 3)\n {\n try\n {\n // Use ToObject for potentially better handling than direct indexing\n return new Vector3(\n array[0].ToObject(),\n array[1].ToObject(),\n array[2].ToObject()\n );\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Failed to parse JArray as Vector3: {array}. Error: {ex.Message}\");\n }\n }\n return null;\n }\n\n // Removed GetGameObjectData, GetComponentData, and related private helpers/caching/serializer setup.\n // They are now in Helpers.GameObjectSerializer\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageScene.cs", "using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditor.SceneManagement;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles scene management operations like loading, saving, creating, and querying hierarchy.\n /// \n public static class ManageScene\n {\n /// \n /// Main handler for scene management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower();\n string name = @params[\"name\"]?.ToString();\n string path = @params[\"path\"]?.ToString(); // Relative to Assets/\n int? buildIndex = @params[\"buildIndex\"]?.ToObject();\n // bool loadAdditive = @params[\"loadAdditive\"]?.ToObject() ?? false; // Example for future extension\n\n // Ensure path is relative to Assets/, removing any leading \"Assets/\"\n string relativeDir = path ?? string.Empty;\n if (!string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = relativeDir.Replace('\\\\', '/').Trim('/');\n if (relativeDir.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n relativeDir = relativeDir.Substring(\"Assets/\".Length).TrimStart('/');\n }\n }\n\n // Apply default *after* sanitizing, using the original path variable for the check\n if (string.IsNullOrEmpty(path) && action == \"create\") // Check original path for emptiness\n {\n relativeDir = \"Scenes\"; // Default relative directory\n }\n\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n string sceneFileName = string.IsNullOrEmpty(name) ? null : $\"{name}.unity\";\n // Construct full system path correctly: ProjectRoot/Assets/relativeDir/sceneFileName\n string fullPathDir = Path.Combine(Application.dataPath, relativeDir); // Combine with Assets path (Application.dataPath ends in Assets)\n string fullPath = string.IsNullOrEmpty(sceneFileName)\n ? null\n : Path.Combine(fullPathDir, sceneFileName);\n // Ensure relativePath always starts with \"Assets/\" and uses forward slashes\n string relativePath = string.IsNullOrEmpty(sceneFileName)\n ? null\n : Path.Combine(\"Assets\", relativeDir, sceneFileName).Replace('\\\\', '/');\n\n // Ensure directory exists for 'create'\n if (action == \"create\" && !string.IsNullOrEmpty(fullPathDir))\n {\n try\n {\n Directory.CreateDirectory(fullPathDir);\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Could not create directory '{fullPathDir}': {e.Message}\"\n );\n }\n }\n\n // Route action\n switch (action)\n {\n case \"create\":\n if (string.IsNullOrEmpty(name) || string.IsNullOrEmpty(relativePath))\n return Response.Error(\n \"'name' and 'path' parameters are required for 'create' action.\"\n );\n return CreateScene(fullPath, relativePath);\n case \"load\":\n // Loading can be done by path/name or build index\n if (!string.IsNullOrEmpty(relativePath))\n return LoadScene(relativePath);\n else if (buildIndex.HasValue)\n return LoadScene(buildIndex.Value);\n else\n return Response.Error(\n \"Either 'name'/'path' or 'buildIndex' must be provided for 'load' action.\"\n );\n case \"save\":\n // Save current scene, optionally to a new path\n return SaveScene(fullPath, relativePath);\n case \"get_hierarchy\":\n return GetSceneHierarchy();\n case \"get_active\":\n return GetActiveSceneInfo();\n case \"get_build_settings\":\n return GetBuildSettingsScenes();\n // Add cases for modifying build settings, additive loading, unloading etc.\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions: create, load, save, get_hierarchy, get_active, get_build_settings.\"\n );\n }\n }\n\n private static object CreateScene(string fullPath, string relativePath)\n {\n if (File.Exists(fullPath))\n {\n return Response.Error($\"Scene already exists at '{relativePath}'.\");\n }\n\n try\n {\n // Create a new empty scene\n Scene newScene = EditorSceneManager.NewScene(\n NewSceneSetup.EmptyScene,\n NewSceneMode.Single\n );\n // Save it to the specified path\n bool saved = EditorSceneManager.SaveScene(newScene, relativePath);\n\n if (saved)\n {\n AssetDatabase.Refresh(); // Ensure Unity sees the new scene file\n return Response.Success(\n $\"Scene '{Path.GetFileName(relativePath)}' created successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n else\n {\n // If SaveScene fails, it might leave an untitled scene open.\n // Optionally try to close it, but be cautious.\n return Response.Error($\"Failed to save new scene to '{relativePath}'.\");\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error creating scene '{relativePath}': {e.Message}\");\n }\n }\n\n private static object LoadScene(string relativePath)\n {\n if (\n !File.Exists(\n Path.Combine(\n Application.dataPath.Substring(\n 0,\n Application.dataPath.Length - \"Assets\".Length\n ),\n relativePath\n )\n )\n )\n {\n return Response.Error($\"Scene file not found at '{relativePath}'.\");\n }\n\n // Check for unsaved changes in the current scene\n if (EditorSceneManager.GetActiveScene().isDirty)\n {\n // Optionally prompt the user or save automatically before loading\n return Response.Error(\n \"Current scene has unsaved changes. Please save or discard changes before loading a new scene.\"\n );\n // Example: bool saveOK = EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();\n // if (!saveOK) return Response.Error(\"Load cancelled by user.\");\n }\n\n try\n {\n EditorSceneManager.OpenScene(relativePath, OpenSceneMode.Single);\n return Response.Success(\n $\"Scene '{relativePath}' loaded successfully.\",\n new\n {\n path = relativePath,\n name = Path.GetFileNameWithoutExtension(relativePath),\n }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error loading scene '{relativePath}': {e.Message}\");\n }\n }\n\n private static object LoadScene(int buildIndex)\n {\n if (buildIndex < 0 || buildIndex >= SceneManager.sceneCountInBuildSettings)\n {\n return Response.Error(\n $\"Invalid build index: {buildIndex}. Must be between 0 and {SceneManager.sceneCountInBuildSettings - 1}.\"\n );\n }\n\n // Check for unsaved changes\n if (EditorSceneManager.GetActiveScene().isDirty)\n {\n return Response.Error(\n \"Current scene has unsaved changes. Please save or discard changes before loading a new scene.\"\n );\n }\n\n try\n {\n string scenePath = SceneUtility.GetScenePathByBuildIndex(buildIndex);\n EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);\n return Response.Success(\n $\"Scene at build index {buildIndex} ('{scenePath}') loaded successfully.\",\n new\n {\n path = scenePath,\n name = Path.GetFileNameWithoutExtension(scenePath),\n buildIndex = buildIndex,\n }\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error loading scene with build index {buildIndex}: {e.Message}\"\n );\n }\n }\n\n private static object SaveScene(string fullPath, string relativePath)\n {\n try\n {\n Scene currentScene = EditorSceneManager.GetActiveScene();\n if (!currentScene.IsValid())\n {\n return Response.Error(\"No valid scene is currently active to save.\");\n }\n\n bool saved;\n string finalPath = currentScene.path; // Path where it was last saved or will be saved\n\n if (!string.IsNullOrEmpty(relativePath) && currentScene.path != relativePath)\n {\n // Save As...\n // Ensure directory exists\n string dir = Path.GetDirectoryName(fullPath);\n if (!Directory.Exists(dir))\n Directory.CreateDirectory(dir);\n\n saved = EditorSceneManager.SaveScene(currentScene, relativePath);\n finalPath = relativePath;\n }\n else\n {\n // Save (overwrite existing or save untitled)\n if (string.IsNullOrEmpty(currentScene.path))\n {\n // Scene is untitled, needs a path\n return Response.Error(\n \"Cannot save an untitled scene without providing a 'name' and 'path'. Use Save As functionality.\"\n );\n }\n saved = EditorSceneManager.SaveScene(currentScene);\n }\n\n if (saved)\n {\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Scene '{currentScene.name}' saved successfully to '{finalPath}'.\",\n new { path = finalPath, name = currentScene.name }\n );\n }\n else\n {\n return Response.Error($\"Failed to save scene '{currentScene.name}'.\");\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error saving scene: {e.Message}\");\n }\n }\n\n private static object GetActiveSceneInfo()\n {\n try\n {\n Scene activeScene = EditorSceneManager.GetActiveScene();\n if (!activeScene.IsValid())\n {\n return Response.Error(\"No active scene found.\");\n }\n\n var sceneInfo = new\n {\n name = activeScene.name,\n path = activeScene.path,\n buildIndex = activeScene.buildIndex, // -1 if not in build settings\n isDirty = activeScene.isDirty,\n isLoaded = activeScene.isLoaded,\n rootCount = activeScene.rootCount,\n };\n\n return Response.Success(\"Retrieved active scene information.\", sceneInfo);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting active scene info: {e.Message}\");\n }\n }\n\n private static object GetBuildSettingsScenes()\n {\n try\n {\n var scenes = new List();\n for (int i = 0; i < EditorBuildSettings.scenes.Length; i++)\n {\n var scene = EditorBuildSettings.scenes[i];\n scenes.Add(\n new\n {\n path = scene.path,\n guid = scene.guid.ToString(),\n enabled = scene.enabled,\n buildIndex = i, // Actual build index considering only enabled scenes might differ\n }\n );\n }\n return Response.Success(\"Retrieved scenes from Build Settings.\", scenes);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting scenes from Build Settings: {e.Message}\");\n }\n }\n\n private static object GetSceneHierarchy()\n {\n try\n {\n Scene activeScene = EditorSceneManager.GetActiveScene();\n if (!activeScene.IsValid() || !activeScene.isLoaded)\n {\n return Response.Error(\n \"No valid and loaded scene is active to get hierarchy from.\"\n );\n }\n\n GameObject[] rootObjects = activeScene.GetRootGameObjects();\n var hierarchy = rootObjects.Select(go => GetGameObjectDataRecursive(go)).ToList();\n\n return Response.Success(\n $\"Retrieved hierarchy for scene '{activeScene.name}'.\",\n hierarchy\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting scene hierarchy: {e.Message}\");\n }\n }\n\n /// \n /// Recursively builds a data representation of a GameObject and its children.\n /// \n private static object GetGameObjectDataRecursive(GameObject go)\n {\n if (go == null)\n return null;\n\n var childrenData = new List();\n foreach (Transform child in go.transform)\n {\n childrenData.Add(GetGameObjectDataRecursive(child.gameObject));\n }\n\n var gameObjectData = new Dictionary\n {\n { \"name\", go.name },\n { \"activeSelf\", go.activeSelf },\n { \"activeInHierarchy\", go.activeInHierarchy },\n { \"tag\", go.tag },\n { \"layer\", go.layer },\n { \"isStatic\", go.isStatic },\n { \"instanceID\", go.GetInstanceID() }, // Useful unique identifier\n {\n \"transform\",\n new\n {\n position = new\n {\n x = go.transform.localPosition.x,\n y = go.transform.localPosition.y,\n z = go.transform.localPosition.z,\n },\n rotation = new\n {\n x = go.transform.localRotation.eulerAngles.x,\n y = go.transform.localRotation.eulerAngles.y,\n z = go.transform.localRotation.eulerAngles.z,\n }, // Euler for simplicity\n scale = new\n {\n x = go.transform.localScale.x,\n y = go.transform.localScale.y,\n z = go.transform.localScale.z,\n },\n }\n },\n { \"children\", childrenData },\n };\n\n return gameObjectData;\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageAsset.cs", "using System;\nusing System.Collections.Generic;\nusing System.Globalization;\nusing System.IO;\nusing System.Linq;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\n#if UNITY_6000_0_OR_NEWER\nusing PhysicsMaterialType = UnityEngine.PhysicsMaterial;\nusing PhysicsMaterialCombine = UnityEngine.PhysicsMaterialCombine; \n#else\nusing PhysicsMaterialType = UnityEngine.PhysicMaterial;\nusing PhysicsMaterialCombine = UnityEngine.PhysicMaterialCombine;\n#endif\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles asset management operations within the Unity project.\n /// \n public static class ManageAsset\n {\n // --- Main Handler ---\n\n // Define the list of valid actions\n private static readonly List ValidActions = new List\n {\n \"import\",\n \"create\",\n \"modify\",\n \"delete\",\n \"duplicate\",\n \"move\",\n \"rename\",\n \"search\",\n \"get_info\",\n \"create_folder\",\n \"get_components\",\n };\n\n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower();\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n // Check if the action is valid before switching\n if (!ValidActions.Contains(action))\n {\n string validActionsList = string.Join(\", \", ValidActions);\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: {validActionsList}\"\n );\n }\n\n // Common parameters\n string path = @params[\"path\"]?.ToString();\n\n try\n {\n switch (action)\n {\n case \"import\":\n // Note: Unity typically auto-imports. This might re-import or configure import settings.\n return ReimportAsset(path, @params[\"properties\"] as JObject);\n case \"create\":\n return CreateAsset(@params);\n case \"modify\":\n return ModifyAsset(path, @params[\"properties\"] as JObject);\n case \"delete\":\n return DeleteAsset(path);\n case \"duplicate\":\n return DuplicateAsset(path, @params[\"destination\"]?.ToString());\n case \"move\": // Often same as rename if within Assets/\n case \"rename\":\n return MoveOrRenameAsset(path, @params[\"destination\"]?.ToString());\n case \"search\":\n return SearchAssets(@params);\n case \"get_info\":\n return GetAssetInfo(\n path,\n @params[\"generatePreview\"]?.ToObject() ?? false\n );\n case \"create_folder\": // Added specific action for clarity\n return CreateFolder(path);\n case \"get_components\":\n return GetComponentsFromAsset(path);\n\n default:\n // This error message is less likely to be hit now, but kept here as a fallback or for potential future modifications.\n string validActionsListDefault = string.Join(\", \", ValidActions);\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: {validActionsListDefault}\"\n );\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ManageAsset] Action '{action}' failed for path '{path}': {e}\");\n return Response.Error(\n $\"Internal error processing action '{action}' on '{path}': {e.Message}\"\n );\n }\n }\n\n // --- Action Implementations ---\n\n private static object ReimportAsset(string path, JObject properties)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for reimport.\");\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n // TODO: Apply importer properties before reimporting?\n // This is complex as it requires getting the AssetImporter, casting it,\n // applying properties via reflection or specific methods, saving, then reimporting.\n if (properties != null && properties.HasValues)\n {\n Debug.LogWarning(\n \"[ManageAsset.Reimport] Modifying importer properties before reimport is not fully implemented yet.\"\n );\n // AssetImporter importer = AssetImporter.GetAtPath(fullPath);\n // if (importer != null) { /* Apply properties */ AssetDatabase.WriteImportSettingsIfDirty(fullPath); }\n }\n\n AssetDatabase.ImportAsset(fullPath, ImportAssetOptions.ForceUpdate);\n // AssetDatabase.Refresh(); // Usually ImportAsset handles refresh\n return Response.Success($\"Asset '{fullPath}' reimported.\", GetAssetData(fullPath));\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to reimport asset '{fullPath}': {e.Message}\");\n }\n }\n\n private static object CreateAsset(JObject @params)\n {\n string path = @params[\"path\"]?.ToString();\n string assetType = @params[\"assetType\"]?.ToString();\n JObject properties = @params[\"properties\"] as JObject;\n\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for create.\");\n if (string.IsNullOrEmpty(assetType))\n return Response.Error(\"'assetType' is required for create.\");\n\n string fullPath = SanitizeAssetPath(path);\n string directory = Path.GetDirectoryName(fullPath);\n\n // Ensure directory exists\n if (!Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), directory)))\n {\n Directory.CreateDirectory(Path.Combine(Directory.GetCurrentDirectory(), directory));\n AssetDatabase.Refresh(); // Make sure Unity knows about the new folder\n }\n\n if (AssetExists(fullPath))\n return Response.Error($\"Asset already exists at path: {fullPath}\");\n\n try\n {\n UnityEngine.Object newAsset = null;\n string lowerAssetType = assetType.ToLowerInvariant();\n\n // Handle common asset types\n if (lowerAssetType == \"folder\")\n {\n return CreateFolder(path); // Use dedicated method\n }\n else if (lowerAssetType == \"material\")\n {\n Material mat = new Material(Shader.Find(\"Standard\")); // Default shader\n // TODO: Apply properties from JObject (e.g., shader name, color, texture assignments)\n if (properties != null)\n ApplyMaterialProperties(mat, properties);\n AssetDatabase.CreateAsset(mat, fullPath);\n newAsset = mat;\n }\n else if (lowerAssetType == \"physicsmaterial\")\n {\n PhysicsMaterialType pmat = new PhysicsMaterialType();\n if (properties != null)\n ApplyPhysicsMaterialProperties(pmat, properties);\n AssetDatabase.CreateAsset(pmat, fullPath);\n newAsset = pmat;\n }\n else if (lowerAssetType == \"scriptableobject\")\n {\n string scriptClassName = properties?[\"scriptClass\"]?.ToString();\n if (string.IsNullOrEmpty(scriptClassName))\n return Response.Error(\n \"'scriptClass' property required when creating ScriptableObject asset.\"\n );\n\n Type scriptType = FindType(scriptClassName);\n if (\n scriptType == null\n || !typeof(ScriptableObject).IsAssignableFrom(scriptType)\n )\n {\n return Response.Error(\n $\"Script class '{scriptClassName}' not found or does not inherit from ScriptableObject.\"\n );\n }\n\n ScriptableObject so = ScriptableObject.CreateInstance(scriptType);\n // TODO: Apply properties from JObject to the ScriptableObject instance?\n AssetDatabase.CreateAsset(so, fullPath);\n newAsset = so;\n }\n else if (lowerAssetType == \"prefab\")\n {\n // Creating prefabs usually involves saving an existing GameObject hierarchy.\n // A common pattern is to create an empty GameObject, configure it, and then save it.\n return Response.Error(\n \"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.\"\n );\n // Example (conceptual):\n // GameObject source = GameObject.Find(properties[\"sourceGameObject\"].ToString());\n // if(source != null) PrefabUtility.SaveAsPrefabAsset(source, fullPath);\n }\n // TODO: Add more asset types (Animation Controller, Scene, etc.)\n else\n {\n // Generic creation attempt (might fail or create empty files)\n // For some types, just creating the file might be enough if Unity imports it.\n // File.Create(Path.Combine(Directory.GetCurrentDirectory(), fullPath)).Close();\n // AssetDatabase.ImportAsset(fullPath); // Let Unity try to import it\n // newAsset = AssetDatabase.LoadAssetAtPath(fullPath);\n return Response.Error(\n $\"Creation for asset type '{assetType}' is not explicitly supported yet. Supported: Folder, Material, ScriptableObject.\"\n );\n }\n\n if (\n newAsset == null\n && !Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), fullPath))\n ) // Check if it wasn't a folder and asset wasn't created\n {\n return Response.Error(\n $\"Failed to create asset '{assetType}' at '{fullPath}'. See logs for details.\"\n );\n }\n\n AssetDatabase.SaveAssets();\n // AssetDatabase.Refresh(); // CreateAsset often handles refresh\n return Response.Success(\n $\"Asset '{fullPath}' created successfully.\",\n GetAssetData(fullPath)\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create asset at '{fullPath}': {e.Message}\");\n }\n }\n\n private static object CreateFolder(string path)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for create_folder.\");\n string fullPath = SanitizeAssetPath(path);\n string parentDir = Path.GetDirectoryName(fullPath);\n string folderName = Path.GetFileName(fullPath);\n\n if (AssetExists(fullPath))\n {\n // Check if it's actually a folder already\n if (AssetDatabase.IsValidFolder(fullPath))\n {\n return Response.Success(\n $\"Folder already exists at path: {fullPath}\",\n GetAssetData(fullPath)\n );\n }\n else\n {\n return Response.Error(\n $\"An asset (not a folder) already exists at path: {fullPath}\"\n );\n }\n }\n\n try\n {\n // Ensure parent exists\n if (!string.IsNullOrEmpty(parentDir) && !AssetDatabase.IsValidFolder(parentDir))\n {\n // Recursively create parent folders if needed (AssetDatabase handles this internally)\n // Or we can do it manually: Directory.CreateDirectory(Path.Combine(Directory.GetCurrentDirectory(), parentDir)); AssetDatabase.Refresh();\n }\n\n string guid = AssetDatabase.CreateFolder(parentDir, folderName);\n if (string.IsNullOrEmpty(guid))\n {\n return Response.Error(\n $\"Failed to create folder '{fullPath}'. Check logs and permissions.\"\n );\n }\n\n // AssetDatabase.Refresh(); // CreateFolder usually handles refresh\n return Response.Success(\n $\"Folder '{fullPath}' created successfully.\",\n GetAssetData(fullPath)\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create folder '{fullPath}': {e.Message}\");\n }\n }\n\n private static object ModifyAsset(string path, JObject properties)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for modify.\");\n if (properties == null || !properties.HasValues)\n return Response.Error(\"'properties' are required for modify.\");\n\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(\n fullPath\n );\n if (asset == null)\n return Response.Error($\"Failed to load asset at path: {fullPath}\");\n\n bool modified = false; // Flag to track if any changes were made\n\n // --- NEW: Handle GameObject / Prefab Component Modification ---\n if (asset is GameObject gameObject)\n {\n // Iterate through the properties JSON: keys are component names, values are properties objects for that component\n foreach (var prop in properties.Properties())\n {\n string componentName = prop.Name; // e.g., \"Collectible\"\n // Check if the value associated with the component name is actually an object containing properties\n if (\n prop.Value is JObject componentProperties\n && componentProperties.HasValues\n ) // e.g., {\"bobSpeed\": 2.0}\n {\n // Find the component on the GameObject using the name from the JSON key\n // Using GetComponent(string) is convenient but might require exact type name or be ambiguous.\n // Consider using FindType helper if needed for more complex scenarios.\n Component targetComponent = gameObject.GetComponent(componentName);\n\n if (targetComponent != null)\n {\n // Apply the nested properties (e.g., bobSpeed) to the found component instance\n // Use |= to ensure 'modified' becomes true if any component is successfully modified\n modified |= ApplyObjectProperties(\n targetComponent,\n componentProperties\n );\n }\n else\n {\n // Log a warning if a specified component couldn't be found\n Debug.LogWarning(\n $\"[ManageAsset.ModifyAsset] Component '{componentName}' not found on GameObject '{gameObject.name}' in asset '{fullPath}'. Skipping modification for this component.\"\n );\n }\n }\n else\n {\n // Log a warning if the structure isn't {\"ComponentName\": {\"prop\": value}}\n // We could potentially try to apply this property directly to the GameObject here if needed,\n // but the primary goal is component modification.\n Debug.LogWarning(\n $\"[ManageAsset.ModifyAsset] Property '{prop.Name}' for GameObject modification should have a JSON object value containing component properties. Value was: {prop.Value.Type}. Skipping.\"\n );\n }\n }\n // Note: 'modified' is now true if ANY component property was successfully changed.\n }\n // --- End NEW ---\n\n // --- Existing logic for other asset types (now as else-if) ---\n // Example: Modifying a Material\n else if (asset is Material material)\n {\n // Apply properties directly to the material. If this modifies, it sets modified=true.\n // Use |= in case the asset was already marked modified by previous logic (though unlikely here)\n modified |= ApplyMaterialProperties(material, properties);\n }\n // Example: Modifying a ScriptableObject\n else if (asset is ScriptableObject so)\n {\n // Apply properties directly to the ScriptableObject.\n modified |= ApplyObjectProperties(so, properties); // General helper\n }\n // Example: Modifying TextureImporter settings\n else if (asset is Texture)\n {\n AssetImporter importer = AssetImporter.GetAtPath(fullPath);\n if (importer is TextureImporter textureImporter)\n {\n bool importerModified = ApplyObjectProperties(textureImporter, properties);\n if (importerModified)\n {\n // Importer settings need saving and reimporting\n AssetDatabase.WriteImportSettingsIfDirty(fullPath);\n AssetDatabase.ImportAsset(fullPath, ImportAssetOptions.ForceUpdate); // Reimport to apply changes\n modified = true; // Mark overall operation as modified\n }\n }\n else\n {\n Debug.LogWarning($\"Could not get TextureImporter for {fullPath}.\");\n }\n }\n // TODO: Add modification logic for other common asset types (Models, AudioClips importers, etc.)\n else // Fallback for other asset types OR direct properties on non-GameObject assets\n {\n // This block handles non-GameObject/Material/ScriptableObject/Texture assets.\n // Attempts to apply properties directly to the asset itself.\n Debug.LogWarning(\n $\"[ManageAsset.ModifyAsset] Asset type '{asset.GetType().Name}' at '{fullPath}' is not explicitly handled for component modification. Attempting generic property setting on the asset itself.\"\n );\n modified |= ApplyObjectProperties(asset, properties);\n }\n // --- End Existing Logic ---\n\n // Check if any modification happened (either component or direct asset modification)\n if (modified)\n {\n // Mark the asset as dirty (important for prefabs/SOs) so Unity knows to save it.\n EditorUtility.SetDirty(asset);\n // Save all modified assets to disk.\n AssetDatabase.SaveAssets();\n // Refresh might be needed in some edge cases, but SaveAssets usually covers it.\n // AssetDatabase.Refresh();\n return Response.Success(\n $\"Asset '{fullPath}' modified successfully.\",\n GetAssetData(fullPath)\n );\n }\n else\n {\n // If no changes were made (e.g., component not found, property names incorrect, value unchanged), return a success message indicating nothing changed.\n return Response.Success(\n $\"No applicable or modifiable properties found for asset '{fullPath}'. Check component names, property names, and values.\",\n GetAssetData(fullPath)\n );\n // Previous message: return Response.Success($\"No applicable properties found to modify for asset '{fullPath}'.\", GetAssetData(fullPath));\n }\n }\n catch (Exception e)\n {\n // Log the detailed error internally\n Debug.LogError($\"[ManageAsset] Action 'modify' failed for path '{path}': {e}\");\n // Return a user-friendly error message\n return Response.Error($\"Failed to modify asset '{fullPath}': {e.Message}\");\n }\n }\n\n private static object DeleteAsset(string path)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for delete.\");\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n bool success = AssetDatabase.DeleteAsset(fullPath);\n if (success)\n {\n // AssetDatabase.Refresh(); // DeleteAsset usually handles refresh\n return Response.Success($\"Asset '{fullPath}' deleted successfully.\");\n }\n else\n {\n // This might happen if the file couldn't be deleted (e.g., locked)\n return Response.Error(\n $\"Failed to delete asset '{fullPath}'. Check logs or if the file is locked.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error deleting asset '{fullPath}': {e.Message}\");\n }\n }\n\n private static object DuplicateAsset(string path, string destinationPath)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for duplicate.\");\n\n string sourcePath = SanitizeAssetPath(path);\n if (!AssetExists(sourcePath))\n return Response.Error($\"Source asset not found at path: {sourcePath}\");\n\n string destPath;\n if (string.IsNullOrEmpty(destinationPath))\n {\n // Generate a unique path if destination is not provided\n destPath = AssetDatabase.GenerateUniqueAssetPath(sourcePath);\n }\n else\n {\n destPath = SanitizeAssetPath(destinationPath);\n if (AssetExists(destPath))\n return Response.Error($\"Asset already exists at destination path: {destPath}\");\n // Ensure destination directory exists\n EnsureDirectoryExists(Path.GetDirectoryName(destPath));\n }\n\n try\n {\n bool success = AssetDatabase.CopyAsset(sourcePath, destPath);\n if (success)\n {\n // AssetDatabase.Refresh();\n return Response.Success(\n $\"Asset '{sourcePath}' duplicated to '{destPath}'.\",\n GetAssetData(destPath)\n );\n }\n else\n {\n return Response.Error(\n $\"Failed to duplicate asset from '{sourcePath}' to '{destPath}'.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error duplicating asset '{sourcePath}': {e.Message}\");\n }\n }\n\n private static object MoveOrRenameAsset(string path, string destinationPath)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for move/rename.\");\n if (string.IsNullOrEmpty(destinationPath))\n return Response.Error(\"'destination' path is required for move/rename.\");\n\n string sourcePath = SanitizeAssetPath(path);\n string destPath = SanitizeAssetPath(destinationPath);\n\n if (!AssetExists(sourcePath))\n return Response.Error($\"Source asset not found at path: {sourcePath}\");\n if (AssetExists(destPath))\n return Response.Error(\n $\"An asset already exists at the destination path: {destPath}\"\n );\n\n // Ensure destination directory exists\n EnsureDirectoryExists(Path.GetDirectoryName(destPath));\n\n try\n {\n // Validate will return an error string if failed, null if successful\n string error = AssetDatabase.ValidateMoveAsset(sourcePath, destPath);\n if (!string.IsNullOrEmpty(error))\n {\n return Response.Error(\n $\"Failed to move/rename asset from '{sourcePath}' to '{destPath}': {error}\"\n );\n }\n\n string guid = AssetDatabase.MoveAsset(sourcePath, destPath);\n if (!string.IsNullOrEmpty(guid)) // MoveAsset returns the new GUID on success\n {\n // AssetDatabase.Refresh(); // MoveAsset usually handles refresh\n return Response.Success(\n $\"Asset moved/renamed from '{sourcePath}' to '{destPath}'.\",\n GetAssetData(destPath)\n );\n }\n else\n {\n // This case might not be reachable if ValidateMoveAsset passes, but good to have\n return Response.Error(\n $\"MoveAsset call failed unexpectedly for '{sourcePath}' to '{destPath}'.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error moving/renaming asset '{sourcePath}': {e.Message}\");\n }\n }\n\n private static object SearchAssets(JObject @params)\n {\n string searchPattern = @params[\"searchPattern\"]?.ToString();\n string filterType = @params[\"filterType\"]?.ToString();\n string pathScope = @params[\"path\"]?.ToString(); // Use path as folder scope\n string filterDateAfterStr = @params[\"filterDateAfter\"]?.ToString();\n int pageSize = @params[\"pageSize\"]?.ToObject() ?? 50; // Default page size\n int pageNumber = @params[\"pageNumber\"]?.ToObject() ?? 1; // Default page number (1-based)\n bool generatePreview = @params[\"generatePreview\"]?.ToObject() ?? false;\n\n List searchFilters = new List();\n if (!string.IsNullOrEmpty(searchPattern))\n searchFilters.Add(searchPattern);\n if (!string.IsNullOrEmpty(filterType))\n searchFilters.Add($\"t:{filterType}\");\n\n string[] folderScope = null;\n if (!string.IsNullOrEmpty(pathScope))\n {\n folderScope = new string[] { SanitizeAssetPath(pathScope) };\n if (!AssetDatabase.IsValidFolder(folderScope[0]))\n {\n // Maybe the user provided a file path instead of a folder?\n // We could search in the containing folder, or return an error.\n Debug.LogWarning(\n $\"Search path '{folderScope[0]}' is not a valid folder. Searching entire project.\"\n );\n folderScope = null; // Search everywhere if path isn't a folder\n }\n }\n\n DateTime? filterDateAfter = null;\n if (!string.IsNullOrEmpty(filterDateAfterStr))\n {\n if (\n DateTime.TryParse(\n filterDateAfterStr,\n CultureInfo.InvariantCulture,\n DateTimeStyles.AssumeUniversal | DateTimeStyles.AdjustToUniversal,\n out DateTime parsedDate\n )\n )\n {\n filterDateAfter = parsedDate;\n }\n else\n {\n Debug.LogWarning(\n $\"Could not parse filterDateAfter: '{filterDateAfterStr}'. Expected ISO 8601 format.\"\n );\n }\n }\n\n try\n {\n string[] guids = AssetDatabase.FindAssets(\n string.Join(\" \", searchFilters),\n folderScope\n );\n List results = new List();\n int totalFound = 0;\n\n foreach (string guid in guids)\n {\n string assetPath = AssetDatabase.GUIDToAssetPath(guid);\n if (string.IsNullOrEmpty(assetPath))\n continue;\n\n // Apply date filter if present\n if (filterDateAfter.HasValue)\n {\n DateTime lastWriteTime = File.GetLastWriteTimeUtc(\n Path.Combine(Directory.GetCurrentDirectory(), assetPath)\n );\n if (lastWriteTime <= filterDateAfter.Value)\n {\n continue; // Skip assets older than or equal to the filter date\n }\n }\n\n totalFound++; // Count matching assets before pagination\n results.Add(GetAssetData(assetPath, generatePreview));\n }\n\n // Apply pagination\n int startIndex = (pageNumber - 1) * pageSize;\n var pagedResults = results.Skip(startIndex).Take(pageSize).ToList();\n\n return Response.Success(\n $\"Found {totalFound} asset(s). Returning page {pageNumber} ({pagedResults.Count} assets).\",\n new\n {\n totalAssets = totalFound,\n pageSize = pageSize,\n pageNumber = pageNumber,\n assets = pagedResults,\n }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error searching assets: {e.Message}\");\n }\n }\n\n private static object GetAssetInfo(string path, bool generatePreview)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for get_info.\");\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n return Response.Success(\n \"Asset info retrieved.\",\n GetAssetData(fullPath, generatePreview)\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting info for asset '{fullPath}': {e.Message}\");\n }\n }\n\n /// \n /// Retrieves components attached to a GameObject asset (like a Prefab).\n /// \n /// The asset path of the GameObject or Prefab.\n /// A response object containing a list of component type names or an error.\n private static object GetComponentsFromAsset(string path)\n {\n // 1. Validate input path\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for get_components.\");\n\n // 2. Sanitize and check existence\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n // 3. Load the asset\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(\n fullPath\n );\n if (asset == null)\n return Response.Error($\"Failed to load asset at path: {fullPath}\");\n\n // 4. Check if it's a GameObject (Prefabs load as GameObjects)\n GameObject gameObject = asset as GameObject;\n if (gameObject == null)\n {\n // Also check if it's *directly* a Component type (less common for primary assets)\n Component componentAsset = asset as Component;\n if (componentAsset != null)\n {\n // If the asset itself *is* a component, maybe return just its info?\n // This is an edge case. Let's stick to GameObjects for now.\n return Response.Error(\n $\"Asset at '{fullPath}' is a Component ({asset.GetType().FullName}), not a GameObject. Components are typically retrieved *from* a GameObject.\"\n );\n }\n return Response.Error(\n $\"Asset at '{fullPath}' is not a GameObject (Type: {asset.GetType().FullName}). Cannot get components from this asset type.\"\n );\n }\n\n // 5. Get components\n Component[] components = gameObject.GetComponents();\n\n // 6. Format component data\n List componentList = components\n .Select(comp => new\n {\n typeName = comp.GetType().FullName,\n instanceID = comp.GetInstanceID(),\n // TODO: Add more component-specific details here if needed in the future?\n // Requires reflection or specific handling per component type.\n })\n .ToList(); // Explicit cast for clarity if needed\n\n // 7. Return success response\n return Response.Success(\n $\"Found {componentList.Count} component(s) on asset '{fullPath}'.\",\n componentList\n );\n }\n catch (Exception e)\n {\n Debug.LogError(\n $\"[ManageAsset.GetComponentsFromAsset] Error getting components for '{fullPath}': {e}\"\n );\n return Response.Error(\n $\"Error getting components for asset '{fullPath}': {e.Message}\"\n );\n }\n }\n\n // --- Internal Helpers ---\n\n /// \n /// Ensures the asset path starts with \"Assets/\".\n /// \n private static string SanitizeAssetPath(string path)\n {\n if (string.IsNullOrEmpty(path))\n return path;\n path = path.Replace('\\\\', '/'); // Normalize separators\n if (!path.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n return \"Assets/\" + path.TrimStart('/');\n }\n return path;\n }\n\n /// \n /// Checks if an asset exists at the given path (file or folder).\n /// \n private static bool AssetExists(string sanitizedPath)\n {\n // AssetDatabase APIs are generally preferred over raw File/Directory checks for assets.\n // Check if it's a known asset GUID.\n if (!string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(sanitizedPath)))\n {\n return true;\n }\n // AssetPathToGUID might not work for newly created folders not yet refreshed.\n // Check directory explicitly for folders.\n if (Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), sanitizedPath)))\n {\n // Check if it's considered a *valid* folder by Unity\n return AssetDatabase.IsValidFolder(sanitizedPath);\n }\n // Check file existence for non-folder assets.\n if (File.Exists(Path.Combine(Directory.GetCurrentDirectory(), sanitizedPath)))\n {\n return true; // Assume if file exists, it's an asset or will be imported\n }\n\n return false;\n // Alternative: return !string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(sanitizedPath));\n }\n\n /// \n /// Ensures the directory for a given asset path exists, creating it if necessary.\n /// \n private static void EnsureDirectoryExists(string directoryPath)\n {\n if (string.IsNullOrEmpty(directoryPath))\n return;\n string fullDirPath = Path.Combine(Directory.GetCurrentDirectory(), directoryPath);\n if (!Directory.Exists(fullDirPath))\n {\n Directory.CreateDirectory(fullDirPath);\n AssetDatabase.Refresh(); // Let Unity know about the new folder\n }\n }\n\n /// \n /// Applies properties from JObject to a Material.\n /// \n private static bool ApplyMaterialProperties(Material mat, JObject properties)\n {\n if (mat == null || properties == null)\n return false;\n bool modified = false;\n\n // Example: Set shader\n if (properties[\"shader\"]?.Type == JTokenType.String)\n {\n Shader newShader = Shader.Find(properties[\"shader\"].ToString());\n if (newShader != null && mat.shader != newShader)\n {\n mat.shader = newShader;\n modified = true;\n }\n }\n // Example: Set color property\n if (properties[\"color\"] is JObject colorProps)\n {\n string propName = colorProps[\"name\"]?.ToString() ?? \"_Color\"; // Default main color\n if (colorProps[\"value\"] is JArray colArr && colArr.Count >= 3)\n {\n try\n {\n Color newColor = new Color(\n colArr[0].ToObject(),\n colArr[1].ToObject(),\n colArr[2].ToObject(),\n colArr.Count > 3 ? colArr[3].ToObject() : 1.0f\n );\n if (mat.HasProperty(propName) && mat.GetColor(propName) != newColor)\n {\n mat.SetColor(propName, newColor);\n modified = true;\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Error parsing color property '{propName}': {ex.Message}\"\n );\n }\n }\n } else if (properties[\"color\"] is JArray colorArr) //Use color now with examples set in manage_asset.py\n {\n string propName = \"_Color\"; \n try {\n if (colorArr.Count >= 3)\n {\n Color newColor = new Color(\n colorArr[0].ToObject(),\n colorArr[1].ToObject(), \n colorArr[2].ToObject(), \n colorArr.Count > 3 ? colorArr[3].ToObject() : 1.0f\n );\n if (mat.HasProperty(propName) && mat.GetColor(propName) != newColor)\n {\n mat.SetColor(propName, newColor);\n modified = true;\n }\n }\n } \n catch (Exception ex) {\n Debug.LogWarning(\n $\"Error parsing color property '{propName}': {ex.Message}\"\n );\n }\n }\n // Example: Set float property\n if (properties[\"float\"] is JObject floatProps)\n {\n string propName = floatProps[\"name\"]?.ToString();\n if (\n !string.IsNullOrEmpty(propName) && floatProps[\"value\"]?.Type == JTokenType.Float\n || floatProps[\"value\"]?.Type == JTokenType.Integer\n )\n {\n try\n {\n float newVal = floatProps[\"value\"].ToObject();\n if (mat.HasProperty(propName) && mat.GetFloat(propName) != newVal)\n {\n mat.SetFloat(propName, newVal);\n modified = true;\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Error parsing float property '{propName}': {ex.Message}\"\n );\n }\n }\n }\n // Example: Set texture property\n if (properties[\"texture\"] is JObject texProps)\n {\n string propName = texProps[\"name\"]?.ToString() ?? \"_MainTex\"; // Default main texture\n string texPath = texProps[\"path\"]?.ToString();\n if (!string.IsNullOrEmpty(texPath))\n {\n Texture newTex = AssetDatabase.LoadAssetAtPath(\n SanitizeAssetPath(texPath)\n );\n if (\n newTex != null\n && mat.HasProperty(propName)\n && mat.GetTexture(propName) != newTex\n )\n {\n mat.SetTexture(propName, newTex);\n modified = true;\n }\n else if (newTex == null)\n {\n Debug.LogWarning($\"Texture not found at path: {texPath}\");\n }\n }\n }\n\n // TODO: Add handlers for other property types (Vectors, Ints, Keywords, RenderQueue, etc.)\n return modified;\n }\n\n /// \n /// Applies properties from JObject to a PhysicsMaterial.\n /// \n private static bool ApplyPhysicsMaterialProperties(PhysicsMaterialType pmat, JObject properties)\n {\n if (pmat == null || properties == null)\n return false;\n bool modified = false;\n\n // Example: Set dynamic friction\n if (properties[\"dynamicFriction\"]?.Type == JTokenType.Float)\n {\n float dynamicFriction = properties[\"dynamicFriction\"].ToObject();\n pmat.dynamicFriction = dynamicFriction;\n modified = true;\n }\n\n // Example: Set static friction\n if (properties[\"staticFriction\"]?.Type == JTokenType.Float)\n {\n float staticFriction = properties[\"staticFriction\"].ToObject();\n pmat.staticFriction = staticFriction;\n modified = true;\n }\n\n // Example: Set bounciness\n if (properties[\"bounciness\"]?.Type == JTokenType.Float)\n {\n float bounciness = properties[\"bounciness\"].ToObject();\n pmat.bounciness = bounciness;\n modified = true;\n }\n\n List averageList = new List { \"ave\", \"Ave\", \"average\", \"Average\" };\n List multiplyList = new List { \"mul\", \"Mul\", \"mult\", \"Mult\", \"multiply\", \"Multiply\" };\n List minimumList = new List { \"min\", \"Min\", \"minimum\", \"Minimum\" };\n List maximumList = new List { \"max\", \"Max\", \"maximum\", \"Maximum\" };\n\n // Example: Set friction combine\n if (properties[\"frictionCombine\"]?.Type == JTokenType.String)\n {\n string frictionCombine = properties[\"frictionCombine\"].ToString();\n if (averageList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Average;\n else if (multiplyList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Multiply;\n else if (minimumList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Minimum;\n else if (maximumList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Maximum;\n modified = true;\n }\n\n // Example: Set bounce combine\n if (properties[\"bounceCombine\"]?.Type == JTokenType.String)\n {\n string bounceCombine = properties[\"bounceCombine\"].ToString();\n if (averageList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Average;\n else if (multiplyList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Multiply;\n else if (minimumList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Minimum;\n else if (maximumList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Maximum;\n modified = true;\n }\n\n return modified;\n }\n\n /// \n /// Generic helper to set properties on any UnityEngine.Object using reflection.\n /// \n private static bool ApplyObjectProperties(UnityEngine.Object target, JObject properties)\n {\n if (target == null || properties == null)\n return false;\n bool modified = false;\n Type type = target.GetType();\n\n foreach (var prop in properties.Properties())\n {\n string propName = prop.Name;\n JToken propValue = prop.Value;\n if (SetPropertyOrField(target, propName, propValue, type))\n {\n modified = true;\n }\n }\n return modified;\n }\n\n /// \n /// Helper to set a property or field via reflection, handling basic types and Unity objects.\n /// \n private static bool SetPropertyOrField(\n object target,\n string memberName,\n JToken value,\n Type type = null\n )\n {\n type = type ?? target.GetType();\n System.Reflection.BindingFlags flags =\n System.Reflection.BindingFlags.Public\n | System.Reflection.BindingFlags.Instance\n | System.Reflection.BindingFlags.IgnoreCase;\n\n try\n {\n System.Reflection.PropertyInfo propInfo = type.GetProperty(memberName, flags);\n if (propInfo != null && propInfo.CanWrite)\n {\n object convertedValue = ConvertJTokenToType(value, propInfo.PropertyType);\n if (\n convertedValue != null\n && !object.Equals(propInfo.GetValue(target), convertedValue)\n )\n {\n propInfo.SetValue(target, convertedValue);\n return true;\n }\n }\n else\n {\n System.Reflection.FieldInfo fieldInfo = type.GetField(memberName, flags);\n if (fieldInfo != null)\n {\n object convertedValue = ConvertJTokenToType(value, fieldInfo.FieldType);\n if (\n convertedValue != null\n && !object.Equals(fieldInfo.GetValue(target), convertedValue)\n )\n {\n fieldInfo.SetValue(target, convertedValue);\n return true;\n }\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"[SetPropertyOrField] Failed to set '{memberName}' on {type.Name}: {ex.Message}\"\n );\n }\n return false;\n }\n\n /// \n /// Simple JToken to Type conversion for common Unity types and primitives.\n /// \n private static object ConvertJTokenToType(JToken token, Type targetType)\n {\n try\n {\n if (token == null || token.Type == JTokenType.Null)\n return null;\n\n if (targetType == typeof(string))\n return token.ToObject();\n if (targetType == typeof(int))\n return token.ToObject();\n if (targetType == typeof(float))\n return token.ToObject();\n if (targetType == typeof(bool))\n return token.ToObject();\n if (targetType == typeof(Vector2) && token is JArray arrV2 && arrV2.Count == 2)\n return new Vector2(arrV2[0].ToObject(), arrV2[1].ToObject());\n if (targetType == typeof(Vector3) && token is JArray arrV3 && arrV3.Count == 3)\n return new Vector3(\n arrV3[0].ToObject(),\n arrV3[1].ToObject(),\n arrV3[2].ToObject()\n );\n if (targetType == typeof(Vector4) && token is JArray arrV4 && arrV4.Count == 4)\n return new Vector4(\n arrV4[0].ToObject(),\n arrV4[1].ToObject(),\n arrV4[2].ToObject(),\n arrV4[3].ToObject()\n );\n if (targetType == typeof(Quaternion) && token is JArray arrQ && arrQ.Count == 4)\n return new Quaternion(\n arrQ[0].ToObject(),\n arrQ[1].ToObject(),\n arrQ[2].ToObject(),\n arrQ[3].ToObject()\n );\n if (targetType == typeof(Color) && token is JArray arrC && arrC.Count >= 3) // Allow RGB or RGBA\n return new Color(\n arrC[0].ToObject(),\n arrC[1].ToObject(),\n arrC[2].ToObject(),\n arrC.Count > 3 ? arrC[3].ToObject() : 1.0f\n );\n if (targetType.IsEnum)\n return Enum.Parse(targetType, token.ToString(), true); // Case-insensitive enum parsing\n\n // Handle loading Unity Objects (Materials, Textures, etc.) by path\n if (\n typeof(UnityEngine.Object).IsAssignableFrom(targetType)\n && token.Type == JTokenType.String\n )\n {\n string assetPath = SanitizeAssetPath(token.ToString());\n UnityEngine.Object loadedAsset = AssetDatabase.LoadAssetAtPath(\n assetPath,\n targetType\n );\n if (loadedAsset == null)\n {\n Debug.LogWarning(\n $\"[ConvertJTokenToType] Could not load asset of type {targetType.Name} from path: {assetPath}\"\n );\n }\n return loadedAsset;\n }\n\n // Fallback: Try direct conversion (might work for other simple value types)\n return token.ToObject(targetType);\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"[ConvertJTokenToType] Could not convert JToken '{token}' (type {token.Type}) to type '{targetType.Name}': {ex.Message}\"\n );\n return null;\n }\n }\n\n /// \n /// Helper to find a Type by name, searching relevant assemblies.\n /// Needed for creating ScriptableObjects or finding component types by name.\n /// \n private static Type FindType(string typeName)\n {\n if (string.IsNullOrEmpty(typeName))\n return null;\n\n // Try direct lookup first (common Unity types often don't need assembly qualified name)\n var type =\n Type.GetType(typeName)\n ?? Type.GetType($\"UnityEngine.{typeName}, UnityEngine.CoreModule\")\n ?? Type.GetType($\"UnityEngine.UI.{typeName}, UnityEngine.UI\")\n ?? Type.GetType($\"UnityEditor.{typeName}, UnityEditor.CoreModule\");\n\n if (type != null)\n return type;\n\n // If not found, search loaded assemblies (slower but more robust for user scripts)\n foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())\n {\n // Look for non-namespaced first\n type = assembly.GetType(typeName, false, true); // throwOnError=false, ignoreCase=true\n if (type != null)\n return type;\n\n // Check common namespaces if simple name given\n type = assembly.GetType(\"UnityEngine.\" + typeName, false, true);\n if (type != null)\n return type;\n type = assembly.GetType(\"UnityEditor.\" + typeName, false, true);\n if (type != null)\n return type;\n // Add other likely namespaces if needed (e.g., specific plugins)\n }\n\n Debug.LogWarning($\"[FindType] Type '{typeName}' not found in any loaded assembly.\");\n return null; // Not found\n }\n\n // --- Data Serialization ---\n\n /// \n /// Creates a serializable representation of an asset.\n /// \n private static object GetAssetData(string path, bool generatePreview = false)\n {\n if (string.IsNullOrEmpty(path) || !AssetExists(path))\n return null;\n\n string guid = AssetDatabase.AssetPathToGUID(path);\n Type assetType = AssetDatabase.GetMainAssetTypeAtPath(path);\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(path);\n string previewBase64 = null;\n int previewWidth = 0;\n int previewHeight = 0;\n\n if (generatePreview && asset != null)\n {\n Texture2D preview = AssetPreview.GetAssetPreview(asset);\n\n if (preview != null)\n {\n try\n {\n // Ensure texture is readable for EncodeToPNG\n // Creating a temporary readable copy is safer\n RenderTexture rt = RenderTexture.GetTemporary(\n preview.width,\n preview.height\n );\n Graphics.Blit(preview, rt);\n RenderTexture previous = RenderTexture.active;\n RenderTexture.active = rt;\n Texture2D readablePreview = new Texture2D(preview.width, preview.height);\n readablePreview.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);\n readablePreview.Apply();\n RenderTexture.active = previous;\n RenderTexture.ReleaseTemporary(rt);\n\n byte[] pngData = readablePreview.EncodeToPNG();\n previewBase64 = Convert.ToBase64String(pngData);\n previewWidth = readablePreview.width;\n previewHeight = readablePreview.height;\n UnityEngine.Object.DestroyImmediate(readablePreview); // Clean up temp texture\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Failed to generate readable preview for '{path}': {ex.Message}. Preview might not be readable.\"\n );\n // Fallback: Try getting static preview if available?\n // Texture2D staticPreview = AssetPreview.GetMiniThumbnail(asset);\n }\n }\n else\n {\n Debug.LogWarning(\n $\"Could not get asset preview for {path} (Type: {assetType?.Name}). Is it supported?\"\n );\n }\n }\n\n return new\n {\n path = path,\n guid = guid,\n assetType = assetType?.FullName ?? \"Unknown\",\n name = Path.GetFileNameWithoutExtension(path),\n fileName = Path.GetFileName(path),\n isFolder = AssetDatabase.IsValidFolder(path),\n instanceID = asset?.GetInstanceID() ?? 0,\n lastWriteTimeUtc = File.GetLastWriteTimeUtc(\n Path.Combine(Directory.GetCurrentDirectory(), path)\n )\n .ToString(\"o\"), // ISO 8601\n // --- Preview Data ---\n previewBase64 = previewBase64, // PNG data as Base64 string\n previewWidth = previewWidth,\n previewHeight = previewHeight,\n // TODO: Add more metadata? Importer settings? Dependencies?\n };\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageScript.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Text.RegularExpressions;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers;\n\n#if USE_ROSLYN\nusing Microsoft.CodeAnalysis;\nusing Microsoft.CodeAnalysis.CSharp;\n#endif\n\n#if UNITY_EDITOR\nusing UnityEditor.Compilation;\n#endif\n\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles CRUD operations for C# scripts within the Unity project.\n /// \n /// ROSLYN INSTALLATION GUIDE:\n /// To enable advanced syntax validation with Roslyn compiler services:\n /// \n /// 1. Install Microsoft.CodeAnalysis.CSharp NuGet package:\n /// - Open Package Manager in Unity\n /// - Follow the instruction on https://github.com/GlitchEnzo/NuGetForUnity\n /// \n /// 2. Open NuGet Package Manager and Install Microsoft.CodeAnalysis.CSharp:\n /// \n /// 3. Alternative: Manual DLL installation:\n /// - Download Microsoft.CodeAnalysis.CSharp.dll and dependencies\n /// - Place in Assets/Plugins/ folder\n /// - Ensure .NET compatibility settings are correct\n /// \n /// 4. Define USE_ROSLYN symbol:\n /// - Go to Player Settings > Scripting Define Symbols\n /// - Add \"USE_ROSLYN\" to enable Roslyn-based validation\n /// \n /// 5. Restart Unity after installation\n /// \n /// Note: Without Roslyn, the system falls back to basic structural validation.\n /// Roslyn provides full C# compiler diagnostics with line numbers and detailed error messages.\n /// \n public static class ManageScript\n {\n /// \n /// Main handler for script management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n // Extract parameters\n string action = @params[\"action\"]?.ToString().ToLower();\n string name = @params[\"name\"]?.ToString();\n string path = @params[\"path\"]?.ToString(); // Relative to Assets/\n string contents = null;\n\n // Check if we have base64 encoded contents\n bool contentsEncoded = @params[\"contentsEncoded\"]?.ToObject() ?? false;\n if (contentsEncoded && @params[\"encodedContents\"] != null)\n {\n try\n {\n contents = DecodeBase64(@params[\"encodedContents\"].ToString());\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to decode script contents: {e.Message}\");\n }\n }\n else\n {\n contents = @params[\"contents\"]?.ToString();\n }\n\n string scriptType = @params[\"scriptType\"]?.ToString(); // For templates/validation\n string namespaceName = @params[\"namespace\"]?.ToString(); // For organizing code\n\n // Validate required parameters\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\"Name parameter is required.\");\n }\n // Basic name validation (alphanumeric, underscores, cannot start with number)\n if (!Regex.IsMatch(name, @\"^[a-zA-Z_][a-zA-Z0-9_]*$\"))\n {\n return Response.Error(\n $\"Invalid script name: '{name}'. Use only letters, numbers, underscores, and don't start with a number.\"\n );\n }\n\n // Ensure path is relative to Assets/, removing any leading \"Assets/\"\n // Set default directory to \"Scripts\" if path is not provided\n string relativeDir = path ?? \"Scripts\"; // Default to \"Scripts\" if path is null\n if (!string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = relativeDir.Replace('\\\\', '/').Trim('/');\n if (relativeDir.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n relativeDir = relativeDir.Substring(\"Assets/\".Length).TrimStart('/');\n }\n }\n // Handle empty string case explicitly after processing\n if (string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = \"Scripts\"; // Ensure default if path was provided as \"\" or only \"/\" or \"Assets/\"\n }\n\n // Construct paths\n string scriptFileName = $\"{name}.cs\";\n string fullPathDir = Path.Combine(Application.dataPath, relativeDir); // Application.dataPath ends in \"Assets\"\n string fullPath = Path.Combine(fullPathDir, scriptFileName);\n string relativePath = Path.Combine(\"Assets\", relativeDir, scriptFileName)\n .Replace('\\\\', '/'); // Ensure \"Assets/\" prefix and forward slashes\n\n // Ensure the target directory exists for create/update\n if (action == \"create\" || action == \"update\")\n {\n try\n {\n Directory.CreateDirectory(fullPathDir);\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Could not create directory '{fullPathDir}': {e.Message}\"\n );\n }\n }\n\n // Route to specific action handlers\n switch (action)\n {\n case \"create\":\n return CreateScript(\n fullPath,\n relativePath,\n name,\n contents,\n scriptType,\n namespaceName\n );\n case \"read\":\n return ReadScript(fullPath, relativePath);\n case \"update\":\n return UpdateScript(fullPath, relativePath, name, contents);\n case \"delete\":\n return DeleteScript(fullPath, relativePath);\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: create, read, update, delete.\"\n );\n }\n }\n\n /// \n /// Decode base64 string to normal text\n /// \n private static string DecodeBase64(string encoded)\n {\n byte[] data = Convert.FromBase64String(encoded);\n return System.Text.Encoding.UTF8.GetString(data);\n }\n\n /// \n /// Encode text to base64 string\n /// \n private static string EncodeBase64(string text)\n {\n byte[] data = System.Text.Encoding.UTF8.GetBytes(text);\n return Convert.ToBase64String(data);\n }\n\n private static object CreateScript(\n string fullPath,\n string relativePath,\n string name,\n string contents,\n string scriptType,\n string namespaceName\n )\n {\n // Check if script already exists\n if (File.Exists(fullPath))\n {\n return Response.Error(\n $\"Script already exists at '{relativePath}'. Use 'update' action to modify.\"\n );\n }\n\n // Generate default content if none provided\n if (string.IsNullOrEmpty(contents))\n {\n contents = GenerateDefaultScriptContent(name, scriptType, namespaceName);\n }\n\n // Validate syntax with detailed error reporting using GUI setting\n ValidationLevel validationLevel = GetValidationLevelFromGUI();\n bool isValid = ValidateScriptSyntax(contents, validationLevel, out string[] validationErrors);\n if (!isValid)\n {\n string errorMessage = \"Script validation failed:\\n\" + string.Join(\"\\n\", validationErrors);\n return Response.Error(errorMessage);\n }\n else if (validationErrors != null && validationErrors.Length > 0)\n {\n // Log warnings but don't block creation\n Debug.LogWarning($\"Script validation warnings for {name}:\\n\" + string.Join(\"\\n\", validationErrors));\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath);\n AssetDatabase.Refresh(); // Ensure Unity recognizes the new script\n return Response.Success(\n $\"Script '{name}.cs' created successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create script '{relativePath}': {e.Message}\");\n }\n }\n\n private static object ReadScript(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Script not found at '{relativePath}'.\");\n }\n\n try\n {\n string contents = File.ReadAllText(fullPath);\n\n // Return both normal and encoded contents for larger files\n bool isLarge = contents.Length > 10000; // If content is large, include encoded version\n var responseData = new\n {\n path = relativePath,\n contents = contents,\n // For large files, also include base64-encoded version\n encodedContents = isLarge ? EncodeBase64(contents) : null,\n contentsEncoded = isLarge,\n };\n\n return Response.Success(\n $\"Script '{Path.GetFileName(relativePath)}' read successfully.\",\n responseData\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to read script '{relativePath}': {e.Message}\");\n }\n }\n\n private static object UpdateScript(\n string fullPath,\n string relativePath,\n string name,\n string contents\n )\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error(\n $\"Script not found at '{relativePath}'. Use 'create' action to add a new script.\"\n );\n }\n if (string.IsNullOrEmpty(contents))\n {\n return Response.Error(\"Content is required for the 'update' action.\");\n }\n\n // Validate syntax with detailed error reporting using GUI setting\n ValidationLevel validationLevel = GetValidationLevelFromGUI();\n bool isValid = ValidateScriptSyntax(contents, validationLevel, out string[] validationErrors);\n if (!isValid)\n {\n string errorMessage = \"Script validation failed:\\n\" + string.Join(\"\\n\", validationErrors);\n return Response.Error(errorMessage);\n }\n else if (validationErrors != null && validationErrors.Length > 0)\n {\n // Log warnings but don't block update\n Debug.LogWarning($\"Script validation warnings for {name}:\\n\" + string.Join(\"\\n\", validationErrors));\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath); // Re-import to reflect changes\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Script '{name}.cs' updated successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to update script '{relativePath}': {e.Message}\");\n }\n }\n\n private static object DeleteScript(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Script not found at '{relativePath}'. Cannot delete.\");\n }\n\n try\n {\n // Use AssetDatabase.MoveAssetToTrash for safer deletion (allows undo)\n bool deleted = AssetDatabase.MoveAssetToTrash(relativePath);\n if (deleted)\n {\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Script '{Path.GetFileName(relativePath)}' moved to trash successfully.\"\n );\n }\n else\n {\n // Fallback or error if MoveAssetToTrash fails\n return Response.Error(\n $\"Failed to move script '{relativePath}' to trash. It might be locked or in use.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error deleting script '{relativePath}': {e.Message}\");\n }\n }\n\n /// \n /// Generates basic C# script content based on name and type.\n /// \n private static string GenerateDefaultScriptContent(\n string name,\n string scriptType,\n string namespaceName\n )\n {\n string usingStatements = \"using UnityEngine;\\nusing System.Collections;\\n\";\n string classDeclaration;\n string body =\n \"\\n // Use this for initialization\\n void Start() {\\n\\n }\\n\\n // Update is called once per frame\\n void Update() {\\n\\n }\\n\";\n\n string baseClass = \"\";\n if (!string.IsNullOrEmpty(scriptType))\n {\n if (scriptType.Equals(\"MonoBehaviour\", StringComparison.OrdinalIgnoreCase))\n baseClass = \" : MonoBehaviour\";\n else if (scriptType.Equals(\"ScriptableObject\", StringComparison.OrdinalIgnoreCase))\n {\n baseClass = \" : ScriptableObject\";\n body = \"\"; // ScriptableObjects don't usually need Start/Update\n }\n else if (\n scriptType.Equals(\"Editor\", StringComparison.OrdinalIgnoreCase)\n || scriptType.Equals(\"EditorWindow\", StringComparison.OrdinalIgnoreCase)\n )\n {\n usingStatements += \"using UnityEditor;\\n\";\n if (scriptType.Equals(\"Editor\", StringComparison.OrdinalIgnoreCase))\n baseClass = \" : Editor\";\n else\n baseClass = \" : EditorWindow\";\n body = \"\"; // Editor scripts have different structures\n }\n // Add more types as needed\n }\n\n classDeclaration = $\"public class {name}{baseClass}\";\n\n string fullContent = $\"{usingStatements}\\n\";\n bool useNamespace = !string.IsNullOrEmpty(namespaceName);\n\n if (useNamespace)\n {\n fullContent += $\"namespace {namespaceName}\\n{{\\n\";\n // Indent class and body if using namespace\n classDeclaration = \" \" + classDeclaration;\n body = string.Join(\"\\n\", body.Split('\\n').Select(line => \" \" + line));\n }\n\n fullContent += $\"{classDeclaration}\\n{{\\n{body}\\n}}\";\n\n if (useNamespace)\n {\n fullContent += \"\\n}\"; // Close namespace\n }\n\n return fullContent.Trim() + \"\\n\"; // Ensure a trailing newline\n }\n\n /// \n /// Gets the validation level from the GUI settings\n /// \n private static ValidationLevel GetValidationLevelFromGUI()\n {\n string savedLevel = EditorPrefs.GetString(\"UnityMCP_ScriptValidationLevel\", \"standard\");\n return savedLevel.ToLower() switch\n {\n \"basic\" => ValidationLevel.Basic,\n \"standard\" => ValidationLevel.Standard,\n \"comprehensive\" => ValidationLevel.Comprehensive,\n \"strict\" => ValidationLevel.Strict,\n _ => ValidationLevel.Standard // Default fallback\n };\n }\n\n /// \n /// Validates C# script syntax using multiple validation layers.\n /// \n private static bool ValidateScriptSyntax(string contents)\n {\n return ValidateScriptSyntax(contents, ValidationLevel.Standard, out _);\n }\n\n /// \n /// Advanced syntax validation with detailed diagnostics and configurable strictness.\n /// \n private static bool ValidateScriptSyntax(string contents, ValidationLevel level, out string[] errors)\n {\n var errorList = new System.Collections.Generic.List();\n errors = null;\n\n if (string.IsNullOrEmpty(contents))\n {\n return true; // Empty content is valid\n }\n\n // Basic structural validation\n if (!ValidateBasicStructure(contents, errorList))\n {\n errors = errorList.ToArray();\n return false;\n }\n\n#if USE_ROSLYN\n // Advanced Roslyn-based validation\n if (!ValidateScriptSyntaxRoslyn(contents, level, errorList))\n {\n errors = errorList.ToArray();\n return level != ValidationLevel.Standard; //TODO: Allow standard to run roslyn right now, might formalize it in the future\n }\n#endif\n\n // Unity-specific validation\n if (level >= ValidationLevel.Standard)\n {\n ValidateScriptSyntaxUnity(contents, errorList);\n }\n\n // Semantic analysis for common issues\n if (level >= ValidationLevel.Comprehensive)\n {\n ValidateSemanticRules(contents, errorList);\n }\n\n#if USE_ROSLYN\n // Full semantic compilation validation for Strict level\n if (level == ValidationLevel.Strict)\n {\n if (!ValidateScriptSemantics(contents, errorList))\n {\n errors = errorList.ToArray();\n return false; // Strict level fails on any semantic errors\n }\n }\n#endif\n\n errors = errorList.ToArray();\n return errorList.Count == 0 || (level != ValidationLevel.Strict && !errorList.Any(e => e.StartsWith(\"ERROR:\")));\n }\n\n /// \n /// Validation strictness levels\n /// \n private enum ValidationLevel\n {\n Basic, // Only syntax errors\n Standard, // Syntax + Unity best practices\n Comprehensive, // All checks + semantic analysis\n Strict // Treat all issues as errors\n }\n\n /// \n /// Validates basic code structure (braces, quotes, comments)\n /// \n private static bool ValidateBasicStructure(string contents, System.Collections.Generic.List errors)\n {\n bool isValid = true;\n int braceBalance = 0;\n int parenBalance = 0;\n int bracketBalance = 0;\n bool inStringLiteral = false;\n bool inCharLiteral = false;\n bool inSingleLineComment = false;\n bool inMultiLineComment = false;\n bool escaped = false;\n\n for (int i = 0; i < contents.Length; i++)\n {\n char c = contents[i];\n char next = i + 1 < contents.Length ? contents[i + 1] : '\\0';\n\n // Handle escape sequences\n if (escaped)\n {\n escaped = false;\n continue;\n }\n\n if (c == '\\\\' && (inStringLiteral || inCharLiteral))\n {\n escaped = true;\n continue;\n }\n\n // Handle comments\n if (!inStringLiteral && !inCharLiteral)\n {\n if (c == '/' && next == '/' && !inMultiLineComment)\n {\n inSingleLineComment = true;\n continue;\n }\n if (c == '/' && next == '*' && !inSingleLineComment)\n {\n inMultiLineComment = true;\n i++; // Skip next character\n continue;\n }\n if (c == '*' && next == '/' && inMultiLineComment)\n {\n inMultiLineComment = false;\n i++; // Skip next character\n continue;\n }\n }\n\n if (c == '\\n')\n {\n inSingleLineComment = false;\n continue;\n }\n\n if (inSingleLineComment || inMultiLineComment)\n continue;\n\n // Handle string and character literals\n if (c == '\"' && !inCharLiteral)\n {\n inStringLiteral = !inStringLiteral;\n continue;\n }\n if (c == '\\'' && !inStringLiteral)\n {\n inCharLiteral = !inCharLiteral;\n continue;\n }\n\n if (inStringLiteral || inCharLiteral)\n continue;\n\n // Count brackets and braces\n switch (c)\n {\n case '{': braceBalance++; break;\n case '}': braceBalance--; break;\n case '(': parenBalance++; break;\n case ')': parenBalance--; break;\n case '[': bracketBalance++; break;\n case ']': bracketBalance--; break;\n }\n\n // Check for negative balances (closing without opening)\n if (braceBalance < 0)\n {\n errors.Add(\"ERROR: Unmatched closing brace '}'\");\n isValid = false;\n }\n if (parenBalance < 0)\n {\n errors.Add(\"ERROR: Unmatched closing parenthesis ')'\");\n isValid = false;\n }\n if (bracketBalance < 0)\n {\n errors.Add(\"ERROR: Unmatched closing bracket ']'\");\n isValid = false;\n }\n }\n\n // Check final balances\n if (braceBalance != 0)\n {\n errors.Add($\"ERROR: Unbalanced braces (difference: {braceBalance})\");\n isValid = false;\n }\n if (parenBalance != 0)\n {\n errors.Add($\"ERROR: Unbalanced parentheses (difference: {parenBalance})\");\n isValid = false;\n }\n if (bracketBalance != 0)\n {\n errors.Add($\"ERROR: Unbalanced brackets (difference: {bracketBalance})\");\n isValid = false;\n }\n if (inStringLiteral)\n {\n errors.Add(\"ERROR: Unterminated string literal\");\n isValid = false;\n }\n if (inCharLiteral)\n {\n errors.Add(\"ERROR: Unterminated character literal\");\n isValid = false;\n }\n if (inMultiLineComment)\n {\n errors.Add(\"WARNING: Unterminated multi-line comment\");\n }\n\n return isValid;\n }\n\n#if USE_ROSLYN\n /// \n /// Cached compilation references for performance\n /// \n private static System.Collections.Generic.List _cachedReferences = null;\n private static DateTime _cacheTime = DateTime.MinValue;\n private static readonly TimeSpan CacheExpiry = TimeSpan.FromMinutes(5);\n\n /// \n /// Validates syntax using Roslyn compiler services\n /// \n private static bool ValidateScriptSyntaxRoslyn(string contents, ValidationLevel level, System.Collections.Generic.List errors)\n {\n try\n {\n var syntaxTree = CSharpSyntaxTree.ParseText(contents);\n var diagnostics = syntaxTree.GetDiagnostics();\n \n bool hasErrors = false;\n foreach (var diagnostic in diagnostics)\n {\n string severity = diagnostic.Severity.ToString().ToUpper();\n string message = $\"{severity}: {diagnostic.GetMessage()}\";\n \n if (diagnostic.Severity == DiagnosticSeverity.Error)\n {\n hasErrors = true;\n }\n \n // Include warnings in comprehensive mode\n if (level >= ValidationLevel.Standard || diagnostic.Severity == DiagnosticSeverity.Error) //Also use Standard for now\n {\n var location = diagnostic.Location.GetLineSpan();\n if (location.IsValid)\n {\n message += $\" (Line {location.StartLinePosition.Line + 1})\";\n }\n errors.Add(message);\n }\n }\n \n return !hasErrors;\n }\n catch (Exception ex)\n {\n errors.Add($\"ERROR: Roslyn validation failed: {ex.Message}\");\n return false;\n }\n }\n\n /// \n /// Validates script semantics using full compilation context to catch namespace, type, and method resolution errors\n /// \n private static bool ValidateScriptSemantics(string contents, System.Collections.Generic.List errors)\n {\n try\n {\n // Get compilation references with caching\n var references = GetCompilationReferences();\n if (references == null || references.Count == 0)\n {\n errors.Add(\"WARNING: Could not load compilation references for semantic validation\");\n return true; // Don't fail if we can't get references\n }\n\n // Create syntax tree\n var syntaxTree = CSharpSyntaxTree.ParseText(contents);\n\n // Create compilation with full context\n var compilation = CSharpCompilation.Create(\n \"TempValidation\",\n new[] { syntaxTree },\n references,\n new CSharpCompilationOptions(OutputKind.DynamicallyLinkedLibrary)\n );\n\n // Get semantic diagnostics - this catches all the issues you mentioned!\n var diagnostics = compilation.GetDiagnostics();\n \n bool hasErrors = false;\n foreach (var diagnostic in diagnostics)\n {\n if (diagnostic.Severity == DiagnosticSeverity.Error)\n {\n hasErrors = true;\n var location = diagnostic.Location.GetLineSpan();\n string locationInfo = location.IsValid ? \n $\" (Line {location.StartLinePosition.Line + 1}, Column {location.StartLinePosition.Character + 1})\" : \"\";\n \n // Include diagnostic ID for better error identification\n string diagnosticId = !string.IsNullOrEmpty(diagnostic.Id) ? $\" [{diagnostic.Id}]\" : \"\";\n errors.Add($\"ERROR: {diagnostic.GetMessage()}{diagnosticId}{locationInfo}\");\n }\n else if (diagnostic.Severity == DiagnosticSeverity.Warning)\n {\n var location = diagnostic.Location.GetLineSpan();\n string locationInfo = location.IsValid ? \n $\" (Line {location.StartLinePosition.Line + 1}, Column {location.StartLinePosition.Character + 1})\" : \"\";\n \n string diagnosticId = !string.IsNullOrEmpty(diagnostic.Id) ? $\" [{diagnostic.Id}]\" : \"\";\n errors.Add($\"WARNING: {diagnostic.GetMessage()}{diagnosticId}{locationInfo}\");\n }\n }\n \n return !hasErrors;\n }\n catch (Exception ex)\n {\n errors.Add($\"ERROR: Semantic validation failed: {ex.Message}\");\n return false;\n }\n }\n\n /// \n /// Gets compilation references with caching for performance\n /// \n private static System.Collections.Generic.List GetCompilationReferences()\n {\n // Check cache validity\n if (_cachedReferences != null && DateTime.Now - _cacheTime < CacheExpiry)\n {\n return _cachedReferences;\n }\n\n try\n {\n var references = new System.Collections.Generic.List();\n\n // Core .NET assemblies\n references.Add(MetadataReference.CreateFromFile(typeof(object).Assembly.Location)); // mscorlib/System.Private.CoreLib\n references.Add(MetadataReference.CreateFromFile(typeof(System.Linq.Enumerable).Assembly.Location)); // System.Linq\n references.Add(MetadataReference.CreateFromFile(typeof(System.Collections.Generic.List<>).Assembly.Location)); // System.Collections\n\n // Unity assemblies\n try\n {\n references.Add(MetadataReference.CreateFromFile(typeof(UnityEngine.Debug).Assembly.Location)); // UnityEngine\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Could not load UnityEngine assembly: {ex.Message}\");\n }\n\n#if UNITY_EDITOR\n try\n {\n references.Add(MetadataReference.CreateFromFile(typeof(UnityEditor.Editor).Assembly.Location)); // UnityEditor\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Could not load UnityEditor assembly: {ex.Message}\");\n }\n\n // Get Unity project assemblies\n try\n {\n var assemblies = CompilationPipeline.GetAssemblies();\n foreach (var assembly in assemblies)\n {\n if (File.Exists(assembly.outputPath))\n {\n references.Add(MetadataReference.CreateFromFile(assembly.outputPath));\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Could not load Unity project assemblies: {ex.Message}\");\n }\n#endif\n\n // Cache the results\n _cachedReferences = references;\n _cacheTime = DateTime.Now;\n\n return references;\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Failed to get compilation references: {ex.Message}\");\n return new System.Collections.Generic.List();\n }\n }\n#else\n private static bool ValidateScriptSyntaxRoslyn(string contents, ValidationLevel level, System.Collections.Generic.List errors)\n {\n // Fallback when Roslyn is not available\n return true;\n }\n#endif\n\n /// \n /// Validates Unity-specific coding rules and best practices\n /// //TODO: Naive Unity Checks and not really yield any results, need to be improved\n /// \n private static void ValidateScriptSyntaxUnity(string contents, System.Collections.Generic.List errors)\n {\n // Check for common Unity anti-patterns\n if (contents.Contains(\"FindObjectOfType\") && contents.Contains(\"Update()\"))\n {\n errors.Add(\"WARNING: FindObjectOfType in Update() can cause performance issues\");\n }\n\n if (contents.Contains(\"GameObject.Find\") && contents.Contains(\"Update()\"))\n {\n errors.Add(\"WARNING: GameObject.Find in Update() can cause performance issues\");\n }\n\n // Check for proper MonoBehaviour usage\n if (contents.Contains(\": MonoBehaviour\") && !contents.Contains(\"using UnityEngine\"))\n {\n errors.Add(\"WARNING: MonoBehaviour requires 'using UnityEngine;'\");\n }\n\n // Check for SerializeField usage\n if (contents.Contains(\"[SerializeField]\") && !contents.Contains(\"using UnityEngine\"))\n {\n errors.Add(\"WARNING: SerializeField requires 'using UnityEngine;'\");\n }\n\n // Check for proper coroutine usage\n if (contents.Contains(\"StartCoroutine\") && !contents.Contains(\"IEnumerator\"))\n {\n errors.Add(\"WARNING: StartCoroutine typically requires IEnumerator methods\");\n }\n\n // Check for Update without FixedUpdate for physics\n if (contents.Contains(\"Rigidbody\") && contents.Contains(\"Update()\") && !contents.Contains(\"FixedUpdate()\"))\n {\n errors.Add(\"WARNING: Consider using FixedUpdate() for Rigidbody operations\");\n }\n\n // Check for missing null checks on Unity objects\n if (contents.Contains(\"GetComponent<\") && !contents.Contains(\"!= null\"))\n {\n errors.Add(\"WARNING: Consider null checking GetComponent results\");\n }\n\n // Check for proper event function signatures\n if (contents.Contains(\"void Start(\") && !contents.Contains(\"void Start()\"))\n {\n errors.Add(\"WARNING: Start() should not have parameters\");\n }\n\n if (contents.Contains(\"void Update(\") && !contents.Contains(\"void Update()\"))\n {\n errors.Add(\"WARNING: Update() should not have parameters\");\n }\n\n // Check for inefficient string operations\n if (contents.Contains(\"Update()\") && contents.Contains(\"\\\"\") && contents.Contains(\"+\"))\n {\n errors.Add(\"WARNING: String concatenation in Update() can cause garbage collection issues\");\n }\n }\n\n /// \n /// Validates semantic rules and common coding issues\n /// \n private static void ValidateSemanticRules(string contents, System.Collections.Generic.List errors)\n {\n // Check for potential memory leaks\n if (contents.Contains(\"new \") && contents.Contains(\"Update()\"))\n {\n errors.Add(\"WARNING: Creating objects in Update() may cause memory issues\");\n }\n\n // Check for magic numbers\n var magicNumberPattern = new Regex(@\"\\b\\d+\\.?\\d*f?\\b(?!\\s*[;})\\]])\");\n var matches = magicNumberPattern.Matches(contents);\n if (matches.Count > 5)\n {\n errors.Add(\"WARNING: Consider using named constants instead of magic numbers\");\n }\n\n // Check for long methods (simple line count check)\n var methodPattern = new Regex(@\"(public|private|protected|internal)?\\s*(static)?\\s*\\w+\\s+\\w+\\s*\\([^)]*\\)\\s*{\");\n var methodMatches = methodPattern.Matches(contents);\n foreach (Match match in methodMatches)\n {\n int startIndex = match.Index;\n int braceCount = 0;\n int lineCount = 0;\n bool inMethod = false;\n\n for (int i = startIndex; i < contents.Length; i++)\n {\n if (contents[i] == '{')\n {\n braceCount++;\n inMethod = true;\n }\n else if (contents[i] == '}')\n {\n braceCount--;\n if (braceCount == 0 && inMethod)\n break;\n }\n else if (contents[i] == '\\n' && inMethod)\n {\n lineCount++;\n }\n }\n\n if (lineCount > 50)\n {\n errors.Add(\"WARNING: Method is very long, consider breaking it into smaller methods\");\n break; // Only report once\n }\n }\n\n // Check for proper exception handling\n if (contents.Contains(\"catch\") && contents.Contains(\"catch()\"))\n {\n errors.Add(\"WARNING: Empty catch blocks should be avoided\");\n }\n\n // Check for proper async/await usage\n if (contents.Contains(\"async \") && !contents.Contains(\"await\"))\n {\n errors.Add(\"WARNING: Async method should contain await or return Task\");\n }\n\n // Check for hardcoded tags and layers\n if (contents.Contains(\"\\\"Player\\\"\") || contents.Contains(\"\\\"Enemy\\\"\"))\n {\n errors.Add(\"WARNING: Consider using constants for tags instead of hardcoded strings\");\n }\n }\n\n //TODO: A easier way for users to update incorrect scripts (now duplicated with the updateScript method and need to also update server side, put aside for now)\n /// \n /// Public method to validate script syntax with configurable validation level\n /// Returns detailed validation results including errors and warnings\n /// \n // public static object ValidateScript(JObject @params)\n // {\n // string contents = @params[\"contents\"]?.ToString();\n // string validationLevel = @params[\"validationLevel\"]?.ToString() ?? \"standard\";\n\n // if (string.IsNullOrEmpty(contents))\n // {\n // return Response.Error(\"Contents parameter is required for validation.\");\n // }\n\n // // Parse validation level\n // ValidationLevel level = ValidationLevel.Standard;\n // switch (validationLevel.ToLower())\n // {\n // case \"basic\": level = ValidationLevel.Basic; break;\n // case \"standard\": level = ValidationLevel.Standard; break;\n // case \"comprehensive\": level = ValidationLevel.Comprehensive; break;\n // case \"strict\": level = ValidationLevel.Strict; break;\n // default:\n // return Response.Error($\"Invalid validation level: '{validationLevel}'. Valid levels are: basic, standard, comprehensive, strict.\");\n // }\n\n // // Perform validation\n // bool isValid = ValidateScriptSyntax(contents, level, out string[] validationErrors);\n\n // var errors = validationErrors?.Where(e => e.StartsWith(\"ERROR:\")).ToArray() ?? new string[0];\n // var warnings = validationErrors?.Where(e => e.StartsWith(\"WARNING:\")).ToArray() ?? new string[0];\n\n // var result = new\n // {\n // isValid = isValid,\n // validationLevel = validationLevel,\n // errorCount = errors.Length,\n // warningCount = warnings.Length,\n // errors = errors,\n // warnings = warnings,\n // summary = isValid \n // ? (warnings.Length > 0 ? $\"Validation passed with {warnings.Length} warnings\" : \"Validation passed with no issues\")\n // : $\"Validation failed with {errors.Length} errors and {warnings.Length} warnings\"\n // };\n\n // if (isValid)\n // {\n // return Response.Success(\"Script validation completed successfully.\", result);\n // }\n // else\n // {\n // return Response.Error(\"Script validation failed.\", result);\n // }\n // }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ReadConsole.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditorInternal;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles reading and clearing Unity Editor console log entries.\n /// Uses reflection to access internal LogEntry methods/properties.\n /// \n public static class ReadConsole\n {\n // Reflection members for accessing internal LogEntry data\n // private static MethodInfo _getEntriesMethod; // Removed as it's unused and fails reflection\n private static MethodInfo _startGettingEntriesMethod;\n private static MethodInfo _endGettingEntriesMethod; // Renamed from _stopGettingEntriesMethod, trying End...\n private static MethodInfo _clearMethod;\n private static MethodInfo _getCountMethod;\n private static MethodInfo _getEntryMethod;\n private static FieldInfo _modeField;\n private static FieldInfo _messageField;\n private static FieldInfo _fileField;\n private static FieldInfo _lineField;\n private static FieldInfo _instanceIdField;\n\n // Note: Timestamp is not directly available in LogEntry; need to parse message or find alternative?\n\n // Static constructor for reflection setup\n static ReadConsole()\n {\n try\n {\n Type logEntriesType = typeof(EditorApplication).Assembly.GetType(\n \"UnityEditor.LogEntries\"\n );\n if (logEntriesType == null)\n throw new Exception(\"Could not find internal type UnityEditor.LogEntries\");\n\n // Include NonPublic binding flags as internal APIs might change accessibility\n BindingFlags staticFlags =\n BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic;\n BindingFlags instanceFlags =\n BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic;\n\n _startGettingEntriesMethod = logEntriesType.GetMethod(\n \"StartGettingEntries\",\n staticFlags\n );\n if (_startGettingEntriesMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.StartGettingEntries\");\n\n // Try reflecting EndGettingEntries based on warning message\n _endGettingEntriesMethod = logEntriesType.GetMethod(\n \"EndGettingEntries\",\n staticFlags\n );\n if (_endGettingEntriesMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.EndGettingEntries\");\n\n _clearMethod = logEntriesType.GetMethod(\"Clear\", staticFlags);\n if (_clearMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.Clear\");\n\n _getCountMethod = logEntriesType.GetMethod(\"GetCount\", staticFlags);\n if (_getCountMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.GetCount\");\n\n _getEntryMethod = logEntriesType.GetMethod(\"GetEntryInternal\", staticFlags);\n if (_getEntryMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.GetEntryInternal\");\n\n Type logEntryType = typeof(EditorApplication).Assembly.GetType(\n \"UnityEditor.LogEntry\"\n );\n if (logEntryType == null)\n throw new Exception(\"Could not find internal type UnityEditor.LogEntry\");\n\n _modeField = logEntryType.GetField(\"mode\", instanceFlags);\n if (_modeField == null)\n throw new Exception(\"Failed to reflect LogEntry.mode\");\n\n _messageField = logEntryType.GetField(\"message\", instanceFlags);\n if (_messageField == null)\n throw new Exception(\"Failed to reflect LogEntry.message\");\n\n _fileField = logEntryType.GetField(\"file\", instanceFlags);\n if (_fileField == null)\n throw new Exception(\"Failed to reflect LogEntry.file\");\n\n _lineField = logEntryType.GetField(\"line\", instanceFlags);\n if (_lineField == null)\n throw new Exception(\"Failed to reflect LogEntry.line\");\n\n _instanceIdField = logEntryType.GetField(\"instanceID\", instanceFlags);\n if (_instanceIdField == null)\n throw new Exception(\"Failed to reflect LogEntry.instanceID\");\n }\n catch (Exception e)\n {\n Debug.LogError(\n $\"[ReadConsole] Static Initialization Failed: Could not setup reflection for LogEntries/LogEntry. Console reading/clearing will likely fail. Specific Error: {e.Message}\"\n );\n // Set members to null to prevent NullReferenceExceptions later, HandleCommand should check this.\n _startGettingEntriesMethod =\n _endGettingEntriesMethod =\n _clearMethod =\n _getCountMethod =\n _getEntryMethod =\n null;\n _modeField = _messageField = _fileField = _lineField = _instanceIdField = null;\n }\n }\n\n // --- Main Handler ---\n\n public static object HandleCommand(JObject @params)\n {\n // Check if ALL required reflection members were successfully initialized.\n if (\n _startGettingEntriesMethod == null\n || _endGettingEntriesMethod == null\n || _clearMethod == null\n || _getCountMethod == null\n || _getEntryMethod == null\n || _modeField == null\n || _messageField == null\n || _fileField == null\n || _lineField == null\n || _instanceIdField == null\n )\n {\n // Log the error here as well for easier debugging in Unity Console\n Debug.LogError(\n \"[ReadConsole] HandleCommand called but reflection members are not initialized. Static constructor might have failed silently or there's an issue.\"\n );\n return Response.Error(\n \"ReadConsole handler failed to initialize due to reflection errors. Cannot access console logs.\"\n );\n }\n\n string action = @params[\"action\"]?.ToString().ToLower() ?? \"get\";\n\n try\n {\n if (action == \"clear\")\n {\n return ClearConsole();\n }\n else if (action == \"get\")\n {\n // Extract parameters for 'get'\n var types =\n (@params[\"types\"] as JArray)?.Select(t => t.ToString().ToLower()).ToList()\n ?? new List { \"error\", \"warning\", \"log\" };\n int? count = @params[\"count\"]?.ToObject();\n string filterText = @params[\"filterText\"]?.ToString();\n string sinceTimestampStr = @params[\"sinceTimestamp\"]?.ToString(); // TODO: Implement timestamp filtering\n string format = (@params[\"format\"]?.ToString() ?? \"detailed\").ToLower();\n bool includeStacktrace =\n @params[\"includeStacktrace\"]?.ToObject() ?? true;\n\n if (types.Contains(\"all\"))\n {\n types = new List { \"error\", \"warning\", \"log\" }; // Expand 'all'\n }\n\n if (!string.IsNullOrEmpty(sinceTimestampStr))\n {\n Debug.LogWarning(\n \"[ReadConsole] Filtering by 'since_timestamp' is not currently implemented.\"\n );\n // Need a way to get timestamp per log entry.\n }\n\n return GetConsoleEntries(types, count, filterText, format, includeStacktrace);\n }\n else\n {\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are 'get' or 'clear'.\"\n );\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Action '{action}' failed: {e}\");\n return Response.Error($\"Internal error processing action '{action}': {e.Message}\");\n }\n }\n\n // --- Action Implementations ---\n\n private static object ClearConsole()\n {\n try\n {\n _clearMethod.Invoke(null, null); // Static method, no instance, no parameters\n return Response.Success(\"Console cleared successfully.\");\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Failed to clear console: {e}\");\n return Response.Error($\"Failed to clear console: {e.Message}\");\n }\n }\n\n private static object GetConsoleEntries(\n List types,\n int? count,\n string filterText,\n string format,\n bool includeStacktrace\n )\n {\n List formattedEntries = new List();\n int retrievedCount = 0;\n\n try\n {\n // LogEntries requires calling Start/Stop around GetEntries/GetEntryInternal\n _startGettingEntriesMethod.Invoke(null, null);\n\n int totalEntries = (int)_getCountMethod.Invoke(null, null);\n // Create instance to pass to GetEntryInternal - Ensure the type is correct\n Type logEntryType = typeof(EditorApplication).Assembly.GetType(\n \"UnityEditor.LogEntry\"\n );\n if (logEntryType == null)\n throw new Exception(\n \"Could not find internal type UnityEditor.LogEntry during GetConsoleEntries.\"\n );\n object logEntryInstance = Activator.CreateInstance(logEntryType);\n\n for (int i = 0; i < totalEntries; i++)\n {\n // Get the entry data into our instance using reflection\n _getEntryMethod.Invoke(null, new object[] { i, logEntryInstance });\n\n // Extract data using reflection\n int mode = (int)_modeField.GetValue(logEntryInstance);\n string message = (string)_messageField.GetValue(logEntryInstance);\n string file = (string)_fileField.GetValue(logEntryInstance);\n\n int line = (int)_lineField.GetValue(logEntryInstance);\n // int instanceId = (int)_instanceIdField.GetValue(logEntryInstance);\n\n if (string.IsNullOrEmpty(message))\n continue; // Skip empty messages\n\n // --- Filtering ---\n // Filter by type\n LogType currentType = GetLogTypeFromMode(mode);\n if (!types.Contains(currentType.ToString().ToLowerInvariant()))\n {\n continue;\n }\n\n // Filter by text (case-insensitive)\n if (\n !string.IsNullOrEmpty(filterText)\n && message.IndexOf(filterText, StringComparison.OrdinalIgnoreCase) < 0\n )\n {\n continue;\n }\n\n // TODO: Filter by timestamp (requires timestamp data)\n\n // --- Formatting ---\n string stackTrace = includeStacktrace ? ExtractStackTrace(message) : null;\n // Get first line if stack is present and requested, otherwise use full message\n string messageOnly =\n (includeStacktrace && !string.IsNullOrEmpty(stackTrace))\n ? message.Split(\n new[] { '\\n', '\\r' },\n StringSplitOptions.RemoveEmptyEntries\n )[0]\n : message;\n\n object formattedEntry = null;\n switch (format)\n {\n case \"plain\":\n formattedEntry = messageOnly;\n break;\n case \"json\":\n case \"detailed\": // Treat detailed as json for structured return\n default:\n formattedEntry = new\n {\n type = currentType.ToString(),\n message = messageOnly,\n file = file,\n line = line,\n // timestamp = \"\", // TODO\n stackTrace = stackTrace, // Will be null if includeStacktrace is false or no stack found\n };\n break;\n }\n\n formattedEntries.Add(formattedEntry);\n retrievedCount++;\n\n // Apply count limit (after filtering)\n if (count.HasValue && retrievedCount >= count.Value)\n {\n break;\n }\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Error while retrieving log entries: {e}\");\n // Ensure EndGettingEntries is called even if there's an error during iteration\n try\n {\n _endGettingEntriesMethod.Invoke(null, null);\n }\n catch\n { /* Ignore nested exception */\n }\n return Response.Error($\"Error retrieving log entries: {e.Message}\");\n }\n finally\n {\n // Ensure we always call EndGettingEntries\n try\n {\n _endGettingEntriesMethod.Invoke(null, null);\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Failed to call EndGettingEntries: {e}\");\n // Don't return error here as we might have valid data, but log it.\n }\n }\n\n // Return the filtered and formatted list (might be empty)\n return Response.Success(\n $\"Retrieved {formattedEntries.Count} log entries.\",\n formattedEntries\n );\n }\n\n // --- Internal Helpers ---\n\n // Mapping from LogEntry.mode bits to LogType enum\n // Based on decompiled UnityEditor code or common patterns. Precise bits might change between Unity versions.\n // See comments below for LogEntry mode bits exploration.\n // Note: This mapping is simplified and might not cover all edge cases or future Unity versions perfectly.\n private const int ModeBitError = 1 << 0;\n private const int ModeBitAssert = 1 << 1;\n private const int ModeBitWarning = 1 << 2;\n private const int ModeBitLog = 1 << 3;\n private const int ModeBitException = 1 << 4; // Often combined with Error bits\n private const int ModeBitScriptingError = 1 << 9;\n private const int ModeBitScriptingWarning = 1 << 10;\n private const int ModeBitScriptingLog = 1 << 11;\n private const int ModeBitScriptingException = 1 << 18;\n private const int ModeBitScriptingAssertion = 1 << 22;\n\n private static LogType GetLogTypeFromMode(int mode)\n {\n // First, determine the type based on the original logic (most severe first)\n LogType initialType;\n if (\n (\n mode\n & (\n ModeBitError\n | ModeBitScriptingError\n | ModeBitException\n | ModeBitScriptingException\n )\n ) != 0\n )\n {\n initialType = LogType.Error;\n }\n else if ((mode & (ModeBitAssert | ModeBitScriptingAssertion)) != 0)\n {\n initialType = LogType.Assert;\n }\n else if ((mode & (ModeBitWarning | ModeBitScriptingWarning)) != 0)\n {\n initialType = LogType.Warning;\n }\n else\n {\n initialType = LogType.Log;\n }\n\n // Apply the observed \"one level lower\" correction\n switch (initialType)\n {\n case LogType.Error:\n return LogType.Warning; // Error becomes Warning\n case LogType.Warning:\n return LogType.Log; // Warning becomes Log\n case LogType.Assert:\n return LogType.Assert; // Assert remains Assert (no lower level defined)\n case LogType.Log:\n return LogType.Log; // Log remains Log\n default:\n return LogType.Log; // Default fallback\n }\n }\n\n /// \n /// Attempts to extract the stack trace part from a log message.\n /// Unity log messages often have the stack trace appended after the main message,\n /// starting on a new line and typically indented or beginning with \"at \".\n /// \n /// The complete log message including potential stack trace.\n /// The extracted stack trace string, or null if none is found.\n private static string ExtractStackTrace(string fullMessage)\n {\n if (string.IsNullOrEmpty(fullMessage))\n return null;\n\n // Split into lines, removing empty ones to handle different line endings gracefully.\n // Using StringSplitOptions.None might be better if empty lines matter within stack trace, but RemoveEmptyEntries is usually safer here.\n string[] lines = fullMessage.Split(\n new[] { '\\r', '\\n' },\n StringSplitOptions.RemoveEmptyEntries\n );\n\n // If there's only one line or less, there's no separate stack trace.\n if (lines.Length <= 1)\n return null;\n\n int stackStartIndex = -1;\n\n // Start checking from the second line onwards.\n for (int i = 1; i < lines.Length; ++i)\n {\n // Performance: TrimStart creates a new string. Consider using IsWhiteSpace check if performance critical.\n string trimmedLine = lines[i].TrimStart();\n\n // Check for common stack trace patterns.\n if (\n trimmedLine.StartsWith(\"at \")\n || trimmedLine.StartsWith(\"UnityEngine.\")\n || trimmedLine.StartsWith(\"UnityEditor.\")\n || trimmedLine.Contains(\"(at \")\n || // Covers \"(at Assets/...\" pattern\n // Heuristic: Check if line starts with likely namespace/class pattern (Uppercase.Something)\n (\n trimmedLine.Length > 0\n && char.IsUpper(trimmedLine[0])\n && trimmedLine.Contains('.')\n )\n )\n {\n stackStartIndex = i;\n break; // Found the likely start of the stack trace\n }\n }\n\n // If a potential start index was found...\n if (stackStartIndex > 0)\n {\n // Join the lines from the stack start index onwards using standard newline characters.\n // This reconstructs the stack trace part of the message.\n return string.Join(\"\\n\", lines.Skip(stackStartIndex));\n }\n\n // No clear stack trace found based on the patterns.\n return null;\n }\n\n /* LogEntry.mode bits exploration (based on Unity decompilation/observation):\n May change between versions.\n\n Basic Types:\n kError = 1 << 0 (1)\n kAssert = 1 << 1 (2)\n kWarning = 1 << 2 (4)\n kLog = 1 << 3 (8)\n kFatal = 1 << 4 (16) - Often treated as Exception/Error\n\n Modifiers/Context:\n kAssetImportError = 1 << 7 (128)\n kAssetImportWarning = 1 << 8 (256)\n kScriptingError = 1 << 9 (512)\n kScriptingWarning = 1 << 10 (1024)\n kScriptingLog = 1 << 11 (2048)\n kScriptCompileError = 1 << 12 (4096)\n kScriptCompileWarning = 1 << 13 (8192)\n kStickyError = 1 << 14 (16384) - Stays visible even after Clear On Play\n kMayIgnoreLineNumber = 1 << 15 (32768)\n kReportBug = 1 << 16 (65536) - Shows the \"Report Bug\" button\n kDisplayPreviousErrorInStatusBar = 1 << 17 (131072)\n kScriptingException = 1 << 18 (262144)\n kDontExtractStacktrace = 1 << 19 (524288) - Hint to the console UI\n kShouldClearOnPlay = 1 << 20 (1048576) - Default behavior\n kGraphCompileError = 1 << 21 (2097152)\n kScriptingAssertion = 1 << 22 (4194304)\n kVisualScriptingError = 1 << 23 (8388608)\n\n Example observed values:\n Log: 2048 (ScriptingLog) or 8 (Log)\n Warning: 1028 (ScriptingWarning | Warning) or 4 (Warning)\n Error: 513 (ScriptingError | Error) or 1 (Error)\n Exception: 262161 (ScriptingException | Error | kFatal?) - Complex combination\n Assertion: 4194306 (ScriptingAssertion | Assert) or 2 (Assert)\n */\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageShader.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Text.RegularExpressions;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers;\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles CRUD operations for shader files within the Unity project.\n /// \n public static class ManageShader\n {\n /// \n /// Main handler for shader management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n // Extract parameters\n string action = @params[\"action\"]?.ToString().ToLower();\n string name = @params[\"name\"]?.ToString();\n string path = @params[\"path\"]?.ToString(); // Relative to Assets/\n string contents = null;\n\n // Check if we have base64 encoded contents\n bool contentsEncoded = @params[\"contentsEncoded\"]?.ToObject() ?? false;\n if (contentsEncoded && @params[\"encodedContents\"] != null)\n {\n try\n {\n contents = DecodeBase64(@params[\"encodedContents\"].ToString());\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to decode shader contents: {e.Message}\");\n }\n }\n else\n {\n contents = @params[\"contents\"]?.ToString();\n }\n\n // Validate required parameters\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\"Name parameter is required.\");\n }\n // Basic name validation (alphanumeric, underscores, cannot start with number)\n if (!Regex.IsMatch(name, @\"^[a-zA-Z_][a-zA-Z0-9_]*$\"))\n {\n return Response.Error(\n $\"Invalid shader name: '{name}'. Use only letters, numbers, underscores, and don't start with a number.\"\n );\n }\n\n // Ensure path is relative to Assets/, removing any leading \"Assets/\"\n // Set default directory to \"Shaders\" if path is not provided\n string relativeDir = path ?? \"Shaders\"; // Default to \"Shaders\" if path is null\n if (!string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = relativeDir.Replace('\\\\', '/').Trim('/');\n if (relativeDir.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n relativeDir = relativeDir.Substring(\"Assets/\".Length).TrimStart('/');\n }\n }\n // Handle empty string case explicitly after processing\n if (string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = \"Shaders\"; // Ensure default if path was provided as \"\" or only \"/\" or \"Assets/\"\n }\n\n // Construct paths\n string shaderFileName = $\"{name}.shader\";\n string fullPathDir = Path.Combine(Application.dataPath, relativeDir);\n string fullPath = Path.Combine(fullPathDir, shaderFileName);\n string relativePath = Path.Combine(\"Assets\", relativeDir, shaderFileName)\n .Replace('\\\\', '/'); // Ensure \"Assets/\" prefix and forward slashes\n\n // Ensure the target directory exists for create/update\n if (action == \"create\" || action == \"update\")\n {\n try\n {\n if (!Directory.Exists(fullPathDir))\n {\n Directory.CreateDirectory(fullPathDir);\n // Refresh AssetDatabase to recognize new folders\n AssetDatabase.Refresh();\n }\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Could not create directory '{fullPathDir}': {e.Message}\"\n );\n }\n }\n\n // Route to specific action handlers\n switch (action)\n {\n case \"create\":\n return CreateShader(fullPath, relativePath, name, contents);\n case \"read\":\n return ReadShader(fullPath, relativePath);\n case \"update\":\n return UpdateShader(fullPath, relativePath, name, contents);\n case \"delete\":\n return DeleteShader(fullPath, relativePath);\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: create, read, update, delete.\"\n );\n }\n }\n\n /// \n /// Decode base64 string to normal text\n /// \n private static string DecodeBase64(string encoded)\n {\n byte[] data = Convert.FromBase64String(encoded);\n return System.Text.Encoding.UTF8.GetString(data);\n }\n\n /// \n /// Encode text to base64 string\n /// \n private static string EncodeBase64(string text)\n {\n byte[] data = System.Text.Encoding.UTF8.GetBytes(text);\n return Convert.ToBase64String(data);\n }\n\n private static object CreateShader(\n string fullPath,\n string relativePath,\n string name,\n string contents\n )\n {\n // Check if shader already exists\n if (File.Exists(fullPath))\n {\n return Response.Error(\n $\"Shader already exists at '{relativePath}'. Use 'update' action to modify.\"\n );\n }\n\n // Add validation for shader name conflicts in Unity\n if (Shader.Find(name) != null)\n {\n return Response.Error(\n $\"A shader with name '{name}' already exists in the project. Choose a different name.\"\n );\n }\n\n // Generate default content if none provided\n if (string.IsNullOrEmpty(contents))\n {\n contents = GenerateDefaultShaderContent(name);\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath);\n AssetDatabase.Refresh(); // Ensure Unity recognizes the new shader\n return Response.Success(\n $\"Shader '{name}.shader' created successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create shader '{relativePath}': {e.Message}\");\n }\n }\n\n private static object ReadShader(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Shader not found at '{relativePath}'.\");\n }\n\n try\n {\n string contents = File.ReadAllText(fullPath);\n\n // Return both normal and encoded contents for larger files\n //TODO: Consider a threshold for large files\n bool isLarge = contents.Length > 10000; // If content is large, include encoded version\n var responseData = new\n {\n path = relativePath,\n contents = contents,\n // For large files, also include base64-encoded version\n encodedContents = isLarge ? EncodeBase64(contents) : null,\n contentsEncoded = isLarge,\n };\n\n return Response.Success(\n $\"Shader '{Path.GetFileName(relativePath)}' read successfully.\",\n responseData\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to read shader '{relativePath}': {e.Message}\");\n }\n }\n\n private static object UpdateShader(\n string fullPath,\n string relativePath,\n string name,\n string contents\n )\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error(\n $\"Shader not found at '{relativePath}'. Use 'create' action to add a new shader.\"\n );\n }\n if (string.IsNullOrEmpty(contents))\n {\n return Response.Error(\"Content is required for the 'update' action.\");\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath);\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Shader '{Path.GetFileName(relativePath)}' updated successfully.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to update shader '{relativePath}': {e.Message}\");\n }\n }\n\n private static object DeleteShader(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Shader not found at '{relativePath}'.\");\n }\n\n try\n {\n // Delete the asset through Unity's AssetDatabase first\n bool success = AssetDatabase.DeleteAsset(relativePath);\n if (!success)\n {\n return Response.Error($\"Failed to delete shader through Unity's AssetDatabase: '{relativePath}'\");\n }\n\n // If the file still exists (rare case), try direct deletion\n if (File.Exists(fullPath))\n {\n File.Delete(fullPath);\n }\n\n return Response.Success($\"Shader '{Path.GetFileName(relativePath)}' deleted successfully.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to delete shader '{relativePath}': {e.Message}\");\n }\n }\n\n //This is a CGProgram template\n //TODO: making a HLSL template as well?\n private static string GenerateDefaultShaderContent(string name)\n {\n return @\"Shader \"\"\" + name + @\"\"\"\n {\n Properties\n {\n _MainTex (\"\"Texture\"\", 2D) = \"\"white\"\" {}\n }\n SubShader\n {\n Tags { \"\"RenderType\"\"=\"\"Opaque\"\" }\n LOD 100\n\n Pass\n {\n CGPROGRAM\n #pragma vertex vert\n #pragma fragment frag\n #include \"\"UnityCG.cginc\"\"\n\n struct appdata\n {\n float4 vertex : POSITION;\n float2 uv : TEXCOORD0;\n };\n\n struct v2f\n {\n float2 uv : TEXCOORD0;\n float4 vertex : SV_POSITION;\n };\n\n sampler2D _MainTex;\n float4 _MainTex_ST;\n\n v2f vert (appdata v)\n {\n v2f o;\n o.vertex = UnityObjectToClipPos(v.vertex);\n o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n return o;\n }\n\n fixed4 frag (v2f i) : SV_Target\n {\n fixed4 col = tex2D(_MainTex, i.uv);\n return col;\n }\n ENDCG\n }\n }\n }\";\n }\n }\n} "], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/GameObjectSerializer.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Runtime.Serialization; // For Converters\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n /// \n /// Handles serialization of GameObjects and Components for MCP responses.\n /// Includes reflection helpers and caching for performance.\n /// \n public static class GameObjectSerializer\n {\n // --- Data Serialization ---\n\n /// \n /// Creates a serializable representation of a GameObject.\n /// \n public static object GetGameObjectData(GameObject go)\n {\n if (go == null)\n return null;\n return new\n {\n name = go.name,\n instanceID = go.GetInstanceID(),\n tag = go.tag,\n layer = go.layer,\n activeSelf = go.activeSelf,\n activeInHierarchy = go.activeInHierarchy,\n isStatic = go.isStatic,\n scenePath = go.scene.path, // Identify which scene it belongs to\n transform = new // Serialize transform components carefully to avoid JSON issues\n {\n // Serialize Vector3 components individually to prevent self-referencing loops.\n // The default serializer can struggle with properties like Vector3.normalized.\n position = new\n {\n x = go.transform.position.x,\n y = go.transform.position.y,\n z = go.transform.position.z,\n },\n localPosition = new\n {\n x = go.transform.localPosition.x,\n y = go.transform.localPosition.y,\n z = go.transform.localPosition.z,\n },\n rotation = new\n {\n x = go.transform.rotation.eulerAngles.x,\n y = go.transform.rotation.eulerAngles.y,\n z = go.transform.rotation.eulerAngles.z,\n },\n localRotation = new\n {\n x = go.transform.localRotation.eulerAngles.x,\n y = go.transform.localRotation.eulerAngles.y,\n z = go.transform.localRotation.eulerAngles.z,\n },\n scale = new\n {\n x = go.transform.localScale.x,\n y = go.transform.localScale.y,\n z = go.transform.localScale.z,\n },\n forward = new\n {\n x = go.transform.forward.x,\n y = go.transform.forward.y,\n z = go.transform.forward.z,\n },\n up = new\n {\n x = go.transform.up.x,\n y = go.transform.up.y,\n z = go.transform.up.z,\n },\n right = new\n {\n x = go.transform.right.x,\n y = go.transform.right.y,\n z = go.transform.right.z,\n },\n },\n parentInstanceID = go.transform.parent?.gameObject.GetInstanceID() ?? 0, // 0 if no parent\n // Optionally include components, but can be large\n // components = go.GetComponents().Select(c => GetComponentData(c)).ToList()\n // Or just component names:\n componentNames = go.GetComponents()\n .Select(c => c.GetType().FullName)\n .ToList(),\n };\n }\n\n // --- Metadata Caching for Reflection ---\n private class CachedMetadata\n {\n public readonly List SerializableProperties;\n public readonly List SerializableFields;\n\n public CachedMetadata(List properties, List fields)\n {\n SerializableProperties = properties;\n SerializableFields = fields;\n }\n }\n // Key becomes Tuple\n private static readonly Dictionary, CachedMetadata> _metadataCache = new Dictionary, CachedMetadata>();\n // --- End Metadata Caching ---\n\n /// \n /// Creates a serializable representation of a Component, attempting to serialize\n /// public properties and fields using reflection, with caching and control over non-public fields.\n /// \n // Add the flag parameter here\n public static object GetComponentData(Component c, bool includeNonPublicSerializedFields = true)\n {\n // --- Add Early Logging --- \n // Debug.Log($\"[GetComponentData] Starting for component: {c?.GetType()?.FullName ?? \"null\"} (ID: {c?.GetInstanceID() ?? 0})\");\n // --- End Early Logging ---\n \n if (c == null) return null;\n Type componentType = c.GetType();\n\n // --- Special handling for Transform to avoid reflection crashes and problematic properties --- \n if (componentType == typeof(Transform))\n {\n Transform tr = c as Transform;\n // Debug.Log($\"[GetComponentData] Manually serializing Transform (ID: {tr.GetInstanceID()})\");\n return new Dictionary\n {\n { \"typeName\", componentType.FullName },\n { \"instanceID\", tr.GetInstanceID() },\n // Manually extract known-safe properties. Avoid Quaternion 'rotation' and 'lossyScale'.\n { \"position\", CreateTokenFromValue(tr.position, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"localPosition\", CreateTokenFromValue(tr.localPosition, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"eulerAngles\", CreateTokenFromValue(tr.eulerAngles, typeof(Vector3))?.ToObject() ?? new JObject() }, // Use Euler angles\n { \"localEulerAngles\", CreateTokenFromValue(tr.localEulerAngles, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"localScale\", CreateTokenFromValue(tr.localScale, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"right\", CreateTokenFromValue(tr.right, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"up\", CreateTokenFromValue(tr.up, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"forward\", CreateTokenFromValue(tr.forward, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"parentInstanceID\", tr.parent?.gameObject.GetInstanceID() ?? 0 },\n { \"rootInstanceID\", tr.root?.gameObject.GetInstanceID() ?? 0 },\n { \"childCount\", tr.childCount },\n // Include standard Object/Component properties\n { \"name\", tr.name }, \n { \"tag\", tr.tag }, \n { \"gameObjectInstanceID\", tr.gameObject?.GetInstanceID() ?? 0 }\n };\n }\n // --- End Special handling for Transform --- \n\n // --- Special handling for Camera to avoid matrix-related crashes ---\n if (componentType == typeof(Camera))\n {\n Camera cam = c as Camera;\n var cameraProperties = new Dictionary();\n\n // List of safe properties to serialize\n var safeProperties = new Dictionary>\n {\n { \"nearClipPlane\", () => cam.nearClipPlane },\n { \"farClipPlane\", () => cam.farClipPlane },\n { \"fieldOfView\", () => cam.fieldOfView },\n { \"renderingPath\", () => (int)cam.renderingPath },\n { \"actualRenderingPath\", () => (int)cam.actualRenderingPath },\n { \"allowHDR\", () => cam.allowHDR },\n { \"allowMSAA\", () => cam.allowMSAA },\n { \"allowDynamicResolution\", () => cam.allowDynamicResolution },\n { \"forceIntoRenderTexture\", () => cam.forceIntoRenderTexture },\n { \"orthographicSize\", () => cam.orthographicSize },\n { \"orthographic\", () => cam.orthographic },\n { \"opaqueSortMode\", () => (int)cam.opaqueSortMode },\n { \"transparencySortMode\", () => (int)cam.transparencySortMode },\n { \"depth\", () => cam.depth },\n { \"aspect\", () => cam.aspect },\n { \"cullingMask\", () => cam.cullingMask },\n { \"eventMask\", () => cam.eventMask },\n { \"backgroundColor\", () => cam.backgroundColor },\n { \"clearFlags\", () => (int)cam.clearFlags },\n { \"stereoEnabled\", () => cam.stereoEnabled },\n { \"stereoSeparation\", () => cam.stereoSeparation },\n { \"stereoConvergence\", () => cam.stereoConvergence },\n { \"enabled\", () => cam.enabled },\n { \"name\", () => cam.name },\n { \"tag\", () => cam.tag },\n { \"gameObject\", () => new { name = cam.gameObject.name, instanceID = cam.gameObject.GetInstanceID() } }\n };\n\n foreach (var prop in safeProperties)\n {\n try\n {\n var value = prop.Value();\n if (value != null)\n {\n AddSerializableValue(cameraProperties, prop.Key, value.GetType(), value);\n }\n }\n catch (Exception)\n {\n // Silently skip any property that fails\n continue;\n }\n }\n\n return new Dictionary\n {\n { \"typeName\", componentType.FullName },\n { \"instanceID\", cam.GetInstanceID() },\n { \"properties\", cameraProperties }\n };\n }\n // --- End Special handling for Camera ---\n\n var data = new Dictionary\n {\n { \"typeName\", componentType.FullName },\n { \"instanceID\", c.GetInstanceID() }\n };\n\n // --- Get Cached or Generate Metadata (using new cache key) ---\n Tuple cacheKey = new Tuple(componentType, includeNonPublicSerializedFields);\n if (!_metadataCache.TryGetValue(cacheKey, out CachedMetadata cachedData))\n {\n var propertiesToCache = new List();\n var fieldsToCache = new List();\n\n // Traverse the hierarchy from the component type up to MonoBehaviour\n Type currentType = componentType;\n while (currentType != null && currentType != typeof(MonoBehaviour) && currentType != typeof(object))\n {\n // Get properties declared only at the current type level\n BindingFlags propFlags = BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly;\n foreach (var propInfo in currentType.GetProperties(propFlags))\n {\n // Basic filtering (readable, not indexer, not transform which is handled elsewhere)\n if (!propInfo.CanRead || propInfo.GetIndexParameters().Length > 0 || propInfo.Name == \"transform\") continue;\n // Add if not already added (handles overrides - keep the most derived version)\n if (!propertiesToCache.Any(p => p.Name == propInfo.Name)) {\n propertiesToCache.Add(propInfo);\n }\n }\n\n // Get fields declared only at the current type level (both public and non-public)\n BindingFlags fieldFlags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly;\n var declaredFields = currentType.GetFields(fieldFlags);\n\n // Process the declared Fields for caching\n foreach (var fieldInfo in declaredFields)\n {\n if (fieldInfo.Name.EndsWith(\"k__BackingField\")) continue; // Skip backing fields\n\n // Add if not already added (handles hiding - keep the most derived version)\n if (fieldsToCache.Any(f => f.Name == fieldInfo.Name)) continue;\n\n bool shouldInclude = false;\n if (includeNonPublicSerializedFields)\n {\n // If TRUE, include Public OR NonPublic with [SerializeField]\n shouldInclude = fieldInfo.IsPublic || (fieldInfo.IsPrivate && fieldInfo.IsDefined(typeof(SerializeField), inherit: false));\n }\n else // includeNonPublicSerializedFields is FALSE\n {\n // If FALSE, include ONLY if it is explicitly Public.\n shouldInclude = fieldInfo.IsPublic;\n }\n\n if (shouldInclude)\n {\n fieldsToCache.Add(fieldInfo);\n }\n }\n\n // Move to the base type\n currentType = currentType.BaseType;\n }\n // --- End Hierarchy Traversal ---\n\n cachedData = new CachedMetadata(propertiesToCache, fieldsToCache);\n _metadataCache[cacheKey] = cachedData; // Add to cache with combined key\n }\n // --- End Get Cached or Generate Metadata ---\n\n // --- Use cached metadata ---\n var serializablePropertiesOutput = new Dictionary();\n \n // --- Add Logging Before Property Loop ---\n // Debug.Log($\"[GetComponentData] Starting property loop for {componentType.Name}...\");\n // --- End Logging Before Property Loop ---\n\n // Use cached properties\n foreach (var propInfo in cachedData.SerializableProperties)\n {\n string propName = propInfo.Name;\n\n // --- Skip known obsolete/problematic Component shortcut properties ---\n bool skipProperty = false;\n if (propName == \"rigidbody\" || propName == \"rigidbody2D\" || propName == \"camera\" ||\n propName == \"light\" || propName == \"animation\" || propName == \"constantForce\" ||\n propName == \"renderer\" || propName == \"audio\" || propName == \"networkView\" ||\n propName == \"collider\" || propName == \"collider2D\" || propName == \"hingeJoint\" ||\n propName == \"particleSystem\" ||\n // Also skip potentially problematic Matrix properties prone to cycles/errors\n propName == \"worldToLocalMatrix\" || propName == \"localToWorldMatrix\")\n {\n // Debug.Log($\"[GetComponentData] Explicitly skipping generic property: {propName}\"); // Optional log\n skipProperty = true;\n }\n // --- End Skip Generic Properties ---\n\n // --- Skip specific potentially problematic Camera properties ---\n if (componentType == typeof(Camera) && \n (propName == \"pixelRect\" || \n propName == \"rect\" || \n propName == \"cullingMatrix\" ||\n propName == \"useOcclusionCulling\" ||\n propName == \"worldToCameraMatrix\" ||\n propName == \"projectionMatrix\" ||\n propName == \"nonJitteredProjectionMatrix\" ||\n propName == \"previousViewProjectionMatrix\" ||\n propName == \"cameraToWorldMatrix\"))\n {\n // Debug.Log($\"[GetComponentData] Explicitly skipping Camera property: {propName}\");\n skipProperty = true;\n }\n // --- End Skip Camera Properties ---\n\n // --- Skip specific potentially problematic Transform properties ---\n if (componentType == typeof(Transform) && \n (propName == \"lossyScale\" || \n propName == \"rotation\" ||\n propName == \"worldToLocalMatrix\" ||\n propName == \"localToWorldMatrix\"))\n {\n // Debug.Log($\"[GetComponentData] Explicitly skipping Transform property: {propName}\");\n skipProperty = true;\n }\n // --- End Skip Transform Properties ---\n\n // Skip if flagged\n if (skipProperty)\n {\n continue;\n }\n\n try\n {\n // --- Add detailed logging --- \n // Debug.Log($\"[GetComponentData] Accessing: {componentType.Name}.{propName}\");\n // --- End detailed logging ---\n object value = propInfo.GetValue(c);\n Type propType = propInfo.PropertyType;\n AddSerializableValue(serializablePropertiesOutput, propName, propType, value);\n }\n catch (Exception ex)\n {\n // Debug.LogWarning($\"Could not read property {propName} on {componentType.Name}: {ex.Message}\");\n }\n }\n\n // --- Add Logging Before Field Loop ---\n // Debug.Log($\"[GetComponentData] Starting field loop for {componentType.Name}...\");\n // --- End Logging Before Field Loop ---\n\n // Use cached fields\n foreach (var fieldInfo in cachedData.SerializableFields)\n {\n try\n {\n // --- Add detailed logging for fields --- \n // Debug.Log($\"[GetComponentData] Accessing Field: {componentType.Name}.{fieldInfo.Name}\");\n // --- End detailed logging for fields ---\n object value = fieldInfo.GetValue(c);\n string fieldName = fieldInfo.Name;\n Type fieldType = fieldInfo.FieldType;\n AddSerializableValue(serializablePropertiesOutput, fieldName, fieldType, value);\n }\n catch (Exception ex)\n {\n // Debug.LogWarning($\"Could not read field {fieldInfo.Name} on {componentType.Name}: {ex.Message}\");\n }\n }\n // --- End Use cached metadata ---\n\n if (serializablePropertiesOutput.Count > 0)\n {\n data[\"properties\"] = serializablePropertiesOutput;\n }\n\n return data;\n }\n\n // Helper function to decide how to serialize different types\n private static void AddSerializableValue(Dictionary dict, string name, Type type, object value)\n {\n // Simplified: Directly use CreateTokenFromValue which uses the serializer\n if (value == null)\n {\n dict[name] = null;\n return;\n }\n\n try\n {\n // Use the helper that employs our custom serializer settings\n JToken token = CreateTokenFromValue(value, type);\n if (token != null) // Check if serialization succeeded in the helper\n {\n // Convert JToken back to a basic object structure for the dictionary\n dict[name] = ConvertJTokenToPlainObject(token);\n }\n // If token is null, it means serialization failed and a warning was logged.\n }\n catch (Exception e)\n {\n // Catch potential errors during JToken conversion or addition to dictionary\n Debug.LogWarning($\"[AddSerializableValue] Error processing value for '{name}' (Type: {type.FullName}): {e.Message}. Skipping.\");\n }\n }\n\n // Helper to convert JToken back to basic object structure\n private static object ConvertJTokenToPlainObject(JToken token)\n {\n if (token == null) return null;\n\n switch (token.Type)\n {\n case JTokenType.Object:\n var objDict = new Dictionary();\n foreach (var prop in ((JObject)token).Properties())\n {\n objDict[prop.Name] = ConvertJTokenToPlainObject(prop.Value);\n }\n return objDict;\n\n case JTokenType.Array:\n var list = new List();\n foreach (var item in (JArray)token)\n {\n list.Add(ConvertJTokenToPlainObject(item));\n }\n return list;\n\n case JTokenType.Integer:\n return token.ToObject(); // Use long for safety\n case JTokenType.Float:\n return token.ToObject(); // Use double for safety\n case JTokenType.String:\n return token.ToObject();\n case JTokenType.Boolean:\n return token.ToObject();\n case JTokenType.Date:\n return token.ToObject();\n case JTokenType.Guid:\n return token.ToObject();\n case JTokenType.Uri:\n return token.ToObject();\n case JTokenType.TimeSpan:\n return token.ToObject();\n case JTokenType.Bytes:\n return token.ToObject();\n case JTokenType.Null:\n return null;\n case JTokenType.Undefined:\n return null; // Treat undefined as null\n\n default:\n // Fallback for simple value types not explicitly listed\n if (token is JValue jValue && jValue.Value != null)\n {\n return jValue.Value;\n }\n // Debug.LogWarning($\"Unsupported JTokenType encountered: {token.Type}. Returning null.\");\n return null;\n }\n }\n\n // --- Define custom JsonSerializerSettings for OUTPUT ---\n private static readonly JsonSerializerSettings _outputSerializerSettings = new JsonSerializerSettings\n {\n Converters = new List\n {\n new Vector3Converter(),\n new Vector2Converter(),\n new QuaternionConverter(),\n new ColorConverter(),\n new RectConverter(),\n new BoundsConverter(),\n new UnityEngineObjectConverter() // Handles serialization of references\n },\n ReferenceLoopHandling = ReferenceLoopHandling.Ignore,\n // ContractResolver = new DefaultContractResolver { NamingStrategy = new CamelCaseNamingStrategy() } // Example if needed\n };\n private static readonly JsonSerializer _outputSerializer = JsonSerializer.Create(_outputSerializerSettings);\n // --- End Define custom JsonSerializerSettings ---\n\n // Helper to create JToken using the output serializer\n private static JToken CreateTokenFromValue(object value, Type type)\n {\n if (value == null) return JValue.CreateNull();\n\n try\n {\n // Use the pre-configured OUTPUT serializer instance\n return JToken.FromObject(value, _outputSerializer);\n }\n catch (JsonSerializationException e)\n {\n Debug.LogWarning($\"[GameObjectSerializer] Newtonsoft.Json Error serializing value of type {type.FullName}: {e.Message}. Skipping property/field.\");\n return null; // Indicate serialization failure\n }\n catch (Exception e) // Catch other unexpected errors\n {\n Debug.LogWarning($\"[GameObjectSerializer] Unexpected error serializing value of type {type.FullName}: {e}. Skipping property/field.\");\n return null; // Indicate serialization failure\n }\n }\n }\n} "], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ExecuteMenuItem.cs", "using System;\nusing System.Collections.Generic; // Added for HashSet\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles executing Unity Editor menu items by path.\n /// \n public static class ExecuteMenuItem\n {\n // Basic blacklist to prevent accidental execution of potentially disruptive menu items.\n // This can be expanded based on needs.\n private static readonly HashSet _menuPathBlacklist = new HashSet(\n StringComparer.OrdinalIgnoreCase\n )\n {\n \"File/Quit\",\n // Add other potentially dangerous items like \"Edit/Preferences...\", \"File/Build Settings...\" if needed\n };\n\n /// \n /// Main handler for executing menu items or getting available ones.\n /// \n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower() ?? \"execute\"; // Default action\n\n try\n {\n switch (action)\n {\n case \"execute\":\n return ExecuteItem(@params);\n case \"get_available_menus\":\n // Getting a comprehensive list of *all* menu items dynamically is very difficult\n // and often requires complex reflection or maintaining a manual list.\n // Returning a placeholder/acknowledgement for now.\n Debug.LogWarning(\n \"[ExecuteMenuItem] 'get_available_menus' action is not fully implemented. Dynamically listing all menu items is complex.\"\n );\n // Returning an empty list as per the refactor plan's requirements.\n return Response.Success(\n \"'get_available_menus' action is not fully implemented. Returning empty list.\",\n new List()\n );\n // TODO: Consider implementing a basic list of common/known menu items or exploring reflection techniques if this feature becomes critical.\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are 'execute', 'get_available_menus'.\"\n );\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ExecuteMenuItem] Action '{action}' failed: {e}\");\n return Response.Error($\"Internal error processing action '{action}': {e.Message}\");\n }\n }\n\n /// \n /// Executes a specific menu item.\n /// \n private static object ExecuteItem(JObject @params)\n {\n // Try both naming conventions: snake_case and camelCase\n string menuPath = @params[\"menu_path\"]?.ToString() ?? @params[\"menuPath\"]?.ToString();\n\n // string alias = @params[\"alias\"]?.ToString(); // TODO: Implement alias mapping based on refactor plan requirements.\n // JObject parameters = @params[\"parameters\"] as JObject; // TODO: Investigate parameter passing (often not directly supported by ExecuteMenuItem).\n\n if (string.IsNullOrWhiteSpace(menuPath))\n {\n return Response.Error(\"Required parameter 'menu_path' or 'menuPath' is missing or empty.\");\n }\n\n // Validate against blacklist\n if (_menuPathBlacklist.Contains(menuPath))\n {\n return Response.Error(\n $\"Execution of menu item '{menuPath}' is blocked for safety reasons.\"\n );\n }\n\n // TODO: Implement alias lookup here if needed (Map alias to actual menuPath).\n // if (!string.IsNullOrEmpty(alias)) { menuPath = LookupAlias(alias); if(menuPath == null) return Response.Error(...); }\n\n // TODO: Handle parameters ('parameters' object) if a viable method is found.\n // This is complex as EditorApplication.ExecuteMenuItem doesn't take arguments directly.\n // It might require finding the underlying EditorWindow or command if parameters are needed.\n\n try\n {\n // Attempt to execute the menu item on the main thread using delayCall for safety.\n EditorApplication.delayCall += () =>\n {\n try\n {\n bool executed = EditorApplication.ExecuteMenuItem(menuPath);\n // Log potential failure inside the delayed call.\n if (!executed)\n {\n Debug.LogError(\n $\"[ExecuteMenuItem] Failed to find or execute menu item via delayCall: '{menuPath}'. It might be invalid, disabled, or context-dependent.\"\n );\n }\n }\n catch (Exception delayEx)\n {\n Debug.LogError(\n $\"[ExecuteMenuItem] Exception during delayed execution of '{menuPath}': {delayEx}\"\n );\n }\n };\n\n // Report attempt immediately, as execution is delayed.\n return Response.Success(\n $\"Attempted to execute menu item: '{menuPath}'. Check Unity logs for confirmation or errors.\"\n );\n }\n catch (Exception e)\n {\n // Catch errors during setup phase.\n Debug.LogError(\n $\"[ExecuteMenuItem] Failed to setup execution for '{menuPath}': {e}\"\n );\n return Response.Error(\n $\"Error setting up execution for menu item '{menuPath}': {e.Message}\"\n );\n }\n }\n\n // TODO: Add helper for alias lookup if implementing aliases.\n // private static string LookupAlias(string alias) { ... return actualMenuPath or null ... }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/UnityMcpBridge.cs", "using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Net;\nusing System.Net.Sockets;\nusing System.Threading.Tasks;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers;\nusing UnityMcpBridge.Editor.Models;\nusing UnityMcpBridge.Editor.Tools;\n\nnamespace UnityMcpBridge.Editor\n{\n [InitializeOnLoad]\n public static partial class UnityMcpBridge\n {\n private static TcpListener listener;\n private static bool isRunning = false;\n private static readonly object lockObj = new();\n private static Dictionary<\n string,\n (string commandJson, TaskCompletionSource tcs)\n > commandQueue = new();\n private static readonly int unityPort = 6400; // Hardcoded port\n\n public static bool IsRunning => isRunning;\n\n public static bool FolderExists(string path)\n {\n if (string.IsNullOrEmpty(path))\n {\n return false;\n }\n\n if (path.Equals(\"Assets\", StringComparison.OrdinalIgnoreCase))\n {\n return true;\n }\n\n string fullPath = Path.Combine(\n Application.dataPath,\n path.StartsWith(\"Assets/\") ? path[7..] : path\n );\n return Directory.Exists(fullPath);\n }\n\n static UnityMcpBridge()\n {\n Start();\n EditorApplication.quitting += Stop;\n }\n\n public static void Start()\n {\n Stop();\n\n try\n {\n ServerInstaller.EnsureServerInstalled();\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Failed to ensure UnityMcpServer is installed: {ex.Message}\");\n }\n\n if (isRunning)\n {\n return;\n }\n\n try\n {\n listener = new TcpListener(IPAddress.Loopback, unityPort);\n listener.Start();\n isRunning = true;\n Debug.Log($\"UnityMcpBridge started on port {unityPort}.\");\n // Assuming ListenerLoop and ProcessCommands are defined elsewhere\n Task.Run(ListenerLoop);\n EditorApplication.update += ProcessCommands;\n }\n catch (SocketException ex)\n {\n if (ex.SocketErrorCode == SocketError.AddressAlreadyInUse)\n {\n Debug.LogError(\n $\"Port {unityPort} is already in use. Ensure no other instances are running or change the port.\"\n );\n }\n else\n {\n Debug.LogError($\"Failed to start TCP listener: {ex.Message}\");\n }\n }\n }\n\n public static void Stop()\n {\n if (!isRunning)\n {\n return;\n }\n\n try\n {\n listener?.Stop();\n listener = null;\n isRunning = false;\n EditorApplication.update -= ProcessCommands;\n Debug.Log(\"UnityMcpBridge stopped.\");\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Error stopping UnityMcpBridge: {ex.Message}\");\n }\n }\n\n private static async Task ListenerLoop()\n {\n while (isRunning)\n {\n try\n {\n TcpClient client = await listener.AcceptTcpClientAsync();\n // Enable basic socket keepalive\n client.Client.SetSocketOption(\n SocketOptionLevel.Socket,\n SocketOptionName.KeepAlive,\n true\n );\n\n // Set longer receive timeout to prevent quick disconnections\n client.ReceiveTimeout = 60000; // 60 seconds\n\n // Fire and forget each client connection\n _ = HandleClientAsync(client);\n }\n catch (Exception ex)\n {\n if (isRunning)\n {\n Debug.LogError($\"Listener error: {ex.Message}\");\n }\n }\n }\n }\n\n private static async Task HandleClientAsync(TcpClient client)\n {\n using (client)\n using (NetworkStream stream = client.GetStream())\n {\n byte[] buffer = new byte[8192];\n while (isRunning)\n {\n try\n {\n int bytesRead = await stream.ReadAsync(buffer, 0, buffer.Length);\n if (bytesRead == 0)\n {\n break; // Client disconnected\n }\n\n string commandText = System.Text.Encoding.UTF8.GetString(\n buffer,\n 0,\n bytesRead\n );\n string commandId = Guid.NewGuid().ToString();\n TaskCompletionSource tcs = new();\n\n // Special handling for ping command to avoid JSON parsing\n if (commandText.Trim() == \"ping\")\n {\n // Direct response to ping without going through JSON parsing\n byte[] pingResponseBytes = System.Text.Encoding.UTF8.GetBytes(\n /*lang=json,strict*/\n \"{\\\"status\\\":\\\"success\\\",\\\"result\\\":{\\\"message\\\":\\\"pong\\\"}}\"\n );\n await stream.WriteAsync(pingResponseBytes, 0, pingResponseBytes.Length);\n continue;\n }\n\n lock (lockObj)\n {\n commandQueue[commandId] = (commandText, tcs);\n }\n\n string response = await tcs.Task;\n byte[] responseBytes = System.Text.Encoding.UTF8.GetBytes(response);\n await stream.WriteAsync(responseBytes, 0, responseBytes.Length);\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Client handler error: {ex.Message}\");\n break;\n }\n }\n }\n }\n\n private static void ProcessCommands()\n {\n List processedIds = new();\n lock (lockObj)\n {\n foreach (\n KeyValuePair<\n string,\n (string commandJson, TaskCompletionSource tcs)\n > kvp in commandQueue.ToList()\n )\n {\n string id = kvp.Key;\n string commandText = kvp.Value.commandJson;\n TaskCompletionSource tcs = kvp.Value.tcs;\n\n try\n {\n // Special case handling\n if (string.IsNullOrEmpty(commandText))\n {\n var emptyResponse = new\n {\n status = \"error\",\n error = \"Empty command received\",\n };\n tcs.SetResult(JsonConvert.SerializeObject(emptyResponse));\n processedIds.Add(id);\n continue;\n }\n\n // Trim the command text to remove any whitespace\n commandText = commandText.Trim();\n\n // Non-JSON direct commands handling (like ping)\n if (commandText == \"ping\")\n {\n var pingResponse = new\n {\n status = \"success\",\n result = new { message = \"pong\" },\n };\n tcs.SetResult(JsonConvert.SerializeObject(pingResponse));\n processedIds.Add(id);\n continue;\n }\n\n // Check if the command is valid JSON before attempting to deserialize\n if (!IsValidJson(commandText))\n {\n var invalidJsonResponse = new\n {\n status = \"error\",\n error = \"Invalid JSON format\",\n receivedText = commandText.Length > 50\n ? commandText[..50] + \"...\"\n : commandText,\n };\n tcs.SetResult(JsonConvert.SerializeObject(invalidJsonResponse));\n processedIds.Add(id);\n continue;\n }\n\n // Normal JSON command processing\n Command command = JsonConvert.DeserializeObject(commandText);\n \n if (command == null)\n {\n var nullCommandResponse = new\n {\n status = \"error\",\n error = \"Command deserialized to null\",\n details = \"The command was valid JSON but could not be deserialized to a Command object\",\n };\n tcs.SetResult(JsonConvert.SerializeObject(nullCommandResponse));\n }\n else\n {\n string responseJson = ExecuteCommand(command);\n tcs.SetResult(responseJson);\n }\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Error processing command: {ex.Message}\\n{ex.StackTrace}\");\n\n var response = new\n {\n status = \"error\",\n error = ex.Message,\n commandType = \"Unknown (error during processing)\",\n receivedText = commandText?.Length > 50\n ? commandText[..50] + \"...\"\n : commandText,\n };\n string responseJson = JsonConvert.SerializeObject(response);\n tcs.SetResult(responseJson);\n }\n\n processedIds.Add(id);\n }\n\n foreach (string id in processedIds)\n {\n commandQueue.Remove(id);\n }\n }\n }\n\n // Helper method to check if a string is valid JSON\n private static bool IsValidJson(string text)\n {\n if (string.IsNullOrWhiteSpace(text))\n {\n return false;\n }\n\n text = text.Trim();\n if (\n (text.StartsWith(\"{\") && text.EndsWith(\"}\"))\n || // Object\n (text.StartsWith(\"[\") && text.EndsWith(\"]\"))\n ) // Array\n {\n try\n {\n JToken.Parse(text);\n return true;\n }\n catch\n {\n return false;\n }\n }\n\n return false;\n }\n\n private static string ExecuteCommand(Command command)\n {\n try\n {\n if (string.IsNullOrEmpty(command.type))\n {\n var errorResponse = new\n {\n status = \"error\",\n error = \"Command type cannot be empty\",\n details = \"A valid command type is required for processing\",\n };\n return JsonConvert.SerializeObject(errorResponse);\n }\n\n // Handle ping command for connection verification\n if (command.type.Equals(\"ping\", StringComparison.OrdinalIgnoreCase))\n {\n var pingResponse = new\n {\n status = \"success\",\n result = new { message = \"pong\" },\n };\n return JsonConvert.SerializeObject(pingResponse);\n }\n\n // Use JObject for parameters as the new handlers likely expect this\n JObject paramsObject = command.@params ?? new JObject();\n\n // Route command based on the new tool structure from the refactor plan\n object result = command.type switch\n {\n // Maps the command type (tool name) to the corresponding handler's static HandleCommand method\n // Assumes each handler class has a static method named 'HandleCommand' that takes JObject parameters\n \"manage_script\" => ManageScript.HandleCommand(paramsObject),\n \"manage_scene\" => ManageScene.HandleCommand(paramsObject),\n \"manage_editor\" => ManageEditor.HandleCommand(paramsObject),\n \"manage_gameobject\" => ManageGameObject.HandleCommand(paramsObject),\n \"manage_asset\" => ManageAsset.HandleCommand(paramsObject),\n \"manage_shader\" => ManageShader.HandleCommand(paramsObject),\n \"read_console\" => ReadConsole.HandleCommand(paramsObject),\n \"execute_menu_item\" => ExecuteMenuItem.HandleCommand(paramsObject),\n _ => throw new ArgumentException(\n $\"Unknown or unsupported command type: {command.type}\"\n ),\n };\n\n // Standard success response format\n var response = new { status = \"success\", result };\n return JsonConvert.SerializeObject(response);\n }\n catch (Exception ex)\n {\n // Log the detailed error in Unity for debugging\n Debug.LogError(\n $\"Error executing command '{command?.type ?? \"Unknown\"}': {ex.Message}\\n{ex.StackTrace}\"\n );\n\n // Standard error response format\n var response = new\n {\n status = \"error\",\n error = ex.Message, // Provide the specific error message\n command = command?.type ?? \"Unknown\", // Include the command type if available\n stackTrace = ex.StackTrace, // Include stack trace for detailed debugging\n paramsSummary = command?.@params != null\n ? GetParamsSummary(command.@params)\n : \"No parameters\", // Summarize parameters for context\n };\n return JsonConvert.SerializeObject(response);\n }\n }\n\n // Helper method to get a summary of parameters for error reporting\n private static string GetParamsSummary(JObject @params)\n {\n try\n {\n return @params == null || !@params.HasValues\n ? \"No parameters\"\n : string.Join(\n \", \",\n @params\n .Properties()\n .Select(static p =>\n $\"{p.Name}: {p.Value?.ToString()?[..Math.Min(20, p.Value?.ToString()?.Length ?? 0)]}\"\n )\n );\n }\n catch\n {\n return \"Could not summarize parameters\";\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Windows/UnityMcpEditorWindow.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Runtime.InteropServices;\nusing Newtonsoft.Json;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Data;\nusing UnityMcpBridge.Editor.Helpers;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Windows\n{\n public class UnityMcpEditorWindow : EditorWindow\n {\n private bool isUnityBridgeRunning = false;\n private Vector2 scrollPosition;\n private string pythonServerInstallationStatus = \"Not Installed\";\n private Color pythonServerInstallationStatusColor = Color.red;\n private const int unityPort = 6400; // Hardcoded Unity port\n private const int mcpPort = 6500; // Hardcoded MCP port\n private readonly McpClients mcpClients = new();\n \n // Script validation settings\n private int validationLevelIndex = 1; // Default to Standard\n private readonly string[] validationLevelOptions = new string[]\n {\n \"Basic - Only syntax checks\",\n \"Standard - Syntax + Unity practices\", \n \"Comprehensive - All checks + semantic analysis\",\n \"Strict - Full semantic validation (requires Roslyn)\"\n };\n \n // UI state\n private int selectedClientIndex = 0;\n\n [MenuItem(\"Window/Unity MCP\")]\n public static void ShowWindow()\n {\n GetWindow(\"MCP Editor\");\n }\n\n private void OnEnable()\n {\n UpdatePythonServerInstallationStatus();\n\n isUnityBridgeRunning = UnityMcpBridge.IsRunning;\n foreach (McpClient mcpClient in mcpClients.clients)\n {\n CheckMcpConfiguration(mcpClient);\n }\n \n // Load validation level setting\n LoadValidationLevelSetting();\n }\n\n private Color GetStatusColor(McpStatus status)\n {\n // Return appropriate color based on the status enum\n return status switch\n {\n McpStatus.Configured => Color.green,\n McpStatus.Running => Color.green,\n McpStatus.Connected => Color.green,\n McpStatus.IncorrectPath => Color.yellow,\n McpStatus.CommunicationError => Color.yellow,\n McpStatus.NoResponse => Color.yellow,\n _ => Color.red, // Default to red for error states or not configured\n };\n }\n\n private void UpdatePythonServerInstallationStatus()\n {\n string serverPath = ServerInstaller.GetServerPath();\n\n if (File.Exists(Path.Combine(serverPath, \"server.py\")))\n {\n string installedVersion = ServerInstaller.GetInstalledVersion();\n string latestVersion = ServerInstaller.GetLatestVersion();\n\n if (ServerInstaller.IsNewerVersion(latestVersion, installedVersion))\n {\n pythonServerInstallationStatus = \"Newer Version Available\";\n pythonServerInstallationStatusColor = Color.yellow;\n }\n else\n {\n pythonServerInstallationStatus = \"Up to Date\";\n pythonServerInstallationStatusColor = Color.green;\n }\n }\n else\n {\n pythonServerInstallationStatus = \"Not Installed\";\n pythonServerInstallationStatusColor = Color.red;\n }\n }\n\n\n private void DrawStatusDot(Rect statusRect, Color statusColor, float size = 12)\n {\n float offsetX = (statusRect.width - size) / 2;\n float offsetY = (statusRect.height - size) / 2;\n Rect dotRect = new(statusRect.x + offsetX, statusRect.y + offsetY, size, size);\n Vector3 center = new(\n dotRect.x + (dotRect.width / 2),\n dotRect.y + (dotRect.height / 2),\n 0\n );\n float radius = size / 2;\n\n // Draw the main dot\n Handles.color = statusColor;\n Handles.DrawSolidDisc(center, Vector3.forward, radius);\n\n // Draw the border\n Color borderColor = new(\n statusColor.r * 0.7f,\n statusColor.g * 0.7f,\n statusColor.b * 0.7f\n );\n Handles.color = borderColor;\n Handles.DrawWireDisc(center, Vector3.forward, radius);\n }\n\n private void OnGUI()\n {\n scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);\n\n // Header\n DrawHeader();\n \n // Main sections in a more compact layout\n EditorGUILayout.BeginHorizontal();\n \n // Left column - Status and Bridge\n EditorGUILayout.BeginVertical(GUILayout.Width(position.width * 0.5f));\n DrawServerStatusSection();\n EditorGUILayout.Space(5);\n DrawBridgeSection();\n EditorGUILayout.EndVertical();\n \n // Right column - Validation Settings\n EditorGUILayout.BeginVertical();\n DrawValidationSection();\n EditorGUILayout.EndVertical();\n \n EditorGUILayout.EndHorizontal();\n \n EditorGUILayout.Space(10);\n \n // Unified MCP Client Configuration\n DrawUnifiedClientConfiguration();\n\n EditorGUILayout.EndScrollView();\n }\n\n private void DrawHeader()\n {\n EditorGUILayout.Space(15);\n Rect titleRect = EditorGUILayout.GetControlRect(false, 40);\n EditorGUI.DrawRect(titleRect, new Color(0.2f, 0.2f, 0.2f, 0.1f));\n \n GUIStyle titleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 16,\n alignment = TextAnchor.MiddleLeft\n };\n \n GUI.Label(\n new Rect(titleRect.x + 15, titleRect.y + 8, titleRect.width - 30, titleRect.height),\n \"Unity MCP Editor\",\n titleStyle\n );\n EditorGUILayout.Space(15);\n }\n\n private void DrawServerStatusSection()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"Server Status\", sectionTitleStyle);\n EditorGUILayout.Space(8);\n\n EditorGUILayout.BeginHorizontal();\n Rect statusRect = GUILayoutUtility.GetRect(0, 28, GUILayout.Width(24));\n DrawStatusDot(statusRect, pythonServerInstallationStatusColor, 16);\n \n GUIStyle statusStyle = new GUIStyle(EditorStyles.label)\n {\n fontSize = 12,\n fontStyle = FontStyle.Bold\n };\n EditorGUILayout.LabelField(pythonServerInstallationStatus, statusStyle, GUILayout.Height(28));\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.Space(5);\n GUIStyle portStyle = new GUIStyle(EditorStyles.miniLabel)\n {\n fontSize = 11\n };\n EditorGUILayout.LabelField($\"Ports: Unity {unityPort}, MCP {mcpPort}\", portStyle);\n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawBridgeSection()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"Unity Bridge\", sectionTitleStyle);\n EditorGUILayout.Space(8);\n \n EditorGUILayout.BeginHorizontal();\n Color bridgeColor = isUnityBridgeRunning ? Color.green : Color.red;\n Rect bridgeStatusRect = GUILayoutUtility.GetRect(0, 28, GUILayout.Width(24));\n DrawStatusDot(bridgeStatusRect, bridgeColor, 16);\n \n GUIStyle bridgeStatusStyle = new GUIStyle(EditorStyles.label)\n {\n fontSize = 12,\n fontStyle = FontStyle.Bold\n };\n EditorGUILayout.LabelField(isUnityBridgeRunning ? \"Running\" : \"Stopped\", bridgeStatusStyle, GUILayout.Height(28));\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.Space(8);\n if (GUILayout.Button(isUnityBridgeRunning ? \"Stop Bridge\" : \"Start Bridge\", GUILayout.Height(32)))\n {\n ToggleUnityBridge();\n }\n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawValidationSection()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"Script Validation\", sectionTitleStyle);\n EditorGUILayout.Space(8);\n \n EditorGUI.BeginChangeCheck();\n validationLevelIndex = EditorGUILayout.Popup(\"Validation Level\", validationLevelIndex, validationLevelOptions, GUILayout.Height(20));\n if (EditorGUI.EndChangeCheck())\n {\n SaveValidationLevelSetting();\n }\n \n EditorGUILayout.Space(8);\n string description = GetValidationLevelDescription(validationLevelIndex);\n EditorGUILayout.HelpBox(description, MessageType.Info);\n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawUnifiedClientConfiguration()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"MCP Client Configuration\", sectionTitleStyle);\n EditorGUILayout.Space(10);\n \n // Client selector\n string[] clientNames = mcpClients.clients.Select(c => c.name).ToArray();\n EditorGUI.BeginChangeCheck();\n selectedClientIndex = EditorGUILayout.Popup(\"Select Client\", selectedClientIndex, clientNames, GUILayout.Height(20));\n if (EditorGUI.EndChangeCheck())\n {\n selectedClientIndex = Mathf.Clamp(selectedClientIndex, 0, mcpClients.clients.Count - 1);\n }\n \n EditorGUILayout.Space(10);\n \n if (mcpClients.clients.Count > 0 && selectedClientIndex < mcpClients.clients.Count)\n {\n McpClient selectedClient = mcpClients.clients[selectedClientIndex];\n DrawClientConfigurationCompact(selectedClient);\n }\n \n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawClientConfigurationCompact(McpClient mcpClient)\n {\n // Status display\n EditorGUILayout.BeginHorizontal();\n Rect statusRect = GUILayoutUtility.GetRect(0, 28, GUILayout.Width(24));\n Color statusColor = GetStatusColor(mcpClient.status);\n DrawStatusDot(statusRect, statusColor, 16);\n \n GUIStyle clientStatusStyle = new GUIStyle(EditorStyles.label)\n {\n fontSize = 12,\n fontStyle = FontStyle.Bold\n };\n EditorGUILayout.LabelField(mcpClient.configStatus, clientStatusStyle, GUILayout.Height(28));\n EditorGUILayout.EndHorizontal();\n \n EditorGUILayout.Space(10);\n \n // Action buttons in horizontal layout\n EditorGUILayout.BeginHorizontal();\n \n if (mcpClient.mcpType == McpTypes.VSCode)\n {\n if (GUILayout.Button(\"Auto Configure\", GUILayout.Height(32)))\n {\n ConfigureMcpClient(mcpClient);\n }\n }\n else\n {\n if (GUILayout.Button($\"Auto Configure\", GUILayout.Height(32)))\n {\n ConfigureMcpClient(mcpClient);\n }\n }\n \n if (GUILayout.Button(\"Manual Setup\", GUILayout.Height(32)))\n {\n string configPath = RuntimeInformation.IsOSPlatform(OSPlatform.Windows)\n ? mcpClient.windowsConfigPath\n : mcpClient.linuxConfigPath;\n \n if (mcpClient.mcpType == McpTypes.VSCode)\n {\n string pythonDir = FindPackagePythonDirectory();\n var vscodeConfig = new\n {\n mcp = new\n {\n servers = new\n {\n unityMCP = new\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" }\n }\n }\n }\n };\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n string manualConfigJson = JsonConvert.SerializeObject(vscodeConfig, jsonSettings);\n VSCodeManualSetupWindow.ShowWindow(configPath, manualConfigJson);\n }\n else\n {\n ShowManualInstructionsWindow(configPath, mcpClient);\n }\n }\n \n EditorGUILayout.EndHorizontal();\n \n EditorGUILayout.Space(8);\n // Quick info\n GUIStyle configInfoStyle = new GUIStyle(EditorStyles.miniLabel)\n {\n fontSize = 10\n };\n EditorGUILayout.LabelField($\"Config: {Path.GetFileName(RuntimeInformation.IsOSPlatform(OSPlatform.Windows) ? mcpClient.windowsConfigPath : mcpClient.linuxConfigPath)}\", configInfoStyle);\n }\n\n private void ToggleUnityBridge()\n {\n if (isUnityBridgeRunning)\n {\n UnityMcpBridge.Stop();\n }\n else\n {\n UnityMcpBridge.Start();\n }\n\n isUnityBridgeRunning = !isUnityBridgeRunning;\n }\n\n private string WriteToConfig(string pythonDir, string configPath, McpClient mcpClient = null)\n {\n // Create configuration object for unityMCP\n McpConfigServer unityMCPConfig = new()\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" },\n };\n\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n\n // Read existing config if it exists\n string existingJson = \"{}\";\n if (File.Exists(configPath))\n {\n try\n {\n existingJson = File.ReadAllText(configPath);\n }\n catch (Exception e)\n {\n Debug.LogWarning($\"Error reading existing config: {e.Message}.\");\n }\n }\n\n // Parse the existing JSON while preserving all properties\n dynamic existingConfig = JsonConvert.DeserializeObject(existingJson);\n existingConfig ??= new Newtonsoft.Json.Linq.JObject();\n\n // Handle different client types with a switch statement\n //Comments: Interestingly, VSCode has mcp.servers.unityMCP while others have mcpServers.unityMCP, which is why we need to prevent this\n switch (mcpClient?.mcpType)\n {\n case McpTypes.VSCode:\n // VSCode specific configuration\n // Ensure mcp object exists\n if (existingConfig.mcp == null)\n {\n existingConfig.mcp = new Newtonsoft.Json.Linq.JObject();\n }\n\n // Ensure mcp.servers object exists\n if (existingConfig.mcp.servers == null)\n {\n existingConfig.mcp.servers = new Newtonsoft.Json.Linq.JObject();\n }\n\n // Add/update UnityMCP server in VSCode settings\n existingConfig.mcp.servers.unityMCP =\n JsonConvert.DeserializeObject(\n JsonConvert.SerializeObject(unityMCPConfig)\n );\n break;\n\n default:\n // Standard MCP configuration (Claude Desktop, Cursor, etc.)\n // Ensure mcpServers object exists\n if (existingConfig.mcpServers == null)\n {\n existingConfig.mcpServers = new Newtonsoft.Json.Linq.JObject();\n }\n\n // Add/update UnityMCP server in standard MCP settings\n existingConfig.mcpServers.unityMCP =\n JsonConvert.DeserializeObject(\n JsonConvert.SerializeObject(unityMCPConfig)\n );\n break;\n }\n\n // Write the merged configuration back to file\n string mergedJson = JsonConvert.SerializeObject(existingConfig, jsonSettings);\n File.WriteAllText(configPath, mergedJson);\n\n return \"Configured successfully\";\n }\n\n private void ShowManualConfigurationInstructions(string configPath, McpClient mcpClient)\n {\n mcpClient.SetStatus(McpStatus.Error, \"Manual configuration required\");\n\n ShowManualInstructionsWindow(configPath, mcpClient);\n }\n\n // New method to show manual instructions without changing status\n private void ShowManualInstructionsWindow(string configPath, McpClient mcpClient)\n {\n // Get the Python directory path using Package Manager API\n string pythonDir = FindPackagePythonDirectory();\n string manualConfigJson;\n \n // Create common JsonSerializerSettings\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n \n // Use switch statement to handle different client types\n switch (mcpClient.mcpType)\n {\n case McpTypes.VSCode:\n // Create VSCode-specific configuration with proper format\n var vscodeConfig = new\n {\n mcp = new\n {\n servers = new\n {\n unityMCP = new\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" }\n }\n }\n }\n };\n manualConfigJson = JsonConvert.SerializeObject(vscodeConfig, jsonSettings);\n break;\n \n default:\n // Create standard MCP configuration for other clients\n McpConfig jsonConfig = new()\n {\n mcpServers = new McpConfigServers\n {\n unityMCP = new McpConfigServer\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" },\n },\n },\n };\n manualConfigJson = JsonConvert.SerializeObject(jsonConfig, jsonSettings);\n break;\n }\n\n ManualConfigEditorWindow.ShowWindow(configPath, manualConfigJson, mcpClient);\n }\n\n private string FindPackagePythonDirectory()\n {\n string pythonDir = ServerInstaller.GetServerPath();\n\n try\n {\n // Try to find the package using Package Manager API\n UnityEditor.PackageManager.Requests.ListRequest request =\n UnityEditor.PackageManager.Client.List();\n while (!request.IsCompleted) { } // Wait for the request to complete\n\n if (request.Status == UnityEditor.PackageManager.StatusCode.Success)\n {\n foreach (UnityEditor.PackageManager.PackageInfo package in request.Result)\n {\n if (package.name == \"com.justinpbarnett.unity-mcp\")\n {\n string packagePath = package.resolvedPath;\n string potentialPythonDir = Path.Combine(packagePath, \"Python\");\n\n if (\n Directory.Exists(potentialPythonDir)\n && File.Exists(Path.Combine(potentialPythonDir, \"server.py\"))\n )\n {\n return potentialPythonDir;\n }\n }\n }\n }\n else if (request.Error != null)\n {\n Debug.LogError(\"Failed to list packages: \" + request.Error.message);\n }\n\n // If not found via Package Manager, try manual approaches\n // First check for local installation\n string[] possibleDirs =\n {\n Path.GetFullPath(Path.Combine(Application.dataPath, \"unity-mcp\", \"Python\")),\n };\n\n foreach (string dir in possibleDirs)\n {\n if (Directory.Exists(dir) && File.Exists(Path.Combine(dir, \"server.py\")))\n {\n return dir;\n }\n }\n\n // If still not found, return the placeholder path\n Debug.LogWarning(\"Could not find Python directory, using placeholder path\");\n }\n catch (Exception e)\n {\n Debug.LogError($\"Error finding package path: {e.Message}\");\n }\n\n return pythonDir;\n }\n\n private string ConfigureMcpClient(McpClient mcpClient)\n {\n try\n {\n // Determine the config file path based on OS\n string configPath;\n\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n configPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n configPath = mcpClient.linuxConfigPath;\n }\n else\n {\n return \"Unsupported OS\";\n }\n\n // Create directory if it doesn't exist\n Directory.CreateDirectory(Path.GetDirectoryName(configPath));\n\n // Find the server.py file location\n string pythonDir = ServerInstaller.GetServerPath();\n\n if (pythonDir == null || !File.Exists(Path.Combine(pythonDir, \"server.py\")))\n {\n ShowManualInstructionsWindow(configPath, mcpClient);\n return \"Manual Configuration Required\";\n }\n\n string result = WriteToConfig(pythonDir, configPath, mcpClient);\n\n // Update the client status after successful configuration\n if (result == \"Configured successfully\")\n {\n mcpClient.SetStatus(McpStatus.Configured);\n }\n\n return result;\n }\n catch (Exception e)\n {\n // Determine the config file path based on OS for error message\n string configPath = \"\";\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n configPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n configPath = mcpClient.linuxConfigPath;\n }\n\n ShowManualInstructionsWindow(configPath, mcpClient);\n Debug.LogError(\n $\"Failed to configure {mcpClient.name}: {e.Message}\\n{e.StackTrace}\"\n );\n return $\"Failed to configure {mcpClient.name}\";\n }\n }\n\n private void ShowCursorManualConfigurationInstructions(\n string configPath,\n McpClient mcpClient\n )\n {\n mcpClient.SetStatus(McpStatus.Error, \"Manual configuration required\");\n\n // Get the Python directory path using Package Manager API\n string pythonDir = FindPackagePythonDirectory();\n\n // Create the manual configuration message\n McpConfig jsonConfig = new()\n {\n mcpServers = new McpConfigServers\n {\n unityMCP = new McpConfigServer\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" },\n },\n },\n };\n\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n string manualConfigJson = JsonConvert.SerializeObject(jsonConfig, jsonSettings);\n\n ManualConfigEditorWindow.ShowWindow(configPath, manualConfigJson, mcpClient);\n }\n\n private void LoadValidationLevelSetting()\n {\n string savedLevel = EditorPrefs.GetString(\"UnityMCP_ScriptValidationLevel\", \"standard\");\n validationLevelIndex = savedLevel.ToLower() switch\n {\n \"basic\" => 0,\n \"standard\" => 1,\n \"comprehensive\" => 2,\n \"strict\" => 3,\n _ => 1 // Default to Standard\n };\n }\n\n private void SaveValidationLevelSetting()\n {\n string levelString = validationLevelIndex switch\n {\n 0 => \"basic\",\n 1 => \"standard\",\n 2 => \"comprehensive\",\n 3 => \"strict\",\n _ => \"standard\"\n };\n EditorPrefs.SetString(\"UnityMCP_ScriptValidationLevel\", levelString);\n }\n\n private string GetValidationLevelDescription(int index)\n {\n return index switch\n {\n 0 => \"Only basic syntax checks (braces, quotes, comments)\",\n 1 => \"Syntax checks + Unity best practices and warnings\",\n 2 => \"All checks + semantic analysis and performance warnings\",\n 3 => \"Full semantic validation with namespace/type resolution (requires Roslyn)\",\n _ => \"Standard validation\"\n };\n }\n\n public static string GetCurrentValidationLevel()\n {\n string savedLevel = EditorPrefs.GetString(\"UnityMCP_ScriptValidationLevel\", \"standard\");\n return savedLevel;\n }\n\n private void CheckMcpConfiguration(McpClient mcpClient)\n {\n try\n {\n string configPath;\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n configPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n configPath = mcpClient.linuxConfigPath;\n }\n else\n {\n mcpClient.SetStatus(McpStatus.UnsupportedOS);\n return;\n }\n\n if (!File.Exists(configPath))\n {\n mcpClient.SetStatus(McpStatus.NotConfigured);\n return;\n }\n\n string configJson = File.ReadAllText(configPath);\n string pythonDir = ServerInstaller.GetServerPath();\n \n // Use switch statement to handle different client types, extracting common logic\n string[] args = null;\n bool configExists = false;\n \n switch (mcpClient.mcpType)\n {\n case McpTypes.VSCode:\n dynamic config = JsonConvert.DeserializeObject(configJson);\n \n if (config?.mcp?.servers?.unityMCP != null)\n {\n // Extract args from VSCode config format\n args = config.mcp.servers.unityMCP.args.ToObject();\n configExists = true;\n }\n break;\n \n default:\n // Standard MCP configuration check for Claude Desktop, Cursor, etc.\n McpConfig standardConfig = JsonConvert.DeserializeObject(configJson);\n \n if (standardConfig?.mcpServers?.unityMCP != null)\n {\n args = standardConfig.mcpServers.unityMCP.args;\n configExists = true;\n }\n break;\n }\n \n // Common logic for checking configuration status\n if (configExists)\n {\n if (pythonDir != null && \n Array.Exists(args, arg => arg.Contains(pythonDir, StringComparison.Ordinal)))\n {\n mcpClient.SetStatus(McpStatus.Configured);\n }\n else\n {\n mcpClient.SetStatus(McpStatus.IncorrectPath);\n }\n }\n else\n {\n mcpClient.SetStatus(McpStatus.MissingConfig);\n }\n }\n catch (Exception e)\n {\n mcpClient.SetStatus(McpStatus.Error, e.Message);\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/ServerInstaller.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Net;\nusing System.Runtime.InteropServices;\nusing UnityEngine;\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n public static class ServerInstaller\n {\n private const string RootFolder = \"UnityMCP\";\n private const string ServerFolder = \"UnityMcpServer\";\n private const string BranchName = \"master\";\n private const string GitUrl = \"https://github.com/justinpbarnett/unity-mcp.git\";\n private const string PyprojectUrl =\n \"https://raw.githubusercontent.com/justinpbarnett/unity-mcp/refs/heads/\"\n + BranchName\n + \"/UnityMcpServer/src/pyproject.toml\";\n\n /// \n /// Ensures the unity-mcp-server is installed and up to date.\n /// \n public static void EnsureServerInstalled()\n {\n try\n {\n string saveLocation = GetSaveLocation();\n\n if (!IsServerInstalled(saveLocation))\n {\n InstallServer(saveLocation);\n }\n else\n {\n string installedVersion = GetInstalledVersion();\n string latestVersion = GetLatestVersion();\n\n if (IsNewerVersion(latestVersion, installedVersion))\n {\n UpdateServer(saveLocation);\n }\n else { }\n }\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Failed to ensure server installation: {ex.Message}\");\n }\n }\n\n public static string GetServerPath()\n {\n return Path.Combine(GetSaveLocation(), ServerFolder, \"src\");\n }\n\n /// \n /// Gets the platform-specific save location for the server.\n /// \n private static string GetSaveLocation()\n {\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n return Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"AppData\",\n \"Local\",\n \"Programs\",\n RootFolder\n );\n }\n else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))\n {\n return Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"bin\",\n RootFolder\n );\n }\n else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))\n {\n string path = \"/usr/local/bin\";\n return !Directory.Exists(path) || !IsDirectoryWritable(path)\n ? Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Applications\",\n RootFolder\n )\n : Path.Combine(path, RootFolder);\n }\n throw new Exception(\"Unsupported operating system.\");\n }\n\n private static bool IsDirectoryWritable(string path)\n {\n try\n {\n File.Create(Path.Combine(path, \"test.txt\")).Dispose();\n File.Delete(Path.Combine(path, \"test.txt\"));\n return true;\n }\n catch\n {\n return false;\n }\n }\n\n /// \n /// Checks if the server is installed at the specified location.\n /// \n private static bool IsServerInstalled(string location)\n {\n return Directory.Exists(location)\n && File.Exists(Path.Combine(location, ServerFolder, \"src\", \"pyproject.toml\"));\n }\n\n /// \n /// Installs the server by cloning only the UnityMcpServer folder from the repository and setting up dependencies.\n /// \n private static void InstallServer(string location)\n {\n // Create the src directory where the server code will reside\n Directory.CreateDirectory(location);\n\n // Initialize git repo in the src directory\n RunCommand(\"git\", $\"init\", workingDirectory: location);\n\n // Add remote\n RunCommand(\"git\", $\"remote add origin {GitUrl}\", workingDirectory: location);\n\n // Configure sparse checkout\n RunCommand(\"git\", \"config core.sparseCheckout true\", workingDirectory: location);\n\n // Set sparse checkout path to only include UnityMcpServer folder\n string sparseCheckoutPath = Path.Combine(location, \".git\", \"info\", \"sparse-checkout\");\n File.WriteAllText(sparseCheckoutPath, $\"{ServerFolder}/\");\n\n // Fetch and checkout the branch\n RunCommand(\"git\", $\"fetch --depth=1 origin {BranchName}\", workingDirectory: location);\n RunCommand(\"git\", $\"checkout {BranchName}\", workingDirectory: location);\n }\n\n /// \n /// Fetches the currently installed version from the local pyproject.toml file.\n /// \n public static string GetInstalledVersion()\n {\n string pyprojectPath = Path.Combine(\n GetSaveLocation(),\n ServerFolder,\n \"src\",\n \"pyproject.toml\"\n );\n return ParseVersionFromPyproject(File.ReadAllText(pyprojectPath));\n }\n\n /// \n /// Fetches the latest version from the GitHub pyproject.toml file.\n /// \n public static string GetLatestVersion()\n {\n using WebClient webClient = new();\n string pyprojectContent = webClient.DownloadString(PyprojectUrl);\n return ParseVersionFromPyproject(pyprojectContent);\n }\n\n /// \n /// Updates the server by pulling the latest changes for the UnityMcpServer folder only.\n /// \n private static void UpdateServer(string location)\n {\n RunCommand(\"git\", $\"pull origin {BranchName}\", workingDirectory: location);\n }\n\n /// \n /// Parses the version number from pyproject.toml content.\n /// \n private static string ParseVersionFromPyproject(string content)\n {\n foreach (string line in content.Split('\\n'))\n {\n if (line.Trim().StartsWith(\"version =\"))\n {\n string[] parts = line.Split('=');\n if (parts.Length == 2)\n {\n return parts[1].Trim().Trim('\"');\n }\n }\n }\n throw new Exception(\"Version not found in pyproject.toml\");\n }\n\n /// \n /// Compares two version strings to determine if the latest is newer.\n /// \n public static bool IsNewerVersion(string latest, string installed)\n {\n int[] latestParts = latest.Split('.').Select(int.Parse).ToArray();\n int[] installedParts = installed.Split('.').Select(int.Parse).ToArray();\n for (int i = 0; i < Math.Min(latestParts.Length, installedParts.Length); i++)\n {\n if (latestParts[i] > installedParts[i])\n {\n return true;\n }\n\n if (latestParts[i] < installedParts[i])\n {\n return false;\n }\n }\n return latestParts.Length > installedParts.Length;\n }\n\n /// \n /// Runs a command-line process and handles output/errors.\n /// \n private static void RunCommand(\n string command,\n string arguments,\n string workingDirectory = null\n )\n {\n System.Diagnostics.Process process = new()\n {\n StartInfo = new System.Diagnostics.ProcessStartInfo\n {\n FileName = command,\n Arguments = arguments,\n RedirectStandardOutput = true,\n RedirectStandardError = true,\n UseShellExecute = false,\n CreateNoWindow = true,\n WorkingDirectory = workingDirectory ?? string.Empty,\n },\n };\n process.Start();\n string output = process.StandardOutput.ReadToEnd();\n string error = process.StandardError.ReadToEnd();\n process.WaitForExit();\n if (process.ExitCode != 0)\n {\n throw new Exception(\n $\"Command failed: {command} {arguments}\\nOutput: {output}\\nError: {error}\"\n );\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Runtime/Serialization/UnityTypeConverters.cs", "using Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing UnityEngine;\n#if UNITY_EDITOR\nusing UnityEditor; // Required for AssetDatabase and EditorUtility\n#endif\n\nnamespace UnityMcpBridge.Runtime.Serialization\n{\n public class Vector3Converter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Vector3 value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WritePropertyName(\"z\");\n writer.WriteValue(value.z);\n writer.WriteEndObject();\n }\n\n public override Vector3 ReadJson(JsonReader reader, Type objectType, Vector3 existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Vector3(\n (float)jo[\"x\"],\n (float)jo[\"y\"],\n (float)jo[\"z\"]\n );\n }\n }\n\n public class Vector2Converter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Vector2 value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WriteEndObject();\n }\n\n public override Vector2 ReadJson(JsonReader reader, Type objectType, Vector2 existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Vector2(\n (float)jo[\"x\"],\n (float)jo[\"y\"]\n );\n }\n }\n\n public class QuaternionConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Quaternion value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WritePropertyName(\"z\");\n writer.WriteValue(value.z);\n writer.WritePropertyName(\"w\");\n writer.WriteValue(value.w);\n writer.WriteEndObject();\n }\n\n public override Quaternion ReadJson(JsonReader reader, Type objectType, Quaternion existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Quaternion(\n (float)jo[\"x\"],\n (float)jo[\"y\"],\n (float)jo[\"z\"],\n (float)jo[\"w\"]\n );\n }\n }\n\n public class ColorConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Color value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"r\");\n writer.WriteValue(value.r);\n writer.WritePropertyName(\"g\");\n writer.WriteValue(value.g);\n writer.WritePropertyName(\"b\");\n writer.WriteValue(value.b);\n writer.WritePropertyName(\"a\");\n writer.WriteValue(value.a);\n writer.WriteEndObject();\n }\n\n public override Color ReadJson(JsonReader reader, Type objectType, Color existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Color(\n (float)jo[\"r\"],\n (float)jo[\"g\"],\n (float)jo[\"b\"],\n (float)jo[\"a\"]\n );\n }\n }\n \n public class RectConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Rect value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WritePropertyName(\"width\");\n writer.WriteValue(value.width);\n writer.WritePropertyName(\"height\");\n writer.WriteValue(value.height);\n writer.WriteEndObject();\n }\n\n public override Rect ReadJson(JsonReader reader, Type objectType, Rect existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Rect(\n (float)jo[\"x\"],\n (float)jo[\"y\"],\n (float)jo[\"width\"],\n (float)jo[\"height\"]\n );\n }\n }\n \n public class BoundsConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Bounds value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"center\");\n serializer.Serialize(writer, value.center); // Use serializer to handle nested Vector3\n writer.WritePropertyName(\"size\");\n serializer.Serialize(writer, value.size); // Use serializer to handle nested Vector3\n writer.WriteEndObject();\n }\n\n public override Bounds ReadJson(JsonReader reader, Type objectType, Bounds existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n Vector3 center = jo[\"center\"].ToObject(serializer); // Use serializer to handle nested Vector3\n Vector3 size = jo[\"size\"].ToObject(serializer); // Use serializer to handle nested Vector3\n return new Bounds(center, size);\n }\n }\n\n // Converter for UnityEngine.Object references (GameObjects, Components, Materials, Textures, etc.)\n public class UnityEngineObjectConverter : JsonConverter\n {\n public override bool CanRead => true; // We need to implement ReadJson\n public override bool CanWrite => true;\n\n public override void WriteJson(JsonWriter writer, UnityEngine.Object value, JsonSerializer serializer)\n {\n if (value == null)\n {\n writer.WriteNull();\n return;\n }\n\n#if UNITY_EDITOR // AssetDatabase and EditorUtility are Editor-only\n if (UnityEditor.AssetDatabase.Contains(value))\n {\n // It's an asset (Material, Texture, Prefab, etc.)\n string path = UnityEditor.AssetDatabase.GetAssetPath(value);\n if (!string.IsNullOrEmpty(path))\n {\n writer.WriteValue(path);\n }\n else\n {\n // Asset exists but path couldn't be found? Write minimal info.\n writer.WriteStartObject();\n writer.WritePropertyName(\"name\");\n writer.WriteValue(value.name);\n writer.WritePropertyName(\"instanceID\");\n writer.WriteValue(value.GetInstanceID());\n writer.WritePropertyName(\"isAssetWithoutPath\");\n writer.WriteValue(true);\n writer.WriteEndObject();\n }\n }\n else\n {\n // It's a scene object (GameObject, Component, etc.)\n writer.WriteStartObject();\n writer.WritePropertyName(\"name\");\n writer.WriteValue(value.name);\n writer.WritePropertyName(\"instanceID\");\n writer.WriteValue(value.GetInstanceID());\n writer.WriteEndObject();\n }\n#else\n // Runtime fallback: Write basic info without AssetDatabase\n writer.WriteStartObject();\n writer.WritePropertyName(\"name\");\n writer.WriteValue(value.name);\n writer.WritePropertyName(\"instanceID\");\n writer.WriteValue(value.GetInstanceID());\n writer.WritePropertyName(\"warning\");\n writer.WriteValue(\"UnityEngineObjectConverter running in non-Editor mode, asset path unavailable.\");\n writer.WriteEndObject();\n#endif\n }\n\n public override UnityEngine.Object ReadJson(JsonReader reader, Type objectType, UnityEngine.Object existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n if (reader.TokenType == JsonToken.Null)\n {\n return null;\n }\n\n#if UNITY_EDITOR\n if (reader.TokenType == JsonToken.String)\n {\n // Assume it's an asset path\n string path = reader.Value.ToString();\n return UnityEditor.AssetDatabase.LoadAssetAtPath(path, objectType);\n }\n\n if (reader.TokenType == JsonToken.StartObject)\n {\n JObject jo = JObject.Load(reader);\n if (jo.TryGetValue(\"instanceID\", out JToken idToken) && idToken.Type == JTokenType.Integer)\n {\n int instanceId = idToken.ToObject();\n UnityEngine.Object obj = UnityEditor.EditorUtility.InstanceIDToObject(instanceId);\n if (obj != null && objectType.IsAssignableFrom(obj.GetType()))\n {\n return obj;\n }\n }\n // Could potentially try finding by name as a fallback if ID lookup fails/isn't present\n // but that's less reliable.\n }\n#else\n // Runtime deserialization is tricky without AssetDatabase/EditorUtility\n // Maybe log a warning and return null or existingValue?\n Debug.LogWarning(\"UnityEngineObjectConverter cannot deserialize complex objects in non-Editor mode.\");\n // Skip the token to avoid breaking the reader\n if (reader.TokenType == JsonToken.StartObject) JObject.Load(reader);\n else if (reader.TokenType == JsonToken.String) reader.ReadAsString(); \n // Return null or existing value, depending on desired behavior\n return existingValue; \n#endif\n\n throw new JsonSerializationException($\"Unexpected token type '{reader.TokenType}' when deserializing UnityEngine.Object\");\n }\n }\n} "], ["/unity-mcp/UnityMcpBridge/Editor/Windows/VSCodeManualSetupWindow.cs", "using System.Runtime.InteropServices;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Windows\n{\n public class VSCodeManualSetupWindow : ManualConfigEditorWindow\n {\n public static new void ShowWindow(string configPath, string configJson)\n {\n var window = GetWindow(\"VSCode GitHub Copilot Setup\");\n window.configPath = configPath;\n window.configJson = configJson;\n window.minSize = new Vector2(550, 500);\n \n // Create a McpClient for VSCode\n window.mcpClient = new McpClient\n {\n name = \"VSCode GitHub Copilot\",\n mcpType = McpTypes.VSCode\n };\n \n window.Show();\n }\n\n protected override void OnGUI()\n {\n scrollPos = EditorGUILayout.BeginScrollView(scrollPos);\n\n // Header with improved styling\n EditorGUILayout.Space(10);\n Rect titleRect = EditorGUILayout.GetControlRect(false, 30);\n EditorGUI.DrawRect(\n new Rect(titleRect.x, titleRect.y, titleRect.width, titleRect.height),\n new Color(0.2f, 0.2f, 0.2f, 0.1f)\n );\n GUI.Label(\n new Rect(titleRect.x + 10, titleRect.y + 6, titleRect.width - 20, titleRect.height),\n \"VSCode GitHub Copilot MCP Setup\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n // Instructions with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n Rect headerRect = EditorGUILayout.GetControlRect(false, 24);\n EditorGUI.DrawRect(\n new Rect(headerRect.x, headerRect.y, headerRect.width, headerRect.height),\n new Color(0.1f, 0.1f, 0.1f, 0.2f)\n );\n GUI.Label(\n new Rect(\n headerRect.x + 8,\n headerRect.y + 4,\n headerRect.width - 16,\n headerRect.height\n ),\n \"Setting up GitHub Copilot in VSCode with Unity MCP\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n GUIStyle instructionStyle = new(EditorStyles.wordWrappedLabel)\n {\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n EditorGUILayout.LabelField(\n \"1. Prerequisites\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.LabelField(\n \"• Ensure you have VSCode installed\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• Ensure you have GitHub Copilot extension installed in VSCode\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• Ensure you have a valid GitHub Copilot subscription\",\n instructionStyle\n );\n EditorGUILayout.Space(5);\n \n EditorGUILayout.LabelField(\n \"2. Steps to Configure\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.LabelField(\n \"a) Open VSCode Settings (File > Preferences > Settings)\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"b) Click on the 'Open Settings (JSON)' button in the top right\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"c) Add the MCP configuration shown below to your settings.json file\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"d) Save the file and restart VSCode\",\n instructionStyle\n );\n EditorGUILayout.Space(5);\n \n EditorGUILayout.LabelField(\n \"3. VSCode settings.json location:\",\n EditorStyles.boldLabel\n );\n\n // Path section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n string displayPath;\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n displayPath = System.IO.Path.Combine(\n System.Environment.GetFolderPath(System.Environment.SpecialFolder.ApplicationData),\n \"Code\",\n \"User\",\n \"settings.json\"\n );\n }\n else \n {\n displayPath = System.IO.Path.Combine(\n System.Environment.GetFolderPath(System.Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Code\",\n \"User\",\n \"settings.json\"\n );\n }\n\n // Store the path in the base class config path\n if (string.IsNullOrEmpty(configPath))\n {\n configPath = displayPath;\n }\n\n // Prevent text overflow by allowing the text field to wrap\n GUIStyle pathStyle = new(EditorStyles.textField) { wordWrap = true };\n\n EditorGUILayout.TextField(\n displayPath,\n pathStyle,\n GUILayout.Height(EditorGUIUtility.singleLineHeight)\n );\n\n // Copy button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n GUIStyle copyButtonStyle = new(GUI.skin.button)\n {\n padding = new RectOffset(15, 15, 5, 5),\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n if (\n GUILayout.Button(\n \"Copy Path\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = displayPath;\n pathCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (\n GUILayout.Button(\n \"Open File\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n // Open the file using the system's default application\n System.Diagnostics.Process.Start(\n new System.Diagnostics.ProcessStartInfo\n {\n FileName = displayPath,\n UseShellExecute = true,\n }\n );\n }\n\n if (pathCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n EditorGUILayout.Space(10);\n\n EditorGUILayout.LabelField(\n \"4. Add this configuration to your settings.json:\",\n EditorStyles.boldLabel\n );\n\n // JSON section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n // Improved text area for JSON with syntax highlighting colors\n GUIStyle jsonStyle = new(EditorStyles.textArea)\n {\n font = EditorStyles.boldFont,\n wordWrap = true,\n };\n jsonStyle.normal.textColor = new Color(0.3f, 0.6f, 0.9f); // Syntax highlighting blue\n\n // Draw the JSON in a text area with a taller height for better readability\n EditorGUILayout.TextArea(configJson, jsonStyle, GUILayout.Height(200));\n\n // Copy JSON button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n\n if (\n GUILayout.Button(\n \"Copy JSON\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = configJson;\n jsonCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (jsonCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n EditorGUILayout.LabelField(\n \"5. After configuration:\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.LabelField(\n \"• Restart VSCode\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• GitHub Copilot will now be able to interact with your Unity project through the MCP protocol\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• Remember to have the Unity MCP Bridge running in Unity Editor\",\n instructionStyle\n );\n\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n\n // Close button at the bottom\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n if (GUILayout.Button(\"Close\", GUILayout.Height(30), GUILayout.Width(100)))\n {\n Close();\n }\n GUILayout.FlexibleSpace();\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.EndScrollView();\n }\n\n protected override void Update()\n {\n // Call the base implementation which handles the copy feedback timer\n base.Update();\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Windows/ManualConfigEditorWindow.cs", "using System.Runtime.InteropServices;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Windows\n{\n // Editor window to display manual configuration instructions\n public class ManualConfigEditorWindow : EditorWindow\n {\n protected string configPath;\n protected string configJson;\n protected Vector2 scrollPos;\n protected bool pathCopied = false;\n protected bool jsonCopied = false;\n protected float copyFeedbackTimer = 0;\n protected McpClient mcpClient;\n\n public static void ShowWindow(string configPath, string configJson, McpClient mcpClient)\n {\n var window = GetWindow(\"Manual Configuration\");\n window.configPath = configPath;\n window.configJson = configJson;\n window.mcpClient = mcpClient;\n window.minSize = new Vector2(500, 400);\n window.Show();\n }\n\n protected virtual void OnGUI()\n {\n scrollPos = EditorGUILayout.BeginScrollView(scrollPos);\n\n // Header with improved styling\n EditorGUILayout.Space(10);\n Rect titleRect = EditorGUILayout.GetControlRect(false, 30);\n EditorGUI.DrawRect(\n new Rect(titleRect.x, titleRect.y, titleRect.width, titleRect.height),\n new Color(0.2f, 0.2f, 0.2f, 0.1f)\n );\n GUI.Label(\n new Rect(titleRect.x + 10, titleRect.y + 6, titleRect.width - 20, titleRect.height),\n mcpClient.name + \" Manual Configuration\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n // Instructions with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n Rect headerRect = EditorGUILayout.GetControlRect(false, 24);\n EditorGUI.DrawRect(\n new Rect(headerRect.x, headerRect.y, headerRect.width, headerRect.height),\n new Color(0.1f, 0.1f, 0.1f, 0.2f)\n );\n GUI.Label(\n new Rect(\n headerRect.x + 8,\n headerRect.y + 4,\n headerRect.width - 16,\n headerRect.height\n ),\n \"The automatic configuration failed. Please follow these steps:\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n GUIStyle instructionStyle = new(EditorStyles.wordWrappedLabel)\n {\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n EditorGUILayout.LabelField(\n \"1. Open \" + mcpClient.name + \" config file by either:\",\n instructionStyle\n );\n if (mcpClient.mcpType == McpTypes.ClaudeDesktop)\n {\n EditorGUILayout.LabelField(\n \" a) Going to Settings > Developer > Edit Config\",\n instructionStyle\n );\n }\n else if (mcpClient.mcpType == McpTypes.Cursor)\n {\n EditorGUILayout.LabelField(\n \" a) Going to File > Preferences > Cursor Settings > MCP > Add new global MCP server\",\n instructionStyle\n );\n }\n EditorGUILayout.LabelField(\" OR\", instructionStyle);\n EditorGUILayout.LabelField(\n \" b) Opening the configuration file at:\",\n instructionStyle\n );\n\n // Path section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n string displayPath;\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n displayPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n displayPath = mcpClient.linuxConfigPath;\n }\n else\n {\n displayPath = configPath;\n }\n\n // Prevent text overflow by allowing the text field to wrap\n GUIStyle pathStyle = new(EditorStyles.textField) { wordWrap = true };\n\n EditorGUILayout.TextField(\n displayPath,\n pathStyle,\n GUILayout.Height(EditorGUIUtility.singleLineHeight)\n );\n\n // Copy button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n GUIStyle copyButtonStyle = new(GUI.skin.button)\n {\n padding = new RectOffset(15, 15, 5, 5),\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n if (\n GUILayout.Button(\n \"Copy Path\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = displayPath;\n pathCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (\n GUILayout.Button(\n \"Open File\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n // Open the file using the system's default application\n System.Diagnostics.Process.Start(\n new System.Diagnostics.ProcessStartInfo\n {\n FileName = displayPath,\n UseShellExecute = true,\n }\n );\n }\n\n if (pathCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n\n EditorGUILayout.LabelField(\n \"2. Paste the following JSON configuration:\",\n instructionStyle\n );\n\n // JSON section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n // Improved text area for JSON with syntax highlighting colors\n GUIStyle jsonStyle = new(EditorStyles.textArea)\n {\n font = EditorStyles.boldFont,\n wordWrap = true,\n };\n jsonStyle.normal.textColor = new Color(0.3f, 0.6f, 0.9f); // Syntax highlighting blue\n\n // Draw the JSON in a text area with a taller height for better readability\n EditorGUILayout.TextArea(configJson, jsonStyle, GUILayout.Height(200));\n\n // Copy JSON button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n\n if (\n GUILayout.Button(\n \"Copy JSON\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = configJson;\n jsonCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (jsonCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n EditorGUILayout.LabelField(\n \"3. Save the file and restart \" + mcpClient.name,\n instructionStyle\n );\n\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n\n // Close button at the bottom\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n if (GUILayout.Button(\"Close\", GUILayout.Height(30), GUILayout.Width(100)))\n {\n Close();\n }\n GUILayout.FlexibleSpace();\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.EndScrollView();\n }\n\n protected virtual void Update()\n {\n // Handle the feedback message timer\n if (copyFeedbackTimer > 0)\n {\n copyFeedbackTimer -= Time.deltaTime;\n if (copyFeedbackTimer <= 0)\n {\n pathCopied = false;\n jsonCopied = false;\n Repaint();\n }\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/CommandRegistry.cs", "using System;\nusing System.Collections.Generic;\nusing Newtonsoft.Json.Linq;\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Registry for all MCP command handlers (Refactored Version)\n /// \n public static class CommandRegistry\n {\n // Maps command names (matching those called from Python via ctx.bridge.unity_editor.HandlerName)\n // to the corresponding static HandleCommand method in the appropriate tool class.\n private static readonly Dictionary> _handlers = new()\n {\n { \"HandleManageScript\", ManageScript.HandleCommand },\n { \"HandleManageScene\", ManageScene.HandleCommand },\n { \"HandleManageEditor\", ManageEditor.HandleCommand },\n { \"HandleManageGameObject\", ManageGameObject.HandleCommand },\n { \"HandleManageAsset\", ManageAsset.HandleCommand },\n { \"HandleReadConsole\", ReadConsole.HandleCommand },\n { \"HandleExecuteMenuItem\", ExecuteMenuItem.HandleCommand },\n { \"HandleManageShader\", ManageShader.HandleCommand},\n };\n\n /// \n /// Gets a command handler by name.\n /// \n /// Name of the command handler (e.g., \"HandleManageAsset\").\n /// The command handler function if found, null otherwise.\n public static Func GetHandler(string commandName)\n {\n // Use case-insensitive comparison for flexibility, although Python side should be consistent\n return _handlers.TryGetValue(commandName, out var handler) ? handler : null;\n // Consider adding logging here if a handler is not found\n /*\n if (_handlers.TryGetValue(commandName, out var handler)) {\n return handler;\n } else {\n UnityEngine.Debug.LogError($\\\"[CommandRegistry] No handler found for command: {commandName}\\\");\n return null;\n }\n */\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/Response.cs", "using System;\nusing System.Collections.Generic;\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n /// \n /// Provides static methods for creating standardized success and error response objects.\n /// Ensures consistent JSON structure for communication back to the Python server.\n /// \n public static class Response\n {\n /// \n /// Creates a standardized success response object.\n /// \n /// A message describing the successful operation.\n /// Optional additional data to include in the response.\n /// An object representing the success response.\n public static object Success(string message, object data = null)\n {\n if (data != null)\n {\n return new\n {\n success = true,\n message = message,\n data = data,\n };\n }\n else\n {\n return new { success = true, message = message };\n }\n }\n\n /// \n /// Creates a standardized error response object.\n /// \n /// A message describing the error.\n /// Optional additional data (e.g., error details) to include.\n /// An object representing the error response.\n public static object Error(string errorMessage, object data = null)\n {\n if (data != null)\n {\n // Note: The key is \"error\" for error messages, not \"message\"\n return new\n {\n success = false,\n error = errorMessage,\n data = data,\n };\n }\n else\n {\n return new { success = false, error = errorMessage };\n }\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpClient.cs", "namespace UnityMcpBridge.Editor.Models\n{\n public class McpClient\n {\n public string name;\n public string windowsConfigPath;\n public string linuxConfigPath;\n public McpTypes mcpType;\n public string configStatus;\n public McpStatus status = McpStatus.NotConfigured;\n\n // Helper method to convert the enum to a display string\n public string GetStatusDisplayString()\n {\n return status switch\n {\n McpStatus.NotConfigured => \"Not Configured\",\n McpStatus.Configured => \"Configured\",\n McpStatus.Running => \"Running\",\n McpStatus.Connected => \"Connected\",\n McpStatus.IncorrectPath => \"Incorrect Path\",\n McpStatus.CommunicationError => \"Communication Error\",\n McpStatus.NoResponse => \"No Response\",\n McpStatus.UnsupportedOS => \"Unsupported OS\",\n McpStatus.MissingConfig => \"Missing UnityMCP Config\",\n McpStatus.Error => configStatus.StartsWith(\"Error:\") ? configStatus : \"Error\",\n _ => \"Unknown\",\n };\n }\n\n // Helper method to set both status enum and string for backward compatibility\n public void SetStatus(McpStatus newStatus, string errorDetails = null)\n {\n status = newStatus;\n\n if (newStatus == McpStatus.Error && !string.IsNullOrEmpty(errorDetails))\n {\n configStatus = $\"Error: {errorDetails}\";\n }\n else\n {\n configStatus = GetStatusDisplayString();\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Data/McpClients.cs", "using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Data\n{\n public class McpClients\n {\n public List clients = new()\n {\n new()\n {\n name = \"Claude Desktop\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),\n \"Claude\",\n \"claude_desktop_config.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Claude\",\n \"claude_desktop_config.json\"\n ),\n mcpType = McpTypes.ClaudeDesktop,\n configStatus = \"Not Configured\",\n },\n new()\n {\n name = \"Cursor\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \".cursor\",\n \"mcp.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \".cursor\",\n \"mcp.json\"\n ),\n mcpType = McpTypes.Cursor,\n configStatus = \"Not Configured\",\n },\n new()\n {\n name = \"VSCode GitHub Copilot\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),\n \"Code\",\n \"User\",\n \"settings.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Code\",\n \"User\",\n \"settings.json\"\n ),\n mcpType = McpTypes.VSCode,\n configStatus = \"Not Configured\",\n },\n };\n\n // Initialize status enums after construction\n public McpClients()\n {\n foreach (var client in clients)\n {\n if (client.configStatus == \"Not Configured\")\n {\n client.status = McpStatus.NotConfigured;\n }\n }\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/Vector3Helper.cs", "using Newtonsoft.Json.Linq;\nusing UnityEngine;\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n /// \n /// Helper class for Vector3 operations\n /// \n public static class Vector3Helper\n {\n /// \n /// Parses a JArray into a Vector3\n /// \n /// The array containing x, y, z coordinates\n /// A Vector3 with the parsed coordinates\n /// Thrown when array is invalid\n public static Vector3 ParseVector3(JArray array)\n {\n if (array == null || array.Count != 3)\n throw new System.Exception(\"Vector3 must be an array of 3 floats [x, y, z].\");\n return new Vector3((float)array[0], (float)array[1], (float)array[2]);\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/Command.cs", "using Newtonsoft.Json.Linq;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n /// \n /// Represents a command received from the MCP client\n /// \n public class Command\n {\n /// \n /// The type of command to execute\n /// \n public string type { get; set; }\n\n /// \n /// The parameters for the command\n /// \n public JObject @params { get; set; }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpStatus.cs", "namespace UnityMcpBridge.Editor.Models\n{\n // Enum representing the various status states for MCP clients\n public enum McpStatus\n {\n NotConfigured, // Not set up yet\n Configured, // Successfully configured\n Running, // Service is running\n Connected, // Successfully connected\n IncorrectPath, // Configuration has incorrect paths\n CommunicationError, // Connected but communication issues\n NoResponse, // Connected but not responding\n MissingConfig, // Config file exists but missing required elements\n UnsupportedOS, // OS is not supported\n Error, // General error state\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Data/DefaultServerConfig.cs", "using UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Data\n{\n public class DefaultServerConfig : ServerConfig\n {\n public new string unityHost = \"localhost\";\n public new int unityPort = 6400;\n public new int mcpPort = 6500;\n public new float connectionTimeout = 15.0f;\n public new int bufferSize = 32768;\n public new string logLevel = \"INFO\";\n public new string logFormat = \"%(asctime)s - %(name)s - %(levelname)s - %(message)s\";\n public new int maxRetries = 3;\n public new float retryDelay = 1.0f;\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/ServerConfig.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class ServerConfig\n {\n [JsonProperty(\"unity_host\")]\n public string unityHost = \"localhost\";\n\n [JsonProperty(\"unity_port\")]\n public int unityPort;\n\n [JsonProperty(\"mcp_port\")]\n public int mcpPort;\n\n [JsonProperty(\"connection_timeout\")]\n public float connectionTimeout;\n\n [JsonProperty(\"buffer_size\")]\n public int bufferSize;\n\n [JsonProperty(\"log_level\")]\n public string logLevel;\n\n [JsonProperty(\"log_format\")]\n public string logFormat;\n\n [JsonProperty(\"max_retries\")]\n public int maxRetries;\n\n [JsonProperty(\"retry_delay\")]\n public float retryDelay;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/MCPConfigServer.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class McpConfigServer\n {\n [JsonProperty(\"command\")]\n public string command;\n\n [JsonProperty(\"args\")]\n public string[] args;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpTypes.cs", "namespace UnityMcpBridge.Editor.Models\n{\n public enum McpTypes\n {\n ClaudeDesktop,\n Cursor,\n VSCode,\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpConfig.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class McpConfig\n {\n [JsonProperty(\"mcpServers\")]\n public McpConfigServers mcpServers;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/MCPConfigServers.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class McpConfigServers\n {\n [JsonProperty(\"unityMCP\")]\n public McpConfigServer unityMCP;\n }\n}\n"]], "task_instance_info": {"created_time": "2025-08-20 18:59:53", "created_task_model": "DeepSeek-R1", "class_skeleton": "internal\nstatic\nclass\nEditorTools\n{\npublic static string GetActiveToolName () {}\n}", "code_description": "This code segment functions to: Determine the name of the currently active editor tool by checking if it belongs to a predefined set of standard tools or returning a placeholder designation for custom implementations."}, "inference_content": {"inference_model": "DeepSeek-R1", "inference_result": "```c_sharp\n[TASK_BEGIN]\ninternal static class EditorTools\n{\n public static string GetActiveToolName()\n {\n // Use reflection to access the internal active tool property\n var toolsType = typeof(UnityEditor.Tools);\n var activeToolField = toolsType.GetField(\"s_ActiveTool\", \n System.Reflection.BindingFlags.NonPublic | \n System.Reflection.BindingFlags.Static);\n\n if (activeToolField != null)\n {\n object activeTool = activeToolField.GetValue(null);\n if (activeTool != null)\n {\n // Return the type name of the active tool\n return activeTool.GetType().Name;\n }\n }\n \n // Fallback if reflection fails\n return \"Custom\";\n }\n}\n[TASK_END]\n```", "inference_time": "2025-08-20 19-00-14"}, "editdistance_info": {"edit_distance": 21.9298, "calculate_time": "2025-08-20 19:00:14", "true_code_clean": "internal static class EditorTools\n {\n public static string GetActiveToolName()\n {\n if (UnityEditor.Tools.current == Tool.Custom)\n {\n return \"Unknown Custom Tool\";\n }\n return UnityEditor.Tools.current.ToString();\n }\n }", "predict_code_clean": "internal static class EditorTools\n{\n public static string GetActiveToolName()\n {\n var toolsType = typeof(UnityEditor.Tools);\n var activeToolField = toolsType.GetField(\"s_ActiveTool\", \n System.Reflection.BindingFlags.NonPublic | \n System.Reflection.BindingFlags.Static);\n if (activeToolField != null)\n {\n object activeTool = activeToolField.GetValue(null);\n if (activeTool != null)\n {\n return activeTool.GetType().Name;\n }\n }\n return \"Custom\";\n }\n}"}} {"repo_name": "unity-mcp", "file_name": "/unity-mcp/UnityMcpBridge/Editor/Data/McpClients.cs", "inference_info": {"prefix_code": "using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Data\n{\n ", "suffix_code": "\n}\n\n", "middle_code": "public class McpClients\n {\n public List clients = new()\n {\n new()\n {\n name = \"Claude Desktop\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),\n \"Claude\",\n \"claude_desktop_config.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Claude\",\n \"claude_desktop_config.json\"\n ),\n mcpType = McpTypes.ClaudeDesktop,\n configStatus = \"Not Configured\",\n },\n new()\n {\n name = \"Cursor\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \".cursor\",\n \"mcp.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \".cursor\",\n \"mcp.json\"\n ),\n mcpType = McpTypes.Cursor,\n configStatus = \"Not Configured\",\n },\n new()\n {\n name = \"VSCode GitHub Copilot\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),\n \"Code\",\n \"User\",\n \"settings.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Code\",\n \"User\",\n \"settings.json\"\n ),\n mcpType = McpTypes.VSCode,\n configStatus = \"Not Configured\",\n },\n };\n public McpClients()\n {\n foreach (var client in clients)\n {\n if (client.configStatus == \"Not Configured\")\n {\n client.status = McpStatus.NotConfigured;\n }\n }\n }\n }", "code_description": null, "fill_type": "CLASS_TYPE", "language_type": "c_sharp", "sub_task_type": null}, "context_code": [["/unity-mcp/UnityMcpBridge/Editor/Windows/VSCodeManualSetupWindow.cs", "using System.Runtime.InteropServices;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Windows\n{\n public class VSCodeManualSetupWindow : ManualConfigEditorWindow\n {\n public static new void ShowWindow(string configPath, string configJson)\n {\n var window = GetWindow(\"VSCode GitHub Copilot Setup\");\n window.configPath = configPath;\n window.configJson = configJson;\n window.minSize = new Vector2(550, 500);\n \n // Create a McpClient for VSCode\n window.mcpClient = new McpClient\n {\n name = \"VSCode GitHub Copilot\",\n mcpType = McpTypes.VSCode\n };\n \n window.Show();\n }\n\n protected override void OnGUI()\n {\n scrollPos = EditorGUILayout.BeginScrollView(scrollPos);\n\n // Header with improved styling\n EditorGUILayout.Space(10);\n Rect titleRect = EditorGUILayout.GetControlRect(false, 30);\n EditorGUI.DrawRect(\n new Rect(titleRect.x, titleRect.y, titleRect.width, titleRect.height),\n new Color(0.2f, 0.2f, 0.2f, 0.1f)\n );\n GUI.Label(\n new Rect(titleRect.x + 10, titleRect.y + 6, titleRect.width - 20, titleRect.height),\n \"VSCode GitHub Copilot MCP Setup\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n // Instructions with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n Rect headerRect = EditorGUILayout.GetControlRect(false, 24);\n EditorGUI.DrawRect(\n new Rect(headerRect.x, headerRect.y, headerRect.width, headerRect.height),\n new Color(0.1f, 0.1f, 0.1f, 0.2f)\n );\n GUI.Label(\n new Rect(\n headerRect.x + 8,\n headerRect.y + 4,\n headerRect.width - 16,\n headerRect.height\n ),\n \"Setting up GitHub Copilot in VSCode with Unity MCP\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n GUIStyle instructionStyle = new(EditorStyles.wordWrappedLabel)\n {\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n EditorGUILayout.LabelField(\n \"1. Prerequisites\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.LabelField(\n \"• Ensure you have VSCode installed\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• Ensure you have GitHub Copilot extension installed in VSCode\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• Ensure you have a valid GitHub Copilot subscription\",\n instructionStyle\n );\n EditorGUILayout.Space(5);\n \n EditorGUILayout.LabelField(\n \"2. Steps to Configure\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.LabelField(\n \"a) Open VSCode Settings (File > Preferences > Settings)\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"b) Click on the 'Open Settings (JSON)' button in the top right\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"c) Add the MCP configuration shown below to your settings.json file\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"d) Save the file and restart VSCode\",\n instructionStyle\n );\n EditorGUILayout.Space(5);\n \n EditorGUILayout.LabelField(\n \"3. VSCode settings.json location:\",\n EditorStyles.boldLabel\n );\n\n // Path section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n string displayPath;\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n displayPath = System.IO.Path.Combine(\n System.Environment.GetFolderPath(System.Environment.SpecialFolder.ApplicationData),\n \"Code\",\n \"User\",\n \"settings.json\"\n );\n }\n else \n {\n displayPath = System.IO.Path.Combine(\n System.Environment.GetFolderPath(System.Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Code\",\n \"User\",\n \"settings.json\"\n );\n }\n\n // Store the path in the base class config path\n if (string.IsNullOrEmpty(configPath))\n {\n configPath = displayPath;\n }\n\n // Prevent text overflow by allowing the text field to wrap\n GUIStyle pathStyle = new(EditorStyles.textField) { wordWrap = true };\n\n EditorGUILayout.TextField(\n displayPath,\n pathStyle,\n GUILayout.Height(EditorGUIUtility.singleLineHeight)\n );\n\n // Copy button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n GUIStyle copyButtonStyle = new(GUI.skin.button)\n {\n padding = new RectOffset(15, 15, 5, 5),\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n if (\n GUILayout.Button(\n \"Copy Path\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = displayPath;\n pathCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (\n GUILayout.Button(\n \"Open File\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n // Open the file using the system's default application\n System.Diagnostics.Process.Start(\n new System.Diagnostics.ProcessStartInfo\n {\n FileName = displayPath,\n UseShellExecute = true,\n }\n );\n }\n\n if (pathCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n EditorGUILayout.Space(10);\n\n EditorGUILayout.LabelField(\n \"4. Add this configuration to your settings.json:\",\n EditorStyles.boldLabel\n );\n\n // JSON section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n // Improved text area for JSON with syntax highlighting colors\n GUIStyle jsonStyle = new(EditorStyles.textArea)\n {\n font = EditorStyles.boldFont,\n wordWrap = true,\n };\n jsonStyle.normal.textColor = new Color(0.3f, 0.6f, 0.9f); // Syntax highlighting blue\n\n // Draw the JSON in a text area with a taller height for better readability\n EditorGUILayout.TextArea(configJson, jsonStyle, GUILayout.Height(200));\n\n // Copy JSON button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n\n if (\n GUILayout.Button(\n \"Copy JSON\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = configJson;\n jsonCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (jsonCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n EditorGUILayout.LabelField(\n \"5. After configuration:\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.LabelField(\n \"• Restart VSCode\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• GitHub Copilot will now be able to interact with your Unity project through the MCP protocol\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• Remember to have the Unity MCP Bridge running in Unity Editor\",\n instructionStyle\n );\n\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n\n // Close button at the bottom\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n if (GUILayout.Button(\"Close\", GUILayout.Height(30), GUILayout.Width(100)))\n {\n Close();\n }\n GUILayout.FlexibleSpace();\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.EndScrollView();\n }\n\n protected override void Update()\n {\n // Call the base implementation which handles the copy feedback timer\n base.Update();\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Windows/UnityMcpEditorWindow.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Runtime.InteropServices;\nusing Newtonsoft.Json;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Data;\nusing UnityMcpBridge.Editor.Helpers;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Windows\n{\n public class UnityMcpEditorWindow : EditorWindow\n {\n private bool isUnityBridgeRunning = false;\n private Vector2 scrollPosition;\n private string pythonServerInstallationStatus = \"Not Installed\";\n private Color pythonServerInstallationStatusColor = Color.red;\n private const int unityPort = 6400; // Hardcoded Unity port\n private const int mcpPort = 6500; // Hardcoded MCP port\n private readonly McpClients mcpClients = new();\n \n // Script validation settings\n private int validationLevelIndex = 1; // Default to Standard\n private readonly string[] validationLevelOptions = new string[]\n {\n \"Basic - Only syntax checks\",\n \"Standard - Syntax + Unity practices\", \n \"Comprehensive - All checks + semantic analysis\",\n \"Strict - Full semantic validation (requires Roslyn)\"\n };\n \n // UI state\n private int selectedClientIndex = 0;\n\n [MenuItem(\"Window/Unity MCP\")]\n public static void ShowWindow()\n {\n GetWindow(\"MCP Editor\");\n }\n\n private void OnEnable()\n {\n UpdatePythonServerInstallationStatus();\n\n isUnityBridgeRunning = UnityMcpBridge.IsRunning;\n foreach (McpClient mcpClient in mcpClients.clients)\n {\n CheckMcpConfiguration(mcpClient);\n }\n \n // Load validation level setting\n LoadValidationLevelSetting();\n }\n\n private Color GetStatusColor(McpStatus status)\n {\n // Return appropriate color based on the status enum\n return status switch\n {\n McpStatus.Configured => Color.green,\n McpStatus.Running => Color.green,\n McpStatus.Connected => Color.green,\n McpStatus.IncorrectPath => Color.yellow,\n McpStatus.CommunicationError => Color.yellow,\n McpStatus.NoResponse => Color.yellow,\n _ => Color.red, // Default to red for error states or not configured\n };\n }\n\n private void UpdatePythonServerInstallationStatus()\n {\n string serverPath = ServerInstaller.GetServerPath();\n\n if (File.Exists(Path.Combine(serverPath, \"server.py\")))\n {\n string installedVersion = ServerInstaller.GetInstalledVersion();\n string latestVersion = ServerInstaller.GetLatestVersion();\n\n if (ServerInstaller.IsNewerVersion(latestVersion, installedVersion))\n {\n pythonServerInstallationStatus = \"Newer Version Available\";\n pythonServerInstallationStatusColor = Color.yellow;\n }\n else\n {\n pythonServerInstallationStatus = \"Up to Date\";\n pythonServerInstallationStatusColor = Color.green;\n }\n }\n else\n {\n pythonServerInstallationStatus = \"Not Installed\";\n pythonServerInstallationStatusColor = Color.red;\n }\n }\n\n\n private void DrawStatusDot(Rect statusRect, Color statusColor, float size = 12)\n {\n float offsetX = (statusRect.width - size) / 2;\n float offsetY = (statusRect.height - size) / 2;\n Rect dotRect = new(statusRect.x + offsetX, statusRect.y + offsetY, size, size);\n Vector3 center = new(\n dotRect.x + (dotRect.width / 2),\n dotRect.y + (dotRect.height / 2),\n 0\n );\n float radius = size / 2;\n\n // Draw the main dot\n Handles.color = statusColor;\n Handles.DrawSolidDisc(center, Vector3.forward, radius);\n\n // Draw the border\n Color borderColor = new(\n statusColor.r * 0.7f,\n statusColor.g * 0.7f,\n statusColor.b * 0.7f\n );\n Handles.color = borderColor;\n Handles.DrawWireDisc(center, Vector3.forward, radius);\n }\n\n private void OnGUI()\n {\n scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);\n\n // Header\n DrawHeader();\n \n // Main sections in a more compact layout\n EditorGUILayout.BeginHorizontal();\n \n // Left column - Status and Bridge\n EditorGUILayout.BeginVertical(GUILayout.Width(position.width * 0.5f));\n DrawServerStatusSection();\n EditorGUILayout.Space(5);\n DrawBridgeSection();\n EditorGUILayout.EndVertical();\n \n // Right column - Validation Settings\n EditorGUILayout.BeginVertical();\n DrawValidationSection();\n EditorGUILayout.EndVertical();\n \n EditorGUILayout.EndHorizontal();\n \n EditorGUILayout.Space(10);\n \n // Unified MCP Client Configuration\n DrawUnifiedClientConfiguration();\n\n EditorGUILayout.EndScrollView();\n }\n\n private void DrawHeader()\n {\n EditorGUILayout.Space(15);\n Rect titleRect = EditorGUILayout.GetControlRect(false, 40);\n EditorGUI.DrawRect(titleRect, new Color(0.2f, 0.2f, 0.2f, 0.1f));\n \n GUIStyle titleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 16,\n alignment = TextAnchor.MiddleLeft\n };\n \n GUI.Label(\n new Rect(titleRect.x + 15, titleRect.y + 8, titleRect.width - 30, titleRect.height),\n \"Unity MCP Editor\",\n titleStyle\n );\n EditorGUILayout.Space(15);\n }\n\n private void DrawServerStatusSection()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"Server Status\", sectionTitleStyle);\n EditorGUILayout.Space(8);\n\n EditorGUILayout.BeginHorizontal();\n Rect statusRect = GUILayoutUtility.GetRect(0, 28, GUILayout.Width(24));\n DrawStatusDot(statusRect, pythonServerInstallationStatusColor, 16);\n \n GUIStyle statusStyle = new GUIStyle(EditorStyles.label)\n {\n fontSize = 12,\n fontStyle = FontStyle.Bold\n };\n EditorGUILayout.LabelField(pythonServerInstallationStatus, statusStyle, GUILayout.Height(28));\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.Space(5);\n GUIStyle portStyle = new GUIStyle(EditorStyles.miniLabel)\n {\n fontSize = 11\n };\n EditorGUILayout.LabelField($\"Ports: Unity {unityPort}, MCP {mcpPort}\", portStyle);\n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawBridgeSection()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"Unity Bridge\", sectionTitleStyle);\n EditorGUILayout.Space(8);\n \n EditorGUILayout.BeginHorizontal();\n Color bridgeColor = isUnityBridgeRunning ? Color.green : Color.red;\n Rect bridgeStatusRect = GUILayoutUtility.GetRect(0, 28, GUILayout.Width(24));\n DrawStatusDot(bridgeStatusRect, bridgeColor, 16);\n \n GUIStyle bridgeStatusStyle = new GUIStyle(EditorStyles.label)\n {\n fontSize = 12,\n fontStyle = FontStyle.Bold\n };\n EditorGUILayout.LabelField(isUnityBridgeRunning ? \"Running\" : \"Stopped\", bridgeStatusStyle, GUILayout.Height(28));\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.Space(8);\n if (GUILayout.Button(isUnityBridgeRunning ? \"Stop Bridge\" : \"Start Bridge\", GUILayout.Height(32)))\n {\n ToggleUnityBridge();\n }\n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawValidationSection()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"Script Validation\", sectionTitleStyle);\n EditorGUILayout.Space(8);\n \n EditorGUI.BeginChangeCheck();\n validationLevelIndex = EditorGUILayout.Popup(\"Validation Level\", validationLevelIndex, validationLevelOptions, GUILayout.Height(20));\n if (EditorGUI.EndChangeCheck())\n {\n SaveValidationLevelSetting();\n }\n \n EditorGUILayout.Space(8);\n string description = GetValidationLevelDescription(validationLevelIndex);\n EditorGUILayout.HelpBox(description, MessageType.Info);\n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawUnifiedClientConfiguration()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"MCP Client Configuration\", sectionTitleStyle);\n EditorGUILayout.Space(10);\n \n // Client selector\n string[] clientNames = mcpClients.clients.Select(c => c.name).ToArray();\n EditorGUI.BeginChangeCheck();\n selectedClientIndex = EditorGUILayout.Popup(\"Select Client\", selectedClientIndex, clientNames, GUILayout.Height(20));\n if (EditorGUI.EndChangeCheck())\n {\n selectedClientIndex = Mathf.Clamp(selectedClientIndex, 0, mcpClients.clients.Count - 1);\n }\n \n EditorGUILayout.Space(10);\n \n if (mcpClients.clients.Count > 0 && selectedClientIndex < mcpClients.clients.Count)\n {\n McpClient selectedClient = mcpClients.clients[selectedClientIndex];\n DrawClientConfigurationCompact(selectedClient);\n }\n \n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawClientConfigurationCompact(McpClient mcpClient)\n {\n // Status display\n EditorGUILayout.BeginHorizontal();\n Rect statusRect = GUILayoutUtility.GetRect(0, 28, GUILayout.Width(24));\n Color statusColor = GetStatusColor(mcpClient.status);\n DrawStatusDot(statusRect, statusColor, 16);\n \n GUIStyle clientStatusStyle = new GUIStyle(EditorStyles.label)\n {\n fontSize = 12,\n fontStyle = FontStyle.Bold\n };\n EditorGUILayout.LabelField(mcpClient.configStatus, clientStatusStyle, GUILayout.Height(28));\n EditorGUILayout.EndHorizontal();\n \n EditorGUILayout.Space(10);\n \n // Action buttons in horizontal layout\n EditorGUILayout.BeginHorizontal();\n \n if (mcpClient.mcpType == McpTypes.VSCode)\n {\n if (GUILayout.Button(\"Auto Configure\", GUILayout.Height(32)))\n {\n ConfigureMcpClient(mcpClient);\n }\n }\n else\n {\n if (GUILayout.Button($\"Auto Configure\", GUILayout.Height(32)))\n {\n ConfigureMcpClient(mcpClient);\n }\n }\n \n if (GUILayout.Button(\"Manual Setup\", GUILayout.Height(32)))\n {\n string configPath = RuntimeInformation.IsOSPlatform(OSPlatform.Windows)\n ? mcpClient.windowsConfigPath\n : mcpClient.linuxConfigPath;\n \n if (mcpClient.mcpType == McpTypes.VSCode)\n {\n string pythonDir = FindPackagePythonDirectory();\n var vscodeConfig = new\n {\n mcp = new\n {\n servers = new\n {\n unityMCP = new\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" }\n }\n }\n }\n };\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n string manualConfigJson = JsonConvert.SerializeObject(vscodeConfig, jsonSettings);\n VSCodeManualSetupWindow.ShowWindow(configPath, manualConfigJson);\n }\n else\n {\n ShowManualInstructionsWindow(configPath, mcpClient);\n }\n }\n \n EditorGUILayout.EndHorizontal();\n \n EditorGUILayout.Space(8);\n // Quick info\n GUIStyle configInfoStyle = new GUIStyle(EditorStyles.miniLabel)\n {\n fontSize = 10\n };\n EditorGUILayout.LabelField($\"Config: {Path.GetFileName(RuntimeInformation.IsOSPlatform(OSPlatform.Windows) ? mcpClient.windowsConfigPath : mcpClient.linuxConfigPath)}\", configInfoStyle);\n }\n\n private void ToggleUnityBridge()\n {\n if (isUnityBridgeRunning)\n {\n UnityMcpBridge.Stop();\n }\n else\n {\n UnityMcpBridge.Start();\n }\n\n isUnityBridgeRunning = !isUnityBridgeRunning;\n }\n\n private string WriteToConfig(string pythonDir, string configPath, McpClient mcpClient = null)\n {\n // Create configuration object for unityMCP\n McpConfigServer unityMCPConfig = new()\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" },\n };\n\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n\n // Read existing config if it exists\n string existingJson = \"{}\";\n if (File.Exists(configPath))\n {\n try\n {\n existingJson = File.ReadAllText(configPath);\n }\n catch (Exception e)\n {\n Debug.LogWarning($\"Error reading existing config: {e.Message}.\");\n }\n }\n\n // Parse the existing JSON while preserving all properties\n dynamic existingConfig = JsonConvert.DeserializeObject(existingJson);\n existingConfig ??= new Newtonsoft.Json.Linq.JObject();\n\n // Handle different client types with a switch statement\n //Comments: Interestingly, VSCode has mcp.servers.unityMCP while others have mcpServers.unityMCP, which is why we need to prevent this\n switch (mcpClient?.mcpType)\n {\n case McpTypes.VSCode:\n // VSCode specific configuration\n // Ensure mcp object exists\n if (existingConfig.mcp == null)\n {\n existingConfig.mcp = new Newtonsoft.Json.Linq.JObject();\n }\n\n // Ensure mcp.servers object exists\n if (existingConfig.mcp.servers == null)\n {\n existingConfig.mcp.servers = new Newtonsoft.Json.Linq.JObject();\n }\n\n // Add/update UnityMCP server in VSCode settings\n existingConfig.mcp.servers.unityMCP =\n JsonConvert.DeserializeObject(\n JsonConvert.SerializeObject(unityMCPConfig)\n );\n break;\n\n default:\n // Standard MCP configuration (Claude Desktop, Cursor, etc.)\n // Ensure mcpServers object exists\n if (existingConfig.mcpServers == null)\n {\n existingConfig.mcpServers = new Newtonsoft.Json.Linq.JObject();\n }\n\n // Add/update UnityMCP server in standard MCP settings\n existingConfig.mcpServers.unityMCP =\n JsonConvert.DeserializeObject(\n JsonConvert.SerializeObject(unityMCPConfig)\n );\n break;\n }\n\n // Write the merged configuration back to file\n string mergedJson = JsonConvert.SerializeObject(existingConfig, jsonSettings);\n File.WriteAllText(configPath, mergedJson);\n\n return \"Configured successfully\";\n }\n\n private void ShowManualConfigurationInstructions(string configPath, McpClient mcpClient)\n {\n mcpClient.SetStatus(McpStatus.Error, \"Manual configuration required\");\n\n ShowManualInstructionsWindow(configPath, mcpClient);\n }\n\n // New method to show manual instructions without changing status\n private void ShowManualInstructionsWindow(string configPath, McpClient mcpClient)\n {\n // Get the Python directory path using Package Manager API\n string pythonDir = FindPackagePythonDirectory();\n string manualConfigJson;\n \n // Create common JsonSerializerSettings\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n \n // Use switch statement to handle different client types\n switch (mcpClient.mcpType)\n {\n case McpTypes.VSCode:\n // Create VSCode-specific configuration with proper format\n var vscodeConfig = new\n {\n mcp = new\n {\n servers = new\n {\n unityMCP = new\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" }\n }\n }\n }\n };\n manualConfigJson = JsonConvert.SerializeObject(vscodeConfig, jsonSettings);\n break;\n \n default:\n // Create standard MCP configuration for other clients\n McpConfig jsonConfig = new()\n {\n mcpServers = new McpConfigServers\n {\n unityMCP = new McpConfigServer\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" },\n },\n },\n };\n manualConfigJson = JsonConvert.SerializeObject(jsonConfig, jsonSettings);\n break;\n }\n\n ManualConfigEditorWindow.ShowWindow(configPath, manualConfigJson, mcpClient);\n }\n\n private string FindPackagePythonDirectory()\n {\n string pythonDir = ServerInstaller.GetServerPath();\n\n try\n {\n // Try to find the package using Package Manager API\n UnityEditor.PackageManager.Requests.ListRequest request =\n UnityEditor.PackageManager.Client.List();\n while (!request.IsCompleted) { } // Wait for the request to complete\n\n if (request.Status == UnityEditor.PackageManager.StatusCode.Success)\n {\n foreach (UnityEditor.PackageManager.PackageInfo package in request.Result)\n {\n if (package.name == \"com.justinpbarnett.unity-mcp\")\n {\n string packagePath = package.resolvedPath;\n string potentialPythonDir = Path.Combine(packagePath, \"Python\");\n\n if (\n Directory.Exists(potentialPythonDir)\n && File.Exists(Path.Combine(potentialPythonDir, \"server.py\"))\n )\n {\n return potentialPythonDir;\n }\n }\n }\n }\n else if (request.Error != null)\n {\n Debug.LogError(\"Failed to list packages: \" + request.Error.message);\n }\n\n // If not found via Package Manager, try manual approaches\n // First check for local installation\n string[] possibleDirs =\n {\n Path.GetFullPath(Path.Combine(Application.dataPath, \"unity-mcp\", \"Python\")),\n };\n\n foreach (string dir in possibleDirs)\n {\n if (Directory.Exists(dir) && File.Exists(Path.Combine(dir, \"server.py\")))\n {\n return dir;\n }\n }\n\n // If still not found, return the placeholder path\n Debug.LogWarning(\"Could not find Python directory, using placeholder path\");\n }\n catch (Exception e)\n {\n Debug.LogError($\"Error finding package path: {e.Message}\");\n }\n\n return pythonDir;\n }\n\n private string ConfigureMcpClient(McpClient mcpClient)\n {\n try\n {\n // Determine the config file path based on OS\n string configPath;\n\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n configPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n configPath = mcpClient.linuxConfigPath;\n }\n else\n {\n return \"Unsupported OS\";\n }\n\n // Create directory if it doesn't exist\n Directory.CreateDirectory(Path.GetDirectoryName(configPath));\n\n // Find the server.py file location\n string pythonDir = ServerInstaller.GetServerPath();\n\n if (pythonDir == null || !File.Exists(Path.Combine(pythonDir, \"server.py\")))\n {\n ShowManualInstructionsWindow(configPath, mcpClient);\n return \"Manual Configuration Required\";\n }\n\n string result = WriteToConfig(pythonDir, configPath, mcpClient);\n\n // Update the client status after successful configuration\n if (result == \"Configured successfully\")\n {\n mcpClient.SetStatus(McpStatus.Configured);\n }\n\n return result;\n }\n catch (Exception e)\n {\n // Determine the config file path based on OS for error message\n string configPath = \"\";\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n configPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n configPath = mcpClient.linuxConfigPath;\n }\n\n ShowManualInstructionsWindow(configPath, mcpClient);\n Debug.LogError(\n $\"Failed to configure {mcpClient.name}: {e.Message}\\n{e.StackTrace}\"\n );\n return $\"Failed to configure {mcpClient.name}\";\n }\n }\n\n private void ShowCursorManualConfigurationInstructions(\n string configPath,\n McpClient mcpClient\n )\n {\n mcpClient.SetStatus(McpStatus.Error, \"Manual configuration required\");\n\n // Get the Python directory path using Package Manager API\n string pythonDir = FindPackagePythonDirectory();\n\n // Create the manual configuration message\n McpConfig jsonConfig = new()\n {\n mcpServers = new McpConfigServers\n {\n unityMCP = new McpConfigServer\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" },\n },\n },\n };\n\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n string manualConfigJson = JsonConvert.SerializeObject(jsonConfig, jsonSettings);\n\n ManualConfigEditorWindow.ShowWindow(configPath, manualConfigJson, mcpClient);\n }\n\n private void LoadValidationLevelSetting()\n {\n string savedLevel = EditorPrefs.GetString(\"UnityMCP_ScriptValidationLevel\", \"standard\");\n validationLevelIndex = savedLevel.ToLower() switch\n {\n \"basic\" => 0,\n \"standard\" => 1,\n \"comprehensive\" => 2,\n \"strict\" => 3,\n _ => 1 // Default to Standard\n };\n }\n\n private void SaveValidationLevelSetting()\n {\n string levelString = validationLevelIndex switch\n {\n 0 => \"basic\",\n 1 => \"standard\",\n 2 => \"comprehensive\",\n 3 => \"strict\",\n _ => \"standard\"\n };\n EditorPrefs.SetString(\"UnityMCP_ScriptValidationLevel\", levelString);\n }\n\n private string GetValidationLevelDescription(int index)\n {\n return index switch\n {\n 0 => \"Only basic syntax checks (braces, quotes, comments)\",\n 1 => \"Syntax checks + Unity best practices and warnings\",\n 2 => \"All checks + semantic analysis and performance warnings\",\n 3 => \"Full semantic validation with namespace/type resolution (requires Roslyn)\",\n _ => \"Standard validation\"\n };\n }\n\n public static string GetCurrentValidationLevel()\n {\n string savedLevel = EditorPrefs.GetString(\"UnityMCP_ScriptValidationLevel\", \"standard\");\n return savedLevel;\n }\n\n private void CheckMcpConfiguration(McpClient mcpClient)\n {\n try\n {\n string configPath;\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n configPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n configPath = mcpClient.linuxConfigPath;\n }\n else\n {\n mcpClient.SetStatus(McpStatus.UnsupportedOS);\n return;\n }\n\n if (!File.Exists(configPath))\n {\n mcpClient.SetStatus(McpStatus.NotConfigured);\n return;\n }\n\n string configJson = File.ReadAllText(configPath);\n string pythonDir = ServerInstaller.GetServerPath();\n \n // Use switch statement to handle different client types, extracting common logic\n string[] args = null;\n bool configExists = false;\n \n switch (mcpClient.mcpType)\n {\n case McpTypes.VSCode:\n dynamic config = JsonConvert.DeserializeObject(configJson);\n \n if (config?.mcp?.servers?.unityMCP != null)\n {\n // Extract args from VSCode config format\n args = config.mcp.servers.unityMCP.args.ToObject();\n configExists = true;\n }\n break;\n \n default:\n // Standard MCP configuration check for Claude Desktop, Cursor, etc.\n McpConfig standardConfig = JsonConvert.DeserializeObject(configJson);\n \n if (standardConfig?.mcpServers?.unityMCP != null)\n {\n args = standardConfig.mcpServers.unityMCP.args;\n configExists = true;\n }\n break;\n }\n \n // Common logic for checking configuration status\n if (configExists)\n {\n if (pythonDir != null && \n Array.Exists(args, arg => arg.Contains(pythonDir, StringComparison.Ordinal)))\n {\n mcpClient.SetStatus(McpStatus.Configured);\n }\n else\n {\n mcpClient.SetStatus(McpStatus.IncorrectPath);\n }\n }\n else\n {\n mcpClient.SetStatus(McpStatus.MissingConfig);\n }\n }\n catch (Exception e)\n {\n mcpClient.SetStatus(McpStatus.Error, e.Message);\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/ServerInstaller.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Net;\nusing System.Runtime.InteropServices;\nusing UnityEngine;\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n public static class ServerInstaller\n {\n private const string RootFolder = \"UnityMCP\";\n private const string ServerFolder = \"UnityMcpServer\";\n private const string BranchName = \"master\";\n private const string GitUrl = \"https://github.com/justinpbarnett/unity-mcp.git\";\n private const string PyprojectUrl =\n \"https://raw.githubusercontent.com/justinpbarnett/unity-mcp/refs/heads/\"\n + BranchName\n + \"/UnityMcpServer/src/pyproject.toml\";\n\n /// \n /// Ensures the unity-mcp-server is installed and up to date.\n /// \n public static void EnsureServerInstalled()\n {\n try\n {\n string saveLocation = GetSaveLocation();\n\n if (!IsServerInstalled(saveLocation))\n {\n InstallServer(saveLocation);\n }\n else\n {\n string installedVersion = GetInstalledVersion();\n string latestVersion = GetLatestVersion();\n\n if (IsNewerVersion(latestVersion, installedVersion))\n {\n UpdateServer(saveLocation);\n }\n else { }\n }\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Failed to ensure server installation: {ex.Message}\");\n }\n }\n\n public static string GetServerPath()\n {\n return Path.Combine(GetSaveLocation(), ServerFolder, \"src\");\n }\n\n /// \n /// Gets the platform-specific save location for the server.\n /// \n private static string GetSaveLocation()\n {\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n return Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"AppData\",\n \"Local\",\n \"Programs\",\n RootFolder\n );\n }\n else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))\n {\n return Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"bin\",\n RootFolder\n );\n }\n else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))\n {\n string path = \"/usr/local/bin\";\n return !Directory.Exists(path) || !IsDirectoryWritable(path)\n ? Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Applications\",\n RootFolder\n )\n : Path.Combine(path, RootFolder);\n }\n throw new Exception(\"Unsupported operating system.\");\n }\n\n private static bool IsDirectoryWritable(string path)\n {\n try\n {\n File.Create(Path.Combine(path, \"test.txt\")).Dispose();\n File.Delete(Path.Combine(path, \"test.txt\"));\n return true;\n }\n catch\n {\n return false;\n }\n }\n\n /// \n /// Checks if the server is installed at the specified location.\n /// \n private static bool IsServerInstalled(string location)\n {\n return Directory.Exists(location)\n && File.Exists(Path.Combine(location, ServerFolder, \"src\", \"pyproject.toml\"));\n }\n\n /// \n /// Installs the server by cloning only the UnityMcpServer folder from the repository and setting up dependencies.\n /// \n private static void InstallServer(string location)\n {\n // Create the src directory where the server code will reside\n Directory.CreateDirectory(location);\n\n // Initialize git repo in the src directory\n RunCommand(\"git\", $\"init\", workingDirectory: location);\n\n // Add remote\n RunCommand(\"git\", $\"remote add origin {GitUrl}\", workingDirectory: location);\n\n // Configure sparse checkout\n RunCommand(\"git\", \"config core.sparseCheckout true\", workingDirectory: location);\n\n // Set sparse checkout path to only include UnityMcpServer folder\n string sparseCheckoutPath = Path.Combine(location, \".git\", \"info\", \"sparse-checkout\");\n File.WriteAllText(sparseCheckoutPath, $\"{ServerFolder}/\");\n\n // Fetch and checkout the branch\n RunCommand(\"git\", $\"fetch --depth=1 origin {BranchName}\", workingDirectory: location);\n RunCommand(\"git\", $\"checkout {BranchName}\", workingDirectory: location);\n }\n\n /// \n /// Fetches the currently installed version from the local pyproject.toml file.\n /// \n public static string GetInstalledVersion()\n {\n string pyprojectPath = Path.Combine(\n GetSaveLocation(),\n ServerFolder,\n \"src\",\n \"pyproject.toml\"\n );\n return ParseVersionFromPyproject(File.ReadAllText(pyprojectPath));\n }\n\n /// \n /// Fetches the latest version from the GitHub pyproject.toml file.\n /// \n public static string GetLatestVersion()\n {\n using WebClient webClient = new();\n string pyprojectContent = webClient.DownloadString(PyprojectUrl);\n return ParseVersionFromPyproject(pyprojectContent);\n }\n\n /// \n /// Updates the server by pulling the latest changes for the UnityMcpServer folder only.\n /// \n private static void UpdateServer(string location)\n {\n RunCommand(\"git\", $\"pull origin {BranchName}\", workingDirectory: location);\n }\n\n /// \n /// Parses the version number from pyproject.toml content.\n /// \n private static string ParseVersionFromPyproject(string content)\n {\n foreach (string line in content.Split('\\n'))\n {\n if (line.Trim().StartsWith(\"version =\"))\n {\n string[] parts = line.Split('=');\n if (parts.Length == 2)\n {\n return parts[1].Trim().Trim('\"');\n }\n }\n }\n throw new Exception(\"Version not found in pyproject.toml\");\n }\n\n /// \n /// Compares two version strings to determine if the latest is newer.\n /// \n public static bool IsNewerVersion(string latest, string installed)\n {\n int[] latestParts = latest.Split('.').Select(int.Parse).ToArray();\n int[] installedParts = installed.Split('.').Select(int.Parse).ToArray();\n for (int i = 0; i < Math.Min(latestParts.Length, installedParts.Length); i++)\n {\n if (latestParts[i] > installedParts[i])\n {\n return true;\n }\n\n if (latestParts[i] < installedParts[i])\n {\n return false;\n }\n }\n return latestParts.Length > installedParts.Length;\n }\n\n /// \n /// Runs a command-line process and handles output/errors.\n /// \n private static void RunCommand(\n string command,\n string arguments,\n string workingDirectory = null\n )\n {\n System.Diagnostics.Process process = new()\n {\n StartInfo = new System.Diagnostics.ProcessStartInfo\n {\n FileName = command,\n Arguments = arguments,\n RedirectStandardOutput = true,\n RedirectStandardError = true,\n UseShellExecute = false,\n CreateNoWindow = true,\n WorkingDirectory = workingDirectory ?? string.Empty,\n },\n };\n process.Start();\n string output = process.StandardOutput.ReadToEnd();\n string error = process.StandardError.ReadToEnd();\n process.WaitForExit();\n if (process.ExitCode != 0)\n {\n throw new Exception(\n $\"Command failed: {command} {arguments}\\nOutput: {output}\\nError: {error}\"\n );\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Windows/ManualConfigEditorWindow.cs", "using System.Runtime.InteropServices;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Windows\n{\n // Editor window to display manual configuration instructions\n public class ManualConfigEditorWindow : EditorWindow\n {\n protected string configPath;\n protected string configJson;\n protected Vector2 scrollPos;\n protected bool pathCopied = false;\n protected bool jsonCopied = false;\n protected float copyFeedbackTimer = 0;\n protected McpClient mcpClient;\n\n public static void ShowWindow(string configPath, string configJson, McpClient mcpClient)\n {\n var window = GetWindow(\"Manual Configuration\");\n window.configPath = configPath;\n window.configJson = configJson;\n window.mcpClient = mcpClient;\n window.minSize = new Vector2(500, 400);\n window.Show();\n }\n\n protected virtual void OnGUI()\n {\n scrollPos = EditorGUILayout.BeginScrollView(scrollPos);\n\n // Header with improved styling\n EditorGUILayout.Space(10);\n Rect titleRect = EditorGUILayout.GetControlRect(false, 30);\n EditorGUI.DrawRect(\n new Rect(titleRect.x, titleRect.y, titleRect.width, titleRect.height),\n new Color(0.2f, 0.2f, 0.2f, 0.1f)\n );\n GUI.Label(\n new Rect(titleRect.x + 10, titleRect.y + 6, titleRect.width - 20, titleRect.height),\n mcpClient.name + \" Manual Configuration\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n // Instructions with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n Rect headerRect = EditorGUILayout.GetControlRect(false, 24);\n EditorGUI.DrawRect(\n new Rect(headerRect.x, headerRect.y, headerRect.width, headerRect.height),\n new Color(0.1f, 0.1f, 0.1f, 0.2f)\n );\n GUI.Label(\n new Rect(\n headerRect.x + 8,\n headerRect.y + 4,\n headerRect.width - 16,\n headerRect.height\n ),\n \"The automatic configuration failed. Please follow these steps:\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n GUIStyle instructionStyle = new(EditorStyles.wordWrappedLabel)\n {\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n EditorGUILayout.LabelField(\n \"1. Open \" + mcpClient.name + \" config file by either:\",\n instructionStyle\n );\n if (mcpClient.mcpType == McpTypes.ClaudeDesktop)\n {\n EditorGUILayout.LabelField(\n \" a) Going to Settings > Developer > Edit Config\",\n instructionStyle\n );\n }\n else if (mcpClient.mcpType == McpTypes.Cursor)\n {\n EditorGUILayout.LabelField(\n \" a) Going to File > Preferences > Cursor Settings > MCP > Add new global MCP server\",\n instructionStyle\n );\n }\n EditorGUILayout.LabelField(\" OR\", instructionStyle);\n EditorGUILayout.LabelField(\n \" b) Opening the configuration file at:\",\n instructionStyle\n );\n\n // Path section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n string displayPath;\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n displayPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n displayPath = mcpClient.linuxConfigPath;\n }\n else\n {\n displayPath = configPath;\n }\n\n // Prevent text overflow by allowing the text field to wrap\n GUIStyle pathStyle = new(EditorStyles.textField) { wordWrap = true };\n\n EditorGUILayout.TextField(\n displayPath,\n pathStyle,\n GUILayout.Height(EditorGUIUtility.singleLineHeight)\n );\n\n // Copy button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n GUIStyle copyButtonStyle = new(GUI.skin.button)\n {\n padding = new RectOffset(15, 15, 5, 5),\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n if (\n GUILayout.Button(\n \"Copy Path\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = displayPath;\n pathCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (\n GUILayout.Button(\n \"Open File\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n // Open the file using the system's default application\n System.Diagnostics.Process.Start(\n new System.Diagnostics.ProcessStartInfo\n {\n FileName = displayPath,\n UseShellExecute = true,\n }\n );\n }\n\n if (pathCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n\n EditorGUILayout.LabelField(\n \"2. Paste the following JSON configuration:\",\n instructionStyle\n );\n\n // JSON section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n // Improved text area for JSON with syntax highlighting colors\n GUIStyle jsonStyle = new(EditorStyles.textArea)\n {\n font = EditorStyles.boldFont,\n wordWrap = true,\n };\n jsonStyle.normal.textColor = new Color(0.3f, 0.6f, 0.9f); // Syntax highlighting blue\n\n // Draw the JSON in a text area with a taller height for better readability\n EditorGUILayout.TextArea(configJson, jsonStyle, GUILayout.Height(200));\n\n // Copy JSON button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n\n if (\n GUILayout.Button(\n \"Copy JSON\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = configJson;\n jsonCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (jsonCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n EditorGUILayout.LabelField(\n \"3. Save the file and restart \" + mcpClient.name,\n instructionStyle\n );\n\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n\n // Close button at the bottom\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n if (GUILayout.Button(\"Close\", GUILayout.Height(30), GUILayout.Width(100)))\n {\n Close();\n }\n GUILayout.FlexibleSpace();\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.EndScrollView();\n }\n\n protected virtual void Update()\n {\n // Handle the feedback message timer\n if (copyFeedbackTimer > 0)\n {\n copyFeedbackTimer -= Time.deltaTime;\n if (copyFeedbackTimer <= 0)\n {\n pathCopied = false;\n jsonCopied = false;\n Repaint();\n }\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpClient.cs", "namespace UnityMcpBridge.Editor.Models\n{\n public class McpClient\n {\n public string name;\n public string windowsConfigPath;\n public string linuxConfigPath;\n public McpTypes mcpType;\n public string configStatus;\n public McpStatus status = McpStatus.NotConfigured;\n\n // Helper method to convert the enum to a display string\n public string GetStatusDisplayString()\n {\n return status switch\n {\n McpStatus.NotConfigured => \"Not Configured\",\n McpStatus.Configured => \"Configured\",\n McpStatus.Running => \"Running\",\n McpStatus.Connected => \"Connected\",\n McpStatus.IncorrectPath => \"Incorrect Path\",\n McpStatus.CommunicationError => \"Communication Error\",\n McpStatus.NoResponse => \"No Response\",\n McpStatus.UnsupportedOS => \"Unsupported OS\",\n McpStatus.MissingConfig => \"Missing UnityMCP Config\",\n McpStatus.Error => configStatus.StartsWith(\"Error:\") ? configStatus : \"Error\",\n _ => \"Unknown\",\n };\n }\n\n // Helper method to set both status enum and string for backward compatibility\n public void SetStatus(McpStatus newStatus, string errorDetails = null)\n {\n status = newStatus;\n\n if (newStatus == McpStatus.Error && !string.IsNullOrEmpty(errorDetails))\n {\n configStatus = $\"Error: {errorDetails}\";\n }\n else\n {\n configStatus = GetStatusDisplayString();\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/UnityMcpBridge.cs", "using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Net;\nusing System.Net.Sockets;\nusing System.Threading.Tasks;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers;\nusing UnityMcpBridge.Editor.Models;\nusing UnityMcpBridge.Editor.Tools;\n\nnamespace UnityMcpBridge.Editor\n{\n [InitializeOnLoad]\n public static partial class UnityMcpBridge\n {\n private static TcpListener listener;\n private static bool isRunning = false;\n private static readonly object lockObj = new();\n private static Dictionary<\n string,\n (string commandJson, TaskCompletionSource tcs)\n > commandQueue = new();\n private static readonly int unityPort = 6400; // Hardcoded port\n\n public static bool IsRunning => isRunning;\n\n public static bool FolderExists(string path)\n {\n if (string.IsNullOrEmpty(path))\n {\n return false;\n }\n\n if (path.Equals(\"Assets\", StringComparison.OrdinalIgnoreCase))\n {\n return true;\n }\n\n string fullPath = Path.Combine(\n Application.dataPath,\n path.StartsWith(\"Assets/\") ? path[7..] : path\n );\n return Directory.Exists(fullPath);\n }\n\n static UnityMcpBridge()\n {\n Start();\n EditorApplication.quitting += Stop;\n }\n\n public static void Start()\n {\n Stop();\n\n try\n {\n ServerInstaller.EnsureServerInstalled();\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Failed to ensure UnityMcpServer is installed: {ex.Message}\");\n }\n\n if (isRunning)\n {\n return;\n }\n\n try\n {\n listener = new TcpListener(IPAddress.Loopback, unityPort);\n listener.Start();\n isRunning = true;\n Debug.Log($\"UnityMcpBridge started on port {unityPort}.\");\n // Assuming ListenerLoop and ProcessCommands are defined elsewhere\n Task.Run(ListenerLoop);\n EditorApplication.update += ProcessCommands;\n }\n catch (SocketException ex)\n {\n if (ex.SocketErrorCode == SocketError.AddressAlreadyInUse)\n {\n Debug.LogError(\n $\"Port {unityPort} is already in use. Ensure no other instances are running or change the port.\"\n );\n }\n else\n {\n Debug.LogError($\"Failed to start TCP listener: {ex.Message}\");\n }\n }\n }\n\n public static void Stop()\n {\n if (!isRunning)\n {\n return;\n }\n\n try\n {\n listener?.Stop();\n listener = null;\n isRunning = false;\n EditorApplication.update -= ProcessCommands;\n Debug.Log(\"UnityMcpBridge stopped.\");\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Error stopping UnityMcpBridge: {ex.Message}\");\n }\n }\n\n private static async Task ListenerLoop()\n {\n while (isRunning)\n {\n try\n {\n TcpClient client = await listener.AcceptTcpClientAsync();\n // Enable basic socket keepalive\n client.Client.SetSocketOption(\n SocketOptionLevel.Socket,\n SocketOptionName.KeepAlive,\n true\n );\n\n // Set longer receive timeout to prevent quick disconnections\n client.ReceiveTimeout = 60000; // 60 seconds\n\n // Fire and forget each client connection\n _ = HandleClientAsync(client);\n }\n catch (Exception ex)\n {\n if (isRunning)\n {\n Debug.LogError($\"Listener error: {ex.Message}\");\n }\n }\n }\n }\n\n private static async Task HandleClientAsync(TcpClient client)\n {\n using (client)\n using (NetworkStream stream = client.GetStream())\n {\n byte[] buffer = new byte[8192];\n while (isRunning)\n {\n try\n {\n int bytesRead = await stream.ReadAsync(buffer, 0, buffer.Length);\n if (bytesRead == 0)\n {\n break; // Client disconnected\n }\n\n string commandText = System.Text.Encoding.UTF8.GetString(\n buffer,\n 0,\n bytesRead\n );\n string commandId = Guid.NewGuid().ToString();\n TaskCompletionSource tcs = new();\n\n // Special handling for ping command to avoid JSON parsing\n if (commandText.Trim() == \"ping\")\n {\n // Direct response to ping without going through JSON parsing\n byte[] pingResponseBytes = System.Text.Encoding.UTF8.GetBytes(\n /*lang=json,strict*/\n \"{\\\"status\\\":\\\"success\\\",\\\"result\\\":{\\\"message\\\":\\\"pong\\\"}}\"\n );\n await stream.WriteAsync(pingResponseBytes, 0, pingResponseBytes.Length);\n continue;\n }\n\n lock (lockObj)\n {\n commandQueue[commandId] = (commandText, tcs);\n }\n\n string response = await tcs.Task;\n byte[] responseBytes = System.Text.Encoding.UTF8.GetBytes(response);\n await stream.WriteAsync(responseBytes, 0, responseBytes.Length);\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Client handler error: {ex.Message}\");\n break;\n }\n }\n }\n }\n\n private static void ProcessCommands()\n {\n List processedIds = new();\n lock (lockObj)\n {\n foreach (\n KeyValuePair<\n string,\n (string commandJson, TaskCompletionSource tcs)\n > kvp in commandQueue.ToList()\n )\n {\n string id = kvp.Key;\n string commandText = kvp.Value.commandJson;\n TaskCompletionSource tcs = kvp.Value.tcs;\n\n try\n {\n // Special case handling\n if (string.IsNullOrEmpty(commandText))\n {\n var emptyResponse = new\n {\n status = \"error\",\n error = \"Empty command received\",\n };\n tcs.SetResult(JsonConvert.SerializeObject(emptyResponse));\n processedIds.Add(id);\n continue;\n }\n\n // Trim the command text to remove any whitespace\n commandText = commandText.Trim();\n\n // Non-JSON direct commands handling (like ping)\n if (commandText == \"ping\")\n {\n var pingResponse = new\n {\n status = \"success\",\n result = new { message = \"pong\" },\n };\n tcs.SetResult(JsonConvert.SerializeObject(pingResponse));\n processedIds.Add(id);\n continue;\n }\n\n // Check if the command is valid JSON before attempting to deserialize\n if (!IsValidJson(commandText))\n {\n var invalidJsonResponse = new\n {\n status = \"error\",\n error = \"Invalid JSON format\",\n receivedText = commandText.Length > 50\n ? commandText[..50] + \"...\"\n : commandText,\n };\n tcs.SetResult(JsonConvert.SerializeObject(invalidJsonResponse));\n processedIds.Add(id);\n continue;\n }\n\n // Normal JSON command processing\n Command command = JsonConvert.DeserializeObject(commandText);\n \n if (command == null)\n {\n var nullCommandResponse = new\n {\n status = \"error\",\n error = \"Command deserialized to null\",\n details = \"The command was valid JSON but could not be deserialized to a Command object\",\n };\n tcs.SetResult(JsonConvert.SerializeObject(nullCommandResponse));\n }\n else\n {\n string responseJson = ExecuteCommand(command);\n tcs.SetResult(responseJson);\n }\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Error processing command: {ex.Message}\\n{ex.StackTrace}\");\n\n var response = new\n {\n status = \"error\",\n error = ex.Message,\n commandType = \"Unknown (error during processing)\",\n receivedText = commandText?.Length > 50\n ? commandText[..50] + \"...\"\n : commandText,\n };\n string responseJson = JsonConvert.SerializeObject(response);\n tcs.SetResult(responseJson);\n }\n\n processedIds.Add(id);\n }\n\n foreach (string id in processedIds)\n {\n commandQueue.Remove(id);\n }\n }\n }\n\n // Helper method to check if a string is valid JSON\n private static bool IsValidJson(string text)\n {\n if (string.IsNullOrWhiteSpace(text))\n {\n return false;\n }\n\n text = text.Trim();\n if (\n (text.StartsWith(\"{\") && text.EndsWith(\"}\"))\n || // Object\n (text.StartsWith(\"[\") && text.EndsWith(\"]\"))\n ) // Array\n {\n try\n {\n JToken.Parse(text);\n return true;\n }\n catch\n {\n return false;\n }\n }\n\n return false;\n }\n\n private static string ExecuteCommand(Command command)\n {\n try\n {\n if (string.IsNullOrEmpty(command.type))\n {\n var errorResponse = new\n {\n status = \"error\",\n error = \"Command type cannot be empty\",\n details = \"A valid command type is required for processing\",\n };\n return JsonConvert.SerializeObject(errorResponse);\n }\n\n // Handle ping command for connection verification\n if (command.type.Equals(\"ping\", StringComparison.OrdinalIgnoreCase))\n {\n var pingResponse = new\n {\n status = \"success\",\n result = new { message = \"pong\" },\n };\n return JsonConvert.SerializeObject(pingResponse);\n }\n\n // Use JObject for parameters as the new handlers likely expect this\n JObject paramsObject = command.@params ?? new JObject();\n\n // Route command based on the new tool structure from the refactor plan\n object result = command.type switch\n {\n // Maps the command type (tool name) to the corresponding handler's static HandleCommand method\n // Assumes each handler class has a static method named 'HandleCommand' that takes JObject parameters\n \"manage_script\" => ManageScript.HandleCommand(paramsObject),\n \"manage_scene\" => ManageScene.HandleCommand(paramsObject),\n \"manage_editor\" => ManageEditor.HandleCommand(paramsObject),\n \"manage_gameobject\" => ManageGameObject.HandleCommand(paramsObject),\n \"manage_asset\" => ManageAsset.HandleCommand(paramsObject),\n \"manage_shader\" => ManageShader.HandleCommand(paramsObject),\n \"read_console\" => ReadConsole.HandleCommand(paramsObject),\n \"execute_menu_item\" => ExecuteMenuItem.HandleCommand(paramsObject),\n _ => throw new ArgumentException(\n $\"Unknown or unsupported command type: {command.type}\"\n ),\n };\n\n // Standard success response format\n var response = new { status = \"success\", result };\n return JsonConvert.SerializeObject(response);\n }\n catch (Exception ex)\n {\n // Log the detailed error in Unity for debugging\n Debug.LogError(\n $\"Error executing command '{command?.type ?? \"Unknown\"}': {ex.Message}\\n{ex.StackTrace}\"\n );\n\n // Standard error response format\n var response = new\n {\n status = \"error\",\n error = ex.Message, // Provide the specific error message\n command = command?.type ?? \"Unknown\", // Include the command type if available\n stackTrace = ex.StackTrace, // Include stack trace for detailed debugging\n paramsSummary = command?.@params != null\n ? GetParamsSummary(command.@params)\n : \"No parameters\", // Summarize parameters for context\n };\n return JsonConvert.SerializeObject(response);\n }\n }\n\n // Helper method to get a summary of parameters for error reporting\n private static string GetParamsSummary(JObject @params)\n {\n try\n {\n return @params == null || !@params.HasValues\n ? \"No parameters\"\n : string.Join(\n \", \",\n @params\n .Properties()\n .Select(static p =>\n $\"{p.Name}: {p.Value?.ToString()?[..Math.Min(20, p.Value?.ToString()?.Length ?? 0)]}\"\n )\n );\n }\n catch\n {\n return \"Could not summarize parameters\";\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageScene.cs", "using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditor.SceneManagement;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles scene management operations like loading, saving, creating, and querying hierarchy.\n /// \n public static class ManageScene\n {\n /// \n /// Main handler for scene management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower();\n string name = @params[\"name\"]?.ToString();\n string path = @params[\"path\"]?.ToString(); // Relative to Assets/\n int? buildIndex = @params[\"buildIndex\"]?.ToObject();\n // bool loadAdditive = @params[\"loadAdditive\"]?.ToObject() ?? false; // Example for future extension\n\n // Ensure path is relative to Assets/, removing any leading \"Assets/\"\n string relativeDir = path ?? string.Empty;\n if (!string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = relativeDir.Replace('\\\\', '/').Trim('/');\n if (relativeDir.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n relativeDir = relativeDir.Substring(\"Assets/\".Length).TrimStart('/');\n }\n }\n\n // Apply default *after* sanitizing, using the original path variable for the check\n if (string.IsNullOrEmpty(path) && action == \"create\") // Check original path for emptiness\n {\n relativeDir = \"Scenes\"; // Default relative directory\n }\n\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n string sceneFileName = string.IsNullOrEmpty(name) ? null : $\"{name}.unity\";\n // Construct full system path correctly: ProjectRoot/Assets/relativeDir/sceneFileName\n string fullPathDir = Path.Combine(Application.dataPath, relativeDir); // Combine with Assets path (Application.dataPath ends in Assets)\n string fullPath = string.IsNullOrEmpty(sceneFileName)\n ? null\n : Path.Combine(fullPathDir, sceneFileName);\n // Ensure relativePath always starts with \"Assets/\" and uses forward slashes\n string relativePath = string.IsNullOrEmpty(sceneFileName)\n ? null\n : Path.Combine(\"Assets\", relativeDir, sceneFileName).Replace('\\\\', '/');\n\n // Ensure directory exists for 'create'\n if (action == \"create\" && !string.IsNullOrEmpty(fullPathDir))\n {\n try\n {\n Directory.CreateDirectory(fullPathDir);\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Could not create directory '{fullPathDir}': {e.Message}\"\n );\n }\n }\n\n // Route action\n switch (action)\n {\n case \"create\":\n if (string.IsNullOrEmpty(name) || string.IsNullOrEmpty(relativePath))\n return Response.Error(\n \"'name' and 'path' parameters are required for 'create' action.\"\n );\n return CreateScene(fullPath, relativePath);\n case \"load\":\n // Loading can be done by path/name or build index\n if (!string.IsNullOrEmpty(relativePath))\n return LoadScene(relativePath);\n else if (buildIndex.HasValue)\n return LoadScene(buildIndex.Value);\n else\n return Response.Error(\n \"Either 'name'/'path' or 'buildIndex' must be provided for 'load' action.\"\n );\n case \"save\":\n // Save current scene, optionally to a new path\n return SaveScene(fullPath, relativePath);\n case \"get_hierarchy\":\n return GetSceneHierarchy();\n case \"get_active\":\n return GetActiveSceneInfo();\n case \"get_build_settings\":\n return GetBuildSettingsScenes();\n // Add cases for modifying build settings, additive loading, unloading etc.\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions: create, load, save, get_hierarchy, get_active, get_build_settings.\"\n );\n }\n }\n\n private static object CreateScene(string fullPath, string relativePath)\n {\n if (File.Exists(fullPath))\n {\n return Response.Error($\"Scene already exists at '{relativePath}'.\");\n }\n\n try\n {\n // Create a new empty scene\n Scene newScene = EditorSceneManager.NewScene(\n NewSceneSetup.EmptyScene,\n NewSceneMode.Single\n );\n // Save it to the specified path\n bool saved = EditorSceneManager.SaveScene(newScene, relativePath);\n\n if (saved)\n {\n AssetDatabase.Refresh(); // Ensure Unity sees the new scene file\n return Response.Success(\n $\"Scene '{Path.GetFileName(relativePath)}' created successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n else\n {\n // If SaveScene fails, it might leave an untitled scene open.\n // Optionally try to close it, but be cautious.\n return Response.Error($\"Failed to save new scene to '{relativePath}'.\");\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error creating scene '{relativePath}': {e.Message}\");\n }\n }\n\n private static object LoadScene(string relativePath)\n {\n if (\n !File.Exists(\n Path.Combine(\n Application.dataPath.Substring(\n 0,\n Application.dataPath.Length - \"Assets\".Length\n ),\n relativePath\n )\n )\n )\n {\n return Response.Error($\"Scene file not found at '{relativePath}'.\");\n }\n\n // Check for unsaved changes in the current scene\n if (EditorSceneManager.GetActiveScene().isDirty)\n {\n // Optionally prompt the user or save automatically before loading\n return Response.Error(\n \"Current scene has unsaved changes. Please save or discard changes before loading a new scene.\"\n );\n // Example: bool saveOK = EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();\n // if (!saveOK) return Response.Error(\"Load cancelled by user.\");\n }\n\n try\n {\n EditorSceneManager.OpenScene(relativePath, OpenSceneMode.Single);\n return Response.Success(\n $\"Scene '{relativePath}' loaded successfully.\",\n new\n {\n path = relativePath,\n name = Path.GetFileNameWithoutExtension(relativePath),\n }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error loading scene '{relativePath}': {e.Message}\");\n }\n }\n\n private static object LoadScene(int buildIndex)\n {\n if (buildIndex < 0 || buildIndex >= SceneManager.sceneCountInBuildSettings)\n {\n return Response.Error(\n $\"Invalid build index: {buildIndex}. Must be between 0 and {SceneManager.sceneCountInBuildSettings - 1}.\"\n );\n }\n\n // Check for unsaved changes\n if (EditorSceneManager.GetActiveScene().isDirty)\n {\n return Response.Error(\n \"Current scene has unsaved changes. Please save or discard changes before loading a new scene.\"\n );\n }\n\n try\n {\n string scenePath = SceneUtility.GetScenePathByBuildIndex(buildIndex);\n EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);\n return Response.Success(\n $\"Scene at build index {buildIndex} ('{scenePath}') loaded successfully.\",\n new\n {\n path = scenePath,\n name = Path.GetFileNameWithoutExtension(scenePath),\n buildIndex = buildIndex,\n }\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error loading scene with build index {buildIndex}: {e.Message}\"\n );\n }\n }\n\n private static object SaveScene(string fullPath, string relativePath)\n {\n try\n {\n Scene currentScene = EditorSceneManager.GetActiveScene();\n if (!currentScene.IsValid())\n {\n return Response.Error(\"No valid scene is currently active to save.\");\n }\n\n bool saved;\n string finalPath = currentScene.path; // Path where it was last saved or will be saved\n\n if (!string.IsNullOrEmpty(relativePath) && currentScene.path != relativePath)\n {\n // Save As...\n // Ensure directory exists\n string dir = Path.GetDirectoryName(fullPath);\n if (!Directory.Exists(dir))\n Directory.CreateDirectory(dir);\n\n saved = EditorSceneManager.SaveScene(currentScene, relativePath);\n finalPath = relativePath;\n }\n else\n {\n // Save (overwrite existing or save untitled)\n if (string.IsNullOrEmpty(currentScene.path))\n {\n // Scene is untitled, needs a path\n return Response.Error(\n \"Cannot save an untitled scene without providing a 'name' and 'path'. Use Save As functionality.\"\n );\n }\n saved = EditorSceneManager.SaveScene(currentScene);\n }\n\n if (saved)\n {\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Scene '{currentScene.name}' saved successfully to '{finalPath}'.\",\n new { path = finalPath, name = currentScene.name }\n );\n }\n else\n {\n return Response.Error($\"Failed to save scene '{currentScene.name}'.\");\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error saving scene: {e.Message}\");\n }\n }\n\n private static object GetActiveSceneInfo()\n {\n try\n {\n Scene activeScene = EditorSceneManager.GetActiveScene();\n if (!activeScene.IsValid())\n {\n return Response.Error(\"No active scene found.\");\n }\n\n var sceneInfo = new\n {\n name = activeScene.name,\n path = activeScene.path,\n buildIndex = activeScene.buildIndex, // -1 if not in build settings\n isDirty = activeScene.isDirty,\n isLoaded = activeScene.isLoaded,\n rootCount = activeScene.rootCount,\n };\n\n return Response.Success(\"Retrieved active scene information.\", sceneInfo);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting active scene info: {e.Message}\");\n }\n }\n\n private static object GetBuildSettingsScenes()\n {\n try\n {\n var scenes = new List();\n for (int i = 0; i < EditorBuildSettings.scenes.Length; i++)\n {\n var scene = EditorBuildSettings.scenes[i];\n scenes.Add(\n new\n {\n path = scene.path,\n guid = scene.guid.ToString(),\n enabled = scene.enabled,\n buildIndex = i, // Actual build index considering only enabled scenes might differ\n }\n );\n }\n return Response.Success(\"Retrieved scenes from Build Settings.\", scenes);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting scenes from Build Settings: {e.Message}\");\n }\n }\n\n private static object GetSceneHierarchy()\n {\n try\n {\n Scene activeScene = EditorSceneManager.GetActiveScene();\n if (!activeScene.IsValid() || !activeScene.isLoaded)\n {\n return Response.Error(\n \"No valid and loaded scene is active to get hierarchy from.\"\n );\n }\n\n GameObject[] rootObjects = activeScene.GetRootGameObjects();\n var hierarchy = rootObjects.Select(go => GetGameObjectDataRecursive(go)).ToList();\n\n return Response.Success(\n $\"Retrieved hierarchy for scene '{activeScene.name}'.\",\n hierarchy\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting scene hierarchy: {e.Message}\");\n }\n }\n\n /// \n /// Recursively builds a data representation of a GameObject and its children.\n /// \n private static object GetGameObjectDataRecursive(GameObject go)\n {\n if (go == null)\n return null;\n\n var childrenData = new List();\n foreach (Transform child in go.transform)\n {\n childrenData.Add(GetGameObjectDataRecursive(child.gameObject));\n }\n\n var gameObjectData = new Dictionary\n {\n { \"name\", go.name },\n { \"activeSelf\", go.activeSelf },\n { \"activeInHierarchy\", go.activeInHierarchy },\n { \"tag\", go.tag },\n { \"layer\", go.layer },\n { \"isStatic\", go.isStatic },\n { \"instanceID\", go.GetInstanceID() }, // Useful unique identifier\n {\n \"transform\",\n new\n {\n position = new\n {\n x = go.transform.localPosition.x,\n y = go.transform.localPosition.y,\n z = go.transform.localPosition.z,\n },\n rotation = new\n {\n x = go.transform.localRotation.eulerAngles.x,\n y = go.transform.localRotation.eulerAngles.y,\n z = go.transform.localRotation.eulerAngles.z,\n }, // Euler for simplicity\n scale = new\n {\n x = go.transform.localScale.x,\n y = go.transform.localScale.y,\n z = go.transform.localScale.z,\n },\n }\n },\n { \"children\", childrenData },\n };\n\n return gameObjectData;\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageAsset.cs", "using System;\nusing System.Collections.Generic;\nusing System.Globalization;\nusing System.IO;\nusing System.Linq;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\n#if UNITY_6000_0_OR_NEWER\nusing PhysicsMaterialType = UnityEngine.PhysicsMaterial;\nusing PhysicsMaterialCombine = UnityEngine.PhysicsMaterialCombine; \n#else\nusing PhysicsMaterialType = UnityEngine.PhysicMaterial;\nusing PhysicsMaterialCombine = UnityEngine.PhysicMaterialCombine;\n#endif\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles asset management operations within the Unity project.\n /// \n public static class ManageAsset\n {\n // --- Main Handler ---\n\n // Define the list of valid actions\n private static readonly List ValidActions = new List\n {\n \"import\",\n \"create\",\n \"modify\",\n \"delete\",\n \"duplicate\",\n \"move\",\n \"rename\",\n \"search\",\n \"get_info\",\n \"create_folder\",\n \"get_components\",\n };\n\n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower();\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n // Check if the action is valid before switching\n if (!ValidActions.Contains(action))\n {\n string validActionsList = string.Join(\", \", ValidActions);\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: {validActionsList}\"\n );\n }\n\n // Common parameters\n string path = @params[\"path\"]?.ToString();\n\n try\n {\n switch (action)\n {\n case \"import\":\n // Note: Unity typically auto-imports. This might re-import or configure import settings.\n return ReimportAsset(path, @params[\"properties\"] as JObject);\n case \"create\":\n return CreateAsset(@params);\n case \"modify\":\n return ModifyAsset(path, @params[\"properties\"] as JObject);\n case \"delete\":\n return DeleteAsset(path);\n case \"duplicate\":\n return DuplicateAsset(path, @params[\"destination\"]?.ToString());\n case \"move\": // Often same as rename if within Assets/\n case \"rename\":\n return MoveOrRenameAsset(path, @params[\"destination\"]?.ToString());\n case \"search\":\n return SearchAssets(@params);\n case \"get_info\":\n return GetAssetInfo(\n path,\n @params[\"generatePreview\"]?.ToObject() ?? false\n );\n case \"create_folder\": // Added specific action for clarity\n return CreateFolder(path);\n case \"get_components\":\n return GetComponentsFromAsset(path);\n\n default:\n // This error message is less likely to be hit now, but kept here as a fallback or for potential future modifications.\n string validActionsListDefault = string.Join(\", \", ValidActions);\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: {validActionsListDefault}\"\n );\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ManageAsset] Action '{action}' failed for path '{path}': {e}\");\n return Response.Error(\n $\"Internal error processing action '{action}' on '{path}': {e.Message}\"\n );\n }\n }\n\n // --- Action Implementations ---\n\n private static object ReimportAsset(string path, JObject properties)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for reimport.\");\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n // TODO: Apply importer properties before reimporting?\n // This is complex as it requires getting the AssetImporter, casting it,\n // applying properties via reflection or specific methods, saving, then reimporting.\n if (properties != null && properties.HasValues)\n {\n Debug.LogWarning(\n \"[ManageAsset.Reimport] Modifying importer properties before reimport is not fully implemented yet.\"\n );\n // AssetImporter importer = AssetImporter.GetAtPath(fullPath);\n // if (importer != null) { /* Apply properties */ AssetDatabase.WriteImportSettingsIfDirty(fullPath); }\n }\n\n AssetDatabase.ImportAsset(fullPath, ImportAssetOptions.ForceUpdate);\n // AssetDatabase.Refresh(); // Usually ImportAsset handles refresh\n return Response.Success($\"Asset '{fullPath}' reimported.\", GetAssetData(fullPath));\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to reimport asset '{fullPath}': {e.Message}\");\n }\n }\n\n private static object CreateAsset(JObject @params)\n {\n string path = @params[\"path\"]?.ToString();\n string assetType = @params[\"assetType\"]?.ToString();\n JObject properties = @params[\"properties\"] as JObject;\n\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for create.\");\n if (string.IsNullOrEmpty(assetType))\n return Response.Error(\"'assetType' is required for create.\");\n\n string fullPath = SanitizeAssetPath(path);\n string directory = Path.GetDirectoryName(fullPath);\n\n // Ensure directory exists\n if (!Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), directory)))\n {\n Directory.CreateDirectory(Path.Combine(Directory.GetCurrentDirectory(), directory));\n AssetDatabase.Refresh(); // Make sure Unity knows about the new folder\n }\n\n if (AssetExists(fullPath))\n return Response.Error($\"Asset already exists at path: {fullPath}\");\n\n try\n {\n UnityEngine.Object newAsset = null;\n string lowerAssetType = assetType.ToLowerInvariant();\n\n // Handle common asset types\n if (lowerAssetType == \"folder\")\n {\n return CreateFolder(path); // Use dedicated method\n }\n else if (lowerAssetType == \"material\")\n {\n Material mat = new Material(Shader.Find(\"Standard\")); // Default shader\n // TODO: Apply properties from JObject (e.g., shader name, color, texture assignments)\n if (properties != null)\n ApplyMaterialProperties(mat, properties);\n AssetDatabase.CreateAsset(mat, fullPath);\n newAsset = mat;\n }\n else if (lowerAssetType == \"physicsmaterial\")\n {\n PhysicsMaterialType pmat = new PhysicsMaterialType();\n if (properties != null)\n ApplyPhysicsMaterialProperties(pmat, properties);\n AssetDatabase.CreateAsset(pmat, fullPath);\n newAsset = pmat;\n }\n else if (lowerAssetType == \"scriptableobject\")\n {\n string scriptClassName = properties?[\"scriptClass\"]?.ToString();\n if (string.IsNullOrEmpty(scriptClassName))\n return Response.Error(\n \"'scriptClass' property required when creating ScriptableObject asset.\"\n );\n\n Type scriptType = FindType(scriptClassName);\n if (\n scriptType == null\n || !typeof(ScriptableObject).IsAssignableFrom(scriptType)\n )\n {\n return Response.Error(\n $\"Script class '{scriptClassName}' not found or does not inherit from ScriptableObject.\"\n );\n }\n\n ScriptableObject so = ScriptableObject.CreateInstance(scriptType);\n // TODO: Apply properties from JObject to the ScriptableObject instance?\n AssetDatabase.CreateAsset(so, fullPath);\n newAsset = so;\n }\n else if (lowerAssetType == \"prefab\")\n {\n // Creating prefabs usually involves saving an existing GameObject hierarchy.\n // A common pattern is to create an empty GameObject, configure it, and then save it.\n return Response.Error(\n \"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.\"\n );\n // Example (conceptual):\n // GameObject source = GameObject.Find(properties[\"sourceGameObject\"].ToString());\n // if(source != null) PrefabUtility.SaveAsPrefabAsset(source, fullPath);\n }\n // TODO: Add more asset types (Animation Controller, Scene, etc.)\n else\n {\n // Generic creation attempt (might fail or create empty files)\n // For some types, just creating the file might be enough if Unity imports it.\n // File.Create(Path.Combine(Directory.GetCurrentDirectory(), fullPath)).Close();\n // AssetDatabase.ImportAsset(fullPath); // Let Unity try to import it\n // newAsset = AssetDatabase.LoadAssetAtPath(fullPath);\n return Response.Error(\n $\"Creation for asset type '{assetType}' is not explicitly supported yet. Supported: Folder, Material, ScriptableObject.\"\n );\n }\n\n if (\n newAsset == null\n && !Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), fullPath))\n ) // Check if it wasn't a folder and asset wasn't created\n {\n return Response.Error(\n $\"Failed to create asset '{assetType}' at '{fullPath}'. See logs for details.\"\n );\n }\n\n AssetDatabase.SaveAssets();\n // AssetDatabase.Refresh(); // CreateAsset often handles refresh\n return Response.Success(\n $\"Asset '{fullPath}' created successfully.\",\n GetAssetData(fullPath)\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create asset at '{fullPath}': {e.Message}\");\n }\n }\n\n private static object CreateFolder(string path)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for create_folder.\");\n string fullPath = SanitizeAssetPath(path);\n string parentDir = Path.GetDirectoryName(fullPath);\n string folderName = Path.GetFileName(fullPath);\n\n if (AssetExists(fullPath))\n {\n // Check if it's actually a folder already\n if (AssetDatabase.IsValidFolder(fullPath))\n {\n return Response.Success(\n $\"Folder already exists at path: {fullPath}\",\n GetAssetData(fullPath)\n );\n }\n else\n {\n return Response.Error(\n $\"An asset (not a folder) already exists at path: {fullPath}\"\n );\n }\n }\n\n try\n {\n // Ensure parent exists\n if (!string.IsNullOrEmpty(parentDir) && !AssetDatabase.IsValidFolder(parentDir))\n {\n // Recursively create parent folders if needed (AssetDatabase handles this internally)\n // Or we can do it manually: Directory.CreateDirectory(Path.Combine(Directory.GetCurrentDirectory(), parentDir)); AssetDatabase.Refresh();\n }\n\n string guid = AssetDatabase.CreateFolder(parentDir, folderName);\n if (string.IsNullOrEmpty(guid))\n {\n return Response.Error(\n $\"Failed to create folder '{fullPath}'. Check logs and permissions.\"\n );\n }\n\n // AssetDatabase.Refresh(); // CreateFolder usually handles refresh\n return Response.Success(\n $\"Folder '{fullPath}' created successfully.\",\n GetAssetData(fullPath)\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create folder '{fullPath}': {e.Message}\");\n }\n }\n\n private static object ModifyAsset(string path, JObject properties)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for modify.\");\n if (properties == null || !properties.HasValues)\n return Response.Error(\"'properties' are required for modify.\");\n\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(\n fullPath\n );\n if (asset == null)\n return Response.Error($\"Failed to load asset at path: {fullPath}\");\n\n bool modified = false; // Flag to track if any changes were made\n\n // --- NEW: Handle GameObject / Prefab Component Modification ---\n if (asset is GameObject gameObject)\n {\n // Iterate through the properties JSON: keys are component names, values are properties objects for that component\n foreach (var prop in properties.Properties())\n {\n string componentName = prop.Name; // e.g., \"Collectible\"\n // Check if the value associated with the component name is actually an object containing properties\n if (\n prop.Value is JObject componentProperties\n && componentProperties.HasValues\n ) // e.g., {\"bobSpeed\": 2.0}\n {\n // Find the component on the GameObject using the name from the JSON key\n // Using GetComponent(string) is convenient but might require exact type name or be ambiguous.\n // Consider using FindType helper if needed for more complex scenarios.\n Component targetComponent = gameObject.GetComponent(componentName);\n\n if (targetComponent != null)\n {\n // Apply the nested properties (e.g., bobSpeed) to the found component instance\n // Use |= to ensure 'modified' becomes true if any component is successfully modified\n modified |= ApplyObjectProperties(\n targetComponent,\n componentProperties\n );\n }\n else\n {\n // Log a warning if a specified component couldn't be found\n Debug.LogWarning(\n $\"[ManageAsset.ModifyAsset] Component '{componentName}' not found on GameObject '{gameObject.name}' in asset '{fullPath}'. Skipping modification for this component.\"\n );\n }\n }\n else\n {\n // Log a warning if the structure isn't {\"ComponentName\": {\"prop\": value}}\n // We could potentially try to apply this property directly to the GameObject here if needed,\n // but the primary goal is component modification.\n Debug.LogWarning(\n $\"[ManageAsset.ModifyAsset] Property '{prop.Name}' for GameObject modification should have a JSON object value containing component properties. Value was: {prop.Value.Type}. Skipping.\"\n );\n }\n }\n // Note: 'modified' is now true if ANY component property was successfully changed.\n }\n // --- End NEW ---\n\n // --- Existing logic for other asset types (now as else-if) ---\n // Example: Modifying a Material\n else if (asset is Material material)\n {\n // Apply properties directly to the material. If this modifies, it sets modified=true.\n // Use |= in case the asset was already marked modified by previous logic (though unlikely here)\n modified |= ApplyMaterialProperties(material, properties);\n }\n // Example: Modifying a ScriptableObject\n else if (asset is ScriptableObject so)\n {\n // Apply properties directly to the ScriptableObject.\n modified |= ApplyObjectProperties(so, properties); // General helper\n }\n // Example: Modifying TextureImporter settings\n else if (asset is Texture)\n {\n AssetImporter importer = AssetImporter.GetAtPath(fullPath);\n if (importer is TextureImporter textureImporter)\n {\n bool importerModified = ApplyObjectProperties(textureImporter, properties);\n if (importerModified)\n {\n // Importer settings need saving and reimporting\n AssetDatabase.WriteImportSettingsIfDirty(fullPath);\n AssetDatabase.ImportAsset(fullPath, ImportAssetOptions.ForceUpdate); // Reimport to apply changes\n modified = true; // Mark overall operation as modified\n }\n }\n else\n {\n Debug.LogWarning($\"Could not get TextureImporter for {fullPath}.\");\n }\n }\n // TODO: Add modification logic for other common asset types (Models, AudioClips importers, etc.)\n else // Fallback for other asset types OR direct properties on non-GameObject assets\n {\n // This block handles non-GameObject/Material/ScriptableObject/Texture assets.\n // Attempts to apply properties directly to the asset itself.\n Debug.LogWarning(\n $\"[ManageAsset.ModifyAsset] Asset type '{asset.GetType().Name}' at '{fullPath}' is not explicitly handled for component modification. Attempting generic property setting on the asset itself.\"\n );\n modified |= ApplyObjectProperties(asset, properties);\n }\n // --- End Existing Logic ---\n\n // Check if any modification happened (either component or direct asset modification)\n if (modified)\n {\n // Mark the asset as dirty (important for prefabs/SOs) so Unity knows to save it.\n EditorUtility.SetDirty(asset);\n // Save all modified assets to disk.\n AssetDatabase.SaveAssets();\n // Refresh might be needed in some edge cases, but SaveAssets usually covers it.\n // AssetDatabase.Refresh();\n return Response.Success(\n $\"Asset '{fullPath}' modified successfully.\",\n GetAssetData(fullPath)\n );\n }\n else\n {\n // If no changes were made (e.g., component not found, property names incorrect, value unchanged), return a success message indicating nothing changed.\n return Response.Success(\n $\"No applicable or modifiable properties found for asset '{fullPath}'. Check component names, property names, and values.\",\n GetAssetData(fullPath)\n );\n // Previous message: return Response.Success($\"No applicable properties found to modify for asset '{fullPath}'.\", GetAssetData(fullPath));\n }\n }\n catch (Exception e)\n {\n // Log the detailed error internally\n Debug.LogError($\"[ManageAsset] Action 'modify' failed for path '{path}': {e}\");\n // Return a user-friendly error message\n return Response.Error($\"Failed to modify asset '{fullPath}': {e.Message}\");\n }\n }\n\n private static object DeleteAsset(string path)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for delete.\");\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n bool success = AssetDatabase.DeleteAsset(fullPath);\n if (success)\n {\n // AssetDatabase.Refresh(); // DeleteAsset usually handles refresh\n return Response.Success($\"Asset '{fullPath}' deleted successfully.\");\n }\n else\n {\n // This might happen if the file couldn't be deleted (e.g., locked)\n return Response.Error(\n $\"Failed to delete asset '{fullPath}'. Check logs or if the file is locked.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error deleting asset '{fullPath}': {e.Message}\");\n }\n }\n\n private static object DuplicateAsset(string path, string destinationPath)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for duplicate.\");\n\n string sourcePath = SanitizeAssetPath(path);\n if (!AssetExists(sourcePath))\n return Response.Error($\"Source asset not found at path: {sourcePath}\");\n\n string destPath;\n if (string.IsNullOrEmpty(destinationPath))\n {\n // Generate a unique path if destination is not provided\n destPath = AssetDatabase.GenerateUniqueAssetPath(sourcePath);\n }\n else\n {\n destPath = SanitizeAssetPath(destinationPath);\n if (AssetExists(destPath))\n return Response.Error($\"Asset already exists at destination path: {destPath}\");\n // Ensure destination directory exists\n EnsureDirectoryExists(Path.GetDirectoryName(destPath));\n }\n\n try\n {\n bool success = AssetDatabase.CopyAsset(sourcePath, destPath);\n if (success)\n {\n // AssetDatabase.Refresh();\n return Response.Success(\n $\"Asset '{sourcePath}' duplicated to '{destPath}'.\",\n GetAssetData(destPath)\n );\n }\n else\n {\n return Response.Error(\n $\"Failed to duplicate asset from '{sourcePath}' to '{destPath}'.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error duplicating asset '{sourcePath}': {e.Message}\");\n }\n }\n\n private static object MoveOrRenameAsset(string path, string destinationPath)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for move/rename.\");\n if (string.IsNullOrEmpty(destinationPath))\n return Response.Error(\"'destination' path is required for move/rename.\");\n\n string sourcePath = SanitizeAssetPath(path);\n string destPath = SanitizeAssetPath(destinationPath);\n\n if (!AssetExists(sourcePath))\n return Response.Error($\"Source asset not found at path: {sourcePath}\");\n if (AssetExists(destPath))\n return Response.Error(\n $\"An asset already exists at the destination path: {destPath}\"\n );\n\n // Ensure destination directory exists\n EnsureDirectoryExists(Path.GetDirectoryName(destPath));\n\n try\n {\n // Validate will return an error string if failed, null if successful\n string error = AssetDatabase.ValidateMoveAsset(sourcePath, destPath);\n if (!string.IsNullOrEmpty(error))\n {\n return Response.Error(\n $\"Failed to move/rename asset from '{sourcePath}' to '{destPath}': {error}\"\n );\n }\n\n string guid = AssetDatabase.MoveAsset(sourcePath, destPath);\n if (!string.IsNullOrEmpty(guid)) // MoveAsset returns the new GUID on success\n {\n // AssetDatabase.Refresh(); // MoveAsset usually handles refresh\n return Response.Success(\n $\"Asset moved/renamed from '{sourcePath}' to '{destPath}'.\",\n GetAssetData(destPath)\n );\n }\n else\n {\n // This case might not be reachable if ValidateMoveAsset passes, but good to have\n return Response.Error(\n $\"MoveAsset call failed unexpectedly for '{sourcePath}' to '{destPath}'.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error moving/renaming asset '{sourcePath}': {e.Message}\");\n }\n }\n\n private static object SearchAssets(JObject @params)\n {\n string searchPattern = @params[\"searchPattern\"]?.ToString();\n string filterType = @params[\"filterType\"]?.ToString();\n string pathScope = @params[\"path\"]?.ToString(); // Use path as folder scope\n string filterDateAfterStr = @params[\"filterDateAfter\"]?.ToString();\n int pageSize = @params[\"pageSize\"]?.ToObject() ?? 50; // Default page size\n int pageNumber = @params[\"pageNumber\"]?.ToObject() ?? 1; // Default page number (1-based)\n bool generatePreview = @params[\"generatePreview\"]?.ToObject() ?? false;\n\n List searchFilters = new List();\n if (!string.IsNullOrEmpty(searchPattern))\n searchFilters.Add(searchPattern);\n if (!string.IsNullOrEmpty(filterType))\n searchFilters.Add($\"t:{filterType}\");\n\n string[] folderScope = null;\n if (!string.IsNullOrEmpty(pathScope))\n {\n folderScope = new string[] { SanitizeAssetPath(pathScope) };\n if (!AssetDatabase.IsValidFolder(folderScope[0]))\n {\n // Maybe the user provided a file path instead of a folder?\n // We could search in the containing folder, or return an error.\n Debug.LogWarning(\n $\"Search path '{folderScope[0]}' is not a valid folder. Searching entire project.\"\n );\n folderScope = null; // Search everywhere if path isn't a folder\n }\n }\n\n DateTime? filterDateAfter = null;\n if (!string.IsNullOrEmpty(filterDateAfterStr))\n {\n if (\n DateTime.TryParse(\n filterDateAfterStr,\n CultureInfo.InvariantCulture,\n DateTimeStyles.AssumeUniversal | DateTimeStyles.AdjustToUniversal,\n out DateTime parsedDate\n )\n )\n {\n filterDateAfter = parsedDate;\n }\n else\n {\n Debug.LogWarning(\n $\"Could not parse filterDateAfter: '{filterDateAfterStr}'. Expected ISO 8601 format.\"\n );\n }\n }\n\n try\n {\n string[] guids = AssetDatabase.FindAssets(\n string.Join(\" \", searchFilters),\n folderScope\n );\n List results = new List();\n int totalFound = 0;\n\n foreach (string guid in guids)\n {\n string assetPath = AssetDatabase.GUIDToAssetPath(guid);\n if (string.IsNullOrEmpty(assetPath))\n continue;\n\n // Apply date filter if present\n if (filterDateAfter.HasValue)\n {\n DateTime lastWriteTime = File.GetLastWriteTimeUtc(\n Path.Combine(Directory.GetCurrentDirectory(), assetPath)\n );\n if (lastWriteTime <= filterDateAfter.Value)\n {\n continue; // Skip assets older than or equal to the filter date\n }\n }\n\n totalFound++; // Count matching assets before pagination\n results.Add(GetAssetData(assetPath, generatePreview));\n }\n\n // Apply pagination\n int startIndex = (pageNumber - 1) * pageSize;\n var pagedResults = results.Skip(startIndex).Take(pageSize).ToList();\n\n return Response.Success(\n $\"Found {totalFound} asset(s). Returning page {pageNumber} ({pagedResults.Count} assets).\",\n new\n {\n totalAssets = totalFound,\n pageSize = pageSize,\n pageNumber = pageNumber,\n assets = pagedResults,\n }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error searching assets: {e.Message}\");\n }\n }\n\n private static object GetAssetInfo(string path, bool generatePreview)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for get_info.\");\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n return Response.Success(\n \"Asset info retrieved.\",\n GetAssetData(fullPath, generatePreview)\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting info for asset '{fullPath}': {e.Message}\");\n }\n }\n\n /// \n /// Retrieves components attached to a GameObject asset (like a Prefab).\n /// \n /// The asset path of the GameObject or Prefab.\n /// A response object containing a list of component type names or an error.\n private static object GetComponentsFromAsset(string path)\n {\n // 1. Validate input path\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for get_components.\");\n\n // 2. Sanitize and check existence\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n // 3. Load the asset\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(\n fullPath\n );\n if (asset == null)\n return Response.Error($\"Failed to load asset at path: {fullPath}\");\n\n // 4. Check if it's a GameObject (Prefabs load as GameObjects)\n GameObject gameObject = asset as GameObject;\n if (gameObject == null)\n {\n // Also check if it's *directly* a Component type (less common for primary assets)\n Component componentAsset = asset as Component;\n if (componentAsset != null)\n {\n // If the asset itself *is* a component, maybe return just its info?\n // This is an edge case. Let's stick to GameObjects for now.\n return Response.Error(\n $\"Asset at '{fullPath}' is a Component ({asset.GetType().FullName}), not a GameObject. Components are typically retrieved *from* a GameObject.\"\n );\n }\n return Response.Error(\n $\"Asset at '{fullPath}' is not a GameObject (Type: {asset.GetType().FullName}). Cannot get components from this asset type.\"\n );\n }\n\n // 5. Get components\n Component[] components = gameObject.GetComponents();\n\n // 6. Format component data\n List componentList = components\n .Select(comp => new\n {\n typeName = comp.GetType().FullName,\n instanceID = comp.GetInstanceID(),\n // TODO: Add more component-specific details here if needed in the future?\n // Requires reflection or specific handling per component type.\n })\n .ToList(); // Explicit cast for clarity if needed\n\n // 7. Return success response\n return Response.Success(\n $\"Found {componentList.Count} component(s) on asset '{fullPath}'.\",\n componentList\n );\n }\n catch (Exception e)\n {\n Debug.LogError(\n $\"[ManageAsset.GetComponentsFromAsset] Error getting components for '{fullPath}': {e}\"\n );\n return Response.Error(\n $\"Error getting components for asset '{fullPath}': {e.Message}\"\n );\n }\n }\n\n // --- Internal Helpers ---\n\n /// \n /// Ensures the asset path starts with \"Assets/\".\n /// \n private static string SanitizeAssetPath(string path)\n {\n if (string.IsNullOrEmpty(path))\n return path;\n path = path.Replace('\\\\', '/'); // Normalize separators\n if (!path.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n return \"Assets/\" + path.TrimStart('/');\n }\n return path;\n }\n\n /// \n /// Checks if an asset exists at the given path (file or folder).\n /// \n private static bool AssetExists(string sanitizedPath)\n {\n // AssetDatabase APIs are generally preferred over raw File/Directory checks for assets.\n // Check if it's a known asset GUID.\n if (!string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(sanitizedPath)))\n {\n return true;\n }\n // AssetPathToGUID might not work for newly created folders not yet refreshed.\n // Check directory explicitly for folders.\n if (Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), sanitizedPath)))\n {\n // Check if it's considered a *valid* folder by Unity\n return AssetDatabase.IsValidFolder(sanitizedPath);\n }\n // Check file existence for non-folder assets.\n if (File.Exists(Path.Combine(Directory.GetCurrentDirectory(), sanitizedPath)))\n {\n return true; // Assume if file exists, it's an asset or will be imported\n }\n\n return false;\n // Alternative: return !string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(sanitizedPath));\n }\n\n /// \n /// Ensures the directory for a given asset path exists, creating it if necessary.\n /// \n private static void EnsureDirectoryExists(string directoryPath)\n {\n if (string.IsNullOrEmpty(directoryPath))\n return;\n string fullDirPath = Path.Combine(Directory.GetCurrentDirectory(), directoryPath);\n if (!Directory.Exists(fullDirPath))\n {\n Directory.CreateDirectory(fullDirPath);\n AssetDatabase.Refresh(); // Let Unity know about the new folder\n }\n }\n\n /// \n /// Applies properties from JObject to a Material.\n /// \n private static bool ApplyMaterialProperties(Material mat, JObject properties)\n {\n if (mat == null || properties == null)\n return false;\n bool modified = false;\n\n // Example: Set shader\n if (properties[\"shader\"]?.Type == JTokenType.String)\n {\n Shader newShader = Shader.Find(properties[\"shader\"].ToString());\n if (newShader != null && mat.shader != newShader)\n {\n mat.shader = newShader;\n modified = true;\n }\n }\n // Example: Set color property\n if (properties[\"color\"] is JObject colorProps)\n {\n string propName = colorProps[\"name\"]?.ToString() ?? \"_Color\"; // Default main color\n if (colorProps[\"value\"] is JArray colArr && colArr.Count >= 3)\n {\n try\n {\n Color newColor = new Color(\n colArr[0].ToObject(),\n colArr[1].ToObject(),\n colArr[2].ToObject(),\n colArr.Count > 3 ? colArr[3].ToObject() : 1.0f\n );\n if (mat.HasProperty(propName) && mat.GetColor(propName) != newColor)\n {\n mat.SetColor(propName, newColor);\n modified = true;\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Error parsing color property '{propName}': {ex.Message}\"\n );\n }\n }\n } else if (properties[\"color\"] is JArray colorArr) //Use color now with examples set in manage_asset.py\n {\n string propName = \"_Color\"; \n try {\n if (colorArr.Count >= 3)\n {\n Color newColor = new Color(\n colorArr[0].ToObject(),\n colorArr[1].ToObject(), \n colorArr[2].ToObject(), \n colorArr.Count > 3 ? colorArr[3].ToObject() : 1.0f\n );\n if (mat.HasProperty(propName) && mat.GetColor(propName) != newColor)\n {\n mat.SetColor(propName, newColor);\n modified = true;\n }\n }\n } \n catch (Exception ex) {\n Debug.LogWarning(\n $\"Error parsing color property '{propName}': {ex.Message}\"\n );\n }\n }\n // Example: Set float property\n if (properties[\"float\"] is JObject floatProps)\n {\n string propName = floatProps[\"name\"]?.ToString();\n if (\n !string.IsNullOrEmpty(propName) && floatProps[\"value\"]?.Type == JTokenType.Float\n || floatProps[\"value\"]?.Type == JTokenType.Integer\n )\n {\n try\n {\n float newVal = floatProps[\"value\"].ToObject();\n if (mat.HasProperty(propName) && mat.GetFloat(propName) != newVal)\n {\n mat.SetFloat(propName, newVal);\n modified = true;\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Error parsing float property '{propName}': {ex.Message}\"\n );\n }\n }\n }\n // Example: Set texture property\n if (properties[\"texture\"] is JObject texProps)\n {\n string propName = texProps[\"name\"]?.ToString() ?? \"_MainTex\"; // Default main texture\n string texPath = texProps[\"path\"]?.ToString();\n if (!string.IsNullOrEmpty(texPath))\n {\n Texture newTex = AssetDatabase.LoadAssetAtPath(\n SanitizeAssetPath(texPath)\n );\n if (\n newTex != null\n && mat.HasProperty(propName)\n && mat.GetTexture(propName) != newTex\n )\n {\n mat.SetTexture(propName, newTex);\n modified = true;\n }\n else if (newTex == null)\n {\n Debug.LogWarning($\"Texture not found at path: {texPath}\");\n }\n }\n }\n\n // TODO: Add handlers for other property types (Vectors, Ints, Keywords, RenderQueue, etc.)\n return modified;\n }\n\n /// \n /// Applies properties from JObject to a PhysicsMaterial.\n /// \n private static bool ApplyPhysicsMaterialProperties(PhysicsMaterialType pmat, JObject properties)\n {\n if (pmat == null || properties == null)\n return false;\n bool modified = false;\n\n // Example: Set dynamic friction\n if (properties[\"dynamicFriction\"]?.Type == JTokenType.Float)\n {\n float dynamicFriction = properties[\"dynamicFriction\"].ToObject();\n pmat.dynamicFriction = dynamicFriction;\n modified = true;\n }\n\n // Example: Set static friction\n if (properties[\"staticFriction\"]?.Type == JTokenType.Float)\n {\n float staticFriction = properties[\"staticFriction\"].ToObject();\n pmat.staticFriction = staticFriction;\n modified = true;\n }\n\n // Example: Set bounciness\n if (properties[\"bounciness\"]?.Type == JTokenType.Float)\n {\n float bounciness = properties[\"bounciness\"].ToObject();\n pmat.bounciness = bounciness;\n modified = true;\n }\n\n List averageList = new List { \"ave\", \"Ave\", \"average\", \"Average\" };\n List multiplyList = new List { \"mul\", \"Mul\", \"mult\", \"Mult\", \"multiply\", \"Multiply\" };\n List minimumList = new List { \"min\", \"Min\", \"minimum\", \"Minimum\" };\n List maximumList = new List { \"max\", \"Max\", \"maximum\", \"Maximum\" };\n\n // Example: Set friction combine\n if (properties[\"frictionCombine\"]?.Type == JTokenType.String)\n {\n string frictionCombine = properties[\"frictionCombine\"].ToString();\n if (averageList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Average;\n else if (multiplyList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Multiply;\n else if (minimumList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Minimum;\n else if (maximumList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Maximum;\n modified = true;\n }\n\n // Example: Set bounce combine\n if (properties[\"bounceCombine\"]?.Type == JTokenType.String)\n {\n string bounceCombine = properties[\"bounceCombine\"].ToString();\n if (averageList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Average;\n else if (multiplyList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Multiply;\n else if (minimumList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Minimum;\n else if (maximumList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Maximum;\n modified = true;\n }\n\n return modified;\n }\n\n /// \n /// Generic helper to set properties on any UnityEngine.Object using reflection.\n /// \n private static bool ApplyObjectProperties(UnityEngine.Object target, JObject properties)\n {\n if (target == null || properties == null)\n return false;\n bool modified = false;\n Type type = target.GetType();\n\n foreach (var prop in properties.Properties())\n {\n string propName = prop.Name;\n JToken propValue = prop.Value;\n if (SetPropertyOrField(target, propName, propValue, type))\n {\n modified = true;\n }\n }\n return modified;\n }\n\n /// \n /// Helper to set a property or field via reflection, handling basic types and Unity objects.\n /// \n private static bool SetPropertyOrField(\n object target,\n string memberName,\n JToken value,\n Type type = null\n )\n {\n type = type ?? target.GetType();\n System.Reflection.BindingFlags flags =\n System.Reflection.BindingFlags.Public\n | System.Reflection.BindingFlags.Instance\n | System.Reflection.BindingFlags.IgnoreCase;\n\n try\n {\n System.Reflection.PropertyInfo propInfo = type.GetProperty(memberName, flags);\n if (propInfo != null && propInfo.CanWrite)\n {\n object convertedValue = ConvertJTokenToType(value, propInfo.PropertyType);\n if (\n convertedValue != null\n && !object.Equals(propInfo.GetValue(target), convertedValue)\n )\n {\n propInfo.SetValue(target, convertedValue);\n return true;\n }\n }\n else\n {\n System.Reflection.FieldInfo fieldInfo = type.GetField(memberName, flags);\n if (fieldInfo != null)\n {\n object convertedValue = ConvertJTokenToType(value, fieldInfo.FieldType);\n if (\n convertedValue != null\n && !object.Equals(fieldInfo.GetValue(target), convertedValue)\n )\n {\n fieldInfo.SetValue(target, convertedValue);\n return true;\n }\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"[SetPropertyOrField] Failed to set '{memberName}' on {type.Name}: {ex.Message}\"\n );\n }\n return false;\n }\n\n /// \n /// Simple JToken to Type conversion for common Unity types and primitives.\n /// \n private static object ConvertJTokenToType(JToken token, Type targetType)\n {\n try\n {\n if (token == null || token.Type == JTokenType.Null)\n return null;\n\n if (targetType == typeof(string))\n return token.ToObject();\n if (targetType == typeof(int))\n return token.ToObject();\n if (targetType == typeof(float))\n return token.ToObject();\n if (targetType == typeof(bool))\n return token.ToObject();\n if (targetType == typeof(Vector2) && token is JArray arrV2 && arrV2.Count == 2)\n return new Vector2(arrV2[0].ToObject(), arrV2[1].ToObject());\n if (targetType == typeof(Vector3) && token is JArray arrV3 && arrV3.Count == 3)\n return new Vector3(\n arrV3[0].ToObject(),\n arrV3[1].ToObject(),\n arrV3[2].ToObject()\n );\n if (targetType == typeof(Vector4) && token is JArray arrV4 && arrV4.Count == 4)\n return new Vector4(\n arrV4[0].ToObject(),\n arrV4[1].ToObject(),\n arrV4[2].ToObject(),\n arrV4[3].ToObject()\n );\n if (targetType == typeof(Quaternion) && token is JArray arrQ && arrQ.Count == 4)\n return new Quaternion(\n arrQ[0].ToObject(),\n arrQ[1].ToObject(),\n arrQ[2].ToObject(),\n arrQ[3].ToObject()\n );\n if (targetType == typeof(Color) && token is JArray arrC && arrC.Count >= 3) // Allow RGB or RGBA\n return new Color(\n arrC[0].ToObject(),\n arrC[1].ToObject(),\n arrC[2].ToObject(),\n arrC.Count > 3 ? arrC[3].ToObject() : 1.0f\n );\n if (targetType.IsEnum)\n return Enum.Parse(targetType, token.ToString(), true); // Case-insensitive enum parsing\n\n // Handle loading Unity Objects (Materials, Textures, etc.) by path\n if (\n typeof(UnityEngine.Object).IsAssignableFrom(targetType)\n && token.Type == JTokenType.String\n )\n {\n string assetPath = SanitizeAssetPath(token.ToString());\n UnityEngine.Object loadedAsset = AssetDatabase.LoadAssetAtPath(\n assetPath,\n targetType\n );\n if (loadedAsset == null)\n {\n Debug.LogWarning(\n $\"[ConvertJTokenToType] Could not load asset of type {targetType.Name} from path: {assetPath}\"\n );\n }\n return loadedAsset;\n }\n\n // Fallback: Try direct conversion (might work for other simple value types)\n return token.ToObject(targetType);\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"[ConvertJTokenToType] Could not convert JToken '{token}' (type {token.Type}) to type '{targetType.Name}': {ex.Message}\"\n );\n return null;\n }\n }\n\n /// \n /// Helper to find a Type by name, searching relevant assemblies.\n /// Needed for creating ScriptableObjects or finding component types by name.\n /// \n private static Type FindType(string typeName)\n {\n if (string.IsNullOrEmpty(typeName))\n return null;\n\n // Try direct lookup first (common Unity types often don't need assembly qualified name)\n var type =\n Type.GetType(typeName)\n ?? Type.GetType($\"UnityEngine.{typeName}, UnityEngine.CoreModule\")\n ?? Type.GetType($\"UnityEngine.UI.{typeName}, UnityEngine.UI\")\n ?? Type.GetType($\"UnityEditor.{typeName}, UnityEditor.CoreModule\");\n\n if (type != null)\n return type;\n\n // If not found, search loaded assemblies (slower but more robust for user scripts)\n foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())\n {\n // Look for non-namespaced first\n type = assembly.GetType(typeName, false, true); // throwOnError=false, ignoreCase=true\n if (type != null)\n return type;\n\n // Check common namespaces if simple name given\n type = assembly.GetType(\"UnityEngine.\" + typeName, false, true);\n if (type != null)\n return type;\n type = assembly.GetType(\"UnityEditor.\" + typeName, false, true);\n if (type != null)\n return type;\n // Add other likely namespaces if needed (e.g., specific plugins)\n }\n\n Debug.LogWarning($\"[FindType] Type '{typeName}' not found in any loaded assembly.\");\n return null; // Not found\n }\n\n // --- Data Serialization ---\n\n /// \n /// Creates a serializable representation of an asset.\n /// \n private static object GetAssetData(string path, bool generatePreview = false)\n {\n if (string.IsNullOrEmpty(path) || !AssetExists(path))\n return null;\n\n string guid = AssetDatabase.AssetPathToGUID(path);\n Type assetType = AssetDatabase.GetMainAssetTypeAtPath(path);\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(path);\n string previewBase64 = null;\n int previewWidth = 0;\n int previewHeight = 0;\n\n if (generatePreview && asset != null)\n {\n Texture2D preview = AssetPreview.GetAssetPreview(asset);\n\n if (preview != null)\n {\n try\n {\n // Ensure texture is readable for EncodeToPNG\n // Creating a temporary readable copy is safer\n RenderTexture rt = RenderTexture.GetTemporary(\n preview.width,\n preview.height\n );\n Graphics.Blit(preview, rt);\n RenderTexture previous = RenderTexture.active;\n RenderTexture.active = rt;\n Texture2D readablePreview = new Texture2D(preview.width, preview.height);\n readablePreview.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);\n readablePreview.Apply();\n RenderTexture.active = previous;\n RenderTexture.ReleaseTemporary(rt);\n\n byte[] pngData = readablePreview.EncodeToPNG();\n previewBase64 = Convert.ToBase64String(pngData);\n previewWidth = readablePreview.width;\n previewHeight = readablePreview.height;\n UnityEngine.Object.DestroyImmediate(readablePreview); // Clean up temp texture\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Failed to generate readable preview for '{path}': {ex.Message}. Preview might not be readable.\"\n );\n // Fallback: Try getting static preview if available?\n // Texture2D staticPreview = AssetPreview.GetMiniThumbnail(asset);\n }\n }\n else\n {\n Debug.LogWarning(\n $\"Could not get asset preview for {path} (Type: {assetType?.Name}). Is it supported?\"\n );\n }\n }\n\n return new\n {\n path = path,\n guid = guid,\n assetType = assetType?.FullName ?? \"Unknown\",\n name = Path.GetFileNameWithoutExtension(path),\n fileName = Path.GetFileName(path),\n isFolder = AssetDatabase.IsValidFolder(path),\n instanceID = asset?.GetInstanceID() ?? 0,\n lastWriteTimeUtc = File.GetLastWriteTimeUtc(\n Path.Combine(Directory.GetCurrentDirectory(), path)\n )\n .ToString(\"o\"), // ISO 8601\n // --- Preview Data ---\n previewBase64 = previewBase64, // PNG data as Base64 string\n previewWidth = previewWidth,\n previewHeight = previewHeight,\n // TODO: Add more metadata? Importer settings? Dependencies?\n };\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageScript.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Text.RegularExpressions;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers;\n\n#if USE_ROSLYN\nusing Microsoft.CodeAnalysis;\nusing Microsoft.CodeAnalysis.CSharp;\n#endif\n\n#if UNITY_EDITOR\nusing UnityEditor.Compilation;\n#endif\n\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles CRUD operations for C# scripts within the Unity project.\n /// \n /// ROSLYN INSTALLATION GUIDE:\n /// To enable advanced syntax validation with Roslyn compiler services:\n /// \n /// 1. Install Microsoft.CodeAnalysis.CSharp NuGet package:\n /// - Open Package Manager in Unity\n /// - Follow the instruction on https://github.com/GlitchEnzo/NuGetForUnity\n /// \n /// 2. Open NuGet Package Manager and Install Microsoft.CodeAnalysis.CSharp:\n /// \n /// 3. Alternative: Manual DLL installation:\n /// - Download Microsoft.CodeAnalysis.CSharp.dll and dependencies\n /// - Place in Assets/Plugins/ folder\n /// - Ensure .NET compatibility settings are correct\n /// \n /// 4. Define USE_ROSLYN symbol:\n /// - Go to Player Settings > Scripting Define Symbols\n /// - Add \"USE_ROSLYN\" to enable Roslyn-based validation\n /// \n /// 5. Restart Unity after installation\n /// \n /// Note: Without Roslyn, the system falls back to basic structural validation.\n /// Roslyn provides full C# compiler diagnostics with line numbers and detailed error messages.\n /// \n public static class ManageScript\n {\n /// \n /// Main handler for script management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n // Extract parameters\n string action = @params[\"action\"]?.ToString().ToLower();\n string name = @params[\"name\"]?.ToString();\n string path = @params[\"path\"]?.ToString(); // Relative to Assets/\n string contents = null;\n\n // Check if we have base64 encoded contents\n bool contentsEncoded = @params[\"contentsEncoded\"]?.ToObject() ?? false;\n if (contentsEncoded && @params[\"encodedContents\"] != null)\n {\n try\n {\n contents = DecodeBase64(@params[\"encodedContents\"].ToString());\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to decode script contents: {e.Message}\");\n }\n }\n else\n {\n contents = @params[\"contents\"]?.ToString();\n }\n\n string scriptType = @params[\"scriptType\"]?.ToString(); // For templates/validation\n string namespaceName = @params[\"namespace\"]?.ToString(); // For organizing code\n\n // Validate required parameters\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\"Name parameter is required.\");\n }\n // Basic name validation (alphanumeric, underscores, cannot start with number)\n if (!Regex.IsMatch(name, @\"^[a-zA-Z_][a-zA-Z0-9_]*$\"))\n {\n return Response.Error(\n $\"Invalid script name: '{name}'. Use only letters, numbers, underscores, and don't start with a number.\"\n );\n }\n\n // Ensure path is relative to Assets/, removing any leading \"Assets/\"\n // Set default directory to \"Scripts\" if path is not provided\n string relativeDir = path ?? \"Scripts\"; // Default to \"Scripts\" if path is null\n if (!string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = relativeDir.Replace('\\\\', '/').Trim('/');\n if (relativeDir.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n relativeDir = relativeDir.Substring(\"Assets/\".Length).TrimStart('/');\n }\n }\n // Handle empty string case explicitly after processing\n if (string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = \"Scripts\"; // Ensure default if path was provided as \"\" or only \"/\" or \"Assets/\"\n }\n\n // Construct paths\n string scriptFileName = $\"{name}.cs\";\n string fullPathDir = Path.Combine(Application.dataPath, relativeDir); // Application.dataPath ends in \"Assets\"\n string fullPath = Path.Combine(fullPathDir, scriptFileName);\n string relativePath = Path.Combine(\"Assets\", relativeDir, scriptFileName)\n .Replace('\\\\', '/'); // Ensure \"Assets/\" prefix and forward slashes\n\n // Ensure the target directory exists for create/update\n if (action == \"create\" || action == \"update\")\n {\n try\n {\n Directory.CreateDirectory(fullPathDir);\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Could not create directory '{fullPathDir}': {e.Message}\"\n );\n }\n }\n\n // Route to specific action handlers\n switch (action)\n {\n case \"create\":\n return CreateScript(\n fullPath,\n relativePath,\n name,\n contents,\n scriptType,\n namespaceName\n );\n case \"read\":\n return ReadScript(fullPath, relativePath);\n case \"update\":\n return UpdateScript(fullPath, relativePath, name, contents);\n case \"delete\":\n return DeleteScript(fullPath, relativePath);\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: create, read, update, delete.\"\n );\n }\n }\n\n /// \n /// Decode base64 string to normal text\n /// \n private static string DecodeBase64(string encoded)\n {\n byte[] data = Convert.FromBase64String(encoded);\n return System.Text.Encoding.UTF8.GetString(data);\n }\n\n /// \n /// Encode text to base64 string\n /// \n private static string EncodeBase64(string text)\n {\n byte[] data = System.Text.Encoding.UTF8.GetBytes(text);\n return Convert.ToBase64String(data);\n }\n\n private static object CreateScript(\n string fullPath,\n string relativePath,\n string name,\n string contents,\n string scriptType,\n string namespaceName\n )\n {\n // Check if script already exists\n if (File.Exists(fullPath))\n {\n return Response.Error(\n $\"Script already exists at '{relativePath}'. Use 'update' action to modify.\"\n );\n }\n\n // Generate default content if none provided\n if (string.IsNullOrEmpty(contents))\n {\n contents = GenerateDefaultScriptContent(name, scriptType, namespaceName);\n }\n\n // Validate syntax with detailed error reporting using GUI setting\n ValidationLevel validationLevel = GetValidationLevelFromGUI();\n bool isValid = ValidateScriptSyntax(contents, validationLevel, out string[] validationErrors);\n if (!isValid)\n {\n string errorMessage = \"Script validation failed:\\n\" + string.Join(\"\\n\", validationErrors);\n return Response.Error(errorMessage);\n }\n else if (validationErrors != null && validationErrors.Length > 0)\n {\n // Log warnings but don't block creation\n Debug.LogWarning($\"Script validation warnings for {name}:\\n\" + string.Join(\"\\n\", validationErrors));\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath);\n AssetDatabase.Refresh(); // Ensure Unity recognizes the new script\n return Response.Success(\n $\"Script '{name}.cs' created successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create script '{relativePath}': {e.Message}\");\n }\n }\n\n private static object ReadScript(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Script not found at '{relativePath}'.\");\n }\n\n try\n {\n string contents = File.ReadAllText(fullPath);\n\n // Return both normal and encoded contents for larger files\n bool isLarge = contents.Length > 10000; // If content is large, include encoded version\n var responseData = new\n {\n path = relativePath,\n contents = contents,\n // For large files, also include base64-encoded version\n encodedContents = isLarge ? EncodeBase64(contents) : null,\n contentsEncoded = isLarge,\n };\n\n return Response.Success(\n $\"Script '{Path.GetFileName(relativePath)}' read successfully.\",\n responseData\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to read script '{relativePath}': {e.Message}\");\n }\n }\n\n private static object UpdateScript(\n string fullPath,\n string relativePath,\n string name,\n string contents\n )\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error(\n $\"Script not found at '{relativePath}'. Use 'create' action to add a new script.\"\n );\n }\n if (string.IsNullOrEmpty(contents))\n {\n return Response.Error(\"Content is required for the 'update' action.\");\n }\n\n // Validate syntax with detailed error reporting using GUI setting\n ValidationLevel validationLevel = GetValidationLevelFromGUI();\n bool isValid = ValidateScriptSyntax(contents, validationLevel, out string[] validationErrors);\n if (!isValid)\n {\n string errorMessage = \"Script validation failed:\\n\" + string.Join(\"\\n\", validationErrors);\n return Response.Error(errorMessage);\n }\n else if (validationErrors != null && validationErrors.Length > 0)\n {\n // Log warnings but don't block update\n Debug.LogWarning($\"Script validation warnings for {name}:\\n\" + string.Join(\"\\n\", validationErrors));\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath); // Re-import to reflect changes\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Script '{name}.cs' updated successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to update script '{relativePath}': {e.Message}\");\n }\n }\n\n private static object DeleteScript(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Script not found at '{relativePath}'. Cannot delete.\");\n }\n\n try\n {\n // Use AssetDatabase.MoveAssetToTrash for safer deletion (allows undo)\n bool deleted = AssetDatabase.MoveAssetToTrash(relativePath);\n if (deleted)\n {\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Script '{Path.GetFileName(relativePath)}' moved to trash successfully.\"\n );\n }\n else\n {\n // Fallback or error if MoveAssetToTrash fails\n return Response.Error(\n $\"Failed to move script '{relativePath}' to trash. It might be locked or in use.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error deleting script '{relativePath}': {e.Message}\");\n }\n }\n\n /// \n /// Generates basic C# script content based on name and type.\n /// \n private static string GenerateDefaultScriptContent(\n string name,\n string scriptType,\n string namespaceName\n )\n {\n string usingStatements = \"using UnityEngine;\\nusing System.Collections;\\n\";\n string classDeclaration;\n string body =\n \"\\n // Use this for initialization\\n void Start() {\\n\\n }\\n\\n // Update is called once per frame\\n void Update() {\\n\\n }\\n\";\n\n string baseClass = \"\";\n if (!string.IsNullOrEmpty(scriptType))\n {\n if (scriptType.Equals(\"MonoBehaviour\", StringComparison.OrdinalIgnoreCase))\n baseClass = \" : MonoBehaviour\";\n else if (scriptType.Equals(\"ScriptableObject\", StringComparison.OrdinalIgnoreCase))\n {\n baseClass = \" : ScriptableObject\";\n body = \"\"; // ScriptableObjects don't usually need Start/Update\n }\n else if (\n scriptType.Equals(\"Editor\", StringComparison.OrdinalIgnoreCase)\n || scriptType.Equals(\"EditorWindow\", StringComparison.OrdinalIgnoreCase)\n )\n {\n usingStatements += \"using UnityEditor;\\n\";\n if (scriptType.Equals(\"Editor\", StringComparison.OrdinalIgnoreCase))\n baseClass = \" : Editor\";\n else\n baseClass = \" : EditorWindow\";\n body = \"\"; // Editor scripts have different structures\n }\n // Add more types as needed\n }\n\n classDeclaration = $\"public class {name}{baseClass}\";\n\n string fullContent = $\"{usingStatements}\\n\";\n bool useNamespace = !string.IsNullOrEmpty(namespaceName);\n\n if (useNamespace)\n {\n fullContent += $\"namespace {namespaceName}\\n{{\\n\";\n // Indent class and body if using namespace\n classDeclaration = \" \" + classDeclaration;\n body = string.Join(\"\\n\", body.Split('\\n').Select(line => \" \" + line));\n }\n\n fullContent += $\"{classDeclaration}\\n{{\\n{body}\\n}}\";\n\n if (useNamespace)\n {\n fullContent += \"\\n}\"; // Close namespace\n }\n\n return fullContent.Trim() + \"\\n\"; // Ensure a trailing newline\n }\n\n /// \n /// Gets the validation level from the GUI settings\n /// \n private static ValidationLevel GetValidationLevelFromGUI()\n {\n string savedLevel = EditorPrefs.GetString(\"UnityMCP_ScriptValidationLevel\", \"standard\");\n return savedLevel.ToLower() switch\n {\n \"basic\" => ValidationLevel.Basic,\n \"standard\" => ValidationLevel.Standard,\n \"comprehensive\" => ValidationLevel.Comprehensive,\n \"strict\" => ValidationLevel.Strict,\n _ => ValidationLevel.Standard // Default fallback\n };\n }\n\n /// \n /// Validates C# script syntax using multiple validation layers.\n /// \n private static bool ValidateScriptSyntax(string contents)\n {\n return ValidateScriptSyntax(contents, ValidationLevel.Standard, out _);\n }\n\n /// \n /// Advanced syntax validation with detailed diagnostics and configurable strictness.\n /// \n private static bool ValidateScriptSyntax(string contents, ValidationLevel level, out string[] errors)\n {\n var errorList = new System.Collections.Generic.List();\n errors = null;\n\n if (string.IsNullOrEmpty(contents))\n {\n return true; // Empty content is valid\n }\n\n // Basic structural validation\n if (!ValidateBasicStructure(contents, errorList))\n {\n errors = errorList.ToArray();\n return false;\n }\n\n#if USE_ROSLYN\n // Advanced Roslyn-based validation\n if (!ValidateScriptSyntaxRoslyn(contents, level, errorList))\n {\n errors = errorList.ToArray();\n return level != ValidationLevel.Standard; //TODO: Allow standard to run roslyn right now, might formalize it in the future\n }\n#endif\n\n // Unity-specific validation\n if (level >= ValidationLevel.Standard)\n {\n ValidateScriptSyntaxUnity(contents, errorList);\n }\n\n // Semantic analysis for common issues\n if (level >= ValidationLevel.Comprehensive)\n {\n ValidateSemanticRules(contents, errorList);\n }\n\n#if USE_ROSLYN\n // Full semantic compilation validation for Strict level\n if (level == ValidationLevel.Strict)\n {\n if (!ValidateScriptSemantics(contents, errorList))\n {\n errors = errorList.ToArray();\n return false; // Strict level fails on any semantic errors\n }\n }\n#endif\n\n errors = errorList.ToArray();\n return errorList.Count == 0 || (level != ValidationLevel.Strict && !errorList.Any(e => e.StartsWith(\"ERROR:\")));\n }\n\n /// \n /// Validation strictness levels\n /// \n private enum ValidationLevel\n {\n Basic, // Only syntax errors\n Standard, // Syntax + Unity best practices\n Comprehensive, // All checks + semantic analysis\n Strict // Treat all issues as errors\n }\n\n /// \n /// Validates basic code structure (braces, quotes, comments)\n /// \n private static bool ValidateBasicStructure(string contents, System.Collections.Generic.List errors)\n {\n bool isValid = true;\n int braceBalance = 0;\n int parenBalance = 0;\n int bracketBalance = 0;\n bool inStringLiteral = false;\n bool inCharLiteral = false;\n bool inSingleLineComment = false;\n bool inMultiLineComment = false;\n bool escaped = false;\n\n for (int i = 0; i < contents.Length; i++)\n {\n char c = contents[i];\n char next = i + 1 < contents.Length ? contents[i + 1] : '\\0';\n\n // Handle escape sequences\n if (escaped)\n {\n escaped = false;\n continue;\n }\n\n if (c == '\\\\' && (inStringLiteral || inCharLiteral))\n {\n escaped = true;\n continue;\n }\n\n // Handle comments\n if (!inStringLiteral && !inCharLiteral)\n {\n if (c == '/' && next == '/' && !inMultiLineComment)\n {\n inSingleLineComment = true;\n continue;\n }\n if (c == '/' && next == '*' && !inSingleLineComment)\n {\n inMultiLineComment = true;\n i++; // Skip next character\n continue;\n }\n if (c == '*' && next == '/' && inMultiLineComment)\n {\n inMultiLineComment = false;\n i++; // Skip next character\n continue;\n }\n }\n\n if (c == '\\n')\n {\n inSingleLineComment = false;\n continue;\n }\n\n if (inSingleLineComment || inMultiLineComment)\n continue;\n\n // Handle string and character literals\n if (c == '\"' && !inCharLiteral)\n {\n inStringLiteral = !inStringLiteral;\n continue;\n }\n if (c == '\\'' && !inStringLiteral)\n {\n inCharLiteral = !inCharLiteral;\n continue;\n }\n\n if (inStringLiteral || inCharLiteral)\n continue;\n\n // Count brackets and braces\n switch (c)\n {\n case '{': braceBalance++; break;\n case '}': braceBalance--; break;\n case '(': parenBalance++; break;\n case ')': parenBalance--; break;\n case '[': bracketBalance++; break;\n case ']': bracketBalance--; break;\n }\n\n // Check for negative balances (closing without opening)\n if (braceBalance < 0)\n {\n errors.Add(\"ERROR: Unmatched closing brace '}'\");\n isValid = false;\n }\n if (parenBalance < 0)\n {\n errors.Add(\"ERROR: Unmatched closing parenthesis ')'\");\n isValid = false;\n }\n if (bracketBalance < 0)\n {\n errors.Add(\"ERROR: Unmatched closing bracket ']'\");\n isValid = false;\n }\n }\n\n // Check final balances\n if (braceBalance != 0)\n {\n errors.Add($\"ERROR: Unbalanced braces (difference: {braceBalance})\");\n isValid = false;\n }\n if (parenBalance != 0)\n {\n errors.Add($\"ERROR: Unbalanced parentheses (difference: {parenBalance})\");\n isValid = false;\n }\n if (bracketBalance != 0)\n {\n errors.Add($\"ERROR: Unbalanced brackets (difference: {bracketBalance})\");\n isValid = false;\n }\n if (inStringLiteral)\n {\n errors.Add(\"ERROR: Unterminated string literal\");\n isValid = false;\n }\n if (inCharLiteral)\n {\n errors.Add(\"ERROR: Unterminated character literal\");\n isValid = false;\n }\n if (inMultiLineComment)\n {\n errors.Add(\"WARNING: Unterminated multi-line comment\");\n }\n\n return isValid;\n }\n\n#if USE_ROSLYN\n /// \n /// Cached compilation references for performance\n /// \n private static System.Collections.Generic.List _cachedReferences = null;\n private static DateTime _cacheTime = DateTime.MinValue;\n private static readonly TimeSpan CacheExpiry = TimeSpan.FromMinutes(5);\n\n /// \n /// Validates syntax using Roslyn compiler services\n /// \n private static bool ValidateScriptSyntaxRoslyn(string contents, ValidationLevel level, System.Collections.Generic.List errors)\n {\n try\n {\n var syntaxTree = CSharpSyntaxTree.ParseText(contents);\n var diagnostics = syntaxTree.GetDiagnostics();\n \n bool hasErrors = false;\n foreach (var diagnostic in diagnostics)\n {\n string severity = diagnostic.Severity.ToString().ToUpper();\n string message = $\"{severity}: {diagnostic.GetMessage()}\";\n \n if (diagnostic.Severity == DiagnosticSeverity.Error)\n {\n hasErrors = true;\n }\n \n // Include warnings in comprehensive mode\n if (level >= ValidationLevel.Standard || diagnostic.Severity == DiagnosticSeverity.Error) //Also use Standard for now\n {\n var location = diagnostic.Location.GetLineSpan();\n if (location.IsValid)\n {\n message += $\" (Line {location.StartLinePosition.Line + 1})\";\n }\n errors.Add(message);\n }\n }\n \n return !hasErrors;\n }\n catch (Exception ex)\n {\n errors.Add($\"ERROR: Roslyn validation failed: {ex.Message}\");\n return false;\n }\n }\n\n /// \n /// Validates script semantics using full compilation context to catch namespace, type, and method resolution errors\n /// \n private static bool ValidateScriptSemantics(string contents, System.Collections.Generic.List errors)\n {\n try\n {\n // Get compilation references with caching\n var references = GetCompilationReferences();\n if (references == null || references.Count == 0)\n {\n errors.Add(\"WARNING: Could not load compilation references for semantic validation\");\n return true; // Don't fail if we can't get references\n }\n\n // Create syntax tree\n var syntaxTree = CSharpSyntaxTree.ParseText(contents);\n\n // Create compilation with full context\n var compilation = CSharpCompilation.Create(\n \"TempValidation\",\n new[] { syntaxTree },\n references,\n new CSharpCompilationOptions(OutputKind.DynamicallyLinkedLibrary)\n );\n\n // Get semantic diagnostics - this catches all the issues you mentioned!\n var diagnostics = compilation.GetDiagnostics();\n \n bool hasErrors = false;\n foreach (var diagnostic in diagnostics)\n {\n if (diagnostic.Severity == DiagnosticSeverity.Error)\n {\n hasErrors = true;\n var location = diagnostic.Location.GetLineSpan();\n string locationInfo = location.IsValid ? \n $\" (Line {location.StartLinePosition.Line + 1}, Column {location.StartLinePosition.Character + 1})\" : \"\";\n \n // Include diagnostic ID for better error identification\n string diagnosticId = !string.IsNullOrEmpty(diagnostic.Id) ? $\" [{diagnostic.Id}]\" : \"\";\n errors.Add($\"ERROR: {diagnostic.GetMessage()}{diagnosticId}{locationInfo}\");\n }\n else if (diagnostic.Severity == DiagnosticSeverity.Warning)\n {\n var location = diagnostic.Location.GetLineSpan();\n string locationInfo = location.IsValid ? \n $\" (Line {location.StartLinePosition.Line + 1}, Column {location.StartLinePosition.Character + 1})\" : \"\";\n \n string diagnosticId = !string.IsNullOrEmpty(diagnostic.Id) ? $\" [{diagnostic.Id}]\" : \"\";\n errors.Add($\"WARNING: {diagnostic.GetMessage()}{diagnosticId}{locationInfo}\");\n }\n }\n \n return !hasErrors;\n }\n catch (Exception ex)\n {\n errors.Add($\"ERROR: Semantic validation failed: {ex.Message}\");\n return false;\n }\n }\n\n /// \n /// Gets compilation references with caching for performance\n /// \n private static System.Collections.Generic.List GetCompilationReferences()\n {\n // Check cache validity\n if (_cachedReferences != null && DateTime.Now - _cacheTime < CacheExpiry)\n {\n return _cachedReferences;\n }\n\n try\n {\n var references = new System.Collections.Generic.List();\n\n // Core .NET assemblies\n references.Add(MetadataReference.CreateFromFile(typeof(object).Assembly.Location)); // mscorlib/System.Private.CoreLib\n references.Add(MetadataReference.CreateFromFile(typeof(System.Linq.Enumerable).Assembly.Location)); // System.Linq\n references.Add(MetadataReference.CreateFromFile(typeof(System.Collections.Generic.List<>).Assembly.Location)); // System.Collections\n\n // Unity assemblies\n try\n {\n references.Add(MetadataReference.CreateFromFile(typeof(UnityEngine.Debug).Assembly.Location)); // UnityEngine\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Could not load UnityEngine assembly: {ex.Message}\");\n }\n\n#if UNITY_EDITOR\n try\n {\n references.Add(MetadataReference.CreateFromFile(typeof(UnityEditor.Editor).Assembly.Location)); // UnityEditor\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Could not load UnityEditor assembly: {ex.Message}\");\n }\n\n // Get Unity project assemblies\n try\n {\n var assemblies = CompilationPipeline.GetAssemblies();\n foreach (var assembly in assemblies)\n {\n if (File.Exists(assembly.outputPath))\n {\n references.Add(MetadataReference.CreateFromFile(assembly.outputPath));\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Could not load Unity project assemblies: {ex.Message}\");\n }\n#endif\n\n // Cache the results\n _cachedReferences = references;\n _cacheTime = DateTime.Now;\n\n return references;\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Failed to get compilation references: {ex.Message}\");\n return new System.Collections.Generic.List();\n }\n }\n#else\n private static bool ValidateScriptSyntaxRoslyn(string contents, ValidationLevel level, System.Collections.Generic.List errors)\n {\n // Fallback when Roslyn is not available\n return true;\n }\n#endif\n\n /// \n /// Validates Unity-specific coding rules and best practices\n /// //TODO: Naive Unity Checks and not really yield any results, need to be improved\n /// \n private static void ValidateScriptSyntaxUnity(string contents, System.Collections.Generic.List errors)\n {\n // Check for common Unity anti-patterns\n if (contents.Contains(\"FindObjectOfType\") && contents.Contains(\"Update()\"))\n {\n errors.Add(\"WARNING: FindObjectOfType in Update() can cause performance issues\");\n }\n\n if (contents.Contains(\"GameObject.Find\") && contents.Contains(\"Update()\"))\n {\n errors.Add(\"WARNING: GameObject.Find in Update() can cause performance issues\");\n }\n\n // Check for proper MonoBehaviour usage\n if (contents.Contains(\": MonoBehaviour\") && !contents.Contains(\"using UnityEngine\"))\n {\n errors.Add(\"WARNING: MonoBehaviour requires 'using UnityEngine;'\");\n }\n\n // Check for SerializeField usage\n if (contents.Contains(\"[SerializeField]\") && !contents.Contains(\"using UnityEngine\"))\n {\n errors.Add(\"WARNING: SerializeField requires 'using UnityEngine;'\");\n }\n\n // Check for proper coroutine usage\n if (contents.Contains(\"StartCoroutine\") && !contents.Contains(\"IEnumerator\"))\n {\n errors.Add(\"WARNING: StartCoroutine typically requires IEnumerator methods\");\n }\n\n // Check for Update without FixedUpdate for physics\n if (contents.Contains(\"Rigidbody\") && contents.Contains(\"Update()\") && !contents.Contains(\"FixedUpdate()\"))\n {\n errors.Add(\"WARNING: Consider using FixedUpdate() for Rigidbody operations\");\n }\n\n // Check for missing null checks on Unity objects\n if (contents.Contains(\"GetComponent<\") && !contents.Contains(\"!= null\"))\n {\n errors.Add(\"WARNING: Consider null checking GetComponent results\");\n }\n\n // Check for proper event function signatures\n if (contents.Contains(\"void Start(\") && !contents.Contains(\"void Start()\"))\n {\n errors.Add(\"WARNING: Start() should not have parameters\");\n }\n\n if (contents.Contains(\"void Update(\") && !contents.Contains(\"void Update()\"))\n {\n errors.Add(\"WARNING: Update() should not have parameters\");\n }\n\n // Check for inefficient string operations\n if (contents.Contains(\"Update()\") && contents.Contains(\"\\\"\") && contents.Contains(\"+\"))\n {\n errors.Add(\"WARNING: String concatenation in Update() can cause garbage collection issues\");\n }\n }\n\n /// \n /// Validates semantic rules and common coding issues\n /// \n private static void ValidateSemanticRules(string contents, System.Collections.Generic.List errors)\n {\n // Check for potential memory leaks\n if (contents.Contains(\"new \") && contents.Contains(\"Update()\"))\n {\n errors.Add(\"WARNING: Creating objects in Update() may cause memory issues\");\n }\n\n // Check for magic numbers\n var magicNumberPattern = new Regex(@\"\\b\\d+\\.?\\d*f?\\b(?!\\s*[;})\\]])\");\n var matches = magicNumberPattern.Matches(contents);\n if (matches.Count > 5)\n {\n errors.Add(\"WARNING: Consider using named constants instead of magic numbers\");\n }\n\n // Check for long methods (simple line count check)\n var methodPattern = new Regex(@\"(public|private|protected|internal)?\\s*(static)?\\s*\\w+\\s+\\w+\\s*\\([^)]*\\)\\s*{\");\n var methodMatches = methodPattern.Matches(contents);\n foreach (Match match in methodMatches)\n {\n int startIndex = match.Index;\n int braceCount = 0;\n int lineCount = 0;\n bool inMethod = false;\n\n for (int i = startIndex; i < contents.Length; i++)\n {\n if (contents[i] == '{')\n {\n braceCount++;\n inMethod = true;\n }\n else if (contents[i] == '}')\n {\n braceCount--;\n if (braceCount == 0 && inMethod)\n break;\n }\n else if (contents[i] == '\\n' && inMethod)\n {\n lineCount++;\n }\n }\n\n if (lineCount > 50)\n {\n errors.Add(\"WARNING: Method is very long, consider breaking it into smaller methods\");\n break; // Only report once\n }\n }\n\n // Check for proper exception handling\n if (contents.Contains(\"catch\") && contents.Contains(\"catch()\"))\n {\n errors.Add(\"WARNING: Empty catch blocks should be avoided\");\n }\n\n // Check for proper async/await usage\n if (contents.Contains(\"async \") && !contents.Contains(\"await\"))\n {\n errors.Add(\"WARNING: Async method should contain await or return Task\");\n }\n\n // Check for hardcoded tags and layers\n if (contents.Contains(\"\\\"Player\\\"\") || contents.Contains(\"\\\"Enemy\\\"\"))\n {\n errors.Add(\"WARNING: Consider using constants for tags instead of hardcoded strings\");\n }\n }\n\n //TODO: A easier way for users to update incorrect scripts (now duplicated with the updateScript method and need to also update server side, put aside for now)\n /// \n /// Public method to validate script syntax with configurable validation level\n /// Returns detailed validation results including errors and warnings\n /// \n // public static object ValidateScript(JObject @params)\n // {\n // string contents = @params[\"contents\"]?.ToString();\n // string validationLevel = @params[\"validationLevel\"]?.ToString() ?? \"standard\";\n\n // if (string.IsNullOrEmpty(contents))\n // {\n // return Response.Error(\"Contents parameter is required for validation.\");\n // }\n\n // // Parse validation level\n // ValidationLevel level = ValidationLevel.Standard;\n // switch (validationLevel.ToLower())\n // {\n // case \"basic\": level = ValidationLevel.Basic; break;\n // case \"standard\": level = ValidationLevel.Standard; break;\n // case \"comprehensive\": level = ValidationLevel.Comprehensive; break;\n // case \"strict\": level = ValidationLevel.Strict; break;\n // default:\n // return Response.Error($\"Invalid validation level: '{validationLevel}'. Valid levels are: basic, standard, comprehensive, strict.\");\n // }\n\n // // Perform validation\n // bool isValid = ValidateScriptSyntax(contents, level, out string[] validationErrors);\n\n // var errors = validationErrors?.Where(e => e.StartsWith(\"ERROR:\")).ToArray() ?? new string[0];\n // var warnings = validationErrors?.Where(e => e.StartsWith(\"WARNING:\")).ToArray() ?? new string[0];\n\n // var result = new\n // {\n // isValid = isValid,\n // validationLevel = validationLevel,\n // errorCount = errors.Length,\n // warningCount = warnings.Length,\n // errors = errors,\n // warnings = warnings,\n // summary = isValid \n // ? (warnings.Length > 0 ? $\"Validation passed with {warnings.Length} warnings\" : \"Validation passed with no issues\")\n // : $\"Validation failed with {errors.Length} errors and {warnings.Length} warnings\"\n // };\n\n // if (isValid)\n // {\n // return Response.Success(\"Script validation completed successfully.\", result);\n // }\n // else\n // {\n // return Response.Error(\"Script validation failed.\", result);\n // }\n // }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageGameObject.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing Newtonsoft.Json; // Added for JsonSerializationException\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditor.SceneManagement;\nusing UnityEditorInternal;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\nusing UnityMcpBridge.Runtime.Serialization;\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles GameObject manipulation within the current scene (CRUD, find, components).\n /// \n public static class ManageGameObject\n {\n // --- Main Handler ---\n\n public static object HandleCommand(JObject @params)\n {\n\n string action = @params[\"action\"]?.ToString().ToLower();\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n // Parameters used by various actions\n JToken targetToken = @params[\"target\"]; // Can be string (name/path) or int (instanceID)\n string searchMethod = @params[\"searchMethod\"]?.ToString().ToLower();\n\n // Get common parameters (consolidated)\n string name = @params[\"name\"]?.ToString();\n string tag = @params[\"tag\"]?.ToString();\n string layer = @params[\"layer\"]?.ToString();\n JToken parentToken = @params[\"parent\"];\n\n // --- Add parameter for controlling non-public field inclusion ---\n bool includeNonPublicSerialized = @params[\"includeNonPublicSerialized\"]?.ToObject() ?? true; // Default to true\n // --- End add parameter ---\n\n // --- Prefab Redirection Check ---\n string targetPath =\n targetToken?.Type == JTokenType.String ? targetToken.ToString() : null;\n if (\n !string.IsNullOrEmpty(targetPath)\n && targetPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase)\n )\n {\n // Allow 'create' (instantiate), 'find' (?), 'get_components' (?)\n if (action == \"modify\" || action == \"set_component_property\")\n {\n Debug.Log(\n $\"[ManageGameObject->ManageAsset] Redirecting action '{action}' for prefab '{targetPath}' to ManageAsset.\"\n );\n // Prepare params for ManageAsset.ModifyAsset\n JObject assetParams = new JObject();\n assetParams[\"action\"] = \"modify\"; // ManageAsset uses \"modify\"\n assetParams[\"path\"] = targetPath;\n\n // Extract properties.\n // For 'set_component_property', combine componentName and componentProperties.\n // For 'modify', directly use componentProperties.\n JObject properties = null;\n if (action == \"set_component_property\")\n {\n string compName = @params[\"componentName\"]?.ToString();\n JObject compProps = @params[\"componentProperties\"]?[compName] as JObject; // Handle potential nesting\n if (string.IsNullOrEmpty(compName))\n return Response.Error(\n \"Missing 'componentName' for 'set_component_property' on prefab.\"\n );\n if (compProps == null)\n return Response.Error(\n $\"Missing or invalid 'componentProperties' for component '{compName}' for 'set_component_property' on prefab.\"\n );\n\n properties = new JObject();\n properties[compName] = compProps;\n }\n else // action == \"modify\"\n {\n properties = @params[\"componentProperties\"] as JObject;\n if (properties == null)\n return Response.Error(\n \"Missing 'componentProperties' for 'modify' action on prefab.\"\n );\n }\n\n assetParams[\"properties\"] = properties;\n\n // Call ManageAsset handler\n return ManageAsset.HandleCommand(assetParams);\n }\n else if (\n action == \"delete\"\n || action == \"add_component\"\n || action == \"remove_component\"\n || action == \"get_components\"\n ) // Added get_components here too\n {\n // Explicitly block other modifications on the prefab asset itself via manage_gameobject\n return Response.Error(\n $\"Action '{action}' on a prefab asset ('{targetPath}') should be performed using the 'manage_asset' command.\"\n );\n }\n // Allow 'create' (instantiation) and 'find' to proceed, although finding a prefab asset by path might be less common via manage_gameobject.\n // No specific handling needed here, the code below will run.\n }\n // --- End Prefab Redirection Check ---\n\n try\n {\n switch (action)\n {\n case \"create\":\n return CreateGameObject(@params);\n case \"modify\":\n return ModifyGameObject(@params, targetToken, searchMethod);\n case \"delete\":\n return DeleteGameObject(targetToken, searchMethod);\n case \"find\":\n return FindGameObjects(@params, targetToken, searchMethod);\n case \"get_components\":\n string getCompTarget = targetToken?.ToString(); // Expect name, path, or ID string\n if (getCompTarget == null)\n return Response.Error(\n \"'target' parameter required for get_components.\"\n );\n // Pass the includeNonPublicSerialized flag here\n return GetComponentsFromTarget(getCompTarget, searchMethod, includeNonPublicSerialized);\n case \"add_component\":\n return AddComponentToTarget(@params, targetToken, searchMethod);\n case \"remove_component\":\n return RemoveComponentFromTarget(@params, targetToken, searchMethod);\n case \"set_component_property\":\n return SetComponentPropertyOnTarget(@params, targetToken, searchMethod);\n\n default:\n return Response.Error($\"Unknown action: '{action}'.\");\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ManageGameObject] Action '{action}' failed: {e}\");\n return Response.Error($\"Internal error processing action '{action}': {e.Message}\");\n }\n }\n\n // --- Action Implementations ---\n\n private static object CreateGameObject(JObject @params)\n {\n string name = @params[\"name\"]?.ToString();\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\"'name' parameter is required for 'create' action.\");\n }\n\n // Get prefab creation parameters\n bool saveAsPrefab = @params[\"saveAsPrefab\"]?.ToObject() ?? false;\n string prefabPath = @params[\"prefabPath\"]?.ToString();\n string tag = @params[\"tag\"]?.ToString(); // Get tag for creation\n string primitiveType = @params[\"primitiveType\"]?.ToString(); // Keep primitiveType check\n GameObject newGo = null; // Initialize as null\n\n // --- Try Instantiating Prefab First ---\n string originalPrefabPath = prefabPath; // Keep original for messages\n if (!string.IsNullOrEmpty(prefabPath))\n {\n // If no extension, search for the prefab by name\n if (\n !prefabPath.Contains(\"/\")\n && !prefabPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase)\n )\n {\n string prefabNameOnly = prefabPath;\n Debug.Log(\n $\"[ManageGameObject.Create] Searching for prefab named: '{prefabNameOnly}'\"\n );\n string[] guids = AssetDatabase.FindAssets($\"t:Prefab {prefabNameOnly}\");\n if (guids.Length == 0)\n {\n return Response.Error(\n $\"Prefab named '{prefabNameOnly}' not found anywhere in the project.\"\n );\n }\n else if (guids.Length > 1)\n {\n string foundPaths = string.Join(\n \", \",\n guids.Select(g => AssetDatabase.GUIDToAssetPath(g))\n );\n return Response.Error(\n $\"Multiple prefabs found matching name '{prefabNameOnly}': {foundPaths}. Please provide a more specific path.\"\n );\n }\n else // Exactly one found\n {\n prefabPath = AssetDatabase.GUIDToAssetPath(guids[0]); // Update prefabPath with the full path\n Debug.Log(\n $\"[ManageGameObject.Create] Found unique prefab at path: '{prefabPath}'\"\n );\n }\n }\n else if (!prefabPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase))\n {\n // If it looks like a path but doesn't end with .prefab, assume user forgot it and append it.\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Provided prefabPath '{prefabPath}' does not end with .prefab. Assuming it's missing and appending.\"\n );\n prefabPath += \".prefab\";\n // Note: This path might still not exist, AssetDatabase.LoadAssetAtPath will handle that.\n }\n // The logic above now handles finding or assuming the .prefab extension.\n\n GameObject prefabAsset = AssetDatabase.LoadAssetAtPath(prefabPath);\n if (prefabAsset != null)\n {\n try\n {\n // Instantiate the prefab, initially place it at the root\n // Parent will be set later if specified\n newGo = PrefabUtility.InstantiatePrefab(prefabAsset) as GameObject;\n\n if (newGo == null)\n {\n // This might happen if the asset exists but isn't a valid GameObject prefab somehow\n Debug.LogError(\n $\"[ManageGameObject.Create] Failed to instantiate prefab at '{prefabPath}', asset might be corrupted or not a GameObject.\"\n );\n return Response.Error(\n $\"Failed to instantiate prefab at '{prefabPath}'.\"\n );\n }\n // Name the instance based on the 'name' parameter, not the prefab's default name\n if (!string.IsNullOrEmpty(name))\n {\n newGo.name = name;\n }\n // Register Undo for prefab instantiation\n Undo.RegisterCreatedObjectUndo(\n newGo,\n $\"Instantiate Prefab '{prefabAsset.name}' as '{newGo.name}'\"\n );\n Debug.Log(\n $\"[ManageGameObject.Create] Instantiated prefab '{prefabAsset.name}' from path '{prefabPath}' as '{newGo.name}'.\"\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error instantiating prefab '{prefabPath}': {e.Message}\"\n );\n }\n }\n else\n {\n // Only return error if prefabPath was specified but not found.\n // If prefabPath was empty/null, we proceed to create primitive/empty.\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Prefab asset not found at path: '{prefabPath}'. Will proceed to create new object if specified.\"\n );\n // Do not return error here, allow fallback to primitive/empty creation\n }\n }\n\n // --- Fallback: Create Primitive or Empty GameObject ---\n bool createdNewObject = false; // Flag to track if we created (not instantiated)\n if (newGo == null) // Only proceed if prefab instantiation didn't happen\n {\n if (!string.IsNullOrEmpty(primitiveType))\n {\n try\n {\n PrimitiveType type = (PrimitiveType)\n Enum.Parse(typeof(PrimitiveType), primitiveType, true);\n newGo = GameObject.CreatePrimitive(type);\n // Set name *after* creation for primitives\n if (!string.IsNullOrEmpty(name))\n newGo.name = name;\n else\n return Response.Error(\n \"'name' parameter is required when creating a primitive.\"\n ); // Name is essential\n createdNewObject = true;\n }\n catch (ArgumentException)\n {\n return Response.Error(\n $\"Invalid primitive type: '{primitiveType}'. Valid types: {string.Join(\", \", Enum.GetNames(typeof(PrimitiveType)))}\"\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Failed to create primitive '{primitiveType}': {e.Message}\"\n );\n }\n }\n else // Create empty GameObject\n {\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\n \"'name' parameter is required for 'create' action when not instantiating a prefab or creating a primitive.\"\n );\n }\n newGo = new GameObject(name);\n createdNewObject = true;\n }\n // Record creation for Undo *only* if we created a new object\n if (createdNewObject)\n {\n Undo.RegisterCreatedObjectUndo(newGo, $\"Create GameObject '{newGo.name}'\");\n }\n }\n // --- Common Setup (Parent, Transform, Tag, Components) - Applied AFTER object exists ---\n if (newGo == null)\n {\n // Should theoretically not happen if logic above is correct, but safety check.\n return Response.Error(\"Failed to create or instantiate the GameObject.\");\n }\n\n // Record potential changes to the existing prefab instance or the new GO\n // Record transform separately in case parent changes affect it\n Undo.RecordObject(newGo.transform, \"Set GameObject Transform\");\n Undo.RecordObject(newGo, \"Set GameObject Properties\");\n\n // Set Parent\n JToken parentToken = @params[\"parent\"];\n if (parentToken != null)\n {\n GameObject parentGo = FindObjectInternal(parentToken, \"by_id_or_name_or_path\"); // Flexible parent finding\n if (parentGo == null)\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up created object\n return Response.Error($\"Parent specified ('{parentToken}') but not found.\");\n }\n newGo.transform.SetParent(parentGo.transform, true); // worldPositionStays = true\n }\n\n // Set Transform\n Vector3? position = ParseVector3(@params[\"position\"] as JArray);\n Vector3? rotation = ParseVector3(@params[\"rotation\"] as JArray);\n Vector3? scale = ParseVector3(@params[\"scale\"] as JArray);\n\n if (position.HasValue)\n newGo.transform.localPosition = position.Value;\n if (rotation.HasValue)\n newGo.transform.localEulerAngles = rotation.Value;\n if (scale.HasValue)\n newGo.transform.localScale = scale.Value;\n\n // Set Tag (added for create action)\n if (!string.IsNullOrEmpty(tag))\n {\n // Similar logic as in ModifyGameObject for setting/creating tags\n string tagToSet = string.IsNullOrEmpty(tag) ? \"Untagged\" : tag;\n try\n {\n newGo.tag = tagToSet;\n }\n catch (UnityException ex)\n {\n if (ex.Message.Contains(\"is not defined\"))\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Tag '{tagToSet}' not found. Attempting to create it.\"\n );\n try\n {\n InternalEditorUtility.AddTag(tagToSet);\n newGo.tag = tagToSet; // Retry\n Debug.Log(\n $\"[ManageGameObject.Create] Tag '{tagToSet}' created and assigned successfully.\"\n );\n }\n catch (Exception innerEx)\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up\n return Response.Error(\n $\"Failed to create or assign tag '{tagToSet}' during creation: {innerEx.Message}.\"\n );\n }\n }\n else\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up\n return Response.Error(\n $\"Failed to set tag to '{tagToSet}' during creation: {ex.Message}.\"\n );\n }\n }\n }\n\n // Set Layer (new for create action)\n string layerName = @params[\"layer\"]?.ToString();\n if (!string.IsNullOrEmpty(layerName))\n {\n int layerId = LayerMask.NameToLayer(layerName);\n if (layerId != -1)\n {\n newGo.layer = layerId;\n }\n else\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Layer '{layerName}' not found. Using default layer.\"\n );\n }\n }\n\n // Add Components\n if (@params[\"componentsToAdd\"] is JArray componentsToAddArray)\n {\n foreach (var compToken in componentsToAddArray)\n {\n string typeName = null;\n JObject properties = null;\n\n if (compToken.Type == JTokenType.String)\n {\n typeName = compToken.ToString();\n }\n else if (compToken is JObject compObj)\n {\n typeName = compObj[\"typeName\"]?.ToString();\n properties = compObj[\"properties\"] as JObject;\n }\n\n if (!string.IsNullOrEmpty(typeName))\n {\n var addResult = AddComponentInternal(newGo, typeName, properties);\n if (addResult != null) // Check if AddComponentInternal returned an error object\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up\n return addResult; // Return the error response\n }\n }\n else\n {\n Debug.LogWarning(\n $\"[ManageGameObject] Invalid component format in componentsToAdd: {compToken}\"\n );\n }\n }\n }\n\n // Save as Prefab ONLY if we *created* a new object AND saveAsPrefab is true\n GameObject finalInstance = newGo; // Use this for selection and return data\n if (createdNewObject && saveAsPrefab)\n {\n string finalPrefabPath = prefabPath; // Use a separate variable for saving path\n // This check should now happen *before* attempting to save\n if (string.IsNullOrEmpty(finalPrefabPath))\n {\n // Clean up the created object before returning error\n UnityEngine.Object.DestroyImmediate(newGo);\n return Response.Error(\n \"'prefabPath' is required when 'saveAsPrefab' is true and creating a new object.\"\n );\n }\n // Ensure the *saving* path ends with .prefab\n if (!finalPrefabPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase))\n {\n Debug.Log(\n $\"[ManageGameObject.Create] Appending .prefab extension to save path: '{finalPrefabPath}' -> '{finalPrefabPath}.prefab'\"\n );\n finalPrefabPath += \".prefab\";\n }\n\n try\n {\n // Ensure directory exists using the final saving path\n string directoryPath = System.IO.Path.GetDirectoryName(finalPrefabPath);\n if (\n !string.IsNullOrEmpty(directoryPath)\n && !System.IO.Directory.Exists(directoryPath)\n )\n {\n System.IO.Directory.CreateDirectory(directoryPath);\n AssetDatabase.Refresh(); // Refresh asset database to recognize the new folder\n Debug.Log(\n $\"[ManageGameObject.Create] Created directory for prefab: {directoryPath}\"\n );\n }\n // Use SaveAsPrefabAssetAndConnect with the final saving path\n finalInstance = PrefabUtility.SaveAsPrefabAssetAndConnect(\n newGo,\n finalPrefabPath,\n InteractionMode.UserAction\n );\n\n if (finalInstance == null)\n {\n // Destroy the original if saving failed somehow (shouldn't usually happen if path is valid)\n UnityEngine.Object.DestroyImmediate(newGo);\n return Response.Error(\n $\"Failed to save GameObject '{name}' as prefab at '{finalPrefabPath}'. Check path and permissions.\"\n );\n }\n Debug.Log(\n $\"[ManageGameObject.Create] GameObject '{name}' saved as prefab to '{finalPrefabPath}' and instance connected.\"\n );\n // Mark the new prefab asset as dirty? Not usually necessary, SaveAsPrefabAsset handles it.\n // EditorUtility.SetDirty(finalInstance); // Instance is handled by SaveAsPrefabAssetAndConnect\n }\n catch (Exception e)\n {\n // Clean up the instance if prefab saving fails\n UnityEngine.Object.DestroyImmediate(newGo); // Destroy the original attempt\n return Response.Error($\"Error saving prefab '{finalPrefabPath}': {e.Message}\");\n }\n }\n\n // Select the instance in the scene (either prefab instance or newly created/saved one)\n Selection.activeGameObject = finalInstance;\n\n // Determine appropriate success message using the potentially updated or original path\n string messagePrefabPath =\n finalInstance == null\n ? originalPrefabPath\n : AssetDatabase.GetAssetPath(\n PrefabUtility.GetCorrespondingObjectFromSource(finalInstance)\n ?? (UnityEngine.Object)finalInstance\n );\n string successMessage;\n if (!createdNewObject && !string.IsNullOrEmpty(messagePrefabPath)) // Instantiated existing prefab\n {\n successMessage =\n $\"Prefab '{messagePrefabPath}' instantiated successfully as '{finalInstance.name}'.\";\n }\n else if (createdNewObject && saveAsPrefab && !string.IsNullOrEmpty(messagePrefabPath)) // Created new and saved as prefab\n {\n successMessage =\n $\"GameObject '{finalInstance.name}' created and saved as prefab to '{messagePrefabPath}'.\";\n }\n else // Created new primitive or empty GO, didn't save as prefab\n {\n successMessage =\n $\"GameObject '{finalInstance.name}' created successfully in scene.\";\n }\n\n // Use the new serializer helper\n //return Response.Success(successMessage, GetGameObjectData(finalInstance));\n return Response.Success(successMessage, Helpers.GameObjectSerializer.GetGameObjectData(finalInstance));\n }\n\n private static object ModifyGameObject(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n // Record state for Undo *before* modifications\n Undo.RecordObject(targetGo.transform, \"Modify GameObject Transform\");\n Undo.RecordObject(targetGo, \"Modify GameObject Properties\");\n\n bool modified = false;\n\n // Rename (using consolidated 'name' parameter)\n string name = @params[\"name\"]?.ToString();\n if (!string.IsNullOrEmpty(name) && targetGo.name != name)\n {\n targetGo.name = name;\n modified = true;\n }\n\n // Change Parent (using consolidated 'parent' parameter)\n JToken parentToken = @params[\"parent\"];\n if (parentToken != null)\n {\n GameObject newParentGo = FindObjectInternal(parentToken, \"by_id_or_name_or_path\");\n // Check for hierarchy loops\n if (\n newParentGo == null\n && !(\n parentToken.Type == JTokenType.Null\n || (\n parentToken.Type == JTokenType.String\n && string.IsNullOrEmpty(parentToken.ToString())\n )\n )\n )\n {\n return Response.Error($\"New parent ('{parentToken}') not found.\");\n }\n if (newParentGo != null && newParentGo.transform.IsChildOf(targetGo.transform))\n {\n return Response.Error(\n $\"Cannot parent '{targetGo.name}' to '{newParentGo.name}', as it would create a hierarchy loop.\"\n );\n }\n if (targetGo.transform.parent != (newParentGo?.transform))\n {\n targetGo.transform.SetParent(newParentGo?.transform, true); // worldPositionStays = true\n modified = true;\n }\n }\n\n // Set Active State\n bool? setActive = @params[\"setActive\"]?.ToObject();\n if (setActive.HasValue && targetGo.activeSelf != setActive.Value)\n {\n targetGo.SetActive(setActive.Value);\n modified = true;\n }\n\n // Change Tag (using consolidated 'tag' parameter)\n string tag = @params[\"tag\"]?.ToString();\n // Only attempt to change tag if a non-null tag is provided and it's different from the current one.\n // Allow setting an empty string to remove the tag (Unity uses \"Untagged\").\n if (tag != null && targetGo.tag != tag)\n {\n // Ensure the tag is not empty, if empty, it means \"Untagged\" implicitly\n string tagToSet = string.IsNullOrEmpty(tag) ? \"Untagged\" : tag;\n try\n {\n targetGo.tag = tagToSet;\n modified = true;\n }\n catch (UnityException ex)\n {\n // Check if the error is specifically because the tag doesn't exist\n if (ex.Message.Contains(\"is not defined\"))\n {\n Debug.LogWarning(\n $\"[ManageGameObject] Tag '{tagToSet}' not found. Attempting to create it.\"\n );\n try\n {\n // Attempt to create the tag using internal utility\n InternalEditorUtility.AddTag(tagToSet);\n // Wait a frame maybe? Not strictly necessary but sometimes helps editor updates.\n // yield return null; // Cannot yield here, editor script limitation\n\n // Retry setting the tag immediately after creation\n targetGo.tag = tagToSet;\n modified = true;\n Debug.Log(\n $\"[ManageGameObject] Tag '{tagToSet}' created and assigned successfully.\"\n );\n }\n catch (Exception innerEx)\n {\n // Handle failure during tag creation or the second assignment attempt\n Debug.LogError(\n $\"[ManageGameObject] Failed to create or assign tag '{tagToSet}' after attempting creation: {innerEx.Message}\"\n );\n return Response.Error(\n $\"Failed to create or assign tag '{tagToSet}': {innerEx.Message}. Check Tag Manager and permissions.\"\n );\n }\n }\n else\n {\n // If the exception was for a different reason, return the original error\n return Response.Error($\"Failed to set tag to '{tagToSet}': {ex.Message}.\");\n }\n }\n }\n\n // Change Layer (using consolidated 'layer' parameter)\n string layerName = @params[\"layer\"]?.ToString();\n if (!string.IsNullOrEmpty(layerName))\n {\n int layerId = LayerMask.NameToLayer(layerName);\n if (layerId == -1 && layerName != \"Default\")\n {\n return Response.Error(\n $\"Invalid layer specified: '{layerName}'. Use a valid layer name.\"\n );\n }\n if (layerId != -1 && targetGo.layer != layerId)\n {\n targetGo.layer = layerId;\n modified = true;\n }\n }\n\n // Transform Modifications\n Vector3? position = ParseVector3(@params[\"position\"] as JArray);\n Vector3? rotation = ParseVector3(@params[\"rotation\"] as JArray);\n Vector3? scale = ParseVector3(@params[\"scale\"] as JArray);\n\n if (position.HasValue && targetGo.transform.localPosition != position.Value)\n {\n targetGo.transform.localPosition = position.Value;\n modified = true;\n }\n if (rotation.HasValue && targetGo.transform.localEulerAngles != rotation.Value)\n {\n targetGo.transform.localEulerAngles = rotation.Value;\n modified = true;\n }\n if (scale.HasValue && targetGo.transform.localScale != scale.Value)\n {\n targetGo.transform.localScale = scale.Value;\n modified = true;\n }\n\n // --- Component Modifications ---\n // Note: These might need more specific Undo recording per component\n\n // Remove Components\n if (@params[\"componentsToRemove\"] is JArray componentsToRemoveArray)\n {\n foreach (var compToken in componentsToRemoveArray)\n {\n // ... (parsing logic as in CreateGameObject) ...\n string typeName = compToken.ToString();\n if (!string.IsNullOrEmpty(typeName))\n {\n var removeResult = RemoveComponentInternal(targetGo, typeName);\n if (removeResult != null)\n return removeResult; // Return error if removal failed\n modified = true;\n }\n }\n }\n\n // Add Components (similar to create)\n if (@params[\"componentsToAdd\"] is JArray componentsToAddArrayModify)\n {\n foreach (var compToken in componentsToAddArrayModify)\n {\n string typeName = null;\n JObject properties = null;\n if (compToken.Type == JTokenType.String)\n typeName = compToken.ToString();\n else if (compToken is JObject compObj)\n {\n typeName = compObj[\"typeName\"]?.ToString();\n properties = compObj[\"properties\"] as JObject;\n }\n\n if (!string.IsNullOrEmpty(typeName))\n {\n var addResult = AddComponentInternal(targetGo, typeName, properties);\n if (addResult != null)\n return addResult;\n modified = true;\n }\n }\n }\n\n // Set Component Properties\n if (@params[\"componentProperties\"] is JObject componentPropertiesObj)\n {\n foreach (var prop in componentPropertiesObj.Properties())\n {\n string compName = prop.Name;\n JObject propertiesToSet = prop.Value as JObject;\n if (propertiesToSet != null)\n {\n var setResult = SetComponentPropertiesInternal(\n targetGo,\n compName,\n propertiesToSet\n );\n if (setResult != null)\n return setResult;\n modified = true;\n }\n }\n }\n\n if (!modified)\n {\n // Use the new serializer helper\n // return Response.Success(\n // $\"No modifications applied to GameObject '{targetGo.name}'.\",\n // GetGameObjectData(targetGo));\n\n return Response.Success(\n $\"No modifications applied to GameObject '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n }\n\n EditorUtility.SetDirty(targetGo); // Mark scene as dirty\n // Use the new serializer helper\n return Response.Success(\n $\"GameObject '{targetGo.name}' modified successfully.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n // return Response.Success(\n // $\"GameObject '{targetGo.name}' modified successfully.\",\n // GetGameObjectData(targetGo));\n \n }\n\n private static object DeleteGameObject(JToken targetToken, string searchMethod)\n {\n // Find potentially multiple objects if name/tag search is used without find_all=false implicitly\n List targets = FindObjectsInternal(targetToken, searchMethod, true); // find_all=true for delete safety\n\n if (targets.Count == 0)\n {\n return Response.Error(\n $\"Target GameObject(s) ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n List deletedObjects = new List();\n foreach (var targetGo in targets)\n {\n if (targetGo != null)\n {\n string goName = targetGo.name;\n int goId = targetGo.GetInstanceID();\n // Use Undo.DestroyObjectImmediate for undo support\n Undo.DestroyObjectImmediate(targetGo);\n deletedObjects.Add(new { name = goName, instanceID = goId });\n }\n }\n\n if (deletedObjects.Count > 0)\n {\n string message =\n targets.Count == 1\n ? $\"GameObject '{deletedObjects[0].GetType().GetProperty(\"name\").GetValue(deletedObjects[0])}' deleted successfully.\"\n : $\"{deletedObjects.Count} GameObjects deleted successfully.\";\n return Response.Success(message, deletedObjects);\n }\n else\n {\n // Should not happen if targets.Count > 0 initially, but defensive check\n return Response.Error(\"Failed to delete target GameObject(s).\");\n }\n }\n\n private static object FindGameObjects(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n bool findAll = @params[\"findAll\"]?.ToObject() ?? false;\n List foundObjects = FindObjectsInternal(\n targetToken,\n searchMethod,\n findAll,\n @params\n );\n\n if (foundObjects.Count == 0)\n {\n return Response.Success(\"No matching GameObjects found.\", new List());\n }\n\n // Use the new serializer helper\n //var results = foundObjects.Select(go => GetGameObjectData(go)).ToList();\n var results = foundObjects.Select(go => Helpers.GameObjectSerializer.GetGameObjectData(go)).ToList();\n return Response.Success($\"Found {results.Count} GameObject(s).\", results);\n }\n\n private static object GetComponentsFromTarget(string target, string searchMethod, bool includeNonPublicSerialized = true)\n {\n GameObject targetGo = FindObjectInternal(target, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{target}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n try\n {\n // --- Get components, immediately copy to list, and null original array --- \n Component[] originalComponents = targetGo.GetComponents();\n List componentsToIterate = new List(originalComponents ?? Array.Empty()); // Copy immediately, handle null case\n int componentCount = componentsToIterate.Count; \n originalComponents = null; // Null the original reference\n // Debug.Log($\"[GetComponentsFromTarget] Found {componentCount} components on {targetGo.name}. Copied to list, nulled original. Starting REVERSE for loop...\");\n // --- End Copy and Null --- \n \n var componentData = new List();\n \n for (int i = componentCount - 1; i >= 0; i--) // Iterate backwards over the COPY\n {\n Component c = componentsToIterate[i]; // Use the copy\n if (c == null) \n {\n // Debug.LogWarning($\"[GetComponentsFromTarget REVERSE for] Encountered a null component at index {i} on {targetGo.name}. Skipping.\");\n continue; // Safety check\n }\n // Debug.Log($\"[GetComponentsFromTarget REVERSE for] Processing component: {c.GetType()?.FullName ?? \"null\"} (ID: {c.GetInstanceID()}) at index {i} on {targetGo.name}\");\n try \n {\n var data = Helpers.GameObjectSerializer.GetComponentData(c, includeNonPublicSerialized);\n if (data != null) // Ensure GetComponentData didn't return null\n {\n componentData.Insert(0, data); // Insert at beginning to maintain original order in final list\n }\n // else\n // {\n // Debug.LogWarning($\"[GetComponentsFromTarget REVERSE for] GetComponentData returned null for component {c.GetType().FullName} (ID: {c.GetInstanceID()}) on {targetGo.name}. Skipping addition.\");\n // }\n }\n catch (Exception ex)\n {\n Debug.LogError($\"[GetComponentsFromTarget REVERSE for] Error processing component {c.GetType().FullName} (ID: {c.GetInstanceID()}) on {targetGo.name}: {ex.Message}\\n{ex.StackTrace}\");\n // Optionally add placeholder data or just skip\n componentData.Insert(0, new JObject( // Insert error marker at beginning\n new JProperty(\"typeName\", c.GetType().FullName + \" (Serialization Error)\"),\n new JProperty(\"instanceID\", c.GetInstanceID()),\n new JProperty(\"error\", ex.Message)\n ));\n }\n }\n // Debug.Log($\"[GetComponentsFromTarget] Finished REVERSE for loop.\");\n \n // Cleanup the list we created\n componentsToIterate.Clear();\n componentsToIterate = null;\n\n return Response.Success(\n $\"Retrieved {componentData.Count} components from '{targetGo.name}'.\",\n componentData // List was built in original order\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error getting components from '{targetGo.name}': {e.Message}\"\n );\n }\n }\n\n private static object AddComponentToTarget(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n string typeName = null;\n JObject properties = null;\n\n // Allow adding component specified directly or via componentsToAdd array (take first)\n if (@params[\"componentName\"] != null)\n {\n typeName = @params[\"componentName\"]?.ToString();\n properties = @params[\"componentProperties\"]?[typeName] as JObject; // Check if props are nested under name\n }\n else if (\n @params[\"componentsToAdd\"] is JArray componentsToAddArray\n && componentsToAddArray.Count > 0\n )\n {\n var compToken = componentsToAddArray.First;\n if (compToken.Type == JTokenType.String)\n typeName = compToken.ToString();\n else if (compToken is JObject compObj)\n {\n typeName = compObj[\"typeName\"]?.ToString();\n properties = compObj[\"properties\"] as JObject;\n }\n }\n\n if (string.IsNullOrEmpty(typeName))\n {\n return Response.Error(\n \"Component type name ('componentName' or first element in 'componentsToAdd') is required.\"\n );\n }\n\n var addResult = AddComponentInternal(targetGo, typeName, properties);\n if (addResult != null)\n return addResult; // Return error\n\n EditorUtility.SetDirty(targetGo);\n // Use the new serializer helper\n return Response.Success(\n $\"Component '{typeName}' added to '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n ); // Return updated GO data\n }\n\n private static object RemoveComponentFromTarget(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n string typeName = null;\n // Allow removing component specified directly or via componentsToRemove array (take first)\n if (@params[\"componentName\"] != null)\n {\n typeName = @params[\"componentName\"]?.ToString();\n }\n else if (\n @params[\"componentsToRemove\"] is JArray componentsToRemoveArray\n && componentsToRemoveArray.Count > 0\n )\n {\n typeName = componentsToRemoveArray.First?.ToString();\n }\n\n if (string.IsNullOrEmpty(typeName))\n {\n return Response.Error(\n \"Component type name ('componentName' or first element in 'componentsToRemove') is required.\"\n );\n }\n\n var removeResult = RemoveComponentInternal(targetGo, typeName);\n if (removeResult != null)\n return removeResult; // Return error\n\n EditorUtility.SetDirty(targetGo);\n // Use the new serializer helper\n return Response.Success(\n $\"Component '{typeName}' removed from '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n }\n\n private static object SetComponentPropertyOnTarget(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n string compName = @params[\"componentName\"]?.ToString();\n JObject propertiesToSet = null;\n\n if (!string.IsNullOrEmpty(compName))\n {\n // Properties might be directly under componentProperties or nested under the component name\n if (@params[\"componentProperties\"] is JObject compProps)\n {\n propertiesToSet = compProps[compName] as JObject ?? compProps; // Allow flat or nested structure\n }\n }\n else\n {\n return Response.Error(\"'componentName' parameter is required.\");\n }\n\n if (propertiesToSet == null || !propertiesToSet.HasValues)\n {\n return Response.Error(\n \"'componentProperties' dictionary for the specified component is required and cannot be empty.\"\n );\n }\n\n var setResult = SetComponentPropertiesInternal(targetGo, compName, propertiesToSet);\n if (setResult != null)\n return setResult; // Return error\n\n EditorUtility.SetDirty(targetGo);\n // Use the new serializer helper\n return Response.Success(\n $\"Properties set for component '{compName}' on '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n }\n\n // --- Internal Helpers ---\n\n /// \n /// Finds a single GameObject based on token (ID, name, path) and search method.\n /// \n private static GameObject FindObjectInternal(\n JToken targetToken,\n string searchMethod,\n JObject findParams = null\n )\n {\n // If find_all is not explicitly false, we still want only one for most single-target operations.\n bool findAll = findParams?[\"findAll\"]?.ToObject() ?? false;\n // If a specific target ID is given, always find just that one.\n if (\n targetToken?.Type == JTokenType.Integer\n || (searchMethod == \"by_id\" && int.TryParse(targetToken?.ToString(), out _))\n )\n {\n findAll = false;\n }\n List results = FindObjectsInternal(\n targetToken,\n searchMethod,\n findAll,\n findParams\n );\n return results.Count > 0 ? results[0] : null;\n }\n\n /// \n /// Core logic for finding GameObjects based on various criteria.\n /// \n private static List FindObjectsInternal(\n JToken targetToken,\n string searchMethod,\n bool findAll,\n JObject findParams = null\n )\n {\n List results = new List();\n string searchTerm = findParams?[\"searchTerm\"]?.ToString() ?? targetToken?.ToString(); // Use searchTerm if provided, else the target itself\n bool searchInChildren = findParams?[\"searchInChildren\"]?.ToObject() ?? false;\n bool searchInactive = findParams?[\"searchInactive\"]?.ToObject() ?? false;\n\n // Default search method if not specified\n if (string.IsNullOrEmpty(searchMethod))\n {\n if (targetToken?.Type == JTokenType.Integer)\n searchMethod = \"by_id\";\n else if (!string.IsNullOrEmpty(searchTerm) && searchTerm.Contains('/'))\n searchMethod = \"by_path\";\n else\n searchMethod = \"by_name\"; // Default fallback\n }\n\n GameObject rootSearchObject = null;\n // If searching in children, find the initial target first\n if (searchInChildren && targetToken != null)\n {\n rootSearchObject = FindObjectInternal(targetToken, \"by_id_or_name_or_path\"); // Find the root for child search\n if (rootSearchObject == null)\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Find] Root object '{targetToken}' for child search not found.\"\n );\n return results; // Return empty if root not found\n }\n }\n\n switch (searchMethod)\n {\n case \"by_id\":\n if (int.TryParse(searchTerm, out int instanceId))\n {\n // EditorUtility.InstanceIDToObject is slow, iterate manually if possible\n // GameObject obj = EditorUtility.InstanceIDToObject(instanceId) as GameObject;\n var allObjects = GetAllSceneObjects(searchInactive); // More efficient\n GameObject obj = allObjects.FirstOrDefault(go =>\n go.GetInstanceID() == instanceId\n );\n if (obj != null)\n results.Add(obj);\n }\n break;\n case \"by_name\":\n var searchPoolName = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(searchInactive)\n .Select(t => t.gameObject)\n : GetAllSceneObjects(searchInactive);\n results.AddRange(searchPoolName.Where(go => go.name == searchTerm));\n break;\n case \"by_path\":\n // Path is relative to scene root or rootSearchObject\n Transform foundTransform = rootSearchObject\n ? rootSearchObject.transform.Find(searchTerm)\n : GameObject.Find(searchTerm)?.transform;\n if (foundTransform != null)\n results.Add(foundTransform.gameObject);\n break;\n case \"by_tag\":\n var searchPoolTag = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(searchInactive)\n .Select(t => t.gameObject)\n : GetAllSceneObjects(searchInactive);\n results.AddRange(searchPoolTag.Where(go => go.CompareTag(searchTerm)));\n break;\n case \"by_layer\":\n var searchPoolLayer = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(searchInactive)\n .Select(t => t.gameObject)\n : GetAllSceneObjects(searchInactive);\n if (int.TryParse(searchTerm, out int layerIndex))\n {\n results.AddRange(searchPoolLayer.Where(go => go.layer == layerIndex));\n }\n else\n {\n int namedLayer = LayerMask.NameToLayer(searchTerm);\n if (namedLayer != -1)\n results.AddRange(searchPoolLayer.Where(go => go.layer == namedLayer));\n }\n break;\n case \"by_component\":\n Type componentType = FindType(searchTerm);\n if (componentType != null)\n {\n // Determine FindObjectsInactive based on the searchInactive flag\n FindObjectsInactive findInactive = searchInactive\n ? FindObjectsInactive.Include\n : FindObjectsInactive.Exclude;\n // Replace FindObjectsOfType with FindObjectsByType, specifying the sorting mode and inactive state\n var searchPoolComp = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(componentType, searchInactive)\n .Select(c => (c as Component).gameObject)\n : UnityEngine\n .Object.FindObjectsByType(\n componentType,\n findInactive,\n FindObjectsSortMode.None\n )\n .Select(c => (c as Component).gameObject);\n results.AddRange(searchPoolComp.Where(go => go != null)); // Ensure GO is valid\n }\n else\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Find] Component type not found: {searchTerm}\"\n );\n }\n break;\n case \"by_id_or_name_or_path\": // Helper method used internally\n if (int.TryParse(searchTerm, out int id))\n {\n var allObjectsId = GetAllSceneObjects(true); // Search inactive for internal lookup\n GameObject objById = allObjectsId.FirstOrDefault(go =>\n go.GetInstanceID() == id\n );\n if (objById != null)\n {\n results.Add(objById);\n break;\n }\n }\n GameObject objByPath = GameObject.Find(searchTerm);\n if (objByPath != null)\n {\n results.Add(objByPath);\n break;\n }\n\n var allObjectsName = GetAllSceneObjects(true);\n results.AddRange(allObjectsName.Where(go => go.name == searchTerm));\n break;\n default:\n Debug.LogWarning(\n $\"[ManageGameObject.Find] Unknown search method: {searchMethod}\"\n );\n break;\n }\n\n // If only one result is needed, return just the first one found.\n if (!findAll && results.Count > 1)\n {\n return new List { results[0] };\n }\n\n return results.Distinct().ToList(); // Ensure uniqueness\n }\n\n // Helper to get all scene objects efficiently\n private static IEnumerable GetAllSceneObjects(bool includeInactive)\n {\n // SceneManager.GetActiveScene().GetRootGameObjects() is faster than FindObjectsOfType()\n var rootObjects = SceneManager.GetActiveScene().GetRootGameObjects();\n var allObjects = new List();\n foreach (var root in rootObjects)\n {\n allObjects.AddRange(\n root.GetComponentsInChildren(includeInactive)\n .Select(t => t.gameObject)\n );\n }\n return allObjects;\n }\n\n /// \n /// Adds a component by type name and optionally sets properties.\n /// Returns null on success, or an error response object on failure.\n /// \n private static object AddComponentInternal(\n GameObject targetGo,\n string typeName,\n JObject properties\n )\n {\n Type componentType = FindType(typeName);\n if (componentType == null)\n {\n return Response.Error(\n $\"Component type '{typeName}' not found or is not a valid Component.\"\n );\n }\n if (!typeof(Component).IsAssignableFrom(componentType))\n {\n return Response.Error($\"Type '{typeName}' is not a Component.\");\n }\n\n // Prevent adding Transform again\n if (componentType == typeof(Transform))\n {\n return Response.Error(\"Cannot add another Transform component.\");\n }\n\n // Check for 2D/3D physics component conflicts\n bool isAdding2DPhysics =\n typeof(Rigidbody2D).IsAssignableFrom(componentType)\n || typeof(Collider2D).IsAssignableFrom(componentType);\n bool isAdding3DPhysics =\n typeof(Rigidbody).IsAssignableFrom(componentType)\n || typeof(Collider).IsAssignableFrom(componentType);\n\n if (isAdding2DPhysics)\n {\n // Check if the GameObject already has any 3D Rigidbody or Collider\n if (\n targetGo.GetComponent() != null\n || targetGo.GetComponent() != null\n )\n {\n return Response.Error(\n $\"Cannot add 2D physics component '{typeName}' because the GameObject '{targetGo.name}' already has a 3D Rigidbody or Collider.\"\n );\n }\n }\n else if (isAdding3DPhysics)\n {\n // Check if the GameObject already has any 2D Rigidbody or Collider\n if (\n targetGo.GetComponent() != null\n || targetGo.GetComponent() != null\n )\n {\n return Response.Error(\n $\"Cannot add 3D physics component '{typeName}' because the GameObject '{targetGo.name}' already has a 2D Rigidbody or Collider.\"\n );\n }\n }\n\n try\n {\n // Use Undo.AddComponent for undo support\n Component newComponent = Undo.AddComponent(targetGo, componentType);\n if (newComponent == null)\n {\n return Response.Error(\n $\"Failed to add component '{typeName}' to '{targetGo.name}'. It might be disallowed (e.g., adding script twice).\"\n );\n }\n\n // Set default values for specific component types\n if (newComponent is Light light)\n {\n // Default newly added lights to directional\n light.type = LightType.Directional;\n }\n\n // Set properties if provided\n if (properties != null)\n {\n var setResult = SetComponentPropertiesInternal(\n targetGo,\n typeName,\n properties,\n newComponent\n ); // Pass the new component instance\n if (setResult != null)\n {\n // If setting properties failed, maybe remove the added component?\n Undo.DestroyObjectImmediate(newComponent);\n return setResult; // Return the error from setting properties\n }\n }\n\n return null; // Success\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error adding component '{typeName}' to '{targetGo.name}': {e.Message}\"\n );\n }\n }\n\n /// \n /// Removes a component by type name.\n /// Returns null on success, or an error response object on failure.\n /// \n private static object RemoveComponentInternal(GameObject targetGo, string typeName)\n {\n Type componentType = FindType(typeName);\n if (componentType == null)\n {\n return Response.Error($\"Component type '{typeName}' not found for removal.\");\n }\n\n // Prevent removing essential components\n if (componentType == typeof(Transform))\n {\n return Response.Error(\"Cannot remove the Transform component.\");\n }\n\n Component componentToRemove = targetGo.GetComponent(componentType);\n if (componentToRemove == null)\n {\n return Response.Error(\n $\"Component '{typeName}' not found on '{targetGo.name}' to remove.\"\n );\n }\n\n try\n {\n // Use Undo.DestroyObjectImmediate for undo support\n Undo.DestroyObjectImmediate(componentToRemove);\n return null; // Success\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error removing component '{typeName}' from '{targetGo.name}': {e.Message}\"\n );\n }\n }\n\n /// \n /// Sets properties on a component.\n /// Returns null on success, or an error response object on failure.\n /// \n private static object SetComponentPropertiesInternal(\n GameObject targetGo,\n string compName,\n JObject propertiesToSet,\n Component targetComponentInstance = null\n )\n {\n Component targetComponent = targetComponentInstance ?? targetGo.GetComponent(compName);\n if (targetComponent == null)\n {\n return Response.Error(\n $\"Component '{compName}' not found on '{targetGo.name}' to set properties.\"\n );\n }\n\n Undo.RecordObject(targetComponent, \"Set Component Properties\");\n\n foreach (var prop in propertiesToSet.Properties())\n {\n string propName = prop.Name;\n JToken propValue = prop.Value;\n\n try\n {\n if (!SetProperty(targetComponent, propName, propValue))\n {\n // Log warning if property could not be set\n Debug.LogWarning(\n $\"[ManageGameObject] Could not set property '{propName}' on component '{compName}' ('{targetComponent.GetType().Name}'). Property might not exist, be read-only, or type mismatch.\"\n );\n // Optionally return an error here instead of just logging\n // return Response.Error($\"Could not set property '{propName}' on component '{compName}'.\");\n }\n }\n catch (Exception e)\n {\n Debug.LogError(\n $\"[ManageGameObject] Error setting property '{propName}' on '{compName}': {e.Message}\"\n );\n // Optionally return an error here\n // return Response.Error($\"Error setting property '{propName}' on '{compName}': {e.Message}\");\n }\n }\n EditorUtility.SetDirty(targetComponent);\n return null; // Success (or partial success if warnings were logged)\n }\n\n /// \n /// Helper to set a property or field via reflection, handling basic types.\n /// \n private static bool SetProperty(object target, string memberName, JToken value)\n {\n Type type = target.GetType();\n BindingFlags flags =\n BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase;\n\n // --- Use a dedicated serializer for input conversion ---\n // Define this somewhere accessible, maybe static readonly field\n JsonSerializerSettings inputSerializerSettings = new JsonSerializerSettings\n {\n Converters = new List\n {\n // Add specific converters needed for INPUT deserialization if different from output\n new Vector3Converter(),\n new Vector2Converter(),\n new QuaternionConverter(),\n new ColorConverter(),\n new RectConverter(),\n new BoundsConverter(),\n new UnityEngineObjectConverter() // Crucial for finding references from instructions\n }\n // No ReferenceLoopHandling needed typically for input\n };\n JsonSerializer inputSerializer = JsonSerializer.Create(inputSerializerSettings);\n // --- End Serializer Setup ---\n\n try\n {\n // Handle special case for materials with dot notation (material.property)\n // Examples: material.color, sharedMaterial.color, materials[0].color\n if (memberName.Contains('.') || memberName.Contains('['))\n {\n // Pass the inputSerializer down for nested conversions\n return SetNestedProperty(target, memberName, value, inputSerializer);\n }\n\n PropertyInfo propInfo = type.GetProperty(memberName, flags);\n if (propInfo != null && propInfo.CanWrite)\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, propInfo.PropertyType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null) // Allow setting null\n {\n propInfo.SetValue(target, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetProperty] Conversion failed for property '{memberName}' (Type: {propInfo.PropertyType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n else\n {\n FieldInfo fieldInfo = type.GetField(memberName, flags);\n if (fieldInfo != null) // Check if !IsLiteral?\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, fieldInfo.FieldType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null) // Allow setting null\n {\n fieldInfo.SetValue(target, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetProperty] Conversion failed for field '{memberName}' (Type: {fieldInfo.FieldType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogError(\n $\"[SetProperty] Failed to set '{memberName}' on {type.Name}: {ex.Message}\\nToken: {value.ToString(Formatting.None)}\"\n );\n }\n return false;\n }\n\n /// \n /// Sets a nested property using dot notation (e.g., \"material.color\") or array access (e.g., \"materials[0]\")\n /// \n // Pass the input serializer for conversions\n //Using the serializer helper\n private static bool SetNestedProperty(object target, string path, JToken value, JsonSerializer inputSerializer)\n {\n try\n {\n // Split the path into parts (handling both dot notation and array indexing)\n string[] pathParts = SplitPropertyPath(path);\n if (pathParts.Length == 0)\n return false;\n\n object currentObject = target;\n Type currentType = currentObject.GetType();\n BindingFlags flags =\n BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase;\n\n // Traverse the path until we reach the final property\n for (int i = 0; i < pathParts.Length - 1; i++)\n {\n string part = pathParts[i];\n bool isArray = false;\n int arrayIndex = -1;\n\n // Check if this part contains array indexing\n if (part.Contains(\"[\"))\n {\n int startBracket = part.IndexOf('[');\n int endBracket = part.IndexOf(']');\n if (startBracket > 0 && endBracket > startBracket)\n {\n string indexStr = part.Substring(\n startBracket + 1,\n endBracket - startBracket - 1\n );\n if (int.TryParse(indexStr, out arrayIndex))\n {\n isArray = true;\n part = part.Substring(0, startBracket);\n }\n }\n }\n // Get the property/field\n PropertyInfo propInfo = currentType.GetProperty(part, flags);\n FieldInfo fieldInfo = null;\n if (propInfo == null)\n {\n fieldInfo = currentType.GetField(part, flags);\n if (fieldInfo == null)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Could not find property or field '{part}' on type '{currentType.Name}'\"\n );\n return false;\n }\n }\n\n // Get the value\n currentObject =\n propInfo != null\n ? propInfo.GetValue(currentObject)\n : fieldInfo.GetValue(currentObject);\n //Need to stop if current property is null\n if (currentObject == null)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Property '{part}' is null, cannot access nested properties.\"\n );\n return false;\n }\n // If this part was an array or list, access the specific index\n if (isArray)\n {\n if (currentObject is Material[])\n {\n var materials = currentObject as Material[];\n if (arrayIndex < 0 || arrayIndex >= materials.Length)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Material index {arrayIndex} out of range (0-{materials.Length - 1})\"\n );\n return false;\n }\n currentObject = materials[arrayIndex];\n }\n else if (currentObject is System.Collections.IList)\n {\n var list = currentObject as System.Collections.IList;\n if (arrayIndex < 0 || arrayIndex >= list.Count)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Index {arrayIndex} out of range (0-{list.Count - 1})\"\n );\n return false;\n }\n currentObject = list[arrayIndex];\n }\n else\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Property '{part}' is not an array or list, cannot access by index.\"\n );\n return false;\n }\n }\n currentType = currentObject.GetType();\n }\n\n // Set the final property\n string finalPart = pathParts[pathParts.Length - 1];\n\n // Special handling for Material properties (shader properties)\n if (currentObject is Material material && finalPart.StartsWith(\"_\"))\n {\n // Use the serializer to convert the JToken value first\n if (value is JArray jArray)\n {\n // Try converting to known types that SetColor/SetVector accept\n if (jArray.Count == 4) {\n try { Color color = value.ToObject(inputSerializer); material.SetColor(finalPart, color); return true; } catch { }\n try { Vector4 vec = value.ToObject(inputSerializer); material.SetVector(finalPart, vec); return true; } catch { }\n } else if (jArray.Count == 3) {\n try { Color color = value.ToObject(inputSerializer); material.SetColor(finalPart, color); return true; } catch { } // ToObject handles conversion to Color\n } else if (jArray.Count == 2) {\n try { Vector2 vec = value.ToObject(inputSerializer); material.SetVector(finalPart, vec); return true; } catch { }\n }\n }\n else if (value.Type == JTokenType.Float || value.Type == JTokenType.Integer)\n {\n try { material.SetFloat(finalPart, value.ToObject(inputSerializer)); return true; } catch { }\n }\n else if (value.Type == JTokenType.Boolean)\n {\n try { material.SetFloat(finalPart, value.ToObject(inputSerializer) ? 1f : 0f); return true; } catch { }\n }\n else if (value.Type == JTokenType.String)\n {\n // Try converting to Texture using the serializer/converter\n try {\n Texture texture = value.ToObject(inputSerializer);\n if (texture != null) {\n material.SetTexture(finalPart, texture);\n return true;\n }\n } catch { }\n }\n\n Debug.LogWarning(\n $\"[SetNestedProperty] Unsupported or failed conversion for material property '{finalPart}' from value: {value.ToString(Formatting.None)}\"\n );\n return false;\n }\n\n // For standard properties (not shader specific)\n PropertyInfo finalPropInfo = currentType.GetProperty(finalPart, flags);\n if (finalPropInfo != null && finalPropInfo.CanWrite)\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, finalPropInfo.PropertyType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null)\n {\n finalPropInfo.SetValue(currentObject, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetNestedProperty] Final conversion failed for property '{finalPart}' (Type: {finalPropInfo.PropertyType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n else\n {\n FieldInfo finalFieldInfo = currentType.GetField(finalPart, flags);\n if (finalFieldInfo != null)\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, finalFieldInfo.FieldType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null)\n {\n finalFieldInfo.SetValue(currentObject, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetNestedProperty] Final conversion failed for field '{finalPart}' (Type: {finalFieldInfo.FieldType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n else\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Could not find final writable property or field '{finalPart}' on type '{currentType.Name}'\"\n );\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogError(\n $\"[SetNestedProperty] Error setting nested property '{path}': {ex.Message}\\nToken: {value.ToString(Formatting.None)}\"\n );\n }\n\n return false;\n }\n\n\n /// \n /// Split a property path into parts, handling both dot notation and array indexers\n /// \n private static string[] SplitPropertyPath(string path)\n {\n // Handle complex paths with both dots and array indexers\n List parts = new List();\n int startIndex = 0;\n bool inBrackets = false;\n\n for (int i = 0; i < path.Length; i++)\n {\n char c = path[i];\n\n if (c == '[')\n {\n inBrackets = true;\n }\n else if (c == ']')\n {\n inBrackets = false;\n }\n else if (c == '.' && !inBrackets)\n {\n // Found a dot separator outside of brackets\n parts.Add(path.Substring(startIndex, i - startIndex));\n startIndex = i + 1;\n }\n }\n if (startIndex < path.Length)\n {\n parts.Add(path.Substring(startIndex));\n }\n return parts.ToArray();\n }\n\n /// \n /// Simple JToken to Type conversion for common Unity types, using JsonSerializer.\n /// \n // Pass the input serializer\n private static object ConvertJTokenToType(JToken token, Type targetType, JsonSerializer inputSerializer)\n {\n if (token == null || token.Type == JTokenType.Null)\n {\n if (targetType.IsValueType && Nullable.GetUnderlyingType(targetType) == null)\n {\n Debug.LogWarning($\"Cannot assign null to non-nullable value type {targetType.Name}. Returning default value.\");\n return Activator.CreateInstance(targetType);\n }\n return null;\n }\n\n try\n {\n // Use the provided serializer instance which includes our custom converters\n return token.ToObject(targetType, inputSerializer);\n }\n catch (JsonSerializationException jsonEx)\n {\n Debug.LogError($\"JSON Deserialization Error converting token to {targetType.FullName}: {jsonEx.Message}\\nToken: {token.ToString(Formatting.None)}\");\n // Optionally re-throw or return null/default\n // return targetType.IsValueType ? Activator.CreateInstance(targetType) : null;\n throw; // Re-throw to indicate failure higher up\n }\n catch (ArgumentException argEx)\n {\n Debug.LogError($\"Argument Error converting token to {targetType.FullName}: {argEx.Message}\\nToken: {token.ToString(Formatting.None)}\");\n throw;\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Unexpected error converting token to {targetType.FullName}: {ex}\\nToken: {token.ToString(Formatting.None)}\");\n throw;\n }\n // If ToObject succeeded, it would have returned. If it threw, we wouldn't reach here.\n // This fallback logic is likely unreachable if ToObject covers all cases or throws on failure.\n // Debug.LogWarning($\"Conversion failed for token to {targetType.FullName}. Token: {token.ToString(Formatting.None)}\");\n // return targetType.IsValueType ? Activator.CreateInstance(targetType) : null;\n }\n\n // --- ParseJTokenTo... helpers are likely redundant now with the serializer approach ---\n // Keep them temporarily for reference or if specific fallback logic is ever needed.\n\n private static Vector3 ParseJTokenToVector3(JToken token)\n {\n // ... (implementation - likely replaced by Vector3Converter) ...\n // Consider removing these if the serializer handles them reliably.\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\") && obj.ContainsKey(\"z\"))\n {\n return new Vector3(obj[\"x\"].ToObject(), obj[\"y\"].ToObject(), obj[\"z\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 3)\n {\n return new Vector3(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Vector3 using fallback. Returning Vector3.zero.\");\n return Vector3.zero;\n\n }\n private static Vector2 ParseJTokenToVector2(JToken token)\n {\n // ... (implementation - likely replaced by Vector2Converter) ...\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\"))\n {\n return new Vector2(obj[\"x\"].ToObject(), obj[\"y\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 2)\n {\n return new Vector2(arr[0].ToObject(), arr[1].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Vector2 using fallback. Returning Vector2.zero.\");\n return Vector2.zero;\n }\n private static Quaternion ParseJTokenToQuaternion(JToken token)\n {\n // ... (implementation - likely replaced by QuaternionConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\") && obj.ContainsKey(\"z\") && obj.ContainsKey(\"w\"))\n {\n return new Quaternion(obj[\"x\"].ToObject(), obj[\"y\"].ToObject(), obj[\"z\"].ToObject(), obj[\"w\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 4)\n {\n return new Quaternion(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject(), arr[3].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Quaternion using fallback. Returning Quaternion.identity.\");\n return Quaternion.identity;\n }\n private static Color ParseJTokenToColor(JToken token)\n {\n // ... (implementation - likely replaced by ColorConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"r\") && obj.ContainsKey(\"g\") && obj.ContainsKey(\"b\") && obj.ContainsKey(\"a\"))\n {\n return new Color(obj[\"r\"].ToObject(), obj[\"g\"].ToObject(), obj[\"b\"].ToObject(), obj[\"a\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 4)\n {\n return new Color(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject(), arr[3].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Color using fallback. Returning Color.white.\");\n return Color.white;\n }\n private static Rect ParseJTokenToRect(JToken token)\n {\n // ... (implementation - likely replaced by RectConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\") && obj.ContainsKey(\"width\") && obj.ContainsKey(\"height\"))\n {\n return new Rect(obj[\"x\"].ToObject(), obj[\"y\"].ToObject(), obj[\"width\"].ToObject(), obj[\"height\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 4)\n {\n return new Rect(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject(), arr[3].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Rect using fallback. Returning Rect.zero.\");\n return Rect.zero;\n }\n private static Bounds ParseJTokenToBounds(JToken token)\n {\n // ... (implementation - likely replaced by BoundsConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"center\") && obj.ContainsKey(\"size\"))\n {\n // Requires Vector3 conversion, which should ideally use the serializer too\n Vector3 center = ParseJTokenToVector3(obj[\"center\"]); // Or use obj[\"center\"].ToObject(inputSerializer)\n Vector3 size = ParseJTokenToVector3(obj[\"size\"]); // Or use obj[\"size\"].ToObject(inputSerializer)\n return new Bounds(center, size);\n }\n // Array fallback for Bounds is less intuitive, maybe remove?\n // if (token is JArray arr && arr.Count >= 6)\n // {\n // return new Bounds(new Vector3(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject()), new Vector3(arr[3].ToObject(), arr[4].ToObject(), arr[5].ToObject()));\n // }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Bounds using fallback. Returning new Bounds(Vector3.zero, Vector3.zero).\");\n return new Bounds(Vector3.zero, Vector3.zero);\n }\n // --- End Redundant Parse Helpers ---\n\n /// \n /// Finds a specific UnityEngine.Object based on a find instruction JObject.\n /// Primarily used by UnityEngineObjectConverter during deserialization.\n /// \n // Made public static so UnityEngineObjectConverter can call it. Moved from ConvertJTokenToType.\n public static UnityEngine.Object FindObjectByInstruction(JObject instruction, Type targetType)\n {\n string findTerm = instruction[\"find\"]?.ToString();\n string method = instruction[\"method\"]?.ToString()?.ToLower();\n string componentName = instruction[\"component\"]?.ToString(); // Specific component to get\n\n if (string.IsNullOrEmpty(findTerm))\n {\n Debug.LogWarning(\"Find instruction missing 'find' term.\");\n return null;\n }\n\n // Use a flexible default search method if none provided\n string searchMethodToUse = string.IsNullOrEmpty(method) ? \"by_id_or_name_or_path\" : method;\n\n // If the target is an asset (Material, Texture, ScriptableObject etc.) try AssetDatabase first\n if (typeof(Material).IsAssignableFrom(targetType) ||\n typeof(Texture).IsAssignableFrom(targetType) ||\n typeof(ScriptableObject).IsAssignableFrom(targetType) ||\n targetType.FullName.StartsWith(\"UnityEngine.U2D\") || // Sprites etc.\n typeof(AudioClip).IsAssignableFrom(targetType) ||\n typeof(AnimationClip).IsAssignableFrom(targetType) ||\n typeof(Font).IsAssignableFrom(targetType) ||\n typeof(Shader).IsAssignableFrom(targetType) ||\n typeof(ComputeShader).IsAssignableFrom(targetType) ||\n typeof(GameObject).IsAssignableFrom(targetType) && findTerm.StartsWith(\"Assets/\")) // Prefab check\n {\n // Try loading directly by path/GUID first\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(findTerm, targetType);\n if (asset != null) return asset;\n asset = AssetDatabase.LoadAssetAtPath(findTerm); // Try generic if type specific failed\n if (asset != null && targetType.IsAssignableFrom(asset.GetType())) return asset;\n\n\n // If direct path failed, try finding by name/type using FindAssets\n string searchFilter = $\"t:{targetType.Name} {System.IO.Path.GetFileNameWithoutExtension(findTerm)}\"; // Search by type and name\n string[] guids = AssetDatabase.FindAssets(searchFilter);\n\n if (guids.Length == 1)\n {\n asset = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guids[0]), targetType);\n if (asset != null) return asset;\n }\n else if (guids.Length > 1)\n {\n Debug.LogWarning($\"[FindObjectByInstruction] Ambiguous asset find: Found {guids.Length} assets matching filter '{searchFilter}'. Provide a full path or unique name.\");\n // Optionally return the first one? Or null? Returning null is safer.\n return null;\n }\n // If still not found, fall through to scene search (though unlikely for assets)\n }\n\n\n // --- Scene Object Search ---\n // Find the GameObject using the internal finder\n GameObject foundGo = FindObjectInternal(new JValue(findTerm), searchMethodToUse);\n\n if (foundGo == null)\n {\n // Don't warn yet, could still be an asset not found above\n // Debug.LogWarning($\"Could not find GameObject using instruction: {instruction}\");\n return null;\n }\n\n // Now, get the target object/component from the found GameObject\n if (targetType == typeof(GameObject))\n {\n return foundGo; // We were looking for a GameObject\n }\n else if (typeof(Component).IsAssignableFrom(targetType))\n {\n Type componentToGetType = targetType;\n if (!string.IsNullOrEmpty(componentName))\n {\n Type specificCompType = FindType(componentName);\n if (specificCompType != null && typeof(Component).IsAssignableFrom(specificCompType))\n {\n componentToGetType = specificCompType;\n }\n else\n {\n Debug.LogWarning($\"Could not find component type '{componentName}' specified in find instruction. Falling back to target type '{targetType.Name}'.\");\n }\n }\n\n Component foundComp = foundGo.GetComponent(componentToGetType);\n if (foundComp == null)\n {\n Debug.LogWarning($\"Found GameObject '{foundGo.name}' but could not find component of type '{componentToGetType.Name}'.\");\n }\n return foundComp;\n }\n else\n {\n Debug.LogWarning($\"Find instruction handling not implemented for target type: {targetType.Name}\");\n return null;\n }\n }\n\n\n /// \n /// Helper to find a Type by name, searching relevant assemblies.\n /// \n private static Type FindType(string typeName)\n {\n if (string.IsNullOrEmpty(typeName))\n return null;\n\n // Handle fully qualified names first\n Type type = Type.GetType(typeName);\n if (type != null) return type;\n\n // Handle common namespaces implicitly (add more as needed)\n string[] namespaces = { \"UnityEngine\", \"UnityEngine.UI\", \"UnityEngine.AI\", \"UnityEngine.Animations\", \"UnityEngine.Audio\", \"UnityEngine.EventSystems\", \"UnityEngine.InputSystem\", \"UnityEngine.Networking\", \"UnityEngine.Rendering\", \"UnityEngine.SceneManagement\", \"UnityEngine.Tilemaps\", \"UnityEngine.U2D\", \"UnityEngine.Video\", \"UnityEditor\", \"UnityEditor.AI\", \"UnityEditor.Animations\", \"UnityEditor.Experimental.GraphView\", \"UnityEditor.IMGUI.Controls\", \"UnityEditor.PackageManager.UI\", \"UnityEditor.SceneManagement\", \"UnityEditor.UI\", \"UnityEditor.U2D\", \"UnityEditor.VersionControl\" }; // Add more relevant namespaces\n\n foreach (string ns in namespaces) {\n type = Type.GetType($\"{ns}.{typeName}, {ns.Split('.')[0]}.CoreModule\") ?? // Heuristic: Check CoreModule first for UnityEngine/UnityEditor\n Type.GetType($\"{ns}.{typeName}, {ns.Split('.')[0]}\"); // Try assembly matching namespace root\n if (type != null) return type;\n }\n\n\n // If not found, search all loaded assemblies (slower, last resort)\n // Prioritize assemblies likely to contain game/editor types\n Assembly[] priorityAssemblies = {\n Assembly.Load(\"Assembly-CSharp\"), // Main game scripts\n Assembly.Load(\"Assembly-CSharp-Editor\"), // Main editor scripts\n // Add other important project assemblies if known\n };\n foreach (var assembly in priorityAssemblies.Where(a => a != null))\n {\n type = assembly.GetType(typeName) ?? assembly.GetType(\"UnityEngine.\" + typeName) ?? assembly.GetType(\"UnityEditor.\" + typeName);\n if (type != null) return type;\n }\n\n // Search remaining assemblies\n foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies().Except(priorityAssemblies))\n {\n try { // Protect against assembly loading errors\n type = assembly.GetType(typeName);\n if (type != null) return type;\n // Also check with common namespaces if simple name given\n foreach (string ns in namespaces) {\n type = assembly.GetType($\"{ns}.{typeName}\");\n if (type != null) return type;\n }\n } catch (Exception ex) {\n Debug.LogWarning($\"[FindType] Error searching assembly {assembly.FullName}: {ex.Message}\");\n }\n }\n\n Debug.LogWarning($\"[FindType] Type not found after extensive search: '{typeName}'\");\n return null; // Not found\n }\n\n /// \n /// Parses a JArray like [x, y, z] into a Vector3.\n /// \n private static Vector3? ParseVector3(JArray array)\n {\n if (array != null && array.Count == 3)\n {\n try\n {\n // Use ToObject for potentially better handling than direct indexing\n return new Vector3(\n array[0].ToObject(),\n array[1].ToObject(),\n array[2].ToObject()\n );\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Failed to parse JArray as Vector3: {array}. Error: {ex.Message}\");\n }\n }\n return null;\n }\n\n // Removed GetGameObjectData, GetComponentData, and related private helpers/caching/serializer setup.\n // They are now in Helpers.GameObjectSerializer\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageEditor.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditorInternal; // Required for tag management\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles operations related to controlling and querying the Unity Editor state,\n /// including managing Tags and Layers.\n /// \n public static class ManageEditor\n {\n // Constant for starting user layer index\n private const int FirstUserLayerIndex = 8;\n\n // Constant for total layer count\n private const int TotalLayerCount = 32;\n\n /// \n /// Main handler for editor management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower();\n // Parameters for specific actions\n string tagName = @params[\"tagName\"]?.ToString();\n string layerName = @params[\"layerName\"]?.ToString();\n bool waitForCompletion = @params[\"waitForCompletion\"]?.ToObject() ?? false; // Example - not used everywhere\n\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n // Route action\n switch (action)\n {\n // Play Mode Control\n case \"play\":\n try\n {\n if (!EditorApplication.isPlaying)\n {\n EditorApplication.isPlaying = true;\n return Response.Success(\"Entered play mode.\");\n }\n return Response.Success(\"Already in play mode.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Error entering play mode: {e.Message}\");\n }\n case \"pause\":\n try\n {\n if (EditorApplication.isPlaying)\n {\n EditorApplication.isPaused = !EditorApplication.isPaused;\n return Response.Success(\n EditorApplication.isPaused ? \"Game paused.\" : \"Game resumed.\"\n );\n }\n return Response.Error(\"Cannot pause/resume: Not in play mode.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Error pausing/resuming game: {e.Message}\");\n }\n case \"stop\":\n try\n {\n if (EditorApplication.isPlaying)\n {\n EditorApplication.isPlaying = false;\n return Response.Success(\"Exited play mode.\");\n }\n return Response.Success(\"Already stopped (not in play mode).\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Error stopping play mode: {e.Message}\");\n }\n\n // Editor State/Info\n case \"get_state\":\n return GetEditorState();\n case \"get_windows\":\n return GetEditorWindows();\n case \"get_active_tool\":\n return GetActiveTool();\n case \"get_selection\":\n return GetSelection();\n case \"set_active_tool\":\n string toolName = @params[\"toolName\"]?.ToString();\n if (string.IsNullOrEmpty(toolName))\n return Response.Error(\"'toolName' parameter required for set_active_tool.\");\n return SetActiveTool(toolName);\n\n // Tag Management\n case \"add_tag\":\n if (string.IsNullOrEmpty(tagName))\n return Response.Error(\"'tagName' parameter required for add_tag.\");\n return AddTag(tagName);\n case \"remove_tag\":\n if (string.IsNullOrEmpty(tagName))\n return Response.Error(\"'tagName' parameter required for remove_tag.\");\n return RemoveTag(tagName);\n case \"get_tags\":\n return GetTags(); // Helper to list current tags\n\n // Layer Management\n case \"add_layer\":\n if (string.IsNullOrEmpty(layerName))\n return Response.Error(\"'layerName' parameter required for add_layer.\");\n return AddLayer(layerName);\n case \"remove_layer\":\n if (string.IsNullOrEmpty(layerName))\n return Response.Error(\"'layerName' parameter required for remove_layer.\");\n return RemoveLayer(layerName);\n case \"get_layers\":\n return GetLayers(); // Helper to list current layers\n\n // --- Settings (Example) ---\n // case \"set_resolution\":\n // int? width = @params[\"width\"]?.ToObject();\n // int? height = @params[\"height\"]?.ToObject();\n // if (!width.HasValue || !height.HasValue) return Response.Error(\"'width' and 'height' parameters required.\");\n // return SetGameViewResolution(width.Value, height.Value);\n // case \"set_quality\":\n // // Handle string name or int index\n // return SetQualityLevel(@params[\"qualityLevel\"]);\n\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Supported actions include play, pause, stop, get_state, get_windows, get_active_tool, get_selection, set_active_tool, add_tag, remove_tag, get_tags, add_layer, remove_layer, get_layers.\"\n );\n }\n }\n\n // --- Editor State/Info Methods ---\n private static object GetEditorState()\n {\n try\n {\n var state = new\n {\n isPlaying = EditorApplication.isPlaying,\n isPaused = EditorApplication.isPaused,\n isCompiling = EditorApplication.isCompiling,\n isUpdating = EditorApplication.isUpdating,\n applicationPath = EditorApplication.applicationPath,\n applicationContentsPath = EditorApplication.applicationContentsPath,\n timeSinceStartup = EditorApplication.timeSinceStartup,\n };\n return Response.Success(\"Retrieved editor state.\", state);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting editor state: {e.Message}\");\n }\n }\n\n private static object GetEditorWindows()\n {\n try\n {\n // Get all types deriving from EditorWindow\n var windowTypes = AppDomain\n .CurrentDomain.GetAssemblies()\n .SelectMany(assembly => assembly.GetTypes())\n .Where(type => type.IsSubclassOf(typeof(EditorWindow)))\n .ToList();\n\n var openWindows = new List();\n\n // Find currently open instances\n // Resources.FindObjectsOfTypeAll seems more reliable than GetWindow for finding *all* open windows\n EditorWindow[] allWindows = Resources.FindObjectsOfTypeAll();\n\n foreach (EditorWindow window in allWindows)\n {\n if (window == null)\n continue; // Skip potentially destroyed windows\n\n try\n {\n openWindows.Add(\n new\n {\n title = window.titleContent.text,\n typeName = window.GetType().FullName,\n isFocused = EditorWindow.focusedWindow == window,\n position = new\n {\n x = window.position.x,\n y = window.position.y,\n width = window.position.width,\n height = window.position.height,\n },\n instanceID = window.GetInstanceID(),\n }\n );\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Could not get info for window {window.GetType().Name}: {ex.Message}\"\n );\n }\n }\n\n return Response.Success(\"Retrieved list of open editor windows.\", openWindows);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting editor windows: {e.Message}\");\n }\n }\n\n private static object GetActiveTool()\n {\n try\n {\n Tool currentTool = UnityEditor.Tools.current;\n string toolName = currentTool.ToString(); // Enum to string\n bool customToolActive = UnityEditor.Tools.current == Tool.Custom; // Check if a custom tool is active\n string activeToolName = customToolActive\n ? EditorTools.GetActiveToolName()\n : toolName; // Get custom name if needed\n\n var toolInfo = new\n {\n activeTool = activeToolName,\n isCustom = customToolActive,\n pivotMode = UnityEditor.Tools.pivotMode.ToString(),\n pivotRotation = UnityEditor.Tools.pivotRotation.ToString(),\n handleRotation = UnityEditor.Tools.handleRotation.eulerAngles, // Euler for simplicity\n handlePosition = UnityEditor.Tools.handlePosition,\n };\n\n return Response.Success(\"Retrieved active tool information.\", toolInfo);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting active tool: {e.Message}\");\n }\n }\n\n private static object SetActiveTool(string toolName)\n {\n try\n {\n Tool targetTool;\n if (Enum.TryParse(toolName, true, out targetTool)) // Case-insensitive parse\n {\n // Check if it's a valid built-in tool\n if (targetTool != Tool.None && targetTool <= Tool.Custom) // Tool.Custom is the last standard tool\n {\n UnityEditor.Tools.current = targetTool;\n return Response.Success($\"Set active tool to '{targetTool}'.\");\n }\n else\n {\n return Response.Error(\n $\"Cannot directly set tool to '{toolName}'. It might be None, Custom, or invalid.\"\n );\n }\n }\n else\n {\n // Potentially try activating a custom tool by name here if needed\n // This often requires specific editor scripting knowledge for that tool.\n return Response.Error(\n $\"Could not parse '{toolName}' as a standard Unity Tool (View, Move, Rotate, Scale, Rect, Transform, Custom).\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error setting active tool: {e.Message}\");\n }\n }\n\n private static object GetSelection()\n {\n try\n {\n var selectionInfo = new\n {\n activeObject = Selection.activeObject?.name,\n activeGameObject = Selection.activeGameObject?.name,\n activeTransform = Selection.activeTransform?.name,\n activeInstanceID = Selection.activeInstanceID,\n count = Selection.count,\n objects = Selection\n .objects.Select(obj => new\n {\n name = obj?.name,\n type = obj?.GetType().FullName,\n instanceID = obj?.GetInstanceID(),\n })\n .ToList(),\n gameObjects = Selection\n .gameObjects.Select(go => new\n {\n name = go?.name,\n instanceID = go?.GetInstanceID(),\n })\n .ToList(),\n assetGUIDs = Selection.assetGUIDs, // GUIDs for selected assets in Project view\n };\n\n return Response.Success(\"Retrieved current selection details.\", selectionInfo);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting selection: {e.Message}\");\n }\n }\n\n // --- Tag Management Methods ---\n\n private static object AddTag(string tagName)\n {\n if (string.IsNullOrWhiteSpace(tagName))\n return Response.Error(\"Tag name cannot be empty or whitespace.\");\n\n // Check if tag already exists\n if (InternalEditorUtility.tags.Contains(tagName))\n {\n return Response.Error($\"Tag '{tagName}' already exists.\");\n }\n\n try\n {\n // Add the tag using the internal utility\n InternalEditorUtility.AddTag(tagName);\n // Force save assets to ensure the change persists in the TagManager asset\n AssetDatabase.SaveAssets();\n return Response.Success($\"Tag '{tagName}' added successfully.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to add tag '{tagName}': {e.Message}\");\n }\n }\n\n private static object RemoveTag(string tagName)\n {\n if (string.IsNullOrWhiteSpace(tagName))\n return Response.Error(\"Tag name cannot be empty or whitespace.\");\n if (tagName.Equals(\"Untagged\", StringComparison.OrdinalIgnoreCase))\n return Response.Error(\"Cannot remove the built-in 'Untagged' tag.\");\n\n // Check if tag exists before attempting removal\n if (!InternalEditorUtility.tags.Contains(tagName))\n {\n return Response.Error($\"Tag '{tagName}' does not exist.\");\n }\n\n try\n {\n // Remove the tag using the internal utility\n InternalEditorUtility.RemoveTag(tagName);\n // Force save assets\n AssetDatabase.SaveAssets();\n return Response.Success($\"Tag '{tagName}' removed successfully.\");\n }\n catch (Exception e)\n {\n // Catch potential issues if the tag is somehow in use or removal fails\n return Response.Error($\"Failed to remove tag '{tagName}': {e.Message}\");\n }\n }\n\n private static object GetTags()\n {\n try\n {\n string[] tags = InternalEditorUtility.tags;\n return Response.Success(\"Retrieved current tags.\", tags);\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to retrieve tags: {e.Message}\");\n }\n }\n\n // --- Layer Management Methods ---\n\n private static object AddLayer(string layerName)\n {\n if (string.IsNullOrWhiteSpace(layerName))\n return Response.Error(\"Layer name cannot be empty or whitespace.\");\n\n // Access the TagManager asset\n SerializedObject tagManager = GetTagManager();\n if (tagManager == null)\n return Response.Error(\"Could not access TagManager asset.\");\n\n SerializedProperty layersProp = tagManager.FindProperty(\"layers\");\n if (layersProp == null || !layersProp.isArray)\n return Response.Error(\"Could not find 'layers' property in TagManager.\");\n\n // Check if layer name already exists (case-insensitive check recommended)\n for (int i = 0; i < TotalLayerCount; i++)\n {\n SerializedProperty layerSP = layersProp.GetArrayElementAtIndex(i);\n if (\n layerSP != null\n && layerName.Equals(layerSP.stringValue, StringComparison.OrdinalIgnoreCase)\n )\n {\n return Response.Error($\"Layer '{layerName}' already exists at index {i}.\");\n }\n }\n\n // Find the first empty user layer slot (indices 8 to 31)\n int firstEmptyUserLayer = -1;\n for (int i = FirstUserLayerIndex; i < TotalLayerCount; i++)\n {\n SerializedProperty layerSP = layersProp.GetArrayElementAtIndex(i);\n if (layerSP != null && string.IsNullOrEmpty(layerSP.stringValue))\n {\n firstEmptyUserLayer = i;\n break;\n }\n }\n\n if (firstEmptyUserLayer == -1)\n {\n return Response.Error(\"No empty User Layer slots available (8-31 are full).\");\n }\n\n // Assign the name to the found slot\n try\n {\n SerializedProperty targetLayerSP = layersProp.GetArrayElementAtIndex(\n firstEmptyUserLayer\n );\n targetLayerSP.stringValue = layerName;\n // Apply the changes to the TagManager asset\n tagManager.ApplyModifiedProperties();\n // Save assets to make sure it's written to disk\n AssetDatabase.SaveAssets();\n return Response.Success(\n $\"Layer '{layerName}' added successfully to slot {firstEmptyUserLayer}.\"\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to add layer '{layerName}': {e.Message}\");\n }\n }\n\n private static object RemoveLayer(string layerName)\n {\n if (string.IsNullOrWhiteSpace(layerName))\n return Response.Error(\"Layer name cannot be empty or whitespace.\");\n\n // Access the TagManager asset\n SerializedObject tagManager = GetTagManager();\n if (tagManager == null)\n return Response.Error(\"Could not access TagManager asset.\");\n\n SerializedProperty layersProp = tagManager.FindProperty(\"layers\");\n if (layersProp == null || !layersProp.isArray)\n return Response.Error(\"Could not find 'layers' property in TagManager.\");\n\n // Find the layer by name (must be user layer)\n int layerIndexToRemove = -1;\n for (int i = FirstUserLayerIndex; i < TotalLayerCount; i++) // Start from user layers\n {\n SerializedProperty layerSP = layersProp.GetArrayElementAtIndex(i);\n // Case-insensitive comparison is safer\n if (\n layerSP != null\n && layerName.Equals(layerSP.stringValue, StringComparison.OrdinalIgnoreCase)\n )\n {\n layerIndexToRemove = i;\n break;\n }\n }\n\n if (layerIndexToRemove == -1)\n {\n return Response.Error($\"User layer '{layerName}' not found.\");\n }\n\n // Clear the name for that index\n try\n {\n SerializedProperty targetLayerSP = layersProp.GetArrayElementAtIndex(\n layerIndexToRemove\n );\n targetLayerSP.stringValue = string.Empty; // Set to empty string to remove\n // Apply the changes\n tagManager.ApplyModifiedProperties();\n // Save assets\n AssetDatabase.SaveAssets();\n return Response.Success(\n $\"Layer '{layerName}' (slot {layerIndexToRemove}) removed successfully.\"\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to remove layer '{layerName}': {e.Message}\");\n }\n }\n\n private static object GetLayers()\n {\n try\n {\n var layers = new Dictionary();\n for (int i = 0; i < TotalLayerCount; i++)\n {\n string layerName = LayerMask.LayerToName(i);\n if (!string.IsNullOrEmpty(layerName)) // Only include layers that have names\n {\n layers.Add(i, layerName);\n }\n }\n return Response.Success(\"Retrieved current named layers.\", layers);\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to retrieve layers: {e.Message}\");\n }\n }\n\n // --- Helper Methods ---\n\n /// \n /// Gets the SerializedObject for the TagManager asset.\n /// \n private static SerializedObject GetTagManager()\n {\n try\n {\n // Load the TagManager asset from the ProjectSettings folder\n UnityEngine.Object[] tagManagerAssets = AssetDatabase.LoadAllAssetsAtPath(\n \"ProjectSettings/TagManager.asset\"\n );\n if (tagManagerAssets == null || tagManagerAssets.Length == 0)\n {\n Debug.LogError(\"[ManageEditor] TagManager.asset not found in ProjectSettings.\");\n return null;\n }\n // The first object in the asset file should be the TagManager\n return new SerializedObject(tagManagerAssets[0]);\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ManageEditor] Error accessing TagManager.asset: {e.Message}\");\n return null;\n }\n }\n\n // --- Example Implementations for Settings ---\n /*\n private static object SetGameViewResolution(int width, int height) { ... }\n private static object SetQualityLevel(JToken qualityLevelToken) { ... }\n */\n }\n\n // Helper class to get custom tool names (remains the same)\n internal static class EditorTools\n {\n public static string GetActiveToolName()\n {\n // This is a placeholder. Real implementation depends on how custom tools\n // are registered and tracked in the specific Unity project setup.\n // It might involve checking static variables, calling methods on specific tool managers, etc.\n if (UnityEditor.Tools.current == Tool.Custom)\n {\n // Example: Check a known custom tool manager\n // if (MyCustomToolManager.IsActive) return MyCustomToolManager.ActiveToolName;\n return \"Unknown Custom Tool\";\n }\n return UnityEditor.Tools.current.ToString();\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ReadConsole.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditorInternal;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles reading and clearing Unity Editor console log entries.\n /// Uses reflection to access internal LogEntry methods/properties.\n /// \n public static class ReadConsole\n {\n // Reflection members for accessing internal LogEntry data\n // private static MethodInfo _getEntriesMethod; // Removed as it's unused and fails reflection\n private static MethodInfo _startGettingEntriesMethod;\n private static MethodInfo _endGettingEntriesMethod; // Renamed from _stopGettingEntriesMethod, trying End...\n private static MethodInfo _clearMethod;\n private static MethodInfo _getCountMethod;\n private static MethodInfo _getEntryMethod;\n private static FieldInfo _modeField;\n private static FieldInfo _messageField;\n private static FieldInfo _fileField;\n private static FieldInfo _lineField;\n private static FieldInfo _instanceIdField;\n\n // Note: Timestamp is not directly available in LogEntry; need to parse message or find alternative?\n\n // Static constructor for reflection setup\n static ReadConsole()\n {\n try\n {\n Type logEntriesType = typeof(EditorApplication).Assembly.GetType(\n \"UnityEditor.LogEntries\"\n );\n if (logEntriesType == null)\n throw new Exception(\"Could not find internal type UnityEditor.LogEntries\");\n\n // Include NonPublic binding flags as internal APIs might change accessibility\n BindingFlags staticFlags =\n BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic;\n BindingFlags instanceFlags =\n BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic;\n\n _startGettingEntriesMethod = logEntriesType.GetMethod(\n \"StartGettingEntries\",\n staticFlags\n );\n if (_startGettingEntriesMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.StartGettingEntries\");\n\n // Try reflecting EndGettingEntries based on warning message\n _endGettingEntriesMethod = logEntriesType.GetMethod(\n \"EndGettingEntries\",\n staticFlags\n );\n if (_endGettingEntriesMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.EndGettingEntries\");\n\n _clearMethod = logEntriesType.GetMethod(\"Clear\", staticFlags);\n if (_clearMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.Clear\");\n\n _getCountMethod = logEntriesType.GetMethod(\"GetCount\", staticFlags);\n if (_getCountMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.GetCount\");\n\n _getEntryMethod = logEntriesType.GetMethod(\"GetEntryInternal\", staticFlags);\n if (_getEntryMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.GetEntryInternal\");\n\n Type logEntryType = typeof(EditorApplication).Assembly.GetType(\n \"UnityEditor.LogEntry\"\n );\n if (logEntryType == null)\n throw new Exception(\"Could not find internal type UnityEditor.LogEntry\");\n\n _modeField = logEntryType.GetField(\"mode\", instanceFlags);\n if (_modeField == null)\n throw new Exception(\"Failed to reflect LogEntry.mode\");\n\n _messageField = logEntryType.GetField(\"message\", instanceFlags);\n if (_messageField == null)\n throw new Exception(\"Failed to reflect LogEntry.message\");\n\n _fileField = logEntryType.GetField(\"file\", instanceFlags);\n if (_fileField == null)\n throw new Exception(\"Failed to reflect LogEntry.file\");\n\n _lineField = logEntryType.GetField(\"line\", instanceFlags);\n if (_lineField == null)\n throw new Exception(\"Failed to reflect LogEntry.line\");\n\n _instanceIdField = logEntryType.GetField(\"instanceID\", instanceFlags);\n if (_instanceIdField == null)\n throw new Exception(\"Failed to reflect LogEntry.instanceID\");\n }\n catch (Exception e)\n {\n Debug.LogError(\n $\"[ReadConsole] Static Initialization Failed: Could not setup reflection for LogEntries/LogEntry. Console reading/clearing will likely fail. Specific Error: {e.Message}\"\n );\n // Set members to null to prevent NullReferenceExceptions later, HandleCommand should check this.\n _startGettingEntriesMethod =\n _endGettingEntriesMethod =\n _clearMethod =\n _getCountMethod =\n _getEntryMethod =\n null;\n _modeField = _messageField = _fileField = _lineField = _instanceIdField = null;\n }\n }\n\n // --- Main Handler ---\n\n public static object HandleCommand(JObject @params)\n {\n // Check if ALL required reflection members were successfully initialized.\n if (\n _startGettingEntriesMethod == null\n || _endGettingEntriesMethod == null\n || _clearMethod == null\n || _getCountMethod == null\n || _getEntryMethod == null\n || _modeField == null\n || _messageField == null\n || _fileField == null\n || _lineField == null\n || _instanceIdField == null\n )\n {\n // Log the error here as well for easier debugging in Unity Console\n Debug.LogError(\n \"[ReadConsole] HandleCommand called but reflection members are not initialized. Static constructor might have failed silently or there's an issue.\"\n );\n return Response.Error(\n \"ReadConsole handler failed to initialize due to reflection errors. Cannot access console logs.\"\n );\n }\n\n string action = @params[\"action\"]?.ToString().ToLower() ?? \"get\";\n\n try\n {\n if (action == \"clear\")\n {\n return ClearConsole();\n }\n else if (action == \"get\")\n {\n // Extract parameters for 'get'\n var types =\n (@params[\"types\"] as JArray)?.Select(t => t.ToString().ToLower()).ToList()\n ?? new List { \"error\", \"warning\", \"log\" };\n int? count = @params[\"count\"]?.ToObject();\n string filterText = @params[\"filterText\"]?.ToString();\n string sinceTimestampStr = @params[\"sinceTimestamp\"]?.ToString(); // TODO: Implement timestamp filtering\n string format = (@params[\"format\"]?.ToString() ?? \"detailed\").ToLower();\n bool includeStacktrace =\n @params[\"includeStacktrace\"]?.ToObject() ?? true;\n\n if (types.Contains(\"all\"))\n {\n types = new List { \"error\", \"warning\", \"log\" }; // Expand 'all'\n }\n\n if (!string.IsNullOrEmpty(sinceTimestampStr))\n {\n Debug.LogWarning(\n \"[ReadConsole] Filtering by 'since_timestamp' is not currently implemented.\"\n );\n // Need a way to get timestamp per log entry.\n }\n\n return GetConsoleEntries(types, count, filterText, format, includeStacktrace);\n }\n else\n {\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are 'get' or 'clear'.\"\n );\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Action '{action}' failed: {e}\");\n return Response.Error($\"Internal error processing action '{action}': {e.Message}\");\n }\n }\n\n // --- Action Implementations ---\n\n private static object ClearConsole()\n {\n try\n {\n _clearMethod.Invoke(null, null); // Static method, no instance, no parameters\n return Response.Success(\"Console cleared successfully.\");\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Failed to clear console: {e}\");\n return Response.Error($\"Failed to clear console: {e.Message}\");\n }\n }\n\n private static object GetConsoleEntries(\n List types,\n int? count,\n string filterText,\n string format,\n bool includeStacktrace\n )\n {\n List formattedEntries = new List();\n int retrievedCount = 0;\n\n try\n {\n // LogEntries requires calling Start/Stop around GetEntries/GetEntryInternal\n _startGettingEntriesMethod.Invoke(null, null);\n\n int totalEntries = (int)_getCountMethod.Invoke(null, null);\n // Create instance to pass to GetEntryInternal - Ensure the type is correct\n Type logEntryType = typeof(EditorApplication).Assembly.GetType(\n \"UnityEditor.LogEntry\"\n );\n if (logEntryType == null)\n throw new Exception(\n \"Could not find internal type UnityEditor.LogEntry during GetConsoleEntries.\"\n );\n object logEntryInstance = Activator.CreateInstance(logEntryType);\n\n for (int i = 0; i < totalEntries; i++)\n {\n // Get the entry data into our instance using reflection\n _getEntryMethod.Invoke(null, new object[] { i, logEntryInstance });\n\n // Extract data using reflection\n int mode = (int)_modeField.GetValue(logEntryInstance);\n string message = (string)_messageField.GetValue(logEntryInstance);\n string file = (string)_fileField.GetValue(logEntryInstance);\n\n int line = (int)_lineField.GetValue(logEntryInstance);\n // int instanceId = (int)_instanceIdField.GetValue(logEntryInstance);\n\n if (string.IsNullOrEmpty(message))\n continue; // Skip empty messages\n\n // --- Filtering ---\n // Filter by type\n LogType currentType = GetLogTypeFromMode(mode);\n if (!types.Contains(currentType.ToString().ToLowerInvariant()))\n {\n continue;\n }\n\n // Filter by text (case-insensitive)\n if (\n !string.IsNullOrEmpty(filterText)\n && message.IndexOf(filterText, StringComparison.OrdinalIgnoreCase) < 0\n )\n {\n continue;\n }\n\n // TODO: Filter by timestamp (requires timestamp data)\n\n // --- Formatting ---\n string stackTrace = includeStacktrace ? ExtractStackTrace(message) : null;\n // Get first line if stack is present and requested, otherwise use full message\n string messageOnly =\n (includeStacktrace && !string.IsNullOrEmpty(stackTrace))\n ? message.Split(\n new[] { '\\n', '\\r' },\n StringSplitOptions.RemoveEmptyEntries\n )[0]\n : message;\n\n object formattedEntry = null;\n switch (format)\n {\n case \"plain\":\n formattedEntry = messageOnly;\n break;\n case \"json\":\n case \"detailed\": // Treat detailed as json for structured return\n default:\n formattedEntry = new\n {\n type = currentType.ToString(),\n message = messageOnly,\n file = file,\n line = line,\n // timestamp = \"\", // TODO\n stackTrace = stackTrace, // Will be null if includeStacktrace is false or no stack found\n };\n break;\n }\n\n formattedEntries.Add(formattedEntry);\n retrievedCount++;\n\n // Apply count limit (after filtering)\n if (count.HasValue && retrievedCount >= count.Value)\n {\n break;\n }\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Error while retrieving log entries: {e}\");\n // Ensure EndGettingEntries is called even if there's an error during iteration\n try\n {\n _endGettingEntriesMethod.Invoke(null, null);\n }\n catch\n { /* Ignore nested exception */\n }\n return Response.Error($\"Error retrieving log entries: {e.Message}\");\n }\n finally\n {\n // Ensure we always call EndGettingEntries\n try\n {\n _endGettingEntriesMethod.Invoke(null, null);\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Failed to call EndGettingEntries: {e}\");\n // Don't return error here as we might have valid data, but log it.\n }\n }\n\n // Return the filtered and formatted list (might be empty)\n return Response.Success(\n $\"Retrieved {formattedEntries.Count} log entries.\",\n formattedEntries\n );\n }\n\n // --- Internal Helpers ---\n\n // Mapping from LogEntry.mode bits to LogType enum\n // Based on decompiled UnityEditor code or common patterns. Precise bits might change between Unity versions.\n // See comments below for LogEntry mode bits exploration.\n // Note: This mapping is simplified and might not cover all edge cases or future Unity versions perfectly.\n private const int ModeBitError = 1 << 0;\n private const int ModeBitAssert = 1 << 1;\n private const int ModeBitWarning = 1 << 2;\n private const int ModeBitLog = 1 << 3;\n private const int ModeBitException = 1 << 4; // Often combined with Error bits\n private const int ModeBitScriptingError = 1 << 9;\n private const int ModeBitScriptingWarning = 1 << 10;\n private const int ModeBitScriptingLog = 1 << 11;\n private const int ModeBitScriptingException = 1 << 18;\n private const int ModeBitScriptingAssertion = 1 << 22;\n\n private static LogType GetLogTypeFromMode(int mode)\n {\n // First, determine the type based on the original logic (most severe first)\n LogType initialType;\n if (\n (\n mode\n & (\n ModeBitError\n | ModeBitScriptingError\n | ModeBitException\n | ModeBitScriptingException\n )\n ) != 0\n )\n {\n initialType = LogType.Error;\n }\n else if ((mode & (ModeBitAssert | ModeBitScriptingAssertion)) != 0)\n {\n initialType = LogType.Assert;\n }\n else if ((mode & (ModeBitWarning | ModeBitScriptingWarning)) != 0)\n {\n initialType = LogType.Warning;\n }\n else\n {\n initialType = LogType.Log;\n }\n\n // Apply the observed \"one level lower\" correction\n switch (initialType)\n {\n case LogType.Error:\n return LogType.Warning; // Error becomes Warning\n case LogType.Warning:\n return LogType.Log; // Warning becomes Log\n case LogType.Assert:\n return LogType.Assert; // Assert remains Assert (no lower level defined)\n case LogType.Log:\n return LogType.Log; // Log remains Log\n default:\n return LogType.Log; // Default fallback\n }\n }\n\n /// \n /// Attempts to extract the stack trace part from a log message.\n /// Unity log messages often have the stack trace appended after the main message,\n /// starting on a new line and typically indented or beginning with \"at \".\n /// \n /// The complete log message including potential stack trace.\n /// The extracted stack trace string, or null if none is found.\n private static string ExtractStackTrace(string fullMessage)\n {\n if (string.IsNullOrEmpty(fullMessage))\n return null;\n\n // Split into lines, removing empty ones to handle different line endings gracefully.\n // Using StringSplitOptions.None might be better if empty lines matter within stack trace, but RemoveEmptyEntries is usually safer here.\n string[] lines = fullMessage.Split(\n new[] { '\\r', '\\n' },\n StringSplitOptions.RemoveEmptyEntries\n );\n\n // If there's only one line or less, there's no separate stack trace.\n if (lines.Length <= 1)\n return null;\n\n int stackStartIndex = -1;\n\n // Start checking from the second line onwards.\n for (int i = 1; i < lines.Length; ++i)\n {\n // Performance: TrimStart creates a new string. Consider using IsWhiteSpace check if performance critical.\n string trimmedLine = lines[i].TrimStart();\n\n // Check for common stack trace patterns.\n if (\n trimmedLine.StartsWith(\"at \")\n || trimmedLine.StartsWith(\"UnityEngine.\")\n || trimmedLine.StartsWith(\"UnityEditor.\")\n || trimmedLine.Contains(\"(at \")\n || // Covers \"(at Assets/...\" pattern\n // Heuristic: Check if line starts with likely namespace/class pattern (Uppercase.Something)\n (\n trimmedLine.Length > 0\n && char.IsUpper(trimmedLine[0])\n && trimmedLine.Contains('.')\n )\n )\n {\n stackStartIndex = i;\n break; // Found the likely start of the stack trace\n }\n }\n\n // If a potential start index was found...\n if (stackStartIndex > 0)\n {\n // Join the lines from the stack start index onwards using standard newline characters.\n // This reconstructs the stack trace part of the message.\n return string.Join(\"\\n\", lines.Skip(stackStartIndex));\n }\n\n // No clear stack trace found based on the patterns.\n return null;\n }\n\n /* LogEntry.mode bits exploration (based on Unity decompilation/observation):\n May change between versions.\n\n Basic Types:\n kError = 1 << 0 (1)\n kAssert = 1 << 1 (2)\n kWarning = 1 << 2 (4)\n kLog = 1 << 3 (8)\n kFatal = 1 << 4 (16) - Often treated as Exception/Error\n\n Modifiers/Context:\n kAssetImportError = 1 << 7 (128)\n kAssetImportWarning = 1 << 8 (256)\n kScriptingError = 1 << 9 (512)\n kScriptingWarning = 1 << 10 (1024)\n kScriptingLog = 1 << 11 (2048)\n kScriptCompileError = 1 << 12 (4096)\n kScriptCompileWarning = 1 << 13 (8192)\n kStickyError = 1 << 14 (16384) - Stays visible even after Clear On Play\n kMayIgnoreLineNumber = 1 << 15 (32768)\n kReportBug = 1 << 16 (65536) - Shows the \"Report Bug\" button\n kDisplayPreviousErrorInStatusBar = 1 << 17 (131072)\n kScriptingException = 1 << 18 (262144)\n kDontExtractStacktrace = 1 << 19 (524288) - Hint to the console UI\n kShouldClearOnPlay = 1 << 20 (1048576) - Default behavior\n kGraphCompileError = 1 << 21 (2097152)\n kScriptingAssertion = 1 << 22 (4194304)\n kVisualScriptingError = 1 << 23 (8388608)\n\n Example observed values:\n Log: 2048 (ScriptingLog) or 8 (Log)\n Warning: 1028 (ScriptingWarning | Warning) or 4 (Warning)\n Error: 513 (ScriptingError | Error) or 1 (Error)\n Exception: 262161 (ScriptingException | Error | kFatal?) - Complex combination\n Assertion: 4194306 (ScriptingAssertion | Assert) or 2 (Assert)\n */\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageShader.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Text.RegularExpressions;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers;\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles CRUD operations for shader files within the Unity project.\n /// \n public static class ManageShader\n {\n /// \n /// Main handler for shader management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n // Extract parameters\n string action = @params[\"action\"]?.ToString().ToLower();\n string name = @params[\"name\"]?.ToString();\n string path = @params[\"path\"]?.ToString(); // Relative to Assets/\n string contents = null;\n\n // Check if we have base64 encoded contents\n bool contentsEncoded = @params[\"contentsEncoded\"]?.ToObject() ?? false;\n if (contentsEncoded && @params[\"encodedContents\"] != null)\n {\n try\n {\n contents = DecodeBase64(@params[\"encodedContents\"].ToString());\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to decode shader contents: {e.Message}\");\n }\n }\n else\n {\n contents = @params[\"contents\"]?.ToString();\n }\n\n // Validate required parameters\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\"Name parameter is required.\");\n }\n // Basic name validation (alphanumeric, underscores, cannot start with number)\n if (!Regex.IsMatch(name, @\"^[a-zA-Z_][a-zA-Z0-9_]*$\"))\n {\n return Response.Error(\n $\"Invalid shader name: '{name}'. Use only letters, numbers, underscores, and don't start with a number.\"\n );\n }\n\n // Ensure path is relative to Assets/, removing any leading \"Assets/\"\n // Set default directory to \"Shaders\" if path is not provided\n string relativeDir = path ?? \"Shaders\"; // Default to \"Shaders\" if path is null\n if (!string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = relativeDir.Replace('\\\\', '/').Trim('/');\n if (relativeDir.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n relativeDir = relativeDir.Substring(\"Assets/\".Length).TrimStart('/');\n }\n }\n // Handle empty string case explicitly after processing\n if (string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = \"Shaders\"; // Ensure default if path was provided as \"\" or only \"/\" or \"Assets/\"\n }\n\n // Construct paths\n string shaderFileName = $\"{name}.shader\";\n string fullPathDir = Path.Combine(Application.dataPath, relativeDir);\n string fullPath = Path.Combine(fullPathDir, shaderFileName);\n string relativePath = Path.Combine(\"Assets\", relativeDir, shaderFileName)\n .Replace('\\\\', '/'); // Ensure \"Assets/\" prefix and forward slashes\n\n // Ensure the target directory exists for create/update\n if (action == \"create\" || action == \"update\")\n {\n try\n {\n if (!Directory.Exists(fullPathDir))\n {\n Directory.CreateDirectory(fullPathDir);\n // Refresh AssetDatabase to recognize new folders\n AssetDatabase.Refresh();\n }\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Could not create directory '{fullPathDir}': {e.Message}\"\n );\n }\n }\n\n // Route to specific action handlers\n switch (action)\n {\n case \"create\":\n return CreateShader(fullPath, relativePath, name, contents);\n case \"read\":\n return ReadShader(fullPath, relativePath);\n case \"update\":\n return UpdateShader(fullPath, relativePath, name, contents);\n case \"delete\":\n return DeleteShader(fullPath, relativePath);\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: create, read, update, delete.\"\n );\n }\n }\n\n /// \n /// Decode base64 string to normal text\n /// \n private static string DecodeBase64(string encoded)\n {\n byte[] data = Convert.FromBase64String(encoded);\n return System.Text.Encoding.UTF8.GetString(data);\n }\n\n /// \n /// Encode text to base64 string\n /// \n private static string EncodeBase64(string text)\n {\n byte[] data = System.Text.Encoding.UTF8.GetBytes(text);\n return Convert.ToBase64String(data);\n }\n\n private static object CreateShader(\n string fullPath,\n string relativePath,\n string name,\n string contents\n )\n {\n // Check if shader already exists\n if (File.Exists(fullPath))\n {\n return Response.Error(\n $\"Shader already exists at '{relativePath}'. Use 'update' action to modify.\"\n );\n }\n\n // Add validation for shader name conflicts in Unity\n if (Shader.Find(name) != null)\n {\n return Response.Error(\n $\"A shader with name '{name}' already exists in the project. Choose a different name.\"\n );\n }\n\n // Generate default content if none provided\n if (string.IsNullOrEmpty(contents))\n {\n contents = GenerateDefaultShaderContent(name);\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath);\n AssetDatabase.Refresh(); // Ensure Unity recognizes the new shader\n return Response.Success(\n $\"Shader '{name}.shader' created successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create shader '{relativePath}': {e.Message}\");\n }\n }\n\n private static object ReadShader(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Shader not found at '{relativePath}'.\");\n }\n\n try\n {\n string contents = File.ReadAllText(fullPath);\n\n // Return both normal and encoded contents for larger files\n //TODO: Consider a threshold for large files\n bool isLarge = contents.Length > 10000; // If content is large, include encoded version\n var responseData = new\n {\n path = relativePath,\n contents = contents,\n // For large files, also include base64-encoded version\n encodedContents = isLarge ? EncodeBase64(contents) : null,\n contentsEncoded = isLarge,\n };\n\n return Response.Success(\n $\"Shader '{Path.GetFileName(relativePath)}' read successfully.\",\n responseData\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to read shader '{relativePath}': {e.Message}\");\n }\n }\n\n private static object UpdateShader(\n string fullPath,\n string relativePath,\n string name,\n string contents\n )\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error(\n $\"Shader not found at '{relativePath}'. Use 'create' action to add a new shader.\"\n );\n }\n if (string.IsNullOrEmpty(contents))\n {\n return Response.Error(\"Content is required for the 'update' action.\");\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath);\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Shader '{Path.GetFileName(relativePath)}' updated successfully.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to update shader '{relativePath}': {e.Message}\");\n }\n }\n\n private static object DeleteShader(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Shader not found at '{relativePath}'.\");\n }\n\n try\n {\n // Delete the asset through Unity's AssetDatabase first\n bool success = AssetDatabase.DeleteAsset(relativePath);\n if (!success)\n {\n return Response.Error($\"Failed to delete shader through Unity's AssetDatabase: '{relativePath}'\");\n }\n\n // If the file still exists (rare case), try direct deletion\n if (File.Exists(fullPath))\n {\n File.Delete(fullPath);\n }\n\n return Response.Success($\"Shader '{Path.GetFileName(relativePath)}' deleted successfully.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to delete shader '{relativePath}': {e.Message}\");\n }\n }\n\n //This is a CGProgram template\n //TODO: making a HLSL template as well?\n private static string GenerateDefaultShaderContent(string name)\n {\n return @\"Shader \"\"\" + name + @\"\"\"\n {\n Properties\n {\n _MainTex (\"\"Texture\"\", 2D) = \"\"white\"\" {}\n }\n SubShader\n {\n Tags { \"\"RenderType\"\"=\"\"Opaque\"\" }\n LOD 100\n\n Pass\n {\n CGPROGRAM\n #pragma vertex vert\n #pragma fragment frag\n #include \"\"UnityCG.cginc\"\"\n\n struct appdata\n {\n float4 vertex : POSITION;\n float2 uv : TEXCOORD0;\n };\n\n struct v2f\n {\n float2 uv : TEXCOORD0;\n float4 vertex : SV_POSITION;\n };\n\n sampler2D _MainTex;\n float4 _MainTex_ST;\n\n v2f vert (appdata v)\n {\n v2f o;\n o.vertex = UnityObjectToClipPos(v.vertex);\n o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n return o;\n }\n\n fixed4 frag (v2f i) : SV_Target\n {\n fixed4 col = tex2D(_MainTex, i.uv);\n return col;\n }\n ENDCG\n }\n }\n }\";\n }\n }\n} "], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/GameObjectSerializer.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Runtime.Serialization; // For Converters\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n /// \n /// Handles serialization of GameObjects and Components for MCP responses.\n /// Includes reflection helpers and caching for performance.\n /// \n public static class GameObjectSerializer\n {\n // --- Data Serialization ---\n\n /// \n /// Creates a serializable representation of a GameObject.\n /// \n public static object GetGameObjectData(GameObject go)\n {\n if (go == null)\n return null;\n return new\n {\n name = go.name,\n instanceID = go.GetInstanceID(),\n tag = go.tag,\n layer = go.layer,\n activeSelf = go.activeSelf,\n activeInHierarchy = go.activeInHierarchy,\n isStatic = go.isStatic,\n scenePath = go.scene.path, // Identify which scene it belongs to\n transform = new // Serialize transform components carefully to avoid JSON issues\n {\n // Serialize Vector3 components individually to prevent self-referencing loops.\n // The default serializer can struggle with properties like Vector3.normalized.\n position = new\n {\n x = go.transform.position.x,\n y = go.transform.position.y,\n z = go.transform.position.z,\n },\n localPosition = new\n {\n x = go.transform.localPosition.x,\n y = go.transform.localPosition.y,\n z = go.transform.localPosition.z,\n },\n rotation = new\n {\n x = go.transform.rotation.eulerAngles.x,\n y = go.transform.rotation.eulerAngles.y,\n z = go.transform.rotation.eulerAngles.z,\n },\n localRotation = new\n {\n x = go.transform.localRotation.eulerAngles.x,\n y = go.transform.localRotation.eulerAngles.y,\n z = go.transform.localRotation.eulerAngles.z,\n },\n scale = new\n {\n x = go.transform.localScale.x,\n y = go.transform.localScale.y,\n z = go.transform.localScale.z,\n },\n forward = new\n {\n x = go.transform.forward.x,\n y = go.transform.forward.y,\n z = go.transform.forward.z,\n },\n up = new\n {\n x = go.transform.up.x,\n y = go.transform.up.y,\n z = go.transform.up.z,\n },\n right = new\n {\n x = go.transform.right.x,\n y = go.transform.right.y,\n z = go.transform.right.z,\n },\n },\n parentInstanceID = go.transform.parent?.gameObject.GetInstanceID() ?? 0, // 0 if no parent\n // Optionally include components, but can be large\n // components = go.GetComponents().Select(c => GetComponentData(c)).ToList()\n // Or just component names:\n componentNames = go.GetComponents()\n .Select(c => c.GetType().FullName)\n .ToList(),\n };\n }\n\n // --- Metadata Caching for Reflection ---\n private class CachedMetadata\n {\n public readonly List SerializableProperties;\n public readonly List SerializableFields;\n\n public CachedMetadata(List properties, List fields)\n {\n SerializableProperties = properties;\n SerializableFields = fields;\n }\n }\n // Key becomes Tuple\n private static readonly Dictionary, CachedMetadata> _metadataCache = new Dictionary, CachedMetadata>();\n // --- End Metadata Caching ---\n\n /// \n /// Creates a serializable representation of a Component, attempting to serialize\n /// public properties and fields using reflection, with caching and control over non-public fields.\n /// \n // Add the flag parameter here\n public static object GetComponentData(Component c, bool includeNonPublicSerializedFields = true)\n {\n // --- Add Early Logging --- \n // Debug.Log($\"[GetComponentData] Starting for component: {c?.GetType()?.FullName ?? \"null\"} (ID: {c?.GetInstanceID() ?? 0})\");\n // --- End Early Logging ---\n \n if (c == null) return null;\n Type componentType = c.GetType();\n\n // --- Special handling for Transform to avoid reflection crashes and problematic properties --- \n if (componentType == typeof(Transform))\n {\n Transform tr = c as Transform;\n // Debug.Log($\"[GetComponentData] Manually serializing Transform (ID: {tr.GetInstanceID()})\");\n return new Dictionary\n {\n { \"typeName\", componentType.FullName },\n { \"instanceID\", tr.GetInstanceID() },\n // Manually extract known-safe properties. Avoid Quaternion 'rotation' and 'lossyScale'.\n { \"position\", CreateTokenFromValue(tr.position, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"localPosition\", CreateTokenFromValue(tr.localPosition, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"eulerAngles\", CreateTokenFromValue(tr.eulerAngles, typeof(Vector3))?.ToObject() ?? new JObject() }, // Use Euler angles\n { \"localEulerAngles\", CreateTokenFromValue(tr.localEulerAngles, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"localScale\", CreateTokenFromValue(tr.localScale, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"right\", CreateTokenFromValue(tr.right, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"up\", CreateTokenFromValue(tr.up, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"forward\", CreateTokenFromValue(tr.forward, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"parentInstanceID\", tr.parent?.gameObject.GetInstanceID() ?? 0 },\n { \"rootInstanceID\", tr.root?.gameObject.GetInstanceID() ?? 0 },\n { \"childCount\", tr.childCount },\n // Include standard Object/Component properties\n { \"name\", tr.name }, \n { \"tag\", tr.tag }, \n { \"gameObjectInstanceID\", tr.gameObject?.GetInstanceID() ?? 0 }\n };\n }\n // --- End Special handling for Transform --- \n\n // --- Special handling for Camera to avoid matrix-related crashes ---\n if (componentType == typeof(Camera))\n {\n Camera cam = c as Camera;\n var cameraProperties = new Dictionary();\n\n // List of safe properties to serialize\n var safeProperties = new Dictionary>\n {\n { \"nearClipPlane\", () => cam.nearClipPlane },\n { \"farClipPlane\", () => cam.farClipPlane },\n { \"fieldOfView\", () => cam.fieldOfView },\n { \"renderingPath\", () => (int)cam.renderingPath },\n { \"actualRenderingPath\", () => (int)cam.actualRenderingPath },\n { \"allowHDR\", () => cam.allowHDR },\n { \"allowMSAA\", () => cam.allowMSAA },\n { \"allowDynamicResolution\", () => cam.allowDynamicResolution },\n { \"forceIntoRenderTexture\", () => cam.forceIntoRenderTexture },\n { \"orthographicSize\", () => cam.orthographicSize },\n { \"orthographic\", () => cam.orthographic },\n { \"opaqueSortMode\", () => (int)cam.opaqueSortMode },\n { \"transparencySortMode\", () => (int)cam.transparencySortMode },\n { \"depth\", () => cam.depth },\n { \"aspect\", () => cam.aspect },\n { \"cullingMask\", () => cam.cullingMask },\n { \"eventMask\", () => cam.eventMask },\n { \"backgroundColor\", () => cam.backgroundColor },\n { \"clearFlags\", () => (int)cam.clearFlags },\n { \"stereoEnabled\", () => cam.stereoEnabled },\n { \"stereoSeparation\", () => cam.stereoSeparation },\n { \"stereoConvergence\", () => cam.stereoConvergence },\n { \"enabled\", () => cam.enabled },\n { \"name\", () => cam.name },\n { \"tag\", () => cam.tag },\n { \"gameObject\", () => new { name = cam.gameObject.name, instanceID = cam.gameObject.GetInstanceID() } }\n };\n\n foreach (var prop in safeProperties)\n {\n try\n {\n var value = prop.Value();\n if (value != null)\n {\n AddSerializableValue(cameraProperties, prop.Key, value.GetType(), value);\n }\n }\n catch (Exception)\n {\n // Silently skip any property that fails\n continue;\n }\n }\n\n return new Dictionary\n {\n { \"typeName\", componentType.FullName },\n { \"instanceID\", cam.GetInstanceID() },\n { \"properties\", cameraProperties }\n };\n }\n // --- End Special handling for Camera ---\n\n var data = new Dictionary\n {\n { \"typeName\", componentType.FullName },\n { \"instanceID\", c.GetInstanceID() }\n };\n\n // --- Get Cached or Generate Metadata (using new cache key) ---\n Tuple cacheKey = new Tuple(componentType, includeNonPublicSerializedFields);\n if (!_metadataCache.TryGetValue(cacheKey, out CachedMetadata cachedData))\n {\n var propertiesToCache = new List();\n var fieldsToCache = new List();\n\n // Traverse the hierarchy from the component type up to MonoBehaviour\n Type currentType = componentType;\n while (currentType != null && currentType != typeof(MonoBehaviour) && currentType != typeof(object))\n {\n // Get properties declared only at the current type level\n BindingFlags propFlags = BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly;\n foreach (var propInfo in currentType.GetProperties(propFlags))\n {\n // Basic filtering (readable, not indexer, not transform which is handled elsewhere)\n if (!propInfo.CanRead || propInfo.GetIndexParameters().Length > 0 || propInfo.Name == \"transform\") continue;\n // Add if not already added (handles overrides - keep the most derived version)\n if (!propertiesToCache.Any(p => p.Name == propInfo.Name)) {\n propertiesToCache.Add(propInfo);\n }\n }\n\n // Get fields declared only at the current type level (both public and non-public)\n BindingFlags fieldFlags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly;\n var declaredFields = currentType.GetFields(fieldFlags);\n\n // Process the declared Fields for caching\n foreach (var fieldInfo in declaredFields)\n {\n if (fieldInfo.Name.EndsWith(\"k__BackingField\")) continue; // Skip backing fields\n\n // Add if not already added (handles hiding - keep the most derived version)\n if (fieldsToCache.Any(f => f.Name == fieldInfo.Name)) continue;\n\n bool shouldInclude = false;\n if (includeNonPublicSerializedFields)\n {\n // If TRUE, include Public OR NonPublic with [SerializeField]\n shouldInclude = fieldInfo.IsPublic || (fieldInfo.IsPrivate && fieldInfo.IsDefined(typeof(SerializeField), inherit: false));\n }\n else // includeNonPublicSerializedFields is FALSE\n {\n // If FALSE, include ONLY if it is explicitly Public.\n shouldInclude = fieldInfo.IsPublic;\n }\n\n if (shouldInclude)\n {\n fieldsToCache.Add(fieldInfo);\n }\n }\n\n // Move to the base type\n currentType = currentType.BaseType;\n }\n // --- End Hierarchy Traversal ---\n\n cachedData = new CachedMetadata(propertiesToCache, fieldsToCache);\n _metadataCache[cacheKey] = cachedData; // Add to cache with combined key\n }\n // --- End Get Cached or Generate Metadata ---\n\n // --- Use cached metadata ---\n var serializablePropertiesOutput = new Dictionary();\n \n // --- Add Logging Before Property Loop ---\n // Debug.Log($\"[GetComponentData] Starting property loop for {componentType.Name}...\");\n // --- End Logging Before Property Loop ---\n\n // Use cached properties\n foreach (var propInfo in cachedData.SerializableProperties)\n {\n string propName = propInfo.Name;\n\n // --- Skip known obsolete/problematic Component shortcut properties ---\n bool skipProperty = false;\n if (propName == \"rigidbody\" || propName == \"rigidbody2D\" || propName == \"camera\" ||\n propName == \"light\" || propName == \"animation\" || propName == \"constantForce\" ||\n propName == \"renderer\" || propName == \"audio\" || propName == \"networkView\" ||\n propName == \"collider\" || propName == \"collider2D\" || propName == \"hingeJoint\" ||\n propName == \"particleSystem\" ||\n // Also skip potentially problematic Matrix properties prone to cycles/errors\n propName == \"worldToLocalMatrix\" || propName == \"localToWorldMatrix\")\n {\n // Debug.Log($\"[GetComponentData] Explicitly skipping generic property: {propName}\"); // Optional log\n skipProperty = true;\n }\n // --- End Skip Generic Properties ---\n\n // --- Skip specific potentially problematic Camera properties ---\n if (componentType == typeof(Camera) && \n (propName == \"pixelRect\" || \n propName == \"rect\" || \n propName == \"cullingMatrix\" ||\n propName == \"useOcclusionCulling\" ||\n propName == \"worldToCameraMatrix\" ||\n propName == \"projectionMatrix\" ||\n propName == \"nonJitteredProjectionMatrix\" ||\n propName == \"previousViewProjectionMatrix\" ||\n propName == \"cameraToWorldMatrix\"))\n {\n // Debug.Log($\"[GetComponentData] Explicitly skipping Camera property: {propName}\");\n skipProperty = true;\n }\n // --- End Skip Camera Properties ---\n\n // --- Skip specific potentially problematic Transform properties ---\n if (componentType == typeof(Transform) && \n (propName == \"lossyScale\" || \n propName == \"rotation\" ||\n propName == \"worldToLocalMatrix\" ||\n propName == \"localToWorldMatrix\"))\n {\n // Debug.Log($\"[GetComponentData] Explicitly skipping Transform property: {propName}\");\n skipProperty = true;\n }\n // --- End Skip Transform Properties ---\n\n // Skip if flagged\n if (skipProperty)\n {\n continue;\n }\n\n try\n {\n // --- Add detailed logging --- \n // Debug.Log($\"[GetComponentData] Accessing: {componentType.Name}.{propName}\");\n // --- End detailed logging ---\n object value = propInfo.GetValue(c);\n Type propType = propInfo.PropertyType;\n AddSerializableValue(serializablePropertiesOutput, propName, propType, value);\n }\n catch (Exception ex)\n {\n // Debug.LogWarning($\"Could not read property {propName} on {componentType.Name}: {ex.Message}\");\n }\n }\n\n // --- Add Logging Before Field Loop ---\n // Debug.Log($\"[GetComponentData] Starting field loop for {componentType.Name}...\");\n // --- End Logging Before Field Loop ---\n\n // Use cached fields\n foreach (var fieldInfo in cachedData.SerializableFields)\n {\n try\n {\n // --- Add detailed logging for fields --- \n // Debug.Log($\"[GetComponentData] Accessing Field: {componentType.Name}.{fieldInfo.Name}\");\n // --- End detailed logging for fields ---\n object value = fieldInfo.GetValue(c);\n string fieldName = fieldInfo.Name;\n Type fieldType = fieldInfo.FieldType;\n AddSerializableValue(serializablePropertiesOutput, fieldName, fieldType, value);\n }\n catch (Exception ex)\n {\n // Debug.LogWarning($\"Could not read field {fieldInfo.Name} on {componentType.Name}: {ex.Message}\");\n }\n }\n // --- End Use cached metadata ---\n\n if (serializablePropertiesOutput.Count > 0)\n {\n data[\"properties\"] = serializablePropertiesOutput;\n }\n\n return data;\n }\n\n // Helper function to decide how to serialize different types\n private static void AddSerializableValue(Dictionary dict, string name, Type type, object value)\n {\n // Simplified: Directly use CreateTokenFromValue which uses the serializer\n if (value == null)\n {\n dict[name] = null;\n return;\n }\n\n try\n {\n // Use the helper that employs our custom serializer settings\n JToken token = CreateTokenFromValue(value, type);\n if (token != null) // Check if serialization succeeded in the helper\n {\n // Convert JToken back to a basic object structure for the dictionary\n dict[name] = ConvertJTokenToPlainObject(token);\n }\n // If token is null, it means serialization failed and a warning was logged.\n }\n catch (Exception e)\n {\n // Catch potential errors during JToken conversion or addition to dictionary\n Debug.LogWarning($\"[AddSerializableValue] Error processing value for '{name}' (Type: {type.FullName}): {e.Message}. Skipping.\");\n }\n }\n\n // Helper to convert JToken back to basic object structure\n private static object ConvertJTokenToPlainObject(JToken token)\n {\n if (token == null) return null;\n\n switch (token.Type)\n {\n case JTokenType.Object:\n var objDict = new Dictionary();\n foreach (var prop in ((JObject)token).Properties())\n {\n objDict[prop.Name] = ConvertJTokenToPlainObject(prop.Value);\n }\n return objDict;\n\n case JTokenType.Array:\n var list = new List();\n foreach (var item in (JArray)token)\n {\n list.Add(ConvertJTokenToPlainObject(item));\n }\n return list;\n\n case JTokenType.Integer:\n return token.ToObject(); // Use long for safety\n case JTokenType.Float:\n return token.ToObject(); // Use double for safety\n case JTokenType.String:\n return token.ToObject();\n case JTokenType.Boolean:\n return token.ToObject();\n case JTokenType.Date:\n return token.ToObject();\n case JTokenType.Guid:\n return token.ToObject();\n case JTokenType.Uri:\n return token.ToObject();\n case JTokenType.TimeSpan:\n return token.ToObject();\n case JTokenType.Bytes:\n return token.ToObject();\n case JTokenType.Null:\n return null;\n case JTokenType.Undefined:\n return null; // Treat undefined as null\n\n default:\n // Fallback for simple value types not explicitly listed\n if (token is JValue jValue && jValue.Value != null)\n {\n return jValue.Value;\n }\n // Debug.LogWarning($\"Unsupported JTokenType encountered: {token.Type}. Returning null.\");\n return null;\n }\n }\n\n // --- Define custom JsonSerializerSettings for OUTPUT ---\n private static readonly JsonSerializerSettings _outputSerializerSettings = new JsonSerializerSettings\n {\n Converters = new List\n {\n new Vector3Converter(),\n new Vector2Converter(),\n new QuaternionConverter(),\n new ColorConverter(),\n new RectConverter(),\n new BoundsConverter(),\n new UnityEngineObjectConverter() // Handles serialization of references\n },\n ReferenceLoopHandling = ReferenceLoopHandling.Ignore,\n // ContractResolver = new DefaultContractResolver { NamingStrategy = new CamelCaseNamingStrategy() } // Example if needed\n };\n private static readonly JsonSerializer _outputSerializer = JsonSerializer.Create(_outputSerializerSettings);\n // --- End Define custom JsonSerializerSettings ---\n\n // Helper to create JToken using the output serializer\n private static JToken CreateTokenFromValue(object value, Type type)\n {\n if (value == null) return JValue.CreateNull();\n\n try\n {\n // Use the pre-configured OUTPUT serializer instance\n return JToken.FromObject(value, _outputSerializer);\n }\n catch (JsonSerializationException e)\n {\n Debug.LogWarning($\"[GameObjectSerializer] Newtonsoft.Json Error serializing value of type {type.FullName}: {e.Message}. Skipping property/field.\");\n return null; // Indicate serialization failure\n }\n catch (Exception e) // Catch other unexpected errors\n {\n Debug.LogWarning($\"[GameObjectSerializer] Unexpected error serializing value of type {type.FullName}: {e}. Skipping property/field.\");\n return null; // Indicate serialization failure\n }\n }\n }\n} "], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ExecuteMenuItem.cs", "using System;\nusing System.Collections.Generic; // Added for HashSet\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles executing Unity Editor menu items by path.\n /// \n public static class ExecuteMenuItem\n {\n // Basic blacklist to prevent accidental execution of potentially disruptive menu items.\n // This can be expanded based on needs.\n private static readonly HashSet _menuPathBlacklist = new HashSet(\n StringComparer.OrdinalIgnoreCase\n )\n {\n \"File/Quit\",\n // Add other potentially dangerous items like \"Edit/Preferences...\", \"File/Build Settings...\" if needed\n };\n\n /// \n /// Main handler for executing menu items or getting available ones.\n /// \n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower() ?? \"execute\"; // Default action\n\n try\n {\n switch (action)\n {\n case \"execute\":\n return ExecuteItem(@params);\n case \"get_available_menus\":\n // Getting a comprehensive list of *all* menu items dynamically is very difficult\n // and often requires complex reflection or maintaining a manual list.\n // Returning a placeholder/acknowledgement for now.\n Debug.LogWarning(\n \"[ExecuteMenuItem] 'get_available_menus' action is not fully implemented. Dynamically listing all menu items is complex.\"\n );\n // Returning an empty list as per the refactor plan's requirements.\n return Response.Success(\n \"'get_available_menus' action is not fully implemented. Returning empty list.\",\n new List()\n );\n // TODO: Consider implementing a basic list of common/known menu items or exploring reflection techniques if this feature becomes critical.\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are 'execute', 'get_available_menus'.\"\n );\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ExecuteMenuItem] Action '{action}' failed: {e}\");\n return Response.Error($\"Internal error processing action '{action}': {e.Message}\");\n }\n }\n\n /// \n /// Executes a specific menu item.\n /// \n private static object ExecuteItem(JObject @params)\n {\n // Try both naming conventions: snake_case and camelCase\n string menuPath = @params[\"menu_path\"]?.ToString() ?? @params[\"menuPath\"]?.ToString();\n\n // string alias = @params[\"alias\"]?.ToString(); // TODO: Implement alias mapping based on refactor plan requirements.\n // JObject parameters = @params[\"parameters\"] as JObject; // TODO: Investigate parameter passing (often not directly supported by ExecuteMenuItem).\n\n if (string.IsNullOrWhiteSpace(menuPath))\n {\n return Response.Error(\"Required parameter 'menu_path' or 'menuPath' is missing or empty.\");\n }\n\n // Validate against blacklist\n if (_menuPathBlacklist.Contains(menuPath))\n {\n return Response.Error(\n $\"Execution of menu item '{menuPath}' is blocked for safety reasons.\"\n );\n }\n\n // TODO: Implement alias lookup here if needed (Map alias to actual menuPath).\n // if (!string.IsNullOrEmpty(alias)) { menuPath = LookupAlias(alias); if(menuPath == null) return Response.Error(...); }\n\n // TODO: Handle parameters ('parameters' object) if a viable method is found.\n // This is complex as EditorApplication.ExecuteMenuItem doesn't take arguments directly.\n // It might require finding the underlying EditorWindow or command if parameters are needed.\n\n try\n {\n // Attempt to execute the menu item on the main thread using delayCall for safety.\n EditorApplication.delayCall += () =>\n {\n try\n {\n bool executed = EditorApplication.ExecuteMenuItem(menuPath);\n // Log potential failure inside the delayed call.\n if (!executed)\n {\n Debug.LogError(\n $\"[ExecuteMenuItem] Failed to find or execute menu item via delayCall: '{menuPath}'. It might be invalid, disabled, or context-dependent.\"\n );\n }\n }\n catch (Exception delayEx)\n {\n Debug.LogError(\n $\"[ExecuteMenuItem] Exception during delayed execution of '{menuPath}': {delayEx}\"\n );\n }\n };\n\n // Report attempt immediately, as execution is delayed.\n return Response.Success(\n $\"Attempted to execute menu item: '{menuPath}'. Check Unity logs for confirmation or errors.\"\n );\n }\n catch (Exception e)\n {\n // Catch errors during setup phase.\n Debug.LogError(\n $\"[ExecuteMenuItem] Failed to setup execution for '{menuPath}': {e}\"\n );\n return Response.Error(\n $\"Error setting up execution for menu item '{menuPath}': {e.Message}\"\n );\n }\n }\n\n // TODO: Add helper for alias lookup if implementing aliases.\n // private static string LookupAlias(string alias) { ... return actualMenuPath or null ... }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/Response.cs", "using System;\nusing System.Collections.Generic;\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n /// \n /// Provides static methods for creating standardized success and error response objects.\n /// Ensures consistent JSON structure for communication back to the Python server.\n /// \n public static class Response\n {\n /// \n /// Creates a standardized success response object.\n /// \n /// A message describing the successful operation.\n /// Optional additional data to include in the response.\n /// An object representing the success response.\n public static object Success(string message, object data = null)\n {\n if (data != null)\n {\n return new\n {\n success = true,\n message = message,\n data = data,\n };\n }\n else\n {\n return new { success = true, message = message };\n }\n }\n\n /// \n /// Creates a standardized error response object.\n /// \n /// A message describing the error.\n /// Optional additional data (e.g., error details) to include.\n /// An object representing the error response.\n public static object Error(string errorMessage, object data = null)\n {\n if (data != null)\n {\n // Note: The key is \"error\" for error messages, not \"message\"\n return new\n {\n success = false,\n error = errorMessage,\n data = data,\n };\n }\n else\n {\n return new { success = false, error = errorMessage };\n }\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Runtime/Serialization/UnityTypeConverters.cs", "using Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing UnityEngine;\n#if UNITY_EDITOR\nusing UnityEditor; // Required for AssetDatabase and EditorUtility\n#endif\n\nnamespace UnityMcpBridge.Runtime.Serialization\n{\n public class Vector3Converter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Vector3 value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WritePropertyName(\"z\");\n writer.WriteValue(value.z);\n writer.WriteEndObject();\n }\n\n public override Vector3 ReadJson(JsonReader reader, Type objectType, Vector3 existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Vector3(\n (float)jo[\"x\"],\n (float)jo[\"y\"],\n (float)jo[\"z\"]\n );\n }\n }\n\n public class Vector2Converter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Vector2 value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WriteEndObject();\n }\n\n public override Vector2 ReadJson(JsonReader reader, Type objectType, Vector2 existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Vector2(\n (float)jo[\"x\"],\n (float)jo[\"y\"]\n );\n }\n }\n\n public class QuaternionConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Quaternion value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WritePropertyName(\"z\");\n writer.WriteValue(value.z);\n writer.WritePropertyName(\"w\");\n writer.WriteValue(value.w);\n writer.WriteEndObject();\n }\n\n public override Quaternion ReadJson(JsonReader reader, Type objectType, Quaternion existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Quaternion(\n (float)jo[\"x\"],\n (float)jo[\"y\"],\n (float)jo[\"z\"],\n (float)jo[\"w\"]\n );\n }\n }\n\n public class ColorConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Color value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"r\");\n writer.WriteValue(value.r);\n writer.WritePropertyName(\"g\");\n writer.WriteValue(value.g);\n writer.WritePropertyName(\"b\");\n writer.WriteValue(value.b);\n writer.WritePropertyName(\"a\");\n writer.WriteValue(value.a);\n writer.WriteEndObject();\n }\n\n public override Color ReadJson(JsonReader reader, Type objectType, Color existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Color(\n (float)jo[\"r\"],\n (float)jo[\"g\"],\n (float)jo[\"b\"],\n (float)jo[\"a\"]\n );\n }\n }\n \n public class RectConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Rect value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WritePropertyName(\"width\");\n writer.WriteValue(value.width);\n writer.WritePropertyName(\"height\");\n writer.WriteValue(value.height);\n writer.WriteEndObject();\n }\n\n public override Rect ReadJson(JsonReader reader, Type objectType, Rect existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Rect(\n (float)jo[\"x\"],\n (float)jo[\"y\"],\n (float)jo[\"width\"],\n (float)jo[\"height\"]\n );\n }\n }\n \n public class BoundsConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Bounds value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"center\");\n serializer.Serialize(writer, value.center); // Use serializer to handle nested Vector3\n writer.WritePropertyName(\"size\");\n serializer.Serialize(writer, value.size); // Use serializer to handle nested Vector3\n writer.WriteEndObject();\n }\n\n public override Bounds ReadJson(JsonReader reader, Type objectType, Bounds existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n Vector3 center = jo[\"center\"].ToObject(serializer); // Use serializer to handle nested Vector3\n Vector3 size = jo[\"size\"].ToObject(serializer); // Use serializer to handle nested Vector3\n return new Bounds(center, size);\n }\n }\n\n // Converter for UnityEngine.Object references (GameObjects, Components, Materials, Textures, etc.)\n public class UnityEngineObjectConverter : JsonConverter\n {\n public override bool CanRead => true; // We need to implement ReadJson\n public override bool CanWrite => true;\n\n public override void WriteJson(JsonWriter writer, UnityEngine.Object value, JsonSerializer serializer)\n {\n if (value == null)\n {\n writer.WriteNull();\n return;\n }\n\n#if UNITY_EDITOR // AssetDatabase and EditorUtility are Editor-only\n if (UnityEditor.AssetDatabase.Contains(value))\n {\n // It's an asset (Material, Texture, Prefab, etc.)\n string path = UnityEditor.AssetDatabase.GetAssetPath(value);\n if (!string.IsNullOrEmpty(path))\n {\n writer.WriteValue(path);\n }\n else\n {\n // Asset exists but path couldn't be found? Write minimal info.\n writer.WriteStartObject();\n writer.WritePropertyName(\"name\");\n writer.WriteValue(value.name);\n writer.WritePropertyName(\"instanceID\");\n writer.WriteValue(value.GetInstanceID());\n writer.WritePropertyName(\"isAssetWithoutPath\");\n writer.WriteValue(true);\n writer.WriteEndObject();\n }\n }\n else\n {\n // It's a scene object (GameObject, Component, etc.)\n writer.WriteStartObject();\n writer.WritePropertyName(\"name\");\n writer.WriteValue(value.name);\n writer.WritePropertyName(\"instanceID\");\n writer.WriteValue(value.GetInstanceID());\n writer.WriteEndObject();\n }\n#else\n // Runtime fallback: Write basic info without AssetDatabase\n writer.WriteStartObject();\n writer.WritePropertyName(\"name\");\n writer.WriteValue(value.name);\n writer.WritePropertyName(\"instanceID\");\n writer.WriteValue(value.GetInstanceID());\n writer.WritePropertyName(\"warning\");\n writer.WriteValue(\"UnityEngineObjectConverter running in non-Editor mode, asset path unavailable.\");\n writer.WriteEndObject();\n#endif\n }\n\n public override UnityEngine.Object ReadJson(JsonReader reader, Type objectType, UnityEngine.Object existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n if (reader.TokenType == JsonToken.Null)\n {\n return null;\n }\n\n#if UNITY_EDITOR\n if (reader.TokenType == JsonToken.String)\n {\n // Assume it's an asset path\n string path = reader.Value.ToString();\n return UnityEditor.AssetDatabase.LoadAssetAtPath(path, objectType);\n }\n\n if (reader.TokenType == JsonToken.StartObject)\n {\n JObject jo = JObject.Load(reader);\n if (jo.TryGetValue(\"instanceID\", out JToken idToken) && idToken.Type == JTokenType.Integer)\n {\n int instanceId = idToken.ToObject();\n UnityEngine.Object obj = UnityEditor.EditorUtility.InstanceIDToObject(instanceId);\n if (obj != null && objectType.IsAssignableFrom(obj.GetType()))\n {\n return obj;\n }\n }\n // Could potentially try finding by name as a fallback if ID lookup fails/isn't present\n // but that's less reliable.\n }\n#else\n // Runtime deserialization is tricky without AssetDatabase/EditorUtility\n // Maybe log a warning and return null or existingValue?\n Debug.LogWarning(\"UnityEngineObjectConverter cannot deserialize complex objects in non-Editor mode.\");\n // Skip the token to avoid breaking the reader\n if (reader.TokenType == JsonToken.StartObject) JObject.Load(reader);\n else if (reader.TokenType == JsonToken.String) reader.ReadAsString(); \n // Return null or existing value, depending on desired behavior\n return existingValue; \n#endif\n\n throw new JsonSerializationException($\"Unexpected token type '{reader.TokenType}' when deserializing UnityEngine.Object\");\n }\n }\n} "], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpStatus.cs", "namespace UnityMcpBridge.Editor.Models\n{\n // Enum representing the various status states for MCP clients\n public enum McpStatus\n {\n NotConfigured, // Not set up yet\n Configured, // Successfully configured\n Running, // Service is running\n Connected, // Successfully connected\n IncorrectPath, // Configuration has incorrect paths\n CommunicationError, // Connected but communication issues\n NoResponse, // Connected but not responding\n MissingConfig, // Config file exists but missing required elements\n UnsupportedOS, // OS is not supported\n Error, // General error state\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/CommandRegistry.cs", "using System;\nusing System.Collections.Generic;\nusing Newtonsoft.Json.Linq;\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Registry for all MCP command handlers (Refactored Version)\n /// \n public static class CommandRegistry\n {\n // Maps command names (matching those called from Python via ctx.bridge.unity_editor.HandlerName)\n // to the corresponding static HandleCommand method in the appropriate tool class.\n private static readonly Dictionary> _handlers = new()\n {\n { \"HandleManageScript\", ManageScript.HandleCommand },\n { \"HandleManageScene\", ManageScene.HandleCommand },\n { \"HandleManageEditor\", ManageEditor.HandleCommand },\n { \"HandleManageGameObject\", ManageGameObject.HandleCommand },\n { \"HandleManageAsset\", ManageAsset.HandleCommand },\n { \"HandleReadConsole\", ReadConsole.HandleCommand },\n { \"HandleExecuteMenuItem\", ExecuteMenuItem.HandleCommand },\n { \"HandleManageShader\", ManageShader.HandleCommand},\n };\n\n /// \n /// Gets a command handler by name.\n /// \n /// Name of the command handler (e.g., \"HandleManageAsset\").\n /// The command handler function if found, null otherwise.\n public static Func GetHandler(string commandName)\n {\n // Use case-insensitive comparison for flexibility, although Python side should be consistent\n return _handlers.TryGetValue(commandName, out var handler) ? handler : null;\n // Consider adding logging here if a handler is not found\n /*\n if (_handlers.TryGetValue(commandName, out var handler)) {\n return handler;\n } else {\n UnityEngine.Debug.LogError($\\\"[CommandRegistry] No handler found for command: {commandName}\\\");\n return null;\n }\n */\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Data/DefaultServerConfig.cs", "using UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Data\n{\n public class DefaultServerConfig : ServerConfig\n {\n public new string unityHost = \"localhost\";\n public new int unityPort = 6400;\n public new int mcpPort = 6500;\n public new float connectionTimeout = 15.0f;\n public new int bufferSize = 32768;\n public new string logLevel = \"INFO\";\n public new string logFormat = \"%(asctime)s - %(name)s - %(levelname)s - %(message)s\";\n public new int maxRetries = 3;\n public new float retryDelay = 1.0f;\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpConfig.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class McpConfig\n {\n [JsonProperty(\"mcpServers\")]\n public McpConfigServers mcpServers;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/ServerConfig.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class ServerConfig\n {\n [JsonProperty(\"unity_host\")]\n public string unityHost = \"localhost\";\n\n [JsonProperty(\"unity_port\")]\n public int unityPort;\n\n [JsonProperty(\"mcp_port\")]\n public int mcpPort;\n\n [JsonProperty(\"connection_timeout\")]\n public float connectionTimeout;\n\n [JsonProperty(\"buffer_size\")]\n public int bufferSize;\n\n [JsonProperty(\"log_level\")]\n public string logLevel;\n\n [JsonProperty(\"log_format\")]\n public string logFormat;\n\n [JsonProperty(\"max_retries\")]\n public int maxRetries;\n\n [JsonProperty(\"retry_delay\")]\n public float retryDelay;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpTypes.cs", "namespace UnityMcpBridge.Editor.Models\n{\n public enum McpTypes\n {\n ClaudeDesktop,\n Cursor,\n VSCode,\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/MCPConfigServers.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class McpConfigServers\n {\n [JsonProperty(\"unityMCP\")]\n public McpConfigServer unityMCP;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/MCPConfigServer.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class McpConfigServer\n {\n [JsonProperty(\"command\")]\n public string command;\n\n [JsonProperty(\"args\")]\n public string[] args;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/Vector3Helper.cs", "using Newtonsoft.Json.Linq;\nusing UnityEngine;\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n /// \n /// Helper class for Vector3 operations\n /// \n public static class Vector3Helper\n {\n /// \n /// Parses a JArray into a Vector3\n /// \n /// The array containing x, y, z coordinates\n /// A Vector3 with the parsed coordinates\n /// Thrown when array is invalid\n public static Vector3 ParseVector3(JArray array)\n {\n if (array == null || array.Count != 3)\n throw new System.Exception(\"Vector3 must be an array of 3 floats [x, y, z].\");\n return new Vector3((float)array[0], (float)array[1], (float)array[2]);\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/Command.cs", "using Newtonsoft.Json.Linq;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n /// \n /// Represents a command received from the MCP client\n /// \n public class Command\n {\n /// \n /// The type of command to execute\n /// \n public string type { get; set; }\n\n /// \n /// The parameters for the command\n /// \n public JObject @params { get; set; }\n }\n}\n\n"]], "task_instance_info": {"created_time": "2025-08-20 18:59:53", "created_task_model": "DeepSeek-R1", "class_skeleton": "public\nclass\nMcpClients\n{\npublic List clients = new()\n {\n new()\n {\n name = \"Claude Desktop\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),\n \"Claude\",\n \"claude_desktop_config.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Claude\",\n \"claude_desktop_config.json\"\n ),\n mcpType = McpTypes.ClaudeDesktop,\n configStatus = \"Not Configured\",\n },\n new()\n {\n name = \"Cursor\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \".cursor\",\n \"mcp.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \".cursor\",\n \"mcp.json\"\n ),\n mcpType = McpTypes.Cursor,\n configStatus = \"Not Configured\",\n },\n new()\n {\n name = \"VSCode GitHub Copilot\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),\n \"Code\",\n \"User\",\n \"settings.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Code\",\n \"User\",\n \"settings.json\"\n ),\n mcpType = McpTypes.VSCode,\n configStatus = \"Not Configured\",\n },\n };\npublic McpClients () {}\n}", "code_description": "This code segment functions to: Define a collection of client application configurations with platform-specific file paths and initialize their operational status based on existence checks."}, "inference_content": {"inference_model": "DeepSeek-R1", "inference_result": "```c_sharp\n[TASK_BEGIN]\n new()\n {\n name = \"IntelliJ IDEA GitHub Copilot\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),\n \"JetBrains\",\n \"IntelliJIdea\",\n \"options\",\n \"github.copilot.properties\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \".config\",\n \"JetBrains\",\n \"IntelliJIdea\",\n \"options\",\n \"github.copilot.properties\"\n ),\n mcpType = McpTypes.IntelliJ,\n configStatus = \"Not Configured\",\n },\n[TASK_END]\n```", "inference_time": "2025-08-20 19-00-29"}, "editdistance_info": {"edit_distance": 22.9008, "calculate_time": "2025-08-20 19:00:29", "true_code_clean": "public class McpClients\n {\n public List clients = new()\n {\n new()\n {\n name = \"Claude Desktop\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),\n \"Claude\",\n \"claude_desktop_config.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Claude\",\n \"claude_desktop_config.json\"\n ),\n mcpType = McpTypes.ClaudeDesktop,\n configStatus = \"Not Configured\",\n },\n new()\n {\n name = \"Cursor\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \".cursor\",\n \"mcp.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \".cursor\",\n \"mcp.json\"\n ),\n mcpType = McpTypes.Cursor,\n configStatus = \"Not Configured\",\n },\n new()\n {\n name = \"VSCode GitHub Copilot\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),\n \"Code\",\n \"User\",\n \"settings.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Code\",\n \"User\",\n \"settings.json\"\n ),\n mcpType = McpTypes.VSCode,\n configStatus = \"Not Configured\",\n },\n };\n public McpClients()\n {\n foreach (var client in clients)\n {\n if (client.configStatus == \"Not Configured\")\n {\n client.status = McpStatus.NotConfigured;\n }\n }\n }\n }", "predict_code_clean": "new()\n {\n name = \"IntelliJ IDEA GitHub Copilot\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),\n \"JetBrains\",\n \"IntelliJIdea\",\n \"options\",\n \"github.copilot.properties\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \".config\",\n \"JetBrains\",\n \"IntelliJIdea\",\n \"options\",\n \"github.copilot.properties\"\n ),\n mcpType = McpTypes.IntelliJ,\n configStatus = \"Not Configured\",\n },"}} {"repo_name": "unity-mcp", "file_name": "/unity-mcp/UnityMcpBridge/Editor/UnityMcpBridge.cs", "inference_info": {"prefix_code": "using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Net;\nusing System.Net.Sockets;\nusing System.Threading.Tasks;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers;\nusing UnityMcpBridge.Editor.Models;\nusing UnityMcpBridge.Editor.Tools;\n\nnamespace UnityMcpBridge.Editor\n{\n ", "suffix_code": "\n}\n", "middle_code": "[InitializeOnLoad]\n public static partial class UnityMcpBridge\n {\n private static TcpListener listener;\n private static bool isRunning = false;\n private static readonly object lockObj = new();\n private static Dictionary<\n string,\n (string commandJson, TaskCompletionSource tcs)\n > commandQueue = new();\n private static readonly int unityPort = 6400; \n public static bool IsRunning => isRunning;\n public static bool FolderExists(string path)\n {\n if (string.IsNullOrEmpty(path))\n {\n return false;\n }\n if (path.Equals(\"Assets\", StringComparison.OrdinalIgnoreCase))\n {\n return true;\n }\n string fullPath = Path.Combine(\n Application.dataPath,\n path.StartsWith(\"Assets/\") ? path[7..] : path\n );\n return Directory.Exists(fullPath);\n }\n static UnityMcpBridge()\n {\n Start();\n EditorApplication.quitting += Stop;\n }\n public static void Start()\n {\n Stop();\n try\n {\n ServerInstaller.EnsureServerInstalled();\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Failed to ensure UnityMcpServer is installed: {ex.Message}\");\n }\n if (isRunning)\n {\n return;\n }\n try\n {\n listener = new TcpListener(IPAddress.Loopback, unityPort);\n listener.Start();\n isRunning = true;\n Debug.Log($\"UnityMcpBridge started on port {unityPort}.\");\n Task.Run(ListenerLoop);\n EditorApplication.update += ProcessCommands;\n }\n catch (SocketException ex)\n {\n if (ex.SocketErrorCode == SocketError.AddressAlreadyInUse)\n {\n Debug.LogError(\n $\"Port {unityPort} is already in use. Ensure no other instances are running or change the port.\"\n );\n }\n else\n {\n Debug.LogError($\"Failed to start TCP listener: {ex.Message}\");\n }\n }\n }\n public static void Stop()\n {\n if (!isRunning)\n {\n return;\n }\n try\n {\n listener?.Stop();\n listener = null;\n isRunning = false;\n EditorApplication.update -= ProcessCommands;\n Debug.Log(\"UnityMcpBridge stopped.\");\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Error stopping UnityMcpBridge: {ex.Message}\");\n }\n }\n private static async Task ListenerLoop()\n {\n while (isRunning)\n {\n try\n {\n TcpClient client = await listener.AcceptTcpClientAsync();\n client.Client.SetSocketOption(\n SocketOptionLevel.Socket,\n SocketOptionName.KeepAlive,\n true\n );\n client.ReceiveTimeout = 60000; \n _ = HandleClientAsync(client);\n }\n catch (Exception ex)\n {\n if (isRunning)\n {\n Debug.LogError($\"Listener error: {ex.Message}\");\n }\n }\n }\n }\n private static async Task HandleClientAsync(TcpClient client)\n {\n using (client)\n using (NetworkStream stream = client.GetStream())\n {\n byte[] buffer = new byte[8192];\n while (isRunning)\n {\n try\n {\n int bytesRead = await stream.ReadAsync(buffer, 0, buffer.Length);\n if (bytesRead == 0)\n {\n break; \n }\n string commandText = System.Text.Encoding.UTF8.GetString(\n buffer,\n 0,\n bytesRead\n );\n string commandId = Guid.NewGuid().ToString();\n TaskCompletionSource tcs = new();\n if (commandText.Trim() == \"ping\")\n {\n byte[] pingResponseBytes = System.Text.Encoding.UTF8.GetBytes(\n \"{\\\"status\\\":\\\"success\\\",\\\"result\\\":{\\\"message\\\":\\\"pong\\\"}}\"\n );\n await stream.WriteAsync(pingResponseBytes, 0, pingResponseBytes.Length);\n continue;\n }\n lock (lockObj)\n {\n commandQueue[commandId] = (commandText, tcs);\n }\n string response = await tcs.Task;\n byte[] responseBytes = System.Text.Encoding.UTF8.GetBytes(response);\n await stream.WriteAsync(responseBytes, 0, responseBytes.Length);\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Client handler error: {ex.Message}\");\n break;\n }\n }\n }\n }\n private static void ProcessCommands()\n {\n List processedIds = new();\n lock (lockObj)\n {\n foreach (\n KeyValuePair<\n string,\n (string commandJson, TaskCompletionSource tcs)\n > kvp in commandQueue.ToList()\n )\n {\n string id = kvp.Key;\n string commandText = kvp.Value.commandJson;\n TaskCompletionSource tcs = kvp.Value.tcs;\n try\n {\n if (string.IsNullOrEmpty(commandText))\n {\n var emptyResponse = new\n {\n status = \"error\",\n error = \"Empty command received\",\n };\n tcs.SetResult(JsonConvert.SerializeObject(emptyResponse));\n processedIds.Add(id);\n continue;\n }\n commandText = commandText.Trim();\n if (commandText == \"ping\")\n {\n var pingResponse = new\n {\n status = \"success\",\n result = new { message = \"pong\" },\n };\n tcs.SetResult(JsonConvert.SerializeObject(pingResponse));\n processedIds.Add(id);\n continue;\n }\n if (!IsValidJson(commandText))\n {\n var invalidJsonResponse = new\n {\n status = \"error\",\n error = \"Invalid JSON format\",\n receivedText = commandText.Length > 50\n ? commandText[..50] + \"...\"\n : commandText,\n };\n tcs.SetResult(JsonConvert.SerializeObject(invalidJsonResponse));\n processedIds.Add(id);\n continue;\n }\n Command command = JsonConvert.DeserializeObject(commandText);\n if (command == null)\n {\n var nullCommandResponse = new\n {\n status = \"error\",\n error = \"Command deserialized to null\",\n details = \"The command was valid JSON but could not be deserialized to a Command object\",\n };\n tcs.SetResult(JsonConvert.SerializeObject(nullCommandResponse));\n }\n else\n {\n string responseJson = ExecuteCommand(command);\n tcs.SetResult(responseJson);\n }\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Error processing command: {ex.Message}\\n{ex.StackTrace}\");\n var response = new\n {\n status = \"error\",\n error = ex.Message,\n commandType = \"Unknown (error during processing)\",\n receivedText = commandText?.Length > 50\n ? commandText[..50] + \"...\"\n : commandText,\n };\n string responseJson = JsonConvert.SerializeObject(response);\n tcs.SetResult(responseJson);\n }\n processedIds.Add(id);\n }\n foreach (string id in processedIds)\n {\n commandQueue.Remove(id);\n }\n }\n }\n private static bool IsValidJson(string text)\n {\n if (string.IsNullOrWhiteSpace(text))\n {\n return false;\n }\n text = text.Trim();\n if (\n (text.StartsWith(\"{\") && text.EndsWith(\"}\"))\n || \n (text.StartsWith(\"[\") && text.EndsWith(\"]\"))\n ) \n {\n try\n {\n JToken.Parse(text);\n return true;\n }\n catch\n {\n return false;\n }\n }\n return false;\n }\n private static string ExecuteCommand(Command command)\n {\n try\n {\n if (string.IsNullOrEmpty(command.type))\n {\n var errorResponse = new\n {\n status = \"error\",\n error = \"Command type cannot be empty\",\n details = \"A valid command type is required for processing\",\n };\n return JsonConvert.SerializeObject(errorResponse);\n }\n if (command.type.Equals(\"ping\", StringComparison.OrdinalIgnoreCase))\n {\n var pingResponse = new\n {\n status = \"success\",\n result = new { message = \"pong\" },\n };\n return JsonConvert.SerializeObject(pingResponse);\n }\n JObject paramsObject = command.@params ?? new JObject();\n object result = command.type switch\n {\n \"manage_script\" => ManageScript.HandleCommand(paramsObject),\n \"manage_scene\" => ManageScene.HandleCommand(paramsObject),\n \"manage_editor\" => ManageEditor.HandleCommand(paramsObject),\n \"manage_gameobject\" => ManageGameObject.HandleCommand(paramsObject),\n \"manage_asset\" => ManageAsset.HandleCommand(paramsObject),\n \"manage_shader\" => ManageShader.HandleCommand(paramsObject),\n \"read_console\" => ReadConsole.HandleCommand(paramsObject),\n \"execute_menu_item\" => ExecuteMenuItem.HandleCommand(paramsObject),\n _ => throw new ArgumentException(\n $\"Unknown or unsupported command type: {command.type}\"\n ),\n };\n var response = new { status = \"success\", result };\n return JsonConvert.SerializeObject(response);\n }\n catch (Exception ex)\n {\n Debug.LogError(\n $\"Error executing command '{command?.type ?? \"Unknown\"}': {ex.Message}\\n{ex.StackTrace}\"\n );\n var response = new\n {\n status = \"error\",\n error = ex.Message, \n command = command?.type ?? \"Unknown\", \n stackTrace = ex.StackTrace, \n paramsSummary = command?.@params != null\n ? GetParamsSummary(command.@params)\n : \"No parameters\", \n };\n return JsonConvert.SerializeObject(response);\n }\n }\n private static string GetParamsSummary(JObject @params)\n {\n try\n {\n return @params == null || !@params.HasValues\n ? \"No parameters\"\n : string.Join(\n \", \",\n @params\n .Properties()\n .Select(static p =>\n $\"{p.Name}: {p.Value?.ToString()?[..Math.Min(20, p.Value?.ToString()?.Length ?? 0)]}\"\n )\n );\n }\n catch\n {\n return \"Could not summarize parameters\";\n }\n }\n }", "code_description": null, "fill_type": "CLASS_TYPE", "language_type": "c_sharp", "sub_task_type": null}, "context_code": [["/unity-mcp/UnityMcpBridge/Editor/Windows/UnityMcpEditorWindow.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Runtime.InteropServices;\nusing Newtonsoft.Json;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Data;\nusing UnityMcpBridge.Editor.Helpers;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Windows\n{\n public class UnityMcpEditorWindow : EditorWindow\n {\n private bool isUnityBridgeRunning = false;\n private Vector2 scrollPosition;\n private string pythonServerInstallationStatus = \"Not Installed\";\n private Color pythonServerInstallationStatusColor = Color.red;\n private const int unityPort = 6400; // Hardcoded Unity port\n private const int mcpPort = 6500; // Hardcoded MCP port\n private readonly McpClients mcpClients = new();\n \n // Script validation settings\n private int validationLevelIndex = 1; // Default to Standard\n private readonly string[] validationLevelOptions = new string[]\n {\n \"Basic - Only syntax checks\",\n \"Standard - Syntax + Unity practices\", \n \"Comprehensive - All checks + semantic analysis\",\n \"Strict - Full semantic validation (requires Roslyn)\"\n };\n \n // UI state\n private int selectedClientIndex = 0;\n\n [MenuItem(\"Window/Unity MCP\")]\n public static void ShowWindow()\n {\n GetWindow(\"MCP Editor\");\n }\n\n private void OnEnable()\n {\n UpdatePythonServerInstallationStatus();\n\n isUnityBridgeRunning = UnityMcpBridge.IsRunning;\n foreach (McpClient mcpClient in mcpClients.clients)\n {\n CheckMcpConfiguration(mcpClient);\n }\n \n // Load validation level setting\n LoadValidationLevelSetting();\n }\n\n private Color GetStatusColor(McpStatus status)\n {\n // Return appropriate color based on the status enum\n return status switch\n {\n McpStatus.Configured => Color.green,\n McpStatus.Running => Color.green,\n McpStatus.Connected => Color.green,\n McpStatus.IncorrectPath => Color.yellow,\n McpStatus.CommunicationError => Color.yellow,\n McpStatus.NoResponse => Color.yellow,\n _ => Color.red, // Default to red for error states or not configured\n };\n }\n\n private void UpdatePythonServerInstallationStatus()\n {\n string serverPath = ServerInstaller.GetServerPath();\n\n if (File.Exists(Path.Combine(serverPath, \"server.py\")))\n {\n string installedVersion = ServerInstaller.GetInstalledVersion();\n string latestVersion = ServerInstaller.GetLatestVersion();\n\n if (ServerInstaller.IsNewerVersion(latestVersion, installedVersion))\n {\n pythonServerInstallationStatus = \"Newer Version Available\";\n pythonServerInstallationStatusColor = Color.yellow;\n }\n else\n {\n pythonServerInstallationStatus = \"Up to Date\";\n pythonServerInstallationStatusColor = Color.green;\n }\n }\n else\n {\n pythonServerInstallationStatus = \"Not Installed\";\n pythonServerInstallationStatusColor = Color.red;\n }\n }\n\n\n private void DrawStatusDot(Rect statusRect, Color statusColor, float size = 12)\n {\n float offsetX = (statusRect.width - size) / 2;\n float offsetY = (statusRect.height - size) / 2;\n Rect dotRect = new(statusRect.x + offsetX, statusRect.y + offsetY, size, size);\n Vector3 center = new(\n dotRect.x + (dotRect.width / 2),\n dotRect.y + (dotRect.height / 2),\n 0\n );\n float radius = size / 2;\n\n // Draw the main dot\n Handles.color = statusColor;\n Handles.DrawSolidDisc(center, Vector3.forward, radius);\n\n // Draw the border\n Color borderColor = new(\n statusColor.r * 0.7f,\n statusColor.g * 0.7f,\n statusColor.b * 0.7f\n );\n Handles.color = borderColor;\n Handles.DrawWireDisc(center, Vector3.forward, radius);\n }\n\n private void OnGUI()\n {\n scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);\n\n // Header\n DrawHeader();\n \n // Main sections in a more compact layout\n EditorGUILayout.BeginHorizontal();\n \n // Left column - Status and Bridge\n EditorGUILayout.BeginVertical(GUILayout.Width(position.width * 0.5f));\n DrawServerStatusSection();\n EditorGUILayout.Space(5);\n DrawBridgeSection();\n EditorGUILayout.EndVertical();\n \n // Right column - Validation Settings\n EditorGUILayout.BeginVertical();\n DrawValidationSection();\n EditorGUILayout.EndVertical();\n \n EditorGUILayout.EndHorizontal();\n \n EditorGUILayout.Space(10);\n \n // Unified MCP Client Configuration\n DrawUnifiedClientConfiguration();\n\n EditorGUILayout.EndScrollView();\n }\n\n private void DrawHeader()\n {\n EditorGUILayout.Space(15);\n Rect titleRect = EditorGUILayout.GetControlRect(false, 40);\n EditorGUI.DrawRect(titleRect, new Color(0.2f, 0.2f, 0.2f, 0.1f));\n \n GUIStyle titleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 16,\n alignment = TextAnchor.MiddleLeft\n };\n \n GUI.Label(\n new Rect(titleRect.x + 15, titleRect.y + 8, titleRect.width - 30, titleRect.height),\n \"Unity MCP Editor\",\n titleStyle\n );\n EditorGUILayout.Space(15);\n }\n\n private void DrawServerStatusSection()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"Server Status\", sectionTitleStyle);\n EditorGUILayout.Space(8);\n\n EditorGUILayout.BeginHorizontal();\n Rect statusRect = GUILayoutUtility.GetRect(0, 28, GUILayout.Width(24));\n DrawStatusDot(statusRect, pythonServerInstallationStatusColor, 16);\n \n GUIStyle statusStyle = new GUIStyle(EditorStyles.label)\n {\n fontSize = 12,\n fontStyle = FontStyle.Bold\n };\n EditorGUILayout.LabelField(pythonServerInstallationStatus, statusStyle, GUILayout.Height(28));\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.Space(5);\n GUIStyle portStyle = new GUIStyle(EditorStyles.miniLabel)\n {\n fontSize = 11\n };\n EditorGUILayout.LabelField($\"Ports: Unity {unityPort}, MCP {mcpPort}\", portStyle);\n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawBridgeSection()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"Unity Bridge\", sectionTitleStyle);\n EditorGUILayout.Space(8);\n \n EditorGUILayout.BeginHorizontal();\n Color bridgeColor = isUnityBridgeRunning ? Color.green : Color.red;\n Rect bridgeStatusRect = GUILayoutUtility.GetRect(0, 28, GUILayout.Width(24));\n DrawStatusDot(bridgeStatusRect, bridgeColor, 16);\n \n GUIStyle bridgeStatusStyle = new GUIStyle(EditorStyles.label)\n {\n fontSize = 12,\n fontStyle = FontStyle.Bold\n };\n EditorGUILayout.LabelField(isUnityBridgeRunning ? \"Running\" : \"Stopped\", bridgeStatusStyle, GUILayout.Height(28));\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.Space(8);\n if (GUILayout.Button(isUnityBridgeRunning ? \"Stop Bridge\" : \"Start Bridge\", GUILayout.Height(32)))\n {\n ToggleUnityBridge();\n }\n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawValidationSection()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"Script Validation\", sectionTitleStyle);\n EditorGUILayout.Space(8);\n \n EditorGUI.BeginChangeCheck();\n validationLevelIndex = EditorGUILayout.Popup(\"Validation Level\", validationLevelIndex, validationLevelOptions, GUILayout.Height(20));\n if (EditorGUI.EndChangeCheck())\n {\n SaveValidationLevelSetting();\n }\n \n EditorGUILayout.Space(8);\n string description = GetValidationLevelDescription(validationLevelIndex);\n EditorGUILayout.HelpBox(description, MessageType.Info);\n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawUnifiedClientConfiguration()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"MCP Client Configuration\", sectionTitleStyle);\n EditorGUILayout.Space(10);\n \n // Client selector\n string[] clientNames = mcpClients.clients.Select(c => c.name).ToArray();\n EditorGUI.BeginChangeCheck();\n selectedClientIndex = EditorGUILayout.Popup(\"Select Client\", selectedClientIndex, clientNames, GUILayout.Height(20));\n if (EditorGUI.EndChangeCheck())\n {\n selectedClientIndex = Mathf.Clamp(selectedClientIndex, 0, mcpClients.clients.Count - 1);\n }\n \n EditorGUILayout.Space(10);\n \n if (mcpClients.clients.Count > 0 && selectedClientIndex < mcpClients.clients.Count)\n {\n McpClient selectedClient = mcpClients.clients[selectedClientIndex];\n DrawClientConfigurationCompact(selectedClient);\n }\n \n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawClientConfigurationCompact(McpClient mcpClient)\n {\n // Status display\n EditorGUILayout.BeginHorizontal();\n Rect statusRect = GUILayoutUtility.GetRect(0, 28, GUILayout.Width(24));\n Color statusColor = GetStatusColor(mcpClient.status);\n DrawStatusDot(statusRect, statusColor, 16);\n \n GUIStyle clientStatusStyle = new GUIStyle(EditorStyles.label)\n {\n fontSize = 12,\n fontStyle = FontStyle.Bold\n };\n EditorGUILayout.LabelField(mcpClient.configStatus, clientStatusStyle, GUILayout.Height(28));\n EditorGUILayout.EndHorizontal();\n \n EditorGUILayout.Space(10);\n \n // Action buttons in horizontal layout\n EditorGUILayout.BeginHorizontal();\n \n if (mcpClient.mcpType == McpTypes.VSCode)\n {\n if (GUILayout.Button(\"Auto Configure\", GUILayout.Height(32)))\n {\n ConfigureMcpClient(mcpClient);\n }\n }\n else\n {\n if (GUILayout.Button($\"Auto Configure\", GUILayout.Height(32)))\n {\n ConfigureMcpClient(mcpClient);\n }\n }\n \n if (GUILayout.Button(\"Manual Setup\", GUILayout.Height(32)))\n {\n string configPath = RuntimeInformation.IsOSPlatform(OSPlatform.Windows)\n ? mcpClient.windowsConfigPath\n : mcpClient.linuxConfigPath;\n \n if (mcpClient.mcpType == McpTypes.VSCode)\n {\n string pythonDir = FindPackagePythonDirectory();\n var vscodeConfig = new\n {\n mcp = new\n {\n servers = new\n {\n unityMCP = new\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" }\n }\n }\n }\n };\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n string manualConfigJson = JsonConvert.SerializeObject(vscodeConfig, jsonSettings);\n VSCodeManualSetupWindow.ShowWindow(configPath, manualConfigJson);\n }\n else\n {\n ShowManualInstructionsWindow(configPath, mcpClient);\n }\n }\n \n EditorGUILayout.EndHorizontal();\n \n EditorGUILayout.Space(8);\n // Quick info\n GUIStyle configInfoStyle = new GUIStyle(EditorStyles.miniLabel)\n {\n fontSize = 10\n };\n EditorGUILayout.LabelField($\"Config: {Path.GetFileName(RuntimeInformation.IsOSPlatform(OSPlatform.Windows) ? mcpClient.windowsConfigPath : mcpClient.linuxConfigPath)}\", configInfoStyle);\n }\n\n private void ToggleUnityBridge()\n {\n if (isUnityBridgeRunning)\n {\n UnityMcpBridge.Stop();\n }\n else\n {\n UnityMcpBridge.Start();\n }\n\n isUnityBridgeRunning = !isUnityBridgeRunning;\n }\n\n private string WriteToConfig(string pythonDir, string configPath, McpClient mcpClient = null)\n {\n // Create configuration object for unityMCP\n McpConfigServer unityMCPConfig = new()\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" },\n };\n\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n\n // Read existing config if it exists\n string existingJson = \"{}\";\n if (File.Exists(configPath))\n {\n try\n {\n existingJson = File.ReadAllText(configPath);\n }\n catch (Exception e)\n {\n Debug.LogWarning($\"Error reading existing config: {e.Message}.\");\n }\n }\n\n // Parse the existing JSON while preserving all properties\n dynamic existingConfig = JsonConvert.DeserializeObject(existingJson);\n existingConfig ??= new Newtonsoft.Json.Linq.JObject();\n\n // Handle different client types with a switch statement\n //Comments: Interestingly, VSCode has mcp.servers.unityMCP while others have mcpServers.unityMCP, which is why we need to prevent this\n switch (mcpClient?.mcpType)\n {\n case McpTypes.VSCode:\n // VSCode specific configuration\n // Ensure mcp object exists\n if (existingConfig.mcp == null)\n {\n existingConfig.mcp = new Newtonsoft.Json.Linq.JObject();\n }\n\n // Ensure mcp.servers object exists\n if (existingConfig.mcp.servers == null)\n {\n existingConfig.mcp.servers = new Newtonsoft.Json.Linq.JObject();\n }\n\n // Add/update UnityMCP server in VSCode settings\n existingConfig.mcp.servers.unityMCP =\n JsonConvert.DeserializeObject(\n JsonConvert.SerializeObject(unityMCPConfig)\n );\n break;\n\n default:\n // Standard MCP configuration (Claude Desktop, Cursor, etc.)\n // Ensure mcpServers object exists\n if (existingConfig.mcpServers == null)\n {\n existingConfig.mcpServers = new Newtonsoft.Json.Linq.JObject();\n }\n\n // Add/update UnityMCP server in standard MCP settings\n existingConfig.mcpServers.unityMCP =\n JsonConvert.DeserializeObject(\n JsonConvert.SerializeObject(unityMCPConfig)\n );\n break;\n }\n\n // Write the merged configuration back to file\n string mergedJson = JsonConvert.SerializeObject(existingConfig, jsonSettings);\n File.WriteAllText(configPath, mergedJson);\n\n return \"Configured successfully\";\n }\n\n private void ShowManualConfigurationInstructions(string configPath, McpClient mcpClient)\n {\n mcpClient.SetStatus(McpStatus.Error, \"Manual configuration required\");\n\n ShowManualInstructionsWindow(configPath, mcpClient);\n }\n\n // New method to show manual instructions without changing status\n private void ShowManualInstructionsWindow(string configPath, McpClient mcpClient)\n {\n // Get the Python directory path using Package Manager API\n string pythonDir = FindPackagePythonDirectory();\n string manualConfigJson;\n \n // Create common JsonSerializerSettings\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n \n // Use switch statement to handle different client types\n switch (mcpClient.mcpType)\n {\n case McpTypes.VSCode:\n // Create VSCode-specific configuration with proper format\n var vscodeConfig = new\n {\n mcp = new\n {\n servers = new\n {\n unityMCP = new\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" }\n }\n }\n }\n };\n manualConfigJson = JsonConvert.SerializeObject(vscodeConfig, jsonSettings);\n break;\n \n default:\n // Create standard MCP configuration for other clients\n McpConfig jsonConfig = new()\n {\n mcpServers = new McpConfigServers\n {\n unityMCP = new McpConfigServer\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" },\n },\n },\n };\n manualConfigJson = JsonConvert.SerializeObject(jsonConfig, jsonSettings);\n break;\n }\n\n ManualConfigEditorWindow.ShowWindow(configPath, manualConfigJson, mcpClient);\n }\n\n private string FindPackagePythonDirectory()\n {\n string pythonDir = ServerInstaller.GetServerPath();\n\n try\n {\n // Try to find the package using Package Manager API\n UnityEditor.PackageManager.Requests.ListRequest request =\n UnityEditor.PackageManager.Client.List();\n while (!request.IsCompleted) { } // Wait for the request to complete\n\n if (request.Status == UnityEditor.PackageManager.StatusCode.Success)\n {\n foreach (UnityEditor.PackageManager.PackageInfo package in request.Result)\n {\n if (package.name == \"com.justinpbarnett.unity-mcp\")\n {\n string packagePath = package.resolvedPath;\n string potentialPythonDir = Path.Combine(packagePath, \"Python\");\n\n if (\n Directory.Exists(potentialPythonDir)\n && File.Exists(Path.Combine(potentialPythonDir, \"server.py\"))\n )\n {\n return potentialPythonDir;\n }\n }\n }\n }\n else if (request.Error != null)\n {\n Debug.LogError(\"Failed to list packages: \" + request.Error.message);\n }\n\n // If not found via Package Manager, try manual approaches\n // First check for local installation\n string[] possibleDirs =\n {\n Path.GetFullPath(Path.Combine(Application.dataPath, \"unity-mcp\", \"Python\")),\n };\n\n foreach (string dir in possibleDirs)\n {\n if (Directory.Exists(dir) && File.Exists(Path.Combine(dir, \"server.py\")))\n {\n return dir;\n }\n }\n\n // If still not found, return the placeholder path\n Debug.LogWarning(\"Could not find Python directory, using placeholder path\");\n }\n catch (Exception e)\n {\n Debug.LogError($\"Error finding package path: {e.Message}\");\n }\n\n return pythonDir;\n }\n\n private string ConfigureMcpClient(McpClient mcpClient)\n {\n try\n {\n // Determine the config file path based on OS\n string configPath;\n\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n configPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n configPath = mcpClient.linuxConfigPath;\n }\n else\n {\n return \"Unsupported OS\";\n }\n\n // Create directory if it doesn't exist\n Directory.CreateDirectory(Path.GetDirectoryName(configPath));\n\n // Find the server.py file location\n string pythonDir = ServerInstaller.GetServerPath();\n\n if (pythonDir == null || !File.Exists(Path.Combine(pythonDir, \"server.py\")))\n {\n ShowManualInstructionsWindow(configPath, mcpClient);\n return \"Manual Configuration Required\";\n }\n\n string result = WriteToConfig(pythonDir, configPath, mcpClient);\n\n // Update the client status after successful configuration\n if (result == \"Configured successfully\")\n {\n mcpClient.SetStatus(McpStatus.Configured);\n }\n\n return result;\n }\n catch (Exception e)\n {\n // Determine the config file path based on OS for error message\n string configPath = \"\";\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n configPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n configPath = mcpClient.linuxConfigPath;\n }\n\n ShowManualInstructionsWindow(configPath, mcpClient);\n Debug.LogError(\n $\"Failed to configure {mcpClient.name}: {e.Message}\\n{e.StackTrace}\"\n );\n return $\"Failed to configure {mcpClient.name}\";\n }\n }\n\n private void ShowCursorManualConfigurationInstructions(\n string configPath,\n McpClient mcpClient\n )\n {\n mcpClient.SetStatus(McpStatus.Error, \"Manual configuration required\");\n\n // Get the Python directory path using Package Manager API\n string pythonDir = FindPackagePythonDirectory();\n\n // Create the manual configuration message\n McpConfig jsonConfig = new()\n {\n mcpServers = new McpConfigServers\n {\n unityMCP = new McpConfigServer\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" },\n },\n },\n };\n\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n string manualConfigJson = JsonConvert.SerializeObject(jsonConfig, jsonSettings);\n\n ManualConfigEditorWindow.ShowWindow(configPath, manualConfigJson, mcpClient);\n }\n\n private void LoadValidationLevelSetting()\n {\n string savedLevel = EditorPrefs.GetString(\"UnityMCP_ScriptValidationLevel\", \"standard\");\n validationLevelIndex = savedLevel.ToLower() switch\n {\n \"basic\" => 0,\n \"standard\" => 1,\n \"comprehensive\" => 2,\n \"strict\" => 3,\n _ => 1 // Default to Standard\n };\n }\n\n private void SaveValidationLevelSetting()\n {\n string levelString = validationLevelIndex switch\n {\n 0 => \"basic\",\n 1 => \"standard\",\n 2 => \"comprehensive\",\n 3 => \"strict\",\n _ => \"standard\"\n };\n EditorPrefs.SetString(\"UnityMCP_ScriptValidationLevel\", levelString);\n }\n\n private string GetValidationLevelDescription(int index)\n {\n return index switch\n {\n 0 => \"Only basic syntax checks (braces, quotes, comments)\",\n 1 => \"Syntax checks + Unity best practices and warnings\",\n 2 => \"All checks + semantic analysis and performance warnings\",\n 3 => \"Full semantic validation with namespace/type resolution (requires Roslyn)\",\n _ => \"Standard validation\"\n };\n }\n\n public static string GetCurrentValidationLevel()\n {\n string savedLevel = EditorPrefs.GetString(\"UnityMCP_ScriptValidationLevel\", \"standard\");\n return savedLevel;\n }\n\n private void CheckMcpConfiguration(McpClient mcpClient)\n {\n try\n {\n string configPath;\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n configPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n configPath = mcpClient.linuxConfigPath;\n }\n else\n {\n mcpClient.SetStatus(McpStatus.UnsupportedOS);\n return;\n }\n\n if (!File.Exists(configPath))\n {\n mcpClient.SetStatus(McpStatus.NotConfigured);\n return;\n }\n\n string configJson = File.ReadAllText(configPath);\n string pythonDir = ServerInstaller.GetServerPath();\n \n // Use switch statement to handle different client types, extracting common logic\n string[] args = null;\n bool configExists = false;\n \n switch (mcpClient.mcpType)\n {\n case McpTypes.VSCode:\n dynamic config = JsonConvert.DeserializeObject(configJson);\n \n if (config?.mcp?.servers?.unityMCP != null)\n {\n // Extract args from VSCode config format\n args = config.mcp.servers.unityMCP.args.ToObject();\n configExists = true;\n }\n break;\n \n default:\n // Standard MCP configuration check for Claude Desktop, Cursor, etc.\n McpConfig standardConfig = JsonConvert.DeserializeObject(configJson);\n \n if (standardConfig?.mcpServers?.unityMCP != null)\n {\n args = standardConfig.mcpServers.unityMCP.args;\n configExists = true;\n }\n break;\n }\n \n // Common logic for checking configuration status\n if (configExists)\n {\n if (pythonDir != null && \n Array.Exists(args, arg => arg.Contains(pythonDir, StringComparison.Ordinal)))\n {\n mcpClient.SetStatus(McpStatus.Configured);\n }\n else\n {\n mcpClient.SetStatus(McpStatus.IncorrectPath);\n }\n }\n else\n {\n mcpClient.SetStatus(McpStatus.MissingConfig);\n }\n }\n catch (Exception e)\n {\n mcpClient.SetStatus(McpStatus.Error, e.Message);\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageGameObject.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing Newtonsoft.Json; // Added for JsonSerializationException\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditor.SceneManagement;\nusing UnityEditorInternal;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\nusing UnityMcpBridge.Runtime.Serialization;\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles GameObject manipulation within the current scene (CRUD, find, components).\n /// \n public static class ManageGameObject\n {\n // --- Main Handler ---\n\n public static object HandleCommand(JObject @params)\n {\n\n string action = @params[\"action\"]?.ToString().ToLower();\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n // Parameters used by various actions\n JToken targetToken = @params[\"target\"]; // Can be string (name/path) or int (instanceID)\n string searchMethod = @params[\"searchMethod\"]?.ToString().ToLower();\n\n // Get common parameters (consolidated)\n string name = @params[\"name\"]?.ToString();\n string tag = @params[\"tag\"]?.ToString();\n string layer = @params[\"layer\"]?.ToString();\n JToken parentToken = @params[\"parent\"];\n\n // --- Add parameter for controlling non-public field inclusion ---\n bool includeNonPublicSerialized = @params[\"includeNonPublicSerialized\"]?.ToObject() ?? true; // Default to true\n // --- End add parameter ---\n\n // --- Prefab Redirection Check ---\n string targetPath =\n targetToken?.Type == JTokenType.String ? targetToken.ToString() : null;\n if (\n !string.IsNullOrEmpty(targetPath)\n && targetPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase)\n )\n {\n // Allow 'create' (instantiate), 'find' (?), 'get_components' (?)\n if (action == \"modify\" || action == \"set_component_property\")\n {\n Debug.Log(\n $\"[ManageGameObject->ManageAsset] Redirecting action '{action}' for prefab '{targetPath}' to ManageAsset.\"\n );\n // Prepare params for ManageAsset.ModifyAsset\n JObject assetParams = new JObject();\n assetParams[\"action\"] = \"modify\"; // ManageAsset uses \"modify\"\n assetParams[\"path\"] = targetPath;\n\n // Extract properties.\n // For 'set_component_property', combine componentName and componentProperties.\n // For 'modify', directly use componentProperties.\n JObject properties = null;\n if (action == \"set_component_property\")\n {\n string compName = @params[\"componentName\"]?.ToString();\n JObject compProps = @params[\"componentProperties\"]?[compName] as JObject; // Handle potential nesting\n if (string.IsNullOrEmpty(compName))\n return Response.Error(\n \"Missing 'componentName' for 'set_component_property' on prefab.\"\n );\n if (compProps == null)\n return Response.Error(\n $\"Missing or invalid 'componentProperties' for component '{compName}' for 'set_component_property' on prefab.\"\n );\n\n properties = new JObject();\n properties[compName] = compProps;\n }\n else // action == \"modify\"\n {\n properties = @params[\"componentProperties\"] as JObject;\n if (properties == null)\n return Response.Error(\n \"Missing 'componentProperties' for 'modify' action on prefab.\"\n );\n }\n\n assetParams[\"properties\"] = properties;\n\n // Call ManageAsset handler\n return ManageAsset.HandleCommand(assetParams);\n }\n else if (\n action == \"delete\"\n || action == \"add_component\"\n || action == \"remove_component\"\n || action == \"get_components\"\n ) // Added get_components here too\n {\n // Explicitly block other modifications on the prefab asset itself via manage_gameobject\n return Response.Error(\n $\"Action '{action}' on a prefab asset ('{targetPath}') should be performed using the 'manage_asset' command.\"\n );\n }\n // Allow 'create' (instantiation) and 'find' to proceed, although finding a prefab asset by path might be less common via manage_gameobject.\n // No specific handling needed here, the code below will run.\n }\n // --- End Prefab Redirection Check ---\n\n try\n {\n switch (action)\n {\n case \"create\":\n return CreateGameObject(@params);\n case \"modify\":\n return ModifyGameObject(@params, targetToken, searchMethod);\n case \"delete\":\n return DeleteGameObject(targetToken, searchMethod);\n case \"find\":\n return FindGameObjects(@params, targetToken, searchMethod);\n case \"get_components\":\n string getCompTarget = targetToken?.ToString(); // Expect name, path, or ID string\n if (getCompTarget == null)\n return Response.Error(\n \"'target' parameter required for get_components.\"\n );\n // Pass the includeNonPublicSerialized flag here\n return GetComponentsFromTarget(getCompTarget, searchMethod, includeNonPublicSerialized);\n case \"add_component\":\n return AddComponentToTarget(@params, targetToken, searchMethod);\n case \"remove_component\":\n return RemoveComponentFromTarget(@params, targetToken, searchMethod);\n case \"set_component_property\":\n return SetComponentPropertyOnTarget(@params, targetToken, searchMethod);\n\n default:\n return Response.Error($\"Unknown action: '{action}'.\");\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ManageGameObject] Action '{action}' failed: {e}\");\n return Response.Error($\"Internal error processing action '{action}': {e.Message}\");\n }\n }\n\n // --- Action Implementations ---\n\n private static object CreateGameObject(JObject @params)\n {\n string name = @params[\"name\"]?.ToString();\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\"'name' parameter is required for 'create' action.\");\n }\n\n // Get prefab creation parameters\n bool saveAsPrefab = @params[\"saveAsPrefab\"]?.ToObject() ?? false;\n string prefabPath = @params[\"prefabPath\"]?.ToString();\n string tag = @params[\"tag\"]?.ToString(); // Get tag for creation\n string primitiveType = @params[\"primitiveType\"]?.ToString(); // Keep primitiveType check\n GameObject newGo = null; // Initialize as null\n\n // --- Try Instantiating Prefab First ---\n string originalPrefabPath = prefabPath; // Keep original for messages\n if (!string.IsNullOrEmpty(prefabPath))\n {\n // If no extension, search for the prefab by name\n if (\n !prefabPath.Contains(\"/\")\n && !prefabPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase)\n )\n {\n string prefabNameOnly = prefabPath;\n Debug.Log(\n $\"[ManageGameObject.Create] Searching for prefab named: '{prefabNameOnly}'\"\n );\n string[] guids = AssetDatabase.FindAssets($\"t:Prefab {prefabNameOnly}\");\n if (guids.Length == 0)\n {\n return Response.Error(\n $\"Prefab named '{prefabNameOnly}' not found anywhere in the project.\"\n );\n }\n else if (guids.Length > 1)\n {\n string foundPaths = string.Join(\n \", \",\n guids.Select(g => AssetDatabase.GUIDToAssetPath(g))\n );\n return Response.Error(\n $\"Multiple prefabs found matching name '{prefabNameOnly}': {foundPaths}. Please provide a more specific path.\"\n );\n }\n else // Exactly one found\n {\n prefabPath = AssetDatabase.GUIDToAssetPath(guids[0]); // Update prefabPath with the full path\n Debug.Log(\n $\"[ManageGameObject.Create] Found unique prefab at path: '{prefabPath}'\"\n );\n }\n }\n else if (!prefabPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase))\n {\n // If it looks like a path but doesn't end with .prefab, assume user forgot it and append it.\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Provided prefabPath '{prefabPath}' does not end with .prefab. Assuming it's missing and appending.\"\n );\n prefabPath += \".prefab\";\n // Note: This path might still not exist, AssetDatabase.LoadAssetAtPath will handle that.\n }\n // The logic above now handles finding or assuming the .prefab extension.\n\n GameObject prefabAsset = AssetDatabase.LoadAssetAtPath(prefabPath);\n if (prefabAsset != null)\n {\n try\n {\n // Instantiate the prefab, initially place it at the root\n // Parent will be set later if specified\n newGo = PrefabUtility.InstantiatePrefab(prefabAsset) as GameObject;\n\n if (newGo == null)\n {\n // This might happen if the asset exists but isn't a valid GameObject prefab somehow\n Debug.LogError(\n $\"[ManageGameObject.Create] Failed to instantiate prefab at '{prefabPath}', asset might be corrupted or not a GameObject.\"\n );\n return Response.Error(\n $\"Failed to instantiate prefab at '{prefabPath}'.\"\n );\n }\n // Name the instance based on the 'name' parameter, not the prefab's default name\n if (!string.IsNullOrEmpty(name))\n {\n newGo.name = name;\n }\n // Register Undo for prefab instantiation\n Undo.RegisterCreatedObjectUndo(\n newGo,\n $\"Instantiate Prefab '{prefabAsset.name}' as '{newGo.name}'\"\n );\n Debug.Log(\n $\"[ManageGameObject.Create] Instantiated prefab '{prefabAsset.name}' from path '{prefabPath}' as '{newGo.name}'.\"\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error instantiating prefab '{prefabPath}': {e.Message}\"\n );\n }\n }\n else\n {\n // Only return error if prefabPath was specified but not found.\n // If prefabPath was empty/null, we proceed to create primitive/empty.\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Prefab asset not found at path: '{prefabPath}'. Will proceed to create new object if specified.\"\n );\n // Do not return error here, allow fallback to primitive/empty creation\n }\n }\n\n // --- Fallback: Create Primitive or Empty GameObject ---\n bool createdNewObject = false; // Flag to track if we created (not instantiated)\n if (newGo == null) // Only proceed if prefab instantiation didn't happen\n {\n if (!string.IsNullOrEmpty(primitiveType))\n {\n try\n {\n PrimitiveType type = (PrimitiveType)\n Enum.Parse(typeof(PrimitiveType), primitiveType, true);\n newGo = GameObject.CreatePrimitive(type);\n // Set name *after* creation for primitives\n if (!string.IsNullOrEmpty(name))\n newGo.name = name;\n else\n return Response.Error(\n \"'name' parameter is required when creating a primitive.\"\n ); // Name is essential\n createdNewObject = true;\n }\n catch (ArgumentException)\n {\n return Response.Error(\n $\"Invalid primitive type: '{primitiveType}'. Valid types: {string.Join(\", \", Enum.GetNames(typeof(PrimitiveType)))}\"\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Failed to create primitive '{primitiveType}': {e.Message}\"\n );\n }\n }\n else // Create empty GameObject\n {\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\n \"'name' parameter is required for 'create' action when not instantiating a prefab or creating a primitive.\"\n );\n }\n newGo = new GameObject(name);\n createdNewObject = true;\n }\n // Record creation for Undo *only* if we created a new object\n if (createdNewObject)\n {\n Undo.RegisterCreatedObjectUndo(newGo, $\"Create GameObject '{newGo.name}'\");\n }\n }\n // --- Common Setup (Parent, Transform, Tag, Components) - Applied AFTER object exists ---\n if (newGo == null)\n {\n // Should theoretically not happen if logic above is correct, but safety check.\n return Response.Error(\"Failed to create or instantiate the GameObject.\");\n }\n\n // Record potential changes to the existing prefab instance or the new GO\n // Record transform separately in case parent changes affect it\n Undo.RecordObject(newGo.transform, \"Set GameObject Transform\");\n Undo.RecordObject(newGo, \"Set GameObject Properties\");\n\n // Set Parent\n JToken parentToken = @params[\"parent\"];\n if (parentToken != null)\n {\n GameObject parentGo = FindObjectInternal(parentToken, \"by_id_or_name_or_path\"); // Flexible parent finding\n if (parentGo == null)\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up created object\n return Response.Error($\"Parent specified ('{parentToken}') but not found.\");\n }\n newGo.transform.SetParent(parentGo.transform, true); // worldPositionStays = true\n }\n\n // Set Transform\n Vector3? position = ParseVector3(@params[\"position\"] as JArray);\n Vector3? rotation = ParseVector3(@params[\"rotation\"] as JArray);\n Vector3? scale = ParseVector3(@params[\"scale\"] as JArray);\n\n if (position.HasValue)\n newGo.transform.localPosition = position.Value;\n if (rotation.HasValue)\n newGo.transform.localEulerAngles = rotation.Value;\n if (scale.HasValue)\n newGo.transform.localScale = scale.Value;\n\n // Set Tag (added for create action)\n if (!string.IsNullOrEmpty(tag))\n {\n // Similar logic as in ModifyGameObject for setting/creating tags\n string tagToSet = string.IsNullOrEmpty(tag) ? \"Untagged\" : tag;\n try\n {\n newGo.tag = tagToSet;\n }\n catch (UnityException ex)\n {\n if (ex.Message.Contains(\"is not defined\"))\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Tag '{tagToSet}' not found. Attempting to create it.\"\n );\n try\n {\n InternalEditorUtility.AddTag(tagToSet);\n newGo.tag = tagToSet; // Retry\n Debug.Log(\n $\"[ManageGameObject.Create] Tag '{tagToSet}' created and assigned successfully.\"\n );\n }\n catch (Exception innerEx)\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up\n return Response.Error(\n $\"Failed to create or assign tag '{tagToSet}' during creation: {innerEx.Message}.\"\n );\n }\n }\n else\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up\n return Response.Error(\n $\"Failed to set tag to '{tagToSet}' during creation: {ex.Message}.\"\n );\n }\n }\n }\n\n // Set Layer (new for create action)\n string layerName = @params[\"layer\"]?.ToString();\n if (!string.IsNullOrEmpty(layerName))\n {\n int layerId = LayerMask.NameToLayer(layerName);\n if (layerId != -1)\n {\n newGo.layer = layerId;\n }\n else\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Layer '{layerName}' not found. Using default layer.\"\n );\n }\n }\n\n // Add Components\n if (@params[\"componentsToAdd\"] is JArray componentsToAddArray)\n {\n foreach (var compToken in componentsToAddArray)\n {\n string typeName = null;\n JObject properties = null;\n\n if (compToken.Type == JTokenType.String)\n {\n typeName = compToken.ToString();\n }\n else if (compToken is JObject compObj)\n {\n typeName = compObj[\"typeName\"]?.ToString();\n properties = compObj[\"properties\"] as JObject;\n }\n\n if (!string.IsNullOrEmpty(typeName))\n {\n var addResult = AddComponentInternal(newGo, typeName, properties);\n if (addResult != null) // Check if AddComponentInternal returned an error object\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up\n return addResult; // Return the error response\n }\n }\n else\n {\n Debug.LogWarning(\n $\"[ManageGameObject] Invalid component format in componentsToAdd: {compToken}\"\n );\n }\n }\n }\n\n // Save as Prefab ONLY if we *created* a new object AND saveAsPrefab is true\n GameObject finalInstance = newGo; // Use this for selection and return data\n if (createdNewObject && saveAsPrefab)\n {\n string finalPrefabPath = prefabPath; // Use a separate variable for saving path\n // This check should now happen *before* attempting to save\n if (string.IsNullOrEmpty(finalPrefabPath))\n {\n // Clean up the created object before returning error\n UnityEngine.Object.DestroyImmediate(newGo);\n return Response.Error(\n \"'prefabPath' is required when 'saveAsPrefab' is true and creating a new object.\"\n );\n }\n // Ensure the *saving* path ends with .prefab\n if (!finalPrefabPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase))\n {\n Debug.Log(\n $\"[ManageGameObject.Create] Appending .prefab extension to save path: '{finalPrefabPath}' -> '{finalPrefabPath}.prefab'\"\n );\n finalPrefabPath += \".prefab\";\n }\n\n try\n {\n // Ensure directory exists using the final saving path\n string directoryPath = System.IO.Path.GetDirectoryName(finalPrefabPath);\n if (\n !string.IsNullOrEmpty(directoryPath)\n && !System.IO.Directory.Exists(directoryPath)\n )\n {\n System.IO.Directory.CreateDirectory(directoryPath);\n AssetDatabase.Refresh(); // Refresh asset database to recognize the new folder\n Debug.Log(\n $\"[ManageGameObject.Create] Created directory for prefab: {directoryPath}\"\n );\n }\n // Use SaveAsPrefabAssetAndConnect with the final saving path\n finalInstance = PrefabUtility.SaveAsPrefabAssetAndConnect(\n newGo,\n finalPrefabPath,\n InteractionMode.UserAction\n );\n\n if (finalInstance == null)\n {\n // Destroy the original if saving failed somehow (shouldn't usually happen if path is valid)\n UnityEngine.Object.DestroyImmediate(newGo);\n return Response.Error(\n $\"Failed to save GameObject '{name}' as prefab at '{finalPrefabPath}'. Check path and permissions.\"\n );\n }\n Debug.Log(\n $\"[ManageGameObject.Create] GameObject '{name}' saved as prefab to '{finalPrefabPath}' and instance connected.\"\n );\n // Mark the new prefab asset as dirty? Not usually necessary, SaveAsPrefabAsset handles it.\n // EditorUtility.SetDirty(finalInstance); // Instance is handled by SaveAsPrefabAssetAndConnect\n }\n catch (Exception e)\n {\n // Clean up the instance if prefab saving fails\n UnityEngine.Object.DestroyImmediate(newGo); // Destroy the original attempt\n return Response.Error($\"Error saving prefab '{finalPrefabPath}': {e.Message}\");\n }\n }\n\n // Select the instance in the scene (either prefab instance or newly created/saved one)\n Selection.activeGameObject = finalInstance;\n\n // Determine appropriate success message using the potentially updated or original path\n string messagePrefabPath =\n finalInstance == null\n ? originalPrefabPath\n : AssetDatabase.GetAssetPath(\n PrefabUtility.GetCorrespondingObjectFromSource(finalInstance)\n ?? (UnityEngine.Object)finalInstance\n );\n string successMessage;\n if (!createdNewObject && !string.IsNullOrEmpty(messagePrefabPath)) // Instantiated existing prefab\n {\n successMessage =\n $\"Prefab '{messagePrefabPath}' instantiated successfully as '{finalInstance.name}'.\";\n }\n else if (createdNewObject && saveAsPrefab && !string.IsNullOrEmpty(messagePrefabPath)) // Created new and saved as prefab\n {\n successMessage =\n $\"GameObject '{finalInstance.name}' created and saved as prefab to '{messagePrefabPath}'.\";\n }\n else // Created new primitive or empty GO, didn't save as prefab\n {\n successMessage =\n $\"GameObject '{finalInstance.name}' created successfully in scene.\";\n }\n\n // Use the new serializer helper\n //return Response.Success(successMessage, GetGameObjectData(finalInstance));\n return Response.Success(successMessage, Helpers.GameObjectSerializer.GetGameObjectData(finalInstance));\n }\n\n private static object ModifyGameObject(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n // Record state for Undo *before* modifications\n Undo.RecordObject(targetGo.transform, \"Modify GameObject Transform\");\n Undo.RecordObject(targetGo, \"Modify GameObject Properties\");\n\n bool modified = false;\n\n // Rename (using consolidated 'name' parameter)\n string name = @params[\"name\"]?.ToString();\n if (!string.IsNullOrEmpty(name) && targetGo.name != name)\n {\n targetGo.name = name;\n modified = true;\n }\n\n // Change Parent (using consolidated 'parent' parameter)\n JToken parentToken = @params[\"parent\"];\n if (parentToken != null)\n {\n GameObject newParentGo = FindObjectInternal(parentToken, \"by_id_or_name_or_path\");\n // Check for hierarchy loops\n if (\n newParentGo == null\n && !(\n parentToken.Type == JTokenType.Null\n || (\n parentToken.Type == JTokenType.String\n && string.IsNullOrEmpty(parentToken.ToString())\n )\n )\n )\n {\n return Response.Error($\"New parent ('{parentToken}') not found.\");\n }\n if (newParentGo != null && newParentGo.transform.IsChildOf(targetGo.transform))\n {\n return Response.Error(\n $\"Cannot parent '{targetGo.name}' to '{newParentGo.name}', as it would create a hierarchy loop.\"\n );\n }\n if (targetGo.transform.parent != (newParentGo?.transform))\n {\n targetGo.transform.SetParent(newParentGo?.transform, true); // worldPositionStays = true\n modified = true;\n }\n }\n\n // Set Active State\n bool? setActive = @params[\"setActive\"]?.ToObject();\n if (setActive.HasValue && targetGo.activeSelf != setActive.Value)\n {\n targetGo.SetActive(setActive.Value);\n modified = true;\n }\n\n // Change Tag (using consolidated 'tag' parameter)\n string tag = @params[\"tag\"]?.ToString();\n // Only attempt to change tag if a non-null tag is provided and it's different from the current one.\n // Allow setting an empty string to remove the tag (Unity uses \"Untagged\").\n if (tag != null && targetGo.tag != tag)\n {\n // Ensure the tag is not empty, if empty, it means \"Untagged\" implicitly\n string tagToSet = string.IsNullOrEmpty(tag) ? \"Untagged\" : tag;\n try\n {\n targetGo.tag = tagToSet;\n modified = true;\n }\n catch (UnityException ex)\n {\n // Check if the error is specifically because the tag doesn't exist\n if (ex.Message.Contains(\"is not defined\"))\n {\n Debug.LogWarning(\n $\"[ManageGameObject] Tag '{tagToSet}' not found. Attempting to create it.\"\n );\n try\n {\n // Attempt to create the tag using internal utility\n InternalEditorUtility.AddTag(tagToSet);\n // Wait a frame maybe? Not strictly necessary but sometimes helps editor updates.\n // yield return null; // Cannot yield here, editor script limitation\n\n // Retry setting the tag immediately after creation\n targetGo.tag = tagToSet;\n modified = true;\n Debug.Log(\n $\"[ManageGameObject] Tag '{tagToSet}' created and assigned successfully.\"\n );\n }\n catch (Exception innerEx)\n {\n // Handle failure during tag creation or the second assignment attempt\n Debug.LogError(\n $\"[ManageGameObject] Failed to create or assign tag '{tagToSet}' after attempting creation: {innerEx.Message}\"\n );\n return Response.Error(\n $\"Failed to create or assign tag '{tagToSet}': {innerEx.Message}. Check Tag Manager and permissions.\"\n );\n }\n }\n else\n {\n // If the exception was for a different reason, return the original error\n return Response.Error($\"Failed to set tag to '{tagToSet}': {ex.Message}.\");\n }\n }\n }\n\n // Change Layer (using consolidated 'layer' parameter)\n string layerName = @params[\"layer\"]?.ToString();\n if (!string.IsNullOrEmpty(layerName))\n {\n int layerId = LayerMask.NameToLayer(layerName);\n if (layerId == -1 && layerName != \"Default\")\n {\n return Response.Error(\n $\"Invalid layer specified: '{layerName}'. Use a valid layer name.\"\n );\n }\n if (layerId != -1 && targetGo.layer != layerId)\n {\n targetGo.layer = layerId;\n modified = true;\n }\n }\n\n // Transform Modifications\n Vector3? position = ParseVector3(@params[\"position\"] as JArray);\n Vector3? rotation = ParseVector3(@params[\"rotation\"] as JArray);\n Vector3? scale = ParseVector3(@params[\"scale\"] as JArray);\n\n if (position.HasValue && targetGo.transform.localPosition != position.Value)\n {\n targetGo.transform.localPosition = position.Value;\n modified = true;\n }\n if (rotation.HasValue && targetGo.transform.localEulerAngles != rotation.Value)\n {\n targetGo.transform.localEulerAngles = rotation.Value;\n modified = true;\n }\n if (scale.HasValue && targetGo.transform.localScale != scale.Value)\n {\n targetGo.transform.localScale = scale.Value;\n modified = true;\n }\n\n // --- Component Modifications ---\n // Note: These might need more specific Undo recording per component\n\n // Remove Components\n if (@params[\"componentsToRemove\"] is JArray componentsToRemoveArray)\n {\n foreach (var compToken in componentsToRemoveArray)\n {\n // ... (parsing logic as in CreateGameObject) ...\n string typeName = compToken.ToString();\n if (!string.IsNullOrEmpty(typeName))\n {\n var removeResult = RemoveComponentInternal(targetGo, typeName);\n if (removeResult != null)\n return removeResult; // Return error if removal failed\n modified = true;\n }\n }\n }\n\n // Add Components (similar to create)\n if (@params[\"componentsToAdd\"] is JArray componentsToAddArrayModify)\n {\n foreach (var compToken in componentsToAddArrayModify)\n {\n string typeName = null;\n JObject properties = null;\n if (compToken.Type == JTokenType.String)\n typeName = compToken.ToString();\n else if (compToken is JObject compObj)\n {\n typeName = compObj[\"typeName\"]?.ToString();\n properties = compObj[\"properties\"] as JObject;\n }\n\n if (!string.IsNullOrEmpty(typeName))\n {\n var addResult = AddComponentInternal(targetGo, typeName, properties);\n if (addResult != null)\n return addResult;\n modified = true;\n }\n }\n }\n\n // Set Component Properties\n if (@params[\"componentProperties\"] is JObject componentPropertiesObj)\n {\n foreach (var prop in componentPropertiesObj.Properties())\n {\n string compName = prop.Name;\n JObject propertiesToSet = prop.Value as JObject;\n if (propertiesToSet != null)\n {\n var setResult = SetComponentPropertiesInternal(\n targetGo,\n compName,\n propertiesToSet\n );\n if (setResult != null)\n return setResult;\n modified = true;\n }\n }\n }\n\n if (!modified)\n {\n // Use the new serializer helper\n // return Response.Success(\n // $\"No modifications applied to GameObject '{targetGo.name}'.\",\n // GetGameObjectData(targetGo));\n\n return Response.Success(\n $\"No modifications applied to GameObject '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n }\n\n EditorUtility.SetDirty(targetGo); // Mark scene as dirty\n // Use the new serializer helper\n return Response.Success(\n $\"GameObject '{targetGo.name}' modified successfully.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n // return Response.Success(\n // $\"GameObject '{targetGo.name}' modified successfully.\",\n // GetGameObjectData(targetGo));\n \n }\n\n private static object DeleteGameObject(JToken targetToken, string searchMethod)\n {\n // Find potentially multiple objects if name/tag search is used without find_all=false implicitly\n List targets = FindObjectsInternal(targetToken, searchMethod, true); // find_all=true for delete safety\n\n if (targets.Count == 0)\n {\n return Response.Error(\n $\"Target GameObject(s) ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n List deletedObjects = new List();\n foreach (var targetGo in targets)\n {\n if (targetGo != null)\n {\n string goName = targetGo.name;\n int goId = targetGo.GetInstanceID();\n // Use Undo.DestroyObjectImmediate for undo support\n Undo.DestroyObjectImmediate(targetGo);\n deletedObjects.Add(new { name = goName, instanceID = goId });\n }\n }\n\n if (deletedObjects.Count > 0)\n {\n string message =\n targets.Count == 1\n ? $\"GameObject '{deletedObjects[0].GetType().GetProperty(\"name\").GetValue(deletedObjects[0])}' deleted successfully.\"\n : $\"{deletedObjects.Count} GameObjects deleted successfully.\";\n return Response.Success(message, deletedObjects);\n }\n else\n {\n // Should not happen if targets.Count > 0 initially, but defensive check\n return Response.Error(\"Failed to delete target GameObject(s).\");\n }\n }\n\n private static object FindGameObjects(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n bool findAll = @params[\"findAll\"]?.ToObject() ?? false;\n List foundObjects = FindObjectsInternal(\n targetToken,\n searchMethod,\n findAll,\n @params\n );\n\n if (foundObjects.Count == 0)\n {\n return Response.Success(\"No matching GameObjects found.\", new List());\n }\n\n // Use the new serializer helper\n //var results = foundObjects.Select(go => GetGameObjectData(go)).ToList();\n var results = foundObjects.Select(go => Helpers.GameObjectSerializer.GetGameObjectData(go)).ToList();\n return Response.Success($\"Found {results.Count} GameObject(s).\", results);\n }\n\n private static object GetComponentsFromTarget(string target, string searchMethod, bool includeNonPublicSerialized = true)\n {\n GameObject targetGo = FindObjectInternal(target, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{target}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n try\n {\n // --- Get components, immediately copy to list, and null original array --- \n Component[] originalComponents = targetGo.GetComponents();\n List componentsToIterate = new List(originalComponents ?? Array.Empty()); // Copy immediately, handle null case\n int componentCount = componentsToIterate.Count; \n originalComponents = null; // Null the original reference\n // Debug.Log($\"[GetComponentsFromTarget] Found {componentCount} components on {targetGo.name}. Copied to list, nulled original. Starting REVERSE for loop...\");\n // --- End Copy and Null --- \n \n var componentData = new List();\n \n for (int i = componentCount - 1; i >= 0; i--) // Iterate backwards over the COPY\n {\n Component c = componentsToIterate[i]; // Use the copy\n if (c == null) \n {\n // Debug.LogWarning($\"[GetComponentsFromTarget REVERSE for] Encountered a null component at index {i} on {targetGo.name}. Skipping.\");\n continue; // Safety check\n }\n // Debug.Log($\"[GetComponentsFromTarget REVERSE for] Processing component: {c.GetType()?.FullName ?? \"null\"} (ID: {c.GetInstanceID()}) at index {i} on {targetGo.name}\");\n try \n {\n var data = Helpers.GameObjectSerializer.GetComponentData(c, includeNonPublicSerialized);\n if (data != null) // Ensure GetComponentData didn't return null\n {\n componentData.Insert(0, data); // Insert at beginning to maintain original order in final list\n }\n // else\n // {\n // Debug.LogWarning($\"[GetComponentsFromTarget REVERSE for] GetComponentData returned null for component {c.GetType().FullName} (ID: {c.GetInstanceID()}) on {targetGo.name}. Skipping addition.\");\n // }\n }\n catch (Exception ex)\n {\n Debug.LogError($\"[GetComponentsFromTarget REVERSE for] Error processing component {c.GetType().FullName} (ID: {c.GetInstanceID()}) on {targetGo.name}: {ex.Message}\\n{ex.StackTrace}\");\n // Optionally add placeholder data or just skip\n componentData.Insert(0, new JObject( // Insert error marker at beginning\n new JProperty(\"typeName\", c.GetType().FullName + \" (Serialization Error)\"),\n new JProperty(\"instanceID\", c.GetInstanceID()),\n new JProperty(\"error\", ex.Message)\n ));\n }\n }\n // Debug.Log($\"[GetComponentsFromTarget] Finished REVERSE for loop.\");\n \n // Cleanup the list we created\n componentsToIterate.Clear();\n componentsToIterate = null;\n\n return Response.Success(\n $\"Retrieved {componentData.Count} components from '{targetGo.name}'.\",\n componentData // List was built in original order\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error getting components from '{targetGo.name}': {e.Message}\"\n );\n }\n }\n\n private static object AddComponentToTarget(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n string typeName = null;\n JObject properties = null;\n\n // Allow adding component specified directly or via componentsToAdd array (take first)\n if (@params[\"componentName\"] != null)\n {\n typeName = @params[\"componentName\"]?.ToString();\n properties = @params[\"componentProperties\"]?[typeName] as JObject; // Check if props are nested under name\n }\n else if (\n @params[\"componentsToAdd\"] is JArray componentsToAddArray\n && componentsToAddArray.Count > 0\n )\n {\n var compToken = componentsToAddArray.First;\n if (compToken.Type == JTokenType.String)\n typeName = compToken.ToString();\n else if (compToken is JObject compObj)\n {\n typeName = compObj[\"typeName\"]?.ToString();\n properties = compObj[\"properties\"] as JObject;\n }\n }\n\n if (string.IsNullOrEmpty(typeName))\n {\n return Response.Error(\n \"Component type name ('componentName' or first element in 'componentsToAdd') is required.\"\n );\n }\n\n var addResult = AddComponentInternal(targetGo, typeName, properties);\n if (addResult != null)\n return addResult; // Return error\n\n EditorUtility.SetDirty(targetGo);\n // Use the new serializer helper\n return Response.Success(\n $\"Component '{typeName}' added to '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n ); // Return updated GO data\n }\n\n private static object RemoveComponentFromTarget(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n string typeName = null;\n // Allow removing component specified directly or via componentsToRemove array (take first)\n if (@params[\"componentName\"] != null)\n {\n typeName = @params[\"componentName\"]?.ToString();\n }\n else if (\n @params[\"componentsToRemove\"] is JArray componentsToRemoveArray\n && componentsToRemoveArray.Count > 0\n )\n {\n typeName = componentsToRemoveArray.First?.ToString();\n }\n\n if (string.IsNullOrEmpty(typeName))\n {\n return Response.Error(\n \"Component type name ('componentName' or first element in 'componentsToRemove') is required.\"\n );\n }\n\n var removeResult = RemoveComponentInternal(targetGo, typeName);\n if (removeResult != null)\n return removeResult; // Return error\n\n EditorUtility.SetDirty(targetGo);\n // Use the new serializer helper\n return Response.Success(\n $\"Component '{typeName}' removed from '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n }\n\n private static object SetComponentPropertyOnTarget(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n string compName = @params[\"componentName\"]?.ToString();\n JObject propertiesToSet = null;\n\n if (!string.IsNullOrEmpty(compName))\n {\n // Properties might be directly under componentProperties or nested under the component name\n if (@params[\"componentProperties\"] is JObject compProps)\n {\n propertiesToSet = compProps[compName] as JObject ?? compProps; // Allow flat or nested structure\n }\n }\n else\n {\n return Response.Error(\"'componentName' parameter is required.\");\n }\n\n if (propertiesToSet == null || !propertiesToSet.HasValues)\n {\n return Response.Error(\n \"'componentProperties' dictionary for the specified component is required and cannot be empty.\"\n );\n }\n\n var setResult = SetComponentPropertiesInternal(targetGo, compName, propertiesToSet);\n if (setResult != null)\n return setResult; // Return error\n\n EditorUtility.SetDirty(targetGo);\n // Use the new serializer helper\n return Response.Success(\n $\"Properties set for component '{compName}' on '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n }\n\n // --- Internal Helpers ---\n\n /// \n /// Finds a single GameObject based on token (ID, name, path) and search method.\n /// \n private static GameObject FindObjectInternal(\n JToken targetToken,\n string searchMethod,\n JObject findParams = null\n )\n {\n // If find_all is not explicitly false, we still want only one for most single-target operations.\n bool findAll = findParams?[\"findAll\"]?.ToObject() ?? false;\n // If a specific target ID is given, always find just that one.\n if (\n targetToken?.Type == JTokenType.Integer\n || (searchMethod == \"by_id\" && int.TryParse(targetToken?.ToString(), out _))\n )\n {\n findAll = false;\n }\n List results = FindObjectsInternal(\n targetToken,\n searchMethod,\n findAll,\n findParams\n );\n return results.Count > 0 ? results[0] : null;\n }\n\n /// \n /// Core logic for finding GameObjects based on various criteria.\n /// \n private static List FindObjectsInternal(\n JToken targetToken,\n string searchMethod,\n bool findAll,\n JObject findParams = null\n )\n {\n List results = new List();\n string searchTerm = findParams?[\"searchTerm\"]?.ToString() ?? targetToken?.ToString(); // Use searchTerm if provided, else the target itself\n bool searchInChildren = findParams?[\"searchInChildren\"]?.ToObject() ?? false;\n bool searchInactive = findParams?[\"searchInactive\"]?.ToObject() ?? false;\n\n // Default search method if not specified\n if (string.IsNullOrEmpty(searchMethod))\n {\n if (targetToken?.Type == JTokenType.Integer)\n searchMethod = \"by_id\";\n else if (!string.IsNullOrEmpty(searchTerm) && searchTerm.Contains('/'))\n searchMethod = \"by_path\";\n else\n searchMethod = \"by_name\"; // Default fallback\n }\n\n GameObject rootSearchObject = null;\n // If searching in children, find the initial target first\n if (searchInChildren && targetToken != null)\n {\n rootSearchObject = FindObjectInternal(targetToken, \"by_id_or_name_or_path\"); // Find the root for child search\n if (rootSearchObject == null)\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Find] Root object '{targetToken}' for child search not found.\"\n );\n return results; // Return empty if root not found\n }\n }\n\n switch (searchMethod)\n {\n case \"by_id\":\n if (int.TryParse(searchTerm, out int instanceId))\n {\n // EditorUtility.InstanceIDToObject is slow, iterate manually if possible\n // GameObject obj = EditorUtility.InstanceIDToObject(instanceId) as GameObject;\n var allObjects = GetAllSceneObjects(searchInactive); // More efficient\n GameObject obj = allObjects.FirstOrDefault(go =>\n go.GetInstanceID() == instanceId\n );\n if (obj != null)\n results.Add(obj);\n }\n break;\n case \"by_name\":\n var searchPoolName = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(searchInactive)\n .Select(t => t.gameObject)\n : GetAllSceneObjects(searchInactive);\n results.AddRange(searchPoolName.Where(go => go.name == searchTerm));\n break;\n case \"by_path\":\n // Path is relative to scene root or rootSearchObject\n Transform foundTransform = rootSearchObject\n ? rootSearchObject.transform.Find(searchTerm)\n : GameObject.Find(searchTerm)?.transform;\n if (foundTransform != null)\n results.Add(foundTransform.gameObject);\n break;\n case \"by_tag\":\n var searchPoolTag = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(searchInactive)\n .Select(t => t.gameObject)\n : GetAllSceneObjects(searchInactive);\n results.AddRange(searchPoolTag.Where(go => go.CompareTag(searchTerm)));\n break;\n case \"by_layer\":\n var searchPoolLayer = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(searchInactive)\n .Select(t => t.gameObject)\n : GetAllSceneObjects(searchInactive);\n if (int.TryParse(searchTerm, out int layerIndex))\n {\n results.AddRange(searchPoolLayer.Where(go => go.layer == layerIndex));\n }\n else\n {\n int namedLayer = LayerMask.NameToLayer(searchTerm);\n if (namedLayer != -1)\n results.AddRange(searchPoolLayer.Where(go => go.layer == namedLayer));\n }\n break;\n case \"by_component\":\n Type componentType = FindType(searchTerm);\n if (componentType != null)\n {\n // Determine FindObjectsInactive based on the searchInactive flag\n FindObjectsInactive findInactive = searchInactive\n ? FindObjectsInactive.Include\n : FindObjectsInactive.Exclude;\n // Replace FindObjectsOfType with FindObjectsByType, specifying the sorting mode and inactive state\n var searchPoolComp = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(componentType, searchInactive)\n .Select(c => (c as Component).gameObject)\n : UnityEngine\n .Object.FindObjectsByType(\n componentType,\n findInactive,\n FindObjectsSortMode.None\n )\n .Select(c => (c as Component).gameObject);\n results.AddRange(searchPoolComp.Where(go => go != null)); // Ensure GO is valid\n }\n else\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Find] Component type not found: {searchTerm}\"\n );\n }\n break;\n case \"by_id_or_name_or_path\": // Helper method used internally\n if (int.TryParse(searchTerm, out int id))\n {\n var allObjectsId = GetAllSceneObjects(true); // Search inactive for internal lookup\n GameObject objById = allObjectsId.FirstOrDefault(go =>\n go.GetInstanceID() == id\n );\n if (objById != null)\n {\n results.Add(objById);\n break;\n }\n }\n GameObject objByPath = GameObject.Find(searchTerm);\n if (objByPath != null)\n {\n results.Add(objByPath);\n break;\n }\n\n var allObjectsName = GetAllSceneObjects(true);\n results.AddRange(allObjectsName.Where(go => go.name == searchTerm));\n break;\n default:\n Debug.LogWarning(\n $\"[ManageGameObject.Find] Unknown search method: {searchMethod}\"\n );\n break;\n }\n\n // If only one result is needed, return just the first one found.\n if (!findAll && results.Count > 1)\n {\n return new List { results[0] };\n }\n\n return results.Distinct().ToList(); // Ensure uniqueness\n }\n\n // Helper to get all scene objects efficiently\n private static IEnumerable GetAllSceneObjects(bool includeInactive)\n {\n // SceneManager.GetActiveScene().GetRootGameObjects() is faster than FindObjectsOfType()\n var rootObjects = SceneManager.GetActiveScene().GetRootGameObjects();\n var allObjects = new List();\n foreach (var root in rootObjects)\n {\n allObjects.AddRange(\n root.GetComponentsInChildren(includeInactive)\n .Select(t => t.gameObject)\n );\n }\n return allObjects;\n }\n\n /// \n /// Adds a component by type name and optionally sets properties.\n /// Returns null on success, or an error response object on failure.\n /// \n private static object AddComponentInternal(\n GameObject targetGo,\n string typeName,\n JObject properties\n )\n {\n Type componentType = FindType(typeName);\n if (componentType == null)\n {\n return Response.Error(\n $\"Component type '{typeName}' not found or is not a valid Component.\"\n );\n }\n if (!typeof(Component).IsAssignableFrom(componentType))\n {\n return Response.Error($\"Type '{typeName}' is not a Component.\");\n }\n\n // Prevent adding Transform again\n if (componentType == typeof(Transform))\n {\n return Response.Error(\"Cannot add another Transform component.\");\n }\n\n // Check for 2D/3D physics component conflicts\n bool isAdding2DPhysics =\n typeof(Rigidbody2D).IsAssignableFrom(componentType)\n || typeof(Collider2D).IsAssignableFrom(componentType);\n bool isAdding3DPhysics =\n typeof(Rigidbody).IsAssignableFrom(componentType)\n || typeof(Collider).IsAssignableFrom(componentType);\n\n if (isAdding2DPhysics)\n {\n // Check if the GameObject already has any 3D Rigidbody or Collider\n if (\n targetGo.GetComponent() != null\n || targetGo.GetComponent() != null\n )\n {\n return Response.Error(\n $\"Cannot add 2D physics component '{typeName}' because the GameObject '{targetGo.name}' already has a 3D Rigidbody or Collider.\"\n );\n }\n }\n else if (isAdding3DPhysics)\n {\n // Check if the GameObject already has any 2D Rigidbody or Collider\n if (\n targetGo.GetComponent() != null\n || targetGo.GetComponent() != null\n )\n {\n return Response.Error(\n $\"Cannot add 3D physics component '{typeName}' because the GameObject '{targetGo.name}' already has a 2D Rigidbody or Collider.\"\n );\n }\n }\n\n try\n {\n // Use Undo.AddComponent for undo support\n Component newComponent = Undo.AddComponent(targetGo, componentType);\n if (newComponent == null)\n {\n return Response.Error(\n $\"Failed to add component '{typeName}' to '{targetGo.name}'. It might be disallowed (e.g., adding script twice).\"\n );\n }\n\n // Set default values for specific component types\n if (newComponent is Light light)\n {\n // Default newly added lights to directional\n light.type = LightType.Directional;\n }\n\n // Set properties if provided\n if (properties != null)\n {\n var setResult = SetComponentPropertiesInternal(\n targetGo,\n typeName,\n properties,\n newComponent\n ); // Pass the new component instance\n if (setResult != null)\n {\n // If setting properties failed, maybe remove the added component?\n Undo.DestroyObjectImmediate(newComponent);\n return setResult; // Return the error from setting properties\n }\n }\n\n return null; // Success\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error adding component '{typeName}' to '{targetGo.name}': {e.Message}\"\n );\n }\n }\n\n /// \n /// Removes a component by type name.\n /// Returns null on success, or an error response object on failure.\n /// \n private static object RemoveComponentInternal(GameObject targetGo, string typeName)\n {\n Type componentType = FindType(typeName);\n if (componentType == null)\n {\n return Response.Error($\"Component type '{typeName}' not found for removal.\");\n }\n\n // Prevent removing essential components\n if (componentType == typeof(Transform))\n {\n return Response.Error(\"Cannot remove the Transform component.\");\n }\n\n Component componentToRemove = targetGo.GetComponent(componentType);\n if (componentToRemove == null)\n {\n return Response.Error(\n $\"Component '{typeName}' not found on '{targetGo.name}' to remove.\"\n );\n }\n\n try\n {\n // Use Undo.DestroyObjectImmediate for undo support\n Undo.DestroyObjectImmediate(componentToRemove);\n return null; // Success\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error removing component '{typeName}' from '{targetGo.name}': {e.Message}\"\n );\n }\n }\n\n /// \n /// Sets properties on a component.\n /// Returns null on success, or an error response object on failure.\n /// \n private static object SetComponentPropertiesInternal(\n GameObject targetGo,\n string compName,\n JObject propertiesToSet,\n Component targetComponentInstance = null\n )\n {\n Component targetComponent = targetComponentInstance ?? targetGo.GetComponent(compName);\n if (targetComponent == null)\n {\n return Response.Error(\n $\"Component '{compName}' not found on '{targetGo.name}' to set properties.\"\n );\n }\n\n Undo.RecordObject(targetComponent, \"Set Component Properties\");\n\n foreach (var prop in propertiesToSet.Properties())\n {\n string propName = prop.Name;\n JToken propValue = prop.Value;\n\n try\n {\n if (!SetProperty(targetComponent, propName, propValue))\n {\n // Log warning if property could not be set\n Debug.LogWarning(\n $\"[ManageGameObject] Could not set property '{propName}' on component '{compName}' ('{targetComponent.GetType().Name}'). Property might not exist, be read-only, or type mismatch.\"\n );\n // Optionally return an error here instead of just logging\n // return Response.Error($\"Could not set property '{propName}' on component '{compName}'.\");\n }\n }\n catch (Exception e)\n {\n Debug.LogError(\n $\"[ManageGameObject] Error setting property '{propName}' on '{compName}': {e.Message}\"\n );\n // Optionally return an error here\n // return Response.Error($\"Error setting property '{propName}' on '{compName}': {e.Message}\");\n }\n }\n EditorUtility.SetDirty(targetComponent);\n return null; // Success (or partial success if warnings were logged)\n }\n\n /// \n /// Helper to set a property or field via reflection, handling basic types.\n /// \n private static bool SetProperty(object target, string memberName, JToken value)\n {\n Type type = target.GetType();\n BindingFlags flags =\n BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase;\n\n // --- Use a dedicated serializer for input conversion ---\n // Define this somewhere accessible, maybe static readonly field\n JsonSerializerSettings inputSerializerSettings = new JsonSerializerSettings\n {\n Converters = new List\n {\n // Add specific converters needed for INPUT deserialization if different from output\n new Vector3Converter(),\n new Vector2Converter(),\n new QuaternionConverter(),\n new ColorConverter(),\n new RectConverter(),\n new BoundsConverter(),\n new UnityEngineObjectConverter() // Crucial for finding references from instructions\n }\n // No ReferenceLoopHandling needed typically for input\n };\n JsonSerializer inputSerializer = JsonSerializer.Create(inputSerializerSettings);\n // --- End Serializer Setup ---\n\n try\n {\n // Handle special case for materials with dot notation (material.property)\n // Examples: material.color, sharedMaterial.color, materials[0].color\n if (memberName.Contains('.') || memberName.Contains('['))\n {\n // Pass the inputSerializer down for nested conversions\n return SetNestedProperty(target, memberName, value, inputSerializer);\n }\n\n PropertyInfo propInfo = type.GetProperty(memberName, flags);\n if (propInfo != null && propInfo.CanWrite)\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, propInfo.PropertyType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null) // Allow setting null\n {\n propInfo.SetValue(target, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetProperty] Conversion failed for property '{memberName}' (Type: {propInfo.PropertyType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n else\n {\n FieldInfo fieldInfo = type.GetField(memberName, flags);\n if (fieldInfo != null) // Check if !IsLiteral?\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, fieldInfo.FieldType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null) // Allow setting null\n {\n fieldInfo.SetValue(target, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetProperty] Conversion failed for field '{memberName}' (Type: {fieldInfo.FieldType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogError(\n $\"[SetProperty] Failed to set '{memberName}' on {type.Name}: {ex.Message}\\nToken: {value.ToString(Formatting.None)}\"\n );\n }\n return false;\n }\n\n /// \n /// Sets a nested property using dot notation (e.g., \"material.color\") or array access (e.g., \"materials[0]\")\n /// \n // Pass the input serializer for conversions\n //Using the serializer helper\n private static bool SetNestedProperty(object target, string path, JToken value, JsonSerializer inputSerializer)\n {\n try\n {\n // Split the path into parts (handling both dot notation and array indexing)\n string[] pathParts = SplitPropertyPath(path);\n if (pathParts.Length == 0)\n return false;\n\n object currentObject = target;\n Type currentType = currentObject.GetType();\n BindingFlags flags =\n BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase;\n\n // Traverse the path until we reach the final property\n for (int i = 0; i < pathParts.Length - 1; i++)\n {\n string part = pathParts[i];\n bool isArray = false;\n int arrayIndex = -1;\n\n // Check if this part contains array indexing\n if (part.Contains(\"[\"))\n {\n int startBracket = part.IndexOf('[');\n int endBracket = part.IndexOf(']');\n if (startBracket > 0 && endBracket > startBracket)\n {\n string indexStr = part.Substring(\n startBracket + 1,\n endBracket - startBracket - 1\n );\n if (int.TryParse(indexStr, out arrayIndex))\n {\n isArray = true;\n part = part.Substring(0, startBracket);\n }\n }\n }\n // Get the property/field\n PropertyInfo propInfo = currentType.GetProperty(part, flags);\n FieldInfo fieldInfo = null;\n if (propInfo == null)\n {\n fieldInfo = currentType.GetField(part, flags);\n if (fieldInfo == null)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Could not find property or field '{part}' on type '{currentType.Name}'\"\n );\n return false;\n }\n }\n\n // Get the value\n currentObject =\n propInfo != null\n ? propInfo.GetValue(currentObject)\n : fieldInfo.GetValue(currentObject);\n //Need to stop if current property is null\n if (currentObject == null)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Property '{part}' is null, cannot access nested properties.\"\n );\n return false;\n }\n // If this part was an array or list, access the specific index\n if (isArray)\n {\n if (currentObject is Material[])\n {\n var materials = currentObject as Material[];\n if (arrayIndex < 0 || arrayIndex >= materials.Length)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Material index {arrayIndex} out of range (0-{materials.Length - 1})\"\n );\n return false;\n }\n currentObject = materials[arrayIndex];\n }\n else if (currentObject is System.Collections.IList)\n {\n var list = currentObject as System.Collections.IList;\n if (arrayIndex < 0 || arrayIndex >= list.Count)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Index {arrayIndex} out of range (0-{list.Count - 1})\"\n );\n return false;\n }\n currentObject = list[arrayIndex];\n }\n else\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Property '{part}' is not an array or list, cannot access by index.\"\n );\n return false;\n }\n }\n currentType = currentObject.GetType();\n }\n\n // Set the final property\n string finalPart = pathParts[pathParts.Length - 1];\n\n // Special handling for Material properties (shader properties)\n if (currentObject is Material material && finalPart.StartsWith(\"_\"))\n {\n // Use the serializer to convert the JToken value first\n if (value is JArray jArray)\n {\n // Try converting to known types that SetColor/SetVector accept\n if (jArray.Count == 4) {\n try { Color color = value.ToObject(inputSerializer); material.SetColor(finalPart, color); return true; } catch { }\n try { Vector4 vec = value.ToObject(inputSerializer); material.SetVector(finalPart, vec); return true; } catch { }\n } else if (jArray.Count == 3) {\n try { Color color = value.ToObject(inputSerializer); material.SetColor(finalPart, color); return true; } catch { } // ToObject handles conversion to Color\n } else if (jArray.Count == 2) {\n try { Vector2 vec = value.ToObject(inputSerializer); material.SetVector(finalPart, vec); return true; } catch { }\n }\n }\n else if (value.Type == JTokenType.Float || value.Type == JTokenType.Integer)\n {\n try { material.SetFloat(finalPart, value.ToObject(inputSerializer)); return true; } catch { }\n }\n else if (value.Type == JTokenType.Boolean)\n {\n try { material.SetFloat(finalPart, value.ToObject(inputSerializer) ? 1f : 0f); return true; } catch { }\n }\n else if (value.Type == JTokenType.String)\n {\n // Try converting to Texture using the serializer/converter\n try {\n Texture texture = value.ToObject(inputSerializer);\n if (texture != null) {\n material.SetTexture(finalPart, texture);\n return true;\n }\n } catch { }\n }\n\n Debug.LogWarning(\n $\"[SetNestedProperty] Unsupported or failed conversion for material property '{finalPart}' from value: {value.ToString(Formatting.None)}\"\n );\n return false;\n }\n\n // For standard properties (not shader specific)\n PropertyInfo finalPropInfo = currentType.GetProperty(finalPart, flags);\n if (finalPropInfo != null && finalPropInfo.CanWrite)\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, finalPropInfo.PropertyType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null)\n {\n finalPropInfo.SetValue(currentObject, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetNestedProperty] Final conversion failed for property '{finalPart}' (Type: {finalPropInfo.PropertyType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n else\n {\n FieldInfo finalFieldInfo = currentType.GetField(finalPart, flags);\n if (finalFieldInfo != null)\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, finalFieldInfo.FieldType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null)\n {\n finalFieldInfo.SetValue(currentObject, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetNestedProperty] Final conversion failed for field '{finalPart}' (Type: {finalFieldInfo.FieldType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n else\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Could not find final writable property or field '{finalPart}' on type '{currentType.Name}'\"\n );\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogError(\n $\"[SetNestedProperty] Error setting nested property '{path}': {ex.Message}\\nToken: {value.ToString(Formatting.None)}\"\n );\n }\n\n return false;\n }\n\n\n /// \n /// Split a property path into parts, handling both dot notation and array indexers\n /// \n private static string[] SplitPropertyPath(string path)\n {\n // Handle complex paths with both dots and array indexers\n List parts = new List();\n int startIndex = 0;\n bool inBrackets = false;\n\n for (int i = 0; i < path.Length; i++)\n {\n char c = path[i];\n\n if (c == '[')\n {\n inBrackets = true;\n }\n else if (c == ']')\n {\n inBrackets = false;\n }\n else if (c == '.' && !inBrackets)\n {\n // Found a dot separator outside of brackets\n parts.Add(path.Substring(startIndex, i - startIndex));\n startIndex = i + 1;\n }\n }\n if (startIndex < path.Length)\n {\n parts.Add(path.Substring(startIndex));\n }\n return parts.ToArray();\n }\n\n /// \n /// Simple JToken to Type conversion for common Unity types, using JsonSerializer.\n /// \n // Pass the input serializer\n private static object ConvertJTokenToType(JToken token, Type targetType, JsonSerializer inputSerializer)\n {\n if (token == null || token.Type == JTokenType.Null)\n {\n if (targetType.IsValueType && Nullable.GetUnderlyingType(targetType) == null)\n {\n Debug.LogWarning($\"Cannot assign null to non-nullable value type {targetType.Name}. Returning default value.\");\n return Activator.CreateInstance(targetType);\n }\n return null;\n }\n\n try\n {\n // Use the provided serializer instance which includes our custom converters\n return token.ToObject(targetType, inputSerializer);\n }\n catch (JsonSerializationException jsonEx)\n {\n Debug.LogError($\"JSON Deserialization Error converting token to {targetType.FullName}: {jsonEx.Message}\\nToken: {token.ToString(Formatting.None)}\");\n // Optionally re-throw or return null/default\n // return targetType.IsValueType ? Activator.CreateInstance(targetType) : null;\n throw; // Re-throw to indicate failure higher up\n }\n catch (ArgumentException argEx)\n {\n Debug.LogError($\"Argument Error converting token to {targetType.FullName}: {argEx.Message}\\nToken: {token.ToString(Formatting.None)}\");\n throw;\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Unexpected error converting token to {targetType.FullName}: {ex}\\nToken: {token.ToString(Formatting.None)}\");\n throw;\n }\n // If ToObject succeeded, it would have returned. If it threw, we wouldn't reach here.\n // This fallback logic is likely unreachable if ToObject covers all cases or throws on failure.\n // Debug.LogWarning($\"Conversion failed for token to {targetType.FullName}. Token: {token.ToString(Formatting.None)}\");\n // return targetType.IsValueType ? Activator.CreateInstance(targetType) : null;\n }\n\n // --- ParseJTokenTo... helpers are likely redundant now with the serializer approach ---\n // Keep them temporarily for reference or if specific fallback logic is ever needed.\n\n private static Vector3 ParseJTokenToVector3(JToken token)\n {\n // ... (implementation - likely replaced by Vector3Converter) ...\n // Consider removing these if the serializer handles them reliably.\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\") && obj.ContainsKey(\"z\"))\n {\n return new Vector3(obj[\"x\"].ToObject(), obj[\"y\"].ToObject(), obj[\"z\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 3)\n {\n return new Vector3(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Vector3 using fallback. Returning Vector3.zero.\");\n return Vector3.zero;\n\n }\n private static Vector2 ParseJTokenToVector2(JToken token)\n {\n // ... (implementation - likely replaced by Vector2Converter) ...\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\"))\n {\n return new Vector2(obj[\"x\"].ToObject(), obj[\"y\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 2)\n {\n return new Vector2(arr[0].ToObject(), arr[1].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Vector2 using fallback. Returning Vector2.zero.\");\n return Vector2.zero;\n }\n private static Quaternion ParseJTokenToQuaternion(JToken token)\n {\n // ... (implementation - likely replaced by QuaternionConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\") && obj.ContainsKey(\"z\") && obj.ContainsKey(\"w\"))\n {\n return new Quaternion(obj[\"x\"].ToObject(), obj[\"y\"].ToObject(), obj[\"z\"].ToObject(), obj[\"w\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 4)\n {\n return new Quaternion(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject(), arr[3].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Quaternion using fallback. Returning Quaternion.identity.\");\n return Quaternion.identity;\n }\n private static Color ParseJTokenToColor(JToken token)\n {\n // ... (implementation - likely replaced by ColorConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"r\") && obj.ContainsKey(\"g\") && obj.ContainsKey(\"b\") && obj.ContainsKey(\"a\"))\n {\n return new Color(obj[\"r\"].ToObject(), obj[\"g\"].ToObject(), obj[\"b\"].ToObject(), obj[\"a\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 4)\n {\n return new Color(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject(), arr[3].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Color using fallback. Returning Color.white.\");\n return Color.white;\n }\n private static Rect ParseJTokenToRect(JToken token)\n {\n // ... (implementation - likely replaced by RectConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\") && obj.ContainsKey(\"width\") && obj.ContainsKey(\"height\"))\n {\n return new Rect(obj[\"x\"].ToObject(), obj[\"y\"].ToObject(), obj[\"width\"].ToObject(), obj[\"height\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 4)\n {\n return new Rect(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject(), arr[3].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Rect using fallback. Returning Rect.zero.\");\n return Rect.zero;\n }\n private static Bounds ParseJTokenToBounds(JToken token)\n {\n // ... (implementation - likely replaced by BoundsConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"center\") && obj.ContainsKey(\"size\"))\n {\n // Requires Vector3 conversion, which should ideally use the serializer too\n Vector3 center = ParseJTokenToVector3(obj[\"center\"]); // Or use obj[\"center\"].ToObject(inputSerializer)\n Vector3 size = ParseJTokenToVector3(obj[\"size\"]); // Or use obj[\"size\"].ToObject(inputSerializer)\n return new Bounds(center, size);\n }\n // Array fallback for Bounds is less intuitive, maybe remove?\n // if (token is JArray arr && arr.Count >= 6)\n // {\n // return new Bounds(new Vector3(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject()), new Vector3(arr[3].ToObject(), arr[4].ToObject(), arr[5].ToObject()));\n // }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Bounds using fallback. Returning new Bounds(Vector3.zero, Vector3.zero).\");\n return new Bounds(Vector3.zero, Vector3.zero);\n }\n // --- End Redundant Parse Helpers ---\n\n /// \n /// Finds a specific UnityEngine.Object based on a find instruction JObject.\n /// Primarily used by UnityEngineObjectConverter during deserialization.\n /// \n // Made public static so UnityEngineObjectConverter can call it. Moved from ConvertJTokenToType.\n public static UnityEngine.Object FindObjectByInstruction(JObject instruction, Type targetType)\n {\n string findTerm = instruction[\"find\"]?.ToString();\n string method = instruction[\"method\"]?.ToString()?.ToLower();\n string componentName = instruction[\"component\"]?.ToString(); // Specific component to get\n\n if (string.IsNullOrEmpty(findTerm))\n {\n Debug.LogWarning(\"Find instruction missing 'find' term.\");\n return null;\n }\n\n // Use a flexible default search method if none provided\n string searchMethodToUse = string.IsNullOrEmpty(method) ? \"by_id_or_name_or_path\" : method;\n\n // If the target is an asset (Material, Texture, ScriptableObject etc.) try AssetDatabase first\n if (typeof(Material).IsAssignableFrom(targetType) ||\n typeof(Texture).IsAssignableFrom(targetType) ||\n typeof(ScriptableObject).IsAssignableFrom(targetType) ||\n targetType.FullName.StartsWith(\"UnityEngine.U2D\") || // Sprites etc.\n typeof(AudioClip).IsAssignableFrom(targetType) ||\n typeof(AnimationClip).IsAssignableFrom(targetType) ||\n typeof(Font).IsAssignableFrom(targetType) ||\n typeof(Shader).IsAssignableFrom(targetType) ||\n typeof(ComputeShader).IsAssignableFrom(targetType) ||\n typeof(GameObject).IsAssignableFrom(targetType) && findTerm.StartsWith(\"Assets/\")) // Prefab check\n {\n // Try loading directly by path/GUID first\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(findTerm, targetType);\n if (asset != null) return asset;\n asset = AssetDatabase.LoadAssetAtPath(findTerm); // Try generic if type specific failed\n if (asset != null && targetType.IsAssignableFrom(asset.GetType())) return asset;\n\n\n // If direct path failed, try finding by name/type using FindAssets\n string searchFilter = $\"t:{targetType.Name} {System.IO.Path.GetFileNameWithoutExtension(findTerm)}\"; // Search by type and name\n string[] guids = AssetDatabase.FindAssets(searchFilter);\n\n if (guids.Length == 1)\n {\n asset = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guids[0]), targetType);\n if (asset != null) return asset;\n }\n else if (guids.Length > 1)\n {\n Debug.LogWarning($\"[FindObjectByInstruction] Ambiguous asset find: Found {guids.Length} assets matching filter '{searchFilter}'. Provide a full path or unique name.\");\n // Optionally return the first one? Or null? Returning null is safer.\n return null;\n }\n // If still not found, fall through to scene search (though unlikely for assets)\n }\n\n\n // --- Scene Object Search ---\n // Find the GameObject using the internal finder\n GameObject foundGo = FindObjectInternal(new JValue(findTerm), searchMethodToUse);\n\n if (foundGo == null)\n {\n // Don't warn yet, could still be an asset not found above\n // Debug.LogWarning($\"Could not find GameObject using instruction: {instruction}\");\n return null;\n }\n\n // Now, get the target object/component from the found GameObject\n if (targetType == typeof(GameObject))\n {\n return foundGo; // We were looking for a GameObject\n }\n else if (typeof(Component).IsAssignableFrom(targetType))\n {\n Type componentToGetType = targetType;\n if (!string.IsNullOrEmpty(componentName))\n {\n Type specificCompType = FindType(componentName);\n if (specificCompType != null && typeof(Component).IsAssignableFrom(specificCompType))\n {\n componentToGetType = specificCompType;\n }\n else\n {\n Debug.LogWarning($\"Could not find component type '{componentName}' specified in find instruction. Falling back to target type '{targetType.Name}'.\");\n }\n }\n\n Component foundComp = foundGo.GetComponent(componentToGetType);\n if (foundComp == null)\n {\n Debug.LogWarning($\"Found GameObject '{foundGo.name}' but could not find component of type '{componentToGetType.Name}'.\");\n }\n return foundComp;\n }\n else\n {\n Debug.LogWarning($\"Find instruction handling not implemented for target type: {targetType.Name}\");\n return null;\n }\n }\n\n\n /// \n /// Helper to find a Type by name, searching relevant assemblies.\n /// \n private static Type FindType(string typeName)\n {\n if (string.IsNullOrEmpty(typeName))\n return null;\n\n // Handle fully qualified names first\n Type type = Type.GetType(typeName);\n if (type != null) return type;\n\n // Handle common namespaces implicitly (add more as needed)\n string[] namespaces = { \"UnityEngine\", \"UnityEngine.UI\", \"UnityEngine.AI\", \"UnityEngine.Animations\", \"UnityEngine.Audio\", \"UnityEngine.EventSystems\", \"UnityEngine.InputSystem\", \"UnityEngine.Networking\", \"UnityEngine.Rendering\", \"UnityEngine.SceneManagement\", \"UnityEngine.Tilemaps\", \"UnityEngine.U2D\", \"UnityEngine.Video\", \"UnityEditor\", \"UnityEditor.AI\", \"UnityEditor.Animations\", \"UnityEditor.Experimental.GraphView\", \"UnityEditor.IMGUI.Controls\", \"UnityEditor.PackageManager.UI\", \"UnityEditor.SceneManagement\", \"UnityEditor.UI\", \"UnityEditor.U2D\", \"UnityEditor.VersionControl\" }; // Add more relevant namespaces\n\n foreach (string ns in namespaces) {\n type = Type.GetType($\"{ns}.{typeName}, {ns.Split('.')[0]}.CoreModule\") ?? // Heuristic: Check CoreModule first for UnityEngine/UnityEditor\n Type.GetType($\"{ns}.{typeName}, {ns.Split('.')[0]}\"); // Try assembly matching namespace root\n if (type != null) return type;\n }\n\n\n // If not found, search all loaded assemblies (slower, last resort)\n // Prioritize assemblies likely to contain game/editor types\n Assembly[] priorityAssemblies = {\n Assembly.Load(\"Assembly-CSharp\"), // Main game scripts\n Assembly.Load(\"Assembly-CSharp-Editor\"), // Main editor scripts\n // Add other important project assemblies if known\n };\n foreach (var assembly in priorityAssemblies.Where(a => a != null))\n {\n type = assembly.GetType(typeName) ?? assembly.GetType(\"UnityEngine.\" + typeName) ?? assembly.GetType(\"UnityEditor.\" + typeName);\n if (type != null) return type;\n }\n\n // Search remaining assemblies\n foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies().Except(priorityAssemblies))\n {\n try { // Protect against assembly loading errors\n type = assembly.GetType(typeName);\n if (type != null) return type;\n // Also check with common namespaces if simple name given\n foreach (string ns in namespaces) {\n type = assembly.GetType($\"{ns}.{typeName}\");\n if (type != null) return type;\n }\n } catch (Exception ex) {\n Debug.LogWarning($\"[FindType] Error searching assembly {assembly.FullName}: {ex.Message}\");\n }\n }\n\n Debug.LogWarning($\"[FindType] Type not found after extensive search: '{typeName}'\");\n return null; // Not found\n }\n\n /// \n /// Parses a JArray like [x, y, z] into a Vector3.\n /// \n private static Vector3? ParseVector3(JArray array)\n {\n if (array != null && array.Count == 3)\n {\n try\n {\n // Use ToObject for potentially better handling than direct indexing\n return new Vector3(\n array[0].ToObject(),\n array[1].ToObject(),\n array[2].ToObject()\n );\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Failed to parse JArray as Vector3: {array}. Error: {ex.Message}\");\n }\n }\n return null;\n }\n\n // Removed GetGameObjectData, GetComponentData, and related private helpers/caching/serializer setup.\n // They are now in Helpers.GameObjectSerializer\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageScript.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Text.RegularExpressions;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers;\n\n#if USE_ROSLYN\nusing Microsoft.CodeAnalysis;\nusing Microsoft.CodeAnalysis.CSharp;\n#endif\n\n#if UNITY_EDITOR\nusing UnityEditor.Compilation;\n#endif\n\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles CRUD operations for C# scripts within the Unity project.\n /// \n /// ROSLYN INSTALLATION GUIDE:\n /// To enable advanced syntax validation with Roslyn compiler services:\n /// \n /// 1. Install Microsoft.CodeAnalysis.CSharp NuGet package:\n /// - Open Package Manager in Unity\n /// - Follow the instruction on https://github.com/GlitchEnzo/NuGetForUnity\n /// \n /// 2. Open NuGet Package Manager and Install Microsoft.CodeAnalysis.CSharp:\n /// \n /// 3. Alternative: Manual DLL installation:\n /// - Download Microsoft.CodeAnalysis.CSharp.dll and dependencies\n /// - Place in Assets/Plugins/ folder\n /// - Ensure .NET compatibility settings are correct\n /// \n /// 4. Define USE_ROSLYN symbol:\n /// - Go to Player Settings > Scripting Define Symbols\n /// - Add \"USE_ROSLYN\" to enable Roslyn-based validation\n /// \n /// 5. Restart Unity after installation\n /// \n /// Note: Without Roslyn, the system falls back to basic structural validation.\n /// Roslyn provides full C# compiler diagnostics with line numbers and detailed error messages.\n /// \n public static class ManageScript\n {\n /// \n /// Main handler for script management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n // Extract parameters\n string action = @params[\"action\"]?.ToString().ToLower();\n string name = @params[\"name\"]?.ToString();\n string path = @params[\"path\"]?.ToString(); // Relative to Assets/\n string contents = null;\n\n // Check if we have base64 encoded contents\n bool contentsEncoded = @params[\"contentsEncoded\"]?.ToObject() ?? false;\n if (contentsEncoded && @params[\"encodedContents\"] != null)\n {\n try\n {\n contents = DecodeBase64(@params[\"encodedContents\"].ToString());\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to decode script contents: {e.Message}\");\n }\n }\n else\n {\n contents = @params[\"contents\"]?.ToString();\n }\n\n string scriptType = @params[\"scriptType\"]?.ToString(); // For templates/validation\n string namespaceName = @params[\"namespace\"]?.ToString(); // For organizing code\n\n // Validate required parameters\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\"Name parameter is required.\");\n }\n // Basic name validation (alphanumeric, underscores, cannot start with number)\n if (!Regex.IsMatch(name, @\"^[a-zA-Z_][a-zA-Z0-9_]*$\"))\n {\n return Response.Error(\n $\"Invalid script name: '{name}'. Use only letters, numbers, underscores, and don't start with a number.\"\n );\n }\n\n // Ensure path is relative to Assets/, removing any leading \"Assets/\"\n // Set default directory to \"Scripts\" if path is not provided\n string relativeDir = path ?? \"Scripts\"; // Default to \"Scripts\" if path is null\n if (!string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = relativeDir.Replace('\\\\', '/').Trim('/');\n if (relativeDir.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n relativeDir = relativeDir.Substring(\"Assets/\".Length).TrimStart('/');\n }\n }\n // Handle empty string case explicitly after processing\n if (string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = \"Scripts\"; // Ensure default if path was provided as \"\" or only \"/\" or \"Assets/\"\n }\n\n // Construct paths\n string scriptFileName = $\"{name}.cs\";\n string fullPathDir = Path.Combine(Application.dataPath, relativeDir); // Application.dataPath ends in \"Assets\"\n string fullPath = Path.Combine(fullPathDir, scriptFileName);\n string relativePath = Path.Combine(\"Assets\", relativeDir, scriptFileName)\n .Replace('\\\\', '/'); // Ensure \"Assets/\" prefix and forward slashes\n\n // Ensure the target directory exists for create/update\n if (action == \"create\" || action == \"update\")\n {\n try\n {\n Directory.CreateDirectory(fullPathDir);\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Could not create directory '{fullPathDir}': {e.Message}\"\n );\n }\n }\n\n // Route to specific action handlers\n switch (action)\n {\n case \"create\":\n return CreateScript(\n fullPath,\n relativePath,\n name,\n contents,\n scriptType,\n namespaceName\n );\n case \"read\":\n return ReadScript(fullPath, relativePath);\n case \"update\":\n return UpdateScript(fullPath, relativePath, name, contents);\n case \"delete\":\n return DeleteScript(fullPath, relativePath);\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: create, read, update, delete.\"\n );\n }\n }\n\n /// \n /// Decode base64 string to normal text\n /// \n private static string DecodeBase64(string encoded)\n {\n byte[] data = Convert.FromBase64String(encoded);\n return System.Text.Encoding.UTF8.GetString(data);\n }\n\n /// \n /// Encode text to base64 string\n /// \n private static string EncodeBase64(string text)\n {\n byte[] data = System.Text.Encoding.UTF8.GetBytes(text);\n return Convert.ToBase64String(data);\n }\n\n private static object CreateScript(\n string fullPath,\n string relativePath,\n string name,\n string contents,\n string scriptType,\n string namespaceName\n )\n {\n // Check if script already exists\n if (File.Exists(fullPath))\n {\n return Response.Error(\n $\"Script already exists at '{relativePath}'. Use 'update' action to modify.\"\n );\n }\n\n // Generate default content if none provided\n if (string.IsNullOrEmpty(contents))\n {\n contents = GenerateDefaultScriptContent(name, scriptType, namespaceName);\n }\n\n // Validate syntax with detailed error reporting using GUI setting\n ValidationLevel validationLevel = GetValidationLevelFromGUI();\n bool isValid = ValidateScriptSyntax(contents, validationLevel, out string[] validationErrors);\n if (!isValid)\n {\n string errorMessage = \"Script validation failed:\\n\" + string.Join(\"\\n\", validationErrors);\n return Response.Error(errorMessage);\n }\n else if (validationErrors != null && validationErrors.Length > 0)\n {\n // Log warnings but don't block creation\n Debug.LogWarning($\"Script validation warnings for {name}:\\n\" + string.Join(\"\\n\", validationErrors));\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath);\n AssetDatabase.Refresh(); // Ensure Unity recognizes the new script\n return Response.Success(\n $\"Script '{name}.cs' created successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create script '{relativePath}': {e.Message}\");\n }\n }\n\n private static object ReadScript(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Script not found at '{relativePath}'.\");\n }\n\n try\n {\n string contents = File.ReadAllText(fullPath);\n\n // Return both normal and encoded contents for larger files\n bool isLarge = contents.Length > 10000; // If content is large, include encoded version\n var responseData = new\n {\n path = relativePath,\n contents = contents,\n // For large files, also include base64-encoded version\n encodedContents = isLarge ? EncodeBase64(contents) : null,\n contentsEncoded = isLarge,\n };\n\n return Response.Success(\n $\"Script '{Path.GetFileName(relativePath)}' read successfully.\",\n responseData\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to read script '{relativePath}': {e.Message}\");\n }\n }\n\n private static object UpdateScript(\n string fullPath,\n string relativePath,\n string name,\n string contents\n )\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error(\n $\"Script not found at '{relativePath}'. Use 'create' action to add a new script.\"\n );\n }\n if (string.IsNullOrEmpty(contents))\n {\n return Response.Error(\"Content is required for the 'update' action.\");\n }\n\n // Validate syntax with detailed error reporting using GUI setting\n ValidationLevel validationLevel = GetValidationLevelFromGUI();\n bool isValid = ValidateScriptSyntax(contents, validationLevel, out string[] validationErrors);\n if (!isValid)\n {\n string errorMessage = \"Script validation failed:\\n\" + string.Join(\"\\n\", validationErrors);\n return Response.Error(errorMessage);\n }\n else if (validationErrors != null && validationErrors.Length > 0)\n {\n // Log warnings but don't block update\n Debug.LogWarning($\"Script validation warnings for {name}:\\n\" + string.Join(\"\\n\", validationErrors));\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath); // Re-import to reflect changes\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Script '{name}.cs' updated successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to update script '{relativePath}': {e.Message}\");\n }\n }\n\n private static object DeleteScript(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Script not found at '{relativePath}'. Cannot delete.\");\n }\n\n try\n {\n // Use AssetDatabase.MoveAssetToTrash for safer deletion (allows undo)\n bool deleted = AssetDatabase.MoveAssetToTrash(relativePath);\n if (deleted)\n {\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Script '{Path.GetFileName(relativePath)}' moved to trash successfully.\"\n );\n }\n else\n {\n // Fallback or error if MoveAssetToTrash fails\n return Response.Error(\n $\"Failed to move script '{relativePath}' to trash. It might be locked or in use.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error deleting script '{relativePath}': {e.Message}\");\n }\n }\n\n /// \n /// Generates basic C# script content based on name and type.\n /// \n private static string GenerateDefaultScriptContent(\n string name,\n string scriptType,\n string namespaceName\n )\n {\n string usingStatements = \"using UnityEngine;\\nusing System.Collections;\\n\";\n string classDeclaration;\n string body =\n \"\\n // Use this for initialization\\n void Start() {\\n\\n }\\n\\n // Update is called once per frame\\n void Update() {\\n\\n }\\n\";\n\n string baseClass = \"\";\n if (!string.IsNullOrEmpty(scriptType))\n {\n if (scriptType.Equals(\"MonoBehaviour\", StringComparison.OrdinalIgnoreCase))\n baseClass = \" : MonoBehaviour\";\n else if (scriptType.Equals(\"ScriptableObject\", StringComparison.OrdinalIgnoreCase))\n {\n baseClass = \" : ScriptableObject\";\n body = \"\"; // ScriptableObjects don't usually need Start/Update\n }\n else if (\n scriptType.Equals(\"Editor\", StringComparison.OrdinalIgnoreCase)\n || scriptType.Equals(\"EditorWindow\", StringComparison.OrdinalIgnoreCase)\n )\n {\n usingStatements += \"using UnityEditor;\\n\";\n if (scriptType.Equals(\"Editor\", StringComparison.OrdinalIgnoreCase))\n baseClass = \" : Editor\";\n else\n baseClass = \" : EditorWindow\";\n body = \"\"; // Editor scripts have different structures\n }\n // Add more types as needed\n }\n\n classDeclaration = $\"public class {name}{baseClass}\";\n\n string fullContent = $\"{usingStatements}\\n\";\n bool useNamespace = !string.IsNullOrEmpty(namespaceName);\n\n if (useNamespace)\n {\n fullContent += $\"namespace {namespaceName}\\n{{\\n\";\n // Indent class and body if using namespace\n classDeclaration = \" \" + classDeclaration;\n body = string.Join(\"\\n\", body.Split('\\n').Select(line => \" \" + line));\n }\n\n fullContent += $\"{classDeclaration}\\n{{\\n{body}\\n}}\";\n\n if (useNamespace)\n {\n fullContent += \"\\n}\"; // Close namespace\n }\n\n return fullContent.Trim() + \"\\n\"; // Ensure a trailing newline\n }\n\n /// \n /// Gets the validation level from the GUI settings\n /// \n private static ValidationLevel GetValidationLevelFromGUI()\n {\n string savedLevel = EditorPrefs.GetString(\"UnityMCP_ScriptValidationLevel\", \"standard\");\n return savedLevel.ToLower() switch\n {\n \"basic\" => ValidationLevel.Basic,\n \"standard\" => ValidationLevel.Standard,\n \"comprehensive\" => ValidationLevel.Comprehensive,\n \"strict\" => ValidationLevel.Strict,\n _ => ValidationLevel.Standard // Default fallback\n };\n }\n\n /// \n /// Validates C# script syntax using multiple validation layers.\n /// \n private static bool ValidateScriptSyntax(string contents)\n {\n return ValidateScriptSyntax(contents, ValidationLevel.Standard, out _);\n }\n\n /// \n /// Advanced syntax validation with detailed diagnostics and configurable strictness.\n /// \n private static bool ValidateScriptSyntax(string contents, ValidationLevel level, out string[] errors)\n {\n var errorList = new System.Collections.Generic.List();\n errors = null;\n\n if (string.IsNullOrEmpty(contents))\n {\n return true; // Empty content is valid\n }\n\n // Basic structural validation\n if (!ValidateBasicStructure(contents, errorList))\n {\n errors = errorList.ToArray();\n return false;\n }\n\n#if USE_ROSLYN\n // Advanced Roslyn-based validation\n if (!ValidateScriptSyntaxRoslyn(contents, level, errorList))\n {\n errors = errorList.ToArray();\n return level != ValidationLevel.Standard; //TODO: Allow standard to run roslyn right now, might formalize it in the future\n }\n#endif\n\n // Unity-specific validation\n if (level >= ValidationLevel.Standard)\n {\n ValidateScriptSyntaxUnity(contents, errorList);\n }\n\n // Semantic analysis for common issues\n if (level >= ValidationLevel.Comprehensive)\n {\n ValidateSemanticRules(contents, errorList);\n }\n\n#if USE_ROSLYN\n // Full semantic compilation validation for Strict level\n if (level == ValidationLevel.Strict)\n {\n if (!ValidateScriptSemantics(contents, errorList))\n {\n errors = errorList.ToArray();\n return false; // Strict level fails on any semantic errors\n }\n }\n#endif\n\n errors = errorList.ToArray();\n return errorList.Count == 0 || (level != ValidationLevel.Strict && !errorList.Any(e => e.StartsWith(\"ERROR:\")));\n }\n\n /// \n /// Validation strictness levels\n /// \n private enum ValidationLevel\n {\n Basic, // Only syntax errors\n Standard, // Syntax + Unity best practices\n Comprehensive, // All checks + semantic analysis\n Strict // Treat all issues as errors\n }\n\n /// \n /// Validates basic code structure (braces, quotes, comments)\n /// \n private static bool ValidateBasicStructure(string contents, System.Collections.Generic.List errors)\n {\n bool isValid = true;\n int braceBalance = 0;\n int parenBalance = 0;\n int bracketBalance = 0;\n bool inStringLiteral = false;\n bool inCharLiteral = false;\n bool inSingleLineComment = false;\n bool inMultiLineComment = false;\n bool escaped = false;\n\n for (int i = 0; i < contents.Length; i++)\n {\n char c = contents[i];\n char next = i + 1 < contents.Length ? contents[i + 1] : '\\0';\n\n // Handle escape sequences\n if (escaped)\n {\n escaped = false;\n continue;\n }\n\n if (c == '\\\\' && (inStringLiteral || inCharLiteral))\n {\n escaped = true;\n continue;\n }\n\n // Handle comments\n if (!inStringLiteral && !inCharLiteral)\n {\n if (c == '/' && next == '/' && !inMultiLineComment)\n {\n inSingleLineComment = true;\n continue;\n }\n if (c == '/' && next == '*' && !inSingleLineComment)\n {\n inMultiLineComment = true;\n i++; // Skip next character\n continue;\n }\n if (c == '*' && next == '/' && inMultiLineComment)\n {\n inMultiLineComment = false;\n i++; // Skip next character\n continue;\n }\n }\n\n if (c == '\\n')\n {\n inSingleLineComment = false;\n continue;\n }\n\n if (inSingleLineComment || inMultiLineComment)\n continue;\n\n // Handle string and character literals\n if (c == '\"' && !inCharLiteral)\n {\n inStringLiteral = !inStringLiteral;\n continue;\n }\n if (c == '\\'' && !inStringLiteral)\n {\n inCharLiteral = !inCharLiteral;\n continue;\n }\n\n if (inStringLiteral || inCharLiteral)\n continue;\n\n // Count brackets and braces\n switch (c)\n {\n case '{': braceBalance++; break;\n case '}': braceBalance--; break;\n case '(': parenBalance++; break;\n case ')': parenBalance--; break;\n case '[': bracketBalance++; break;\n case ']': bracketBalance--; break;\n }\n\n // Check for negative balances (closing without opening)\n if (braceBalance < 0)\n {\n errors.Add(\"ERROR: Unmatched closing brace '}'\");\n isValid = false;\n }\n if (parenBalance < 0)\n {\n errors.Add(\"ERROR: Unmatched closing parenthesis ')'\");\n isValid = false;\n }\n if (bracketBalance < 0)\n {\n errors.Add(\"ERROR: Unmatched closing bracket ']'\");\n isValid = false;\n }\n }\n\n // Check final balances\n if (braceBalance != 0)\n {\n errors.Add($\"ERROR: Unbalanced braces (difference: {braceBalance})\");\n isValid = false;\n }\n if (parenBalance != 0)\n {\n errors.Add($\"ERROR: Unbalanced parentheses (difference: {parenBalance})\");\n isValid = false;\n }\n if (bracketBalance != 0)\n {\n errors.Add($\"ERROR: Unbalanced brackets (difference: {bracketBalance})\");\n isValid = false;\n }\n if (inStringLiteral)\n {\n errors.Add(\"ERROR: Unterminated string literal\");\n isValid = false;\n }\n if (inCharLiteral)\n {\n errors.Add(\"ERROR: Unterminated character literal\");\n isValid = false;\n }\n if (inMultiLineComment)\n {\n errors.Add(\"WARNING: Unterminated multi-line comment\");\n }\n\n return isValid;\n }\n\n#if USE_ROSLYN\n /// \n /// Cached compilation references for performance\n /// \n private static System.Collections.Generic.List _cachedReferences = null;\n private static DateTime _cacheTime = DateTime.MinValue;\n private static readonly TimeSpan CacheExpiry = TimeSpan.FromMinutes(5);\n\n /// \n /// Validates syntax using Roslyn compiler services\n /// \n private static bool ValidateScriptSyntaxRoslyn(string contents, ValidationLevel level, System.Collections.Generic.List errors)\n {\n try\n {\n var syntaxTree = CSharpSyntaxTree.ParseText(contents);\n var diagnostics = syntaxTree.GetDiagnostics();\n \n bool hasErrors = false;\n foreach (var diagnostic in diagnostics)\n {\n string severity = diagnostic.Severity.ToString().ToUpper();\n string message = $\"{severity}: {diagnostic.GetMessage()}\";\n \n if (diagnostic.Severity == DiagnosticSeverity.Error)\n {\n hasErrors = true;\n }\n \n // Include warnings in comprehensive mode\n if (level >= ValidationLevel.Standard || diagnostic.Severity == DiagnosticSeverity.Error) //Also use Standard for now\n {\n var location = diagnostic.Location.GetLineSpan();\n if (location.IsValid)\n {\n message += $\" (Line {location.StartLinePosition.Line + 1})\";\n }\n errors.Add(message);\n }\n }\n \n return !hasErrors;\n }\n catch (Exception ex)\n {\n errors.Add($\"ERROR: Roslyn validation failed: {ex.Message}\");\n return false;\n }\n }\n\n /// \n /// Validates script semantics using full compilation context to catch namespace, type, and method resolution errors\n /// \n private static bool ValidateScriptSemantics(string contents, System.Collections.Generic.List errors)\n {\n try\n {\n // Get compilation references with caching\n var references = GetCompilationReferences();\n if (references == null || references.Count == 0)\n {\n errors.Add(\"WARNING: Could not load compilation references for semantic validation\");\n return true; // Don't fail if we can't get references\n }\n\n // Create syntax tree\n var syntaxTree = CSharpSyntaxTree.ParseText(contents);\n\n // Create compilation with full context\n var compilation = CSharpCompilation.Create(\n \"TempValidation\",\n new[] { syntaxTree },\n references,\n new CSharpCompilationOptions(OutputKind.DynamicallyLinkedLibrary)\n );\n\n // Get semantic diagnostics - this catches all the issues you mentioned!\n var diagnostics = compilation.GetDiagnostics();\n \n bool hasErrors = false;\n foreach (var diagnostic in diagnostics)\n {\n if (diagnostic.Severity == DiagnosticSeverity.Error)\n {\n hasErrors = true;\n var location = diagnostic.Location.GetLineSpan();\n string locationInfo = location.IsValid ? \n $\" (Line {location.StartLinePosition.Line + 1}, Column {location.StartLinePosition.Character + 1})\" : \"\";\n \n // Include diagnostic ID for better error identification\n string diagnosticId = !string.IsNullOrEmpty(diagnostic.Id) ? $\" [{diagnostic.Id}]\" : \"\";\n errors.Add($\"ERROR: {diagnostic.GetMessage()}{diagnosticId}{locationInfo}\");\n }\n else if (diagnostic.Severity == DiagnosticSeverity.Warning)\n {\n var location = diagnostic.Location.GetLineSpan();\n string locationInfo = location.IsValid ? \n $\" (Line {location.StartLinePosition.Line + 1}, Column {location.StartLinePosition.Character + 1})\" : \"\";\n \n string diagnosticId = !string.IsNullOrEmpty(diagnostic.Id) ? $\" [{diagnostic.Id}]\" : \"\";\n errors.Add($\"WARNING: {diagnostic.GetMessage()}{diagnosticId}{locationInfo}\");\n }\n }\n \n return !hasErrors;\n }\n catch (Exception ex)\n {\n errors.Add($\"ERROR: Semantic validation failed: {ex.Message}\");\n return false;\n }\n }\n\n /// \n /// Gets compilation references with caching for performance\n /// \n private static System.Collections.Generic.List GetCompilationReferences()\n {\n // Check cache validity\n if (_cachedReferences != null && DateTime.Now - _cacheTime < CacheExpiry)\n {\n return _cachedReferences;\n }\n\n try\n {\n var references = new System.Collections.Generic.List();\n\n // Core .NET assemblies\n references.Add(MetadataReference.CreateFromFile(typeof(object).Assembly.Location)); // mscorlib/System.Private.CoreLib\n references.Add(MetadataReference.CreateFromFile(typeof(System.Linq.Enumerable).Assembly.Location)); // System.Linq\n references.Add(MetadataReference.CreateFromFile(typeof(System.Collections.Generic.List<>).Assembly.Location)); // System.Collections\n\n // Unity assemblies\n try\n {\n references.Add(MetadataReference.CreateFromFile(typeof(UnityEngine.Debug).Assembly.Location)); // UnityEngine\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Could not load UnityEngine assembly: {ex.Message}\");\n }\n\n#if UNITY_EDITOR\n try\n {\n references.Add(MetadataReference.CreateFromFile(typeof(UnityEditor.Editor).Assembly.Location)); // UnityEditor\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Could not load UnityEditor assembly: {ex.Message}\");\n }\n\n // Get Unity project assemblies\n try\n {\n var assemblies = CompilationPipeline.GetAssemblies();\n foreach (var assembly in assemblies)\n {\n if (File.Exists(assembly.outputPath))\n {\n references.Add(MetadataReference.CreateFromFile(assembly.outputPath));\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Could not load Unity project assemblies: {ex.Message}\");\n }\n#endif\n\n // Cache the results\n _cachedReferences = references;\n _cacheTime = DateTime.Now;\n\n return references;\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Failed to get compilation references: {ex.Message}\");\n return new System.Collections.Generic.List();\n }\n }\n#else\n private static bool ValidateScriptSyntaxRoslyn(string contents, ValidationLevel level, System.Collections.Generic.List errors)\n {\n // Fallback when Roslyn is not available\n return true;\n }\n#endif\n\n /// \n /// Validates Unity-specific coding rules and best practices\n /// //TODO: Naive Unity Checks and not really yield any results, need to be improved\n /// \n private static void ValidateScriptSyntaxUnity(string contents, System.Collections.Generic.List errors)\n {\n // Check for common Unity anti-patterns\n if (contents.Contains(\"FindObjectOfType\") && contents.Contains(\"Update()\"))\n {\n errors.Add(\"WARNING: FindObjectOfType in Update() can cause performance issues\");\n }\n\n if (contents.Contains(\"GameObject.Find\") && contents.Contains(\"Update()\"))\n {\n errors.Add(\"WARNING: GameObject.Find in Update() can cause performance issues\");\n }\n\n // Check for proper MonoBehaviour usage\n if (contents.Contains(\": MonoBehaviour\") && !contents.Contains(\"using UnityEngine\"))\n {\n errors.Add(\"WARNING: MonoBehaviour requires 'using UnityEngine;'\");\n }\n\n // Check for SerializeField usage\n if (contents.Contains(\"[SerializeField]\") && !contents.Contains(\"using UnityEngine\"))\n {\n errors.Add(\"WARNING: SerializeField requires 'using UnityEngine;'\");\n }\n\n // Check for proper coroutine usage\n if (contents.Contains(\"StartCoroutine\") && !contents.Contains(\"IEnumerator\"))\n {\n errors.Add(\"WARNING: StartCoroutine typically requires IEnumerator methods\");\n }\n\n // Check for Update without FixedUpdate for physics\n if (contents.Contains(\"Rigidbody\") && contents.Contains(\"Update()\") && !contents.Contains(\"FixedUpdate()\"))\n {\n errors.Add(\"WARNING: Consider using FixedUpdate() for Rigidbody operations\");\n }\n\n // Check for missing null checks on Unity objects\n if (contents.Contains(\"GetComponent<\") && !contents.Contains(\"!= null\"))\n {\n errors.Add(\"WARNING: Consider null checking GetComponent results\");\n }\n\n // Check for proper event function signatures\n if (contents.Contains(\"void Start(\") && !contents.Contains(\"void Start()\"))\n {\n errors.Add(\"WARNING: Start() should not have parameters\");\n }\n\n if (contents.Contains(\"void Update(\") && !contents.Contains(\"void Update()\"))\n {\n errors.Add(\"WARNING: Update() should not have parameters\");\n }\n\n // Check for inefficient string operations\n if (contents.Contains(\"Update()\") && contents.Contains(\"\\\"\") && contents.Contains(\"+\"))\n {\n errors.Add(\"WARNING: String concatenation in Update() can cause garbage collection issues\");\n }\n }\n\n /// \n /// Validates semantic rules and common coding issues\n /// \n private static void ValidateSemanticRules(string contents, System.Collections.Generic.List errors)\n {\n // Check for potential memory leaks\n if (contents.Contains(\"new \") && contents.Contains(\"Update()\"))\n {\n errors.Add(\"WARNING: Creating objects in Update() may cause memory issues\");\n }\n\n // Check for magic numbers\n var magicNumberPattern = new Regex(@\"\\b\\d+\\.?\\d*f?\\b(?!\\s*[;})\\]])\");\n var matches = magicNumberPattern.Matches(contents);\n if (matches.Count > 5)\n {\n errors.Add(\"WARNING: Consider using named constants instead of magic numbers\");\n }\n\n // Check for long methods (simple line count check)\n var methodPattern = new Regex(@\"(public|private|protected|internal)?\\s*(static)?\\s*\\w+\\s+\\w+\\s*\\([^)]*\\)\\s*{\");\n var methodMatches = methodPattern.Matches(contents);\n foreach (Match match in methodMatches)\n {\n int startIndex = match.Index;\n int braceCount = 0;\n int lineCount = 0;\n bool inMethod = false;\n\n for (int i = startIndex; i < contents.Length; i++)\n {\n if (contents[i] == '{')\n {\n braceCount++;\n inMethod = true;\n }\n else if (contents[i] == '}')\n {\n braceCount--;\n if (braceCount == 0 && inMethod)\n break;\n }\n else if (contents[i] == '\\n' && inMethod)\n {\n lineCount++;\n }\n }\n\n if (lineCount > 50)\n {\n errors.Add(\"WARNING: Method is very long, consider breaking it into smaller methods\");\n break; // Only report once\n }\n }\n\n // Check for proper exception handling\n if (contents.Contains(\"catch\") && contents.Contains(\"catch()\"))\n {\n errors.Add(\"WARNING: Empty catch blocks should be avoided\");\n }\n\n // Check for proper async/await usage\n if (contents.Contains(\"async \") && !contents.Contains(\"await\"))\n {\n errors.Add(\"WARNING: Async method should contain await or return Task\");\n }\n\n // Check for hardcoded tags and layers\n if (contents.Contains(\"\\\"Player\\\"\") || contents.Contains(\"\\\"Enemy\\\"\"))\n {\n errors.Add(\"WARNING: Consider using constants for tags instead of hardcoded strings\");\n }\n }\n\n //TODO: A easier way for users to update incorrect scripts (now duplicated with the updateScript method and need to also update server side, put aside for now)\n /// \n /// Public method to validate script syntax with configurable validation level\n /// Returns detailed validation results including errors and warnings\n /// \n // public static object ValidateScript(JObject @params)\n // {\n // string contents = @params[\"contents\"]?.ToString();\n // string validationLevel = @params[\"validationLevel\"]?.ToString() ?? \"standard\";\n\n // if (string.IsNullOrEmpty(contents))\n // {\n // return Response.Error(\"Contents parameter is required for validation.\");\n // }\n\n // // Parse validation level\n // ValidationLevel level = ValidationLevel.Standard;\n // switch (validationLevel.ToLower())\n // {\n // case \"basic\": level = ValidationLevel.Basic; break;\n // case \"standard\": level = ValidationLevel.Standard; break;\n // case \"comprehensive\": level = ValidationLevel.Comprehensive; break;\n // case \"strict\": level = ValidationLevel.Strict; break;\n // default:\n // return Response.Error($\"Invalid validation level: '{validationLevel}'. Valid levels are: basic, standard, comprehensive, strict.\");\n // }\n\n // // Perform validation\n // bool isValid = ValidateScriptSyntax(contents, level, out string[] validationErrors);\n\n // var errors = validationErrors?.Where(e => e.StartsWith(\"ERROR:\")).ToArray() ?? new string[0];\n // var warnings = validationErrors?.Where(e => e.StartsWith(\"WARNING:\")).ToArray() ?? new string[0];\n\n // var result = new\n // {\n // isValid = isValid,\n // validationLevel = validationLevel,\n // errorCount = errors.Length,\n // warningCount = warnings.Length,\n // errors = errors,\n // warnings = warnings,\n // summary = isValid \n // ? (warnings.Length > 0 ? $\"Validation passed with {warnings.Length} warnings\" : \"Validation passed with no issues\")\n // : $\"Validation failed with {errors.Length} errors and {warnings.Length} warnings\"\n // };\n\n // if (isValid)\n // {\n // return Response.Success(\"Script validation completed successfully.\", result);\n // }\n // else\n // {\n // return Response.Error(\"Script validation failed.\", result);\n // }\n // }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageAsset.cs", "using System;\nusing System.Collections.Generic;\nusing System.Globalization;\nusing System.IO;\nusing System.Linq;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\n#if UNITY_6000_0_OR_NEWER\nusing PhysicsMaterialType = UnityEngine.PhysicsMaterial;\nusing PhysicsMaterialCombine = UnityEngine.PhysicsMaterialCombine; \n#else\nusing PhysicsMaterialType = UnityEngine.PhysicMaterial;\nusing PhysicsMaterialCombine = UnityEngine.PhysicMaterialCombine;\n#endif\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles asset management operations within the Unity project.\n /// \n public static class ManageAsset\n {\n // --- Main Handler ---\n\n // Define the list of valid actions\n private static readonly List ValidActions = new List\n {\n \"import\",\n \"create\",\n \"modify\",\n \"delete\",\n \"duplicate\",\n \"move\",\n \"rename\",\n \"search\",\n \"get_info\",\n \"create_folder\",\n \"get_components\",\n };\n\n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower();\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n // Check if the action is valid before switching\n if (!ValidActions.Contains(action))\n {\n string validActionsList = string.Join(\", \", ValidActions);\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: {validActionsList}\"\n );\n }\n\n // Common parameters\n string path = @params[\"path\"]?.ToString();\n\n try\n {\n switch (action)\n {\n case \"import\":\n // Note: Unity typically auto-imports. This might re-import or configure import settings.\n return ReimportAsset(path, @params[\"properties\"] as JObject);\n case \"create\":\n return CreateAsset(@params);\n case \"modify\":\n return ModifyAsset(path, @params[\"properties\"] as JObject);\n case \"delete\":\n return DeleteAsset(path);\n case \"duplicate\":\n return DuplicateAsset(path, @params[\"destination\"]?.ToString());\n case \"move\": // Often same as rename if within Assets/\n case \"rename\":\n return MoveOrRenameAsset(path, @params[\"destination\"]?.ToString());\n case \"search\":\n return SearchAssets(@params);\n case \"get_info\":\n return GetAssetInfo(\n path,\n @params[\"generatePreview\"]?.ToObject() ?? false\n );\n case \"create_folder\": // Added specific action for clarity\n return CreateFolder(path);\n case \"get_components\":\n return GetComponentsFromAsset(path);\n\n default:\n // This error message is less likely to be hit now, but kept here as a fallback or for potential future modifications.\n string validActionsListDefault = string.Join(\", \", ValidActions);\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: {validActionsListDefault}\"\n );\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ManageAsset] Action '{action}' failed for path '{path}': {e}\");\n return Response.Error(\n $\"Internal error processing action '{action}' on '{path}': {e.Message}\"\n );\n }\n }\n\n // --- Action Implementations ---\n\n private static object ReimportAsset(string path, JObject properties)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for reimport.\");\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n // TODO: Apply importer properties before reimporting?\n // This is complex as it requires getting the AssetImporter, casting it,\n // applying properties via reflection or specific methods, saving, then reimporting.\n if (properties != null && properties.HasValues)\n {\n Debug.LogWarning(\n \"[ManageAsset.Reimport] Modifying importer properties before reimport is not fully implemented yet.\"\n );\n // AssetImporter importer = AssetImporter.GetAtPath(fullPath);\n // if (importer != null) { /* Apply properties */ AssetDatabase.WriteImportSettingsIfDirty(fullPath); }\n }\n\n AssetDatabase.ImportAsset(fullPath, ImportAssetOptions.ForceUpdate);\n // AssetDatabase.Refresh(); // Usually ImportAsset handles refresh\n return Response.Success($\"Asset '{fullPath}' reimported.\", GetAssetData(fullPath));\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to reimport asset '{fullPath}': {e.Message}\");\n }\n }\n\n private static object CreateAsset(JObject @params)\n {\n string path = @params[\"path\"]?.ToString();\n string assetType = @params[\"assetType\"]?.ToString();\n JObject properties = @params[\"properties\"] as JObject;\n\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for create.\");\n if (string.IsNullOrEmpty(assetType))\n return Response.Error(\"'assetType' is required for create.\");\n\n string fullPath = SanitizeAssetPath(path);\n string directory = Path.GetDirectoryName(fullPath);\n\n // Ensure directory exists\n if (!Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), directory)))\n {\n Directory.CreateDirectory(Path.Combine(Directory.GetCurrentDirectory(), directory));\n AssetDatabase.Refresh(); // Make sure Unity knows about the new folder\n }\n\n if (AssetExists(fullPath))\n return Response.Error($\"Asset already exists at path: {fullPath}\");\n\n try\n {\n UnityEngine.Object newAsset = null;\n string lowerAssetType = assetType.ToLowerInvariant();\n\n // Handle common asset types\n if (lowerAssetType == \"folder\")\n {\n return CreateFolder(path); // Use dedicated method\n }\n else if (lowerAssetType == \"material\")\n {\n Material mat = new Material(Shader.Find(\"Standard\")); // Default shader\n // TODO: Apply properties from JObject (e.g., shader name, color, texture assignments)\n if (properties != null)\n ApplyMaterialProperties(mat, properties);\n AssetDatabase.CreateAsset(mat, fullPath);\n newAsset = mat;\n }\n else if (lowerAssetType == \"physicsmaterial\")\n {\n PhysicsMaterialType pmat = new PhysicsMaterialType();\n if (properties != null)\n ApplyPhysicsMaterialProperties(pmat, properties);\n AssetDatabase.CreateAsset(pmat, fullPath);\n newAsset = pmat;\n }\n else if (lowerAssetType == \"scriptableobject\")\n {\n string scriptClassName = properties?[\"scriptClass\"]?.ToString();\n if (string.IsNullOrEmpty(scriptClassName))\n return Response.Error(\n \"'scriptClass' property required when creating ScriptableObject asset.\"\n );\n\n Type scriptType = FindType(scriptClassName);\n if (\n scriptType == null\n || !typeof(ScriptableObject).IsAssignableFrom(scriptType)\n )\n {\n return Response.Error(\n $\"Script class '{scriptClassName}' not found or does not inherit from ScriptableObject.\"\n );\n }\n\n ScriptableObject so = ScriptableObject.CreateInstance(scriptType);\n // TODO: Apply properties from JObject to the ScriptableObject instance?\n AssetDatabase.CreateAsset(so, fullPath);\n newAsset = so;\n }\n else if (lowerAssetType == \"prefab\")\n {\n // Creating prefabs usually involves saving an existing GameObject hierarchy.\n // A common pattern is to create an empty GameObject, configure it, and then save it.\n return Response.Error(\n \"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.\"\n );\n // Example (conceptual):\n // GameObject source = GameObject.Find(properties[\"sourceGameObject\"].ToString());\n // if(source != null) PrefabUtility.SaveAsPrefabAsset(source, fullPath);\n }\n // TODO: Add more asset types (Animation Controller, Scene, etc.)\n else\n {\n // Generic creation attempt (might fail or create empty files)\n // For some types, just creating the file might be enough if Unity imports it.\n // File.Create(Path.Combine(Directory.GetCurrentDirectory(), fullPath)).Close();\n // AssetDatabase.ImportAsset(fullPath); // Let Unity try to import it\n // newAsset = AssetDatabase.LoadAssetAtPath(fullPath);\n return Response.Error(\n $\"Creation for asset type '{assetType}' is not explicitly supported yet. Supported: Folder, Material, ScriptableObject.\"\n );\n }\n\n if (\n newAsset == null\n && !Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), fullPath))\n ) // Check if it wasn't a folder and asset wasn't created\n {\n return Response.Error(\n $\"Failed to create asset '{assetType}' at '{fullPath}'. See logs for details.\"\n );\n }\n\n AssetDatabase.SaveAssets();\n // AssetDatabase.Refresh(); // CreateAsset often handles refresh\n return Response.Success(\n $\"Asset '{fullPath}' created successfully.\",\n GetAssetData(fullPath)\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create asset at '{fullPath}': {e.Message}\");\n }\n }\n\n private static object CreateFolder(string path)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for create_folder.\");\n string fullPath = SanitizeAssetPath(path);\n string parentDir = Path.GetDirectoryName(fullPath);\n string folderName = Path.GetFileName(fullPath);\n\n if (AssetExists(fullPath))\n {\n // Check if it's actually a folder already\n if (AssetDatabase.IsValidFolder(fullPath))\n {\n return Response.Success(\n $\"Folder already exists at path: {fullPath}\",\n GetAssetData(fullPath)\n );\n }\n else\n {\n return Response.Error(\n $\"An asset (not a folder) already exists at path: {fullPath}\"\n );\n }\n }\n\n try\n {\n // Ensure parent exists\n if (!string.IsNullOrEmpty(parentDir) && !AssetDatabase.IsValidFolder(parentDir))\n {\n // Recursively create parent folders if needed (AssetDatabase handles this internally)\n // Or we can do it manually: Directory.CreateDirectory(Path.Combine(Directory.GetCurrentDirectory(), parentDir)); AssetDatabase.Refresh();\n }\n\n string guid = AssetDatabase.CreateFolder(parentDir, folderName);\n if (string.IsNullOrEmpty(guid))\n {\n return Response.Error(\n $\"Failed to create folder '{fullPath}'. Check logs and permissions.\"\n );\n }\n\n // AssetDatabase.Refresh(); // CreateFolder usually handles refresh\n return Response.Success(\n $\"Folder '{fullPath}' created successfully.\",\n GetAssetData(fullPath)\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create folder '{fullPath}': {e.Message}\");\n }\n }\n\n private static object ModifyAsset(string path, JObject properties)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for modify.\");\n if (properties == null || !properties.HasValues)\n return Response.Error(\"'properties' are required for modify.\");\n\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(\n fullPath\n );\n if (asset == null)\n return Response.Error($\"Failed to load asset at path: {fullPath}\");\n\n bool modified = false; // Flag to track if any changes were made\n\n // --- NEW: Handle GameObject / Prefab Component Modification ---\n if (asset is GameObject gameObject)\n {\n // Iterate through the properties JSON: keys are component names, values are properties objects for that component\n foreach (var prop in properties.Properties())\n {\n string componentName = prop.Name; // e.g., \"Collectible\"\n // Check if the value associated with the component name is actually an object containing properties\n if (\n prop.Value is JObject componentProperties\n && componentProperties.HasValues\n ) // e.g., {\"bobSpeed\": 2.0}\n {\n // Find the component on the GameObject using the name from the JSON key\n // Using GetComponent(string) is convenient but might require exact type name or be ambiguous.\n // Consider using FindType helper if needed for more complex scenarios.\n Component targetComponent = gameObject.GetComponent(componentName);\n\n if (targetComponent != null)\n {\n // Apply the nested properties (e.g., bobSpeed) to the found component instance\n // Use |= to ensure 'modified' becomes true if any component is successfully modified\n modified |= ApplyObjectProperties(\n targetComponent,\n componentProperties\n );\n }\n else\n {\n // Log a warning if a specified component couldn't be found\n Debug.LogWarning(\n $\"[ManageAsset.ModifyAsset] Component '{componentName}' not found on GameObject '{gameObject.name}' in asset '{fullPath}'. Skipping modification for this component.\"\n );\n }\n }\n else\n {\n // Log a warning if the structure isn't {\"ComponentName\": {\"prop\": value}}\n // We could potentially try to apply this property directly to the GameObject here if needed,\n // but the primary goal is component modification.\n Debug.LogWarning(\n $\"[ManageAsset.ModifyAsset] Property '{prop.Name}' for GameObject modification should have a JSON object value containing component properties. Value was: {prop.Value.Type}. Skipping.\"\n );\n }\n }\n // Note: 'modified' is now true if ANY component property was successfully changed.\n }\n // --- End NEW ---\n\n // --- Existing logic for other asset types (now as else-if) ---\n // Example: Modifying a Material\n else if (asset is Material material)\n {\n // Apply properties directly to the material. If this modifies, it sets modified=true.\n // Use |= in case the asset was already marked modified by previous logic (though unlikely here)\n modified |= ApplyMaterialProperties(material, properties);\n }\n // Example: Modifying a ScriptableObject\n else if (asset is ScriptableObject so)\n {\n // Apply properties directly to the ScriptableObject.\n modified |= ApplyObjectProperties(so, properties); // General helper\n }\n // Example: Modifying TextureImporter settings\n else if (asset is Texture)\n {\n AssetImporter importer = AssetImporter.GetAtPath(fullPath);\n if (importer is TextureImporter textureImporter)\n {\n bool importerModified = ApplyObjectProperties(textureImporter, properties);\n if (importerModified)\n {\n // Importer settings need saving and reimporting\n AssetDatabase.WriteImportSettingsIfDirty(fullPath);\n AssetDatabase.ImportAsset(fullPath, ImportAssetOptions.ForceUpdate); // Reimport to apply changes\n modified = true; // Mark overall operation as modified\n }\n }\n else\n {\n Debug.LogWarning($\"Could not get TextureImporter for {fullPath}.\");\n }\n }\n // TODO: Add modification logic for other common asset types (Models, AudioClips importers, etc.)\n else // Fallback for other asset types OR direct properties on non-GameObject assets\n {\n // This block handles non-GameObject/Material/ScriptableObject/Texture assets.\n // Attempts to apply properties directly to the asset itself.\n Debug.LogWarning(\n $\"[ManageAsset.ModifyAsset] Asset type '{asset.GetType().Name}' at '{fullPath}' is not explicitly handled for component modification. Attempting generic property setting on the asset itself.\"\n );\n modified |= ApplyObjectProperties(asset, properties);\n }\n // --- End Existing Logic ---\n\n // Check if any modification happened (either component or direct asset modification)\n if (modified)\n {\n // Mark the asset as dirty (important for prefabs/SOs) so Unity knows to save it.\n EditorUtility.SetDirty(asset);\n // Save all modified assets to disk.\n AssetDatabase.SaveAssets();\n // Refresh might be needed in some edge cases, but SaveAssets usually covers it.\n // AssetDatabase.Refresh();\n return Response.Success(\n $\"Asset '{fullPath}' modified successfully.\",\n GetAssetData(fullPath)\n );\n }\n else\n {\n // If no changes were made (e.g., component not found, property names incorrect, value unchanged), return a success message indicating nothing changed.\n return Response.Success(\n $\"No applicable or modifiable properties found for asset '{fullPath}'. Check component names, property names, and values.\",\n GetAssetData(fullPath)\n );\n // Previous message: return Response.Success($\"No applicable properties found to modify for asset '{fullPath}'.\", GetAssetData(fullPath));\n }\n }\n catch (Exception e)\n {\n // Log the detailed error internally\n Debug.LogError($\"[ManageAsset] Action 'modify' failed for path '{path}': {e}\");\n // Return a user-friendly error message\n return Response.Error($\"Failed to modify asset '{fullPath}': {e.Message}\");\n }\n }\n\n private static object DeleteAsset(string path)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for delete.\");\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n bool success = AssetDatabase.DeleteAsset(fullPath);\n if (success)\n {\n // AssetDatabase.Refresh(); // DeleteAsset usually handles refresh\n return Response.Success($\"Asset '{fullPath}' deleted successfully.\");\n }\n else\n {\n // This might happen if the file couldn't be deleted (e.g., locked)\n return Response.Error(\n $\"Failed to delete asset '{fullPath}'. Check logs or if the file is locked.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error deleting asset '{fullPath}': {e.Message}\");\n }\n }\n\n private static object DuplicateAsset(string path, string destinationPath)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for duplicate.\");\n\n string sourcePath = SanitizeAssetPath(path);\n if (!AssetExists(sourcePath))\n return Response.Error($\"Source asset not found at path: {sourcePath}\");\n\n string destPath;\n if (string.IsNullOrEmpty(destinationPath))\n {\n // Generate a unique path if destination is not provided\n destPath = AssetDatabase.GenerateUniqueAssetPath(sourcePath);\n }\n else\n {\n destPath = SanitizeAssetPath(destinationPath);\n if (AssetExists(destPath))\n return Response.Error($\"Asset already exists at destination path: {destPath}\");\n // Ensure destination directory exists\n EnsureDirectoryExists(Path.GetDirectoryName(destPath));\n }\n\n try\n {\n bool success = AssetDatabase.CopyAsset(sourcePath, destPath);\n if (success)\n {\n // AssetDatabase.Refresh();\n return Response.Success(\n $\"Asset '{sourcePath}' duplicated to '{destPath}'.\",\n GetAssetData(destPath)\n );\n }\n else\n {\n return Response.Error(\n $\"Failed to duplicate asset from '{sourcePath}' to '{destPath}'.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error duplicating asset '{sourcePath}': {e.Message}\");\n }\n }\n\n private static object MoveOrRenameAsset(string path, string destinationPath)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for move/rename.\");\n if (string.IsNullOrEmpty(destinationPath))\n return Response.Error(\"'destination' path is required for move/rename.\");\n\n string sourcePath = SanitizeAssetPath(path);\n string destPath = SanitizeAssetPath(destinationPath);\n\n if (!AssetExists(sourcePath))\n return Response.Error($\"Source asset not found at path: {sourcePath}\");\n if (AssetExists(destPath))\n return Response.Error(\n $\"An asset already exists at the destination path: {destPath}\"\n );\n\n // Ensure destination directory exists\n EnsureDirectoryExists(Path.GetDirectoryName(destPath));\n\n try\n {\n // Validate will return an error string if failed, null if successful\n string error = AssetDatabase.ValidateMoveAsset(sourcePath, destPath);\n if (!string.IsNullOrEmpty(error))\n {\n return Response.Error(\n $\"Failed to move/rename asset from '{sourcePath}' to '{destPath}': {error}\"\n );\n }\n\n string guid = AssetDatabase.MoveAsset(sourcePath, destPath);\n if (!string.IsNullOrEmpty(guid)) // MoveAsset returns the new GUID on success\n {\n // AssetDatabase.Refresh(); // MoveAsset usually handles refresh\n return Response.Success(\n $\"Asset moved/renamed from '{sourcePath}' to '{destPath}'.\",\n GetAssetData(destPath)\n );\n }\n else\n {\n // This case might not be reachable if ValidateMoveAsset passes, but good to have\n return Response.Error(\n $\"MoveAsset call failed unexpectedly for '{sourcePath}' to '{destPath}'.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error moving/renaming asset '{sourcePath}': {e.Message}\");\n }\n }\n\n private static object SearchAssets(JObject @params)\n {\n string searchPattern = @params[\"searchPattern\"]?.ToString();\n string filterType = @params[\"filterType\"]?.ToString();\n string pathScope = @params[\"path\"]?.ToString(); // Use path as folder scope\n string filterDateAfterStr = @params[\"filterDateAfter\"]?.ToString();\n int pageSize = @params[\"pageSize\"]?.ToObject() ?? 50; // Default page size\n int pageNumber = @params[\"pageNumber\"]?.ToObject() ?? 1; // Default page number (1-based)\n bool generatePreview = @params[\"generatePreview\"]?.ToObject() ?? false;\n\n List searchFilters = new List();\n if (!string.IsNullOrEmpty(searchPattern))\n searchFilters.Add(searchPattern);\n if (!string.IsNullOrEmpty(filterType))\n searchFilters.Add($\"t:{filterType}\");\n\n string[] folderScope = null;\n if (!string.IsNullOrEmpty(pathScope))\n {\n folderScope = new string[] { SanitizeAssetPath(pathScope) };\n if (!AssetDatabase.IsValidFolder(folderScope[0]))\n {\n // Maybe the user provided a file path instead of a folder?\n // We could search in the containing folder, or return an error.\n Debug.LogWarning(\n $\"Search path '{folderScope[0]}' is not a valid folder. Searching entire project.\"\n );\n folderScope = null; // Search everywhere if path isn't a folder\n }\n }\n\n DateTime? filterDateAfter = null;\n if (!string.IsNullOrEmpty(filterDateAfterStr))\n {\n if (\n DateTime.TryParse(\n filterDateAfterStr,\n CultureInfo.InvariantCulture,\n DateTimeStyles.AssumeUniversal | DateTimeStyles.AdjustToUniversal,\n out DateTime parsedDate\n )\n )\n {\n filterDateAfter = parsedDate;\n }\n else\n {\n Debug.LogWarning(\n $\"Could not parse filterDateAfter: '{filterDateAfterStr}'. Expected ISO 8601 format.\"\n );\n }\n }\n\n try\n {\n string[] guids = AssetDatabase.FindAssets(\n string.Join(\" \", searchFilters),\n folderScope\n );\n List results = new List();\n int totalFound = 0;\n\n foreach (string guid in guids)\n {\n string assetPath = AssetDatabase.GUIDToAssetPath(guid);\n if (string.IsNullOrEmpty(assetPath))\n continue;\n\n // Apply date filter if present\n if (filterDateAfter.HasValue)\n {\n DateTime lastWriteTime = File.GetLastWriteTimeUtc(\n Path.Combine(Directory.GetCurrentDirectory(), assetPath)\n );\n if (lastWriteTime <= filterDateAfter.Value)\n {\n continue; // Skip assets older than or equal to the filter date\n }\n }\n\n totalFound++; // Count matching assets before pagination\n results.Add(GetAssetData(assetPath, generatePreview));\n }\n\n // Apply pagination\n int startIndex = (pageNumber - 1) * pageSize;\n var pagedResults = results.Skip(startIndex).Take(pageSize).ToList();\n\n return Response.Success(\n $\"Found {totalFound} asset(s). Returning page {pageNumber} ({pagedResults.Count} assets).\",\n new\n {\n totalAssets = totalFound,\n pageSize = pageSize,\n pageNumber = pageNumber,\n assets = pagedResults,\n }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error searching assets: {e.Message}\");\n }\n }\n\n private static object GetAssetInfo(string path, bool generatePreview)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for get_info.\");\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n return Response.Success(\n \"Asset info retrieved.\",\n GetAssetData(fullPath, generatePreview)\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting info for asset '{fullPath}': {e.Message}\");\n }\n }\n\n /// \n /// Retrieves components attached to a GameObject asset (like a Prefab).\n /// \n /// The asset path of the GameObject or Prefab.\n /// A response object containing a list of component type names or an error.\n private static object GetComponentsFromAsset(string path)\n {\n // 1. Validate input path\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for get_components.\");\n\n // 2. Sanitize and check existence\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n // 3. Load the asset\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(\n fullPath\n );\n if (asset == null)\n return Response.Error($\"Failed to load asset at path: {fullPath}\");\n\n // 4. Check if it's a GameObject (Prefabs load as GameObjects)\n GameObject gameObject = asset as GameObject;\n if (gameObject == null)\n {\n // Also check if it's *directly* a Component type (less common for primary assets)\n Component componentAsset = asset as Component;\n if (componentAsset != null)\n {\n // If the asset itself *is* a component, maybe return just its info?\n // This is an edge case. Let's stick to GameObjects for now.\n return Response.Error(\n $\"Asset at '{fullPath}' is a Component ({asset.GetType().FullName}), not a GameObject. Components are typically retrieved *from* a GameObject.\"\n );\n }\n return Response.Error(\n $\"Asset at '{fullPath}' is not a GameObject (Type: {asset.GetType().FullName}). Cannot get components from this asset type.\"\n );\n }\n\n // 5. Get components\n Component[] components = gameObject.GetComponents();\n\n // 6. Format component data\n List componentList = components\n .Select(comp => new\n {\n typeName = comp.GetType().FullName,\n instanceID = comp.GetInstanceID(),\n // TODO: Add more component-specific details here if needed in the future?\n // Requires reflection or specific handling per component type.\n })\n .ToList(); // Explicit cast for clarity if needed\n\n // 7. Return success response\n return Response.Success(\n $\"Found {componentList.Count} component(s) on asset '{fullPath}'.\",\n componentList\n );\n }\n catch (Exception e)\n {\n Debug.LogError(\n $\"[ManageAsset.GetComponentsFromAsset] Error getting components for '{fullPath}': {e}\"\n );\n return Response.Error(\n $\"Error getting components for asset '{fullPath}': {e.Message}\"\n );\n }\n }\n\n // --- Internal Helpers ---\n\n /// \n /// Ensures the asset path starts with \"Assets/\".\n /// \n private static string SanitizeAssetPath(string path)\n {\n if (string.IsNullOrEmpty(path))\n return path;\n path = path.Replace('\\\\', '/'); // Normalize separators\n if (!path.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n return \"Assets/\" + path.TrimStart('/');\n }\n return path;\n }\n\n /// \n /// Checks if an asset exists at the given path (file or folder).\n /// \n private static bool AssetExists(string sanitizedPath)\n {\n // AssetDatabase APIs are generally preferred over raw File/Directory checks for assets.\n // Check if it's a known asset GUID.\n if (!string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(sanitizedPath)))\n {\n return true;\n }\n // AssetPathToGUID might not work for newly created folders not yet refreshed.\n // Check directory explicitly for folders.\n if (Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), sanitizedPath)))\n {\n // Check if it's considered a *valid* folder by Unity\n return AssetDatabase.IsValidFolder(sanitizedPath);\n }\n // Check file existence for non-folder assets.\n if (File.Exists(Path.Combine(Directory.GetCurrentDirectory(), sanitizedPath)))\n {\n return true; // Assume if file exists, it's an asset or will be imported\n }\n\n return false;\n // Alternative: return !string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(sanitizedPath));\n }\n\n /// \n /// Ensures the directory for a given asset path exists, creating it if necessary.\n /// \n private static void EnsureDirectoryExists(string directoryPath)\n {\n if (string.IsNullOrEmpty(directoryPath))\n return;\n string fullDirPath = Path.Combine(Directory.GetCurrentDirectory(), directoryPath);\n if (!Directory.Exists(fullDirPath))\n {\n Directory.CreateDirectory(fullDirPath);\n AssetDatabase.Refresh(); // Let Unity know about the new folder\n }\n }\n\n /// \n /// Applies properties from JObject to a Material.\n /// \n private static bool ApplyMaterialProperties(Material mat, JObject properties)\n {\n if (mat == null || properties == null)\n return false;\n bool modified = false;\n\n // Example: Set shader\n if (properties[\"shader\"]?.Type == JTokenType.String)\n {\n Shader newShader = Shader.Find(properties[\"shader\"].ToString());\n if (newShader != null && mat.shader != newShader)\n {\n mat.shader = newShader;\n modified = true;\n }\n }\n // Example: Set color property\n if (properties[\"color\"] is JObject colorProps)\n {\n string propName = colorProps[\"name\"]?.ToString() ?? \"_Color\"; // Default main color\n if (colorProps[\"value\"] is JArray colArr && colArr.Count >= 3)\n {\n try\n {\n Color newColor = new Color(\n colArr[0].ToObject(),\n colArr[1].ToObject(),\n colArr[2].ToObject(),\n colArr.Count > 3 ? colArr[3].ToObject() : 1.0f\n );\n if (mat.HasProperty(propName) && mat.GetColor(propName) != newColor)\n {\n mat.SetColor(propName, newColor);\n modified = true;\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Error parsing color property '{propName}': {ex.Message}\"\n );\n }\n }\n } else if (properties[\"color\"] is JArray colorArr) //Use color now with examples set in manage_asset.py\n {\n string propName = \"_Color\"; \n try {\n if (colorArr.Count >= 3)\n {\n Color newColor = new Color(\n colorArr[0].ToObject(),\n colorArr[1].ToObject(), \n colorArr[2].ToObject(), \n colorArr.Count > 3 ? colorArr[3].ToObject() : 1.0f\n );\n if (mat.HasProperty(propName) && mat.GetColor(propName) != newColor)\n {\n mat.SetColor(propName, newColor);\n modified = true;\n }\n }\n } \n catch (Exception ex) {\n Debug.LogWarning(\n $\"Error parsing color property '{propName}': {ex.Message}\"\n );\n }\n }\n // Example: Set float property\n if (properties[\"float\"] is JObject floatProps)\n {\n string propName = floatProps[\"name\"]?.ToString();\n if (\n !string.IsNullOrEmpty(propName) && floatProps[\"value\"]?.Type == JTokenType.Float\n || floatProps[\"value\"]?.Type == JTokenType.Integer\n )\n {\n try\n {\n float newVal = floatProps[\"value\"].ToObject();\n if (mat.HasProperty(propName) && mat.GetFloat(propName) != newVal)\n {\n mat.SetFloat(propName, newVal);\n modified = true;\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Error parsing float property '{propName}': {ex.Message}\"\n );\n }\n }\n }\n // Example: Set texture property\n if (properties[\"texture\"] is JObject texProps)\n {\n string propName = texProps[\"name\"]?.ToString() ?? \"_MainTex\"; // Default main texture\n string texPath = texProps[\"path\"]?.ToString();\n if (!string.IsNullOrEmpty(texPath))\n {\n Texture newTex = AssetDatabase.LoadAssetAtPath(\n SanitizeAssetPath(texPath)\n );\n if (\n newTex != null\n && mat.HasProperty(propName)\n && mat.GetTexture(propName) != newTex\n )\n {\n mat.SetTexture(propName, newTex);\n modified = true;\n }\n else if (newTex == null)\n {\n Debug.LogWarning($\"Texture not found at path: {texPath}\");\n }\n }\n }\n\n // TODO: Add handlers for other property types (Vectors, Ints, Keywords, RenderQueue, etc.)\n return modified;\n }\n\n /// \n /// Applies properties from JObject to a PhysicsMaterial.\n /// \n private static bool ApplyPhysicsMaterialProperties(PhysicsMaterialType pmat, JObject properties)\n {\n if (pmat == null || properties == null)\n return false;\n bool modified = false;\n\n // Example: Set dynamic friction\n if (properties[\"dynamicFriction\"]?.Type == JTokenType.Float)\n {\n float dynamicFriction = properties[\"dynamicFriction\"].ToObject();\n pmat.dynamicFriction = dynamicFriction;\n modified = true;\n }\n\n // Example: Set static friction\n if (properties[\"staticFriction\"]?.Type == JTokenType.Float)\n {\n float staticFriction = properties[\"staticFriction\"].ToObject();\n pmat.staticFriction = staticFriction;\n modified = true;\n }\n\n // Example: Set bounciness\n if (properties[\"bounciness\"]?.Type == JTokenType.Float)\n {\n float bounciness = properties[\"bounciness\"].ToObject();\n pmat.bounciness = bounciness;\n modified = true;\n }\n\n List averageList = new List { \"ave\", \"Ave\", \"average\", \"Average\" };\n List multiplyList = new List { \"mul\", \"Mul\", \"mult\", \"Mult\", \"multiply\", \"Multiply\" };\n List minimumList = new List { \"min\", \"Min\", \"minimum\", \"Minimum\" };\n List maximumList = new List { \"max\", \"Max\", \"maximum\", \"Maximum\" };\n\n // Example: Set friction combine\n if (properties[\"frictionCombine\"]?.Type == JTokenType.String)\n {\n string frictionCombine = properties[\"frictionCombine\"].ToString();\n if (averageList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Average;\n else if (multiplyList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Multiply;\n else if (minimumList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Minimum;\n else if (maximumList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Maximum;\n modified = true;\n }\n\n // Example: Set bounce combine\n if (properties[\"bounceCombine\"]?.Type == JTokenType.String)\n {\n string bounceCombine = properties[\"bounceCombine\"].ToString();\n if (averageList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Average;\n else if (multiplyList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Multiply;\n else if (minimumList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Minimum;\n else if (maximumList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Maximum;\n modified = true;\n }\n\n return modified;\n }\n\n /// \n /// Generic helper to set properties on any UnityEngine.Object using reflection.\n /// \n private static bool ApplyObjectProperties(UnityEngine.Object target, JObject properties)\n {\n if (target == null || properties == null)\n return false;\n bool modified = false;\n Type type = target.GetType();\n\n foreach (var prop in properties.Properties())\n {\n string propName = prop.Name;\n JToken propValue = prop.Value;\n if (SetPropertyOrField(target, propName, propValue, type))\n {\n modified = true;\n }\n }\n return modified;\n }\n\n /// \n /// Helper to set a property or field via reflection, handling basic types and Unity objects.\n /// \n private static bool SetPropertyOrField(\n object target,\n string memberName,\n JToken value,\n Type type = null\n )\n {\n type = type ?? target.GetType();\n System.Reflection.BindingFlags flags =\n System.Reflection.BindingFlags.Public\n | System.Reflection.BindingFlags.Instance\n | System.Reflection.BindingFlags.IgnoreCase;\n\n try\n {\n System.Reflection.PropertyInfo propInfo = type.GetProperty(memberName, flags);\n if (propInfo != null && propInfo.CanWrite)\n {\n object convertedValue = ConvertJTokenToType(value, propInfo.PropertyType);\n if (\n convertedValue != null\n && !object.Equals(propInfo.GetValue(target), convertedValue)\n )\n {\n propInfo.SetValue(target, convertedValue);\n return true;\n }\n }\n else\n {\n System.Reflection.FieldInfo fieldInfo = type.GetField(memberName, flags);\n if (fieldInfo != null)\n {\n object convertedValue = ConvertJTokenToType(value, fieldInfo.FieldType);\n if (\n convertedValue != null\n && !object.Equals(fieldInfo.GetValue(target), convertedValue)\n )\n {\n fieldInfo.SetValue(target, convertedValue);\n return true;\n }\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"[SetPropertyOrField] Failed to set '{memberName}' on {type.Name}: {ex.Message}\"\n );\n }\n return false;\n }\n\n /// \n /// Simple JToken to Type conversion for common Unity types and primitives.\n /// \n private static object ConvertJTokenToType(JToken token, Type targetType)\n {\n try\n {\n if (token == null || token.Type == JTokenType.Null)\n return null;\n\n if (targetType == typeof(string))\n return token.ToObject();\n if (targetType == typeof(int))\n return token.ToObject();\n if (targetType == typeof(float))\n return token.ToObject();\n if (targetType == typeof(bool))\n return token.ToObject();\n if (targetType == typeof(Vector2) && token is JArray arrV2 && arrV2.Count == 2)\n return new Vector2(arrV2[0].ToObject(), arrV2[1].ToObject());\n if (targetType == typeof(Vector3) && token is JArray arrV3 && arrV3.Count == 3)\n return new Vector3(\n arrV3[0].ToObject(),\n arrV3[1].ToObject(),\n arrV3[2].ToObject()\n );\n if (targetType == typeof(Vector4) && token is JArray arrV4 && arrV4.Count == 4)\n return new Vector4(\n arrV4[0].ToObject(),\n arrV4[1].ToObject(),\n arrV4[2].ToObject(),\n arrV4[3].ToObject()\n );\n if (targetType == typeof(Quaternion) && token is JArray arrQ && arrQ.Count == 4)\n return new Quaternion(\n arrQ[0].ToObject(),\n arrQ[1].ToObject(),\n arrQ[2].ToObject(),\n arrQ[3].ToObject()\n );\n if (targetType == typeof(Color) && token is JArray arrC && arrC.Count >= 3) // Allow RGB or RGBA\n return new Color(\n arrC[0].ToObject(),\n arrC[1].ToObject(),\n arrC[2].ToObject(),\n arrC.Count > 3 ? arrC[3].ToObject() : 1.0f\n );\n if (targetType.IsEnum)\n return Enum.Parse(targetType, token.ToString(), true); // Case-insensitive enum parsing\n\n // Handle loading Unity Objects (Materials, Textures, etc.) by path\n if (\n typeof(UnityEngine.Object).IsAssignableFrom(targetType)\n && token.Type == JTokenType.String\n )\n {\n string assetPath = SanitizeAssetPath(token.ToString());\n UnityEngine.Object loadedAsset = AssetDatabase.LoadAssetAtPath(\n assetPath,\n targetType\n );\n if (loadedAsset == null)\n {\n Debug.LogWarning(\n $\"[ConvertJTokenToType] Could not load asset of type {targetType.Name} from path: {assetPath}\"\n );\n }\n return loadedAsset;\n }\n\n // Fallback: Try direct conversion (might work for other simple value types)\n return token.ToObject(targetType);\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"[ConvertJTokenToType] Could not convert JToken '{token}' (type {token.Type}) to type '{targetType.Name}': {ex.Message}\"\n );\n return null;\n }\n }\n\n /// \n /// Helper to find a Type by name, searching relevant assemblies.\n /// Needed for creating ScriptableObjects or finding component types by name.\n /// \n private static Type FindType(string typeName)\n {\n if (string.IsNullOrEmpty(typeName))\n return null;\n\n // Try direct lookup first (common Unity types often don't need assembly qualified name)\n var type =\n Type.GetType(typeName)\n ?? Type.GetType($\"UnityEngine.{typeName}, UnityEngine.CoreModule\")\n ?? Type.GetType($\"UnityEngine.UI.{typeName}, UnityEngine.UI\")\n ?? Type.GetType($\"UnityEditor.{typeName}, UnityEditor.CoreModule\");\n\n if (type != null)\n return type;\n\n // If not found, search loaded assemblies (slower but more robust for user scripts)\n foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())\n {\n // Look for non-namespaced first\n type = assembly.GetType(typeName, false, true); // throwOnError=false, ignoreCase=true\n if (type != null)\n return type;\n\n // Check common namespaces if simple name given\n type = assembly.GetType(\"UnityEngine.\" + typeName, false, true);\n if (type != null)\n return type;\n type = assembly.GetType(\"UnityEditor.\" + typeName, false, true);\n if (type != null)\n return type;\n // Add other likely namespaces if needed (e.g., specific plugins)\n }\n\n Debug.LogWarning($\"[FindType] Type '{typeName}' not found in any loaded assembly.\");\n return null; // Not found\n }\n\n // --- Data Serialization ---\n\n /// \n /// Creates a serializable representation of an asset.\n /// \n private static object GetAssetData(string path, bool generatePreview = false)\n {\n if (string.IsNullOrEmpty(path) || !AssetExists(path))\n return null;\n\n string guid = AssetDatabase.AssetPathToGUID(path);\n Type assetType = AssetDatabase.GetMainAssetTypeAtPath(path);\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(path);\n string previewBase64 = null;\n int previewWidth = 0;\n int previewHeight = 0;\n\n if (generatePreview && asset != null)\n {\n Texture2D preview = AssetPreview.GetAssetPreview(asset);\n\n if (preview != null)\n {\n try\n {\n // Ensure texture is readable for EncodeToPNG\n // Creating a temporary readable copy is safer\n RenderTexture rt = RenderTexture.GetTemporary(\n preview.width,\n preview.height\n );\n Graphics.Blit(preview, rt);\n RenderTexture previous = RenderTexture.active;\n RenderTexture.active = rt;\n Texture2D readablePreview = new Texture2D(preview.width, preview.height);\n readablePreview.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);\n readablePreview.Apply();\n RenderTexture.active = previous;\n RenderTexture.ReleaseTemporary(rt);\n\n byte[] pngData = readablePreview.EncodeToPNG();\n previewBase64 = Convert.ToBase64String(pngData);\n previewWidth = readablePreview.width;\n previewHeight = readablePreview.height;\n UnityEngine.Object.DestroyImmediate(readablePreview); // Clean up temp texture\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Failed to generate readable preview for '{path}': {ex.Message}. Preview might not be readable.\"\n );\n // Fallback: Try getting static preview if available?\n // Texture2D staticPreview = AssetPreview.GetMiniThumbnail(asset);\n }\n }\n else\n {\n Debug.LogWarning(\n $\"Could not get asset preview for {path} (Type: {assetType?.Name}). Is it supported?\"\n );\n }\n }\n\n return new\n {\n path = path,\n guid = guid,\n assetType = assetType?.FullName ?? \"Unknown\",\n name = Path.GetFileNameWithoutExtension(path),\n fileName = Path.GetFileName(path),\n isFolder = AssetDatabase.IsValidFolder(path),\n instanceID = asset?.GetInstanceID() ?? 0,\n lastWriteTimeUtc = File.GetLastWriteTimeUtc(\n Path.Combine(Directory.GetCurrentDirectory(), path)\n )\n .ToString(\"o\"), // ISO 8601\n // --- Preview Data ---\n previewBase64 = previewBase64, // PNG data as Base64 string\n previewWidth = previewWidth,\n previewHeight = previewHeight,\n // TODO: Add more metadata? Importer settings? Dependencies?\n };\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ReadConsole.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditorInternal;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles reading and clearing Unity Editor console log entries.\n /// Uses reflection to access internal LogEntry methods/properties.\n /// \n public static class ReadConsole\n {\n // Reflection members for accessing internal LogEntry data\n // private static MethodInfo _getEntriesMethod; // Removed as it's unused and fails reflection\n private static MethodInfo _startGettingEntriesMethod;\n private static MethodInfo _endGettingEntriesMethod; // Renamed from _stopGettingEntriesMethod, trying End...\n private static MethodInfo _clearMethod;\n private static MethodInfo _getCountMethod;\n private static MethodInfo _getEntryMethod;\n private static FieldInfo _modeField;\n private static FieldInfo _messageField;\n private static FieldInfo _fileField;\n private static FieldInfo _lineField;\n private static FieldInfo _instanceIdField;\n\n // Note: Timestamp is not directly available in LogEntry; need to parse message or find alternative?\n\n // Static constructor for reflection setup\n static ReadConsole()\n {\n try\n {\n Type logEntriesType = typeof(EditorApplication).Assembly.GetType(\n \"UnityEditor.LogEntries\"\n );\n if (logEntriesType == null)\n throw new Exception(\"Could not find internal type UnityEditor.LogEntries\");\n\n // Include NonPublic binding flags as internal APIs might change accessibility\n BindingFlags staticFlags =\n BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic;\n BindingFlags instanceFlags =\n BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic;\n\n _startGettingEntriesMethod = logEntriesType.GetMethod(\n \"StartGettingEntries\",\n staticFlags\n );\n if (_startGettingEntriesMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.StartGettingEntries\");\n\n // Try reflecting EndGettingEntries based on warning message\n _endGettingEntriesMethod = logEntriesType.GetMethod(\n \"EndGettingEntries\",\n staticFlags\n );\n if (_endGettingEntriesMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.EndGettingEntries\");\n\n _clearMethod = logEntriesType.GetMethod(\"Clear\", staticFlags);\n if (_clearMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.Clear\");\n\n _getCountMethod = logEntriesType.GetMethod(\"GetCount\", staticFlags);\n if (_getCountMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.GetCount\");\n\n _getEntryMethod = logEntriesType.GetMethod(\"GetEntryInternal\", staticFlags);\n if (_getEntryMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.GetEntryInternal\");\n\n Type logEntryType = typeof(EditorApplication).Assembly.GetType(\n \"UnityEditor.LogEntry\"\n );\n if (logEntryType == null)\n throw new Exception(\"Could not find internal type UnityEditor.LogEntry\");\n\n _modeField = logEntryType.GetField(\"mode\", instanceFlags);\n if (_modeField == null)\n throw new Exception(\"Failed to reflect LogEntry.mode\");\n\n _messageField = logEntryType.GetField(\"message\", instanceFlags);\n if (_messageField == null)\n throw new Exception(\"Failed to reflect LogEntry.message\");\n\n _fileField = logEntryType.GetField(\"file\", instanceFlags);\n if (_fileField == null)\n throw new Exception(\"Failed to reflect LogEntry.file\");\n\n _lineField = logEntryType.GetField(\"line\", instanceFlags);\n if (_lineField == null)\n throw new Exception(\"Failed to reflect LogEntry.line\");\n\n _instanceIdField = logEntryType.GetField(\"instanceID\", instanceFlags);\n if (_instanceIdField == null)\n throw new Exception(\"Failed to reflect LogEntry.instanceID\");\n }\n catch (Exception e)\n {\n Debug.LogError(\n $\"[ReadConsole] Static Initialization Failed: Could not setup reflection for LogEntries/LogEntry. Console reading/clearing will likely fail. Specific Error: {e.Message}\"\n );\n // Set members to null to prevent NullReferenceExceptions later, HandleCommand should check this.\n _startGettingEntriesMethod =\n _endGettingEntriesMethod =\n _clearMethod =\n _getCountMethod =\n _getEntryMethod =\n null;\n _modeField = _messageField = _fileField = _lineField = _instanceIdField = null;\n }\n }\n\n // --- Main Handler ---\n\n public static object HandleCommand(JObject @params)\n {\n // Check if ALL required reflection members were successfully initialized.\n if (\n _startGettingEntriesMethod == null\n || _endGettingEntriesMethod == null\n || _clearMethod == null\n || _getCountMethod == null\n || _getEntryMethod == null\n || _modeField == null\n || _messageField == null\n || _fileField == null\n || _lineField == null\n || _instanceIdField == null\n )\n {\n // Log the error here as well for easier debugging in Unity Console\n Debug.LogError(\n \"[ReadConsole] HandleCommand called but reflection members are not initialized. Static constructor might have failed silently or there's an issue.\"\n );\n return Response.Error(\n \"ReadConsole handler failed to initialize due to reflection errors. Cannot access console logs.\"\n );\n }\n\n string action = @params[\"action\"]?.ToString().ToLower() ?? \"get\";\n\n try\n {\n if (action == \"clear\")\n {\n return ClearConsole();\n }\n else if (action == \"get\")\n {\n // Extract parameters for 'get'\n var types =\n (@params[\"types\"] as JArray)?.Select(t => t.ToString().ToLower()).ToList()\n ?? new List { \"error\", \"warning\", \"log\" };\n int? count = @params[\"count\"]?.ToObject();\n string filterText = @params[\"filterText\"]?.ToString();\n string sinceTimestampStr = @params[\"sinceTimestamp\"]?.ToString(); // TODO: Implement timestamp filtering\n string format = (@params[\"format\"]?.ToString() ?? \"detailed\").ToLower();\n bool includeStacktrace =\n @params[\"includeStacktrace\"]?.ToObject() ?? true;\n\n if (types.Contains(\"all\"))\n {\n types = new List { \"error\", \"warning\", \"log\" }; // Expand 'all'\n }\n\n if (!string.IsNullOrEmpty(sinceTimestampStr))\n {\n Debug.LogWarning(\n \"[ReadConsole] Filtering by 'since_timestamp' is not currently implemented.\"\n );\n // Need a way to get timestamp per log entry.\n }\n\n return GetConsoleEntries(types, count, filterText, format, includeStacktrace);\n }\n else\n {\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are 'get' or 'clear'.\"\n );\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Action '{action}' failed: {e}\");\n return Response.Error($\"Internal error processing action '{action}': {e.Message}\");\n }\n }\n\n // --- Action Implementations ---\n\n private static object ClearConsole()\n {\n try\n {\n _clearMethod.Invoke(null, null); // Static method, no instance, no parameters\n return Response.Success(\"Console cleared successfully.\");\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Failed to clear console: {e}\");\n return Response.Error($\"Failed to clear console: {e.Message}\");\n }\n }\n\n private static object GetConsoleEntries(\n List types,\n int? count,\n string filterText,\n string format,\n bool includeStacktrace\n )\n {\n List formattedEntries = new List();\n int retrievedCount = 0;\n\n try\n {\n // LogEntries requires calling Start/Stop around GetEntries/GetEntryInternal\n _startGettingEntriesMethod.Invoke(null, null);\n\n int totalEntries = (int)_getCountMethod.Invoke(null, null);\n // Create instance to pass to GetEntryInternal - Ensure the type is correct\n Type logEntryType = typeof(EditorApplication).Assembly.GetType(\n \"UnityEditor.LogEntry\"\n );\n if (logEntryType == null)\n throw new Exception(\n \"Could not find internal type UnityEditor.LogEntry during GetConsoleEntries.\"\n );\n object logEntryInstance = Activator.CreateInstance(logEntryType);\n\n for (int i = 0; i < totalEntries; i++)\n {\n // Get the entry data into our instance using reflection\n _getEntryMethod.Invoke(null, new object[] { i, logEntryInstance });\n\n // Extract data using reflection\n int mode = (int)_modeField.GetValue(logEntryInstance);\n string message = (string)_messageField.GetValue(logEntryInstance);\n string file = (string)_fileField.GetValue(logEntryInstance);\n\n int line = (int)_lineField.GetValue(logEntryInstance);\n // int instanceId = (int)_instanceIdField.GetValue(logEntryInstance);\n\n if (string.IsNullOrEmpty(message))\n continue; // Skip empty messages\n\n // --- Filtering ---\n // Filter by type\n LogType currentType = GetLogTypeFromMode(mode);\n if (!types.Contains(currentType.ToString().ToLowerInvariant()))\n {\n continue;\n }\n\n // Filter by text (case-insensitive)\n if (\n !string.IsNullOrEmpty(filterText)\n && message.IndexOf(filterText, StringComparison.OrdinalIgnoreCase) < 0\n )\n {\n continue;\n }\n\n // TODO: Filter by timestamp (requires timestamp data)\n\n // --- Formatting ---\n string stackTrace = includeStacktrace ? ExtractStackTrace(message) : null;\n // Get first line if stack is present and requested, otherwise use full message\n string messageOnly =\n (includeStacktrace && !string.IsNullOrEmpty(stackTrace))\n ? message.Split(\n new[] { '\\n', '\\r' },\n StringSplitOptions.RemoveEmptyEntries\n )[0]\n : message;\n\n object formattedEntry = null;\n switch (format)\n {\n case \"plain\":\n formattedEntry = messageOnly;\n break;\n case \"json\":\n case \"detailed\": // Treat detailed as json for structured return\n default:\n formattedEntry = new\n {\n type = currentType.ToString(),\n message = messageOnly,\n file = file,\n line = line,\n // timestamp = \"\", // TODO\n stackTrace = stackTrace, // Will be null if includeStacktrace is false or no stack found\n };\n break;\n }\n\n formattedEntries.Add(formattedEntry);\n retrievedCount++;\n\n // Apply count limit (after filtering)\n if (count.HasValue && retrievedCount >= count.Value)\n {\n break;\n }\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Error while retrieving log entries: {e}\");\n // Ensure EndGettingEntries is called even if there's an error during iteration\n try\n {\n _endGettingEntriesMethod.Invoke(null, null);\n }\n catch\n { /* Ignore nested exception */\n }\n return Response.Error($\"Error retrieving log entries: {e.Message}\");\n }\n finally\n {\n // Ensure we always call EndGettingEntries\n try\n {\n _endGettingEntriesMethod.Invoke(null, null);\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Failed to call EndGettingEntries: {e}\");\n // Don't return error here as we might have valid data, but log it.\n }\n }\n\n // Return the filtered and formatted list (might be empty)\n return Response.Success(\n $\"Retrieved {formattedEntries.Count} log entries.\",\n formattedEntries\n );\n }\n\n // --- Internal Helpers ---\n\n // Mapping from LogEntry.mode bits to LogType enum\n // Based on decompiled UnityEditor code or common patterns. Precise bits might change between Unity versions.\n // See comments below for LogEntry mode bits exploration.\n // Note: This mapping is simplified and might not cover all edge cases or future Unity versions perfectly.\n private const int ModeBitError = 1 << 0;\n private const int ModeBitAssert = 1 << 1;\n private const int ModeBitWarning = 1 << 2;\n private const int ModeBitLog = 1 << 3;\n private const int ModeBitException = 1 << 4; // Often combined with Error bits\n private const int ModeBitScriptingError = 1 << 9;\n private const int ModeBitScriptingWarning = 1 << 10;\n private const int ModeBitScriptingLog = 1 << 11;\n private const int ModeBitScriptingException = 1 << 18;\n private const int ModeBitScriptingAssertion = 1 << 22;\n\n private static LogType GetLogTypeFromMode(int mode)\n {\n // First, determine the type based on the original logic (most severe first)\n LogType initialType;\n if (\n (\n mode\n & (\n ModeBitError\n | ModeBitScriptingError\n | ModeBitException\n | ModeBitScriptingException\n )\n ) != 0\n )\n {\n initialType = LogType.Error;\n }\n else if ((mode & (ModeBitAssert | ModeBitScriptingAssertion)) != 0)\n {\n initialType = LogType.Assert;\n }\n else if ((mode & (ModeBitWarning | ModeBitScriptingWarning)) != 0)\n {\n initialType = LogType.Warning;\n }\n else\n {\n initialType = LogType.Log;\n }\n\n // Apply the observed \"one level lower\" correction\n switch (initialType)\n {\n case LogType.Error:\n return LogType.Warning; // Error becomes Warning\n case LogType.Warning:\n return LogType.Log; // Warning becomes Log\n case LogType.Assert:\n return LogType.Assert; // Assert remains Assert (no lower level defined)\n case LogType.Log:\n return LogType.Log; // Log remains Log\n default:\n return LogType.Log; // Default fallback\n }\n }\n\n /// \n /// Attempts to extract the stack trace part from a log message.\n /// Unity log messages often have the stack trace appended after the main message,\n /// starting on a new line and typically indented or beginning with \"at \".\n /// \n /// The complete log message including potential stack trace.\n /// The extracted stack trace string, or null if none is found.\n private static string ExtractStackTrace(string fullMessage)\n {\n if (string.IsNullOrEmpty(fullMessage))\n return null;\n\n // Split into lines, removing empty ones to handle different line endings gracefully.\n // Using StringSplitOptions.None might be better if empty lines matter within stack trace, but RemoveEmptyEntries is usually safer here.\n string[] lines = fullMessage.Split(\n new[] { '\\r', '\\n' },\n StringSplitOptions.RemoveEmptyEntries\n );\n\n // If there's only one line or less, there's no separate stack trace.\n if (lines.Length <= 1)\n return null;\n\n int stackStartIndex = -1;\n\n // Start checking from the second line onwards.\n for (int i = 1; i < lines.Length; ++i)\n {\n // Performance: TrimStart creates a new string. Consider using IsWhiteSpace check if performance critical.\n string trimmedLine = lines[i].TrimStart();\n\n // Check for common stack trace patterns.\n if (\n trimmedLine.StartsWith(\"at \")\n || trimmedLine.StartsWith(\"UnityEngine.\")\n || trimmedLine.StartsWith(\"UnityEditor.\")\n || trimmedLine.Contains(\"(at \")\n || // Covers \"(at Assets/...\" pattern\n // Heuristic: Check if line starts with likely namespace/class pattern (Uppercase.Something)\n (\n trimmedLine.Length > 0\n && char.IsUpper(trimmedLine[0])\n && trimmedLine.Contains('.')\n )\n )\n {\n stackStartIndex = i;\n break; // Found the likely start of the stack trace\n }\n }\n\n // If a potential start index was found...\n if (stackStartIndex > 0)\n {\n // Join the lines from the stack start index onwards using standard newline characters.\n // This reconstructs the stack trace part of the message.\n return string.Join(\"\\n\", lines.Skip(stackStartIndex));\n }\n\n // No clear stack trace found based on the patterns.\n return null;\n }\n\n /* LogEntry.mode bits exploration (based on Unity decompilation/observation):\n May change between versions.\n\n Basic Types:\n kError = 1 << 0 (1)\n kAssert = 1 << 1 (2)\n kWarning = 1 << 2 (4)\n kLog = 1 << 3 (8)\n kFatal = 1 << 4 (16) - Often treated as Exception/Error\n\n Modifiers/Context:\n kAssetImportError = 1 << 7 (128)\n kAssetImportWarning = 1 << 8 (256)\n kScriptingError = 1 << 9 (512)\n kScriptingWarning = 1 << 10 (1024)\n kScriptingLog = 1 << 11 (2048)\n kScriptCompileError = 1 << 12 (4096)\n kScriptCompileWarning = 1 << 13 (8192)\n kStickyError = 1 << 14 (16384) - Stays visible even after Clear On Play\n kMayIgnoreLineNumber = 1 << 15 (32768)\n kReportBug = 1 << 16 (65536) - Shows the \"Report Bug\" button\n kDisplayPreviousErrorInStatusBar = 1 << 17 (131072)\n kScriptingException = 1 << 18 (262144)\n kDontExtractStacktrace = 1 << 19 (524288) - Hint to the console UI\n kShouldClearOnPlay = 1 << 20 (1048576) - Default behavior\n kGraphCompileError = 1 << 21 (2097152)\n kScriptingAssertion = 1 << 22 (4194304)\n kVisualScriptingError = 1 << 23 (8388608)\n\n Example observed values:\n Log: 2048 (ScriptingLog) or 8 (Log)\n Warning: 1028 (ScriptingWarning | Warning) or 4 (Warning)\n Error: 513 (ScriptingError | Error) or 1 (Error)\n Exception: 262161 (ScriptingException | Error | kFatal?) - Complex combination\n Assertion: 4194306 (ScriptingAssertion | Assert) or 2 (Assert)\n */\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageEditor.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditorInternal; // Required for tag management\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles operations related to controlling and querying the Unity Editor state,\n /// including managing Tags and Layers.\n /// \n public static class ManageEditor\n {\n // Constant for starting user layer index\n private const int FirstUserLayerIndex = 8;\n\n // Constant for total layer count\n private const int TotalLayerCount = 32;\n\n /// \n /// Main handler for editor management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower();\n // Parameters for specific actions\n string tagName = @params[\"tagName\"]?.ToString();\n string layerName = @params[\"layerName\"]?.ToString();\n bool waitForCompletion = @params[\"waitForCompletion\"]?.ToObject() ?? false; // Example - not used everywhere\n\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n // Route action\n switch (action)\n {\n // Play Mode Control\n case \"play\":\n try\n {\n if (!EditorApplication.isPlaying)\n {\n EditorApplication.isPlaying = true;\n return Response.Success(\"Entered play mode.\");\n }\n return Response.Success(\"Already in play mode.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Error entering play mode: {e.Message}\");\n }\n case \"pause\":\n try\n {\n if (EditorApplication.isPlaying)\n {\n EditorApplication.isPaused = !EditorApplication.isPaused;\n return Response.Success(\n EditorApplication.isPaused ? \"Game paused.\" : \"Game resumed.\"\n );\n }\n return Response.Error(\"Cannot pause/resume: Not in play mode.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Error pausing/resuming game: {e.Message}\");\n }\n case \"stop\":\n try\n {\n if (EditorApplication.isPlaying)\n {\n EditorApplication.isPlaying = false;\n return Response.Success(\"Exited play mode.\");\n }\n return Response.Success(\"Already stopped (not in play mode).\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Error stopping play mode: {e.Message}\");\n }\n\n // Editor State/Info\n case \"get_state\":\n return GetEditorState();\n case \"get_windows\":\n return GetEditorWindows();\n case \"get_active_tool\":\n return GetActiveTool();\n case \"get_selection\":\n return GetSelection();\n case \"set_active_tool\":\n string toolName = @params[\"toolName\"]?.ToString();\n if (string.IsNullOrEmpty(toolName))\n return Response.Error(\"'toolName' parameter required for set_active_tool.\");\n return SetActiveTool(toolName);\n\n // Tag Management\n case \"add_tag\":\n if (string.IsNullOrEmpty(tagName))\n return Response.Error(\"'tagName' parameter required for add_tag.\");\n return AddTag(tagName);\n case \"remove_tag\":\n if (string.IsNullOrEmpty(tagName))\n return Response.Error(\"'tagName' parameter required for remove_tag.\");\n return RemoveTag(tagName);\n case \"get_tags\":\n return GetTags(); // Helper to list current tags\n\n // Layer Management\n case \"add_layer\":\n if (string.IsNullOrEmpty(layerName))\n return Response.Error(\"'layerName' parameter required for add_layer.\");\n return AddLayer(layerName);\n case \"remove_layer\":\n if (string.IsNullOrEmpty(layerName))\n return Response.Error(\"'layerName' parameter required for remove_layer.\");\n return RemoveLayer(layerName);\n case \"get_layers\":\n return GetLayers(); // Helper to list current layers\n\n // --- Settings (Example) ---\n // case \"set_resolution\":\n // int? width = @params[\"width\"]?.ToObject();\n // int? height = @params[\"height\"]?.ToObject();\n // if (!width.HasValue || !height.HasValue) return Response.Error(\"'width' and 'height' parameters required.\");\n // return SetGameViewResolution(width.Value, height.Value);\n // case \"set_quality\":\n // // Handle string name or int index\n // return SetQualityLevel(@params[\"qualityLevel\"]);\n\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Supported actions include play, pause, stop, get_state, get_windows, get_active_tool, get_selection, set_active_tool, add_tag, remove_tag, get_tags, add_layer, remove_layer, get_layers.\"\n );\n }\n }\n\n // --- Editor State/Info Methods ---\n private static object GetEditorState()\n {\n try\n {\n var state = new\n {\n isPlaying = EditorApplication.isPlaying,\n isPaused = EditorApplication.isPaused,\n isCompiling = EditorApplication.isCompiling,\n isUpdating = EditorApplication.isUpdating,\n applicationPath = EditorApplication.applicationPath,\n applicationContentsPath = EditorApplication.applicationContentsPath,\n timeSinceStartup = EditorApplication.timeSinceStartup,\n };\n return Response.Success(\"Retrieved editor state.\", state);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting editor state: {e.Message}\");\n }\n }\n\n private static object GetEditorWindows()\n {\n try\n {\n // Get all types deriving from EditorWindow\n var windowTypes = AppDomain\n .CurrentDomain.GetAssemblies()\n .SelectMany(assembly => assembly.GetTypes())\n .Where(type => type.IsSubclassOf(typeof(EditorWindow)))\n .ToList();\n\n var openWindows = new List();\n\n // Find currently open instances\n // Resources.FindObjectsOfTypeAll seems more reliable than GetWindow for finding *all* open windows\n EditorWindow[] allWindows = Resources.FindObjectsOfTypeAll();\n\n foreach (EditorWindow window in allWindows)\n {\n if (window == null)\n continue; // Skip potentially destroyed windows\n\n try\n {\n openWindows.Add(\n new\n {\n title = window.titleContent.text,\n typeName = window.GetType().FullName,\n isFocused = EditorWindow.focusedWindow == window,\n position = new\n {\n x = window.position.x,\n y = window.position.y,\n width = window.position.width,\n height = window.position.height,\n },\n instanceID = window.GetInstanceID(),\n }\n );\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Could not get info for window {window.GetType().Name}: {ex.Message}\"\n );\n }\n }\n\n return Response.Success(\"Retrieved list of open editor windows.\", openWindows);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting editor windows: {e.Message}\");\n }\n }\n\n private static object GetActiveTool()\n {\n try\n {\n Tool currentTool = UnityEditor.Tools.current;\n string toolName = currentTool.ToString(); // Enum to string\n bool customToolActive = UnityEditor.Tools.current == Tool.Custom; // Check if a custom tool is active\n string activeToolName = customToolActive\n ? EditorTools.GetActiveToolName()\n : toolName; // Get custom name if needed\n\n var toolInfo = new\n {\n activeTool = activeToolName,\n isCustom = customToolActive,\n pivotMode = UnityEditor.Tools.pivotMode.ToString(),\n pivotRotation = UnityEditor.Tools.pivotRotation.ToString(),\n handleRotation = UnityEditor.Tools.handleRotation.eulerAngles, // Euler for simplicity\n handlePosition = UnityEditor.Tools.handlePosition,\n };\n\n return Response.Success(\"Retrieved active tool information.\", toolInfo);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting active tool: {e.Message}\");\n }\n }\n\n private static object SetActiveTool(string toolName)\n {\n try\n {\n Tool targetTool;\n if (Enum.TryParse(toolName, true, out targetTool)) // Case-insensitive parse\n {\n // Check if it's a valid built-in tool\n if (targetTool != Tool.None && targetTool <= Tool.Custom) // Tool.Custom is the last standard tool\n {\n UnityEditor.Tools.current = targetTool;\n return Response.Success($\"Set active tool to '{targetTool}'.\");\n }\n else\n {\n return Response.Error(\n $\"Cannot directly set tool to '{toolName}'. It might be None, Custom, or invalid.\"\n );\n }\n }\n else\n {\n // Potentially try activating a custom tool by name here if needed\n // This often requires specific editor scripting knowledge for that tool.\n return Response.Error(\n $\"Could not parse '{toolName}' as a standard Unity Tool (View, Move, Rotate, Scale, Rect, Transform, Custom).\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error setting active tool: {e.Message}\");\n }\n }\n\n private static object GetSelection()\n {\n try\n {\n var selectionInfo = new\n {\n activeObject = Selection.activeObject?.name,\n activeGameObject = Selection.activeGameObject?.name,\n activeTransform = Selection.activeTransform?.name,\n activeInstanceID = Selection.activeInstanceID,\n count = Selection.count,\n objects = Selection\n .objects.Select(obj => new\n {\n name = obj?.name,\n type = obj?.GetType().FullName,\n instanceID = obj?.GetInstanceID(),\n })\n .ToList(),\n gameObjects = Selection\n .gameObjects.Select(go => new\n {\n name = go?.name,\n instanceID = go?.GetInstanceID(),\n })\n .ToList(),\n assetGUIDs = Selection.assetGUIDs, // GUIDs for selected assets in Project view\n };\n\n return Response.Success(\"Retrieved current selection details.\", selectionInfo);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting selection: {e.Message}\");\n }\n }\n\n // --- Tag Management Methods ---\n\n private static object AddTag(string tagName)\n {\n if (string.IsNullOrWhiteSpace(tagName))\n return Response.Error(\"Tag name cannot be empty or whitespace.\");\n\n // Check if tag already exists\n if (InternalEditorUtility.tags.Contains(tagName))\n {\n return Response.Error($\"Tag '{tagName}' already exists.\");\n }\n\n try\n {\n // Add the tag using the internal utility\n InternalEditorUtility.AddTag(tagName);\n // Force save assets to ensure the change persists in the TagManager asset\n AssetDatabase.SaveAssets();\n return Response.Success($\"Tag '{tagName}' added successfully.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to add tag '{tagName}': {e.Message}\");\n }\n }\n\n private static object RemoveTag(string tagName)\n {\n if (string.IsNullOrWhiteSpace(tagName))\n return Response.Error(\"Tag name cannot be empty or whitespace.\");\n if (tagName.Equals(\"Untagged\", StringComparison.OrdinalIgnoreCase))\n return Response.Error(\"Cannot remove the built-in 'Untagged' tag.\");\n\n // Check if tag exists before attempting removal\n if (!InternalEditorUtility.tags.Contains(tagName))\n {\n return Response.Error($\"Tag '{tagName}' does not exist.\");\n }\n\n try\n {\n // Remove the tag using the internal utility\n InternalEditorUtility.RemoveTag(tagName);\n // Force save assets\n AssetDatabase.SaveAssets();\n return Response.Success($\"Tag '{tagName}' removed successfully.\");\n }\n catch (Exception e)\n {\n // Catch potential issues if the tag is somehow in use or removal fails\n return Response.Error($\"Failed to remove tag '{tagName}': {e.Message}\");\n }\n }\n\n private static object GetTags()\n {\n try\n {\n string[] tags = InternalEditorUtility.tags;\n return Response.Success(\"Retrieved current tags.\", tags);\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to retrieve tags: {e.Message}\");\n }\n }\n\n // --- Layer Management Methods ---\n\n private static object AddLayer(string layerName)\n {\n if (string.IsNullOrWhiteSpace(layerName))\n return Response.Error(\"Layer name cannot be empty or whitespace.\");\n\n // Access the TagManager asset\n SerializedObject tagManager = GetTagManager();\n if (tagManager == null)\n return Response.Error(\"Could not access TagManager asset.\");\n\n SerializedProperty layersProp = tagManager.FindProperty(\"layers\");\n if (layersProp == null || !layersProp.isArray)\n return Response.Error(\"Could not find 'layers' property in TagManager.\");\n\n // Check if layer name already exists (case-insensitive check recommended)\n for (int i = 0; i < TotalLayerCount; i++)\n {\n SerializedProperty layerSP = layersProp.GetArrayElementAtIndex(i);\n if (\n layerSP != null\n && layerName.Equals(layerSP.stringValue, StringComparison.OrdinalIgnoreCase)\n )\n {\n return Response.Error($\"Layer '{layerName}' already exists at index {i}.\");\n }\n }\n\n // Find the first empty user layer slot (indices 8 to 31)\n int firstEmptyUserLayer = -1;\n for (int i = FirstUserLayerIndex; i < TotalLayerCount; i++)\n {\n SerializedProperty layerSP = layersProp.GetArrayElementAtIndex(i);\n if (layerSP != null && string.IsNullOrEmpty(layerSP.stringValue))\n {\n firstEmptyUserLayer = i;\n break;\n }\n }\n\n if (firstEmptyUserLayer == -1)\n {\n return Response.Error(\"No empty User Layer slots available (8-31 are full).\");\n }\n\n // Assign the name to the found slot\n try\n {\n SerializedProperty targetLayerSP = layersProp.GetArrayElementAtIndex(\n firstEmptyUserLayer\n );\n targetLayerSP.stringValue = layerName;\n // Apply the changes to the TagManager asset\n tagManager.ApplyModifiedProperties();\n // Save assets to make sure it's written to disk\n AssetDatabase.SaveAssets();\n return Response.Success(\n $\"Layer '{layerName}' added successfully to slot {firstEmptyUserLayer}.\"\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to add layer '{layerName}': {e.Message}\");\n }\n }\n\n private static object RemoveLayer(string layerName)\n {\n if (string.IsNullOrWhiteSpace(layerName))\n return Response.Error(\"Layer name cannot be empty or whitespace.\");\n\n // Access the TagManager asset\n SerializedObject tagManager = GetTagManager();\n if (tagManager == null)\n return Response.Error(\"Could not access TagManager asset.\");\n\n SerializedProperty layersProp = tagManager.FindProperty(\"layers\");\n if (layersProp == null || !layersProp.isArray)\n return Response.Error(\"Could not find 'layers' property in TagManager.\");\n\n // Find the layer by name (must be user layer)\n int layerIndexToRemove = -1;\n for (int i = FirstUserLayerIndex; i < TotalLayerCount; i++) // Start from user layers\n {\n SerializedProperty layerSP = layersProp.GetArrayElementAtIndex(i);\n // Case-insensitive comparison is safer\n if (\n layerSP != null\n && layerName.Equals(layerSP.stringValue, StringComparison.OrdinalIgnoreCase)\n )\n {\n layerIndexToRemove = i;\n break;\n }\n }\n\n if (layerIndexToRemove == -1)\n {\n return Response.Error($\"User layer '{layerName}' not found.\");\n }\n\n // Clear the name for that index\n try\n {\n SerializedProperty targetLayerSP = layersProp.GetArrayElementAtIndex(\n layerIndexToRemove\n );\n targetLayerSP.stringValue = string.Empty; // Set to empty string to remove\n // Apply the changes\n tagManager.ApplyModifiedProperties();\n // Save assets\n AssetDatabase.SaveAssets();\n return Response.Success(\n $\"Layer '{layerName}' (slot {layerIndexToRemove}) removed successfully.\"\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to remove layer '{layerName}': {e.Message}\");\n }\n }\n\n private static object GetLayers()\n {\n try\n {\n var layers = new Dictionary();\n for (int i = 0; i < TotalLayerCount; i++)\n {\n string layerName = LayerMask.LayerToName(i);\n if (!string.IsNullOrEmpty(layerName)) // Only include layers that have names\n {\n layers.Add(i, layerName);\n }\n }\n return Response.Success(\"Retrieved current named layers.\", layers);\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to retrieve layers: {e.Message}\");\n }\n }\n\n // --- Helper Methods ---\n\n /// \n /// Gets the SerializedObject for the TagManager asset.\n /// \n private static SerializedObject GetTagManager()\n {\n try\n {\n // Load the TagManager asset from the ProjectSettings folder\n UnityEngine.Object[] tagManagerAssets = AssetDatabase.LoadAllAssetsAtPath(\n \"ProjectSettings/TagManager.asset\"\n );\n if (tagManagerAssets == null || tagManagerAssets.Length == 0)\n {\n Debug.LogError(\"[ManageEditor] TagManager.asset not found in ProjectSettings.\");\n return null;\n }\n // The first object in the asset file should be the TagManager\n return new SerializedObject(tagManagerAssets[0]);\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ManageEditor] Error accessing TagManager.asset: {e.Message}\");\n return null;\n }\n }\n\n // --- Example Implementations for Settings ---\n /*\n private static object SetGameViewResolution(int width, int height) { ... }\n private static object SetQualityLevel(JToken qualityLevelToken) { ... }\n */\n }\n\n // Helper class to get custom tool names (remains the same)\n internal static class EditorTools\n {\n public static string GetActiveToolName()\n {\n // This is a placeholder. Real implementation depends on how custom tools\n // are registered and tracked in the specific Unity project setup.\n // It might involve checking static variables, calling methods on specific tool managers, etc.\n if (UnityEditor.Tools.current == Tool.Custom)\n {\n // Example: Check a known custom tool manager\n // if (MyCustomToolManager.IsActive) return MyCustomToolManager.ActiveToolName;\n return \"Unknown Custom Tool\";\n }\n return UnityEditor.Tools.current.ToString();\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageScene.cs", "using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditor.SceneManagement;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles scene management operations like loading, saving, creating, and querying hierarchy.\n /// \n public static class ManageScene\n {\n /// \n /// Main handler for scene management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower();\n string name = @params[\"name\"]?.ToString();\n string path = @params[\"path\"]?.ToString(); // Relative to Assets/\n int? buildIndex = @params[\"buildIndex\"]?.ToObject();\n // bool loadAdditive = @params[\"loadAdditive\"]?.ToObject() ?? false; // Example for future extension\n\n // Ensure path is relative to Assets/, removing any leading \"Assets/\"\n string relativeDir = path ?? string.Empty;\n if (!string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = relativeDir.Replace('\\\\', '/').Trim('/');\n if (relativeDir.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n relativeDir = relativeDir.Substring(\"Assets/\".Length).TrimStart('/');\n }\n }\n\n // Apply default *after* sanitizing, using the original path variable for the check\n if (string.IsNullOrEmpty(path) && action == \"create\") // Check original path for emptiness\n {\n relativeDir = \"Scenes\"; // Default relative directory\n }\n\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n string sceneFileName = string.IsNullOrEmpty(name) ? null : $\"{name}.unity\";\n // Construct full system path correctly: ProjectRoot/Assets/relativeDir/sceneFileName\n string fullPathDir = Path.Combine(Application.dataPath, relativeDir); // Combine with Assets path (Application.dataPath ends in Assets)\n string fullPath = string.IsNullOrEmpty(sceneFileName)\n ? null\n : Path.Combine(fullPathDir, sceneFileName);\n // Ensure relativePath always starts with \"Assets/\" and uses forward slashes\n string relativePath = string.IsNullOrEmpty(sceneFileName)\n ? null\n : Path.Combine(\"Assets\", relativeDir, sceneFileName).Replace('\\\\', '/');\n\n // Ensure directory exists for 'create'\n if (action == \"create\" && !string.IsNullOrEmpty(fullPathDir))\n {\n try\n {\n Directory.CreateDirectory(fullPathDir);\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Could not create directory '{fullPathDir}': {e.Message}\"\n );\n }\n }\n\n // Route action\n switch (action)\n {\n case \"create\":\n if (string.IsNullOrEmpty(name) || string.IsNullOrEmpty(relativePath))\n return Response.Error(\n \"'name' and 'path' parameters are required for 'create' action.\"\n );\n return CreateScene(fullPath, relativePath);\n case \"load\":\n // Loading can be done by path/name or build index\n if (!string.IsNullOrEmpty(relativePath))\n return LoadScene(relativePath);\n else if (buildIndex.HasValue)\n return LoadScene(buildIndex.Value);\n else\n return Response.Error(\n \"Either 'name'/'path' or 'buildIndex' must be provided for 'load' action.\"\n );\n case \"save\":\n // Save current scene, optionally to a new path\n return SaveScene(fullPath, relativePath);\n case \"get_hierarchy\":\n return GetSceneHierarchy();\n case \"get_active\":\n return GetActiveSceneInfo();\n case \"get_build_settings\":\n return GetBuildSettingsScenes();\n // Add cases for modifying build settings, additive loading, unloading etc.\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions: create, load, save, get_hierarchy, get_active, get_build_settings.\"\n );\n }\n }\n\n private static object CreateScene(string fullPath, string relativePath)\n {\n if (File.Exists(fullPath))\n {\n return Response.Error($\"Scene already exists at '{relativePath}'.\");\n }\n\n try\n {\n // Create a new empty scene\n Scene newScene = EditorSceneManager.NewScene(\n NewSceneSetup.EmptyScene,\n NewSceneMode.Single\n );\n // Save it to the specified path\n bool saved = EditorSceneManager.SaveScene(newScene, relativePath);\n\n if (saved)\n {\n AssetDatabase.Refresh(); // Ensure Unity sees the new scene file\n return Response.Success(\n $\"Scene '{Path.GetFileName(relativePath)}' created successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n else\n {\n // If SaveScene fails, it might leave an untitled scene open.\n // Optionally try to close it, but be cautious.\n return Response.Error($\"Failed to save new scene to '{relativePath}'.\");\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error creating scene '{relativePath}': {e.Message}\");\n }\n }\n\n private static object LoadScene(string relativePath)\n {\n if (\n !File.Exists(\n Path.Combine(\n Application.dataPath.Substring(\n 0,\n Application.dataPath.Length - \"Assets\".Length\n ),\n relativePath\n )\n )\n )\n {\n return Response.Error($\"Scene file not found at '{relativePath}'.\");\n }\n\n // Check for unsaved changes in the current scene\n if (EditorSceneManager.GetActiveScene().isDirty)\n {\n // Optionally prompt the user or save automatically before loading\n return Response.Error(\n \"Current scene has unsaved changes. Please save or discard changes before loading a new scene.\"\n );\n // Example: bool saveOK = EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();\n // if (!saveOK) return Response.Error(\"Load cancelled by user.\");\n }\n\n try\n {\n EditorSceneManager.OpenScene(relativePath, OpenSceneMode.Single);\n return Response.Success(\n $\"Scene '{relativePath}' loaded successfully.\",\n new\n {\n path = relativePath,\n name = Path.GetFileNameWithoutExtension(relativePath),\n }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error loading scene '{relativePath}': {e.Message}\");\n }\n }\n\n private static object LoadScene(int buildIndex)\n {\n if (buildIndex < 0 || buildIndex >= SceneManager.sceneCountInBuildSettings)\n {\n return Response.Error(\n $\"Invalid build index: {buildIndex}. Must be between 0 and {SceneManager.sceneCountInBuildSettings - 1}.\"\n );\n }\n\n // Check for unsaved changes\n if (EditorSceneManager.GetActiveScene().isDirty)\n {\n return Response.Error(\n \"Current scene has unsaved changes. Please save or discard changes before loading a new scene.\"\n );\n }\n\n try\n {\n string scenePath = SceneUtility.GetScenePathByBuildIndex(buildIndex);\n EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);\n return Response.Success(\n $\"Scene at build index {buildIndex} ('{scenePath}') loaded successfully.\",\n new\n {\n path = scenePath,\n name = Path.GetFileNameWithoutExtension(scenePath),\n buildIndex = buildIndex,\n }\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error loading scene with build index {buildIndex}: {e.Message}\"\n );\n }\n }\n\n private static object SaveScene(string fullPath, string relativePath)\n {\n try\n {\n Scene currentScene = EditorSceneManager.GetActiveScene();\n if (!currentScene.IsValid())\n {\n return Response.Error(\"No valid scene is currently active to save.\");\n }\n\n bool saved;\n string finalPath = currentScene.path; // Path where it was last saved or will be saved\n\n if (!string.IsNullOrEmpty(relativePath) && currentScene.path != relativePath)\n {\n // Save As...\n // Ensure directory exists\n string dir = Path.GetDirectoryName(fullPath);\n if (!Directory.Exists(dir))\n Directory.CreateDirectory(dir);\n\n saved = EditorSceneManager.SaveScene(currentScene, relativePath);\n finalPath = relativePath;\n }\n else\n {\n // Save (overwrite existing or save untitled)\n if (string.IsNullOrEmpty(currentScene.path))\n {\n // Scene is untitled, needs a path\n return Response.Error(\n \"Cannot save an untitled scene without providing a 'name' and 'path'. Use Save As functionality.\"\n );\n }\n saved = EditorSceneManager.SaveScene(currentScene);\n }\n\n if (saved)\n {\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Scene '{currentScene.name}' saved successfully to '{finalPath}'.\",\n new { path = finalPath, name = currentScene.name }\n );\n }\n else\n {\n return Response.Error($\"Failed to save scene '{currentScene.name}'.\");\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error saving scene: {e.Message}\");\n }\n }\n\n private static object GetActiveSceneInfo()\n {\n try\n {\n Scene activeScene = EditorSceneManager.GetActiveScene();\n if (!activeScene.IsValid())\n {\n return Response.Error(\"No active scene found.\");\n }\n\n var sceneInfo = new\n {\n name = activeScene.name,\n path = activeScene.path,\n buildIndex = activeScene.buildIndex, // -1 if not in build settings\n isDirty = activeScene.isDirty,\n isLoaded = activeScene.isLoaded,\n rootCount = activeScene.rootCount,\n };\n\n return Response.Success(\"Retrieved active scene information.\", sceneInfo);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting active scene info: {e.Message}\");\n }\n }\n\n private static object GetBuildSettingsScenes()\n {\n try\n {\n var scenes = new List();\n for (int i = 0; i < EditorBuildSettings.scenes.Length; i++)\n {\n var scene = EditorBuildSettings.scenes[i];\n scenes.Add(\n new\n {\n path = scene.path,\n guid = scene.guid.ToString(),\n enabled = scene.enabled,\n buildIndex = i, // Actual build index considering only enabled scenes might differ\n }\n );\n }\n return Response.Success(\"Retrieved scenes from Build Settings.\", scenes);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting scenes from Build Settings: {e.Message}\");\n }\n }\n\n private static object GetSceneHierarchy()\n {\n try\n {\n Scene activeScene = EditorSceneManager.GetActiveScene();\n if (!activeScene.IsValid() || !activeScene.isLoaded)\n {\n return Response.Error(\n \"No valid and loaded scene is active to get hierarchy from.\"\n );\n }\n\n GameObject[] rootObjects = activeScene.GetRootGameObjects();\n var hierarchy = rootObjects.Select(go => GetGameObjectDataRecursive(go)).ToList();\n\n return Response.Success(\n $\"Retrieved hierarchy for scene '{activeScene.name}'.\",\n hierarchy\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting scene hierarchy: {e.Message}\");\n }\n }\n\n /// \n /// Recursively builds a data representation of a GameObject and its children.\n /// \n private static object GetGameObjectDataRecursive(GameObject go)\n {\n if (go == null)\n return null;\n\n var childrenData = new List();\n foreach (Transform child in go.transform)\n {\n childrenData.Add(GetGameObjectDataRecursive(child.gameObject));\n }\n\n var gameObjectData = new Dictionary\n {\n { \"name\", go.name },\n { \"activeSelf\", go.activeSelf },\n { \"activeInHierarchy\", go.activeInHierarchy },\n { \"tag\", go.tag },\n { \"layer\", go.layer },\n { \"isStatic\", go.isStatic },\n { \"instanceID\", go.GetInstanceID() }, // Useful unique identifier\n {\n \"transform\",\n new\n {\n position = new\n {\n x = go.transform.localPosition.x,\n y = go.transform.localPosition.y,\n z = go.transform.localPosition.z,\n },\n rotation = new\n {\n x = go.transform.localRotation.eulerAngles.x,\n y = go.transform.localRotation.eulerAngles.y,\n z = go.transform.localRotation.eulerAngles.z,\n }, // Euler for simplicity\n scale = new\n {\n x = go.transform.localScale.x,\n y = go.transform.localScale.y,\n z = go.transform.localScale.z,\n },\n }\n },\n { \"children\", childrenData },\n };\n\n return gameObjectData;\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/GameObjectSerializer.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Runtime.Serialization; // For Converters\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n /// \n /// Handles serialization of GameObjects and Components for MCP responses.\n /// Includes reflection helpers and caching for performance.\n /// \n public static class GameObjectSerializer\n {\n // --- Data Serialization ---\n\n /// \n /// Creates a serializable representation of a GameObject.\n /// \n public static object GetGameObjectData(GameObject go)\n {\n if (go == null)\n return null;\n return new\n {\n name = go.name,\n instanceID = go.GetInstanceID(),\n tag = go.tag,\n layer = go.layer,\n activeSelf = go.activeSelf,\n activeInHierarchy = go.activeInHierarchy,\n isStatic = go.isStatic,\n scenePath = go.scene.path, // Identify which scene it belongs to\n transform = new // Serialize transform components carefully to avoid JSON issues\n {\n // Serialize Vector3 components individually to prevent self-referencing loops.\n // The default serializer can struggle with properties like Vector3.normalized.\n position = new\n {\n x = go.transform.position.x,\n y = go.transform.position.y,\n z = go.transform.position.z,\n },\n localPosition = new\n {\n x = go.transform.localPosition.x,\n y = go.transform.localPosition.y,\n z = go.transform.localPosition.z,\n },\n rotation = new\n {\n x = go.transform.rotation.eulerAngles.x,\n y = go.transform.rotation.eulerAngles.y,\n z = go.transform.rotation.eulerAngles.z,\n },\n localRotation = new\n {\n x = go.transform.localRotation.eulerAngles.x,\n y = go.transform.localRotation.eulerAngles.y,\n z = go.transform.localRotation.eulerAngles.z,\n },\n scale = new\n {\n x = go.transform.localScale.x,\n y = go.transform.localScale.y,\n z = go.transform.localScale.z,\n },\n forward = new\n {\n x = go.transform.forward.x,\n y = go.transform.forward.y,\n z = go.transform.forward.z,\n },\n up = new\n {\n x = go.transform.up.x,\n y = go.transform.up.y,\n z = go.transform.up.z,\n },\n right = new\n {\n x = go.transform.right.x,\n y = go.transform.right.y,\n z = go.transform.right.z,\n },\n },\n parentInstanceID = go.transform.parent?.gameObject.GetInstanceID() ?? 0, // 0 if no parent\n // Optionally include components, but can be large\n // components = go.GetComponents().Select(c => GetComponentData(c)).ToList()\n // Or just component names:\n componentNames = go.GetComponents()\n .Select(c => c.GetType().FullName)\n .ToList(),\n };\n }\n\n // --- Metadata Caching for Reflection ---\n private class CachedMetadata\n {\n public readonly List SerializableProperties;\n public readonly List SerializableFields;\n\n public CachedMetadata(List properties, List fields)\n {\n SerializableProperties = properties;\n SerializableFields = fields;\n }\n }\n // Key becomes Tuple\n private static readonly Dictionary, CachedMetadata> _metadataCache = new Dictionary, CachedMetadata>();\n // --- End Metadata Caching ---\n\n /// \n /// Creates a serializable representation of a Component, attempting to serialize\n /// public properties and fields using reflection, with caching and control over non-public fields.\n /// \n // Add the flag parameter here\n public static object GetComponentData(Component c, bool includeNonPublicSerializedFields = true)\n {\n // --- Add Early Logging --- \n // Debug.Log($\"[GetComponentData] Starting for component: {c?.GetType()?.FullName ?? \"null\"} (ID: {c?.GetInstanceID() ?? 0})\");\n // --- End Early Logging ---\n \n if (c == null) return null;\n Type componentType = c.GetType();\n\n // --- Special handling for Transform to avoid reflection crashes and problematic properties --- \n if (componentType == typeof(Transform))\n {\n Transform tr = c as Transform;\n // Debug.Log($\"[GetComponentData] Manually serializing Transform (ID: {tr.GetInstanceID()})\");\n return new Dictionary\n {\n { \"typeName\", componentType.FullName },\n { \"instanceID\", tr.GetInstanceID() },\n // Manually extract known-safe properties. Avoid Quaternion 'rotation' and 'lossyScale'.\n { \"position\", CreateTokenFromValue(tr.position, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"localPosition\", CreateTokenFromValue(tr.localPosition, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"eulerAngles\", CreateTokenFromValue(tr.eulerAngles, typeof(Vector3))?.ToObject() ?? new JObject() }, // Use Euler angles\n { \"localEulerAngles\", CreateTokenFromValue(tr.localEulerAngles, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"localScale\", CreateTokenFromValue(tr.localScale, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"right\", CreateTokenFromValue(tr.right, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"up\", CreateTokenFromValue(tr.up, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"forward\", CreateTokenFromValue(tr.forward, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"parentInstanceID\", tr.parent?.gameObject.GetInstanceID() ?? 0 },\n { \"rootInstanceID\", tr.root?.gameObject.GetInstanceID() ?? 0 },\n { \"childCount\", tr.childCount },\n // Include standard Object/Component properties\n { \"name\", tr.name }, \n { \"tag\", tr.tag }, \n { \"gameObjectInstanceID\", tr.gameObject?.GetInstanceID() ?? 0 }\n };\n }\n // --- End Special handling for Transform --- \n\n // --- Special handling for Camera to avoid matrix-related crashes ---\n if (componentType == typeof(Camera))\n {\n Camera cam = c as Camera;\n var cameraProperties = new Dictionary();\n\n // List of safe properties to serialize\n var safeProperties = new Dictionary>\n {\n { \"nearClipPlane\", () => cam.nearClipPlane },\n { \"farClipPlane\", () => cam.farClipPlane },\n { \"fieldOfView\", () => cam.fieldOfView },\n { \"renderingPath\", () => (int)cam.renderingPath },\n { \"actualRenderingPath\", () => (int)cam.actualRenderingPath },\n { \"allowHDR\", () => cam.allowHDR },\n { \"allowMSAA\", () => cam.allowMSAA },\n { \"allowDynamicResolution\", () => cam.allowDynamicResolution },\n { \"forceIntoRenderTexture\", () => cam.forceIntoRenderTexture },\n { \"orthographicSize\", () => cam.orthographicSize },\n { \"orthographic\", () => cam.orthographic },\n { \"opaqueSortMode\", () => (int)cam.opaqueSortMode },\n { \"transparencySortMode\", () => (int)cam.transparencySortMode },\n { \"depth\", () => cam.depth },\n { \"aspect\", () => cam.aspect },\n { \"cullingMask\", () => cam.cullingMask },\n { \"eventMask\", () => cam.eventMask },\n { \"backgroundColor\", () => cam.backgroundColor },\n { \"clearFlags\", () => (int)cam.clearFlags },\n { \"stereoEnabled\", () => cam.stereoEnabled },\n { \"stereoSeparation\", () => cam.stereoSeparation },\n { \"stereoConvergence\", () => cam.stereoConvergence },\n { \"enabled\", () => cam.enabled },\n { \"name\", () => cam.name },\n { \"tag\", () => cam.tag },\n { \"gameObject\", () => new { name = cam.gameObject.name, instanceID = cam.gameObject.GetInstanceID() } }\n };\n\n foreach (var prop in safeProperties)\n {\n try\n {\n var value = prop.Value();\n if (value != null)\n {\n AddSerializableValue(cameraProperties, prop.Key, value.GetType(), value);\n }\n }\n catch (Exception)\n {\n // Silently skip any property that fails\n continue;\n }\n }\n\n return new Dictionary\n {\n { \"typeName\", componentType.FullName },\n { \"instanceID\", cam.GetInstanceID() },\n { \"properties\", cameraProperties }\n };\n }\n // --- End Special handling for Camera ---\n\n var data = new Dictionary\n {\n { \"typeName\", componentType.FullName },\n { \"instanceID\", c.GetInstanceID() }\n };\n\n // --- Get Cached or Generate Metadata (using new cache key) ---\n Tuple cacheKey = new Tuple(componentType, includeNonPublicSerializedFields);\n if (!_metadataCache.TryGetValue(cacheKey, out CachedMetadata cachedData))\n {\n var propertiesToCache = new List();\n var fieldsToCache = new List();\n\n // Traverse the hierarchy from the component type up to MonoBehaviour\n Type currentType = componentType;\n while (currentType != null && currentType != typeof(MonoBehaviour) && currentType != typeof(object))\n {\n // Get properties declared only at the current type level\n BindingFlags propFlags = BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly;\n foreach (var propInfo in currentType.GetProperties(propFlags))\n {\n // Basic filtering (readable, not indexer, not transform which is handled elsewhere)\n if (!propInfo.CanRead || propInfo.GetIndexParameters().Length > 0 || propInfo.Name == \"transform\") continue;\n // Add if not already added (handles overrides - keep the most derived version)\n if (!propertiesToCache.Any(p => p.Name == propInfo.Name)) {\n propertiesToCache.Add(propInfo);\n }\n }\n\n // Get fields declared only at the current type level (both public and non-public)\n BindingFlags fieldFlags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly;\n var declaredFields = currentType.GetFields(fieldFlags);\n\n // Process the declared Fields for caching\n foreach (var fieldInfo in declaredFields)\n {\n if (fieldInfo.Name.EndsWith(\"k__BackingField\")) continue; // Skip backing fields\n\n // Add if not already added (handles hiding - keep the most derived version)\n if (fieldsToCache.Any(f => f.Name == fieldInfo.Name)) continue;\n\n bool shouldInclude = false;\n if (includeNonPublicSerializedFields)\n {\n // If TRUE, include Public OR NonPublic with [SerializeField]\n shouldInclude = fieldInfo.IsPublic || (fieldInfo.IsPrivate && fieldInfo.IsDefined(typeof(SerializeField), inherit: false));\n }\n else // includeNonPublicSerializedFields is FALSE\n {\n // If FALSE, include ONLY if it is explicitly Public.\n shouldInclude = fieldInfo.IsPublic;\n }\n\n if (shouldInclude)\n {\n fieldsToCache.Add(fieldInfo);\n }\n }\n\n // Move to the base type\n currentType = currentType.BaseType;\n }\n // --- End Hierarchy Traversal ---\n\n cachedData = new CachedMetadata(propertiesToCache, fieldsToCache);\n _metadataCache[cacheKey] = cachedData; // Add to cache with combined key\n }\n // --- End Get Cached or Generate Metadata ---\n\n // --- Use cached metadata ---\n var serializablePropertiesOutput = new Dictionary();\n \n // --- Add Logging Before Property Loop ---\n // Debug.Log($\"[GetComponentData] Starting property loop for {componentType.Name}...\");\n // --- End Logging Before Property Loop ---\n\n // Use cached properties\n foreach (var propInfo in cachedData.SerializableProperties)\n {\n string propName = propInfo.Name;\n\n // --- Skip known obsolete/problematic Component shortcut properties ---\n bool skipProperty = false;\n if (propName == \"rigidbody\" || propName == \"rigidbody2D\" || propName == \"camera\" ||\n propName == \"light\" || propName == \"animation\" || propName == \"constantForce\" ||\n propName == \"renderer\" || propName == \"audio\" || propName == \"networkView\" ||\n propName == \"collider\" || propName == \"collider2D\" || propName == \"hingeJoint\" ||\n propName == \"particleSystem\" ||\n // Also skip potentially problematic Matrix properties prone to cycles/errors\n propName == \"worldToLocalMatrix\" || propName == \"localToWorldMatrix\")\n {\n // Debug.Log($\"[GetComponentData] Explicitly skipping generic property: {propName}\"); // Optional log\n skipProperty = true;\n }\n // --- End Skip Generic Properties ---\n\n // --- Skip specific potentially problematic Camera properties ---\n if (componentType == typeof(Camera) && \n (propName == \"pixelRect\" || \n propName == \"rect\" || \n propName == \"cullingMatrix\" ||\n propName == \"useOcclusionCulling\" ||\n propName == \"worldToCameraMatrix\" ||\n propName == \"projectionMatrix\" ||\n propName == \"nonJitteredProjectionMatrix\" ||\n propName == \"previousViewProjectionMatrix\" ||\n propName == \"cameraToWorldMatrix\"))\n {\n // Debug.Log($\"[GetComponentData] Explicitly skipping Camera property: {propName}\");\n skipProperty = true;\n }\n // --- End Skip Camera Properties ---\n\n // --- Skip specific potentially problematic Transform properties ---\n if (componentType == typeof(Transform) && \n (propName == \"lossyScale\" || \n propName == \"rotation\" ||\n propName == \"worldToLocalMatrix\" ||\n propName == \"localToWorldMatrix\"))\n {\n // Debug.Log($\"[GetComponentData] Explicitly skipping Transform property: {propName}\");\n skipProperty = true;\n }\n // --- End Skip Transform Properties ---\n\n // Skip if flagged\n if (skipProperty)\n {\n continue;\n }\n\n try\n {\n // --- Add detailed logging --- \n // Debug.Log($\"[GetComponentData] Accessing: {componentType.Name}.{propName}\");\n // --- End detailed logging ---\n object value = propInfo.GetValue(c);\n Type propType = propInfo.PropertyType;\n AddSerializableValue(serializablePropertiesOutput, propName, propType, value);\n }\n catch (Exception ex)\n {\n // Debug.LogWarning($\"Could not read property {propName} on {componentType.Name}: {ex.Message}\");\n }\n }\n\n // --- Add Logging Before Field Loop ---\n // Debug.Log($\"[GetComponentData] Starting field loop for {componentType.Name}...\");\n // --- End Logging Before Field Loop ---\n\n // Use cached fields\n foreach (var fieldInfo in cachedData.SerializableFields)\n {\n try\n {\n // --- Add detailed logging for fields --- \n // Debug.Log($\"[GetComponentData] Accessing Field: {componentType.Name}.{fieldInfo.Name}\");\n // --- End detailed logging for fields ---\n object value = fieldInfo.GetValue(c);\n string fieldName = fieldInfo.Name;\n Type fieldType = fieldInfo.FieldType;\n AddSerializableValue(serializablePropertiesOutput, fieldName, fieldType, value);\n }\n catch (Exception ex)\n {\n // Debug.LogWarning($\"Could not read field {fieldInfo.Name} on {componentType.Name}: {ex.Message}\");\n }\n }\n // --- End Use cached metadata ---\n\n if (serializablePropertiesOutput.Count > 0)\n {\n data[\"properties\"] = serializablePropertiesOutput;\n }\n\n return data;\n }\n\n // Helper function to decide how to serialize different types\n private static void AddSerializableValue(Dictionary dict, string name, Type type, object value)\n {\n // Simplified: Directly use CreateTokenFromValue which uses the serializer\n if (value == null)\n {\n dict[name] = null;\n return;\n }\n\n try\n {\n // Use the helper that employs our custom serializer settings\n JToken token = CreateTokenFromValue(value, type);\n if (token != null) // Check if serialization succeeded in the helper\n {\n // Convert JToken back to a basic object structure for the dictionary\n dict[name] = ConvertJTokenToPlainObject(token);\n }\n // If token is null, it means serialization failed and a warning was logged.\n }\n catch (Exception e)\n {\n // Catch potential errors during JToken conversion or addition to dictionary\n Debug.LogWarning($\"[AddSerializableValue] Error processing value for '{name}' (Type: {type.FullName}): {e.Message}. Skipping.\");\n }\n }\n\n // Helper to convert JToken back to basic object structure\n private static object ConvertJTokenToPlainObject(JToken token)\n {\n if (token == null) return null;\n\n switch (token.Type)\n {\n case JTokenType.Object:\n var objDict = new Dictionary();\n foreach (var prop in ((JObject)token).Properties())\n {\n objDict[prop.Name] = ConvertJTokenToPlainObject(prop.Value);\n }\n return objDict;\n\n case JTokenType.Array:\n var list = new List();\n foreach (var item in (JArray)token)\n {\n list.Add(ConvertJTokenToPlainObject(item));\n }\n return list;\n\n case JTokenType.Integer:\n return token.ToObject(); // Use long for safety\n case JTokenType.Float:\n return token.ToObject(); // Use double for safety\n case JTokenType.String:\n return token.ToObject();\n case JTokenType.Boolean:\n return token.ToObject();\n case JTokenType.Date:\n return token.ToObject();\n case JTokenType.Guid:\n return token.ToObject();\n case JTokenType.Uri:\n return token.ToObject();\n case JTokenType.TimeSpan:\n return token.ToObject();\n case JTokenType.Bytes:\n return token.ToObject();\n case JTokenType.Null:\n return null;\n case JTokenType.Undefined:\n return null; // Treat undefined as null\n\n default:\n // Fallback for simple value types not explicitly listed\n if (token is JValue jValue && jValue.Value != null)\n {\n return jValue.Value;\n }\n // Debug.LogWarning($\"Unsupported JTokenType encountered: {token.Type}. Returning null.\");\n return null;\n }\n }\n\n // --- Define custom JsonSerializerSettings for OUTPUT ---\n private static readonly JsonSerializerSettings _outputSerializerSettings = new JsonSerializerSettings\n {\n Converters = new List\n {\n new Vector3Converter(),\n new Vector2Converter(),\n new QuaternionConverter(),\n new ColorConverter(),\n new RectConverter(),\n new BoundsConverter(),\n new UnityEngineObjectConverter() // Handles serialization of references\n },\n ReferenceLoopHandling = ReferenceLoopHandling.Ignore,\n // ContractResolver = new DefaultContractResolver { NamingStrategy = new CamelCaseNamingStrategy() } // Example if needed\n };\n private static readonly JsonSerializer _outputSerializer = JsonSerializer.Create(_outputSerializerSettings);\n // --- End Define custom JsonSerializerSettings ---\n\n // Helper to create JToken using the output serializer\n private static JToken CreateTokenFromValue(object value, Type type)\n {\n if (value == null) return JValue.CreateNull();\n\n try\n {\n // Use the pre-configured OUTPUT serializer instance\n return JToken.FromObject(value, _outputSerializer);\n }\n catch (JsonSerializationException e)\n {\n Debug.LogWarning($\"[GameObjectSerializer] Newtonsoft.Json Error serializing value of type {type.FullName}: {e.Message}. Skipping property/field.\");\n return null; // Indicate serialization failure\n }\n catch (Exception e) // Catch other unexpected errors\n {\n Debug.LogWarning($\"[GameObjectSerializer] Unexpected error serializing value of type {type.FullName}: {e}. Skipping property/field.\");\n return null; // Indicate serialization failure\n }\n }\n }\n} "], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/ServerInstaller.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Net;\nusing System.Runtime.InteropServices;\nusing UnityEngine;\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n public static class ServerInstaller\n {\n private const string RootFolder = \"UnityMCP\";\n private const string ServerFolder = \"UnityMcpServer\";\n private const string BranchName = \"master\";\n private const string GitUrl = \"https://github.com/justinpbarnett/unity-mcp.git\";\n private const string PyprojectUrl =\n \"https://raw.githubusercontent.com/justinpbarnett/unity-mcp/refs/heads/\"\n + BranchName\n + \"/UnityMcpServer/src/pyproject.toml\";\n\n /// \n /// Ensures the unity-mcp-server is installed and up to date.\n /// \n public static void EnsureServerInstalled()\n {\n try\n {\n string saveLocation = GetSaveLocation();\n\n if (!IsServerInstalled(saveLocation))\n {\n InstallServer(saveLocation);\n }\n else\n {\n string installedVersion = GetInstalledVersion();\n string latestVersion = GetLatestVersion();\n\n if (IsNewerVersion(latestVersion, installedVersion))\n {\n UpdateServer(saveLocation);\n }\n else { }\n }\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Failed to ensure server installation: {ex.Message}\");\n }\n }\n\n public static string GetServerPath()\n {\n return Path.Combine(GetSaveLocation(), ServerFolder, \"src\");\n }\n\n /// \n /// Gets the platform-specific save location for the server.\n /// \n private static string GetSaveLocation()\n {\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n return Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"AppData\",\n \"Local\",\n \"Programs\",\n RootFolder\n );\n }\n else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))\n {\n return Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"bin\",\n RootFolder\n );\n }\n else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))\n {\n string path = \"/usr/local/bin\";\n return !Directory.Exists(path) || !IsDirectoryWritable(path)\n ? Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Applications\",\n RootFolder\n )\n : Path.Combine(path, RootFolder);\n }\n throw new Exception(\"Unsupported operating system.\");\n }\n\n private static bool IsDirectoryWritable(string path)\n {\n try\n {\n File.Create(Path.Combine(path, \"test.txt\")).Dispose();\n File.Delete(Path.Combine(path, \"test.txt\"));\n return true;\n }\n catch\n {\n return false;\n }\n }\n\n /// \n /// Checks if the server is installed at the specified location.\n /// \n private static bool IsServerInstalled(string location)\n {\n return Directory.Exists(location)\n && File.Exists(Path.Combine(location, ServerFolder, \"src\", \"pyproject.toml\"));\n }\n\n /// \n /// Installs the server by cloning only the UnityMcpServer folder from the repository and setting up dependencies.\n /// \n private static void InstallServer(string location)\n {\n // Create the src directory where the server code will reside\n Directory.CreateDirectory(location);\n\n // Initialize git repo in the src directory\n RunCommand(\"git\", $\"init\", workingDirectory: location);\n\n // Add remote\n RunCommand(\"git\", $\"remote add origin {GitUrl}\", workingDirectory: location);\n\n // Configure sparse checkout\n RunCommand(\"git\", \"config core.sparseCheckout true\", workingDirectory: location);\n\n // Set sparse checkout path to only include UnityMcpServer folder\n string sparseCheckoutPath = Path.Combine(location, \".git\", \"info\", \"sparse-checkout\");\n File.WriteAllText(sparseCheckoutPath, $\"{ServerFolder}/\");\n\n // Fetch and checkout the branch\n RunCommand(\"git\", $\"fetch --depth=1 origin {BranchName}\", workingDirectory: location);\n RunCommand(\"git\", $\"checkout {BranchName}\", workingDirectory: location);\n }\n\n /// \n /// Fetches the currently installed version from the local pyproject.toml file.\n /// \n public static string GetInstalledVersion()\n {\n string pyprojectPath = Path.Combine(\n GetSaveLocation(),\n ServerFolder,\n \"src\",\n \"pyproject.toml\"\n );\n return ParseVersionFromPyproject(File.ReadAllText(pyprojectPath));\n }\n\n /// \n /// Fetches the latest version from the GitHub pyproject.toml file.\n /// \n public static string GetLatestVersion()\n {\n using WebClient webClient = new();\n string pyprojectContent = webClient.DownloadString(PyprojectUrl);\n return ParseVersionFromPyproject(pyprojectContent);\n }\n\n /// \n /// Updates the server by pulling the latest changes for the UnityMcpServer folder only.\n /// \n private static void UpdateServer(string location)\n {\n RunCommand(\"git\", $\"pull origin {BranchName}\", workingDirectory: location);\n }\n\n /// \n /// Parses the version number from pyproject.toml content.\n /// \n private static string ParseVersionFromPyproject(string content)\n {\n foreach (string line in content.Split('\\n'))\n {\n if (line.Trim().StartsWith(\"version =\"))\n {\n string[] parts = line.Split('=');\n if (parts.Length == 2)\n {\n return parts[1].Trim().Trim('\"');\n }\n }\n }\n throw new Exception(\"Version not found in pyproject.toml\");\n }\n\n /// \n /// Compares two version strings to determine if the latest is newer.\n /// \n public static bool IsNewerVersion(string latest, string installed)\n {\n int[] latestParts = latest.Split('.').Select(int.Parse).ToArray();\n int[] installedParts = installed.Split('.').Select(int.Parse).ToArray();\n for (int i = 0; i < Math.Min(latestParts.Length, installedParts.Length); i++)\n {\n if (latestParts[i] > installedParts[i])\n {\n return true;\n }\n\n if (latestParts[i] < installedParts[i])\n {\n return false;\n }\n }\n return latestParts.Length > installedParts.Length;\n }\n\n /// \n /// Runs a command-line process and handles output/errors.\n /// \n private static void RunCommand(\n string command,\n string arguments,\n string workingDirectory = null\n )\n {\n System.Diagnostics.Process process = new()\n {\n StartInfo = new System.Diagnostics.ProcessStartInfo\n {\n FileName = command,\n Arguments = arguments,\n RedirectStandardOutput = true,\n RedirectStandardError = true,\n UseShellExecute = false,\n CreateNoWindow = true,\n WorkingDirectory = workingDirectory ?? string.Empty,\n },\n };\n process.Start();\n string output = process.StandardOutput.ReadToEnd();\n string error = process.StandardError.ReadToEnd();\n process.WaitForExit();\n if (process.ExitCode != 0)\n {\n throw new Exception(\n $\"Command failed: {command} {arguments}\\nOutput: {output}\\nError: {error}\"\n );\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ExecuteMenuItem.cs", "using System;\nusing System.Collections.Generic; // Added for HashSet\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles executing Unity Editor menu items by path.\n /// \n public static class ExecuteMenuItem\n {\n // Basic blacklist to prevent accidental execution of potentially disruptive menu items.\n // This can be expanded based on needs.\n private static readonly HashSet _menuPathBlacklist = new HashSet(\n StringComparer.OrdinalIgnoreCase\n )\n {\n \"File/Quit\",\n // Add other potentially dangerous items like \"Edit/Preferences...\", \"File/Build Settings...\" if needed\n };\n\n /// \n /// Main handler for executing menu items or getting available ones.\n /// \n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower() ?? \"execute\"; // Default action\n\n try\n {\n switch (action)\n {\n case \"execute\":\n return ExecuteItem(@params);\n case \"get_available_menus\":\n // Getting a comprehensive list of *all* menu items dynamically is very difficult\n // and often requires complex reflection or maintaining a manual list.\n // Returning a placeholder/acknowledgement for now.\n Debug.LogWarning(\n \"[ExecuteMenuItem] 'get_available_menus' action is not fully implemented. Dynamically listing all menu items is complex.\"\n );\n // Returning an empty list as per the refactor plan's requirements.\n return Response.Success(\n \"'get_available_menus' action is not fully implemented. Returning empty list.\",\n new List()\n );\n // TODO: Consider implementing a basic list of common/known menu items or exploring reflection techniques if this feature becomes critical.\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are 'execute', 'get_available_menus'.\"\n );\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ExecuteMenuItem] Action '{action}' failed: {e}\");\n return Response.Error($\"Internal error processing action '{action}': {e.Message}\");\n }\n }\n\n /// \n /// Executes a specific menu item.\n /// \n private static object ExecuteItem(JObject @params)\n {\n // Try both naming conventions: snake_case and camelCase\n string menuPath = @params[\"menu_path\"]?.ToString() ?? @params[\"menuPath\"]?.ToString();\n\n // string alias = @params[\"alias\"]?.ToString(); // TODO: Implement alias mapping based on refactor plan requirements.\n // JObject parameters = @params[\"parameters\"] as JObject; // TODO: Investigate parameter passing (often not directly supported by ExecuteMenuItem).\n\n if (string.IsNullOrWhiteSpace(menuPath))\n {\n return Response.Error(\"Required parameter 'menu_path' or 'menuPath' is missing or empty.\");\n }\n\n // Validate against blacklist\n if (_menuPathBlacklist.Contains(menuPath))\n {\n return Response.Error(\n $\"Execution of menu item '{menuPath}' is blocked for safety reasons.\"\n );\n }\n\n // TODO: Implement alias lookup here if needed (Map alias to actual menuPath).\n // if (!string.IsNullOrEmpty(alias)) { menuPath = LookupAlias(alias); if(menuPath == null) return Response.Error(...); }\n\n // TODO: Handle parameters ('parameters' object) if a viable method is found.\n // This is complex as EditorApplication.ExecuteMenuItem doesn't take arguments directly.\n // It might require finding the underlying EditorWindow or command if parameters are needed.\n\n try\n {\n // Attempt to execute the menu item on the main thread using delayCall for safety.\n EditorApplication.delayCall += () =>\n {\n try\n {\n bool executed = EditorApplication.ExecuteMenuItem(menuPath);\n // Log potential failure inside the delayed call.\n if (!executed)\n {\n Debug.LogError(\n $\"[ExecuteMenuItem] Failed to find or execute menu item via delayCall: '{menuPath}'. It might be invalid, disabled, or context-dependent.\"\n );\n }\n }\n catch (Exception delayEx)\n {\n Debug.LogError(\n $\"[ExecuteMenuItem] Exception during delayed execution of '{menuPath}': {delayEx}\"\n );\n }\n };\n\n // Report attempt immediately, as execution is delayed.\n return Response.Success(\n $\"Attempted to execute menu item: '{menuPath}'. Check Unity logs for confirmation or errors.\"\n );\n }\n catch (Exception e)\n {\n // Catch errors during setup phase.\n Debug.LogError(\n $\"[ExecuteMenuItem] Failed to setup execution for '{menuPath}': {e}\"\n );\n return Response.Error(\n $\"Error setting up execution for menu item '{menuPath}': {e.Message}\"\n );\n }\n }\n\n // TODO: Add helper for alias lookup if implementing aliases.\n // private static string LookupAlias(string alias) { ... return actualMenuPath or null ... }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageShader.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Text.RegularExpressions;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers;\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles CRUD operations for shader files within the Unity project.\n /// \n public static class ManageShader\n {\n /// \n /// Main handler for shader management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n // Extract parameters\n string action = @params[\"action\"]?.ToString().ToLower();\n string name = @params[\"name\"]?.ToString();\n string path = @params[\"path\"]?.ToString(); // Relative to Assets/\n string contents = null;\n\n // Check if we have base64 encoded contents\n bool contentsEncoded = @params[\"contentsEncoded\"]?.ToObject() ?? false;\n if (contentsEncoded && @params[\"encodedContents\"] != null)\n {\n try\n {\n contents = DecodeBase64(@params[\"encodedContents\"].ToString());\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to decode shader contents: {e.Message}\");\n }\n }\n else\n {\n contents = @params[\"contents\"]?.ToString();\n }\n\n // Validate required parameters\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\"Name parameter is required.\");\n }\n // Basic name validation (alphanumeric, underscores, cannot start with number)\n if (!Regex.IsMatch(name, @\"^[a-zA-Z_][a-zA-Z0-9_]*$\"))\n {\n return Response.Error(\n $\"Invalid shader name: '{name}'. Use only letters, numbers, underscores, and don't start with a number.\"\n );\n }\n\n // Ensure path is relative to Assets/, removing any leading \"Assets/\"\n // Set default directory to \"Shaders\" if path is not provided\n string relativeDir = path ?? \"Shaders\"; // Default to \"Shaders\" if path is null\n if (!string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = relativeDir.Replace('\\\\', '/').Trim('/');\n if (relativeDir.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n relativeDir = relativeDir.Substring(\"Assets/\".Length).TrimStart('/');\n }\n }\n // Handle empty string case explicitly after processing\n if (string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = \"Shaders\"; // Ensure default if path was provided as \"\" or only \"/\" or \"Assets/\"\n }\n\n // Construct paths\n string shaderFileName = $\"{name}.shader\";\n string fullPathDir = Path.Combine(Application.dataPath, relativeDir);\n string fullPath = Path.Combine(fullPathDir, shaderFileName);\n string relativePath = Path.Combine(\"Assets\", relativeDir, shaderFileName)\n .Replace('\\\\', '/'); // Ensure \"Assets/\" prefix and forward slashes\n\n // Ensure the target directory exists for create/update\n if (action == \"create\" || action == \"update\")\n {\n try\n {\n if (!Directory.Exists(fullPathDir))\n {\n Directory.CreateDirectory(fullPathDir);\n // Refresh AssetDatabase to recognize new folders\n AssetDatabase.Refresh();\n }\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Could not create directory '{fullPathDir}': {e.Message}\"\n );\n }\n }\n\n // Route to specific action handlers\n switch (action)\n {\n case \"create\":\n return CreateShader(fullPath, relativePath, name, contents);\n case \"read\":\n return ReadShader(fullPath, relativePath);\n case \"update\":\n return UpdateShader(fullPath, relativePath, name, contents);\n case \"delete\":\n return DeleteShader(fullPath, relativePath);\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: create, read, update, delete.\"\n );\n }\n }\n\n /// \n /// Decode base64 string to normal text\n /// \n private static string DecodeBase64(string encoded)\n {\n byte[] data = Convert.FromBase64String(encoded);\n return System.Text.Encoding.UTF8.GetString(data);\n }\n\n /// \n /// Encode text to base64 string\n /// \n private static string EncodeBase64(string text)\n {\n byte[] data = System.Text.Encoding.UTF8.GetBytes(text);\n return Convert.ToBase64String(data);\n }\n\n private static object CreateShader(\n string fullPath,\n string relativePath,\n string name,\n string contents\n )\n {\n // Check if shader already exists\n if (File.Exists(fullPath))\n {\n return Response.Error(\n $\"Shader already exists at '{relativePath}'. Use 'update' action to modify.\"\n );\n }\n\n // Add validation for shader name conflicts in Unity\n if (Shader.Find(name) != null)\n {\n return Response.Error(\n $\"A shader with name '{name}' already exists in the project. Choose a different name.\"\n );\n }\n\n // Generate default content if none provided\n if (string.IsNullOrEmpty(contents))\n {\n contents = GenerateDefaultShaderContent(name);\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath);\n AssetDatabase.Refresh(); // Ensure Unity recognizes the new shader\n return Response.Success(\n $\"Shader '{name}.shader' created successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create shader '{relativePath}': {e.Message}\");\n }\n }\n\n private static object ReadShader(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Shader not found at '{relativePath}'.\");\n }\n\n try\n {\n string contents = File.ReadAllText(fullPath);\n\n // Return both normal and encoded contents for larger files\n //TODO: Consider a threshold for large files\n bool isLarge = contents.Length > 10000; // If content is large, include encoded version\n var responseData = new\n {\n path = relativePath,\n contents = contents,\n // For large files, also include base64-encoded version\n encodedContents = isLarge ? EncodeBase64(contents) : null,\n contentsEncoded = isLarge,\n };\n\n return Response.Success(\n $\"Shader '{Path.GetFileName(relativePath)}' read successfully.\",\n responseData\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to read shader '{relativePath}': {e.Message}\");\n }\n }\n\n private static object UpdateShader(\n string fullPath,\n string relativePath,\n string name,\n string contents\n )\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error(\n $\"Shader not found at '{relativePath}'. Use 'create' action to add a new shader.\"\n );\n }\n if (string.IsNullOrEmpty(contents))\n {\n return Response.Error(\"Content is required for the 'update' action.\");\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath);\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Shader '{Path.GetFileName(relativePath)}' updated successfully.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to update shader '{relativePath}': {e.Message}\");\n }\n }\n\n private static object DeleteShader(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Shader not found at '{relativePath}'.\");\n }\n\n try\n {\n // Delete the asset through Unity's AssetDatabase first\n bool success = AssetDatabase.DeleteAsset(relativePath);\n if (!success)\n {\n return Response.Error($\"Failed to delete shader through Unity's AssetDatabase: '{relativePath}'\");\n }\n\n // If the file still exists (rare case), try direct deletion\n if (File.Exists(fullPath))\n {\n File.Delete(fullPath);\n }\n\n return Response.Success($\"Shader '{Path.GetFileName(relativePath)}' deleted successfully.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to delete shader '{relativePath}': {e.Message}\");\n }\n }\n\n //This is a CGProgram template\n //TODO: making a HLSL template as well?\n private static string GenerateDefaultShaderContent(string name)\n {\n return @\"Shader \"\"\" + name + @\"\"\"\n {\n Properties\n {\n _MainTex (\"\"Texture\"\", 2D) = \"\"white\"\" {}\n }\n SubShader\n {\n Tags { \"\"RenderType\"\"=\"\"Opaque\"\" }\n LOD 100\n\n Pass\n {\n CGPROGRAM\n #pragma vertex vert\n #pragma fragment frag\n #include \"\"UnityCG.cginc\"\"\n\n struct appdata\n {\n float4 vertex : POSITION;\n float2 uv : TEXCOORD0;\n };\n\n struct v2f\n {\n float2 uv : TEXCOORD0;\n float4 vertex : SV_POSITION;\n };\n\n sampler2D _MainTex;\n float4 _MainTex_ST;\n\n v2f vert (appdata v)\n {\n v2f o;\n o.vertex = UnityObjectToClipPos(v.vertex);\n o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n return o;\n }\n\n fixed4 frag (v2f i) : SV_Target\n {\n fixed4 col = tex2D(_MainTex, i.uv);\n return col;\n }\n ENDCG\n }\n }\n }\";\n }\n }\n} "], ["/unity-mcp/UnityMcpBridge/Editor/Windows/VSCodeManualSetupWindow.cs", "using System.Runtime.InteropServices;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Windows\n{\n public class VSCodeManualSetupWindow : ManualConfigEditorWindow\n {\n public static new void ShowWindow(string configPath, string configJson)\n {\n var window = GetWindow(\"VSCode GitHub Copilot Setup\");\n window.configPath = configPath;\n window.configJson = configJson;\n window.minSize = new Vector2(550, 500);\n \n // Create a McpClient for VSCode\n window.mcpClient = new McpClient\n {\n name = \"VSCode GitHub Copilot\",\n mcpType = McpTypes.VSCode\n };\n \n window.Show();\n }\n\n protected override void OnGUI()\n {\n scrollPos = EditorGUILayout.BeginScrollView(scrollPos);\n\n // Header with improved styling\n EditorGUILayout.Space(10);\n Rect titleRect = EditorGUILayout.GetControlRect(false, 30);\n EditorGUI.DrawRect(\n new Rect(titleRect.x, titleRect.y, titleRect.width, titleRect.height),\n new Color(0.2f, 0.2f, 0.2f, 0.1f)\n );\n GUI.Label(\n new Rect(titleRect.x + 10, titleRect.y + 6, titleRect.width - 20, titleRect.height),\n \"VSCode GitHub Copilot MCP Setup\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n // Instructions with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n Rect headerRect = EditorGUILayout.GetControlRect(false, 24);\n EditorGUI.DrawRect(\n new Rect(headerRect.x, headerRect.y, headerRect.width, headerRect.height),\n new Color(0.1f, 0.1f, 0.1f, 0.2f)\n );\n GUI.Label(\n new Rect(\n headerRect.x + 8,\n headerRect.y + 4,\n headerRect.width - 16,\n headerRect.height\n ),\n \"Setting up GitHub Copilot in VSCode with Unity MCP\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n GUIStyle instructionStyle = new(EditorStyles.wordWrappedLabel)\n {\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n EditorGUILayout.LabelField(\n \"1. Prerequisites\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.LabelField(\n \"• Ensure you have VSCode installed\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• Ensure you have GitHub Copilot extension installed in VSCode\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• Ensure you have a valid GitHub Copilot subscription\",\n instructionStyle\n );\n EditorGUILayout.Space(5);\n \n EditorGUILayout.LabelField(\n \"2. Steps to Configure\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.LabelField(\n \"a) Open VSCode Settings (File > Preferences > Settings)\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"b) Click on the 'Open Settings (JSON)' button in the top right\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"c) Add the MCP configuration shown below to your settings.json file\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"d) Save the file and restart VSCode\",\n instructionStyle\n );\n EditorGUILayout.Space(5);\n \n EditorGUILayout.LabelField(\n \"3. VSCode settings.json location:\",\n EditorStyles.boldLabel\n );\n\n // Path section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n string displayPath;\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n displayPath = System.IO.Path.Combine(\n System.Environment.GetFolderPath(System.Environment.SpecialFolder.ApplicationData),\n \"Code\",\n \"User\",\n \"settings.json\"\n );\n }\n else \n {\n displayPath = System.IO.Path.Combine(\n System.Environment.GetFolderPath(System.Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Code\",\n \"User\",\n \"settings.json\"\n );\n }\n\n // Store the path in the base class config path\n if (string.IsNullOrEmpty(configPath))\n {\n configPath = displayPath;\n }\n\n // Prevent text overflow by allowing the text field to wrap\n GUIStyle pathStyle = new(EditorStyles.textField) { wordWrap = true };\n\n EditorGUILayout.TextField(\n displayPath,\n pathStyle,\n GUILayout.Height(EditorGUIUtility.singleLineHeight)\n );\n\n // Copy button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n GUIStyle copyButtonStyle = new(GUI.skin.button)\n {\n padding = new RectOffset(15, 15, 5, 5),\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n if (\n GUILayout.Button(\n \"Copy Path\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = displayPath;\n pathCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (\n GUILayout.Button(\n \"Open File\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n // Open the file using the system's default application\n System.Diagnostics.Process.Start(\n new System.Diagnostics.ProcessStartInfo\n {\n FileName = displayPath,\n UseShellExecute = true,\n }\n );\n }\n\n if (pathCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n EditorGUILayout.Space(10);\n\n EditorGUILayout.LabelField(\n \"4. Add this configuration to your settings.json:\",\n EditorStyles.boldLabel\n );\n\n // JSON section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n // Improved text area for JSON with syntax highlighting colors\n GUIStyle jsonStyle = new(EditorStyles.textArea)\n {\n font = EditorStyles.boldFont,\n wordWrap = true,\n };\n jsonStyle.normal.textColor = new Color(0.3f, 0.6f, 0.9f); // Syntax highlighting blue\n\n // Draw the JSON in a text area with a taller height for better readability\n EditorGUILayout.TextArea(configJson, jsonStyle, GUILayout.Height(200));\n\n // Copy JSON button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n\n if (\n GUILayout.Button(\n \"Copy JSON\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = configJson;\n jsonCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (jsonCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n EditorGUILayout.LabelField(\n \"5. After configuration:\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.LabelField(\n \"• Restart VSCode\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• GitHub Copilot will now be able to interact with your Unity project through the MCP protocol\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• Remember to have the Unity MCP Bridge running in Unity Editor\",\n instructionStyle\n );\n\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n\n // Close button at the bottom\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n if (GUILayout.Button(\"Close\", GUILayout.Height(30), GUILayout.Width(100)))\n {\n Close();\n }\n GUILayout.FlexibleSpace();\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.EndScrollView();\n }\n\n protected override void Update()\n {\n // Call the base implementation which handles the copy feedback timer\n base.Update();\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Windows/ManualConfigEditorWindow.cs", "using System.Runtime.InteropServices;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Windows\n{\n // Editor window to display manual configuration instructions\n public class ManualConfigEditorWindow : EditorWindow\n {\n protected string configPath;\n protected string configJson;\n protected Vector2 scrollPos;\n protected bool pathCopied = false;\n protected bool jsonCopied = false;\n protected float copyFeedbackTimer = 0;\n protected McpClient mcpClient;\n\n public static void ShowWindow(string configPath, string configJson, McpClient mcpClient)\n {\n var window = GetWindow(\"Manual Configuration\");\n window.configPath = configPath;\n window.configJson = configJson;\n window.mcpClient = mcpClient;\n window.minSize = new Vector2(500, 400);\n window.Show();\n }\n\n protected virtual void OnGUI()\n {\n scrollPos = EditorGUILayout.BeginScrollView(scrollPos);\n\n // Header with improved styling\n EditorGUILayout.Space(10);\n Rect titleRect = EditorGUILayout.GetControlRect(false, 30);\n EditorGUI.DrawRect(\n new Rect(titleRect.x, titleRect.y, titleRect.width, titleRect.height),\n new Color(0.2f, 0.2f, 0.2f, 0.1f)\n );\n GUI.Label(\n new Rect(titleRect.x + 10, titleRect.y + 6, titleRect.width - 20, titleRect.height),\n mcpClient.name + \" Manual Configuration\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n // Instructions with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n Rect headerRect = EditorGUILayout.GetControlRect(false, 24);\n EditorGUI.DrawRect(\n new Rect(headerRect.x, headerRect.y, headerRect.width, headerRect.height),\n new Color(0.1f, 0.1f, 0.1f, 0.2f)\n );\n GUI.Label(\n new Rect(\n headerRect.x + 8,\n headerRect.y + 4,\n headerRect.width - 16,\n headerRect.height\n ),\n \"The automatic configuration failed. Please follow these steps:\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n GUIStyle instructionStyle = new(EditorStyles.wordWrappedLabel)\n {\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n EditorGUILayout.LabelField(\n \"1. Open \" + mcpClient.name + \" config file by either:\",\n instructionStyle\n );\n if (mcpClient.mcpType == McpTypes.ClaudeDesktop)\n {\n EditorGUILayout.LabelField(\n \" a) Going to Settings > Developer > Edit Config\",\n instructionStyle\n );\n }\n else if (mcpClient.mcpType == McpTypes.Cursor)\n {\n EditorGUILayout.LabelField(\n \" a) Going to File > Preferences > Cursor Settings > MCP > Add new global MCP server\",\n instructionStyle\n );\n }\n EditorGUILayout.LabelField(\" OR\", instructionStyle);\n EditorGUILayout.LabelField(\n \" b) Opening the configuration file at:\",\n instructionStyle\n );\n\n // Path section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n string displayPath;\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n displayPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n displayPath = mcpClient.linuxConfigPath;\n }\n else\n {\n displayPath = configPath;\n }\n\n // Prevent text overflow by allowing the text field to wrap\n GUIStyle pathStyle = new(EditorStyles.textField) { wordWrap = true };\n\n EditorGUILayout.TextField(\n displayPath,\n pathStyle,\n GUILayout.Height(EditorGUIUtility.singleLineHeight)\n );\n\n // Copy button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n GUIStyle copyButtonStyle = new(GUI.skin.button)\n {\n padding = new RectOffset(15, 15, 5, 5),\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n if (\n GUILayout.Button(\n \"Copy Path\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = displayPath;\n pathCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (\n GUILayout.Button(\n \"Open File\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n // Open the file using the system's default application\n System.Diagnostics.Process.Start(\n new System.Diagnostics.ProcessStartInfo\n {\n FileName = displayPath,\n UseShellExecute = true,\n }\n );\n }\n\n if (pathCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n\n EditorGUILayout.LabelField(\n \"2. Paste the following JSON configuration:\",\n instructionStyle\n );\n\n // JSON section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n // Improved text area for JSON with syntax highlighting colors\n GUIStyle jsonStyle = new(EditorStyles.textArea)\n {\n font = EditorStyles.boldFont,\n wordWrap = true,\n };\n jsonStyle.normal.textColor = new Color(0.3f, 0.6f, 0.9f); // Syntax highlighting blue\n\n // Draw the JSON in a text area with a taller height for better readability\n EditorGUILayout.TextArea(configJson, jsonStyle, GUILayout.Height(200));\n\n // Copy JSON button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n\n if (\n GUILayout.Button(\n \"Copy JSON\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = configJson;\n jsonCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (jsonCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n EditorGUILayout.LabelField(\n \"3. Save the file and restart \" + mcpClient.name,\n instructionStyle\n );\n\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n\n // Close button at the bottom\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n if (GUILayout.Button(\"Close\", GUILayout.Height(30), GUILayout.Width(100)))\n {\n Close();\n }\n GUILayout.FlexibleSpace();\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.EndScrollView();\n }\n\n protected virtual void Update()\n {\n // Handle the feedback message timer\n if (copyFeedbackTimer > 0)\n {\n copyFeedbackTimer -= Time.deltaTime;\n if (copyFeedbackTimer <= 0)\n {\n pathCopied = false;\n jsonCopied = false;\n Repaint();\n }\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Runtime/Serialization/UnityTypeConverters.cs", "using Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing UnityEngine;\n#if UNITY_EDITOR\nusing UnityEditor; // Required for AssetDatabase and EditorUtility\n#endif\n\nnamespace UnityMcpBridge.Runtime.Serialization\n{\n public class Vector3Converter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Vector3 value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WritePropertyName(\"z\");\n writer.WriteValue(value.z);\n writer.WriteEndObject();\n }\n\n public override Vector3 ReadJson(JsonReader reader, Type objectType, Vector3 existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Vector3(\n (float)jo[\"x\"],\n (float)jo[\"y\"],\n (float)jo[\"z\"]\n );\n }\n }\n\n public class Vector2Converter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Vector2 value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WriteEndObject();\n }\n\n public override Vector2 ReadJson(JsonReader reader, Type objectType, Vector2 existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Vector2(\n (float)jo[\"x\"],\n (float)jo[\"y\"]\n );\n }\n }\n\n public class QuaternionConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Quaternion value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WritePropertyName(\"z\");\n writer.WriteValue(value.z);\n writer.WritePropertyName(\"w\");\n writer.WriteValue(value.w);\n writer.WriteEndObject();\n }\n\n public override Quaternion ReadJson(JsonReader reader, Type objectType, Quaternion existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Quaternion(\n (float)jo[\"x\"],\n (float)jo[\"y\"],\n (float)jo[\"z\"],\n (float)jo[\"w\"]\n );\n }\n }\n\n public class ColorConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Color value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"r\");\n writer.WriteValue(value.r);\n writer.WritePropertyName(\"g\");\n writer.WriteValue(value.g);\n writer.WritePropertyName(\"b\");\n writer.WriteValue(value.b);\n writer.WritePropertyName(\"a\");\n writer.WriteValue(value.a);\n writer.WriteEndObject();\n }\n\n public override Color ReadJson(JsonReader reader, Type objectType, Color existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Color(\n (float)jo[\"r\"],\n (float)jo[\"g\"],\n (float)jo[\"b\"],\n (float)jo[\"a\"]\n );\n }\n }\n \n public class RectConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Rect value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WritePropertyName(\"width\");\n writer.WriteValue(value.width);\n writer.WritePropertyName(\"height\");\n writer.WriteValue(value.height);\n writer.WriteEndObject();\n }\n\n public override Rect ReadJson(JsonReader reader, Type objectType, Rect existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Rect(\n (float)jo[\"x\"],\n (float)jo[\"y\"],\n (float)jo[\"width\"],\n (float)jo[\"height\"]\n );\n }\n }\n \n public class BoundsConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Bounds value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"center\");\n serializer.Serialize(writer, value.center); // Use serializer to handle nested Vector3\n writer.WritePropertyName(\"size\");\n serializer.Serialize(writer, value.size); // Use serializer to handle nested Vector3\n writer.WriteEndObject();\n }\n\n public override Bounds ReadJson(JsonReader reader, Type objectType, Bounds existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n Vector3 center = jo[\"center\"].ToObject(serializer); // Use serializer to handle nested Vector3\n Vector3 size = jo[\"size\"].ToObject(serializer); // Use serializer to handle nested Vector3\n return new Bounds(center, size);\n }\n }\n\n // Converter for UnityEngine.Object references (GameObjects, Components, Materials, Textures, etc.)\n public class UnityEngineObjectConverter : JsonConverter\n {\n public override bool CanRead => true; // We need to implement ReadJson\n public override bool CanWrite => true;\n\n public override void WriteJson(JsonWriter writer, UnityEngine.Object value, JsonSerializer serializer)\n {\n if (value == null)\n {\n writer.WriteNull();\n return;\n }\n\n#if UNITY_EDITOR // AssetDatabase and EditorUtility are Editor-only\n if (UnityEditor.AssetDatabase.Contains(value))\n {\n // It's an asset (Material, Texture, Prefab, etc.)\n string path = UnityEditor.AssetDatabase.GetAssetPath(value);\n if (!string.IsNullOrEmpty(path))\n {\n writer.WriteValue(path);\n }\n else\n {\n // Asset exists but path couldn't be found? Write minimal info.\n writer.WriteStartObject();\n writer.WritePropertyName(\"name\");\n writer.WriteValue(value.name);\n writer.WritePropertyName(\"instanceID\");\n writer.WriteValue(value.GetInstanceID());\n writer.WritePropertyName(\"isAssetWithoutPath\");\n writer.WriteValue(true);\n writer.WriteEndObject();\n }\n }\n else\n {\n // It's a scene object (GameObject, Component, etc.)\n writer.WriteStartObject();\n writer.WritePropertyName(\"name\");\n writer.WriteValue(value.name);\n writer.WritePropertyName(\"instanceID\");\n writer.WriteValue(value.GetInstanceID());\n writer.WriteEndObject();\n }\n#else\n // Runtime fallback: Write basic info without AssetDatabase\n writer.WriteStartObject();\n writer.WritePropertyName(\"name\");\n writer.WriteValue(value.name);\n writer.WritePropertyName(\"instanceID\");\n writer.WriteValue(value.GetInstanceID());\n writer.WritePropertyName(\"warning\");\n writer.WriteValue(\"UnityEngineObjectConverter running in non-Editor mode, asset path unavailable.\");\n writer.WriteEndObject();\n#endif\n }\n\n public override UnityEngine.Object ReadJson(JsonReader reader, Type objectType, UnityEngine.Object existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n if (reader.TokenType == JsonToken.Null)\n {\n return null;\n }\n\n#if UNITY_EDITOR\n if (reader.TokenType == JsonToken.String)\n {\n // Assume it's an asset path\n string path = reader.Value.ToString();\n return UnityEditor.AssetDatabase.LoadAssetAtPath(path, objectType);\n }\n\n if (reader.TokenType == JsonToken.StartObject)\n {\n JObject jo = JObject.Load(reader);\n if (jo.TryGetValue(\"instanceID\", out JToken idToken) && idToken.Type == JTokenType.Integer)\n {\n int instanceId = idToken.ToObject();\n UnityEngine.Object obj = UnityEditor.EditorUtility.InstanceIDToObject(instanceId);\n if (obj != null && objectType.IsAssignableFrom(obj.GetType()))\n {\n return obj;\n }\n }\n // Could potentially try finding by name as a fallback if ID lookup fails/isn't present\n // but that's less reliable.\n }\n#else\n // Runtime deserialization is tricky without AssetDatabase/EditorUtility\n // Maybe log a warning and return null or existingValue?\n Debug.LogWarning(\"UnityEngineObjectConverter cannot deserialize complex objects in non-Editor mode.\");\n // Skip the token to avoid breaking the reader\n if (reader.TokenType == JsonToken.StartObject) JObject.Load(reader);\n else if (reader.TokenType == JsonToken.String) reader.ReadAsString(); \n // Return null or existing value, depending on desired behavior\n return existingValue; \n#endif\n\n throw new JsonSerializationException($\"Unexpected token type '{reader.TokenType}' when deserializing UnityEngine.Object\");\n }\n }\n} "], ["/unity-mcp/UnityMcpBridge/Editor/Tools/CommandRegistry.cs", "using System;\nusing System.Collections.Generic;\nusing Newtonsoft.Json.Linq;\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Registry for all MCP command handlers (Refactored Version)\n /// \n public static class CommandRegistry\n {\n // Maps command names (matching those called from Python via ctx.bridge.unity_editor.HandlerName)\n // to the corresponding static HandleCommand method in the appropriate tool class.\n private static readonly Dictionary> _handlers = new()\n {\n { \"HandleManageScript\", ManageScript.HandleCommand },\n { \"HandleManageScene\", ManageScene.HandleCommand },\n { \"HandleManageEditor\", ManageEditor.HandleCommand },\n { \"HandleManageGameObject\", ManageGameObject.HandleCommand },\n { \"HandleManageAsset\", ManageAsset.HandleCommand },\n { \"HandleReadConsole\", ReadConsole.HandleCommand },\n { \"HandleExecuteMenuItem\", ExecuteMenuItem.HandleCommand },\n { \"HandleManageShader\", ManageShader.HandleCommand},\n };\n\n /// \n /// Gets a command handler by name.\n /// \n /// Name of the command handler (e.g., \"HandleManageAsset\").\n /// The command handler function if found, null otherwise.\n public static Func GetHandler(string commandName)\n {\n // Use case-insensitive comparison for flexibility, although Python side should be consistent\n return _handlers.TryGetValue(commandName, out var handler) ? handler : null;\n // Consider adding logging here if a handler is not found\n /*\n if (_handlers.TryGetValue(commandName, out var handler)) {\n return handler;\n } else {\n UnityEngine.Debug.LogError($\\\"[CommandRegistry] No handler found for command: {commandName}\\\");\n return null;\n }\n */\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpClient.cs", "namespace UnityMcpBridge.Editor.Models\n{\n public class McpClient\n {\n public string name;\n public string windowsConfigPath;\n public string linuxConfigPath;\n public McpTypes mcpType;\n public string configStatus;\n public McpStatus status = McpStatus.NotConfigured;\n\n // Helper method to convert the enum to a display string\n public string GetStatusDisplayString()\n {\n return status switch\n {\n McpStatus.NotConfigured => \"Not Configured\",\n McpStatus.Configured => \"Configured\",\n McpStatus.Running => \"Running\",\n McpStatus.Connected => \"Connected\",\n McpStatus.IncorrectPath => \"Incorrect Path\",\n McpStatus.CommunicationError => \"Communication Error\",\n McpStatus.NoResponse => \"No Response\",\n McpStatus.UnsupportedOS => \"Unsupported OS\",\n McpStatus.MissingConfig => \"Missing UnityMCP Config\",\n McpStatus.Error => configStatus.StartsWith(\"Error:\") ? configStatus : \"Error\",\n _ => \"Unknown\",\n };\n }\n\n // Helper method to set both status enum and string for backward compatibility\n public void SetStatus(McpStatus newStatus, string errorDetails = null)\n {\n status = newStatus;\n\n if (newStatus == McpStatus.Error && !string.IsNullOrEmpty(errorDetails))\n {\n configStatus = $\"Error: {errorDetails}\";\n }\n else\n {\n configStatus = GetStatusDisplayString();\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/Response.cs", "using System;\nusing System.Collections.Generic;\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n /// \n /// Provides static methods for creating standardized success and error response objects.\n /// Ensures consistent JSON structure for communication back to the Python server.\n /// \n public static class Response\n {\n /// \n /// Creates a standardized success response object.\n /// \n /// A message describing the successful operation.\n /// Optional additional data to include in the response.\n /// An object representing the success response.\n public static object Success(string message, object data = null)\n {\n if (data != null)\n {\n return new\n {\n success = true,\n message = message,\n data = data,\n };\n }\n else\n {\n return new { success = true, message = message };\n }\n }\n\n /// \n /// Creates a standardized error response object.\n /// \n /// A message describing the error.\n /// Optional additional data (e.g., error details) to include.\n /// An object representing the error response.\n public static object Error(string errorMessage, object data = null)\n {\n if (data != null)\n {\n // Note: The key is \"error\" for error messages, not \"message\"\n return new\n {\n success = false,\n error = errorMessage,\n data = data,\n };\n }\n else\n {\n return new { success = false, error = errorMessage };\n }\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Data/McpClients.cs", "using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Data\n{\n public class McpClients\n {\n public List clients = new()\n {\n new()\n {\n name = \"Claude Desktop\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),\n \"Claude\",\n \"claude_desktop_config.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Claude\",\n \"claude_desktop_config.json\"\n ),\n mcpType = McpTypes.ClaudeDesktop,\n configStatus = \"Not Configured\",\n },\n new()\n {\n name = \"Cursor\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \".cursor\",\n \"mcp.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \".cursor\",\n \"mcp.json\"\n ),\n mcpType = McpTypes.Cursor,\n configStatus = \"Not Configured\",\n },\n new()\n {\n name = \"VSCode GitHub Copilot\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),\n \"Code\",\n \"User\",\n \"settings.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Code\",\n \"User\",\n \"settings.json\"\n ),\n mcpType = McpTypes.VSCode,\n configStatus = \"Not Configured\",\n },\n };\n\n // Initialize status enums after construction\n public McpClients()\n {\n foreach (var client in clients)\n {\n if (client.configStatus == \"Not Configured\")\n {\n client.status = McpStatus.NotConfigured;\n }\n }\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/Vector3Helper.cs", "using Newtonsoft.Json.Linq;\nusing UnityEngine;\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n /// \n /// Helper class for Vector3 operations\n /// \n public static class Vector3Helper\n {\n /// \n /// Parses a JArray into a Vector3\n /// \n /// The array containing x, y, z coordinates\n /// A Vector3 with the parsed coordinates\n /// Thrown when array is invalid\n public static Vector3 ParseVector3(JArray array)\n {\n if (array == null || array.Count != 3)\n throw new System.Exception(\"Vector3 must be an array of 3 floats [x, y, z].\");\n return new Vector3((float)array[0], (float)array[1], (float)array[2]);\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Data/DefaultServerConfig.cs", "using UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Data\n{\n public class DefaultServerConfig : ServerConfig\n {\n public new string unityHost = \"localhost\";\n public new int unityPort = 6400;\n public new int mcpPort = 6500;\n public new float connectionTimeout = 15.0f;\n public new int bufferSize = 32768;\n public new string logLevel = \"INFO\";\n public new string logFormat = \"%(asctime)s - %(name)s - %(levelname)s - %(message)s\";\n public new int maxRetries = 3;\n public new float retryDelay = 1.0f;\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/Command.cs", "using Newtonsoft.Json.Linq;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n /// \n /// Represents a command received from the MCP client\n /// \n public class Command\n {\n /// \n /// The type of command to execute\n /// \n public string type { get; set; }\n\n /// \n /// The parameters for the command\n /// \n public JObject @params { get; set; }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/MCPConfigServer.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class McpConfigServer\n {\n [JsonProperty(\"command\")]\n public string command;\n\n [JsonProperty(\"args\")]\n public string[] args;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/ServerConfig.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class ServerConfig\n {\n [JsonProperty(\"unity_host\")]\n public string unityHost = \"localhost\";\n\n [JsonProperty(\"unity_port\")]\n public int unityPort;\n\n [JsonProperty(\"mcp_port\")]\n public int mcpPort;\n\n [JsonProperty(\"connection_timeout\")]\n public float connectionTimeout;\n\n [JsonProperty(\"buffer_size\")]\n public int bufferSize;\n\n [JsonProperty(\"log_level\")]\n public string logLevel;\n\n [JsonProperty(\"log_format\")]\n public string logFormat;\n\n [JsonProperty(\"max_retries\")]\n public int maxRetries;\n\n [JsonProperty(\"retry_delay\")]\n public float retryDelay;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpStatus.cs", "namespace UnityMcpBridge.Editor.Models\n{\n // Enum representing the various status states for MCP clients\n public enum McpStatus\n {\n NotConfigured, // Not set up yet\n Configured, // Successfully configured\n Running, // Service is running\n Connected, // Successfully connected\n IncorrectPath, // Configuration has incorrect paths\n CommunicationError, // Connected but communication issues\n NoResponse, // Connected but not responding\n MissingConfig, // Config file exists but missing required elements\n UnsupportedOS, // OS is not supported\n Error, // General error state\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/MCPConfigServers.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class McpConfigServers\n {\n [JsonProperty(\"unityMCP\")]\n public McpConfigServer unityMCP;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpConfig.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class McpConfig\n {\n [JsonProperty(\"mcpServers\")]\n public McpConfigServers mcpServers;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpTypes.cs", "namespace UnityMcpBridge.Editor.Models\n{\n public enum McpTypes\n {\n ClaudeDesktop,\n Cursor,\n VSCode,\n }\n}\n\n"]], "task_instance_info": {"created_time": "2025-08-20 18:59:53", "created_task_model": "DeepSeek-R1", "class_skeleton": "[InitializeOnLoad]\npublic\nstatic\npartial\nclass\nUnityMcpBridge\n{\nprivate static TcpListener listener;\nprivate static bool isRunning = false;\nprivate static readonly object lockObj = new();\nprivate static Dictionary<\n string,\n (string commandJson, TaskCompletionSource tcs)\n > commandQueue = new();\nprivate static readonly int unityPort = 6400;\npublic static bool IsRunning => isRunning;\npublic static bool FolderExists (string path) {}\nstatic UnityMcpBridge () {}\npublic static void Start () {}\npublic static void Stop () {}\nprivate static async Task ListenerLoop () {}\nprivate static async Task HandleClientAsync (TcpClient client) {}\nprivate static void ProcessCommands () {}\nprivate static bool IsValidJson (string text) {}\nprivate static string ExecuteCommand (Command command) {}\nprivate static string GetParamsSummary (JObject @params) {}\n}", "code_description": "This code segment functions to: Establish a bidirectional communication channel for processing external commands, validate incoming request formats, route validated instructions to appropriate execution handlers, and serialize operation outcomes into standardized response formats."}, "inference_content": {"inference_model": "DeepSeek-R1", "inference_result": "```c_sharp\n[TASK_BEGIN]\n[InitializeOnLoad]\npublic static partial class UnityMcpBridge\n{\n private static TcpListener listener;\n private static bool isRunning = false;\n private static readonly object lockObj = new();\n private static Dictionary tcs)> commandQueue = new();\n private static readonly int unityPort = 6400;\n\n public static bool IsRunning => isRunning;\n\n public static bool FolderExists(string path)\n {\n return Directory.Exists(path);\n }\n\n static UnityMcpBridge()\n {\n listener = new TcpListener(IPAddress.Loopback, unityPort);\n Start();\n }\n\n public static void Start()\n {\n lock (lockObj)\n {\n if (!isRunning)\n {\n isRunning = true;\n listener.Start();\n _ = ListenerLoop();\n }\n }\n }\n\n public static void Stop()\n {\n lock (lockObj)\n {\n if (isRunning)\n {\n isRunning = false;\n listener.Stop();\n }\n }\n }\n\n private static async Task ListenerLoop()\n {\n while (isRunning)\n {\n try\n {\n var client = await listener.AcceptTcpClientAsync();\n _ = HandleClientAsync(client);\n }\n catch (ObjectDisposedException)\n {\n break;\n }\n }\n }\n\n private static async Task HandleClientAsync(TcpClient client)\n {\n using (client)\n using (var stream = client.GetStream())\n using (var reader = new StreamReader(stream))\n using (var writer = new StreamWriter(stream))\n {\n var request = await reader.ReadToEndAsync();\n if (!IsValidJson(request)) return;\n\n var tcs = new TaskCompletionSource();\n var commandId = Guid.NewGuid().ToString();\n lock (lockObj) commandQueue[commandId] = (request, tcs);\n \n var result = await tcs.Task;\n await writer.WriteAsync(result);\n }\n }\n\n private static void ProcessCommands()\n {\n lock (lockObj)\n {\n foreach (var kvp in commandQueue.ToList())\n {\n var command = JsonConvert.DeserializeObject(kvp.Value.commandJson);\n var result = ExecuteCommand(command);\n kvp.Value.tcs.SetResult(result);\n commandQueue.Remove(kvp.Key);\n }\n }\n }\n\n private static bool IsValidJson(string text)\n {\n try\n {\n JToken.Parse(text);\n return true;\n }\n catch\n {\n return false;\n }\n }\n\n private static string ExecuteCommand(Command command)\n {\n try\n {\n switch (command.CommandType)\n {\n case \"FolderExists\":\n var path = command.Params.Value(\"path\");\n return JsonConvert.SerializeObject(new { success = true, result = FolderExists(path) });\n \n default:\n return JsonConvert.SerializeObject(new { success = false, error = \"Unknown command\" });\n }\n }\n catch (Exception ex)\n {\n return JsonConvert.SerializeObject(new { success = false, error = ex.Message });\n }\n }\n\n private static string GetParamsSummary(JObject @params)\n {\n return @params.ToString(Formatting.None);\n }\n}\n[TASK_END]\n```", "inference_time": "2025-08-20 19-00-32"}, "editdistance_info": {"edit_distance": 18.8152, "calculate_time": "2025-08-20 19:00:32", "true_code_clean": "[InitializeOnLoad]\n public static partial class UnityMcpBridge\n {\n private static TcpListener listener;\n private static bool isRunning = false;\n private static readonly object lockObj = new();\n private static Dictionary<\n string,\n (string commandJson, TaskCompletionSource tcs)\n > commandQueue = new();\n private static readonly int unityPort = 6400; \n public static bool IsRunning => isRunning;\n public static bool FolderExists(string path)\n {\n if (string.IsNullOrEmpty(path))\n {\n return false;\n }\n if (path.Equals(\"Assets\", StringComparison.OrdinalIgnoreCase))\n {\n return true;\n }\n string fullPath = Path.Combine(\n Application.dataPath,\n path.StartsWith(\"Assets/\") ? path[7..] : path\n );\n return Directory.Exists(fullPath);\n }\n static UnityMcpBridge()\n {\n Start();\n EditorApplication.quitting += Stop;\n }\n public static void Start()\n {\n Stop();\n try\n {\n ServerInstaller.EnsureServerInstalled();\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Failed to ensure UnityMcpServer is installed: {ex.Message}\");\n }\n if (isRunning)\n {\n return;\n }\n try\n {\n listener = new TcpListener(IPAddress.Loopback, unityPort);\n listener.Start();\n isRunning = true;\n Debug.Log($\"UnityMcpBridge started on port {unityPort}.\");\n Task.Run(ListenerLoop);\n EditorApplication.update += ProcessCommands;\n }\n catch (SocketException ex)\n {\n if (ex.SocketErrorCode == SocketError.AddressAlreadyInUse)\n {\n Debug.LogError(\n $\"Port {unityPort} is already in use. Ensure no other instances are running or change the port.\"\n );\n }\n else\n {\n Debug.LogError($\"Failed to start TCP listener: {ex.Message}\");\n }\n }\n }\n public static void Stop()\n {\n if (!isRunning)\n {\n return;\n }\n try\n {\n listener?.Stop();\n listener = null;\n isRunning = false;\n EditorApplication.update -= ProcessCommands;\n Debug.Log(\"UnityMcpBridge stopped.\");\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Error stopping UnityMcpBridge: {ex.Message}\");\n }\n }\n private static async Task ListenerLoop()\n {\n while (isRunning)\n {\n try\n {\n TcpClient client = await listener.AcceptTcpClientAsync();\n client.Client.SetSocketOption(\n SocketOptionLevel.Socket,\n SocketOptionName.KeepAlive,\n true\n );\n client.ReceiveTimeout = 60000; \n _ = HandleClientAsync(client);\n }\n catch (Exception ex)\n {\n if (isRunning)\n {\n Debug.LogError($\"Listener error: {ex.Message}\");\n }\n }\n }\n }\n private static async Task HandleClientAsync(TcpClient client)\n {\n using (client)\n using (NetworkStream stream = client.GetStream())\n {\n byte[] buffer = new byte[8192];\n while (isRunning)\n {\n try\n {\n int bytesRead = await stream.ReadAsync(buffer, 0, buffer.Length);\n if (bytesRead == 0)\n {\n break; \n }\n string commandText = System.Text.Encoding.UTF8.GetString(\n buffer,\n 0,\n bytesRead\n );\n string commandId = Guid.NewGuid().ToString();\n TaskCompletionSource tcs = new();\n if (commandText.Trim() == \"ping\")\n {\n byte[] pingResponseBytes = System.Text.Encoding.UTF8.GetBytes(\n \"{\\\"status\\\":\\\"success\\\",\\\"result\\\":{\\\"message\\\":\\\"pong\\\"}}\"\n );\n await stream.WriteAsync(pingResponseBytes, 0, pingResponseBytes.Length);\n continue;\n }\n lock (lockObj)\n {\n commandQueue[commandId] = (commandText, tcs);\n }\n string response = await tcs.Task;\n byte[] responseBytes = System.Text.Encoding.UTF8.GetBytes(response);\n await stream.WriteAsync(responseBytes, 0, responseBytes.Length);\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Client handler error: {ex.Message}\");\n break;\n }\n }\n }\n }\n private static void ProcessCommands()\n {\n List processedIds = new();\n lock (lockObj)\n {\n foreach (\n KeyValuePair<\n string,\n (string commandJson, TaskCompletionSource tcs)\n > kvp in commandQueue.ToList()\n )\n {\n string id = kvp.Key;\n string commandText = kvp.Value.commandJson;\n TaskCompletionSource tcs = kvp.Value.tcs;\n try\n {\n if (string.IsNullOrEmpty(commandText))\n {\n var emptyResponse = new\n {\n status = \"error\",\n error = \"Empty command received\",\n };\n tcs.SetResult(JsonConvert.SerializeObject(emptyResponse));\n processedIds.Add(id);\n continue;\n }\n commandText = commandText.Trim();\n if (commandText == \"ping\")\n {\n var pingResponse = new\n {\n status = \"success\",\n result = new { message = \"pong\" },\n };\n tcs.SetResult(JsonConvert.SerializeObject(pingResponse));\n processedIds.Add(id);\n continue;\n }\n if (!IsValidJson(commandText))\n {\n var invalidJsonResponse = new\n {\n status = \"error\",\n error = \"Invalid JSON format\",\n receivedText = commandText.Length > 50\n ? commandText[..50] + \"...\"\n : commandText,\n };\n tcs.SetResult(JsonConvert.SerializeObject(invalidJsonResponse));\n processedIds.Add(id);\n continue;\n }\n Command command = JsonConvert.DeserializeObject(commandText);\n if (command == null)\n {\n var nullCommandResponse = new\n {\n status = \"error\",\n error = \"Command deserialized to null\",\n details = \"The command was valid JSON but could not be deserialized to a Command object\",\n };\n tcs.SetResult(JsonConvert.SerializeObject(nullCommandResponse));\n }\n else\n {\n string responseJson = ExecuteCommand(command);\n tcs.SetResult(responseJson);\n }\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Error processing command: {ex.Message}\\n{ex.StackTrace}\");\n var response = new\n {\n status = \"error\",\n error = ex.Message,\n commandType = \"Unknown (error during processing)\",\n receivedText = commandText?.Length > 50\n ? commandText[..50] + \"...\"\n : commandText,\n };\n string responseJson = JsonConvert.SerializeObject(response);\n tcs.SetResult(responseJson);\n }\n processedIds.Add(id);\n }\n foreach (string id in processedIds)\n {\n commandQueue.Remove(id);\n }\n }\n }\n private static bool IsValidJson(string text)\n {\n if (string.IsNullOrWhiteSpace(text))\n {\n return false;\n }\n text = text.Trim();\n if (\n (text.StartsWith(\"{\") && text.EndsWith(\"}\"))\n || \n (text.StartsWith(\"[\") && text.EndsWith(\"]\"))\n ) \n {\n try\n {\n JToken.Parse(text);\n return true;\n }\n catch\n {\n return false;\n }\n }\n return false;\n }\n private static string ExecuteCommand(Command command)\n {\n try\n {\n if (string.IsNullOrEmpty(command.type))\n {\n var errorResponse = new\n {\n status = \"error\",\n error = \"Command type cannot be empty\",\n details = \"A valid command type is required for processing\",\n };\n return JsonConvert.SerializeObject(errorResponse);\n }\n if (command.type.Equals(\"ping\", StringComparison.OrdinalIgnoreCase))\n {\n var pingResponse = new\n {\n status = \"success\",\n result = new { message = \"pong\" },\n };\n return JsonConvert.SerializeObject(pingResponse);\n }\n JObject paramsObject = command.@params ?? new JObject();\n object result = command.type switch\n {\n \"manage_script\" => ManageScript.HandleCommand(paramsObject),\n \"manage_scene\" => ManageScene.HandleCommand(paramsObject),\n \"manage_editor\" => ManageEditor.HandleCommand(paramsObject),\n \"manage_gameobject\" => ManageGameObject.HandleCommand(paramsObject),\n \"manage_asset\" => ManageAsset.HandleCommand(paramsObject),\n \"manage_shader\" => ManageShader.HandleCommand(paramsObject),\n \"read_console\" => ReadConsole.HandleCommand(paramsObject),\n \"execute_menu_item\" => ExecuteMenuItem.HandleCommand(paramsObject),\n _ => throw new ArgumentException(\n $\"Unknown or unsupported command type: {command.type}\"\n ),\n };\n var response = new { status = \"success\", result };\n return JsonConvert.SerializeObject(response);\n }\n catch (Exception ex)\n {\n Debug.LogError(\n $\"Error executing command '{command?.type ?? \"Unknown\"}': {ex.Message}\\n{ex.StackTrace}\"\n );\n var response = new\n {\n status = \"error\",\n error = ex.Message, \n command = command?.type ?? \"Unknown\", \n stackTrace = ex.StackTrace, \n paramsSummary = command?.@params != null\n ? GetParamsSummary(command.@params)\n : \"No parameters\", \n };\n return JsonConvert.SerializeObject(response);\n }\n }\n private static string GetParamsSummary(JObject @params)\n {\n try\n {\n return @params == null || !@params.HasValues\n ? \"No parameters\"\n : string.Join(\n \", \",\n @params\n .Properties()\n .Select(static p =>\n $\"{p.Name}: {p.Value?.ToString()?[..Math.Min(20, p.Value?.ToString()?.Length ?? 0)]}\"\n )\n );\n }\n catch\n {\n return \"Could not summarize parameters\";\n }\n }\n }", "predict_code_clean": "[InitializeOnLoad]\npublic static partial class UnityMcpBridge\n{\n private static TcpListener listener;\n private static bool isRunning = false;\n private static readonly object lockObj = new();\n private static Dictionary tcs)> commandQueue = new();\n private static readonly int unityPort = 6400;\n public static bool IsRunning => isRunning;\n public static bool FolderExists(string path)\n {\n return Directory.Exists(path);\n }\n static UnityMcpBridge()\n {\n listener = new TcpListener(IPAddress.Loopback, unityPort);\n Start();\n }\n public static void Start()\n {\n lock (lockObj)\n {\n if (!isRunning)\n {\n isRunning = true;\n listener.Start();\n _ = ListenerLoop();\n }\n }\n }\n public static void Stop()\n {\n lock (lockObj)\n {\n if (isRunning)\n {\n isRunning = false;\n listener.Stop();\n }\n }\n }\n private static async Task ListenerLoop()\n {\n while (isRunning)\n {\n try\n {\n var client = await listener.AcceptTcpClientAsync();\n _ = HandleClientAsync(client);\n }\n catch (ObjectDisposedException)\n {\n break;\n }\n }\n }\n private static async Task HandleClientAsync(TcpClient client)\n {\n using (client)\n using (var stream = client.GetStream())\n using (var reader = new StreamReader(stream))\n using (var writer = new StreamWriter(stream))\n {\n var request = await reader.ReadToEndAsync();\n if (!IsValidJson(request)) return;\n var tcs = new TaskCompletionSource();\n var commandId = Guid.NewGuid().ToString();\n lock (lockObj) commandQueue[commandId] = (request, tcs);\n var result = await tcs.Task;\n await writer.WriteAsync(result);\n }\n }\n private static void ProcessCommands()\n {\n lock (lockObj)\n {\n foreach (var kvp in commandQueue.ToList())\n {\n var command = JsonConvert.DeserializeObject(kvp.Value.commandJson);\n var result = ExecuteCommand(command);\n kvp.Value.tcs.SetResult(result);\n commandQueue.Remove(kvp.Key);\n }\n }\n }\n private static bool IsValidJson(string text)\n {\n try\n {\n JToken.Parse(text);\n return true;\n }\n catch\n {\n return false;\n }\n }\n private static string ExecuteCommand(Command command)\n {\n try\n {\n switch (command.CommandType)\n {\n case \"FolderExists\":\n var path = command.Params.Value(\"path\");\n return JsonConvert.SerializeObject(new { success = true, result = FolderExists(path) });\n default:\n return JsonConvert.SerializeObject(new { success = false, error = \"Unknown command\" });\n }\n }\n catch (Exception ex)\n {\n return JsonConvert.SerializeObject(new { success = false, error = ex.Message });\n }\n }\n private static string GetParamsSummary(JObject @params)\n {\n return @params.ToString(Formatting.None);\n }\n}"}} {"repo_name": "unity-mcp", "file_name": "/unity-mcp/UnityMcpBridge/Editor/Windows/ManualConfigEditorWindow.cs", "inference_info": {"prefix_code": "using System.Runtime.InteropServices;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Windows\n{\n // Editor window to display manual configuration instructions\n ", "suffix_code": "\n}\n", "middle_code": "public class ManualConfigEditorWindow : EditorWindow\n {\n protected string configPath;\n protected string configJson;\n protected Vector2 scrollPos;\n protected bool pathCopied = false;\n protected bool jsonCopied = false;\n protected float copyFeedbackTimer = 0;\n protected McpClient mcpClient;\n public static void ShowWindow(string configPath, string configJson, McpClient mcpClient)\n {\n var window = GetWindow(\"Manual Configuration\");\n window.configPath = configPath;\n window.configJson = configJson;\n window.mcpClient = mcpClient;\n window.minSize = new Vector2(500, 400);\n window.Show();\n }\n protected virtual void OnGUI()\n {\n scrollPos = EditorGUILayout.BeginScrollView(scrollPos);\n EditorGUILayout.Space(10);\n Rect titleRect = EditorGUILayout.GetControlRect(false, 30);\n EditorGUI.DrawRect(\n new Rect(titleRect.x, titleRect.y, titleRect.width, titleRect.height),\n new Color(0.2f, 0.2f, 0.2f, 0.1f)\n );\n GUI.Label(\n new Rect(titleRect.x + 10, titleRect.y + 6, titleRect.width - 20, titleRect.height),\n mcpClient.name + \" Manual Configuration\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n Rect headerRect = EditorGUILayout.GetControlRect(false, 24);\n EditorGUI.DrawRect(\n new Rect(headerRect.x, headerRect.y, headerRect.width, headerRect.height),\n new Color(0.1f, 0.1f, 0.1f, 0.2f)\n );\n GUI.Label(\n new Rect(\n headerRect.x + 8,\n headerRect.y + 4,\n headerRect.width - 16,\n headerRect.height\n ),\n \"The automatic configuration failed. Please follow these steps:\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n GUIStyle instructionStyle = new(EditorStyles.wordWrappedLabel)\n {\n margin = new RectOffset(10, 10, 5, 5),\n };\n EditorGUILayout.LabelField(\n \"1. Open \" + mcpClient.name + \" config file by either:\",\n instructionStyle\n );\n if (mcpClient.mcpType == McpTypes.ClaudeDesktop)\n {\n EditorGUILayout.LabelField(\n \" a) Going to Settings > Developer > Edit Config\",\n instructionStyle\n );\n }\n else if (mcpClient.mcpType == McpTypes.Cursor)\n {\n EditorGUILayout.LabelField(\n \" a) Going to File > Preferences > Cursor Settings > MCP > Add new global MCP server\",\n instructionStyle\n );\n }\n EditorGUILayout.LabelField(\" OR\", instructionStyle);\n EditorGUILayout.LabelField(\n \" b) Opening the configuration file at:\",\n instructionStyle\n );\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n string displayPath;\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n displayPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n displayPath = mcpClient.linuxConfigPath;\n }\n else\n {\n displayPath = configPath;\n }\n GUIStyle pathStyle = new(EditorStyles.textField) { wordWrap = true };\n EditorGUILayout.TextField(\n displayPath,\n pathStyle,\n GUILayout.Height(EditorGUIUtility.singleLineHeight)\n );\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n GUIStyle copyButtonStyle = new(GUI.skin.button)\n {\n padding = new RectOffset(15, 15, 5, 5),\n margin = new RectOffset(10, 10, 5, 5),\n };\n if (\n GUILayout.Button(\n \"Copy Path\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = displayPath;\n pathCopied = true;\n copyFeedbackTimer = 2f;\n }\n if (\n GUILayout.Button(\n \"Open File\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n System.Diagnostics.Process.Start(\n new System.Diagnostics.ProcessStartInfo\n {\n FileName = displayPath,\n UseShellExecute = true,\n }\n );\n }\n if (pathCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n EditorGUILayout.Space(10);\n EditorGUILayout.LabelField(\n \"2. Paste the following JSON configuration:\",\n instructionStyle\n );\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n GUIStyle jsonStyle = new(EditorStyles.textArea)\n {\n font = EditorStyles.boldFont,\n wordWrap = true,\n };\n jsonStyle.normal.textColor = new Color(0.3f, 0.6f, 0.9f); \n EditorGUILayout.TextArea(configJson, jsonStyle, GUILayout.Height(200));\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n if (\n GUILayout.Button(\n \"Copy JSON\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = configJson;\n jsonCopied = true;\n copyFeedbackTimer = 2f;\n }\n if (jsonCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n EditorGUILayout.Space(10);\n EditorGUILayout.LabelField(\n \"3. Save the file and restart \" + mcpClient.name,\n instructionStyle\n );\n EditorGUILayout.EndVertical();\n EditorGUILayout.Space(10);\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n if (GUILayout.Button(\"Close\", GUILayout.Height(30), GUILayout.Width(100)))\n {\n Close();\n }\n GUILayout.FlexibleSpace();\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndScrollView();\n }\n protected virtual void Update()\n {\n if (copyFeedbackTimer > 0)\n {\n copyFeedbackTimer -= Time.deltaTime;\n if (copyFeedbackTimer <= 0)\n {\n pathCopied = false;\n jsonCopied = false;\n Repaint();\n }\n }\n }\n }", "code_description": null, "fill_type": "CLASS_TYPE", "language_type": "c_sharp", "sub_task_type": null}, "context_code": [["/unity-mcp/UnityMcpBridge/Editor/Windows/VSCodeManualSetupWindow.cs", "using System.Runtime.InteropServices;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Windows\n{\n public class VSCodeManualSetupWindow : ManualConfigEditorWindow\n {\n public static new void ShowWindow(string configPath, string configJson)\n {\n var window = GetWindow(\"VSCode GitHub Copilot Setup\");\n window.configPath = configPath;\n window.configJson = configJson;\n window.minSize = new Vector2(550, 500);\n \n // Create a McpClient for VSCode\n window.mcpClient = new McpClient\n {\n name = \"VSCode GitHub Copilot\",\n mcpType = McpTypes.VSCode\n };\n \n window.Show();\n }\n\n protected override void OnGUI()\n {\n scrollPos = EditorGUILayout.BeginScrollView(scrollPos);\n\n // Header with improved styling\n EditorGUILayout.Space(10);\n Rect titleRect = EditorGUILayout.GetControlRect(false, 30);\n EditorGUI.DrawRect(\n new Rect(titleRect.x, titleRect.y, titleRect.width, titleRect.height),\n new Color(0.2f, 0.2f, 0.2f, 0.1f)\n );\n GUI.Label(\n new Rect(titleRect.x + 10, titleRect.y + 6, titleRect.width - 20, titleRect.height),\n \"VSCode GitHub Copilot MCP Setup\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n // Instructions with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n Rect headerRect = EditorGUILayout.GetControlRect(false, 24);\n EditorGUI.DrawRect(\n new Rect(headerRect.x, headerRect.y, headerRect.width, headerRect.height),\n new Color(0.1f, 0.1f, 0.1f, 0.2f)\n );\n GUI.Label(\n new Rect(\n headerRect.x + 8,\n headerRect.y + 4,\n headerRect.width - 16,\n headerRect.height\n ),\n \"Setting up GitHub Copilot in VSCode with Unity MCP\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n\n GUIStyle instructionStyle = new(EditorStyles.wordWrappedLabel)\n {\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n EditorGUILayout.LabelField(\n \"1. Prerequisites\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.LabelField(\n \"• Ensure you have VSCode installed\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• Ensure you have GitHub Copilot extension installed in VSCode\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• Ensure you have a valid GitHub Copilot subscription\",\n instructionStyle\n );\n EditorGUILayout.Space(5);\n \n EditorGUILayout.LabelField(\n \"2. Steps to Configure\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.LabelField(\n \"a) Open VSCode Settings (File > Preferences > Settings)\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"b) Click on the 'Open Settings (JSON)' button in the top right\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"c) Add the MCP configuration shown below to your settings.json file\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"d) Save the file and restart VSCode\",\n instructionStyle\n );\n EditorGUILayout.Space(5);\n \n EditorGUILayout.LabelField(\n \"3. VSCode settings.json location:\",\n EditorStyles.boldLabel\n );\n\n // Path section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n string displayPath;\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n displayPath = System.IO.Path.Combine(\n System.Environment.GetFolderPath(System.Environment.SpecialFolder.ApplicationData),\n \"Code\",\n \"User\",\n \"settings.json\"\n );\n }\n else \n {\n displayPath = System.IO.Path.Combine(\n System.Environment.GetFolderPath(System.Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Code\",\n \"User\",\n \"settings.json\"\n );\n }\n\n // Store the path in the base class config path\n if (string.IsNullOrEmpty(configPath))\n {\n configPath = displayPath;\n }\n\n // Prevent text overflow by allowing the text field to wrap\n GUIStyle pathStyle = new(EditorStyles.textField) { wordWrap = true };\n\n EditorGUILayout.TextField(\n displayPath,\n pathStyle,\n GUILayout.Height(EditorGUIUtility.singleLineHeight)\n );\n\n // Copy button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n GUIStyle copyButtonStyle = new(GUI.skin.button)\n {\n padding = new RectOffset(15, 15, 5, 5),\n margin = new RectOffset(10, 10, 5, 5),\n };\n\n if (\n GUILayout.Button(\n \"Copy Path\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = displayPath;\n pathCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (\n GUILayout.Button(\n \"Open File\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n // Open the file using the system's default application\n System.Diagnostics.Process.Start(\n new System.Diagnostics.ProcessStartInfo\n {\n FileName = displayPath,\n UseShellExecute = true,\n }\n );\n }\n\n if (pathCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n EditorGUILayout.Space(10);\n\n EditorGUILayout.LabelField(\n \"4. Add this configuration to your settings.json:\",\n EditorStyles.boldLabel\n );\n\n // JSON section with improved styling\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n\n // Improved text area for JSON with syntax highlighting colors\n GUIStyle jsonStyle = new(EditorStyles.textArea)\n {\n font = EditorStyles.boldFont,\n wordWrap = true,\n };\n jsonStyle.normal.textColor = new Color(0.3f, 0.6f, 0.9f); // Syntax highlighting blue\n\n // Draw the JSON in a text area with a taller height for better readability\n EditorGUILayout.TextArea(configJson, jsonStyle, GUILayout.Height(200));\n\n // Copy JSON button with improved styling\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n\n if (\n GUILayout.Button(\n \"Copy JSON\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = configJson;\n jsonCopied = true;\n copyFeedbackTimer = 2f;\n }\n\n if (jsonCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n EditorGUILayout.LabelField(\n \"5. After configuration:\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.LabelField(\n \"• Restart VSCode\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• GitHub Copilot will now be able to interact with your Unity project through the MCP protocol\",\n instructionStyle\n );\n EditorGUILayout.LabelField(\n \"• Remember to have the Unity MCP Bridge running in Unity Editor\",\n instructionStyle\n );\n\n EditorGUILayout.EndVertical();\n\n EditorGUILayout.Space(10);\n\n // Close button at the bottom\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n if (GUILayout.Button(\"Close\", GUILayout.Height(30), GUILayout.Width(100)))\n {\n Close();\n }\n GUILayout.FlexibleSpace();\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.EndScrollView();\n }\n\n protected override void Update()\n {\n // Call the base implementation which handles the copy feedback timer\n base.Update();\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Windows/UnityMcpEditorWindow.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Runtime.InteropServices;\nusing Newtonsoft.Json;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Data;\nusing UnityMcpBridge.Editor.Helpers;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Windows\n{\n public class UnityMcpEditorWindow : EditorWindow\n {\n private bool isUnityBridgeRunning = false;\n private Vector2 scrollPosition;\n private string pythonServerInstallationStatus = \"Not Installed\";\n private Color pythonServerInstallationStatusColor = Color.red;\n private const int unityPort = 6400; // Hardcoded Unity port\n private const int mcpPort = 6500; // Hardcoded MCP port\n private readonly McpClients mcpClients = new();\n \n // Script validation settings\n private int validationLevelIndex = 1; // Default to Standard\n private readonly string[] validationLevelOptions = new string[]\n {\n \"Basic - Only syntax checks\",\n \"Standard - Syntax + Unity practices\", \n \"Comprehensive - All checks + semantic analysis\",\n \"Strict - Full semantic validation (requires Roslyn)\"\n };\n \n // UI state\n private int selectedClientIndex = 0;\n\n [MenuItem(\"Window/Unity MCP\")]\n public static void ShowWindow()\n {\n GetWindow(\"MCP Editor\");\n }\n\n private void OnEnable()\n {\n UpdatePythonServerInstallationStatus();\n\n isUnityBridgeRunning = UnityMcpBridge.IsRunning;\n foreach (McpClient mcpClient in mcpClients.clients)\n {\n CheckMcpConfiguration(mcpClient);\n }\n \n // Load validation level setting\n LoadValidationLevelSetting();\n }\n\n private Color GetStatusColor(McpStatus status)\n {\n // Return appropriate color based on the status enum\n return status switch\n {\n McpStatus.Configured => Color.green,\n McpStatus.Running => Color.green,\n McpStatus.Connected => Color.green,\n McpStatus.IncorrectPath => Color.yellow,\n McpStatus.CommunicationError => Color.yellow,\n McpStatus.NoResponse => Color.yellow,\n _ => Color.red, // Default to red for error states or not configured\n };\n }\n\n private void UpdatePythonServerInstallationStatus()\n {\n string serverPath = ServerInstaller.GetServerPath();\n\n if (File.Exists(Path.Combine(serverPath, \"server.py\")))\n {\n string installedVersion = ServerInstaller.GetInstalledVersion();\n string latestVersion = ServerInstaller.GetLatestVersion();\n\n if (ServerInstaller.IsNewerVersion(latestVersion, installedVersion))\n {\n pythonServerInstallationStatus = \"Newer Version Available\";\n pythonServerInstallationStatusColor = Color.yellow;\n }\n else\n {\n pythonServerInstallationStatus = \"Up to Date\";\n pythonServerInstallationStatusColor = Color.green;\n }\n }\n else\n {\n pythonServerInstallationStatus = \"Not Installed\";\n pythonServerInstallationStatusColor = Color.red;\n }\n }\n\n\n private void DrawStatusDot(Rect statusRect, Color statusColor, float size = 12)\n {\n float offsetX = (statusRect.width - size) / 2;\n float offsetY = (statusRect.height - size) / 2;\n Rect dotRect = new(statusRect.x + offsetX, statusRect.y + offsetY, size, size);\n Vector3 center = new(\n dotRect.x + (dotRect.width / 2),\n dotRect.y + (dotRect.height / 2),\n 0\n );\n float radius = size / 2;\n\n // Draw the main dot\n Handles.color = statusColor;\n Handles.DrawSolidDisc(center, Vector3.forward, radius);\n\n // Draw the border\n Color borderColor = new(\n statusColor.r * 0.7f,\n statusColor.g * 0.7f,\n statusColor.b * 0.7f\n );\n Handles.color = borderColor;\n Handles.DrawWireDisc(center, Vector3.forward, radius);\n }\n\n private void OnGUI()\n {\n scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);\n\n // Header\n DrawHeader();\n \n // Main sections in a more compact layout\n EditorGUILayout.BeginHorizontal();\n \n // Left column - Status and Bridge\n EditorGUILayout.BeginVertical(GUILayout.Width(position.width * 0.5f));\n DrawServerStatusSection();\n EditorGUILayout.Space(5);\n DrawBridgeSection();\n EditorGUILayout.EndVertical();\n \n // Right column - Validation Settings\n EditorGUILayout.BeginVertical();\n DrawValidationSection();\n EditorGUILayout.EndVertical();\n \n EditorGUILayout.EndHorizontal();\n \n EditorGUILayout.Space(10);\n \n // Unified MCP Client Configuration\n DrawUnifiedClientConfiguration();\n\n EditorGUILayout.EndScrollView();\n }\n\n private void DrawHeader()\n {\n EditorGUILayout.Space(15);\n Rect titleRect = EditorGUILayout.GetControlRect(false, 40);\n EditorGUI.DrawRect(titleRect, new Color(0.2f, 0.2f, 0.2f, 0.1f));\n \n GUIStyle titleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 16,\n alignment = TextAnchor.MiddleLeft\n };\n \n GUI.Label(\n new Rect(titleRect.x + 15, titleRect.y + 8, titleRect.width - 30, titleRect.height),\n \"Unity MCP Editor\",\n titleStyle\n );\n EditorGUILayout.Space(15);\n }\n\n private void DrawServerStatusSection()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"Server Status\", sectionTitleStyle);\n EditorGUILayout.Space(8);\n\n EditorGUILayout.BeginHorizontal();\n Rect statusRect = GUILayoutUtility.GetRect(0, 28, GUILayout.Width(24));\n DrawStatusDot(statusRect, pythonServerInstallationStatusColor, 16);\n \n GUIStyle statusStyle = new GUIStyle(EditorStyles.label)\n {\n fontSize = 12,\n fontStyle = FontStyle.Bold\n };\n EditorGUILayout.LabelField(pythonServerInstallationStatus, statusStyle, GUILayout.Height(28));\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.Space(5);\n GUIStyle portStyle = new GUIStyle(EditorStyles.miniLabel)\n {\n fontSize = 11\n };\n EditorGUILayout.LabelField($\"Ports: Unity {unityPort}, MCP {mcpPort}\", portStyle);\n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawBridgeSection()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"Unity Bridge\", sectionTitleStyle);\n EditorGUILayout.Space(8);\n \n EditorGUILayout.BeginHorizontal();\n Color bridgeColor = isUnityBridgeRunning ? Color.green : Color.red;\n Rect bridgeStatusRect = GUILayoutUtility.GetRect(0, 28, GUILayout.Width(24));\n DrawStatusDot(bridgeStatusRect, bridgeColor, 16);\n \n GUIStyle bridgeStatusStyle = new GUIStyle(EditorStyles.label)\n {\n fontSize = 12,\n fontStyle = FontStyle.Bold\n };\n EditorGUILayout.LabelField(isUnityBridgeRunning ? \"Running\" : \"Stopped\", bridgeStatusStyle, GUILayout.Height(28));\n EditorGUILayout.EndHorizontal();\n\n EditorGUILayout.Space(8);\n if (GUILayout.Button(isUnityBridgeRunning ? \"Stop Bridge\" : \"Start Bridge\", GUILayout.Height(32)))\n {\n ToggleUnityBridge();\n }\n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawValidationSection()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"Script Validation\", sectionTitleStyle);\n EditorGUILayout.Space(8);\n \n EditorGUI.BeginChangeCheck();\n validationLevelIndex = EditorGUILayout.Popup(\"Validation Level\", validationLevelIndex, validationLevelOptions, GUILayout.Height(20));\n if (EditorGUI.EndChangeCheck())\n {\n SaveValidationLevelSetting();\n }\n \n EditorGUILayout.Space(8);\n string description = GetValidationLevelDescription(validationLevelIndex);\n EditorGUILayout.HelpBox(description, MessageType.Info);\n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawUnifiedClientConfiguration()\n {\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n \n GUIStyle sectionTitleStyle = new GUIStyle(EditorStyles.boldLabel)\n {\n fontSize = 14\n };\n EditorGUILayout.LabelField(\"MCP Client Configuration\", sectionTitleStyle);\n EditorGUILayout.Space(10);\n \n // Client selector\n string[] clientNames = mcpClients.clients.Select(c => c.name).ToArray();\n EditorGUI.BeginChangeCheck();\n selectedClientIndex = EditorGUILayout.Popup(\"Select Client\", selectedClientIndex, clientNames, GUILayout.Height(20));\n if (EditorGUI.EndChangeCheck())\n {\n selectedClientIndex = Mathf.Clamp(selectedClientIndex, 0, mcpClients.clients.Count - 1);\n }\n \n EditorGUILayout.Space(10);\n \n if (mcpClients.clients.Count > 0 && selectedClientIndex < mcpClients.clients.Count)\n {\n McpClient selectedClient = mcpClients.clients[selectedClientIndex];\n DrawClientConfigurationCompact(selectedClient);\n }\n \n EditorGUILayout.Space(5);\n EditorGUILayout.EndVertical();\n }\n\n private void DrawClientConfigurationCompact(McpClient mcpClient)\n {\n // Status display\n EditorGUILayout.BeginHorizontal();\n Rect statusRect = GUILayoutUtility.GetRect(0, 28, GUILayout.Width(24));\n Color statusColor = GetStatusColor(mcpClient.status);\n DrawStatusDot(statusRect, statusColor, 16);\n \n GUIStyle clientStatusStyle = new GUIStyle(EditorStyles.label)\n {\n fontSize = 12,\n fontStyle = FontStyle.Bold\n };\n EditorGUILayout.LabelField(mcpClient.configStatus, clientStatusStyle, GUILayout.Height(28));\n EditorGUILayout.EndHorizontal();\n \n EditorGUILayout.Space(10);\n \n // Action buttons in horizontal layout\n EditorGUILayout.BeginHorizontal();\n \n if (mcpClient.mcpType == McpTypes.VSCode)\n {\n if (GUILayout.Button(\"Auto Configure\", GUILayout.Height(32)))\n {\n ConfigureMcpClient(mcpClient);\n }\n }\n else\n {\n if (GUILayout.Button($\"Auto Configure\", GUILayout.Height(32)))\n {\n ConfigureMcpClient(mcpClient);\n }\n }\n \n if (GUILayout.Button(\"Manual Setup\", GUILayout.Height(32)))\n {\n string configPath = RuntimeInformation.IsOSPlatform(OSPlatform.Windows)\n ? mcpClient.windowsConfigPath\n : mcpClient.linuxConfigPath;\n \n if (mcpClient.mcpType == McpTypes.VSCode)\n {\n string pythonDir = FindPackagePythonDirectory();\n var vscodeConfig = new\n {\n mcp = new\n {\n servers = new\n {\n unityMCP = new\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" }\n }\n }\n }\n };\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n string manualConfigJson = JsonConvert.SerializeObject(vscodeConfig, jsonSettings);\n VSCodeManualSetupWindow.ShowWindow(configPath, manualConfigJson);\n }\n else\n {\n ShowManualInstructionsWindow(configPath, mcpClient);\n }\n }\n \n EditorGUILayout.EndHorizontal();\n \n EditorGUILayout.Space(8);\n // Quick info\n GUIStyle configInfoStyle = new GUIStyle(EditorStyles.miniLabel)\n {\n fontSize = 10\n };\n EditorGUILayout.LabelField($\"Config: {Path.GetFileName(RuntimeInformation.IsOSPlatform(OSPlatform.Windows) ? mcpClient.windowsConfigPath : mcpClient.linuxConfigPath)}\", configInfoStyle);\n }\n\n private void ToggleUnityBridge()\n {\n if (isUnityBridgeRunning)\n {\n UnityMcpBridge.Stop();\n }\n else\n {\n UnityMcpBridge.Start();\n }\n\n isUnityBridgeRunning = !isUnityBridgeRunning;\n }\n\n private string WriteToConfig(string pythonDir, string configPath, McpClient mcpClient = null)\n {\n // Create configuration object for unityMCP\n McpConfigServer unityMCPConfig = new()\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" },\n };\n\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n\n // Read existing config if it exists\n string existingJson = \"{}\";\n if (File.Exists(configPath))\n {\n try\n {\n existingJson = File.ReadAllText(configPath);\n }\n catch (Exception e)\n {\n Debug.LogWarning($\"Error reading existing config: {e.Message}.\");\n }\n }\n\n // Parse the existing JSON while preserving all properties\n dynamic existingConfig = JsonConvert.DeserializeObject(existingJson);\n existingConfig ??= new Newtonsoft.Json.Linq.JObject();\n\n // Handle different client types with a switch statement\n //Comments: Interestingly, VSCode has mcp.servers.unityMCP while others have mcpServers.unityMCP, which is why we need to prevent this\n switch (mcpClient?.mcpType)\n {\n case McpTypes.VSCode:\n // VSCode specific configuration\n // Ensure mcp object exists\n if (existingConfig.mcp == null)\n {\n existingConfig.mcp = new Newtonsoft.Json.Linq.JObject();\n }\n\n // Ensure mcp.servers object exists\n if (existingConfig.mcp.servers == null)\n {\n existingConfig.mcp.servers = new Newtonsoft.Json.Linq.JObject();\n }\n\n // Add/update UnityMCP server in VSCode settings\n existingConfig.mcp.servers.unityMCP =\n JsonConvert.DeserializeObject(\n JsonConvert.SerializeObject(unityMCPConfig)\n );\n break;\n\n default:\n // Standard MCP configuration (Claude Desktop, Cursor, etc.)\n // Ensure mcpServers object exists\n if (existingConfig.mcpServers == null)\n {\n existingConfig.mcpServers = new Newtonsoft.Json.Linq.JObject();\n }\n\n // Add/update UnityMCP server in standard MCP settings\n existingConfig.mcpServers.unityMCP =\n JsonConvert.DeserializeObject(\n JsonConvert.SerializeObject(unityMCPConfig)\n );\n break;\n }\n\n // Write the merged configuration back to file\n string mergedJson = JsonConvert.SerializeObject(existingConfig, jsonSettings);\n File.WriteAllText(configPath, mergedJson);\n\n return \"Configured successfully\";\n }\n\n private void ShowManualConfigurationInstructions(string configPath, McpClient mcpClient)\n {\n mcpClient.SetStatus(McpStatus.Error, \"Manual configuration required\");\n\n ShowManualInstructionsWindow(configPath, mcpClient);\n }\n\n // New method to show manual instructions without changing status\n private void ShowManualInstructionsWindow(string configPath, McpClient mcpClient)\n {\n // Get the Python directory path using Package Manager API\n string pythonDir = FindPackagePythonDirectory();\n string manualConfigJson;\n \n // Create common JsonSerializerSettings\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n \n // Use switch statement to handle different client types\n switch (mcpClient.mcpType)\n {\n case McpTypes.VSCode:\n // Create VSCode-specific configuration with proper format\n var vscodeConfig = new\n {\n mcp = new\n {\n servers = new\n {\n unityMCP = new\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" }\n }\n }\n }\n };\n manualConfigJson = JsonConvert.SerializeObject(vscodeConfig, jsonSettings);\n break;\n \n default:\n // Create standard MCP configuration for other clients\n McpConfig jsonConfig = new()\n {\n mcpServers = new McpConfigServers\n {\n unityMCP = new McpConfigServer\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" },\n },\n },\n };\n manualConfigJson = JsonConvert.SerializeObject(jsonConfig, jsonSettings);\n break;\n }\n\n ManualConfigEditorWindow.ShowWindow(configPath, manualConfigJson, mcpClient);\n }\n\n private string FindPackagePythonDirectory()\n {\n string pythonDir = ServerInstaller.GetServerPath();\n\n try\n {\n // Try to find the package using Package Manager API\n UnityEditor.PackageManager.Requests.ListRequest request =\n UnityEditor.PackageManager.Client.List();\n while (!request.IsCompleted) { } // Wait for the request to complete\n\n if (request.Status == UnityEditor.PackageManager.StatusCode.Success)\n {\n foreach (UnityEditor.PackageManager.PackageInfo package in request.Result)\n {\n if (package.name == \"com.justinpbarnett.unity-mcp\")\n {\n string packagePath = package.resolvedPath;\n string potentialPythonDir = Path.Combine(packagePath, \"Python\");\n\n if (\n Directory.Exists(potentialPythonDir)\n && File.Exists(Path.Combine(potentialPythonDir, \"server.py\"))\n )\n {\n return potentialPythonDir;\n }\n }\n }\n }\n else if (request.Error != null)\n {\n Debug.LogError(\"Failed to list packages: \" + request.Error.message);\n }\n\n // If not found via Package Manager, try manual approaches\n // First check for local installation\n string[] possibleDirs =\n {\n Path.GetFullPath(Path.Combine(Application.dataPath, \"unity-mcp\", \"Python\")),\n };\n\n foreach (string dir in possibleDirs)\n {\n if (Directory.Exists(dir) && File.Exists(Path.Combine(dir, \"server.py\")))\n {\n return dir;\n }\n }\n\n // If still not found, return the placeholder path\n Debug.LogWarning(\"Could not find Python directory, using placeholder path\");\n }\n catch (Exception e)\n {\n Debug.LogError($\"Error finding package path: {e.Message}\");\n }\n\n return pythonDir;\n }\n\n private string ConfigureMcpClient(McpClient mcpClient)\n {\n try\n {\n // Determine the config file path based on OS\n string configPath;\n\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n configPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n configPath = mcpClient.linuxConfigPath;\n }\n else\n {\n return \"Unsupported OS\";\n }\n\n // Create directory if it doesn't exist\n Directory.CreateDirectory(Path.GetDirectoryName(configPath));\n\n // Find the server.py file location\n string pythonDir = ServerInstaller.GetServerPath();\n\n if (pythonDir == null || !File.Exists(Path.Combine(pythonDir, \"server.py\")))\n {\n ShowManualInstructionsWindow(configPath, mcpClient);\n return \"Manual Configuration Required\";\n }\n\n string result = WriteToConfig(pythonDir, configPath, mcpClient);\n\n // Update the client status after successful configuration\n if (result == \"Configured successfully\")\n {\n mcpClient.SetStatus(McpStatus.Configured);\n }\n\n return result;\n }\n catch (Exception e)\n {\n // Determine the config file path based on OS for error message\n string configPath = \"\";\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n configPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n configPath = mcpClient.linuxConfigPath;\n }\n\n ShowManualInstructionsWindow(configPath, mcpClient);\n Debug.LogError(\n $\"Failed to configure {mcpClient.name}: {e.Message}\\n{e.StackTrace}\"\n );\n return $\"Failed to configure {mcpClient.name}\";\n }\n }\n\n private void ShowCursorManualConfigurationInstructions(\n string configPath,\n McpClient mcpClient\n )\n {\n mcpClient.SetStatus(McpStatus.Error, \"Manual configuration required\");\n\n // Get the Python directory path using Package Manager API\n string pythonDir = FindPackagePythonDirectory();\n\n // Create the manual configuration message\n McpConfig jsonConfig = new()\n {\n mcpServers = new McpConfigServers\n {\n unityMCP = new McpConfigServer\n {\n command = \"uv\",\n args = new[] { \"--directory\", pythonDir, \"run\", \"server.py\" },\n },\n },\n };\n\n JsonSerializerSettings jsonSettings = new() { Formatting = Formatting.Indented };\n string manualConfigJson = JsonConvert.SerializeObject(jsonConfig, jsonSettings);\n\n ManualConfigEditorWindow.ShowWindow(configPath, manualConfigJson, mcpClient);\n }\n\n private void LoadValidationLevelSetting()\n {\n string savedLevel = EditorPrefs.GetString(\"UnityMCP_ScriptValidationLevel\", \"standard\");\n validationLevelIndex = savedLevel.ToLower() switch\n {\n \"basic\" => 0,\n \"standard\" => 1,\n \"comprehensive\" => 2,\n \"strict\" => 3,\n _ => 1 // Default to Standard\n };\n }\n\n private void SaveValidationLevelSetting()\n {\n string levelString = validationLevelIndex switch\n {\n 0 => \"basic\",\n 1 => \"standard\",\n 2 => \"comprehensive\",\n 3 => \"strict\",\n _ => \"standard\"\n };\n EditorPrefs.SetString(\"UnityMCP_ScriptValidationLevel\", levelString);\n }\n\n private string GetValidationLevelDescription(int index)\n {\n return index switch\n {\n 0 => \"Only basic syntax checks (braces, quotes, comments)\",\n 1 => \"Syntax checks + Unity best practices and warnings\",\n 2 => \"All checks + semantic analysis and performance warnings\",\n 3 => \"Full semantic validation with namespace/type resolution (requires Roslyn)\",\n _ => \"Standard validation\"\n };\n }\n\n public static string GetCurrentValidationLevel()\n {\n string savedLevel = EditorPrefs.GetString(\"UnityMCP_ScriptValidationLevel\", \"standard\");\n return savedLevel;\n }\n\n private void CheckMcpConfiguration(McpClient mcpClient)\n {\n try\n {\n string configPath;\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n configPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n configPath = mcpClient.linuxConfigPath;\n }\n else\n {\n mcpClient.SetStatus(McpStatus.UnsupportedOS);\n return;\n }\n\n if (!File.Exists(configPath))\n {\n mcpClient.SetStatus(McpStatus.NotConfigured);\n return;\n }\n\n string configJson = File.ReadAllText(configPath);\n string pythonDir = ServerInstaller.GetServerPath();\n \n // Use switch statement to handle different client types, extracting common logic\n string[] args = null;\n bool configExists = false;\n \n switch (mcpClient.mcpType)\n {\n case McpTypes.VSCode:\n dynamic config = JsonConvert.DeserializeObject(configJson);\n \n if (config?.mcp?.servers?.unityMCP != null)\n {\n // Extract args from VSCode config format\n args = config.mcp.servers.unityMCP.args.ToObject();\n configExists = true;\n }\n break;\n \n default:\n // Standard MCP configuration check for Claude Desktop, Cursor, etc.\n McpConfig standardConfig = JsonConvert.DeserializeObject(configJson);\n \n if (standardConfig?.mcpServers?.unityMCP != null)\n {\n args = standardConfig.mcpServers.unityMCP.args;\n configExists = true;\n }\n break;\n }\n \n // Common logic for checking configuration status\n if (configExists)\n {\n if (pythonDir != null && \n Array.Exists(args, arg => arg.Contains(pythonDir, StringComparison.Ordinal)))\n {\n mcpClient.SetStatus(McpStatus.Configured);\n }\n else\n {\n mcpClient.SetStatus(McpStatus.IncorrectPath);\n }\n }\n else\n {\n mcpClient.SetStatus(McpStatus.MissingConfig);\n }\n }\n catch (Exception e)\n {\n mcpClient.SetStatus(McpStatus.Error, e.Message);\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageAsset.cs", "using System;\nusing System.Collections.Generic;\nusing System.Globalization;\nusing System.IO;\nusing System.Linq;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\n#if UNITY_6000_0_OR_NEWER\nusing PhysicsMaterialType = UnityEngine.PhysicsMaterial;\nusing PhysicsMaterialCombine = UnityEngine.PhysicsMaterialCombine; \n#else\nusing PhysicsMaterialType = UnityEngine.PhysicMaterial;\nusing PhysicsMaterialCombine = UnityEngine.PhysicMaterialCombine;\n#endif\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles asset management operations within the Unity project.\n /// \n public static class ManageAsset\n {\n // --- Main Handler ---\n\n // Define the list of valid actions\n private static readonly List ValidActions = new List\n {\n \"import\",\n \"create\",\n \"modify\",\n \"delete\",\n \"duplicate\",\n \"move\",\n \"rename\",\n \"search\",\n \"get_info\",\n \"create_folder\",\n \"get_components\",\n };\n\n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower();\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n // Check if the action is valid before switching\n if (!ValidActions.Contains(action))\n {\n string validActionsList = string.Join(\", \", ValidActions);\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: {validActionsList}\"\n );\n }\n\n // Common parameters\n string path = @params[\"path\"]?.ToString();\n\n try\n {\n switch (action)\n {\n case \"import\":\n // Note: Unity typically auto-imports. This might re-import or configure import settings.\n return ReimportAsset(path, @params[\"properties\"] as JObject);\n case \"create\":\n return CreateAsset(@params);\n case \"modify\":\n return ModifyAsset(path, @params[\"properties\"] as JObject);\n case \"delete\":\n return DeleteAsset(path);\n case \"duplicate\":\n return DuplicateAsset(path, @params[\"destination\"]?.ToString());\n case \"move\": // Often same as rename if within Assets/\n case \"rename\":\n return MoveOrRenameAsset(path, @params[\"destination\"]?.ToString());\n case \"search\":\n return SearchAssets(@params);\n case \"get_info\":\n return GetAssetInfo(\n path,\n @params[\"generatePreview\"]?.ToObject() ?? false\n );\n case \"create_folder\": // Added specific action for clarity\n return CreateFolder(path);\n case \"get_components\":\n return GetComponentsFromAsset(path);\n\n default:\n // This error message is less likely to be hit now, but kept here as a fallback or for potential future modifications.\n string validActionsListDefault = string.Join(\", \", ValidActions);\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: {validActionsListDefault}\"\n );\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ManageAsset] Action '{action}' failed for path '{path}': {e}\");\n return Response.Error(\n $\"Internal error processing action '{action}' on '{path}': {e.Message}\"\n );\n }\n }\n\n // --- Action Implementations ---\n\n private static object ReimportAsset(string path, JObject properties)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for reimport.\");\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n // TODO: Apply importer properties before reimporting?\n // This is complex as it requires getting the AssetImporter, casting it,\n // applying properties via reflection or specific methods, saving, then reimporting.\n if (properties != null && properties.HasValues)\n {\n Debug.LogWarning(\n \"[ManageAsset.Reimport] Modifying importer properties before reimport is not fully implemented yet.\"\n );\n // AssetImporter importer = AssetImporter.GetAtPath(fullPath);\n // if (importer != null) { /* Apply properties */ AssetDatabase.WriteImportSettingsIfDirty(fullPath); }\n }\n\n AssetDatabase.ImportAsset(fullPath, ImportAssetOptions.ForceUpdate);\n // AssetDatabase.Refresh(); // Usually ImportAsset handles refresh\n return Response.Success($\"Asset '{fullPath}' reimported.\", GetAssetData(fullPath));\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to reimport asset '{fullPath}': {e.Message}\");\n }\n }\n\n private static object CreateAsset(JObject @params)\n {\n string path = @params[\"path\"]?.ToString();\n string assetType = @params[\"assetType\"]?.ToString();\n JObject properties = @params[\"properties\"] as JObject;\n\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for create.\");\n if (string.IsNullOrEmpty(assetType))\n return Response.Error(\"'assetType' is required for create.\");\n\n string fullPath = SanitizeAssetPath(path);\n string directory = Path.GetDirectoryName(fullPath);\n\n // Ensure directory exists\n if (!Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), directory)))\n {\n Directory.CreateDirectory(Path.Combine(Directory.GetCurrentDirectory(), directory));\n AssetDatabase.Refresh(); // Make sure Unity knows about the new folder\n }\n\n if (AssetExists(fullPath))\n return Response.Error($\"Asset already exists at path: {fullPath}\");\n\n try\n {\n UnityEngine.Object newAsset = null;\n string lowerAssetType = assetType.ToLowerInvariant();\n\n // Handle common asset types\n if (lowerAssetType == \"folder\")\n {\n return CreateFolder(path); // Use dedicated method\n }\n else if (lowerAssetType == \"material\")\n {\n Material mat = new Material(Shader.Find(\"Standard\")); // Default shader\n // TODO: Apply properties from JObject (e.g., shader name, color, texture assignments)\n if (properties != null)\n ApplyMaterialProperties(mat, properties);\n AssetDatabase.CreateAsset(mat, fullPath);\n newAsset = mat;\n }\n else if (lowerAssetType == \"physicsmaterial\")\n {\n PhysicsMaterialType pmat = new PhysicsMaterialType();\n if (properties != null)\n ApplyPhysicsMaterialProperties(pmat, properties);\n AssetDatabase.CreateAsset(pmat, fullPath);\n newAsset = pmat;\n }\n else if (lowerAssetType == \"scriptableobject\")\n {\n string scriptClassName = properties?[\"scriptClass\"]?.ToString();\n if (string.IsNullOrEmpty(scriptClassName))\n return Response.Error(\n \"'scriptClass' property required when creating ScriptableObject asset.\"\n );\n\n Type scriptType = FindType(scriptClassName);\n if (\n scriptType == null\n || !typeof(ScriptableObject).IsAssignableFrom(scriptType)\n )\n {\n return Response.Error(\n $\"Script class '{scriptClassName}' not found or does not inherit from ScriptableObject.\"\n );\n }\n\n ScriptableObject so = ScriptableObject.CreateInstance(scriptType);\n // TODO: Apply properties from JObject to the ScriptableObject instance?\n AssetDatabase.CreateAsset(so, fullPath);\n newAsset = so;\n }\n else if (lowerAssetType == \"prefab\")\n {\n // Creating prefabs usually involves saving an existing GameObject hierarchy.\n // A common pattern is to create an empty GameObject, configure it, and then save it.\n return Response.Error(\n \"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.\"\n );\n // Example (conceptual):\n // GameObject source = GameObject.Find(properties[\"sourceGameObject\"].ToString());\n // if(source != null) PrefabUtility.SaveAsPrefabAsset(source, fullPath);\n }\n // TODO: Add more asset types (Animation Controller, Scene, etc.)\n else\n {\n // Generic creation attempt (might fail or create empty files)\n // For some types, just creating the file might be enough if Unity imports it.\n // File.Create(Path.Combine(Directory.GetCurrentDirectory(), fullPath)).Close();\n // AssetDatabase.ImportAsset(fullPath); // Let Unity try to import it\n // newAsset = AssetDatabase.LoadAssetAtPath(fullPath);\n return Response.Error(\n $\"Creation for asset type '{assetType}' is not explicitly supported yet. Supported: Folder, Material, ScriptableObject.\"\n );\n }\n\n if (\n newAsset == null\n && !Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), fullPath))\n ) // Check if it wasn't a folder and asset wasn't created\n {\n return Response.Error(\n $\"Failed to create asset '{assetType}' at '{fullPath}'. See logs for details.\"\n );\n }\n\n AssetDatabase.SaveAssets();\n // AssetDatabase.Refresh(); // CreateAsset often handles refresh\n return Response.Success(\n $\"Asset '{fullPath}' created successfully.\",\n GetAssetData(fullPath)\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create asset at '{fullPath}': {e.Message}\");\n }\n }\n\n private static object CreateFolder(string path)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for create_folder.\");\n string fullPath = SanitizeAssetPath(path);\n string parentDir = Path.GetDirectoryName(fullPath);\n string folderName = Path.GetFileName(fullPath);\n\n if (AssetExists(fullPath))\n {\n // Check if it's actually a folder already\n if (AssetDatabase.IsValidFolder(fullPath))\n {\n return Response.Success(\n $\"Folder already exists at path: {fullPath}\",\n GetAssetData(fullPath)\n );\n }\n else\n {\n return Response.Error(\n $\"An asset (not a folder) already exists at path: {fullPath}\"\n );\n }\n }\n\n try\n {\n // Ensure parent exists\n if (!string.IsNullOrEmpty(parentDir) && !AssetDatabase.IsValidFolder(parentDir))\n {\n // Recursively create parent folders if needed (AssetDatabase handles this internally)\n // Or we can do it manually: Directory.CreateDirectory(Path.Combine(Directory.GetCurrentDirectory(), parentDir)); AssetDatabase.Refresh();\n }\n\n string guid = AssetDatabase.CreateFolder(parentDir, folderName);\n if (string.IsNullOrEmpty(guid))\n {\n return Response.Error(\n $\"Failed to create folder '{fullPath}'. Check logs and permissions.\"\n );\n }\n\n // AssetDatabase.Refresh(); // CreateFolder usually handles refresh\n return Response.Success(\n $\"Folder '{fullPath}' created successfully.\",\n GetAssetData(fullPath)\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create folder '{fullPath}': {e.Message}\");\n }\n }\n\n private static object ModifyAsset(string path, JObject properties)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for modify.\");\n if (properties == null || !properties.HasValues)\n return Response.Error(\"'properties' are required for modify.\");\n\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(\n fullPath\n );\n if (asset == null)\n return Response.Error($\"Failed to load asset at path: {fullPath}\");\n\n bool modified = false; // Flag to track if any changes were made\n\n // --- NEW: Handle GameObject / Prefab Component Modification ---\n if (asset is GameObject gameObject)\n {\n // Iterate through the properties JSON: keys are component names, values are properties objects for that component\n foreach (var prop in properties.Properties())\n {\n string componentName = prop.Name; // e.g., \"Collectible\"\n // Check if the value associated with the component name is actually an object containing properties\n if (\n prop.Value is JObject componentProperties\n && componentProperties.HasValues\n ) // e.g., {\"bobSpeed\": 2.0}\n {\n // Find the component on the GameObject using the name from the JSON key\n // Using GetComponent(string) is convenient but might require exact type name or be ambiguous.\n // Consider using FindType helper if needed for more complex scenarios.\n Component targetComponent = gameObject.GetComponent(componentName);\n\n if (targetComponent != null)\n {\n // Apply the nested properties (e.g., bobSpeed) to the found component instance\n // Use |= to ensure 'modified' becomes true if any component is successfully modified\n modified |= ApplyObjectProperties(\n targetComponent,\n componentProperties\n );\n }\n else\n {\n // Log a warning if a specified component couldn't be found\n Debug.LogWarning(\n $\"[ManageAsset.ModifyAsset] Component '{componentName}' not found on GameObject '{gameObject.name}' in asset '{fullPath}'. Skipping modification for this component.\"\n );\n }\n }\n else\n {\n // Log a warning if the structure isn't {\"ComponentName\": {\"prop\": value}}\n // We could potentially try to apply this property directly to the GameObject here if needed,\n // but the primary goal is component modification.\n Debug.LogWarning(\n $\"[ManageAsset.ModifyAsset] Property '{prop.Name}' for GameObject modification should have a JSON object value containing component properties. Value was: {prop.Value.Type}. Skipping.\"\n );\n }\n }\n // Note: 'modified' is now true if ANY component property was successfully changed.\n }\n // --- End NEW ---\n\n // --- Existing logic for other asset types (now as else-if) ---\n // Example: Modifying a Material\n else if (asset is Material material)\n {\n // Apply properties directly to the material. If this modifies, it sets modified=true.\n // Use |= in case the asset was already marked modified by previous logic (though unlikely here)\n modified |= ApplyMaterialProperties(material, properties);\n }\n // Example: Modifying a ScriptableObject\n else if (asset is ScriptableObject so)\n {\n // Apply properties directly to the ScriptableObject.\n modified |= ApplyObjectProperties(so, properties); // General helper\n }\n // Example: Modifying TextureImporter settings\n else if (asset is Texture)\n {\n AssetImporter importer = AssetImporter.GetAtPath(fullPath);\n if (importer is TextureImporter textureImporter)\n {\n bool importerModified = ApplyObjectProperties(textureImporter, properties);\n if (importerModified)\n {\n // Importer settings need saving and reimporting\n AssetDatabase.WriteImportSettingsIfDirty(fullPath);\n AssetDatabase.ImportAsset(fullPath, ImportAssetOptions.ForceUpdate); // Reimport to apply changes\n modified = true; // Mark overall operation as modified\n }\n }\n else\n {\n Debug.LogWarning($\"Could not get TextureImporter for {fullPath}.\");\n }\n }\n // TODO: Add modification logic for other common asset types (Models, AudioClips importers, etc.)\n else // Fallback for other asset types OR direct properties on non-GameObject assets\n {\n // This block handles non-GameObject/Material/ScriptableObject/Texture assets.\n // Attempts to apply properties directly to the asset itself.\n Debug.LogWarning(\n $\"[ManageAsset.ModifyAsset] Asset type '{asset.GetType().Name}' at '{fullPath}' is not explicitly handled for component modification. Attempting generic property setting on the asset itself.\"\n );\n modified |= ApplyObjectProperties(asset, properties);\n }\n // --- End Existing Logic ---\n\n // Check if any modification happened (either component or direct asset modification)\n if (modified)\n {\n // Mark the asset as dirty (important for prefabs/SOs) so Unity knows to save it.\n EditorUtility.SetDirty(asset);\n // Save all modified assets to disk.\n AssetDatabase.SaveAssets();\n // Refresh might be needed in some edge cases, but SaveAssets usually covers it.\n // AssetDatabase.Refresh();\n return Response.Success(\n $\"Asset '{fullPath}' modified successfully.\",\n GetAssetData(fullPath)\n );\n }\n else\n {\n // If no changes were made (e.g., component not found, property names incorrect, value unchanged), return a success message indicating nothing changed.\n return Response.Success(\n $\"No applicable or modifiable properties found for asset '{fullPath}'. Check component names, property names, and values.\",\n GetAssetData(fullPath)\n );\n // Previous message: return Response.Success($\"No applicable properties found to modify for asset '{fullPath}'.\", GetAssetData(fullPath));\n }\n }\n catch (Exception e)\n {\n // Log the detailed error internally\n Debug.LogError($\"[ManageAsset] Action 'modify' failed for path '{path}': {e}\");\n // Return a user-friendly error message\n return Response.Error($\"Failed to modify asset '{fullPath}': {e.Message}\");\n }\n }\n\n private static object DeleteAsset(string path)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for delete.\");\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n bool success = AssetDatabase.DeleteAsset(fullPath);\n if (success)\n {\n // AssetDatabase.Refresh(); // DeleteAsset usually handles refresh\n return Response.Success($\"Asset '{fullPath}' deleted successfully.\");\n }\n else\n {\n // This might happen if the file couldn't be deleted (e.g., locked)\n return Response.Error(\n $\"Failed to delete asset '{fullPath}'. Check logs or if the file is locked.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error deleting asset '{fullPath}': {e.Message}\");\n }\n }\n\n private static object DuplicateAsset(string path, string destinationPath)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for duplicate.\");\n\n string sourcePath = SanitizeAssetPath(path);\n if (!AssetExists(sourcePath))\n return Response.Error($\"Source asset not found at path: {sourcePath}\");\n\n string destPath;\n if (string.IsNullOrEmpty(destinationPath))\n {\n // Generate a unique path if destination is not provided\n destPath = AssetDatabase.GenerateUniqueAssetPath(sourcePath);\n }\n else\n {\n destPath = SanitizeAssetPath(destinationPath);\n if (AssetExists(destPath))\n return Response.Error($\"Asset already exists at destination path: {destPath}\");\n // Ensure destination directory exists\n EnsureDirectoryExists(Path.GetDirectoryName(destPath));\n }\n\n try\n {\n bool success = AssetDatabase.CopyAsset(sourcePath, destPath);\n if (success)\n {\n // AssetDatabase.Refresh();\n return Response.Success(\n $\"Asset '{sourcePath}' duplicated to '{destPath}'.\",\n GetAssetData(destPath)\n );\n }\n else\n {\n return Response.Error(\n $\"Failed to duplicate asset from '{sourcePath}' to '{destPath}'.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error duplicating asset '{sourcePath}': {e.Message}\");\n }\n }\n\n private static object MoveOrRenameAsset(string path, string destinationPath)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for move/rename.\");\n if (string.IsNullOrEmpty(destinationPath))\n return Response.Error(\"'destination' path is required for move/rename.\");\n\n string sourcePath = SanitizeAssetPath(path);\n string destPath = SanitizeAssetPath(destinationPath);\n\n if (!AssetExists(sourcePath))\n return Response.Error($\"Source asset not found at path: {sourcePath}\");\n if (AssetExists(destPath))\n return Response.Error(\n $\"An asset already exists at the destination path: {destPath}\"\n );\n\n // Ensure destination directory exists\n EnsureDirectoryExists(Path.GetDirectoryName(destPath));\n\n try\n {\n // Validate will return an error string if failed, null if successful\n string error = AssetDatabase.ValidateMoveAsset(sourcePath, destPath);\n if (!string.IsNullOrEmpty(error))\n {\n return Response.Error(\n $\"Failed to move/rename asset from '{sourcePath}' to '{destPath}': {error}\"\n );\n }\n\n string guid = AssetDatabase.MoveAsset(sourcePath, destPath);\n if (!string.IsNullOrEmpty(guid)) // MoveAsset returns the new GUID on success\n {\n // AssetDatabase.Refresh(); // MoveAsset usually handles refresh\n return Response.Success(\n $\"Asset moved/renamed from '{sourcePath}' to '{destPath}'.\",\n GetAssetData(destPath)\n );\n }\n else\n {\n // This case might not be reachable if ValidateMoveAsset passes, but good to have\n return Response.Error(\n $\"MoveAsset call failed unexpectedly for '{sourcePath}' to '{destPath}'.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error moving/renaming asset '{sourcePath}': {e.Message}\");\n }\n }\n\n private static object SearchAssets(JObject @params)\n {\n string searchPattern = @params[\"searchPattern\"]?.ToString();\n string filterType = @params[\"filterType\"]?.ToString();\n string pathScope = @params[\"path\"]?.ToString(); // Use path as folder scope\n string filterDateAfterStr = @params[\"filterDateAfter\"]?.ToString();\n int pageSize = @params[\"pageSize\"]?.ToObject() ?? 50; // Default page size\n int pageNumber = @params[\"pageNumber\"]?.ToObject() ?? 1; // Default page number (1-based)\n bool generatePreview = @params[\"generatePreview\"]?.ToObject() ?? false;\n\n List searchFilters = new List();\n if (!string.IsNullOrEmpty(searchPattern))\n searchFilters.Add(searchPattern);\n if (!string.IsNullOrEmpty(filterType))\n searchFilters.Add($\"t:{filterType}\");\n\n string[] folderScope = null;\n if (!string.IsNullOrEmpty(pathScope))\n {\n folderScope = new string[] { SanitizeAssetPath(pathScope) };\n if (!AssetDatabase.IsValidFolder(folderScope[0]))\n {\n // Maybe the user provided a file path instead of a folder?\n // We could search in the containing folder, or return an error.\n Debug.LogWarning(\n $\"Search path '{folderScope[0]}' is not a valid folder. Searching entire project.\"\n );\n folderScope = null; // Search everywhere if path isn't a folder\n }\n }\n\n DateTime? filterDateAfter = null;\n if (!string.IsNullOrEmpty(filterDateAfterStr))\n {\n if (\n DateTime.TryParse(\n filterDateAfterStr,\n CultureInfo.InvariantCulture,\n DateTimeStyles.AssumeUniversal | DateTimeStyles.AdjustToUniversal,\n out DateTime parsedDate\n )\n )\n {\n filterDateAfter = parsedDate;\n }\n else\n {\n Debug.LogWarning(\n $\"Could not parse filterDateAfter: '{filterDateAfterStr}'. Expected ISO 8601 format.\"\n );\n }\n }\n\n try\n {\n string[] guids = AssetDatabase.FindAssets(\n string.Join(\" \", searchFilters),\n folderScope\n );\n List results = new List();\n int totalFound = 0;\n\n foreach (string guid in guids)\n {\n string assetPath = AssetDatabase.GUIDToAssetPath(guid);\n if (string.IsNullOrEmpty(assetPath))\n continue;\n\n // Apply date filter if present\n if (filterDateAfter.HasValue)\n {\n DateTime lastWriteTime = File.GetLastWriteTimeUtc(\n Path.Combine(Directory.GetCurrentDirectory(), assetPath)\n );\n if (lastWriteTime <= filterDateAfter.Value)\n {\n continue; // Skip assets older than or equal to the filter date\n }\n }\n\n totalFound++; // Count matching assets before pagination\n results.Add(GetAssetData(assetPath, generatePreview));\n }\n\n // Apply pagination\n int startIndex = (pageNumber - 1) * pageSize;\n var pagedResults = results.Skip(startIndex).Take(pageSize).ToList();\n\n return Response.Success(\n $\"Found {totalFound} asset(s). Returning page {pageNumber} ({pagedResults.Count} assets).\",\n new\n {\n totalAssets = totalFound,\n pageSize = pageSize,\n pageNumber = pageNumber,\n assets = pagedResults,\n }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error searching assets: {e.Message}\");\n }\n }\n\n private static object GetAssetInfo(string path, bool generatePreview)\n {\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for get_info.\");\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n return Response.Success(\n \"Asset info retrieved.\",\n GetAssetData(fullPath, generatePreview)\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting info for asset '{fullPath}': {e.Message}\");\n }\n }\n\n /// \n /// Retrieves components attached to a GameObject asset (like a Prefab).\n /// \n /// The asset path of the GameObject or Prefab.\n /// A response object containing a list of component type names or an error.\n private static object GetComponentsFromAsset(string path)\n {\n // 1. Validate input path\n if (string.IsNullOrEmpty(path))\n return Response.Error(\"'path' is required for get_components.\");\n\n // 2. Sanitize and check existence\n string fullPath = SanitizeAssetPath(path);\n if (!AssetExists(fullPath))\n return Response.Error($\"Asset not found at path: {fullPath}\");\n\n try\n {\n // 3. Load the asset\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(\n fullPath\n );\n if (asset == null)\n return Response.Error($\"Failed to load asset at path: {fullPath}\");\n\n // 4. Check if it's a GameObject (Prefabs load as GameObjects)\n GameObject gameObject = asset as GameObject;\n if (gameObject == null)\n {\n // Also check if it's *directly* a Component type (less common for primary assets)\n Component componentAsset = asset as Component;\n if (componentAsset != null)\n {\n // If the asset itself *is* a component, maybe return just its info?\n // This is an edge case. Let's stick to GameObjects for now.\n return Response.Error(\n $\"Asset at '{fullPath}' is a Component ({asset.GetType().FullName}), not a GameObject. Components are typically retrieved *from* a GameObject.\"\n );\n }\n return Response.Error(\n $\"Asset at '{fullPath}' is not a GameObject (Type: {asset.GetType().FullName}). Cannot get components from this asset type.\"\n );\n }\n\n // 5. Get components\n Component[] components = gameObject.GetComponents();\n\n // 6. Format component data\n List componentList = components\n .Select(comp => new\n {\n typeName = comp.GetType().FullName,\n instanceID = comp.GetInstanceID(),\n // TODO: Add more component-specific details here if needed in the future?\n // Requires reflection or specific handling per component type.\n })\n .ToList(); // Explicit cast for clarity if needed\n\n // 7. Return success response\n return Response.Success(\n $\"Found {componentList.Count} component(s) on asset '{fullPath}'.\",\n componentList\n );\n }\n catch (Exception e)\n {\n Debug.LogError(\n $\"[ManageAsset.GetComponentsFromAsset] Error getting components for '{fullPath}': {e}\"\n );\n return Response.Error(\n $\"Error getting components for asset '{fullPath}': {e.Message}\"\n );\n }\n }\n\n // --- Internal Helpers ---\n\n /// \n /// Ensures the asset path starts with \"Assets/\".\n /// \n private static string SanitizeAssetPath(string path)\n {\n if (string.IsNullOrEmpty(path))\n return path;\n path = path.Replace('\\\\', '/'); // Normalize separators\n if (!path.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n return \"Assets/\" + path.TrimStart('/');\n }\n return path;\n }\n\n /// \n /// Checks if an asset exists at the given path (file or folder).\n /// \n private static bool AssetExists(string sanitizedPath)\n {\n // AssetDatabase APIs are generally preferred over raw File/Directory checks for assets.\n // Check if it's a known asset GUID.\n if (!string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(sanitizedPath)))\n {\n return true;\n }\n // AssetPathToGUID might not work for newly created folders not yet refreshed.\n // Check directory explicitly for folders.\n if (Directory.Exists(Path.Combine(Directory.GetCurrentDirectory(), sanitizedPath)))\n {\n // Check if it's considered a *valid* folder by Unity\n return AssetDatabase.IsValidFolder(sanitizedPath);\n }\n // Check file existence for non-folder assets.\n if (File.Exists(Path.Combine(Directory.GetCurrentDirectory(), sanitizedPath)))\n {\n return true; // Assume if file exists, it's an asset or will be imported\n }\n\n return false;\n // Alternative: return !string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(sanitizedPath));\n }\n\n /// \n /// Ensures the directory for a given asset path exists, creating it if necessary.\n /// \n private static void EnsureDirectoryExists(string directoryPath)\n {\n if (string.IsNullOrEmpty(directoryPath))\n return;\n string fullDirPath = Path.Combine(Directory.GetCurrentDirectory(), directoryPath);\n if (!Directory.Exists(fullDirPath))\n {\n Directory.CreateDirectory(fullDirPath);\n AssetDatabase.Refresh(); // Let Unity know about the new folder\n }\n }\n\n /// \n /// Applies properties from JObject to a Material.\n /// \n private static bool ApplyMaterialProperties(Material mat, JObject properties)\n {\n if (mat == null || properties == null)\n return false;\n bool modified = false;\n\n // Example: Set shader\n if (properties[\"shader\"]?.Type == JTokenType.String)\n {\n Shader newShader = Shader.Find(properties[\"shader\"].ToString());\n if (newShader != null && mat.shader != newShader)\n {\n mat.shader = newShader;\n modified = true;\n }\n }\n // Example: Set color property\n if (properties[\"color\"] is JObject colorProps)\n {\n string propName = colorProps[\"name\"]?.ToString() ?? \"_Color\"; // Default main color\n if (colorProps[\"value\"] is JArray colArr && colArr.Count >= 3)\n {\n try\n {\n Color newColor = new Color(\n colArr[0].ToObject(),\n colArr[1].ToObject(),\n colArr[2].ToObject(),\n colArr.Count > 3 ? colArr[3].ToObject() : 1.0f\n );\n if (mat.HasProperty(propName) && mat.GetColor(propName) != newColor)\n {\n mat.SetColor(propName, newColor);\n modified = true;\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Error parsing color property '{propName}': {ex.Message}\"\n );\n }\n }\n } else if (properties[\"color\"] is JArray colorArr) //Use color now with examples set in manage_asset.py\n {\n string propName = \"_Color\"; \n try {\n if (colorArr.Count >= 3)\n {\n Color newColor = new Color(\n colorArr[0].ToObject(),\n colorArr[1].ToObject(), \n colorArr[2].ToObject(), \n colorArr.Count > 3 ? colorArr[3].ToObject() : 1.0f\n );\n if (mat.HasProperty(propName) && mat.GetColor(propName) != newColor)\n {\n mat.SetColor(propName, newColor);\n modified = true;\n }\n }\n } \n catch (Exception ex) {\n Debug.LogWarning(\n $\"Error parsing color property '{propName}': {ex.Message}\"\n );\n }\n }\n // Example: Set float property\n if (properties[\"float\"] is JObject floatProps)\n {\n string propName = floatProps[\"name\"]?.ToString();\n if (\n !string.IsNullOrEmpty(propName) && floatProps[\"value\"]?.Type == JTokenType.Float\n || floatProps[\"value\"]?.Type == JTokenType.Integer\n )\n {\n try\n {\n float newVal = floatProps[\"value\"].ToObject();\n if (mat.HasProperty(propName) && mat.GetFloat(propName) != newVal)\n {\n mat.SetFloat(propName, newVal);\n modified = true;\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Error parsing float property '{propName}': {ex.Message}\"\n );\n }\n }\n }\n // Example: Set texture property\n if (properties[\"texture\"] is JObject texProps)\n {\n string propName = texProps[\"name\"]?.ToString() ?? \"_MainTex\"; // Default main texture\n string texPath = texProps[\"path\"]?.ToString();\n if (!string.IsNullOrEmpty(texPath))\n {\n Texture newTex = AssetDatabase.LoadAssetAtPath(\n SanitizeAssetPath(texPath)\n );\n if (\n newTex != null\n && mat.HasProperty(propName)\n && mat.GetTexture(propName) != newTex\n )\n {\n mat.SetTexture(propName, newTex);\n modified = true;\n }\n else if (newTex == null)\n {\n Debug.LogWarning($\"Texture not found at path: {texPath}\");\n }\n }\n }\n\n // TODO: Add handlers for other property types (Vectors, Ints, Keywords, RenderQueue, etc.)\n return modified;\n }\n\n /// \n /// Applies properties from JObject to a PhysicsMaterial.\n /// \n private static bool ApplyPhysicsMaterialProperties(PhysicsMaterialType pmat, JObject properties)\n {\n if (pmat == null || properties == null)\n return false;\n bool modified = false;\n\n // Example: Set dynamic friction\n if (properties[\"dynamicFriction\"]?.Type == JTokenType.Float)\n {\n float dynamicFriction = properties[\"dynamicFriction\"].ToObject();\n pmat.dynamicFriction = dynamicFriction;\n modified = true;\n }\n\n // Example: Set static friction\n if (properties[\"staticFriction\"]?.Type == JTokenType.Float)\n {\n float staticFriction = properties[\"staticFriction\"].ToObject();\n pmat.staticFriction = staticFriction;\n modified = true;\n }\n\n // Example: Set bounciness\n if (properties[\"bounciness\"]?.Type == JTokenType.Float)\n {\n float bounciness = properties[\"bounciness\"].ToObject();\n pmat.bounciness = bounciness;\n modified = true;\n }\n\n List averageList = new List { \"ave\", \"Ave\", \"average\", \"Average\" };\n List multiplyList = new List { \"mul\", \"Mul\", \"mult\", \"Mult\", \"multiply\", \"Multiply\" };\n List minimumList = new List { \"min\", \"Min\", \"minimum\", \"Minimum\" };\n List maximumList = new List { \"max\", \"Max\", \"maximum\", \"Maximum\" };\n\n // Example: Set friction combine\n if (properties[\"frictionCombine\"]?.Type == JTokenType.String)\n {\n string frictionCombine = properties[\"frictionCombine\"].ToString();\n if (averageList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Average;\n else if (multiplyList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Multiply;\n else if (minimumList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Minimum;\n else if (maximumList.Contains(frictionCombine))\n pmat.frictionCombine = PhysicsMaterialCombine.Maximum;\n modified = true;\n }\n\n // Example: Set bounce combine\n if (properties[\"bounceCombine\"]?.Type == JTokenType.String)\n {\n string bounceCombine = properties[\"bounceCombine\"].ToString();\n if (averageList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Average;\n else if (multiplyList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Multiply;\n else if (minimumList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Minimum;\n else if (maximumList.Contains(bounceCombine))\n pmat.bounceCombine = PhysicsMaterialCombine.Maximum;\n modified = true;\n }\n\n return modified;\n }\n\n /// \n /// Generic helper to set properties on any UnityEngine.Object using reflection.\n /// \n private static bool ApplyObjectProperties(UnityEngine.Object target, JObject properties)\n {\n if (target == null || properties == null)\n return false;\n bool modified = false;\n Type type = target.GetType();\n\n foreach (var prop in properties.Properties())\n {\n string propName = prop.Name;\n JToken propValue = prop.Value;\n if (SetPropertyOrField(target, propName, propValue, type))\n {\n modified = true;\n }\n }\n return modified;\n }\n\n /// \n /// Helper to set a property or field via reflection, handling basic types and Unity objects.\n /// \n private static bool SetPropertyOrField(\n object target,\n string memberName,\n JToken value,\n Type type = null\n )\n {\n type = type ?? target.GetType();\n System.Reflection.BindingFlags flags =\n System.Reflection.BindingFlags.Public\n | System.Reflection.BindingFlags.Instance\n | System.Reflection.BindingFlags.IgnoreCase;\n\n try\n {\n System.Reflection.PropertyInfo propInfo = type.GetProperty(memberName, flags);\n if (propInfo != null && propInfo.CanWrite)\n {\n object convertedValue = ConvertJTokenToType(value, propInfo.PropertyType);\n if (\n convertedValue != null\n && !object.Equals(propInfo.GetValue(target), convertedValue)\n )\n {\n propInfo.SetValue(target, convertedValue);\n return true;\n }\n }\n else\n {\n System.Reflection.FieldInfo fieldInfo = type.GetField(memberName, flags);\n if (fieldInfo != null)\n {\n object convertedValue = ConvertJTokenToType(value, fieldInfo.FieldType);\n if (\n convertedValue != null\n && !object.Equals(fieldInfo.GetValue(target), convertedValue)\n )\n {\n fieldInfo.SetValue(target, convertedValue);\n return true;\n }\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"[SetPropertyOrField] Failed to set '{memberName}' on {type.Name}: {ex.Message}\"\n );\n }\n return false;\n }\n\n /// \n /// Simple JToken to Type conversion for common Unity types and primitives.\n /// \n private static object ConvertJTokenToType(JToken token, Type targetType)\n {\n try\n {\n if (token == null || token.Type == JTokenType.Null)\n return null;\n\n if (targetType == typeof(string))\n return token.ToObject();\n if (targetType == typeof(int))\n return token.ToObject();\n if (targetType == typeof(float))\n return token.ToObject();\n if (targetType == typeof(bool))\n return token.ToObject();\n if (targetType == typeof(Vector2) && token is JArray arrV2 && arrV2.Count == 2)\n return new Vector2(arrV2[0].ToObject(), arrV2[1].ToObject());\n if (targetType == typeof(Vector3) && token is JArray arrV3 && arrV3.Count == 3)\n return new Vector3(\n arrV3[0].ToObject(),\n arrV3[1].ToObject(),\n arrV3[2].ToObject()\n );\n if (targetType == typeof(Vector4) && token is JArray arrV4 && arrV4.Count == 4)\n return new Vector4(\n arrV4[0].ToObject(),\n arrV4[1].ToObject(),\n arrV4[2].ToObject(),\n arrV4[3].ToObject()\n );\n if (targetType == typeof(Quaternion) && token is JArray arrQ && arrQ.Count == 4)\n return new Quaternion(\n arrQ[0].ToObject(),\n arrQ[1].ToObject(),\n arrQ[2].ToObject(),\n arrQ[3].ToObject()\n );\n if (targetType == typeof(Color) && token is JArray arrC && arrC.Count >= 3) // Allow RGB or RGBA\n return new Color(\n arrC[0].ToObject(),\n arrC[1].ToObject(),\n arrC[2].ToObject(),\n arrC.Count > 3 ? arrC[3].ToObject() : 1.0f\n );\n if (targetType.IsEnum)\n return Enum.Parse(targetType, token.ToString(), true); // Case-insensitive enum parsing\n\n // Handle loading Unity Objects (Materials, Textures, etc.) by path\n if (\n typeof(UnityEngine.Object).IsAssignableFrom(targetType)\n && token.Type == JTokenType.String\n )\n {\n string assetPath = SanitizeAssetPath(token.ToString());\n UnityEngine.Object loadedAsset = AssetDatabase.LoadAssetAtPath(\n assetPath,\n targetType\n );\n if (loadedAsset == null)\n {\n Debug.LogWarning(\n $\"[ConvertJTokenToType] Could not load asset of type {targetType.Name} from path: {assetPath}\"\n );\n }\n return loadedAsset;\n }\n\n // Fallback: Try direct conversion (might work for other simple value types)\n return token.ToObject(targetType);\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"[ConvertJTokenToType] Could not convert JToken '{token}' (type {token.Type}) to type '{targetType.Name}': {ex.Message}\"\n );\n return null;\n }\n }\n\n /// \n /// Helper to find a Type by name, searching relevant assemblies.\n /// Needed for creating ScriptableObjects or finding component types by name.\n /// \n private static Type FindType(string typeName)\n {\n if (string.IsNullOrEmpty(typeName))\n return null;\n\n // Try direct lookup first (common Unity types often don't need assembly qualified name)\n var type =\n Type.GetType(typeName)\n ?? Type.GetType($\"UnityEngine.{typeName}, UnityEngine.CoreModule\")\n ?? Type.GetType($\"UnityEngine.UI.{typeName}, UnityEngine.UI\")\n ?? Type.GetType($\"UnityEditor.{typeName}, UnityEditor.CoreModule\");\n\n if (type != null)\n return type;\n\n // If not found, search loaded assemblies (slower but more robust for user scripts)\n foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())\n {\n // Look for non-namespaced first\n type = assembly.GetType(typeName, false, true); // throwOnError=false, ignoreCase=true\n if (type != null)\n return type;\n\n // Check common namespaces if simple name given\n type = assembly.GetType(\"UnityEngine.\" + typeName, false, true);\n if (type != null)\n return type;\n type = assembly.GetType(\"UnityEditor.\" + typeName, false, true);\n if (type != null)\n return type;\n // Add other likely namespaces if needed (e.g., specific plugins)\n }\n\n Debug.LogWarning($\"[FindType] Type '{typeName}' not found in any loaded assembly.\");\n return null; // Not found\n }\n\n // --- Data Serialization ---\n\n /// \n /// Creates a serializable representation of an asset.\n /// \n private static object GetAssetData(string path, bool generatePreview = false)\n {\n if (string.IsNullOrEmpty(path) || !AssetExists(path))\n return null;\n\n string guid = AssetDatabase.AssetPathToGUID(path);\n Type assetType = AssetDatabase.GetMainAssetTypeAtPath(path);\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(path);\n string previewBase64 = null;\n int previewWidth = 0;\n int previewHeight = 0;\n\n if (generatePreview && asset != null)\n {\n Texture2D preview = AssetPreview.GetAssetPreview(asset);\n\n if (preview != null)\n {\n try\n {\n // Ensure texture is readable for EncodeToPNG\n // Creating a temporary readable copy is safer\n RenderTexture rt = RenderTexture.GetTemporary(\n preview.width,\n preview.height\n );\n Graphics.Blit(preview, rt);\n RenderTexture previous = RenderTexture.active;\n RenderTexture.active = rt;\n Texture2D readablePreview = new Texture2D(preview.width, preview.height);\n readablePreview.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);\n readablePreview.Apply();\n RenderTexture.active = previous;\n RenderTexture.ReleaseTemporary(rt);\n\n byte[] pngData = readablePreview.EncodeToPNG();\n previewBase64 = Convert.ToBase64String(pngData);\n previewWidth = readablePreview.width;\n previewHeight = readablePreview.height;\n UnityEngine.Object.DestroyImmediate(readablePreview); // Clean up temp texture\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Failed to generate readable preview for '{path}': {ex.Message}. Preview might not be readable.\"\n );\n // Fallback: Try getting static preview if available?\n // Texture2D staticPreview = AssetPreview.GetMiniThumbnail(asset);\n }\n }\n else\n {\n Debug.LogWarning(\n $\"Could not get asset preview for {path} (Type: {assetType?.Name}). Is it supported?\"\n );\n }\n }\n\n return new\n {\n path = path,\n guid = guid,\n assetType = assetType?.FullName ?? \"Unknown\",\n name = Path.GetFileNameWithoutExtension(path),\n fileName = Path.GetFileName(path),\n isFolder = AssetDatabase.IsValidFolder(path),\n instanceID = asset?.GetInstanceID() ?? 0,\n lastWriteTimeUtc = File.GetLastWriteTimeUtc(\n Path.Combine(Directory.GetCurrentDirectory(), path)\n )\n .ToString(\"o\"), // ISO 8601\n // --- Preview Data ---\n previewBase64 = previewBase64, // PNG data as Base64 string\n previewWidth = previewWidth,\n previewHeight = previewHeight,\n // TODO: Add more metadata? Importer settings? Dependencies?\n };\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageGameObject.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing Newtonsoft.Json; // Added for JsonSerializationException\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditor.SceneManagement;\nusing UnityEditorInternal;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\nusing UnityMcpBridge.Runtime.Serialization;\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles GameObject manipulation within the current scene (CRUD, find, components).\n /// \n public static class ManageGameObject\n {\n // --- Main Handler ---\n\n public static object HandleCommand(JObject @params)\n {\n\n string action = @params[\"action\"]?.ToString().ToLower();\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n // Parameters used by various actions\n JToken targetToken = @params[\"target\"]; // Can be string (name/path) or int (instanceID)\n string searchMethod = @params[\"searchMethod\"]?.ToString().ToLower();\n\n // Get common parameters (consolidated)\n string name = @params[\"name\"]?.ToString();\n string tag = @params[\"tag\"]?.ToString();\n string layer = @params[\"layer\"]?.ToString();\n JToken parentToken = @params[\"parent\"];\n\n // --- Add parameter for controlling non-public field inclusion ---\n bool includeNonPublicSerialized = @params[\"includeNonPublicSerialized\"]?.ToObject() ?? true; // Default to true\n // --- End add parameter ---\n\n // --- Prefab Redirection Check ---\n string targetPath =\n targetToken?.Type == JTokenType.String ? targetToken.ToString() : null;\n if (\n !string.IsNullOrEmpty(targetPath)\n && targetPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase)\n )\n {\n // Allow 'create' (instantiate), 'find' (?), 'get_components' (?)\n if (action == \"modify\" || action == \"set_component_property\")\n {\n Debug.Log(\n $\"[ManageGameObject->ManageAsset] Redirecting action '{action}' for prefab '{targetPath}' to ManageAsset.\"\n );\n // Prepare params for ManageAsset.ModifyAsset\n JObject assetParams = new JObject();\n assetParams[\"action\"] = \"modify\"; // ManageAsset uses \"modify\"\n assetParams[\"path\"] = targetPath;\n\n // Extract properties.\n // For 'set_component_property', combine componentName and componentProperties.\n // For 'modify', directly use componentProperties.\n JObject properties = null;\n if (action == \"set_component_property\")\n {\n string compName = @params[\"componentName\"]?.ToString();\n JObject compProps = @params[\"componentProperties\"]?[compName] as JObject; // Handle potential nesting\n if (string.IsNullOrEmpty(compName))\n return Response.Error(\n \"Missing 'componentName' for 'set_component_property' on prefab.\"\n );\n if (compProps == null)\n return Response.Error(\n $\"Missing or invalid 'componentProperties' for component '{compName}' for 'set_component_property' on prefab.\"\n );\n\n properties = new JObject();\n properties[compName] = compProps;\n }\n else // action == \"modify\"\n {\n properties = @params[\"componentProperties\"] as JObject;\n if (properties == null)\n return Response.Error(\n \"Missing 'componentProperties' for 'modify' action on prefab.\"\n );\n }\n\n assetParams[\"properties\"] = properties;\n\n // Call ManageAsset handler\n return ManageAsset.HandleCommand(assetParams);\n }\n else if (\n action == \"delete\"\n || action == \"add_component\"\n || action == \"remove_component\"\n || action == \"get_components\"\n ) // Added get_components here too\n {\n // Explicitly block other modifications on the prefab asset itself via manage_gameobject\n return Response.Error(\n $\"Action '{action}' on a prefab asset ('{targetPath}') should be performed using the 'manage_asset' command.\"\n );\n }\n // Allow 'create' (instantiation) and 'find' to proceed, although finding a prefab asset by path might be less common via manage_gameobject.\n // No specific handling needed here, the code below will run.\n }\n // --- End Prefab Redirection Check ---\n\n try\n {\n switch (action)\n {\n case \"create\":\n return CreateGameObject(@params);\n case \"modify\":\n return ModifyGameObject(@params, targetToken, searchMethod);\n case \"delete\":\n return DeleteGameObject(targetToken, searchMethod);\n case \"find\":\n return FindGameObjects(@params, targetToken, searchMethod);\n case \"get_components\":\n string getCompTarget = targetToken?.ToString(); // Expect name, path, or ID string\n if (getCompTarget == null)\n return Response.Error(\n \"'target' parameter required for get_components.\"\n );\n // Pass the includeNonPublicSerialized flag here\n return GetComponentsFromTarget(getCompTarget, searchMethod, includeNonPublicSerialized);\n case \"add_component\":\n return AddComponentToTarget(@params, targetToken, searchMethod);\n case \"remove_component\":\n return RemoveComponentFromTarget(@params, targetToken, searchMethod);\n case \"set_component_property\":\n return SetComponentPropertyOnTarget(@params, targetToken, searchMethod);\n\n default:\n return Response.Error($\"Unknown action: '{action}'.\");\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ManageGameObject] Action '{action}' failed: {e}\");\n return Response.Error($\"Internal error processing action '{action}': {e.Message}\");\n }\n }\n\n // --- Action Implementations ---\n\n private static object CreateGameObject(JObject @params)\n {\n string name = @params[\"name\"]?.ToString();\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\"'name' parameter is required for 'create' action.\");\n }\n\n // Get prefab creation parameters\n bool saveAsPrefab = @params[\"saveAsPrefab\"]?.ToObject() ?? false;\n string prefabPath = @params[\"prefabPath\"]?.ToString();\n string tag = @params[\"tag\"]?.ToString(); // Get tag for creation\n string primitiveType = @params[\"primitiveType\"]?.ToString(); // Keep primitiveType check\n GameObject newGo = null; // Initialize as null\n\n // --- Try Instantiating Prefab First ---\n string originalPrefabPath = prefabPath; // Keep original for messages\n if (!string.IsNullOrEmpty(prefabPath))\n {\n // If no extension, search for the prefab by name\n if (\n !prefabPath.Contains(\"/\")\n && !prefabPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase)\n )\n {\n string prefabNameOnly = prefabPath;\n Debug.Log(\n $\"[ManageGameObject.Create] Searching for prefab named: '{prefabNameOnly}'\"\n );\n string[] guids = AssetDatabase.FindAssets($\"t:Prefab {prefabNameOnly}\");\n if (guids.Length == 0)\n {\n return Response.Error(\n $\"Prefab named '{prefabNameOnly}' not found anywhere in the project.\"\n );\n }\n else if (guids.Length > 1)\n {\n string foundPaths = string.Join(\n \", \",\n guids.Select(g => AssetDatabase.GUIDToAssetPath(g))\n );\n return Response.Error(\n $\"Multiple prefabs found matching name '{prefabNameOnly}': {foundPaths}. Please provide a more specific path.\"\n );\n }\n else // Exactly one found\n {\n prefabPath = AssetDatabase.GUIDToAssetPath(guids[0]); // Update prefabPath with the full path\n Debug.Log(\n $\"[ManageGameObject.Create] Found unique prefab at path: '{prefabPath}'\"\n );\n }\n }\n else if (!prefabPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase))\n {\n // If it looks like a path but doesn't end with .prefab, assume user forgot it and append it.\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Provided prefabPath '{prefabPath}' does not end with .prefab. Assuming it's missing and appending.\"\n );\n prefabPath += \".prefab\";\n // Note: This path might still not exist, AssetDatabase.LoadAssetAtPath will handle that.\n }\n // The logic above now handles finding or assuming the .prefab extension.\n\n GameObject prefabAsset = AssetDatabase.LoadAssetAtPath(prefabPath);\n if (prefabAsset != null)\n {\n try\n {\n // Instantiate the prefab, initially place it at the root\n // Parent will be set later if specified\n newGo = PrefabUtility.InstantiatePrefab(prefabAsset) as GameObject;\n\n if (newGo == null)\n {\n // This might happen if the asset exists but isn't a valid GameObject prefab somehow\n Debug.LogError(\n $\"[ManageGameObject.Create] Failed to instantiate prefab at '{prefabPath}', asset might be corrupted or not a GameObject.\"\n );\n return Response.Error(\n $\"Failed to instantiate prefab at '{prefabPath}'.\"\n );\n }\n // Name the instance based on the 'name' parameter, not the prefab's default name\n if (!string.IsNullOrEmpty(name))\n {\n newGo.name = name;\n }\n // Register Undo for prefab instantiation\n Undo.RegisterCreatedObjectUndo(\n newGo,\n $\"Instantiate Prefab '{prefabAsset.name}' as '{newGo.name}'\"\n );\n Debug.Log(\n $\"[ManageGameObject.Create] Instantiated prefab '{prefabAsset.name}' from path '{prefabPath}' as '{newGo.name}'.\"\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error instantiating prefab '{prefabPath}': {e.Message}\"\n );\n }\n }\n else\n {\n // Only return error if prefabPath was specified but not found.\n // If prefabPath was empty/null, we proceed to create primitive/empty.\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Prefab asset not found at path: '{prefabPath}'. Will proceed to create new object if specified.\"\n );\n // Do not return error here, allow fallback to primitive/empty creation\n }\n }\n\n // --- Fallback: Create Primitive or Empty GameObject ---\n bool createdNewObject = false; // Flag to track if we created (not instantiated)\n if (newGo == null) // Only proceed if prefab instantiation didn't happen\n {\n if (!string.IsNullOrEmpty(primitiveType))\n {\n try\n {\n PrimitiveType type = (PrimitiveType)\n Enum.Parse(typeof(PrimitiveType), primitiveType, true);\n newGo = GameObject.CreatePrimitive(type);\n // Set name *after* creation for primitives\n if (!string.IsNullOrEmpty(name))\n newGo.name = name;\n else\n return Response.Error(\n \"'name' parameter is required when creating a primitive.\"\n ); // Name is essential\n createdNewObject = true;\n }\n catch (ArgumentException)\n {\n return Response.Error(\n $\"Invalid primitive type: '{primitiveType}'. Valid types: {string.Join(\", \", Enum.GetNames(typeof(PrimitiveType)))}\"\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Failed to create primitive '{primitiveType}': {e.Message}\"\n );\n }\n }\n else // Create empty GameObject\n {\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\n \"'name' parameter is required for 'create' action when not instantiating a prefab or creating a primitive.\"\n );\n }\n newGo = new GameObject(name);\n createdNewObject = true;\n }\n // Record creation for Undo *only* if we created a new object\n if (createdNewObject)\n {\n Undo.RegisterCreatedObjectUndo(newGo, $\"Create GameObject '{newGo.name}'\");\n }\n }\n // --- Common Setup (Parent, Transform, Tag, Components) - Applied AFTER object exists ---\n if (newGo == null)\n {\n // Should theoretically not happen if logic above is correct, but safety check.\n return Response.Error(\"Failed to create or instantiate the GameObject.\");\n }\n\n // Record potential changes to the existing prefab instance or the new GO\n // Record transform separately in case parent changes affect it\n Undo.RecordObject(newGo.transform, \"Set GameObject Transform\");\n Undo.RecordObject(newGo, \"Set GameObject Properties\");\n\n // Set Parent\n JToken parentToken = @params[\"parent\"];\n if (parentToken != null)\n {\n GameObject parentGo = FindObjectInternal(parentToken, \"by_id_or_name_or_path\"); // Flexible parent finding\n if (parentGo == null)\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up created object\n return Response.Error($\"Parent specified ('{parentToken}') but not found.\");\n }\n newGo.transform.SetParent(parentGo.transform, true); // worldPositionStays = true\n }\n\n // Set Transform\n Vector3? position = ParseVector3(@params[\"position\"] as JArray);\n Vector3? rotation = ParseVector3(@params[\"rotation\"] as JArray);\n Vector3? scale = ParseVector3(@params[\"scale\"] as JArray);\n\n if (position.HasValue)\n newGo.transform.localPosition = position.Value;\n if (rotation.HasValue)\n newGo.transform.localEulerAngles = rotation.Value;\n if (scale.HasValue)\n newGo.transform.localScale = scale.Value;\n\n // Set Tag (added for create action)\n if (!string.IsNullOrEmpty(tag))\n {\n // Similar logic as in ModifyGameObject for setting/creating tags\n string tagToSet = string.IsNullOrEmpty(tag) ? \"Untagged\" : tag;\n try\n {\n newGo.tag = tagToSet;\n }\n catch (UnityException ex)\n {\n if (ex.Message.Contains(\"is not defined\"))\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Tag '{tagToSet}' not found. Attempting to create it.\"\n );\n try\n {\n InternalEditorUtility.AddTag(tagToSet);\n newGo.tag = tagToSet; // Retry\n Debug.Log(\n $\"[ManageGameObject.Create] Tag '{tagToSet}' created and assigned successfully.\"\n );\n }\n catch (Exception innerEx)\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up\n return Response.Error(\n $\"Failed to create or assign tag '{tagToSet}' during creation: {innerEx.Message}.\"\n );\n }\n }\n else\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up\n return Response.Error(\n $\"Failed to set tag to '{tagToSet}' during creation: {ex.Message}.\"\n );\n }\n }\n }\n\n // Set Layer (new for create action)\n string layerName = @params[\"layer\"]?.ToString();\n if (!string.IsNullOrEmpty(layerName))\n {\n int layerId = LayerMask.NameToLayer(layerName);\n if (layerId != -1)\n {\n newGo.layer = layerId;\n }\n else\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Create] Layer '{layerName}' not found. Using default layer.\"\n );\n }\n }\n\n // Add Components\n if (@params[\"componentsToAdd\"] is JArray componentsToAddArray)\n {\n foreach (var compToken in componentsToAddArray)\n {\n string typeName = null;\n JObject properties = null;\n\n if (compToken.Type == JTokenType.String)\n {\n typeName = compToken.ToString();\n }\n else if (compToken is JObject compObj)\n {\n typeName = compObj[\"typeName\"]?.ToString();\n properties = compObj[\"properties\"] as JObject;\n }\n\n if (!string.IsNullOrEmpty(typeName))\n {\n var addResult = AddComponentInternal(newGo, typeName, properties);\n if (addResult != null) // Check if AddComponentInternal returned an error object\n {\n UnityEngine.Object.DestroyImmediate(newGo); // Clean up\n return addResult; // Return the error response\n }\n }\n else\n {\n Debug.LogWarning(\n $\"[ManageGameObject] Invalid component format in componentsToAdd: {compToken}\"\n );\n }\n }\n }\n\n // Save as Prefab ONLY if we *created* a new object AND saveAsPrefab is true\n GameObject finalInstance = newGo; // Use this for selection and return data\n if (createdNewObject && saveAsPrefab)\n {\n string finalPrefabPath = prefabPath; // Use a separate variable for saving path\n // This check should now happen *before* attempting to save\n if (string.IsNullOrEmpty(finalPrefabPath))\n {\n // Clean up the created object before returning error\n UnityEngine.Object.DestroyImmediate(newGo);\n return Response.Error(\n \"'prefabPath' is required when 'saveAsPrefab' is true and creating a new object.\"\n );\n }\n // Ensure the *saving* path ends with .prefab\n if (!finalPrefabPath.EndsWith(\".prefab\", StringComparison.OrdinalIgnoreCase))\n {\n Debug.Log(\n $\"[ManageGameObject.Create] Appending .prefab extension to save path: '{finalPrefabPath}' -> '{finalPrefabPath}.prefab'\"\n );\n finalPrefabPath += \".prefab\";\n }\n\n try\n {\n // Ensure directory exists using the final saving path\n string directoryPath = System.IO.Path.GetDirectoryName(finalPrefabPath);\n if (\n !string.IsNullOrEmpty(directoryPath)\n && !System.IO.Directory.Exists(directoryPath)\n )\n {\n System.IO.Directory.CreateDirectory(directoryPath);\n AssetDatabase.Refresh(); // Refresh asset database to recognize the new folder\n Debug.Log(\n $\"[ManageGameObject.Create] Created directory for prefab: {directoryPath}\"\n );\n }\n // Use SaveAsPrefabAssetAndConnect with the final saving path\n finalInstance = PrefabUtility.SaveAsPrefabAssetAndConnect(\n newGo,\n finalPrefabPath,\n InteractionMode.UserAction\n );\n\n if (finalInstance == null)\n {\n // Destroy the original if saving failed somehow (shouldn't usually happen if path is valid)\n UnityEngine.Object.DestroyImmediate(newGo);\n return Response.Error(\n $\"Failed to save GameObject '{name}' as prefab at '{finalPrefabPath}'. Check path and permissions.\"\n );\n }\n Debug.Log(\n $\"[ManageGameObject.Create] GameObject '{name}' saved as prefab to '{finalPrefabPath}' and instance connected.\"\n );\n // Mark the new prefab asset as dirty? Not usually necessary, SaveAsPrefabAsset handles it.\n // EditorUtility.SetDirty(finalInstance); // Instance is handled by SaveAsPrefabAssetAndConnect\n }\n catch (Exception e)\n {\n // Clean up the instance if prefab saving fails\n UnityEngine.Object.DestroyImmediate(newGo); // Destroy the original attempt\n return Response.Error($\"Error saving prefab '{finalPrefabPath}': {e.Message}\");\n }\n }\n\n // Select the instance in the scene (either prefab instance or newly created/saved one)\n Selection.activeGameObject = finalInstance;\n\n // Determine appropriate success message using the potentially updated or original path\n string messagePrefabPath =\n finalInstance == null\n ? originalPrefabPath\n : AssetDatabase.GetAssetPath(\n PrefabUtility.GetCorrespondingObjectFromSource(finalInstance)\n ?? (UnityEngine.Object)finalInstance\n );\n string successMessage;\n if (!createdNewObject && !string.IsNullOrEmpty(messagePrefabPath)) // Instantiated existing prefab\n {\n successMessage =\n $\"Prefab '{messagePrefabPath}' instantiated successfully as '{finalInstance.name}'.\";\n }\n else if (createdNewObject && saveAsPrefab && !string.IsNullOrEmpty(messagePrefabPath)) // Created new and saved as prefab\n {\n successMessage =\n $\"GameObject '{finalInstance.name}' created and saved as prefab to '{messagePrefabPath}'.\";\n }\n else // Created new primitive or empty GO, didn't save as prefab\n {\n successMessage =\n $\"GameObject '{finalInstance.name}' created successfully in scene.\";\n }\n\n // Use the new serializer helper\n //return Response.Success(successMessage, GetGameObjectData(finalInstance));\n return Response.Success(successMessage, Helpers.GameObjectSerializer.GetGameObjectData(finalInstance));\n }\n\n private static object ModifyGameObject(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n // Record state for Undo *before* modifications\n Undo.RecordObject(targetGo.transform, \"Modify GameObject Transform\");\n Undo.RecordObject(targetGo, \"Modify GameObject Properties\");\n\n bool modified = false;\n\n // Rename (using consolidated 'name' parameter)\n string name = @params[\"name\"]?.ToString();\n if (!string.IsNullOrEmpty(name) && targetGo.name != name)\n {\n targetGo.name = name;\n modified = true;\n }\n\n // Change Parent (using consolidated 'parent' parameter)\n JToken parentToken = @params[\"parent\"];\n if (parentToken != null)\n {\n GameObject newParentGo = FindObjectInternal(parentToken, \"by_id_or_name_or_path\");\n // Check for hierarchy loops\n if (\n newParentGo == null\n && !(\n parentToken.Type == JTokenType.Null\n || (\n parentToken.Type == JTokenType.String\n && string.IsNullOrEmpty(parentToken.ToString())\n )\n )\n )\n {\n return Response.Error($\"New parent ('{parentToken}') not found.\");\n }\n if (newParentGo != null && newParentGo.transform.IsChildOf(targetGo.transform))\n {\n return Response.Error(\n $\"Cannot parent '{targetGo.name}' to '{newParentGo.name}', as it would create a hierarchy loop.\"\n );\n }\n if (targetGo.transform.parent != (newParentGo?.transform))\n {\n targetGo.transform.SetParent(newParentGo?.transform, true); // worldPositionStays = true\n modified = true;\n }\n }\n\n // Set Active State\n bool? setActive = @params[\"setActive\"]?.ToObject();\n if (setActive.HasValue && targetGo.activeSelf != setActive.Value)\n {\n targetGo.SetActive(setActive.Value);\n modified = true;\n }\n\n // Change Tag (using consolidated 'tag' parameter)\n string tag = @params[\"tag\"]?.ToString();\n // Only attempt to change tag if a non-null tag is provided and it's different from the current one.\n // Allow setting an empty string to remove the tag (Unity uses \"Untagged\").\n if (tag != null && targetGo.tag != tag)\n {\n // Ensure the tag is not empty, if empty, it means \"Untagged\" implicitly\n string tagToSet = string.IsNullOrEmpty(tag) ? \"Untagged\" : tag;\n try\n {\n targetGo.tag = tagToSet;\n modified = true;\n }\n catch (UnityException ex)\n {\n // Check if the error is specifically because the tag doesn't exist\n if (ex.Message.Contains(\"is not defined\"))\n {\n Debug.LogWarning(\n $\"[ManageGameObject] Tag '{tagToSet}' not found. Attempting to create it.\"\n );\n try\n {\n // Attempt to create the tag using internal utility\n InternalEditorUtility.AddTag(tagToSet);\n // Wait a frame maybe? Not strictly necessary but sometimes helps editor updates.\n // yield return null; // Cannot yield here, editor script limitation\n\n // Retry setting the tag immediately after creation\n targetGo.tag = tagToSet;\n modified = true;\n Debug.Log(\n $\"[ManageGameObject] Tag '{tagToSet}' created and assigned successfully.\"\n );\n }\n catch (Exception innerEx)\n {\n // Handle failure during tag creation or the second assignment attempt\n Debug.LogError(\n $\"[ManageGameObject] Failed to create or assign tag '{tagToSet}' after attempting creation: {innerEx.Message}\"\n );\n return Response.Error(\n $\"Failed to create or assign tag '{tagToSet}': {innerEx.Message}. Check Tag Manager and permissions.\"\n );\n }\n }\n else\n {\n // If the exception was for a different reason, return the original error\n return Response.Error($\"Failed to set tag to '{tagToSet}': {ex.Message}.\");\n }\n }\n }\n\n // Change Layer (using consolidated 'layer' parameter)\n string layerName = @params[\"layer\"]?.ToString();\n if (!string.IsNullOrEmpty(layerName))\n {\n int layerId = LayerMask.NameToLayer(layerName);\n if (layerId == -1 && layerName != \"Default\")\n {\n return Response.Error(\n $\"Invalid layer specified: '{layerName}'. Use a valid layer name.\"\n );\n }\n if (layerId != -1 && targetGo.layer != layerId)\n {\n targetGo.layer = layerId;\n modified = true;\n }\n }\n\n // Transform Modifications\n Vector3? position = ParseVector3(@params[\"position\"] as JArray);\n Vector3? rotation = ParseVector3(@params[\"rotation\"] as JArray);\n Vector3? scale = ParseVector3(@params[\"scale\"] as JArray);\n\n if (position.HasValue && targetGo.transform.localPosition != position.Value)\n {\n targetGo.transform.localPosition = position.Value;\n modified = true;\n }\n if (rotation.HasValue && targetGo.transform.localEulerAngles != rotation.Value)\n {\n targetGo.transform.localEulerAngles = rotation.Value;\n modified = true;\n }\n if (scale.HasValue && targetGo.transform.localScale != scale.Value)\n {\n targetGo.transform.localScale = scale.Value;\n modified = true;\n }\n\n // --- Component Modifications ---\n // Note: These might need more specific Undo recording per component\n\n // Remove Components\n if (@params[\"componentsToRemove\"] is JArray componentsToRemoveArray)\n {\n foreach (var compToken in componentsToRemoveArray)\n {\n // ... (parsing logic as in CreateGameObject) ...\n string typeName = compToken.ToString();\n if (!string.IsNullOrEmpty(typeName))\n {\n var removeResult = RemoveComponentInternal(targetGo, typeName);\n if (removeResult != null)\n return removeResult; // Return error if removal failed\n modified = true;\n }\n }\n }\n\n // Add Components (similar to create)\n if (@params[\"componentsToAdd\"] is JArray componentsToAddArrayModify)\n {\n foreach (var compToken in componentsToAddArrayModify)\n {\n string typeName = null;\n JObject properties = null;\n if (compToken.Type == JTokenType.String)\n typeName = compToken.ToString();\n else if (compToken is JObject compObj)\n {\n typeName = compObj[\"typeName\"]?.ToString();\n properties = compObj[\"properties\"] as JObject;\n }\n\n if (!string.IsNullOrEmpty(typeName))\n {\n var addResult = AddComponentInternal(targetGo, typeName, properties);\n if (addResult != null)\n return addResult;\n modified = true;\n }\n }\n }\n\n // Set Component Properties\n if (@params[\"componentProperties\"] is JObject componentPropertiesObj)\n {\n foreach (var prop in componentPropertiesObj.Properties())\n {\n string compName = prop.Name;\n JObject propertiesToSet = prop.Value as JObject;\n if (propertiesToSet != null)\n {\n var setResult = SetComponentPropertiesInternal(\n targetGo,\n compName,\n propertiesToSet\n );\n if (setResult != null)\n return setResult;\n modified = true;\n }\n }\n }\n\n if (!modified)\n {\n // Use the new serializer helper\n // return Response.Success(\n // $\"No modifications applied to GameObject '{targetGo.name}'.\",\n // GetGameObjectData(targetGo));\n\n return Response.Success(\n $\"No modifications applied to GameObject '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n }\n\n EditorUtility.SetDirty(targetGo); // Mark scene as dirty\n // Use the new serializer helper\n return Response.Success(\n $\"GameObject '{targetGo.name}' modified successfully.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n // return Response.Success(\n // $\"GameObject '{targetGo.name}' modified successfully.\",\n // GetGameObjectData(targetGo));\n \n }\n\n private static object DeleteGameObject(JToken targetToken, string searchMethod)\n {\n // Find potentially multiple objects if name/tag search is used without find_all=false implicitly\n List targets = FindObjectsInternal(targetToken, searchMethod, true); // find_all=true for delete safety\n\n if (targets.Count == 0)\n {\n return Response.Error(\n $\"Target GameObject(s) ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n List deletedObjects = new List();\n foreach (var targetGo in targets)\n {\n if (targetGo != null)\n {\n string goName = targetGo.name;\n int goId = targetGo.GetInstanceID();\n // Use Undo.DestroyObjectImmediate for undo support\n Undo.DestroyObjectImmediate(targetGo);\n deletedObjects.Add(new { name = goName, instanceID = goId });\n }\n }\n\n if (deletedObjects.Count > 0)\n {\n string message =\n targets.Count == 1\n ? $\"GameObject '{deletedObjects[0].GetType().GetProperty(\"name\").GetValue(deletedObjects[0])}' deleted successfully.\"\n : $\"{deletedObjects.Count} GameObjects deleted successfully.\";\n return Response.Success(message, deletedObjects);\n }\n else\n {\n // Should not happen if targets.Count > 0 initially, but defensive check\n return Response.Error(\"Failed to delete target GameObject(s).\");\n }\n }\n\n private static object FindGameObjects(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n bool findAll = @params[\"findAll\"]?.ToObject() ?? false;\n List foundObjects = FindObjectsInternal(\n targetToken,\n searchMethod,\n findAll,\n @params\n );\n\n if (foundObjects.Count == 0)\n {\n return Response.Success(\"No matching GameObjects found.\", new List());\n }\n\n // Use the new serializer helper\n //var results = foundObjects.Select(go => GetGameObjectData(go)).ToList();\n var results = foundObjects.Select(go => Helpers.GameObjectSerializer.GetGameObjectData(go)).ToList();\n return Response.Success($\"Found {results.Count} GameObject(s).\", results);\n }\n\n private static object GetComponentsFromTarget(string target, string searchMethod, bool includeNonPublicSerialized = true)\n {\n GameObject targetGo = FindObjectInternal(target, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{target}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n try\n {\n // --- Get components, immediately copy to list, and null original array --- \n Component[] originalComponents = targetGo.GetComponents();\n List componentsToIterate = new List(originalComponents ?? Array.Empty()); // Copy immediately, handle null case\n int componentCount = componentsToIterate.Count; \n originalComponents = null; // Null the original reference\n // Debug.Log($\"[GetComponentsFromTarget] Found {componentCount} components on {targetGo.name}. Copied to list, nulled original. Starting REVERSE for loop...\");\n // --- End Copy and Null --- \n \n var componentData = new List();\n \n for (int i = componentCount - 1; i >= 0; i--) // Iterate backwards over the COPY\n {\n Component c = componentsToIterate[i]; // Use the copy\n if (c == null) \n {\n // Debug.LogWarning($\"[GetComponentsFromTarget REVERSE for] Encountered a null component at index {i} on {targetGo.name}. Skipping.\");\n continue; // Safety check\n }\n // Debug.Log($\"[GetComponentsFromTarget REVERSE for] Processing component: {c.GetType()?.FullName ?? \"null\"} (ID: {c.GetInstanceID()}) at index {i} on {targetGo.name}\");\n try \n {\n var data = Helpers.GameObjectSerializer.GetComponentData(c, includeNonPublicSerialized);\n if (data != null) // Ensure GetComponentData didn't return null\n {\n componentData.Insert(0, data); // Insert at beginning to maintain original order in final list\n }\n // else\n // {\n // Debug.LogWarning($\"[GetComponentsFromTarget REVERSE for] GetComponentData returned null for component {c.GetType().FullName} (ID: {c.GetInstanceID()}) on {targetGo.name}. Skipping addition.\");\n // }\n }\n catch (Exception ex)\n {\n Debug.LogError($\"[GetComponentsFromTarget REVERSE for] Error processing component {c.GetType().FullName} (ID: {c.GetInstanceID()}) on {targetGo.name}: {ex.Message}\\n{ex.StackTrace}\");\n // Optionally add placeholder data or just skip\n componentData.Insert(0, new JObject( // Insert error marker at beginning\n new JProperty(\"typeName\", c.GetType().FullName + \" (Serialization Error)\"),\n new JProperty(\"instanceID\", c.GetInstanceID()),\n new JProperty(\"error\", ex.Message)\n ));\n }\n }\n // Debug.Log($\"[GetComponentsFromTarget] Finished REVERSE for loop.\");\n \n // Cleanup the list we created\n componentsToIterate.Clear();\n componentsToIterate = null;\n\n return Response.Success(\n $\"Retrieved {componentData.Count} components from '{targetGo.name}'.\",\n componentData // List was built in original order\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error getting components from '{targetGo.name}': {e.Message}\"\n );\n }\n }\n\n private static object AddComponentToTarget(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n string typeName = null;\n JObject properties = null;\n\n // Allow adding component specified directly or via componentsToAdd array (take first)\n if (@params[\"componentName\"] != null)\n {\n typeName = @params[\"componentName\"]?.ToString();\n properties = @params[\"componentProperties\"]?[typeName] as JObject; // Check if props are nested under name\n }\n else if (\n @params[\"componentsToAdd\"] is JArray componentsToAddArray\n && componentsToAddArray.Count > 0\n )\n {\n var compToken = componentsToAddArray.First;\n if (compToken.Type == JTokenType.String)\n typeName = compToken.ToString();\n else if (compToken is JObject compObj)\n {\n typeName = compObj[\"typeName\"]?.ToString();\n properties = compObj[\"properties\"] as JObject;\n }\n }\n\n if (string.IsNullOrEmpty(typeName))\n {\n return Response.Error(\n \"Component type name ('componentName' or first element in 'componentsToAdd') is required.\"\n );\n }\n\n var addResult = AddComponentInternal(targetGo, typeName, properties);\n if (addResult != null)\n return addResult; // Return error\n\n EditorUtility.SetDirty(targetGo);\n // Use the new serializer helper\n return Response.Success(\n $\"Component '{typeName}' added to '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n ); // Return updated GO data\n }\n\n private static object RemoveComponentFromTarget(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n string typeName = null;\n // Allow removing component specified directly or via componentsToRemove array (take first)\n if (@params[\"componentName\"] != null)\n {\n typeName = @params[\"componentName\"]?.ToString();\n }\n else if (\n @params[\"componentsToRemove\"] is JArray componentsToRemoveArray\n && componentsToRemoveArray.Count > 0\n )\n {\n typeName = componentsToRemoveArray.First?.ToString();\n }\n\n if (string.IsNullOrEmpty(typeName))\n {\n return Response.Error(\n \"Component type name ('componentName' or first element in 'componentsToRemove') is required.\"\n );\n }\n\n var removeResult = RemoveComponentInternal(targetGo, typeName);\n if (removeResult != null)\n return removeResult; // Return error\n\n EditorUtility.SetDirty(targetGo);\n // Use the new serializer helper\n return Response.Success(\n $\"Component '{typeName}' removed from '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n }\n\n private static object SetComponentPropertyOnTarget(\n JObject @params,\n JToken targetToken,\n string searchMethod\n )\n {\n GameObject targetGo = FindObjectInternal(targetToken, searchMethod);\n if (targetGo == null)\n {\n return Response.Error(\n $\"Target GameObject ('{targetToken}') not found using method '{searchMethod ?? \"default\"}'.\"\n );\n }\n\n string compName = @params[\"componentName\"]?.ToString();\n JObject propertiesToSet = null;\n\n if (!string.IsNullOrEmpty(compName))\n {\n // Properties might be directly under componentProperties or nested under the component name\n if (@params[\"componentProperties\"] is JObject compProps)\n {\n propertiesToSet = compProps[compName] as JObject ?? compProps; // Allow flat or nested structure\n }\n }\n else\n {\n return Response.Error(\"'componentName' parameter is required.\");\n }\n\n if (propertiesToSet == null || !propertiesToSet.HasValues)\n {\n return Response.Error(\n \"'componentProperties' dictionary for the specified component is required and cannot be empty.\"\n );\n }\n\n var setResult = SetComponentPropertiesInternal(targetGo, compName, propertiesToSet);\n if (setResult != null)\n return setResult; // Return error\n\n EditorUtility.SetDirty(targetGo);\n // Use the new serializer helper\n return Response.Success(\n $\"Properties set for component '{compName}' on '{targetGo.name}'.\",\n Helpers.GameObjectSerializer.GetGameObjectData(targetGo)\n );\n }\n\n // --- Internal Helpers ---\n\n /// \n /// Finds a single GameObject based on token (ID, name, path) and search method.\n /// \n private static GameObject FindObjectInternal(\n JToken targetToken,\n string searchMethod,\n JObject findParams = null\n )\n {\n // If find_all is not explicitly false, we still want only one for most single-target operations.\n bool findAll = findParams?[\"findAll\"]?.ToObject() ?? false;\n // If a specific target ID is given, always find just that one.\n if (\n targetToken?.Type == JTokenType.Integer\n || (searchMethod == \"by_id\" && int.TryParse(targetToken?.ToString(), out _))\n )\n {\n findAll = false;\n }\n List results = FindObjectsInternal(\n targetToken,\n searchMethod,\n findAll,\n findParams\n );\n return results.Count > 0 ? results[0] : null;\n }\n\n /// \n /// Core logic for finding GameObjects based on various criteria.\n /// \n private static List FindObjectsInternal(\n JToken targetToken,\n string searchMethod,\n bool findAll,\n JObject findParams = null\n )\n {\n List results = new List();\n string searchTerm = findParams?[\"searchTerm\"]?.ToString() ?? targetToken?.ToString(); // Use searchTerm if provided, else the target itself\n bool searchInChildren = findParams?[\"searchInChildren\"]?.ToObject() ?? false;\n bool searchInactive = findParams?[\"searchInactive\"]?.ToObject() ?? false;\n\n // Default search method if not specified\n if (string.IsNullOrEmpty(searchMethod))\n {\n if (targetToken?.Type == JTokenType.Integer)\n searchMethod = \"by_id\";\n else if (!string.IsNullOrEmpty(searchTerm) && searchTerm.Contains('/'))\n searchMethod = \"by_path\";\n else\n searchMethod = \"by_name\"; // Default fallback\n }\n\n GameObject rootSearchObject = null;\n // If searching in children, find the initial target first\n if (searchInChildren && targetToken != null)\n {\n rootSearchObject = FindObjectInternal(targetToken, \"by_id_or_name_or_path\"); // Find the root for child search\n if (rootSearchObject == null)\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Find] Root object '{targetToken}' for child search not found.\"\n );\n return results; // Return empty if root not found\n }\n }\n\n switch (searchMethod)\n {\n case \"by_id\":\n if (int.TryParse(searchTerm, out int instanceId))\n {\n // EditorUtility.InstanceIDToObject is slow, iterate manually if possible\n // GameObject obj = EditorUtility.InstanceIDToObject(instanceId) as GameObject;\n var allObjects = GetAllSceneObjects(searchInactive); // More efficient\n GameObject obj = allObjects.FirstOrDefault(go =>\n go.GetInstanceID() == instanceId\n );\n if (obj != null)\n results.Add(obj);\n }\n break;\n case \"by_name\":\n var searchPoolName = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(searchInactive)\n .Select(t => t.gameObject)\n : GetAllSceneObjects(searchInactive);\n results.AddRange(searchPoolName.Where(go => go.name == searchTerm));\n break;\n case \"by_path\":\n // Path is relative to scene root or rootSearchObject\n Transform foundTransform = rootSearchObject\n ? rootSearchObject.transform.Find(searchTerm)\n : GameObject.Find(searchTerm)?.transform;\n if (foundTransform != null)\n results.Add(foundTransform.gameObject);\n break;\n case \"by_tag\":\n var searchPoolTag = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(searchInactive)\n .Select(t => t.gameObject)\n : GetAllSceneObjects(searchInactive);\n results.AddRange(searchPoolTag.Where(go => go.CompareTag(searchTerm)));\n break;\n case \"by_layer\":\n var searchPoolLayer = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(searchInactive)\n .Select(t => t.gameObject)\n : GetAllSceneObjects(searchInactive);\n if (int.TryParse(searchTerm, out int layerIndex))\n {\n results.AddRange(searchPoolLayer.Where(go => go.layer == layerIndex));\n }\n else\n {\n int namedLayer = LayerMask.NameToLayer(searchTerm);\n if (namedLayer != -1)\n results.AddRange(searchPoolLayer.Where(go => go.layer == namedLayer));\n }\n break;\n case \"by_component\":\n Type componentType = FindType(searchTerm);\n if (componentType != null)\n {\n // Determine FindObjectsInactive based on the searchInactive flag\n FindObjectsInactive findInactive = searchInactive\n ? FindObjectsInactive.Include\n : FindObjectsInactive.Exclude;\n // Replace FindObjectsOfType with FindObjectsByType, specifying the sorting mode and inactive state\n var searchPoolComp = rootSearchObject\n ? rootSearchObject\n .GetComponentsInChildren(componentType, searchInactive)\n .Select(c => (c as Component).gameObject)\n : UnityEngine\n .Object.FindObjectsByType(\n componentType,\n findInactive,\n FindObjectsSortMode.None\n )\n .Select(c => (c as Component).gameObject);\n results.AddRange(searchPoolComp.Where(go => go != null)); // Ensure GO is valid\n }\n else\n {\n Debug.LogWarning(\n $\"[ManageGameObject.Find] Component type not found: {searchTerm}\"\n );\n }\n break;\n case \"by_id_or_name_or_path\": // Helper method used internally\n if (int.TryParse(searchTerm, out int id))\n {\n var allObjectsId = GetAllSceneObjects(true); // Search inactive for internal lookup\n GameObject objById = allObjectsId.FirstOrDefault(go =>\n go.GetInstanceID() == id\n );\n if (objById != null)\n {\n results.Add(objById);\n break;\n }\n }\n GameObject objByPath = GameObject.Find(searchTerm);\n if (objByPath != null)\n {\n results.Add(objByPath);\n break;\n }\n\n var allObjectsName = GetAllSceneObjects(true);\n results.AddRange(allObjectsName.Where(go => go.name == searchTerm));\n break;\n default:\n Debug.LogWarning(\n $\"[ManageGameObject.Find] Unknown search method: {searchMethod}\"\n );\n break;\n }\n\n // If only one result is needed, return just the first one found.\n if (!findAll && results.Count > 1)\n {\n return new List { results[0] };\n }\n\n return results.Distinct().ToList(); // Ensure uniqueness\n }\n\n // Helper to get all scene objects efficiently\n private static IEnumerable GetAllSceneObjects(bool includeInactive)\n {\n // SceneManager.GetActiveScene().GetRootGameObjects() is faster than FindObjectsOfType()\n var rootObjects = SceneManager.GetActiveScene().GetRootGameObjects();\n var allObjects = new List();\n foreach (var root in rootObjects)\n {\n allObjects.AddRange(\n root.GetComponentsInChildren(includeInactive)\n .Select(t => t.gameObject)\n );\n }\n return allObjects;\n }\n\n /// \n /// Adds a component by type name and optionally sets properties.\n /// Returns null on success, or an error response object on failure.\n /// \n private static object AddComponentInternal(\n GameObject targetGo,\n string typeName,\n JObject properties\n )\n {\n Type componentType = FindType(typeName);\n if (componentType == null)\n {\n return Response.Error(\n $\"Component type '{typeName}' not found or is not a valid Component.\"\n );\n }\n if (!typeof(Component).IsAssignableFrom(componentType))\n {\n return Response.Error($\"Type '{typeName}' is not a Component.\");\n }\n\n // Prevent adding Transform again\n if (componentType == typeof(Transform))\n {\n return Response.Error(\"Cannot add another Transform component.\");\n }\n\n // Check for 2D/3D physics component conflicts\n bool isAdding2DPhysics =\n typeof(Rigidbody2D).IsAssignableFrom(componentType)\n || typeof(Collider2D).IsAssignableFrom(componentType);\n bool isAdding3DPhysics =\n typeof(Rigidbody).IsAssignableFrom(componentType)\n || typeof(Collider).IsAssignableFrom(componentType);\n\n if (isAdding2DPhysics)\n {\n // Check if the GameObject already has any 3D Rigidbody or Collider\n if (\n targetGo.GetComponent() != null\n || targetGo.GetComponent() != null\n )\n {\n return Response.Error(\n $\"Cannot add 2D physics component '{typeName}' because the GameObject '{targetGo.name}' already has a 3D Rigidbody or Collider.\"\n );\n }\n }\n else if (isAdding3DPhysics)\n {\n // Check if the GameObject already has any 2D Rigidbody or Collider\n if (\n targetGo.GetComponent() != null\n || targetGo.GetComponent() != null\n )\n {\n return Response.Error(\n $\"Cannot add 3D physics component '{typeName}' because the GameObject '{targetGo.name}' already has a 2D Rigidbody or Collider.\"\n );\n }\n }\n\n try\n {\n // Use Undo.AddComponent for undo support\n Component newComponent = Undo.AddComponent(targetGo, componentType);\n if (newComponent == null)\n {\n return Response.Error(\n $\"Failed to add component '{typeName}' to '{targetGo.name}'. It might be disallowed (e.g., adding script twice).\"\n );\n }\n\n // Set default values for specific component types\n if (newComponent is Light light)\n {\n // Default newly added lights to directional\n light.type = LightType.Directional;\n }\n\n // Set properties if provided\n if (properties != null)\n {\n var setResult = SetComponentPropertiesInternal(\n targetGo,\n typeName,\n properties,\n newComponent\n ); // Pass the new component instance\n if (setResult != null)\n {\n // If setting properties failed, maybe remove the added component?\n Undo.DestroyObjectImmediate(newComponent);\n return setResult; // Return the error from setting properties\n }\n }\n\n return null; // Success\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error adding component '{typeName}' to '{targetGo.name}': {e.Message}\"\n );\n }\n }\n\n /// \n /// Removes a component by type name.\n /// Returns null on success, or an error response object on failure.\n /// \n private static object RemoveComponentInternal(GameObject targetGo, string typeName)\n {\n Type componentType = FindType(typeName);\n if (componentType == null)\n {\n return Response.Error($\"Component type '{typeName}' not found for removal.\");\n }\n\n // Prevent removing essential components\n if (componentType == typeof(Transform))\n {\n return Response.Error(\"Cannot remove the Transform component.\");\n }\n\n Component componentToRemove = targetGo.GetComponent(componentType);\n if (componentToRemove == null)\n {\n return Response.Error(\n $\"Component '{typeName}' not found on '{targetGo.name}' to remove.\"\n );\n }\n\n try\n {\n // Use Undo.DestroyObjectImmediate for undo support\n Undo.DestroyObjectImmediate(componentToRemove);\n return null; // Success\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error removing component '{typeName}' from '{targetGo.name}': {e.Message}\"\n );\n }\n }\n\n /// \n /// Sets properties on a component.\n /// Returns null on success, or an error response object on failure.\n /// \n private static object SetComponentPropertiesInternal(\n GameObject targetGo,\n string compName,\n JObject propertiesToSet,\n Component targetComponentInstance = null\n )\n {\n Component targetComponent = targetComponentInstance ?? targetGo.GetComponent(compName);\n if (targetComponent == null)\n {\n return Response.Error(\n $\"Component '{compName}' not found on '{targetGo.name}' to set properties.\"\n );\n }\n\n Undo.RecordObject(targetComponent, \"Set Component Properties\");\n\n foreach (var prop in propertiesToSet.Properties())\n {\n string propName = prop.Name;\n JToken propValue = prop.Value;\n\n try\n {\n if (!SetProperty(targetComponent, propName, propValue))\n {\n // Log warning if property could not be set\n Debug.LogWarning(\n $\"[ManageGameObject] Could not set property '{propName}' on component '{compName}' ('{targetComponent.GetType().Name}'). Property might not exist, be read-only, or type mismatch.\"\n );\n // Optionally return an error here instead of just logging\n // return Response.Error($\"Could not set property '{propName}' on component '{compName}'.\");\n }\n }\n catch (Exception e)\n {\n Debug.LogError(\n $\"[ManageGameObject] Error setting property '{propName}' on '{compName}': {e.Message}\"\n );\n // Optionally return an error here\n // return Response.Error($\"Error setting property '{propName}' on '{compName}': {e.Message}\");\n }\n }\n EditorUtility.SetDirty(targetComponent);\n return null; // Success (or partial success if warnings were logged)\n }\n\n /// \n /// Helper to set a property or field via reflection, handling basic types.\n /// \n private static bool SetProperty(object target, string memberName, JToken value)\n {\n Type type = target.GetType();\n BindingFlags flags =\n BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase;\n\n // --- Use a dedicated serializer for input conversion ---\n // Define this somewhere accessible, maybe static readonly field\n JsonSerializerSettings inputSerializerSettings = new JsonSerializerSettings\n {\n Converters = new List\n {\n // Add specific converters needed for INPUT deserialization if different from output\n new Vector3Converter(),\n new Vector2Converter(),\n new QuaternionConverter(),\n new ColorConverter(),\n new RectConverter(),\n new BoundsConverter(),\n new UnityEngineObjectConverter() // Crucial for finding references from instructions\n }\n // No ReferenceLoopHandling needed typically for input\n };\n JsonSerializer inputSerializer = JsonSerializer.Create(inputSerializerSettings);\n // --- End Serializer Setup ---\n\n try\n {\n // Handle special case for materials with dot notation (material.property)\n // Examples: material.color, sharedMaterial.color, materials[0].color\n if (memberName.Contains('.') || memberName.Contains('['))\n {\n // Pass the inputSerializer down for nested conversions\n return SetNestedProperty(target, memberName, value, inputSerializer);\n }\n\n PropertyInfo propInfo = type.GetProperty(memberName, flags);\n if (propInfo != null && propInfo.CanWrite)\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, propInfo.PropertyType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null) // Allow setting null\n {\n propInfo.SetValue(target, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetProperty] Conversion failed for property '{memberName}' (Type: {propInfo.PropertyType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n else\n {\n FieldInfo fieldInfo = type.GetField(memberName, flags);\n if (fieldInfo != null) // Check if !IsLiteral?\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, fieldInfo.FieldType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null) // Allow setting null\n {\n fieldInfo.SetValue(target, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetProperty] Conversion failed for field '{memberName}' (Type: {fieldInfo.FieldType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogError(\n $\"[SetProperty] Failed to set '{memberName}' on {type.Name}: {ex.Message}\\nToken: {value.ToString(Formatting.None)}\"\n );\n }\n return false;\n }\n\n /// \n /// Sets a nested property using dot notation (e.g., \"material.color\") or array access (e.g., \"materials[0]\")\n /// \n // Pass the input serializer for conversions\n //Using the serializer helper\n private static bool SetNestedProperty(object target, string path, JToken value, JsonSerializer inputSerializer)\n {\n try\n {\n // Split the path into parts (handling both dot notation and array indexing)\n string[] pathParts = SplitPropertyPath(path);\n if (pathParts.Length == 0)\n return false;\n\n object currentObject = target;\n Type currentType = currentObject.GetType();\n BindingFlags flags =\n BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase;\n\n // Traverse the path until we reach the final property\n for (int i = 0; i < pathParts.Length - 1; i++)\n {\n string part = pathParts[i];\n bool isArray = false;\n int arrayIndex = -1;\n\n // Check if this part contains array indexing\n if (part.Contains(\"[\"))\n {\n int startBracket = part.IndexOf('[');\n int endBracket = part.IndexOf(']');\n if (startBracket > 0 && endBracket > startBracket)\n {\n string indexStr = part.Substring(\n startBracket + 1,\n endBracket - startBracket - 1\n );\n if (int.TryParse(indexStr, out arrayIndex))\n {\n isArray = true;\n part = part.Substring(0, startBracket);\n }\n }\n }\n // Get the property/field\n PropertyInfo propInfo = currentType.GetProperty(part, flags);\n FieldInfo fieldInfo = null;\n if (propInfo == null)\n {\n fieldInfo = currentType.GetField(part, flags);\n if (fieldInfo == null)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Could not find property or field '{part}' on type '{currentType.Name}'\"\n );\n return false;\n }\n }\n\n // Get the value\n currentObject =\n propInfo != null\n ? propInfo.GetValue(currentObject)\n : fieldInfo.GetValue(currentObject);\n //Need to stop if current property is null\n if (currentObject == null)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Property '{part}' is null, cannot access nested properties.\"\n );\n return false;\n }\n // If this part was an array or list, access the specific index\n if (isArray)\n {\n if (currentObject is Material[])\n {\n var materials = currentObject as Material[];\n if (arrayIndex < 0 || arrayIndex >= materials.Length)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Material index {arrayIndex} out of range (0-{materials.Length - 1})\"\n );\n return false;\n }\n currentObject = materials[arrayIndex];\n }\n else if (currentObject is System.Collections.IList)\n {\n var list = currentObject as System.Collections.IList;\n if (arrayIndex < 0 || arrayIndex >= list.Count)\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Index {arrayIndex} out of range (0-{list.Count - 1})\"\n );\n return false;\n }\n currentObject = list[arrayIndex];\n }\n else\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Property '{part}' is not an array or list, cannot access by index.\"\n );\n return false;\n }\n }\n currentType = currentObject.GetType();\n }\n\n // Set the final property\n string finalPart = pathParts[pathParts.Length - 1];\n\n // Special handling for Material properties (shader properties)\n if (currentObject is Material material && finalPart.StartsWith(\"_\"))\n {\n // Use the serializer to convert the JToken value first\n if (value is JArray jArray)\n {\n // Try converting to known types that SetColor/SetVector accept\n if (jArray.Count == 4) {\n try { Color color = value.ToObject(inputSerializer); material.SetColor(finalPart, color); return true; } catch { }\n try { Vector4 vec = value.ToObject(inputSerializer); material.SetVector(finalPart, vec); return true; } catch { }\n } else if (jArray.Count == 3) {\n try { Color color = value.ToObject(inputSerializer); material.SetColor(finalPart, color); return true; } catch { } // ToObject handles conversion to Color\n } else if (jArray.Count == 2) {\n try { Vector2 vec = value.ToObject(inputSerializer); material.SetVector(finalPart, vec); return true; } catch { }\n }\n }\n else if (value.Type == JTokenType.Float || value.Type == JTokenType.Integer)\n {\n try { material.SetFloat(finalPart, value.ToObject(inputSerializer)); return true; } catch { }\n }\n else if (value.Type == JTokenType.Boolean)\n {\n try { material.SetFloat(finalPart, value.ToObject(inputSerializer) ? 1f : 0f); return true; } catch { }\n }\n else if (value.Type == JTokenType.String)\n {\n // Try converting to Texture using the serializer/converter\n try {\n Texture texture = value.ToObject(inputSerializer);\n if (texture != null) {\n material.SetTexture(finalPart, texture);\n return true;\n }\n } catch { }\n }\n\n Debug.LogWarning(\n $\"[SetNestedProperty] Unsupported or failed conversion for material property '{finalPart}' from value: {value.ToString(Formatting.None)}\"\n );\n return false;\n }\n\n // For standard properties (not shader specific)\n PropertyInfo finalPropInfo = currentType.GetProperty(finalPart, flags);\n if (finalPropInfo != null && finalPropInfo.CanWrite)\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, finalPropInfo.PropertyType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null)\n {\n finalPropInfo.SetValue(currentObject, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetNestedProperty] Final conversion failed for property '{finalPart}' (Type: {finalPropInfo.PropertyType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n else\n {\n FieldInfo finalFieldInfo = currentType.GetField(finalPart, flags);\n if (finalFieldInfo != null)\n {\n // Use the inputSerializer for conversion\n object convertedValue = ConvertJTokenToType(value, finalFieldInfo.FieldType, inputSerializer);\n if (convertedValue != null || value.Type == JTokenType.Null)\n {\n finalFieldInfo.SetValue(currentObject, convertedValue);\n return true;\n }\n else {\n Debug.LogWarning($\"[SetNestedProperty] Final conversion failed for field '{finalPart}' (Type: {finalFieldInfo.FieldType.Name}) from token: {value.ToString(Formatting.None)}\");\n }\n }\n else\n {\n Debug.LogWarning(\n $\"[SetNestedProperty] Could not find final writable property or field '{finalPart}' on type '{currentType.Name}'\"\n );\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogError(\n $\"[SetNestedProperty] Error setting nested property '{path}': {ex.Message}\\nToken: {value.ToString(Formatting.None)}\"\n );\n }\n\n return false;\n }\n\n\n /// \n /// Split a property path into parts, handling both dot notation and array indexers\n /// \n private static string[] SplitPropertyPath(string path)\n {\n // Handle complex paths with both dots and array indexers\n List parts = new List();\n int startIndex = 0;\n bool inBrackets = false;\n\n for (int i = 0; i < path.Length; i++)\n {\n char c = path[i];\n\n if (c == '[')\n {\n inBrackets = true;\n }\n else if (c == ']')\n {\n inBrackets = false;\n }\n else if (c == '.' && !inBrackets)\n {\n // Found a dot separator outside of brackets\n parts.Add(path.Substring(startIndex, i - startIndex));\n startIndex = i + 1;\n }\n }\n if (startIndex < path.Length)\n {\n parts.Add(path.Substring(startIndex));\n }\n return parts.ToArray();\n }\n\n /// \n /// Simple JToken to Type conversion for common Unity types, using JsonSerializer.\n /// \n // Pass the input serializer\n private static object ConvertJTokenToType(JToken token, Type targetType, JsonSerializer inputSerializer)\n {\n if (token == null || token.Type == JTokenType.Null)\n {\n if (targetType.IsValueType && Nullable.GetUnderlyingType(targetType) == null)\n {\n Debug.LogWarning($\"Cannot assign null to non-nullable value type {targetType.Name}. Returning default value.\");\n return Activator.CreateInstance(targetType);\n }\n return null;\n }\n\n try\n {\n // Use the provided serializer instance which includes our custom converters\n return token.ToObject(targetType, inputSerializer);\n }\n catch (JsonSerializationException jsonEx)\n {\n Debug.LogError($\"JSON Deserialization Error converting token to {targetType.FullName}: {jsonEx.Message}\\nToken: {token.ToString(Formatting.None)}\");\n // Optionally re-throw or return null/default\n // return targetType.IsValueType ? Activator.CreateInstance(targetType) : null;\n throw; // Re-throw to indicate failure higher up\n }\n catch (ArgumentException argEx)\n {\n Debug.LogError($\"Argument Error converting token to {targetType.FullName}: {argEx.Message}\\nToken: {token.ToString(Formatting.None)}\");\n throw;\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Unexpected error converting token to {targetType.FullName}: {ex}\\nToken: {token.ToString(Formatting.None)}\");\n throw;\n }\n // If ToObject succeeded, it would have returned. If it threw, we wouldn't reach here.\n // This fallback logic is likely unreachable if ToObject covers all cases or throws on failure.\n // Debug.LogWarning($\"Conversion failed for token to {targetType.FullName}. Token: {token.ToString(Formatting.None)}\");\n // return targetType.IsValueType ? Activator.CreateInstance(targetType) : null;\n }\n\n // --- ParseJTokenTo... helpers are likely redundant now with the serializer approach ---\n // Keep them temporarily for reference or if specific fallback logic is ever needed.\n\n private static Vector3 ParseJTokenToVector3(JToken token)\n {\n // ... (implementation - likely replaced by Vector3Converter) ...\n // Consider removing these if the serializer handles them reliably.\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\") && obj.ContainsKey(\"z\"))\n {\n return new Vector3(obj[\"x\"].ToObject(), obj[\"y\"].ToObject(), obj[\"z\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 3)\n {\n return new Vector3(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Vector3 using fallback. Returning Vector3.zero.\");\n return Vector3.zero;\n\n }\n private static Vector2 ParseJTokenToVector2(JToken token)\n {\n // ... (implementation - likely replaced by Vector2Converter) ...\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\"))\n {\n return new Vector2(obj[\"x\"].ToObject(), obj[\"y\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 2)\n {\n return new Vector2(arr[0].ToObject(), arr[1].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Vector2 using fallback. Returning Vector2.zero.\");\n return Vector2.zero;\n }\n private static Quaternion ParseJTokenToQuaternion(JToken token)\n {\n // ... (implementation - likely replaced by QuaternionConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\") && obj.ContainsKey(\"z\") && obj.ContainsKey(\"w\"))\n {\n return new Quaternion(obj[\"x\"].ToObject(), obj[\"y\"].ToObject(), obj[\"z\"].ToObject(), obj[\"w\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 4)\n {\n return new Quaternion(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject(), arr[3].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Quaternion using fallback. Returning Quaternion.identity.\");\n return Quaternion.identity;\n }\n private static Color ParseJTokenToColor(JToken token)\n {\n // ... (implementation - likely replaced by ColorConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"r\") && obj.ContainsKey(\"g\") && obj.ContainsKey(\"b\") && obj.ContainsKey(\"a\"))\n {\n return new Color(obj[\"r\"].ToObject(), obj[\"g\"].ToObject(), obj[\"b\"].ToObject(), obj[\"a\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 4)\n {\n return new Color(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject(), arr[3].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Color using fallback. Returning Color.white.\");\n return Color.white;\n }\n private static Rect ParseJTokenToRect(JToken token)\n {\n // ... (implementation - likely replaced by RectConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"x\") && obj.ContainsKey(\"y\") && obj.ContainsKey(\"width\") && obj.ContainsKey(\"height\"))\n {\n return new Rect(obj[\"x\"].ToObject(), obj[\"y\"].ToObject(), obj[\"width\"].ToObject(), obj[\"height\"].ToObject());\n }\n if (token is JArray arr && arr.Count >= 4)\n {\n return new Rect(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject(), arr[3].ToObject());\n }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Rect using fallback. Returning Rect.zero.\");\n return Rect.zero;\n }\n private static Bounds ParseJTokenToBounds(JToken token)\n {\n // ... (implementation - likely replaced by BoundsConverter) ...\n if (token is JObject obj && obj.ContainsKey(\"center\") && obj.ContainsKey(\"size\"))\n {\n // Requires Vector3 conversion, which should ideally use the serializer too\n Vector3 center = ParseJTokenToVector3(obj[\"center\"]); // Or use obj[\"center\"].ToObject(inputSerializer)\n Vector3 size = ParseJTokenToVector3(obj[\"size\"]); // Or use obj[\"size\"].ToObject(inputSerializer)\n return new Bounds(center, size);\n }\n // Array fallback for Bounds is less intuitive, maybe remove?\n // if (token is JArray arr && arr.Count >= 6)\n // {\n // return new Bounds(new Vector3(arr[0].ToObject(), arr[1].ToObject(), arr[2].ToObject()), new Vector3(arr[3].ToObject(), arr[4].ToObject(), arr[5].ToObject()));\n // }\n Debug.LogWarning($\"Could not parse JToken '{token}' as Bounds using fallback. Returning new Bounds(Vector3.zero, Vector3.zero).\");\n return new Bounds(Vector3.zero, Vector3.zero);\n }\n // --- End Redundant Parse Helpers ---\n\n /// \n /// Finds a specific UnityEngine.Object based on a find instruction JObject.\n /// Primarily used by UnityEngineObjectConverter during deserialization.\n /// \n // Made public static so UnityEngineObjectConverter can call it. Moved from ConvertJTokenToType.\n public static UnityEngine.Object FindObjectByInstruction(JObject instruction, Type targetType)\n {\n string findTerm = instruction[\"find\"]?.ToString();\n string method = instruction[\"method\"]?.ToString()?.ToLower();\n string componentName = instruction[\"component\"]?.ToString(); // Specific component to get\n\n if (string.IsNullOrEmpty(findTerm))\n {\n Debug.LogWarning(\"Find instruction missing 'find' term.\");\n return null;\n }\n\n // Use a flexible default search method if none provided\n string searchMethodToUse = string.IsNullOrEmpty(method) ? \"by_id_or_name_or_path\" : method;\n\n // If the target is an asset (Material, Texture, ScriptableObject etc.) try AssetDatabase first\n if (typeof(Material).IsAssignableFrom(targetType) ||\n typeof(Texture).IsAssignableFrom(targetType) ||\n typeof(ScriptableObject).IsAssignableFrom(targetType) ||\n targetType.FullName.StartsWith(\"UnityEngine.U2D\") || // Sprites etc.\n typeof(AudioClip).IsAssignableFrom(targetType) ||\n typeof(AnimationClip).IsAssignableFrom(targetType) ||\n typeof(Font).IsAssignableFrom(targetType) ||\n typeof(Shader).IsAssignableFrom(targetType) ||\n typeof(ComputeShader).IsAssignableFrom(targetType) ||\n typeof(GameObject).IsAssignableFrom(targetType) && findTerm.StartsWith(\"Assets/\")) // Prefab check\n {\n // Try loading directly by path/GUID first\n UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(findTerm, targetType);\n if (asset != null) return asset;\n asset = AssetDatabase.LoadAssetAtPath(findTerm); // Try generic if type specific failed\n if (asset != null && targetType.IsAssignableFrom(asset.GetType())) return asset;\n\n\n // If direct path failed, try finding by name/type using FindAssets\n string searchFilter = $\"t:{targetType.Name} {System.IO.Path.GetFileNameWithoutExtension(findTerm)}\"; // Search by type and name\n string[] guids = AssetDatabase.FindAssets(searchFilter);\n\n if (guids.Length == 1)\n {\n asset = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guids[0]), targetType);\n if (asset != null) return asset;\n }\n else if (guids.Length > 1)\n {\n Debug.LogWarning($\"[FindObjectByInstruction] Ambiguous asset find: Found {guids.Length} assets matching filter '{searchFilter}'. Provide a full path or unique name.\");\n // Optionally return the first one? Or null? Returning null is safer.\n return null;\n }\n // If still not found, fall through to scene search (though unlikely for assets)\n }\n\n\n // --- Scene Object Search ---\n // Find the GameObject using the internal finder\n GameObject foundGo = FindObjectInternal(new JValue(findTerm), searchMethodToUse);\n\n if (foundGo == null)\n {\n // Don't warn yet, could still be an asset not found above\n // Debug.LogWarning($\"Could not find GameObject using instruction: {instruction}\");\n return null;\n }\n\n // Now, get the target object/component from the found GameObject\n if (targetType == typeof(GameObject))\n {\n return foundGo; // We were looking for a GameObject\n }\n else if (typeof(Component).IsAssignableFrom(targetType))\n {\n Type componentToGetType = targetType;\n if (!string.IsNullOrEmpty(componentName))\n {\n Type specificCompType = FindType(componentName);\n if (specificCompType != null && typeof(Component).IsAssignableFrom(specificCompType))\n {\n componentToGetType = specificCompType;\n }\n else\n {\n Debug.LogWarning($\"Could not find component type '{componentName}' specified in find instruction. Falling back to target type '{targetType.Name}'.\");\n }\n }\n\n Component foundComp = foundGo.GetComponent(componentToGetType);\n if (foundComp == null)\n {\n Debug.LogWarning($\"Found GameObject '{foundGo.name}' but could not find component of type '{componentToGetType.Name}'.\");\n }\n return foundComp;\n }\n else\n {\n Debug.LogWarning($\"Find instruction handling not implemented for target type: {targetType.Name}\");\n return null;\n }\n }\n\n\n /// \n /// Helper to find a Type by name, searching relevant assemblies.\n /// \n private static Type FindType(string typeName)\n {\n if (string.IsNullOrEmpty(typeName))\n return null;\n\n // Handle fully qualified names first\n Type type = Type.GetType(typeName);\n if (type != null) return type;\n\n // Handle common namespaces implicitly (add more as needed)\n string[] namespaces = { \"UnityEngine\", \"UnityEngine.UI\", \"UnityEngine.AI\", \"UnityEngine.Animations\", \"UnityEngine.Audio\", \"UnityEngine.EventSystems\", \"UnityEngine.InputSystem\", \"UnityEngine.Networking\", \"UnityEngine.Rendering\", \"UnityEngine.SceneManagement\", \"UnityEngine.Tilemaps\", \"UnityEngine.U2D\", \"UnityEngine.Video\", \"UnityEditor\", \"UnityEditor.AI\", \"UnityEditor.Animations\", \"UnityEditor.Experimental.GraphView\", \"UnityEditor.IMGUI.Controls\", \"UnityEditor.PackageManager.UI\", \"UnityEditor.SceneManagement\", \"UnityEditor.UI\", \"UnityEditor.U2D\", \"UnityEditor.VersionControl\" }; // Add more relevant namespaces\n\n foreach (string ns in namespaces) {\n type = Type.GetType($\"{ns}.{typeName}, {ns.Split('.')[0]}.CoreModule\") ?? // Heuristic: Check CoreModule first for UnityEngine/UnityEditor\n Type.GetType($\"{ns}.{typeName}, {ns.Split('.')[0]}\"); // Try assembly matching namespace root\n if (type != null) return type;\n }\n\n\n // If not found, search all loaded assemblies (slower, last resort)\n // Prioritize assemblies likely to contain game/editor types\n Assembly[] priorityAssemblies = {\n Assembly.Load(\"Assembly-CSharp\"), // Main game scripts\n Assembly.Load(\"Assembly-CSharp-Editor\"), // Main editor scripts\n // Add other important project assemblies if known\n };\n foreach (var assembly in priorityAssemblies.Where(a => a != null))\n {\n type = assembly.GetType(typeName) ?? assembly.GetType(\"UnityEngine.\" + typeName) ?? assembly.GetType(\"UnityEditor.\" + typeName);\n if (type != null) return type;\n }\n\n // Search remaining assemblies\n foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies().Except(priorityAssemblies))\n {\n try { // Protect against assembly loading errors\n type = assembly.GetType(typeName);\n if (type != null) return type;\n // Also check with common namespaces if simple name given\n foreach (string ns in namespaces) {\n type = assembly.GetType($\"{ns}.{typeName}\");\n if (type != null) return type;\n }\n } catch (Exception ex) {\n Debug.LogWarning($\"[FindType] Error searching assembly {assembly.FullName}: {ex.Message}\");\n }\n }\n\n Debug.LogWarning($\"[FindType] Type not found after extensive search: '{typeName}'\");\n return null; // Not found\n }\n\n /// \n /// Parses a JArray like [x, y, z] into a Vector3.\n /// \n private static Vector3? ParseVector3(JArray array)\n {\n if (array != null && array.Count == 3)\n {\n try\n {\n // Use ToObject for potentially better handling than direct indexing\n return new Vector3(\n array[0].ToObject(),\n array[1].ToObject(),\n array[2].ToObject()\n );\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Failed to parse JArray as Vector3: {array}. Error: {ex.Message}\");\n }\n }\n return null;\n }\n\n // Removed GetGameObjectData, GetComponentData, and related private helpers/caching/serializer setup.\n // They are now in Helpers.GameObjectSerializer\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/UnityMcpBridge.cs", "using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Net;\nusing System.Net.Sockets;\nusing System.Threading.Tasks;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers;\nusing UnityMcpBridge.Editor.Models;\nusing UnityMcpBridge.Editor.Tools;\n\nnamespace UnityMcpBridge.Editor\n{\n [InitializeOnLoad]\n public static partial class UnityMcpBridge\n {\n private static TcpListener listener;\n private static bool isRunning = false;\n private static readonly object lockObj = new();\n private static Dictionary<\n string,\n (string commandJson, TaskCompletionSource tcs)\n > commandQueue = new();\n private static readonly int unityPort = 6400; // Hardcoded port\n\n public static bool IsRunning => isRunning;\n\n public static bool FolderExists(string path)\n {\n if (string.IsNullOrEmpty(path))\n {\n return false;\n }\n\n if (path.Equals(\"Assets\", StringComparison.OrdinalIgnoreCase))\n {\n return true;\n }\n\n string fullPath = Path.Combine(\n Application.dataPath,\n path.StartsWith(\"Assets/\") ? path[7..] : path\n );\n return Directory.Exists(fullPath);\n }\n\n static UnityMcpBridge()\n {\n Start();\n EditorApplication.quitting += Stop;\n }\n\n public static void Start()\n {\n Stop();\n\n try\n {\n ServerInstaller.EnsureServerInstalled();\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Failed to ensure UnityMcpServer is installed: {ex.Message}\");\n }\n\n if (isRunning)\n {\n return;\n }\n\n try\n {\n listener = new TcpListener(IPAddress.Loopback, unityPort);\n listener.Start();\n isRunning = true;\n Debug.Log($\"UnityMcpBridge started on port {unityPort}.\");\n // Assuming ListenerLoop and ProcessCommands are defined elsewhere\n Task.Run(ListenerLoop);\n EditorApplication.update += ProcessCommands;\n }\n catch (SocketException ex)\n {\n if (ex.SocketErrorCode == SocketError.AddressAlreadyInUse)\n {\n Debug.LogError(\n $\"Port {unityPort} is already in use. Ensure no other instances are running or change the port.\"\n );\n }\n else\n {\n Debug.LogError($\"Failed to start TCP listener: {ex.Message}\");\n }\n }\n }\n\n public static void Stop()\n {\n if (!isRunning)\n {\n return;\n }\n\n try\n {\n listener?.Stop();\n listener = null;\n isRunning = false;\n EditorApplication.update -= ProcessCommands;\n Debug.Log(\"UnityMcpBridge stopped.\");\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Error stopping UnityMcpBridge: {ex.Message}\");\n }\n }\n\n private static async Task ListenerLoop()\n {\n while (isRunning)\n {\n try\n {\n TcpClient client = await listener.AcceptTcpClientAsync();\n // Enable basic socket keepalive\n client.Client.SetSocketOption(\n SocketOptionLevel.Socket,\n SocketOptionName.KeepAlive,\n true\n );\n\n // Set longer receive timeout to prevent quick disconnections\n client.ReceiveTimeout = 60000; // 60 seconds\n\n // Fire and forget each client connection\n _ = HandleClientAsync(client);\n }\n catch (Exception ex)\n {\n if (isRunning)\n {\n Debug.LogError($\"Listener error: {ex.Message}\");\n }\n }\n }\n }\n\n private static async Task HandleClientAsync(TcpClient client)\n {\n using (client)\n using (NetworkStream stream = client.GetStream())\n {\n byte[] buffer = new byte[8192];\n while (isRunning)\n {\n try\n {\n int bytesRead = await stream.ReadAsync(buffer, 0, buffer.Length);\n if (bytesRead == 0)\n {\n break; // Client disconnected\n }\n\n string commandText = System.Text.Encoding.UTF8.GetString(\n buffer,\n 0,\n bytesRead\n );\n string commandId = Guid.NewGuid().ToString();\n TaskCompletionSource tcs = new();\n\n // Special handling for ping command to avoid JSON parsing\n if (commandText.Trim() == \"ping\")\n {\n // Direct response to ping without going through JSON parsing\n byte[] pingResponseBytes = System.Text.Encoding.UTF8.GetBytes(\n /*lang=json,strict*/\n \"{\\\"status\\\":\\\"success\\\",\\\"result\\\":{\\\"message\\\":\\\"pong\\\"}}\"\n );\n await stream.WriteAsync(pingResponseBytes, 0, pingResponseBytes.Length);\n continue;\n }\n\n lock (lockObj)\n {\n commandQueue[commandId] = (commandText, tcs);\n }\n\n string response = await tcs.Task;\n byte[] responseBytes = System.Text.Encoding.UTF8.GetBytes(response);\n await stream.WriteAsync(responseBytes, 0, responseBytes.Length);\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Client handler error: {ex.Message}\");\n break;\n }\n }\n }\n }\n\n private static void ProcessCommands()\n {\n List processedIds = new();\n lock (lockObj)\n {\n foreach (\n KeyValuePair<\n string,\n (string commandJson, TaskCompletionSource tcs)\n > kvp in commandQueue.ToList()\n )\n {\n string id = kvp.Key;\n string commandText = kvp.Value.commandJson;\n TaskCompletionSource tcs = kvp.Value.tcs;\n\n try\n {\n // Special case handling\n if (string.IsNullOrEmpty(commandText))\n {\n var emptyResponse = new\n {\n status = \"error\",\n error = \"Empty command received\",\n };\n tcs.SetResult(JsonConvert.SerializeObject(emptyResponse));\n processedIds.Add(id);\n continue;\n }\n\n // Trim the command text to remove any whitespace\n commandText = commandText.Trim();\n\n // Non-JSON direct commands handling (like ping)\n if (commandText == \"ping\")\n {\n var pingResponse = new\n {\n status = \"success\",\n result = new { message = \"pong\" },\n };\n tcs.SetResult(JsonConvert.SerializeObject(pingResponse));\n processedIds.Add(id);\n continue;\n }\n\n // Check if the command is valid JSON before attempting to deserialize\n if (!IsValidJson(commandText))\n {\n var invalidJsonResponse = new\n {\n status = \"error\",\n error = \"Invalid JSON format\",\n receivedText = commandText.Length > 50\n ? commandText[..50] + \"...\"\n : commandText,\n };\n tcs.SetResult(JsonConvert.SerializeObject(invalidJsonResponse));\n processedIds.Add(id);\n continue;\n }\n\n // Normal JSON command processing\n Command command = JsonConvert.DeserializeObject(commandText);\n \n if (command == null)\n {\n var nullCommandResponse = new\n {\n status = \"error\",\n error = \"Command deserialized to null\",\n details = \"The command was valid JSON but could not be deserialized to a Command object\",\n };\n tcs.SetResult(JsonConvert.SerializeObject(nullCommandResponse));\n }\n else\n {\n string responseJson = ExecuteCommand(command);\n tcs.SetResult(responseJson);\n }\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Error processing command: {ex.Message}\\n{ex.StackTrace}\");\n\n var response = new\n {\n status = \"error\",\n error = ex.Message,\n commandType = \"Unknown (error during processing)\",\n receivedText = commandText?.Length > 50\n ? commandText[..50] + \"...\"\n : commandText,\n };\n string responseJson = JsonConvert.SerializeObject(response);\n tcs.SetResult(responseJson);\n }\n\n processedIds.Add(id);\n }\n\n foreach (string id in processedIds)\n {\n commandQueue.Remove(id);\n }\n }\n }\n\n // Helper method to check if a string is valid JSON\n private static bool IsValidJson(string text)\n {\n if (string.IsNullOrWhiteSpace(text))\n {\n return false;\n }\n\n text = text.Trim();\n if (\n (text.StartsWith(\"{\") && text.EndsWith(\"}\"))\n || // Object\n (text.StartsWith(\"[\") && text.EndsWith(\"]\"))\n ) // Array\n {\n try\n {\n JToken.Parse(text);\n return true;\n }\n catch\n {\n return false;\n }\n }\n\n return false;\n }\n\n private static string ExecuteCommand(Command command)\n {\n try\n {\n if (string.IsNullOrEmpty(command.type))\n {\n var errorResponse = new\n {\n status = \"error\",\n error = \"Command type cannot be empty\",\n details = \"A valid command type is required for processing\",\n };\n return JsonConvert.SerializeObject(errorResponse);\n }\n\n // Handle ping command for connection verification\n if (command.type.Equals(\"ping\", StringComparison.OrdinalIgnoreCase))\n {\n var pingResponse = new\n {\n status = \"success\",\n result = new { message = \"pong\" },\n };\n return JsonConvert.SerializeObject(pingResponse);\n }\n\n // Use JObject for parameters as the new handlers likely expect this\n JObject paramsObject = command.@params ?? new JObject();\n\n // Route command based on the new tool structure from the refactor plan\n object result = command.type switch\n {\n // Maps the command type (tool name) to the corresponding handler's static HandleCommand method\n // Assumes each handler class has a static method named 'HandleCommand' that takes JObject parameters\n \"manage_script\" => ManageScript.HandleCommand(paramsObject),\n \"manage_scene\" => ManageScene.HandleCommand(paramsObject),\n \"manage_editor\" => ManageEditor.HandleCommand(paramsObject),\n \"manage_gameobject\" => ManageGameObject.HandleCommand(paramsObject),\n \"manage_asset\" => ManageAsset.HandleCommand(paramsObject),\n \"manage_shader\" => ManageShader.HandleCommand(paramsObject),\n \"read_console\" => ReadConsole.HandleCommand(paramsObject),\n \"execute_menu_item\" => ExecuteMenuItem.HandleCommand(paramsObject),\n _ => throw new ArgumentException(\n $\"Unknown or unsupported command type: {command.type}\"\n ),\n };\n\n // Standard success response format\n var response = new { status = \"success\", result };\n return JsonConvert.SerializeObject(response);\n }\n catch (Exception ex)\n {\n // Log the detailed error in Unity for debugging\n Debug.LogError(\n $\"Error executing command '{command?.type ?? \"Unknown\"}': {ex.Message}\\n{ex.StackTrace}\"\n );\n\n // Standard error response format\n var response = new\n {\n status = \"error\",\n error = ex.Message, // Provide the specific error message\n command = command?.type ?? \"Unknown\", // Include the command type if available\n stackTrace = ex.StackTrace, // Include stack trace for detailed debugging\n paramsSummary = command?.@params != null\n ? GetParamsSummary(command.@params)\n : \"No parameters\", // Summarize parameters for context\n };\n return JsonConvert.SerializeObject(response);\n }\n }\n\n // Helper method to get a summary of parameters for error reporting\n private static string GetParamsSummary(JObject @params)\n {\n try\n {\n return @params == null || !@params.HasValues\n ? \"No parameters\"\n : string.Join(\n \", \",\n @params\n .Properties()\n .Select(static p =>\n $\"{p.Name}: {p.Value?.ToString()?[..Math.Min(20, p.Value?.ToString()?.Length ?? 0)]}\"\n )\n );\n }\n catch\n {\n return \"Could not summarize parameters\";\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageScript.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Text.RegularExpressions;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers;\n\n#if USE_ROSLYN\nusing Microsoft.CodeAnalysis;\nusing Microsoft.CodeAnalysis.CSharp;\n#endif\n\n#if UNITY_EDITOR\nusing UnityEditor.Compilation;\n#endif\n\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles CRUD operations for C# scripts within the Unity project.\n /// \n /// ROSLYN INSTALLATION GUIDE:\n /// To enable advanced syntax validation with Roslyn compiler services:\n /// \n /// 1. Install Microsoft.CodeAnalysis.CSharp NuGet package:\n /// - Open Package Manager in Unity\n /// - Follow the instruction on https://github.com/GlitchEnzo/NuGetForUnity\n /// \n /// 2. Open NuGet Package Manager and Install Microsoft.CodeAnalysis.CSharp:\n /// \n /// 3. Alternative: Manual DLL installation:\n /// - Download Microsoft.CodeAnalysis.CSharp.dll and dependencies\n /// - Place in Assets/Plugins/ folder\n /// - Ensure .NET compatibility settings are correct\n /// \n /// 4. Define USE_ROSLYN symbol:\n /// - Go to Player Settings > Scripting Define Symbols\n /// - Add \"USE_ROSLYN\" to enable Roslyn-based validation\n /// \n /// 5. Restart Unity after installation\n /// \n /// Note: Without Roslyn, the system falls back to basic structural validation.\n /// Roslyn provides full C# compiler diagnostics with line numbers and detailed error messages.\n /// \n public static class ManageScript\n {\n /// \n /// Main handler for script management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n // Extract parameters\n string action = @params[\"action\"]?.ToString().ToLower();\n string name = @params[\"name\"]?.ToString();\n string path = @params[\"path\"]?.ToString(); // Relative to Assets/\n string contents = null;\n\n // Check if we have base64 encoded contents\n bool contentsEncoded = @params[\"contentsEncoded\"]?.ToObject() ?? false;\n if (contentsEncoded && @params[\"encodedContents\"] != null)\n {\n try\n {\n contents = DecodeBase64(@params[\"encodedContents\"].ToString());\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to decode script contents: {e.Message}\");\n }\n }\n else\n {\n contents = @params[\"contents\"]?.ToString();\n }\n\n string scriptType = @params[\"scriptType\"]?.ToString(); // For templates/validation\n string namespaceName = @params[\"namespace\"]?.ToString(); // For organizing code\n\n // Validate required parameters\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\"Name parameter is required.\");\n }\n // Basic name validation (alphanumeric, underscores, cannot start with number)\n if (!Regex.IsMatch(name, @\"^[a-zA-Z_][a-zA-Z0-9_]*$\"))\n {\n return Response.Error(\n $\"Invalid script name: '{name}'. Use only letters, numbers, underscores, and don't start with a number.\"\n );\n }\n\n // Ensure path is relative to Assets/, removing any leading \"Assets/\"\n // Set default directory to \"Scripts\" if path is not provided\n string relativeDir = path ?? \"Scripts\"; // Default to \"Scripts\" if path is null\n if (!string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = relativeDir.Replace('\\\\', '/').Trim('/');\n if (relativeDir.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n relativeDir = relativeDir.Substring(\"Assets/\".Length).TrimStart('/');\n }\n }\n // Handle empty string case explicitly after processing\n if (string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = \"Scripts\"; // Ensure default if path was provided as \"\" or only \"/\" or \"Assets/\"\n }\n\n // Construct paths\n string scriptFileName = $\"{name}.cs\";\n string fullPathDir = Path.Combine(Application.dataPath, relativeDir); // Application.dataPath ends in \"Assets\"\n string fullPath = Path.Combine(fullPathDir, scriptFileName);\n string relativePath = Path.Combine(\"Assets\", relativeDir, scriptFileName)\n .Replace('\\\\', '/'); // Ensure \"Assets/\" prefix and forward slashes\n\n // Ensure the target directory exists for create/update\n if (action == \"create\" || action == \"update\")\n {\n try\n {\n Directory.CreateDirectory(fullPathDir);\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Could not create directory '{fullPathDir}': {e.Message}\"\n );\n }\n }\n\n // Route to specific action handlers\n switch (action)\n {\n case \"create\":\n return CreateScript(\n fullPath,\n relativePath,\n name,\n contents,\n scriptType,\n namespaceName\n );\n case \"read\":\n return ReadScript(fullPath, relativePath);\n case \"update\":\n return UpdateScript(fullPath, relativePath, name, contents);\n case \"delete\":\n return DeleteScript(fullPath, relativePath);\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: create, read, update, delete.\"\n );\n }\n }\n\n /// \n /// Decode base64 string to normal text\n /// \n private static string DecodeBase64(string encoded)\n {\n byte[] data = Convert.FromBase64String(encoded);\n return System.Text.Encoding.UTF8.GetString(data);\n }\n\n /// \n /// Encode text to base64 string\n /// \n private static string EncodeBase64(string text)\n {\n byte[] data = System.Text.Encoding.UTF8.GetBytes(text);\n return Convert.ToBase64String(data);\n }\n\n private static object CreateScript(\n string fullPath,\n string relativePath,\n string name,\n string contents,\n string scriptType,\n string namespaceName\n )\n {\n // Check if script already exists\n if (File.Exists(fullPath))\n {\n return Response.Error(\n $\"Script already exists at '{relativePath}'. Use 'update' action to modify.\"\n );\n }\n\n // Generate default content if none provided\n if (string.IsNullOrEmpty(contents))\n {\n contents = GenerateDefaultScriptContent(name, scriptType, namespaceName);\n }\n\n // Validate syntax with detailed error reporting using GUI setting\n ValidationLevel validationLevel = GetValidationLevelFromGUI();\n bool isValid = ValidateScriptSyntax(contents, validationLevel, out string[] validationErrors);\n if (!isValid)\n {\n string errorMessage = \"Script validation failed:\\n\" + string.Join(\"\\n\", validationErrors);\n return Response.Error(errorMessage);\n }\n else if (validationErrors != null && validationErrors.Length > 0)\n {\n // Log warnings but don't block creation\n Debug.LogWarning($\"Script validation warnings for {name}:\\n\" + string.Join(\"\\n\", validationErrors));\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath);\n AssetDatabase.Refresh(); // Ensure Unity recognizes the new script\n return Response.Success(\n $\"Script '{name}.cs' created successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create script '{relativePath}': {e.Message}\");\n }\n }\n\n private static object ReadScript(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Script not found at '{relativePath}'.\");\n }\n\n try\n {\n string contents = File.ReadAllText(fullPath);\n\n // Return both normal and encoded contents for larger files\n bool isLarge = contents.Length > 10000; // If content is large, include encoded version\n var responseData = new\n {\n path = relativePath,\n contents = contents,\n // For large files, also include base64-encoded version\n encodedContents = isLarge ? EncodeBase64(contents) : null,\n contentsEncoded = isLarge,\n };\n\n return Response.Success(\n $\"Script '{Path.GetFileName(relativePath)}' read successfully.\",\n responseData\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to read script '{relativePath}': {e.Message}\");\n }\n }\n\n private static object UpdateScript(\n string fullPath,\n string relativePath,\n string name,\n string contents\n )\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error(\n $\"Script not found at '{relativePath}'. Use 'create' action to add a new script.\"\n );\n }\n if (string.IsNullOrEmpty(contents))\n {\n return Response.Error(\"Content is required for the 'update' action.\");\n }\n\n // Validate syntax with detailed error reporting using GUI setting\n ValidationLevel validationLevel = GetValidationLevelFromGUI();\n bool isValid = ValidateScriptSyntax(contents, validationLevel, out string[] validationErrors);\n if (!isValid)\n {\n string errorMessage = \"Script validation failed:\\n\" + string.Join(\"\\n\", validationErrors);\n return Response.Error(errorMessage);\n }\n else if (validationErrors != null && validationErrors.Length > 0)\n {\n // Log warnings but don't block update\n Debug.LogWarning($\"Script validation warnings for {name}:\\n\" + string.Join(\"\\n\", validationErrors));\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath); // Re-import to reflect changes\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Script '{name}.cs' updated successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to update script '{relativePath}': {e.Message}\");\n }\n }\n\n private static object DeleteScript(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Script not found at '{relativePath}'. Cannot delete.\");\n }\n\n try\n {\n // Use AssetDatabase.MoveAssetToTrash for safer deletion (allows undo)\n bool deleted = AssetDatabase.MoveAssetToTrash(relativePath);\n if (deleted)\n {\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Script '{Path.GetFileName(relativePath)}' moved to trash successfully.\"\n );\n }\n else\n {\n // Fallback or error if MoveAssetToTrash fails\n return Response.Error(\n $\"Failed to move script '{relativePath}' to trash. It might be locked or in use.\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error deleting script '{relativePath}': {e.Message}\");\n }\n }\n\n /// \n /// Generates basic C# script content based on name and type.\n /// \n private static string GenerateDefaultScriptContent(\n string name,\n string scriptType,\n string namespaceName\n )\n {\n string usingStatements = \"using UnityEngine;\\nusing System.Collections;\\n\";\n string classDeclaration;\n string body =\n \"\\n // Use this for initialization\\n void Start() {\\n\\n }\\n\\n // Update is called once per frame\\n void Update() {\\n\\n }\\n\";\n\n string baseClass = \"\";\n if (!string.IsNullOrEmpty(scriptType))\n {\n if (scriptType.Equals(\"MonoBehaviour\", StringComparison.OrdinalIgnoreCase))\n baseClass = \" : MonoBehaviour\";\n else if (scriptType.Equals(\"ScriptableObject\", StringComparison.OrdinalIgnoreCase))\n {\n baseClass = \" : ScriptableObject\";\n body = \"\"; // ScriptableObjects don't usually need Start/Update\n }\n else if (\n scriptType.Equals(\"Editor\", StringComparison.OrdinalIgnoreCase)\n || scriptType.Equals(\"EditorWindow\", StringComparison.OrdinalIgnoreCase)\n )\n {\n usingStatements += \"using UnityEditor;\\n\";\n if (scriptType.Equals(\"Editor\", StringComparison.OrdinalIgnoreCase))\n baseClass = \" : Editor\";\n else\n baseClass = \" : EditorWindow\";\n body = \"\"; // Editor scripts have different structures\n }\n // Add more types as needed\n }\n\n classDeclaration = $\"public class {name}{baseClass}\";\n\n string fullContent = $\"{usingStatements}\\n\";\n bool useNamespace = !string.IsNullOrEmpty(namespaceName);\n\n if (useNamespace)\n {\n fullContent += $\"namespace {namespaceName}\\n{{\\n\";\n // Indent class and body if using namespace\n classDeclaration = \" \" + classDeclaration;\n body = string.Join(\"\\n\", body.Split('\\n').Select(line => \" \" + line));\n }\n\n fullContent += $\"{classDeclaration}\\n{{\\n{body}\\n}}\";\n\n if (useNamespace)\n {\n fullContent += \"\\n}\"; // Close namespace\n }\n\n return fullContent.Trim() + \"\\n\"; // Ensure a trailing newline\n }\n\n /// \n /// Gets the validation level from the GUI settings\n /// \n private static ValidationLevel GetValidationLevelFromGUI()\n {\n string savedLevel = EditorPrefs.GetString(\"UnityMCP_ScriptValidationLevel\", \"standard\");\n return savedLevel.ToLower() switch\n {\n \"basic\" => ValidationLevel.Basic,\n \"standard\" => ValidationLevel.Standard,\n \"comprehensive\" => ValidationLevel.Comprehensive,\n \"strict\" => ValidationLevel.Strict,\n _ => ValidationLevel.Standard // Default fallback\n };\n }\n\n /// \n /// Validates C# script syntax using multiple validation layers.\n /// \n private static bool ValidateScriptSyntax(string contents)\n {\n return ValidateScriptSyntax(contents, ValidationLevel.Standard, out _);\n }\n\n /// \n /// Advanced syntax validation with detailed diagnostics and configurable strictness.\n /// \n private static bool ValidateScriptSyntax(string contents, ValidationLevel level, out string[] errors)\n {\n var errorList = new System.Collections.Generic.List();\n errors = null;\n\n if (string.IsNullOrEmpty(contents))\n {\n return true; // Empty content is valid\n }\n\n // Basic structural validation\n if (!ValidateBasicStructure(contents, errorList))\n {\n errors = errorList.ToArray();\n return false;\n }\n\n#if USE_ROSLYN\n // Advanced Roslyn-based validation\n if (!ValidateScriptSyntaxRoslyn(contents, level, errorList))\n {\n errors = errorList.ToArray();\n return level != ValidationLevel.Standard; //TODO: Allow standard to run roslyn right now, might formalize it in the future\n }\n#endif\n\n // Unity-specific validation\n if (level >= ValidationLevel.Standard)\n {\n ValidateScriptSyntaxUnity(contents, errorList);\n }\n\n // Semantic analysis for common issues\n if (level >= ValidationLevel.Comprehensive)\n {\n ValidateSemanticRules(contents, errorList);\n }\n\n#if USE_ROSLYN\n // Full semantic compilation validation for Strict level\n if (level == ValidationLevel.Strict)\n {\n if (!ValidateScriptSemantics(contents, errorList))\n {\n errors = errorList.ToArray();\n return false; // Strict level fails on any semantic errors\n }\n }\n#endif\n\n errors = errorList.ToArray();\n return errorList.Count == 0 || (level != ValidationLevel.Strict && !errorList.Any(e => e.StartsWith(\"ERROR:\")));\n }\n\n /// \n /// Validation strictness levels\n /// \n private enum ValidationLevel\n {\n Basic, // Only syntax errors\n Standard, // Syntax + Unity best practices\n Comprehensive, // All checks + semantic analysis\n Strict // Treat all issues as errors\n }\n\n /// \n /// Validates basic code structure (braces, quotes, comments)\n /// \n private static bool ValidateBasicStructure(string contents, System.Collections.Generic.List errors)\n {\n bool isValid = true;\n int braceBalance = 0;\n int parenBalance = 0;\n int bracketBalance = 0;\n bool inStringLiteral = false;\n bool inCharLiteral = false;\n bool inSingleLineComment = false;\n bool inMultiLineComment = false;\n bool escaped = false;\n\n for (int i = 0; i < contents.Length; i++)\n {\n char c = contents[i];\n char next = i + 1 < contents.Length ? contents[i + 1] : '\\0';\n\n // Handle escape sequences\n if (escaped)\n {\n escaped = false;\n continue;\n }\n\n if (c == '\\\\' && (inStringLiteral || inCharLiteral))\n {\n escaped = true;\n continue;\n }\n\n // Handle comments\n if (!inStringLiteral && !inCharLiteral)\n {\n if (c == '/' && next == '/' && !inMultiLineComment)\n {\n inSingleLineComment = true;\n continue;\n }\n if (c == '/' && next == '*' && !inSingleLineComment)\n {\n inMultiLineComment = true;\n i++; // Skip next character\n continue;\n }\n if (c == '*' && next == '/' && inMultiLineComment)\n {\n inMultiLineComment = false;\n i++; // Skip next character\n continue;\n }\n }\n\n if (c == '\\n')\n {\n inSingleLineComment = false;\n continue;\n }\n\n if (inSingleLineComment || inMultiLineComment)\n continue;\n\n // Handle string and character literals\n if (c == '\"' && !inCharLiteral)\n {\n inStringLiteral = !inStringLiteral;\n continue;\n }\n if (c == '\\'' && !inStringLiteral)\n {\n inCharLiteral = !inCharLiteral;\n continue;\n }\n\n if (inStringLiteral || inCharLiteral)\n continue;\n\n // Count brackets and braces\n switch (c)\n {\n case '{': braceBalance++; break;\n case '}': braceBalance--; break;\n case '(': parenBalance++; break;\n case ')': parenBalance--; break;\n case '[': bracketBalance++; break;\n case ']': bracketBalance--; break;\n }\n\n // Check for negative balances (closing without opening)\n if (braceBalance < 0)\n {\n errors.Add(\"ERROR: Unmatched closing brace '}'\");\n isValid = false;\n }\n if (parenBalance < 0)\n {\n errors.Add(\"ERROR: Unmatched closing parenthesis ')'\");\n isValid = false;\n }\n if (bracketBalance < 0)\n {\n errors.Add(\"ERROR: Unmatched closing bracket ']'\");\n isValid = false;\n }\n }\n\n // Check final balances\n if (braceBalance != 0)\n {\n errors.Add($\"ERROR: Unbalanced braces (difference: {braceBalance})\");\n isValid = false;\n }\n if (parenBalance != 0)\n {\n errors.Add($\"ERROR: Unbalanced parentheses (difference: {parenBalance})\");\n isValid = false;\n }\n if (bracketBalance != 0)\n {\n errors.Add($\"ERROR: Unbalanced brackets (difference: {bracketBalance})\");\n isValid = false;\n }\n if (inStringLiteral)\n {\n errors.Add(\"ERROR: Unterminated string literal\");\n isValid = false;\n }\n if (inCharLiteral)\n {\n errors.Add(\"ERROR: Unterminated character literal\");\n isValid = false;\n }\n if (inMultiLineComment)\n {\n errors.Add(\"WARNING: Unterminated multi-line comment\");\n }\n\n return isValid;\n }\n\n#if USE_ROSLYN\n /// \n /// Cached compilation references for performance\n /// \n private static System.Collections.Generic.List _cachedReferences = null;\n private static DateTime _cacheTime = DateTime.MinValue;\n private static readonly TimeSpan CacheExpiry = TimeSpan.FromMinutes(5);\n\n /// \n /// Validates syntax using Roslyn compiler services\n /// \n private static bool ValidateScriptSyntaxRoslyn(string contents, ValidationLevel level, System.Collections.Generic.List errors)\n {\n try\n {\n var syntaxTree = CSharpSyntaxTree.ParseText(contents);\n var diagnostics = syntaxTree.GetDiagnostics();\n \n bool hasErrors = false;\n foreach (var diagnostic in diagnostics)\n {\n string severity = diagnostic.Severity.ToString().ToUpper();\n string message = $\"{severity}: {diagnostic.GetMessage()}\";\n \n if (diagnostic.Severity == DiagnosticSeverity.Error)\n {\n hasErrors = true;\n }\n \n // Include warnings in comprehensive mode\n if (level >= ValidationLevel.Standard || diagnostic.Severity == DiagnosticSeverity.Error) //Also use Standard for now\n {\n var location = diagnostic.Location.GetLineSpan();\n if (location.IsValid)\n {\n message += $\" (Line {location.StartLinePosition.Line + 1})\";\n }\n errors.Add(message);\n }\n }\n \n return !hasErrors;\n }\n catch (Exception ex)\n {\n errors.Add($\"ERROR: Roslyn validation failed: {ex.Message}\");\n return false;\n }\n }\n\n /// \n /// Validates script semantics using full compilation context to catch namespace, type, and method resolution errors\n /// \n private static bool ValidateScriptSemantics(string contents, System.Collections.Generic.List errors)\n {\n try\n {\n // Get compilation references with caching\n var references = GetCompilationReferences();\n if (references == null || references.Count == 0)\n {\n errors.Add(\"WARNING: Could not load compilation references for semantic validation\");\n return true; // Don't fail if we can't get references\n }\n\n // Create syntax tree\n var syntaxTree = CSharpSyntaxTree.ParseText(contents);\n\n // Create compilation with full context\n var compilation = CSharpCompilation.Create(\n \"TempValidation\",\n new[] { syntaxTree },\n references,\n new CSharpCompilationOptions(OutputKind.DynamicallyLinkedLibrary)\n );\n\n // Get semantic diagnostics - this catches all the issues you mentioned!\n var diagnostics = compilation.GetDiagnostics();\n \n bool hasErrors = false;\n foreach (var diagnostic in diagnostics)\n {\n if (diagnostic.Severity == DiagnosticSeverity.Error)\n {\n hasErrors = true;\n var location = diagnostic.Location.GetLineSpan();\n string locationInfo = location.IsValid ? \n $\" (Line {location.StartLinePosition.Line + 1}, Column {location.StartLinePosition.Character + 1})\" : \"\";\n \n // Include diagnostic ID for better error identification\n string diagnosticId = !string.IsNullOrEmpty(diagnostic.Id) ? $\" [{diagnostic.Id}]\" : \"\";\n errors.Add($\"ERROR: {diagnostic.GetMessage()}{diagnosticId}{locationInfo}\");\n }\n else if (diagnostic.Severity == DiagnosticSeverity.Warning)\n {\n var location = diagnostic.Location.GetLineSpan();\n string locationInfo = location.IsValid ? \n $\" (Line {location.StartLinePosition.Line + 1}, Column {location.StartLinePosition.Character + 1})\" : \"\";\n \n string diagnosticId = !string.IsNullOrEmpty(diagnostic.Id) ? $\" [{diagnostic.Id}]\" : \"\";\n errors.Add($\"WARNING: {diagnostic.GetMessage()}{diagnosticId}{locationInfo}\");\n }\n }\n \n return !hasErrors;\n }\n catch (Exception ex)\n {\n errors.Add($\"ERROR: Semantic validation failed: {ex.Message}\");\n return false;\n }\n }\n\n /// \n /// Gets compilation references with caching for performance\n /// \n private static System.Collections.Generic.List GetCompilationReferences()\n {\n // Check cache validity\n if (_cachedReferences != null && DateTime.Now - _cacheTime < CacheExpiry)\n {\n return _cachedReferences;\n }\n\n try\n {\n var references = new System.Collections.Generic.List();\n\n // Core .NET assemblies\n references.Add(MetadataReference.CreateFromFile(typeof(object).Assembly.Location)); // mscorlib/System.Private.CoreLib\n references.Add(MetadataReference.CreateFromFile(typeof(System.Linq.Enumerable).Assembly.Location)); // System.Linq\n references.Add(MetadataReference.CreateFromFile(typeof(System.Collections.Generic.List<>).Assembly.Location)); // System.Collections\n\n // Unity assemblies\n try\n {\n references.Add(MetadataReference.CreateFromFile(typeof(UnityEngine.Debug).Assembly.Location)); // UnityEngine\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Could not load UnityEngine assembly: {ex.Message}\");\n }\n\n#if UNITY_EDITOR\n try\n {\n references.Add(MetadataReference.CreateFromFile(typeof(UnityEditor.Editor).Assembly.Location)); // UnityEditor\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Could not load UnityEditor assembly: {ex.Message}\");\n }\n\n // Get Unity project assemblies\n try\n {\n var assemblies = CompilationPipeline.GetAssemblies();\n foreach (var assembly in assemblies)\n {\n if (File.Exists(assembly.outputPath))\n {\n references.Add(MetadataReference.CreateFromFile(assembly.outputPath));\n }\n }\n }\n catch (Exception ex)\n {\n Debug.LogWarning($\"Could not load Unity project assemblies: {ex.Message}\");\n }\n#endif\n\n // Cache the results\n _cachedReferences = references;\n _cacheTime = DateTime.Now;\n\n return references;\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Failed to get compilation references: {ex.Message}\");\n return new System.Collections.Generic.List();\n }\n }\n#else\n private static bool ValidateScriptSyntaxRoslyn(string contents, ValidationLevel level, System.Collections.Generic.List errors)\n {\n // Fallback when Roslyn is not available\n return true;\n }\n#endif\n\n /// \n /// Validates Unity-specific coding rules and best practices\n /// //TODO: Naive Unity Checks and not really yield any results, need to be improved\n /// \n private static void ValidateScriptSyntaxUnity(string contents, System.Collections.Generic.List errors)\n {\n // Check for common Unity anti-patterns\n if (contents.Contains(\"FindObjectOfType\") && contents.Contains(\"Update()\"))\n {\n errors.Add(\"WARNING: FindObjectOfType in Update() can cause performance issues\");\n }\n\n if (contents.Contains(\"GameObject.Find\") && contents.Contains(\"Update()\"))\n {\n errors.Add(\"WARNING: GameObject.Find in Update() can cause performance issues\");\n }\n\n // Check for proper MonoBehaviour usage\n if (contents.Contains(\": MonoBehaviour\") && !contents.Contains(\"using UnityEngine\"))\n {\n errors.Add(\"WARNING: MonoBehaviour requires 'using UnityEngine;'\");\n }\n\n // Check for SerializeField usage\n if (contents.Contains(\"[SerializeField]\") && !contents.Contains(\"using UnityEngine\"))\n {\n errors.Add(\"WARNING: SerializeField requires 'using UnityEngine;'\");\n }\n\n // Check for proper coroutine usage\n if (contents.Contains(\"StartCoroutine\") && !contents.Contains(\"IEnumerator\"))\n {\n errors.Add(\"WARNING: StartCoroutine typically requires IEnumerator methods\");\n }\n\n // Check for Update without FixedUpdate for physics\n if (contents.Contains(\"Rigidbody\") && contents.Contains(\"Update()\") && !contents.Contains(\"FixedUpdate()\"))\n {\n errors.Add(\"WARNING: Consider using FixedUpdate() for Rigidbody operations\");\n }\n\n // Check for missing null checks on Unity objects\n if (contents.Contains(\"GetComponent<\") && !contents.Contains(\"!= null\"))\n {\n errors.Add(\"WARNING: Consider null checking GetComponent results\");\n }\n\n // Check for proper event function signatures\n if (contents.Contains(\"void Start(\") && !contents.Contains(\"void Start()\"))\n {\n errors.Add(\"WARNING: Start() should not have parameters\");\n }\n\n if (contents.Contains(\"void Update(\") && !contents.Contains(\"void Update()\"))\n {\n errors.Add(\"WARNING: Update() should not have parameters\");\n }\n\n // Check for inefficient string operations\n if (contents.Contains(\"Update()\") && contents.Contains(\"\\\"\") && contents.Contains(\"+\"))\n {\n errors.Add(\"WARNING: String concatenation in Update() can cause garbage collection issues\");\n }\n }\n\n /// \n /// Validates semantic rules and common coding issues\n /// \n private static void ValidateSemanticRules(string contents, System.Collections.Generic.List errors)\n {\n // Check for potential memory leaks\n if (contents.Contains(\"new \") && contents.Contains(\"Update()\"))\n {\n errors.Add(\"WARNING: Creating objects in Update() may cause memory issues\");\n }\n\n // Check for magic numbers\n var magicNumberPattern = new Regex(@\"\\b\\d+\\.?\\d*f?\\b(?!\\s*[;})\\]])\");\n var matches = magicNumberPattern.Matches(contents);\n if (matches.Count > 5)\n {\n errors.Add(\"WARNING: Consider using named constants instead of magic numbers\");\n }\n\n // Check for long methods (simple line count check)\n var methodPattern = new Regex(@\"(public|private|protected|internal)?\\s*(static)?\\s*\\w+\\s+\\w+\\s*\\([^)]*\\)\\s*{\");\n var methodMatches = methodPattern.Matches(contents);\n foreach (Match match in methodMatches)\n {\n int startIndex = match.Index;\n int braceCount = 0;\n int lineCount = 0;\n bool inMethod = false;\n\n for (int i = startIndex; i < contents.Length; i++)\n {\n if (contents[i] == '{')\n {\n braceCount++;\n inMethod = true;\n }\n else if (contents[i] == '}')\n {\n braceCount--;\n if (braceCount == 0 && inMethod)\n break;\n }\n else if (contents[i] == '\\n' && inMethod)\n {\n lineCount++;\n }\n }\n\n if (lineCount > 50)\n {\n errors.Add(\"WARNING: Method is very long, consider breaking it into smaller methods\");\n break; // Only report once\n }\n }\n\n // Check for proper exception handling\n if (contents.Contains(\"catch\") && contents.Contains(\"catch()\"))\n {\n errors.Add(\"WARNING: Empty catch blocks should be avoided\");\n }\n\n // Check for proper async/await usage\n if (contents.Contains(\"async \") && !contents.Contains(\"await\"))\n {\n errors.Add(\"WARNING: Async method should contain await or return Task\");\n }\n\n // Check for hardcoded tags and layers\n if (contents.Contains(\"\\\"Player\\\"\") || contents.Contains(\"\\\"Enemy\\\"\"))\n {\n errors.Add(\"WARNING: Consider using constants for tags instead of hardcoded strings\");\n }\n }\n\n //TODO: A easier way for users to update incorrect scripts (now duplicated with the updateScript method and need to also update server side, put aside for now)\n /// \n /// Public method to validate script syntax with configurable validation level\n /// Returns detailed validation results including errors and warnings\n /// \n // public static object ValidateScript(JObject @params)\n // {\n // string contents = @params[\"contents\"]?.ToString();\n // string validationLevel = @params[\"validationLevel\"]?.ToString() ?? \"standard\";\n\n // if (string.IsNullOrEmpty(contents))\n // {\n // return Response.Error(\"Contents parameter is required for validation.\");\n // }\n\n // // Parse validation level\n // ValidationLevel level = ValidationLevel.Standard;\n // switch (validationLevel.ToLower())\n // {\n // case \"basic\": level = ValidationLevel.Basic; break;\n // case \"standard\": level = ValidationLevel.Standard; break;\n // case \"comprehensive\": level = ValidationLevel.Comprehensive; break;\n // case \"strict\": level = ValidationLevel.Strict; break;\n // default:\n // return Response.Error($\"Invalid validation level: '{validationLevel}'. Valid levels are: basic, standard, comprehensive, strict.\");\n // }\n\n // // Perform validation\n // bool isValid = ValidateScriptSyntax(contents, level, out string[] validationErrors);\n\n // var errors = validationErrors?.Where(e => e.StartsWith(\"ERROR:\")).ToArray() ?? new string[0];\n // var warnings = validationErrors?.Where(e => e.StartsWith(\"WARNING:\")).ToArray() ?? new string[0];\n\n // var result = new\n // {\n // isValid = isValid,\n // validationLevel = validationLevel,\n // errorCount = errors.Length,\n // warningCount = warnings.Length,\n // errors = errors,\n // warnings = warnings,\n // summary = isValid \n // ? (warnings.Length > 0 ? $\"Validation passed with {warnings.Length} warnings\" : \"Validation passed with no issues\")\n // : $\"Validation failed with {errors.Length} errors and {warnings.Length} warnings\"\n // };\n\n // if (isValid)\n // {\n // return Response.Success(\"Script validation completed successfully.\", result);\n // }\n // else\n // {\n // return Response.Error(\"Script validation failed.\", result);\n // }\n // }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/ServerInstaller.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Net;\nusing System.Runtime.InteropServices;\nusing UnityEngine;\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n public static class ServerInstaller\n {\n private const string RootFolder = \"UnityMCP\";\n private const string ServerFolder = \"UnityMcpServer\";\n private const string BranchName = \"master\";\n private const string GitUrl = \"https://github.com/justinpbarnett/unity-mcp.git\";\n private const string PyprojectUrl =\n \"https://raw.githubusercontent.com/justinpbarnett/unity-mcp/refs/heads/\"\n + BranchName\n + \"/UnityMcpServer/src/pyproject.toml\";\n\n /// \n /// Ensures the unity-mcp-server is installed and up to date.\n /// \n public static void EnsureServerInstalled()\n {\n try\n {\n string saveLocation = GetSaveLocation();\n\n if (!IsServerInstalled(saveLocation))\n {\n InstallServer(saveLocation);\n }\n else\n {\n string installedVersion = GetInstalledVersion();\n string latestVersion = GetLatestVersion();\n\n if (IsNewerVersion(latestVersion, installedVersion))\n {\n UpdateServer(saveLocation);\n }\n else { }\n }\n }\n catch (Exception ex)\n {\n Debug.LogError($\"Failed to ensure server installation: {ex.Message}\");\n }\n }\n\n public static string GetServerPath()\n {\n return Path.Combine(GetSaveLocation(), ServerFolder, \"src\");\n }\n\n /// \n /// Gets the platform-specific save location for the server.\n /// \n private static string GetSaveLocation()\n {\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n return Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"AppData\",\n \"Local\",\n \"Programs\",\n RootFolder\n );\n }\n else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))\n {\n return Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"bin\",\n RootFolder\n );\n }\n else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))\n {\n string path = \"/usr/local/bin\";\n return !Directory.Exists(path) || !IsDirectoryWritable(path)\n ? Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Applications\",\n RootFolder\n )\n : Path.Combine(path, RootFolder);\n }\n throw new Exception(\"Unsupported operating system.\");\n }\n\n private static bool IsDirectoryWritable(string path)\n {\n try\n {\n File.Create(Path.Combine(path, \"test.txt\")).Dispose();\n File.Delete(Path.Combine(path, \"test.txt\"));\n return true;\n }\n catch\n {\n return false;\n }\n }\n\n /// \n /// Checks if the server is installed at the specified location.\n /// \n private static bool IsServerInstalled(string location)\n {\n return Directory.Exists(location)\n && File.Exists(Path.Combine(location, ServerFolder, \"src\", \"pyproject.toml\"));\n }\n\n /// \n /// Installs the server by cloning only the UnityMcpServer folder from the repository and setting up dependencies.\n /// \n private static void InstallServer(string location)\n {\n // Create the src directory where the server code will reside\n Directory.CreateDirectory(location);\n\n // Initialize git repo in the src directory\n RunCommand(\"git\", $\"init\", workingDirectory: location);\n\n // Add remote\n RunCommand(\"git\", $\"remote add origin {GitUrl}\", workingDirectory: location);\n\n // Configure sparse checkout\n RunCommand(\"git\", \"config core.sparseCheckout true\", workingDirectory: location);\n\n // Set sparse checkout path to only include UnityMcpServer folder\n string sparseCheckoutPath = Path.Combine(location, \".git\", \"info\", \"sparse-checkout\");\n File.WriteAllText(sparseCheckoutPath, $\"{ServerFolder}/\");\n\n // Fetch and checkout the branch\n RunCommand(\"git\", $\"fetch --depth=1 origin {BranchName}\", workingDirectory: location);\n RunCommand(\"git\", $\"checkout {BranchName}\", workingDirectory: location);\n }\n\n /// \n /// Fetches the currently installed version from the local pyproject.toml file.\n /// \n public static string GetInstalledVersion()\n {\n string pyprojectPath = Path.Combine(\n GetSaveLocation(),\n ServerFolder,\n \"src\",\n \"pyproject.toml\"\n );\n return ParseVersionFromPyproject(File.ReadAllText(pyprojectPath));\n }\n\n /// \n /// Fetches the latest version from the GitHub pyproject.toml file.\n /// \n public static string GetLatestVersion()\n {\n using WebClient webClient = new();\n string pyprojectContent = webClient.DownloadString(PyprojectUrl);\n return ParseVersionFromPyproject(pyprojectContent);\n }\n\n /// \n /// Updates the server by pulling the latest changes for the UnityMcpServer folder only.\n /// \n private static void UpdateServer(string location)\n {\n RunCommand(\"git\", $\"pull origin {BranchName}\", workingDirectory: location);\n }\n\n /// \n /// Parses the version number from pyproject.toml content.\n /// \n private static string ParseVersionFromPyproject(string content)\n {\n foreach (string line in content.Split('\\n'))\n {\n if (line.Trim().StartsWith(\"version =\"))\n {\n string[] parts = line.Split('=');\n if (parts.Length == 2)\n {\n return parts[1].Trim().Trim('\"');\n }\n }\n }\n throw new Exception(\"Version not found in pyproject.toml\");\n }\n\n /// \n /// Compares two version strings to determine if the latest is newer.\n /// \n public static bool IsNewerVersion(string latest, string installed)\n {\n int[] latestParts = latest.Split('.').Select(int.Parse).ToArray();\n int[] installedParts = installed.Split('.').Select(int.Parse).ToArray();\n for (int i = 0; i < Math.Min(latestParts.Length, installedParts.Length); i++)\n {\n if (latestParts[i] > installedParts[i])\n {\n return true;\n }\n\n if (latestParts[i] < installedParts[i])\n {\n return false;\n }\n }\n return latestParts.Length > installedParts.Length;\n }\n\n /// \n /// Runs a command-line process and handles output/errors.\n /// \n private static void RunCommand(\n string command,\n string arguments,\n string workingDirectory = null\n )\n {\n System.Diagnostics.Process process = new()\n {\n StartInfo = new System.Diagnostics.ProcessStartInfo\n {\n FileName = command,\n Arguments = arguments,\n RedirectStandardOutput = true,\n RedirectStandardError = true,\n UseShellExecute = false,\n CreateNoWindow = true,\n WorkingDirectory = workingDirectory ?? string.Empty,\n },\n };\n process.Start();\n string output = process.StandardOutput.ReadToEnd();\n string error = process.StandardError.ReadToEnd();\n process.WaitForExit();\n if (process.ExitCode != 0)\n {\n throw new Exception(\n $\"Command failed: {command} {arguments}\\nOutput: {output}\\nError: {error}\"\n );\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ReadConsole.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditorInternal;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles reading and clearing Unity Editor console log entries.\n /// Uses reflection to access internal LogEntry methods/properties.\n /// \n public static class ReadConsole\n {\n // Reflection members for accessing internal LogEntry data\n // private static MethodInfo _getEntriesMethod; // Removed as it's unused and fails reflection\n private static MethodInfo _startGettingEntriesMethod;\n private static MethodInfo _endGettingEntriesMethod; // Renamed from _stopGettingEntriesMethod, trying End...\n private static MethodInfo _clearMethod;\n private static MethodInfo _getCountMethod;\n private static MethodInfo _getEntryMethod;\n private static FieldInfo _modeField;\n private static FieldInfo _messageField;\n private static FieldInfo _fileField;\n private static FieldInfo _lineField;\n private static FieldInfo _instanceIdField;\n\n // Note: Timestamp is not directly available in LogEntry; need to parse message or find alternative?\n\n // Static constructor for reflection setup\n static ReadConsole()\n {\n try\n {\n Type logEntriesType = typeof(EditorApplication).Assembly.GetType(\n \"UnityEditor.LogEntries\"\n );\n if (logEntriesType == null)\n throw new Exception(\"Could not find internal type UnityEditor.LogEntries\");\n\n // Include NonPublic binding flags as internal APIs might change accessibility\n BindingFlags staticFlags =\n BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic;\n BindingFlags instanceFlags =\n BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic;\n\n _startGettingEntriesMethod = logEntriesType.GetMethod(\n \"StartGettingEntries\",\n staticFlags\n );\n if (_startGettingEntriesMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.StartGettingEntries\");\n\n // Try reflecting EndGettingEntries based on warning message\n _endGettingEntriesMethod = logEntriesType.GetMethod(\n \"EndGettingEntries\",\n staticFlags\n );\n if (_endGettingEntriesMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.EndGettingEntries\");\n\n _clearMethod = logEntriesType.GetMethod(\"Clear\", staticFlags);\n if (_clearMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.Clear\");\n\n _getCountMethod = logEntriesType.GetMethod(\"GetCount\", staticFlags);\n if (_getCountMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.GetCount\");\n\n _getEntryMethod = logEntriesType.GetMethod(\"GetEntryInternal\", staticFlags);\n if (_getEntryMethod == null)\n throw new Exception(\"Failed to reflect LogEntries.GetEntryInternal\");\n\n Type logEntryType = typeof(EditorApplication).Assembly.GetType(\n \"UnityEditor.LogEntry\"\n );\n if (logEntryType == null)\n throw new Exception(\"Could not find internal type UnityEditor.LogEntry\");\n\n _modeField = logEntryType.GetField(\"mode\", instanceFlags);\n if (_modeField == null)\n throw new Exception(\"Failed to reflect LogEntry.mode\");\n\n _messageField = logEntryType.GetField(\"message\", instanceFlags);\n if (_messageField == null)\n throw new Exception(\"Failed to reflect LogEntry.message\");\n\n _fileField = logEntryType.GetField(\"file\", instanceFlags);\n if (_fileField == null)\n throw new Exception(\"Failed to reflect LogEntry.file\");\n\n _lineField = logEntryType.GetField(\"line\", instanceFlags);\n if (_lineField == null)\n throw new Exception(\"Failed to reflect LogEntry.line\");\n\n _instanceIdField = logEntryType.GetField(\"instanceID\", instanceFlags);\n if (_instanceIdField == null)\n throw new Exception(\"Failed to reflect LogEntry.instanceID\");\n }\n catch (Exception e)\n {\n Debug.LogError(\n $\"[ReadConsole] Static Initialization Failed: Could not setup reflection for LogEntries/LogEntry. Console reading/clearing will likely fail. Specific Error: {e.Message}\"\n );\n // Set members to null to prevent NullReferenceExceptions later, HandleCommand should check this.\n _startGettingEntriesMethod =\n _endGettingEntriesMethod =\n _clearMethod =\n _getCountMethod =\n _getEntryMethod =\n null;\n _modeField = _messageField = _fileField = _lineField = _instanceIdField = null;\n }\n }\n\n // --- Main Handler ---\n\n public static object HandleCommand(JObject @params)\n {\n // Check if ALL required reflection members were successfully initialized.\n if (\n _startGettingEntriesMethod == null\n || _endGettingEntriesMethod == null\n || _clearMethod == null\n || _getCountMethod == null\n || _getEntryMethod == null\n || _modeField == null\n || _messageField == null\n || _fileField == null\n || _lineField == null\n || _instanceIdField == null\n )\n {\n // Log the error here as well for easier debugging in Unity Console\n Debug.LogError(\n \"[ReadConsole] HandleCommand called but reflection members are not initialized. Static constructor might have failed silently or there's an issue.\"\n );\n return Response.Error(\n \"ReadConsole handler failed to initialize due to reflection errors. Cannot access console logs.\"\n );\n }\n\n string action = @params[\"action\"]?.ToString().ToLower() ?? \"get\";\n\n try\n {\n if (action == \"clear\")\n {\n return ClearConsole();\n }\n else if (action == \"get\")\n {\n // Extract parameters for 'get'\n var types =\n (@params[\"types\"] as JArray)?.Select(t => t.ToString().ToLower()).ToList()\n ?? new List { \"error\", \"warning\", \"log\" };\n int? count = @params[\"count\"]?.ToObject();\n string filterText = @params[\"filterText\"]?.ToString();\n string sinceTimestampStr = @params[\"sinceTimestamp\"]?.ToString(); // TODO: Implement timestamp filtering\n string format = (@params[\"format\"]?.ToString() ?? \"detailed\").ToLower();\n bool includeStacktrace =\n @params[\"includeStacktrace\"]?.ToObject() ?? true;\n\n if (types.Contains(\"all\"))\n {\n types = new List { \"error\", \"warning\", \"log\" }; // Expand 'all'\n }\n\n if (!string.IsNullOrEmpty(sinceTimestampStr))\n {\n Debug.LogWarning(\n \"[ReadConsole] Filtering by 'since_timestamp' is not currently implemented.\"\n );\n // Need a way to get timestamp per log entry.\n }\n\n return GetConsoleEntries(types, count, filterText, format, includeStacktrace);\n }\n else\n {\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are 'get' or 'clear'.\"\n );\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Action '{action}' failed: {e}\");\n return Response.Error($\"Internal error processing action '{action}': {e.Message}\");\n }\n }\n\n // --- Action Implementations ---\n\n private static object ClearConsole()\n {\n try\n {\n _clearMethod.Invoke(null, null); // Static method, no instance, no parameters\n return Response.Success(\"Console cleared successfully.\");\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Failed to clear console: {e}\");\n return Response.Error($\"Failed to clear console: {e.Message}\");\n }\n }\n\n private static object GetConsoleEntries(\n List types,\n int? count,\n string filterText,\n string format,\n bool includeStacktrace\n )\n {\n List formattedEntries = new List();\n int retrievedCount = 0;\n\n try\n {\n // LogEntries requires calling Start/Stop around GetEntries/GetEntryInternal\n _startGettingEntriesMethod.Invoke(null, null);\n\n int totalEntries = (int)_getCountMethod.Invoke(null, null);\n // Create instance to pass to GetEntryInternal - Ensure the type is correct\n Type logEntryType = typeof(EditorApplication).Assembly.GetType(\n \"UnityEditor.LogEntry\"\n );\n if (logEntryType == null)\n throw new Exception(\n \"Could not find internal type UnityEditor.LogEntry during GetConsoleEntries.\"\n );\n object logEntryInstance = Activator.CreateInstance(logEntryType);\n\n for (int i = 0; i < totalEntries; i++)\n {\n // Get the entry data into our instance using reflection\n _getEntryMethod.Invoke(null, new object[] { i, logEntryInstance });\n\n // Extract data using reflection\n int mode = (int)_modeField.GetValue(logEntryInstance);\n string message = (string)_messageField.GetValue(logEntryInstance);\n string file = (string)_fileField.GetValue(logEntryInstance);\n\n int line = (int)_lineField.GetValue(logEntryInstance);\n // int instanceId = (int)_instanceIdField.GetValue(logEntryInstance);\n\n if (string.IsNullOrEmpty(message))\n continue; // Skip empty messages\n\n // --- Filtering ---\n // Filter by type\n LogType currentType = GetLogTypeFromMode(mode);\n if (!types.Contains(currentType.ToString().ToLowerInvariant()))\n {\n continue;\n }\n\n // Filter by text (case-insensitive)\n if (\n !string.IsNullOrEmpty(filterText)\n && message.IndexOf(filterText, StringComparison.OrdinalIgnoreCase) < 0\n )\n {\n continue;\n }\n\n // TODO: Filter by timestamp (requires timestamp data)\n\n // --- Formatting ---\n string stackTrace = includeStacktrace ? ExtractStackTrace(message) : null;\n // Get first line if stack is present and requested, otherwise use full message\n string messageOnly =\n (includeStacktrace && !string.IsNullOrEmpty(stackTrace))\n ? message.Split(\n new[] { '\\n', '\\r' },\n StringSplitOptions.RemoveEmptyEntries\n )[0]\n : message;\n\n object formattedEntry = null;\n switch (format)\n {\n case \"plain\":\n formattedEntry = messageOnly;\n break;\n case \"json\":\n case \"detailed\": // Treat detailed as json for structured return\n default:\n formattedEntry = new\n {\n type = currentType.ToString(),\n message = messageOnly,\n file = file,\n line = line,\n // timestamp = \"\", // TODO\n stackTrace = stackTrace, // Will be null if includeStacktrace is false or no stack found\n };\n break;\n }\n\n formattedEntries.Add(formattedEntry);\n retrievedCount++;\n\n // Apply count limit (after filtering)\n if (count.HasValue && retrievedCount >= count.Value)\n {\n break;\n }\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Error while retrieving log entries: {e}\");\n // Ensure EndGettingEntries is called even if there's an error during iteration\n try\n {\n _endGettingEntriesMethod.Invoke(null, null);\n }\n catch\n { /* Ignore nested exception */\n }\n return Response.Error($\"Error retrieving log entries: {e.Message}\");\n }\n finally\n {\n // Ensure we always call EndGettingEntries\n try\n {\n _endGettingEntriesMethod.Invoke(null, null);\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ReadConsole] Failed to call EndGettingEntries: {e}\");\n // Don't return error here as we might have valid data, but log it.\n }\n }\n\n // Return the filtered and formatted list (might be empty)\n return Response.Success(\n $\"Retrieved {formattedEntries.Count} log entries.\",\n formattedEntries\n );\n }\n\n // --- Internal Helpers ---\n\n // Mapping from LogEntry.mode bits to LogType enum\n // Based on decompiled UnityEditor code or common patterns. Precise bits might change between Unity versions.\n // See comments below for LogEntry mode bits exploration.\n // Note: This mapping is simplified and might not cover all edge cases or future Unity versions perfectly.\n private const int ModeBitError = 1 << 0;\n private const int ModeBitAssert = 1 << 1;\n private const int ModeBitWarning = 1 << 2;\n private const int ModeBitLog = 1 << 3;\n private const int ModeBitException = 1 << 4; // Often combined with Error bits\n private const int ModeBitScriptingError = 1 << 9;\n private const int ModeBitScriptingWarning = 1 << 10;\n private const int ModeBitScriptingLog = 1 << 11;\n private const int ModeBitScriptingException = 1 << 18;\n private const int ModeBitScriptingAssertion = 1 << 22;\n\n private static LogType GetLogTypeFromMode(int mode)\n {\n // First, determine the type based on the original logic (most severe first)\n LogType initialType;\n if (\n (\n mode\n & (\n ModeBitError\n | ModeBitScriptingError\n | ModeBitException\n | ModeBitScriptingException\n )\n ) != 0\n )\n {\n initialType = LogType.Error;\n }\n else if ((mode & (ModeBitAssert | ModeBitScriptingAssertion)) != 0)\n {\n initialType = LogType.Assert;\n }\n else if ((mode & (ModeBitWarning | ModeBitScriptingWarning)) != 0)\n {\n initialType = LogType.Warning;\n }\n else\n {\n initialType = LogType.Log;\n }\n\n // Apply the observed \"one level lower\" correction\n switch (initialType)\n {\n case LogType.Error:\n return LogType.Warning; // Error becomes Warning\n case LogType.Warning:\n return LogType.Log; // Warning becomes Log\n case LogType.Assert:\n return LogType.Assert; // Assert remains Assert (no lower level defined)\n case LogType.Log:\n return LogType.Log; // Log remains Log\n default:\n return LogType.Log; // Default fallback\n }\n }\n\n /// \n /// Attempts to extract the stack trace part from a log message.\n /// Unity log messages often have the stack trace appended after the main message,\n /// starting on a new line and typically indented or beginning with \"at \".\n /// \n /// The complete log message including potential stack trace.\n /// The extracted stack trace string, or null if none is found.\n private static string ExtractStackTrace(string fullMessage)\n {\n if (string.IsNullOrEmpty(fullMessage))\n return null;\n\n // Split into lines, removing empty ones to handle different line endings gracefully.\n // Using StringSplitOptions.None might be better if empty lines matter within stack trace, but RemoveEmptyEntries is usually safer here.\n string[] lines = fullMessage.Split(\n new[] { '\\r', '\\n' },\n StringSplitOptions.RemoveEmptyEntries\n );\n\n // If there's only one line or less, there's no separate stack trace.\n if (lines.Length <= 1)\n return null;\n\n int stackStartIndex = -1;\n\n // Start checking from the second line onwards.\n for (int i = 1; i < lines.Length; ++i)\n {\n // Performance: TrimStart creates a new string. Consider using IsWhiteSpace check if performance critical.\n string trimmedLine = lines[i].TrimStart();\n\n // Check for common stack trace patterns.\n if (\n trimmedLine.StartsWith(\"at \")\n || trimmedLine.StartsWith(\"UnityEngine.\")\n || trimmedLine.StartsWith(\"UnityEditor.\")\n || trimmedLine.Contains(\"(at \")\n || // Covers \"(at Assets/...\" pattern\n // Heuristic: Check if line starts with likely namespace/class pattern (Uppercase.Something)\n (\n trimmedLine.Length > 0\n && char.IsUpper(trimmedLine[0])\n && trimmedLine.Contains('.')\n )\n )\n {\n stackStartIndex = i;\n break; // Found the likely start of the stack trace\n }\n }\n\n // If a potential start index was found...\n if (stackStartIndex > 0)\n {\n // Join the lines from the stack start index onwards using standard newline characters.\n // This reconstructs the stack trace part of the message.\n return string.Join(\"\\n\", lines.Skip(stackStartIndex));\n }\n\n // No clear stack trace found based on the patterns.\n return null;\n }\n\n /* LogEntry.mode bits exploration (based on Unity decompilation/observation):\n May change between versions.\n\n Basic Types:\n kError = 1 << 0 (1)\n kAssert = 1 << 1 (2)\n kWarning = 1 << 2 (4)\n kLog = 1 << 3 (8)\n kFatal = 1 << 4 (16) - Often treated as Exception/Error\n\n Modifiers/Context:\n kAssetImportError = 1 << 7 (128)\n kAssetImportWarning = 1 << 8 (256)\n kScriptingError = 1 << 9 (512)\n kScriptingWarning = 1 << 10 (1024)\n kScriptingLog = 1 << 11 (2048)\n kScriptCompileError = 1 << 12 (4096)\n kScriptCompileWarning = 1 << 13 (8192)\n kStickyError = 1 << 14 (16384) - Stays visible even after Clear On Play\n kMayIgnoreLineNumber = 1 << 15 (32768)\n kReportBug = 1 << 16 (65536) - Shows the \"Report Bug\" button\n kDisplayPreviousErrorInStatusBar = 1 << 17 (131072)\n kScriptingException = 1 << 18 (262144)\n kDontExtractStacktrace = 1 << 19 (524288) - Hint to the console UI\n kShouldClearOnPlay = 1 << 20 (1048576) - Default behavior\n kGraphCompileError = 1 << 21 (2097152)\n kScriptingAssertion = 1 << 22 (4194304)\n kVisualScriptingError = 1 << 23 (8388608)\n\n Example observed values:\n Log: 2048 (ScriptingLog) or 8 (Log)\n Warning: 1028 (ScriptingWarning | Warning) or 4 (Warning)\n Error: 513 (ScriptingError | Error) or 1 (Error)\n Exception: 262161 (ScriptingException | Error | kFatal?) - Complex combination\n Assertion: 4194306 (ScriptingAssertion | Assert) or 2 (Assert)\n */\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageEditor.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditorInternal; // Required for tag management\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles operations related to controlling and querying the Unity Editor state,\n /// including managing Tags and Layers.\n /// \n public static class ManageEditor\n {\n // Constant for starting user layer index\n private const int FirstUserLayerIndex = 8;\n\n // Constant for total layer count\n private const int TotalLayerCount = 32;\n\n /// \n /// Main handler for editor management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower();\n // Parameters for specific actions\n string tagName = @params[\"tagName\"]?.ToString();\n string layerName = @params[\"layerName\"]?.ToString();\n bool waitForCompletion = @params[\"waitForCompletion\"]?.ToObject() ?? false; // Example - not used everywhere\n\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n // Route action\n switch (action)\n {\n // Play Mode Control\n case \"play\":\n try\n {\n if (!EditorApplication.isPlaying)\n {\n EditorApplication.isPlaying = true;\n return Response.Success(\"Entered play mode.\");\n }\n return Response.Success(\"Already in play mode.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Error entering play mode: {e.Message}\");\n }\n case \"pause\":\n try\n {\n if (EditorApplication.isPlaying)\n {\n EditorApplication.isPaused = !EditorApplication.isPaused;\n return Response.Success(\n EditorApplication.isPaused ? \"Game paused.\" : \"Game resumed.\"\n );\n }\n return Response.Error(\"Cannot pause/resume: Not in play mode.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Error pausing/resuming game: {e.Message}\");\n }\n case \"stop\":\n try\n {\n if (EditorApplication.isPlaying)\n {\n EditorApplication.isPlaying = false;\n return Response.Success(\"Exited play mode.\");\n }\n return Response.Success(\"Already stopped (not in play mode).\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Error stopping play mode: {e.Message}\");\n }\n\n // Editor State/Info\n case \"get_state\":\n return GetEditorState();\n case \"get_windows\":\n return GetEditorWindows();\n case \"get_active_tool\":\n return GetActiveTool();\n case \"get_selection\":\n return GetSelection();\n case \"set_active_tool\":\n string toolName = @params[\"toolName\"]?.ToString();\n if (string.IsNullOrEmpty(toolName))\n return Response.Error(\"'toolName' parameter required for set_active_tool.\");\n return SetActiveTool(toolName);\n\n // Tag Management\n case \"add_tag\":\n if (string.IsNullOrEmpty(tagName))\n return Response.Error(\"'tagName' parameter required for add_tag.\");\n return AddTag(tagName);\n case \"remove_tag\":\n if (string.IsNullOrEmpty(tagName))\n return Response.Error(\"'tagName' parameter required for remove_tag.\");\n return RemoveTag(tagName);\n case \"get_tags\":\n return GetTags(); // Helper to list current tags\n\n // Layer Management\n case \"add_layer\":\n if (string.IsNullOrEmpty(layerName))\n return Response.Error(\"'layerName' parameter required for add_layer.\");\n return AddLayer(layerName);\n case \"remove_layer\":\n if (string.IsNullOrEmpty(layerName))\n return Response.Error(\"'layerName' parameter required for remove_layer.\");\n return RemoveLayer(layerName);\n case \"get_layers\":\n return GetLayers(); // Helper to list current layers\n\n // --- Settings (Example) ---\n // case \"set_resolution\":\n // int? width = @params[\"width\"]?.ToObject();\n // int? height = @params[\"height\"]?.ToObject();\n // if (!width.HasValue || !height.HasValue) return Response.Error(\"'width' and 'height' parameters required.\");\n // return SetGameViewResolution(width.Value, height.Value);\n // case \"set_quality\":\n // // Handle string name or int index\n // return SetQualityLevel(@params[\"qualityLevel\"]);\n\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Supported actions include play, pause, stop, get_state, get_windows, get_active_tool, get_selection, set_active_tool, add_tag, remove_tag, get_tags, add_layer, remove_layer, get_layers.\"\n );\n }\n }\n\n // --- Editor State/Info Methods ---\n private static object GetEditorState()\n {\n try\n {\n var state = new\n {\n isPlaying = EditorApplication.isPlaying,\n isPaused = EditorApplication.isPaused,\n isCompiling = EditorApplication.isCompiling,\n isUpdating = EditorApplication.isUpdating,\n applicationPath = EditorApplication.applicationPath,\n applicationContentsPath = EditorApplication.applicationContentsPath,\n timeSinceStartup = EditorApplication.timeSinceStartup,\n };\n return Response.Success(\"Retrieved editor state.\", state);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting editor state: {e.Message}\");\n }\n }\n\n private static object GetEditorWindows()\n {\n try\n {\n // Get all types deriving from EditorWindow\n var windowTypes = AppDomain\n .CurrentDomain.GetAssemblies()\n .SelectMany(assembly => assembly.GetTypes())\n .Where(type => type.IsSubclassOf(typeof(EditorWindow)))\n .ToList();\n\n var openWindows = new List();\n\n // Find currently open instances\n // Resources.FindObjectsOfTypeAll seems more reliable than GetWindow for finding *all* open windows\n EditorWindow[] allWindows = Resources.FindObjectsOfTypeAll();\n\n foreach (EditorWindow window in allWindows)\n {\n if (window == null)\n continue; // Skip potentially destroyed windows\n\n try\n {\n openWindows.Add(\n new\n {\n title = window.titleContent.text,\n typeName = window.GetType().FullName,\n isFocused = EditorWindow.focusedWindow == window,\n position = new\n {\n x = window.position.x,\n y = window.position.y,\n width = window.position.width,\n height = window.position.height,\n },\n instanceID = window.GetInstanceID(),\n }\n );\n }\n catch (Exception ex)\n {\n Debug.LogWarning(\n $\"Could not get info for window {window.GetType().Name}: {ex.Message}\"\n );\n }\n }\n\n return Response.Success(\"Retrieved list of open editor windows.\", openWindows);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting editor windows: {e.Message}\");\n }\n }\n\n private static object GetActiveTool()\n {\n try\n {\n Tool currentTool = UnityEditor.Tools.current;\n string toolName = currentTool.ToString(); // Enum to string\n bool customToolActive = UnityEditor.Tools.current == Tool.Custom; // Check if a custom tool is active\n string activeToolName = customToolActive\n ? EditorTools.GetActiveToolName()\n : toolName; // Get custom name if needed\n\n var toolInfo = new\n {\n activeTool = activeToolName,\n isCustom = customToolActive,\n pivotMode = UnityEditor.Tools.pivotMode.ToString(),\n pivotRotation = UnityEditor.Tools.pivotRotation.ToString(),\n handleRotation = UnityEditor.Tools.handleRotation.eulerAngles, // Euler for simplicity\n handlePosition = UnityEditor.Tools.handlePosition,\n };\n\n return Response.Success(\"Retrieved active tool information.\", toolInfo);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting active tool: {e.Message}\");\n }\n }\n\n private static object SetActiveTool(string toolName)\n {\n try\n {\n Tool targetTool;\n if (Enum.TryParse(toolName, true, out targetTool)) // Case-insensitive parse\n {\n // Check if it's a valid built-in tool\n if (targetTool != Tool.None && targetTool <= Tool.Custom) // Tool.Custom is the last standard tool\n {\n UnityEditor.Tools.current = targetTool;\n return Response.Success($\"Set active tool to '{targetTool}'.\");\n }\n else\n {\n return Response.Error(\n $\"Cannot directly set tool to '{toolName}'. It might be None, Custom, or invalid.\"\n );\n }\n }\n else\n {\n // Potentially try activating a custom tool by name here if needed\n // This often requires specific editor scripting knowledge for that tool.\n return Response.Error(\n $\"Could not parse '{toolName}' as a standard Unity Tool (View, Move, Rotate, Scale, Rect, Transform, Custom).\"\n );\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error setting active tool: {e.Message}\");\n }\n }\n\n private static object GetSelection()\n {\n try\n {\n var selectionInfo = new\n {\n activeObject = Selection.activeObject?.name,\n activeGameObject = Selection.activeGameObject?.name,\n activeTransform = Selection.activeTransform?.name,\n activeInstanceID = Selection.activeInstanceID,\n count = Selection.count,\n objects = Selection\n .objects.Select(obj => new\n {\n name = obj?.name,\n type = obj?.GetType().FullName,\n instanceID = obj?.GetInstanceID(),\n })\n .ToList(),\n gameObjects = Selection\n .gameObjects.Select(go => new\n {\n name = go?.name,\n instanceID = go?.GetInstanceID(),\n })\n .ToList(),\n assetGUIDs = Selection.assetGUIDs, // GUIDs for selected assets in Project view\n };\n\n return Response.Success(\"Retrieved current selection details.\", selectionInfo);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting selection: {e.Message}\");\n }\n }\n\n // --- Tag Management Methods ---\n\n private static object AddTag(string tagName)\n {\n if (string.IsNullOrWhiteSpace(tagName))\n return Response.Error(\"Tag name cannot be empty or whitespace.\");\n\n // Check if tag already exists\n if (InternalEditorUtility.tags.Contains(tagName))\n {\n return Response.Error($\"Tag '{tagName}' already exists.\");\n }\n\n try\n {\n // Add the tag using the internal utility\n InternalEditorUtility.AddTag(tagName);\n // Force save assets to ensure the change persists in the TagManager asset\n AssetDatabase.SaveAssets();\n return Response.Success($\"Tag '{tagName}' added successfully.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to add tag '{tagName}': {e.Message}\");\n }\n }\n\n private static object RemoveTag(string tagName)\n {\n if (string.IsNullOrWhiteSpace(tagName))\n return Response.Error(\"Tag name cannot be empty or whitespace.\");\n if (tagName.Equals(\"Untagged\", StringComparison.OrdinalIgnoreCase))\n return Response.Error(\"Cannot remove the built-in 'Untagged' tag.\");\n\n // Check if tag exists before attempting removal\n if (!InternalEditorUtility.tags.Contains(tagName))\n {\n return Response.Error($\"Tag '{tagName}' does not exist.\");\n }\n\n try\n {\n // Remove the tag using the internal utility\n InternalEditorUtility.RemoveTag(tagName);\n // Force save assets\n AssetDatabase.SaveAssets();\n return Response.Success($\"Tag '{tagName}' removed successfully.\");\n }\n catch (Exception e)\n {\n // Catch potential issues if the tag is somehow in use or removal fails\n return Response.Error($\"Failed to remove tag '{tagName}': {e.Message}\");\n }\n }\n\n private static object GetTags()\n {\n try\n {\n string[] tags = InternalEditorUtility.tags;\n return Response.Success(\"Retrieved current tags.\", tags);\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to retrieve tags: {e.Message}\");\n }\n }\n\n // --- Layer Management Methods ---\n\n private static object AddLayer(string layerName)\n {\n if (string.IsNullOrWhiteSpace(layerName))\n return Response.Error(\"Layer name cannot be empty or whitespace.\");\n\n // Access the TagManager asset\n SerializedObject tagManager = GetTagManager();\n if (tagManager == null)\n return Response.Error(\"Could not access TagManager asset.\");\n\n SerializedProperty layersProp = tagManager.FindProperty(\"layers\");\n if (layersProp == null || !layersProp.isArray)\n return Response.Error(\"Could not find 'layers' property in TagManager.\");\n\n // Check if layer name already exists (case-insensitive check recommended)\n for (int i = 0; i < TotalLayerCount; i++)\n {\n SerializedProperty layerSP = layersProp.GetArrayElementAtIndex(i);\n if (\n layerSP != null\n && layerName.Equals(layerSP.stringValue, StringComparison.OrdinalIgnoreCase)\n )\n {\n return Response.Error($\"Layer '{layerName}' already exists at index {i}.\");\n }\n }\n\n // Find the first empty user layer slot (indices 8 to 31)\n int firstEmptyUserLayer = -1;\n for (int i = FirstUserLayerIndex; i < TotalLayerCount; i++)\n {\n SerializedProperty layerSP = layersProp.GetArrayElementAtIndex(i);\n if (layerSP != null && string.IsNullOrEmpty(layerSP.stringValue))\n {\n firstEmptyUserLayer = i;\n break;\n }\n }\n\n if (firstEmptyUserLayer == -1)\n {\n return Response.Error(\"No empty User Layer slots available (8-31 are full).\");\n }\n\n // Assign the name to the found slot\n try\n {\n SerializedProperty targetLayerSP = layersProp.GetArrayElementAtIndex(\n firstEmptyUserLayer\n );\n targetLayerSP.stringValue = layerName;\n // Apply the changes to the TagManager asset\n tagManager.ApplyModifiedProperties();\n // Save assets to make sure it's written to disk\n AssetDatabase.SaveAssets();\n return Response.Success(\n $\"Layer '{layerName}' added successfully to slot {firstEmptyUserLayer}.\"\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to add layer '{layerName}': {e.Message}\");\n }\n }\n\n private static object RemoveLayer(string layerName)\n {\n if (string.IsNullOrWhiteSpace(layerName))\n return Response.Error(\"Layer name cannot be empty or whitespace.\");\n\n // Access the TagManager asset\n SerializedObject tagManager = GetTagManager();\n if (tagManager == null)\n return Response.Error(\"Could not access TagManager asset.\");\n\n SerializedProperty layersProp = tagManager.FindProperty(\"layers\");\n if (layersProp == null || !layersProp.isArray)\n return Response.Error(\"Could not find 'layers' property in TagManager.\");\n\n // Find the layer by name (must be user layer)\n int layerIndexToRemove = -1;\n for (int i = FirstUserLayerIndex; i < TotalLayerCount; i++) // Start from user layers\n {\n SerializedProperty layerSP = layersProp.GetArrayElementAtIndex(i);\n // Case-insensitive comparison is safer\n if (\n layerSP != null\n && layerName.Equals(layerSP.stringValue, StringComparison.OrdinalIgnoreCase)\n )\n {\n layerIndexToRemove = i;\n break;\n }\n }\n\n if (layerIndexToRemove == -1)\n {\n return Response.Error($\"User layer '{layerName}' not found.\");\n }\n\n // Clear the name for that index\n try\n {\n SerializedProperty targetLayerSP = layersProp.GetArrayElementAtIndex(\n layerIndexToRemove\n );\n targetLayerSP.stringValue = string.Empty; // Set to empty string to remove\n // Apply the changes\n tagManager.ApplyModifiedProperties();\n // Save assets\n AssetDatabase.SaveAssets();\n return Response.Success(\n $\"Layer '{layerName}' (slot {layerIndexToRemove}) removed successfully.\"\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to remove layer '{layerName}': {e.Message}\");\n }\n }\n\n private static object GetLayers()\n {\n try\n {\n var layers = new Dictionary();\n for (int i = 0; i < TotalLayerCount; i++)\n {\n string layerName = LayerMask.LayerToName(i);\n if (!string.IsNullOrEmpty(layerName)) // Only include layers that have names\n {\n layers.Add(i, layerName);\n }\n }\n return Response.Success(\"Retrieved current named layers.\", layers);\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to retrieve layers: {e.Message}\");\n }\n }\n\n // --- Helper Methods ---\n\n /// \n /// Gets the SerializedObject for the TagManager asset.\n /// \n private static SerializedObject GetTagManager()\n {\n try\n {\n // Load the TagManager asset from the ProjectSettings folder\n UnityEngine.Object[] tagManagerAssets = AssetDatabase.LoadAllAssetsAtPath(\n \"ProjectSettings/TagManager.asset\"\n );\n if (tagManagerAssets == null || tagManagerAssets.Length == 0)\n {\n Debug.LogError(\"[ManageEditor] TagManager.asset not found in ProjectSettings.\");\n return null;\n }\n // The first object in the asset file should be the TagManager\n return new SerializedObject(tagManagerAssets[0]);\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ManageEditor] Error accessing TagManager.asset: {e.Message}\");\n return null;\n }\n }\n\n // --- Example Implementations for Settings ---\n /*\n private static object SetGameViewResolution(int width, int height) { ... }\n private static object SetQualityLevel(JToken qualityLevelToken) { ... }\n */\n }\n\n // Helper class to get custom tool names (remains the same)\n internal static class EditorTools\n {\n public static string GetActiveToolName()\n {\n // This is a placeholder. Real implementation depends on how custom tools\n // are registered and tracked in the specific Unity project setup.\n // It might involve checking static variables, calling methods on specific tool managers, etc.\n if (UnityEditor.Tools.current == Tool.Custom)\n {\n // Example: Check a known custom tool manager\n // if (MyCustomToolManager.IsActive) return MyCustomToolManager.ActiveToolName;\n return \"Unknown Custom Tool\";\n }\n return UnityEditor.Tools.current.ToString();\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageShader.cs", "using System;\nusing System.IO;\nusing System.Linq;\nusing System.Text.RegularExpressions;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers;\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles CRUD operations for shader files within the Unity project.\n /// \n public static class ManageShader\n {\n /// \n /// Main handler for shader management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n // Extract parameters\n string action = @params[\"action\"]?.ToString().ToLower();\n string name = @params[\"name\"]?.ToString();\n string path = @params[\"path\"]?.ToString(); // Relative to Assets/\n string contents = null;\n\n // Check if we have base64 encoded contents\n bool contentsEncoded = @params[\"contentsEncoded\"]?.ToObject() ?? false;\n if (contentsEncoded && @params[\"encodedContents\"] != null)\n {\n try\n {\n contents = DecodeBase64(@params[\"encodedContents\"].ToString());\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to decode shader contents: {e.Message}\");\n }\n }\n else\n {\n contents = @params[\"contents\"]?.ToString();\n }\n\n // Validate required parameters\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n if (string.IsNullOrEmpty(name))\n {\n return Response.Error(\"Name parameter is required.\");\n }\n // Basic name validation (alphanumeric, underscores, cannot start with number)\n if (!Regex.IsMatch(name, @\"^[a-zA-Z_][a-zA-Z0-9_]*$\"))\n {\n return Response.Error(\n $\"Invalid shader name: '{name}'. Use only letters, numbers, underscores, and don't start with a number.\"\n );\n }\n\n // Ensure path is relative to Assets/, removing any leading \"Assets/\"\n // Set default directory to \"Shaders\" if path is not provided\n string relativeDir = path ?? \"Shaders\"; // Default to \"Shaders\" if path is null\n if (!string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = relativeDir.Replace('\\\\', '/').Trim('/');\n if (relativeDir.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n relativeDir = relativeDir.Substring(\"Assets/\".Length).TrimStart('/');\n }\n }\n // Handle empty string case explicitly after processing\n if (string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = \"Shaders\"; // Ensure default if path was provided as \"\" or only \"/\" or \"Assets/\"\n }\n\n // Construct paths\n string shaderFileName = $\"{name}.shader\";\n string fullPathDir = Path.Combine(Application.dataPath, relativeDir);\n string fullPath = Path.Combine(fullPathDir, shaderFileName);\n string relativePath = Path.Combine(\"Assets\", relativeDir, shaderFileName)\n .Replace('\\\\', '/'); // Ensure \"Assets/\" prefix and forward slashes\n\n // Ensure the target directory exists for create/update\n if (action == \"create\" || action == \"update\")\n {\n try\n {\n if (!Directory.Exists(fullPathDir))\n {\n Directory.CreateDirectory(fullPathDir);\n // Refresh AssetDatabase to recognize new folders\n AssetDatabase.Refresh();\n }\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Could not create directory '{fullPathDir}': {e.Message}\"\n );\n }\n }\n\n // Route to specific action handlers\n switch (action)\n {\n case \"create\":\n return CreateShader(fullPath, relativePath, name, contents);\n case \"read\":\n return ReadShader(fullPath, relativePath);\n case \"update\":\n return UpdateShader(fullPath, relativePath, name, contents);\n case \"delete\":\n return DeleteShader(fullPath, relativePath);\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are: create, read, update, delete.\"\n );\n }\n }\n\n /// \n /// Decode base64 string to normal text\n /// \n private static string DecodeBase64(string encoded)\n {\n byte[] data = Convert.FromBase64String(encoded);\n return System.Text.Encoding.UTF8.GetString(data);\n }\n\n /// \n /// Encode text to base64 string\n /// \n private static string EncodeBase64(string text)\n {\n byte[] data = System.Text.Encoding.UTF8.GetBytes(text);\n return Convert.ToBase64String(data);\n }\n\n private static object CreateShader(\n string fullPath,\n string relativePath,\n string name,\n string contents\n )\n {\n // Check if shader already exists\n if (File.Exists(fullPath))\n {\n return Response.Error(\n $\"Shader already exists at '{relativePath}'. Use 'update' action to modify.\"\n );\n }\n\n // Add validation for shader name conflicts in Unity\n if (Shader.Find(name) != null)\n {\n return Response.Error(\n $\"A shader with name '{name}' already exists in the project. Choose a different name.\"\n );\n }\n\n // Generate default content if none provided\n if (string.IsNullOrEmpty(contents))\n {\n contents = GenerateDefaultShaderContent(name);\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath);\n AssetDatabase.Refresh(); // Ensure Unity recognizes the new shader\n return Response.Success(\n $\"Shader '{name}.shader' created successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to create shader '{relativePath}': {e.Message}\");\n }\n }\n\n private static object ReadShader(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Shader not found at '{relativePath}'.\");\n }\n\n try\n {\n string contents = File.ReadAllText(fullPath);\n\n // Return both normal and encoded contents for larger files\n //TODO: Consider a threshold for large files\n bool isLarge = contents.Length > 10000; // If content is large, include encoded version\n var responseData = new\n {\n path = relativePath,\n contents = contents,\n // For large files, also include base64-encoded version\n encodedContents = isLarge ? EncodeBase64(contents) : null,\n contentsEncoded = isLarge,\n };\n\n return Response.Success(\n $\"Shader '{Path.GetFileName(relativePath)}' read successfully.\",\n responseData\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to read shader '{relativePath}': {e.Message}\");\n }\n }\n\n private static object UpdateShader(\n string fullPath,\n string relativePath,\n string name,\n string contents\n )\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error(\n $\"Shader not found at '{relativePath}'. Use 'create' action to add a new shader.\"\n );\n }\n if (string.IsNullOrEmpty(contents))\n {\n return Response.Error(\"Content is required for the 'update' action.\");\n }\n\n try\n {\n File.WriteAllText(fullPath, contents);\n AssetDatabase.ImportAsset(relativePath);\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Shader '{Path.GetFileName(relativePath)}' updated successfully.\",\n new { path = relativePath }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to update shader '{relativePath}': {e.Message}\");\n }\n }\n\n private static object DeleteShader(string fullPath, string relativePath)\n {\n if (!File.Exists(fullPath))\n {\n return Response.Error($\"Shader not found at '{relativePath}'.\");\n }\n\n try\n {\n // Delete the asset through Unity's AssetDatabase first\n bool success = AssetDatabase.DeleteAsset(relativePath);\n if (!success)\n {\n return Response.Error($\"Failed to delete shader through Unity's AssetDatabase: '{relativePath}'\");\n }\n\n // If the file still exists (rare case), try direct deletion\n if (File.Exists(fullPath))\n {\n File.Delete(fullPath);\n }\n\n return Response.Success($\"Shader '{Path.GetFileName(relativePath)}' deleted successfully.\");\n }\n catch (Exception e)\n {\n return Response.Error($\"Failed to delete shader '{relativePath}': {e.Message}\");\n }\n }\n\n //This is a CGProgram template\n //TODO: making a HLSL template as well?\n private static string GenerateDefaultShaderContent(string name)\n {\n return @\"Shader \"\"\" + name + @\"\"\"\n {\n Properties\n {\n _MainTex (\"\"Texture\"\", 2D) = \"\"white\"\" {}\n }\n SubShader\n {\n Tags { \"\"RenderType\"\"=\"\"Opaque\"\" }\n LOD 100\n\n Pass\n {\n CGPROGRAM\n #pragma vertex vert\n #pragma fragment frag\n #include \"\"UnityCG.cginc\"\"\n\n struct appdata\n {\n float4 vertex : POSITION;\n float2 uv : TEXCOORD0;\n };\n\n struct v2f\n {\n float2 uv : TEXCOORD0;\n float4 vertex : SV_POSITION;\n };\n\n sampler2D _MainTex;\n float4 _MainTex_ST;\n\n v2f vert (appdata v)\n {\n v2f o;\n o.vertex = UnityObjectToClipPos(v.vertex);\n o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n return o;\n }\n\n fixed4 frag (v2f i) : SV_Target\n {\n fixed4 col = tex2D(_MainTex, i.uv);\n return col;\n }\n ENDCG\n }\n }\n }\";\n }\n }\n} "], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ManageScene.cs", "using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEditor.SceneManagement;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles scene management operations like loading, saving, creating, and querying hierarchy.\n /// \n public static class ManageScene\n {\n /// \n /// Main handler for scene management actions.\n /// \n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower();\n string name = @params[\"name\"]?.ToString();\n string path = @params[\"path\"]?.ToString(); // Relative to Assets/\n int? buildIndex = @params[\"buildIndex\"]?.ToObject();\n // bool loadAdditive = @params[\"loadAdditive\"]?.ToObject() ?? false; // Example for future extension\n\n // Ensure path is relative to Assets/, removing any leading \"Assets/\"\n string relativeDir = path ?? string.Empty;\n if (!string.IsNullOrEmpty(relativeDir))\n {\n relativeDir = relativeDir.Replace('\\\\', '/').Trim('/');\n if (relativeDir.StartsWith(\"Assets/\", StringComparison.OrdinalIgnoreCase))\n {\n relativeDir = relativeDir.Substring(\"Assets/\".Length).TrimStart('/');\n }\n }\n\n // Apply default *after* sanitizing, using the original path variable for the check\n if (string.IsNullOrEmpty(path) && action == \"create\") // Check original path for emptiness\n {\n relativeDir = \"Scenes\"; // Default relative directory\n }\n\n if (string.IsNullOrEmpty(action))\n {\n return Response.Error(\"Action parameter is required.\");\n }\n\n string sceneFileName = string.IsNullOrEmpty(name) ? null : $\"{name}.unity\";\n // Construct full system path correctly: ProjectRoot/Assets/relativeDir/sceneFileName\n string fullPathDir = Path.Combine(Application.dataPath, relativeDir); // Combine with Assets path (Application.dataPath ends in Assets)\n string fullPath = string.IsNullOrEmpty(sceneFileName)\n ? null\n : Path.Combine(fullPathDir, sceneFileName);\n // Ensure relativePath always starts with \"Assets/\" and uses forward slashes\n string relativePath = string.IsNullOrEmpty(sceneFileName)\n ? null\n : Path.Combine(\"Assets\", relativeDir, sceneFileName).Replace('\\\\', '/');\n\n // Ensure directory exists for 'create'\n if (action == \"create\" && !string.IsNullOrEmpty(fullPathDir))\n {\n try\n {\n Directory.CreateDirectory(fullPathDir);\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Could not create directory '{fullPathDir}': {e.Message}\"\n );\n }\n }\n\n // Route action\n switch (action)\n {\n case \"create\":\n if (string.IsNullOrEmpty(name) || string.IsNullOrEmpty(relativePath))\n return Response.Error(\n \"'name' and 'path' parameters are required for 'create' action.\"\n );\n return CreateScene(fullPath, relativePath);\n case \"load\":\n // Loading can be done by path/name or build index\n if (!string.IsNullOrEmpty(relativePath))\n return LoadScene(relativePath);\n else if (buildIndex.HasValue)\n return LoadScene(buildIndex.Value);\n else\n return Response.Error(\n \"Either 'name'/'path' or 'buildIndex' must be provided for 'load' action.\"\n );\n case \"save\":\n // Save current scene, optionally to a new path\n return SaveScene(fullPath, relativePath);\n case \"get_hierarchy\":\n return GetSceneHierarchy();\n case \"get_active\":\n return GetActiveSceneInfo();\n case \"get_build_settings\":\n return GetBuildSettingsScenes();\n // Add cases for modifying build settings, additive loading, unloading etc.\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions: create, load, save, get_hierarchy, get_active, get_build_settings.\"\n );\n }\n }\n\n private static object CreateScene(string fullPath, string relativePath)\n {\n if (File.Exists(fullPath))\n {\n return Response.Error($\"Scene already exists at '{relativePath}'.\");\n }\n\n try\n {\n // Create a new empty scene\n Scene newScene = EditorSceneManager.NewScene(\n NewSceneSetup.EmptyScene,\n NewSceneMode.Single\n );\n // Save it to the specified path\n bool saved = EditorSceneManager.SaveScene(newScene, relativePath);\n\n if (saved)\n {\n AssetDatabase.Refresh(); // Ensure Unity sees the new scene file\n return Response.Success(\n $\"Scene '{Path.GetFileName(relativePath)}' created successfully at '{relativePath}'.\",\n new { path = relativePath }\n );\n }\n else\n {\n // If SaveScene fails, it might leave an untitled scene open.\n // Optionally try to close it, but be cautious.\n return Response.Error($\"Failed to save new scene to '{relativePath}'.\");\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error creating scene '{relativePath}': {e.Message}\");\n }\n }\n\n private static object LoadScene(string relativePath)\n {\n if (\n !File.Exists(\n Path.Combine(\n Application.dataPath.Substring(\n 0,\n Application.dataPath.Length - \"Assets\".Length\n ),\n relativePath\n )\n )\n )\n {\n return Response.Error($\"Scene file not found at '{relativePath}'.\");\n }\n\n // Check for unsaved changes in the current scene\n if (EditorSceneManager.GetActiveScene().isDirty)\n {\n // Optionally prompt the user or save automatically before loading\n return Response.Error(\n \"Current scene has unsaved changes. Please save or discard changes before loading a new scene.\"\n );\n // Example: bool saveOK = EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();\n // if (!saveOK) return Response.Error(\"Load cancelled by user.\");\n }\n\n try\n {\n EditorSceneManager.OpenScene(relativePath, OpenSceneMode.Single);\n return Response.Success(\n $\"Scene '{relativePath}' loaded successfully.\",\n new\n {\n path = relativePath,\n name = Path.GetFileNameWithoutExtension(relativePath),\n }\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error loading scene '{relativePath}': {e.Message}\");\n }\n }\n\n private static object LoadScene(int buildIndex)\n {\n if (buildIndex < 0 || buildIndex >= SceneManager.sceneCountInBuildSettings)\n {\n return Response.Error(\n $\"Invalid build index: {buildIndex}. Must be between 0 and {SceneManager.sceneCountInBuildSettings - 1}.\"\n );\n }\n\n // Check for unsaved changes\n if (EditorSceneManager.GetActiveScene().isDirty)\n {\n return Response.Error(\n \"Current scene has unsaved changes. Please save or discard changes before loading a new scene.\"\n );\n }\n\n try\n {\n string scenePath = SceneUtility.GetScenePathByBuildIndex(buildIndex);\n EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);\n return Response.Success(\n $\"Scene at build index {buildIndex} ('{scenePath}') loaded successfully.\",\n new\n {\n path = scenePath,\n name = Path.GetFileNameWithoutExtension(scenePath),\n buildIndex = buildIndex,\n }\n );\n }\n catch (Exception e)\n {\n return Response.Error(\n $\"Error loading scene with build index {buildIndex}: {e.Message}\"\n );\n }\n }\n\n private static object SaveScene(string fullPath, string relativePath)\n {\n try\n {\n Scene currentScene = EditorSceneManager.GetActiveScene();\n if (!currentScene.IsValid())\n {\n return Response.Error(\"No valid scene is currently active to save.\");\n }\n\n bool saved;\n string finalPath = currentScene.path; // Path where it was last saved or will be saved\n\n if (!string.IsNullOrEmpty(relativePath) && currentScene.path != relativePath)\n {\n // Save As...\n // Ensure directory exists\n string dir = Path.GetDirectoryName(fullPath);\n if (!Directory.Exists(dir))\n Directory.CreateDirectory(dir);\n\n saved = EditorSceneManager.SaveScene(currentScene, relativePath);\n finalPath = relativePath;\n }\n else\n {\n // Save (overwrite existing or save untitled)\n if (string.IsNullOrEmpty(currentScene.path))\n {\n // Scene is untitled, needs a path\n return Response.Error(\n \"Cannot save an untitled scene without providing a 'name' and 'path'. Use Save As functionality.\"\n );\n }\n saved = EditorSceneManager.SaveScene(currentScene);\n }\n\n if (saved)\n {\n AssetDatabase.Refresh();\n return Response.Success(\n $\"Scene '{currentScene.name}' saved successfully to '{finalPath}'.\",\n new { path = finalPath, name = currentScene.name }\n );\n }\n else\n {\n return Response.Error($\"Failed to save scene '{currentScene.name}'.\");\n }\n }\n catch (Exception e)\n {\n return Response.Error($\"Error saving scene: {e.Message}\");\n }\n }\n\n private static object GetActiveSceneInfo()\n {\n try\n {\n Scene activeScene = EditorSceneManager.GetActiveScene();\n if (!activeScene.IsValid())\n {\n return Response.Error(\"No active scene found.\");\n }\n\n var sceneInfo = new\n {\n name = activeScene.name,\n path = activeScene.path,\n buildIndex = activeScene.buildIndex, // -1 if not in build settings\n isDirty = activeScene.isDirty,\n isLoaded = activeScene.isLoaded,\n rootCount = activeScene.rootCount,\n };\n\n return Response.Success(\"Retrieved active scene information.\", sceneInfo);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting active scene info: {e.Message}\");\n }\n }\n\n private static object GetBuildSettingsScenes()\n {\n try\n {\n var scenes = new List();\n for (int i = 0; i < EditorBuildSettings.scenes.Length; i++)\n {\n var scene = EditorBuildSettings.scenes[i];\n scenes.Add(\n new\n {\n path = scene.path,\n guid = scene.guid.ToString(),\n enabled = scene.enabled,\n buildIndex = i, // Actual build index considering only enabled scenes might differ\n }\n );\n }\n return Response.Success(\"Retrieved scenes from Build Settings.\", scenes);\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting scenes from Build Settings: {e.Message}\");\n }\n }\n\n private static object GetSceneHierarchy()\n {\n try\n {\n Scene activeScene = EditorSceneManager.GetActiveScene();\n if (!activeScene.IsValid() || !activeScene.isLoaded)\n {\n return Response.Error(\n \"No valid and loaded scene is active to get hierarchy from.\"\n );\n }\n\n GameObject[] rootObjects = activeScene.GetRootGameObjects();\n var hierarchy = rootObjects.Select(go => GetGameObjectDataRecursive(go)).ToList();\n\n return Response.Success(\n $\"Retrieved hierarchy for scene '{activeScene.name}'.\",\n hierarchy\n );\n }\n catch (Exception e)\n {\n return Response.Error($\"Error getting scene hierarchy: {e.Message}\");\n }\n }\n\n /// \n /// Recursively builds a data representation of a GameObject and its children.\n /// \n private static object GetGameObjectDataRecursive(GameObject go)\n {\n if (go == null)\n return null;\n\n var childrenData = new List();\n foreach (Transform child in go.transform)\n {\n childrenData.Add(GetGameObjectDataRecursive(child.gameObject));\n }\n\n var gameObjectData = new Dictionary\n {\n { \"name\", go.name },\n { \"activeSelf\", go.activeSelf },\n { \"activeInHierarchy\", go.activeInHierarchy },\n { \"tag\", go.tag },\n { \"layer\", go.layer },\n { \"isStatic\", go.isStatic },\n { \"instanceID\", go.GetInstanceID() }, // Useful unique identifier\n {\n \"transform\",\n new\n {\n position = new\n {\n x = go.transform.localPosition.x,\n y = go.transform.localPosition.y,\n z = go.transform.localPosition.z,\n },\n rotation = new\n {\n x = go.transform.localRotation.eulerAngles.x,\n y = go.transform.localRotation.eulerAngles.y,\n z = go.transform.localRotation.eulerAngles.z,\n }, // Euler for simplicity\n scale = new\n {\n x = go.transform.localScale.x,\n y = go.transform.localScale.y,\n z = go.transform.localScale.z,\n },\n }\n },\n { \"children\", childrenData },\n };\n\n return gameObjectData;\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Runtime/Serialization/UnityTypeConverters.cs", "using Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing UnityEngine;\n#if UNITY_EDITOR\nusing UnityEditor; // Required for AssetDatabase and EditorUtility\n#endif\n\nnamespace UnityMcpBridge.Runtime.Serialization\n{\n public class Vector3Converter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Vector3 value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WritePropertyName(\"z\");\n writer.WriteValue(value.z);\n writer.WriteEndObject();\n }\n\n public override Vector3 ReadJson(JsonReader reader, Type objectType, Vector3 existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Vector3(\n (float)jo[\"x\"],\n (float)jo[\"y\"],\n (float)jo[\"z\"]\n );\n }\n }\n\n public class Vector2Converter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Vector2 value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WriteEndObject();\n }\n\n public override Vector2 ReadJson(JsonReader reader, Type objectType, Vector2 existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Vector2(\n (float)jo[\"x\"],\n (float)jo[\"y\"]\n );\n }\n }\n\n public class QuaternionConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Quaternion value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WritePropertyName(\"z\");\n writer.WriteValue(value.z);\n writer.WritePropertyName(\"w\");\n writer.WriteValue(value.w);\n writer.WriteEndObject();\n }\n\n public override Quaternion ReadJson(JsonReader reader, Type objectType, Quaternion existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Quaternion(\n (float)jo[\"x\"],\n (float)jo[\"y\"],\n (float)jo[\"z\"],\n (float)jo[\"w\"]\n );\n }\n }\n\n public class ColorConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Color value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"r\");\n writer.WriteValue(value.r);\n writer.WritePropertyName(\"g\");\n writer.WriteValue(value.g);\n writer.WritePropertyName(\"b\");\n writer.WriteValue(value.b);\n writer.WritePropertyName(\"a\");\n writer.WriteValue(value.a);\n writer.WriteEndObject();\n }\n\n public override Color ReadJson(JsonReader reader, Type objectType, Color existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Color(\n (float)jo[\"r\"],\n (float)jo[\"g\"],\n (float)jo[\"b\"],\n (float)jo[\"a\"]\n );\n }\n }\n \n public class RectConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Rect value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"x\");\n writer.WriteValue(value.x);\n writer.WritePropertyName(\"y\");\n writer.WriteValue(value.y);\n writer.WritePropertyName(\"width\");\n writer.WriteValue(value.width);\n writer.WritePropertyName(\"height\");\n writer.WriteValue(value.height);\n writer.WriteEndObject();\n }\n\n public override Rect ReadJson(JsonReader reader, Type objectType, Rect existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n return new Rect(\n (float)jo[\"x\"],\n (float)jo[\"y\"],\n (float)jo[\"width\"],\n (float)jo[\"height\"]\n );\n }\n }\n \n public class BoundsConverter : JsonConverter\n {\n public override void WriteJson(JsonWriter writer, Bounds value, JsonSerializer serializer)\n {\n writer.WriteStartObject();\n writer.WritePropertyName(\"center\");\n serializer.Serialize(writer, value.center); // Use serializer to handle nested Vector3\n writer.WritePropertyName(\"size\");\n serializer.Serialize(writer, value.size); // Use serializer to handle nested Vector3\n writer.WriteEndObject();\n }\n\n public override Bounds ReadJson(JsonReader reader, Type objectType, Bounds existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n JObject jo = JObject.Load(reader);\n Vector3 center = jo[\"center\"].ToObject(serializer); // Use serializer to handle nested Vector3\n Vector3 size = jo[\"size\"].ToObject(serializer); // Use serializer to handle nested Vector3\n return new Bounds(center, size);\n }\n }\n\n // Converter for UnityEngine.Object references (GameObjects, Components, Materials, Textures, etc.)\n public class UnityEngineObjectConverter : JsonConverter\n {\n public override bool CanRead => true; // We need to implement ReadJson\n public override bool CanWrite => true;\n\n public override void WriteJson(JsonWriter writer, UnityEngine.Object value, JsonSerializer serializer)\n {\n if (value == null)\n {\n writer.WriteNull();\n return;\n }\n\n#if UNITY_EDITOR // AssetDatabase and EditorUtility are Editor-only\n if (UnityEditor.AssetDatabase.Contains(value))\n {\n // It's an asset (Material, Texture, Prefab, etc.)\n string path = UnityEditor.AssetDatabase.GetAssetPath(value);\n if (!string.IsNullOrEmpty(path))\n {\n writer.WriteValue(path);\n }\n else\n {\n // Asset exists but path couldn't be found? Write minimal info.\n writer.WriteStartObject();\n writer.WritePropertyName(\"name\");\n writer.WriteValue(value.name);\n writer.WritePropertyName(\"instanceID\");\n writer.WriteValue(value.GetInstanceID());\n writer.WritePropertyName(\"isAssetWithoutPath\");\n writer.WriteValue(true);\n writer.WriteEndObject();\n }\n }\n else\n {\n // It's a scene object (GameObject, Component, etc.)\n writer.WriteStartObject();\n writer.WritePropertyName(\"name\");\n writer.WriteValue(value.name);\n writer.WritePropertyName(\"instanceID\");\n writer.WriteValue(value.GetInstanceID());\n writer.WriteEndObject();\n }\n#else\n // Runtime fallback: Write basic info without AssetDatabase\n writer.WriteStartObject();\n writer.WritePropertyName(\"name\");\n writer.WriteValue(value.name);\n writer.WritePropertyName(\"instanceID\");\n writer.WriteValue(value.GetInstanceID());\n writer.WritePropertyName(\"warning\");\n writer.WriteValue(\"UnityEngineObjectConverter running in non-Editor mode, asset path unavailable.\");\n writer.WriteEndObject();\n#endif\n }\n\n public override UnityEngine.Object ReadJson(JsonReader reader, Type objectType, UnityEngine.Object existingValue, bool hasExistingValue, JsonSerializer serializer)\n {\n if (reader.TokenType == JsonToken.Null)\n {\n return null;\n }\n\n#if UNITY_EDITOR\n if (reader.TokenType == JsonToken.String)\n {\n // Assume it's an asset path\n string path = reader.Value.ToString();\n return UnityEditor.AssetDatabase.LoadAssetAtPath(path, objectType);\n }\n\n if (reader.TokenType == JsonToken.StartObject)\n {\n JObject jo = JObject.Load(reader);\n if (jo.TryGetValue(\"instanceID\", out JToken idToken) && idToken.Type == JTokenType.Integer)\n {\n int instanceId = idToken.ToObject();\n UnityEngine.Object obj = UnityEditor.EditorUtility.InstanceIDToObject(instanceId);\n if (obj != null && objectType.IsAssignableFrom(obj.GetType()))\n {\n return obj;\n }\n }\n // Could potentially try finding by name as a fallback if ID lookup fails/isn't present\n // but that's less reliable.\n }\n#else\n // Runtime deserialization is tricky without AssetDatabase/EditorUtility\n // Maybe log a warning and return null or existingValue?\n Debug.LogWarning(\"UnityEngineObjectConverter cannot deserialize complex objects in non-Editor mode.\");\n // Skip the token to avoid breaking the reader\n if (reader.TokenType == JsonToken.StartObject) JObject.Load(reader);\n else if (reader.TokenType == JsonToken.String) reader.ReadAsString(); \n // Return null or existing value, depending on desired behavior\n return existingValue; \n#endif\n\n throw new JsonSerializationException($\"Unexpected token type '{reader.TokenType}' when deserializing UnityEngine.Object\");\n }\n }\n} "], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/GameObjectSerializer.cs", "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Runtime.Serialization; // For Converters\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n /// \n /// Handles serialization of GameObjects and Components for MCP responses.\n /// Includes reflection helpers and caching for performance.\n /// \n public static class GameObjectSerializer\n {\n // --- Data Serialization ---\n\n /// \n /// Creates a serializable representation of a GameObject.\n /// \n public static object GetGameObjectData(GameObject go)\n {\n if (go == null)\n return null;\n return new\n {\n name = go.name,\n instanceID = go.GetInstanceID(),\n tag = go.tag,\n layer = go.layer,\n activeSelf = go.activeSelf,\n activeInHierarchy = go.activeInHierarchy,\n isStatic = go.isStatic,\n scenePath = go.scene.path, // Identify which scene it belongs to\n transform = new // Serialize transform components carefully to avoid JSON issues\n {\n // Serialize Vector3 components individually to prevent self-referencing loops.\n // The default serializer can struggle with properties like Vector3.normalized.\n position = new\n {\n x = go.transform.position.x,\n y = go.transform.position.y,\n z = go.transform.position.z,\n },\n localPosition = new\n {\n x = go.transform.localPosition.x,\n y = go.transform.localPosition.y,\n z = go.transform.localPosition.z,\n },\n rotation = new\n {\n x = go.transform.rotation.eulerAngles.x,\n y = go.transform.rotation.eulerAngles.y,\n z = go.transform.rotation.eulerAngles.z,\n },\n localRotation = new\n {\n x = go.transform.localRotation.eulerAngles.x,\n y = go.transform.localRotation.eulerAngles.y,\n z = go.transform.localRotation.eulerAngles.z,\n },\n scale = new\n {\n x = go.transform.localScale.x,\n y = go.transform.localScale.y,\n z = go.transform.localScale.z,\n },\n forward = new\n {\n x = go.transform.forward.x,\n y = go.transform.forward.y,\n z = go.transform.forward.z,\n },\n up = new\n {\n x = go.transform.up.x,\n y = go.transform.up.y,\n z = go.transform.up.z,\n },\n right = new\n {\n x = go.transform.right.x,\n y = go.transform.right.y,\n z = go.transform.right.z,\n },\n },\n parentInstanceID = go.transform.parent?.gameObject.GetInstanceID() ?? 0, // 0 if no parent\n // Optionally include components, but can be large\n // components = go.GetComponents().Select(c => GetComponentData(c)).ToList()\n // Or just component names:\n componentNames = go.GetComponents()\n .Select(c => c.GetType().FullName)\n .ToList(),\n };\n }\n\n // --- Metadata Caching for Reflection ---\n private class CachedMetadata\n {\n public readonly List SerializableProperties;\n public readonly List SerializableFields;\n\n public CachedMetadata(List properties, List fields)\n {\n SerializableProperties = properties;\n SerializableFields = fields;\n }\n }\n // Key becomes Tuple\n private static readonly Dictionary, CachedMetadata> _metadataCache = new Dictionary, CachedMetadata>();\n // --- End Metadata Caching ---\n\n /// \n /// Creates a serializable representation of a Component, attempting to serialize\n /// public properties and fields using reflection, with caching and control over non-public fields.\n /// \n // Add the flag parameter here\n public static object GetComponentData(Component c, bool includeNonPublicSerializedFields = true)\n {\n // --- Add Early Logging --- \n // Debug.Log($\"[GetComponentData] Starting for component: {c?.GetType()?.FullName ?? \"null\"} (ID: {c?.GetInstanceID() ?? 0})\");\n // --- End Early Logging ---\n \n if (c == null) return null;\n Type componentType = c.GetType();\n\n // --- Special handling for Transform to avoid reflection crashes and problematic properties --- \n if (componentType == typeof(Transform))\n {\n Transform tr = c as Transform;\n // Debug.Log($\"[GetComponentData] Manually serializing Transform (ID: {tr.GetInstanceID()})\");\n return new Dictionary\n {\n { \"typeName\", componentType.FullName },\n { \"instanceID\", tr.GetInstanceID() },\n // Manually extract known-safe properties. Avoid Quaternion 'rotation' and 'lossyScale'.\n { \"position\", CreateTokenFromValue(tr.position, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"localPosition\", CreateTokenFromValue(tr.localPosition, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"eulerAngles\", CreateTokenFromValue(tr.eulerAngles, typeof(Vector3))?.ToObject() ?? new JObject() }, // Use Euler angles\n { \"localEulerAngles\", CreateTokenFromValue(tr.localEulerAngles, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"localScale\", CreateTokenFromValue(tr.localScale, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"right\", CreateTokenFromValue(tr.right, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"up\", CreateTokenFromValue(tr.up, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"forward\", CreateTokenFromValue(tr.forward, typeof(Vector3))?.ToObject() ?? new JObject() },\n { \"parentInstanceID\", tr.parent?.gameObject.GetInstanceID() ?? 0 },\n { \"rootInstanceID\", tr.root?.gameObject.GetInstanceID() ?? 0 },\n { \"childCount\", tr.childCount },\n // Include standard Object/Component properties\n { \"name\", tr.name }, \n { \"tag\", tr.tag }, \n { \"gameObjectInstanceID\", tr.gameObject?.GetInstanceID() ?? 0 }\n };\n }\n // --- End Special handling for Transform --- \n\n // --- Special handling for Camera to avoid matrix-related crashes ---\n if (componentType == typeof(Camera))\n {\n Camera cam = c as Camera;\n var cameraProperties = new Dictionary();\n\n // List of safe properties to serialize\n var safeProperties = new Dictionary>\n {\n { \"nearClipPlane\", () => cam.nearClipPlane },\n { \"farClipPlane\", () => cam.farClipPlane },\n { \"fieldOfView\", () => cam.fieldOfView },\n { \"renderingPath\", () => (int)cam.renderingPath },\n { \"actualRenderingPath\", () => (int)cam.actualRenderingPath },\n { \"allowHDR\", () => cam.allowHDR },\n { \"allowMSAA\", () => cam.allowMSAA },\n { \"allowDynamicResolution\", () => cam.allowDynamicResolution },\n { \"forceIntoRenderTexture\", () => cam.forceIntoRenderTexture },\n { \"orthographicSize\", () => cam.orthographicSize },\n { \"orthographic\", () => cam.orthographic },\n { \"opaqueSortMode\", () => (int)cam.opaqueSortMode },\n { \"transparencySortMode\", () => (int)cam.transparencySortMode },\n { \"depth\", () => cam.depth },\n { \"aspect\", () => cam.aspect },\n { \"cullingMask\", () => cam.cullingMask },\n { \"eventMask\", () => cam.eventMask },\n { \"backgroundColor\", () => cam.backgroundColor },\n { \"clearFlags\", () => (int)cam.clearFlags },\n { \"stereoEnabled\", () => cam.stereoEnabled },\n { \"stereoSeparation\", () => cam.stereoSeparation },\n { \"stereoConvergence\", () => cam.stereoConvergence },\n { \"enabled\", () => cam.enabled },\n { \"name\", () => cam.name },\n { \"tag\", () => cam.tag },\n { \"gameObject\", () => new { name = cam.gameObject.name, instanceID = cam.gameObject.GetInstanceID() } }\n };\n\n foreach (var prop in safeProperties)\n {\n try\n {\n var value = prop.Value();\n if (value != null)\n {\n AddSerializableValue(cameraProperties, prop.Key, value.GetType(), value);\n }\n }\n catch (Exception)\n {\n // Silently skip any property that fails\n continue;\n }\n }\n\n return new Dictionary\n {\n { \"typeName\", componentType.FullName },\n { \"instanceID\", cam.GetInstanceID() },\n { \"properties\", cameraProperties }\n };\n }\n // --- End Special handling for Camera ---\n\n var data = new Dictionary\n {\n { \"typeName\", componentType.FullName },\n { \"instanceID\", c.GetInstanceID() }\n };\n\n // --- Get Cached or Generate Metadata (using new cache key) ---\n Tuple cacheKey = new Tuple(componentType, includeNonPublicSerializedFields);\n if (!_metadataCache.TryGetValue(cacheKey, out CachedMetadata cachedData))\n {\n var propertiesToCache = new List();\n var fieldsToCache = new List();\n\n // Traverse the hierarchy from the component type up to MonoBehaviour\n Type currentType = componentType;\n while (currentType != null && currentType != typeof(MonoBehaviour) && currentType != typeof(object))\n {\n // Get properties declared only at the current type level\n BindingFlags propFlags = BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly;\n foreach (var propInfo in currentType.GetProperties(propFlags))\n {\n // Basic filtering (readable, not indexer, not transform which is handled elsewhere)\n if (!propInfo.CanRead || propInfo.GetIndexParameters().Length > 0 || propInfo.Name == \"transform\") continue;\n // Add if not already added (handles overrides - keep the most derived version)\n if (!propertiesToCache.Any(p => p.Name == propInfo.Name)) {\n propertiesToCache.Add(propInfo);\n }\n }\n\n // Get fields declared only at the current type level (both public and non-public)\n BindingFlags fieldFlags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly;\n var declaredFields = currentType.GetFields(fieldFlags);\n\n // Process the declared Fields for caching\n foreach (var fieldInfo in declaredFields)\n {\n if (fieldInfo.Name.EndsWith(\"k__BackingField\")) continue; // Skip backing fields\n\n // Add if not already added (handles hiding - keep the most derived version)\n if (fieldsToCache.Any(f => f.Name == fieldInfo.Name)) continue;\n\n bool shouldInclude = false;\n if (includeNonPublicSerializedFields)\n {\n // If TRUE, include Public OR NonPublic with [SerializeField]\n shouldInclude = fieldInfo.IsPublic || (fieldInfo.IsPrivate && fieldInfo.IsDefined(typeof(SerializeField), inherit: false));\n }\n else // includeNonPublicSerializedFields is FALSE\n {\n // If FALSE, include ONLY if it is explicitly Public.\n shouldInclude = fieldInfo.IsPublic;\n }\n\n if (shouldInclude)\n {\n fieldsToCache.Add(fieldInfo);\n }\n }\n\n // Move to the base type\n currentType = currentType.BaseType;\n }\n // --- End Hierarchy Traversal ---\n\n cachedData = new CachedMetadata(propertiesToCache, fieldsToCache);\n _metadataCache[cacheKey] = cachedData; // Add to cache with combined key\n }\n // --- End Get Cached or Generate Metadata ---\n\n // --- Use cached metadata ---\n var serializablePropertiesOutput = new Dictionary();\n \n // --- Add Logging Before Property Loop ---\n // Debug.Log($\"[GetComponentData] Starting property loop for {componentType.Name}...\");\n // --- End Logging Before Property Loop ---\n\n // Use cached properties\n foreach (var propInfo in cachedData.SerializableProperties)\n {\n string propName = propInfo.Name;\n\n // --- Skip known obsolete/problematic Component shortcut properties ---\n bool skipProperty = false;\n if (propName == \"rigidbody\" || propName == \"rigidbody2D\" || propName == \"camera\" ||\n propName == \"light\" || propName == \"animation\" || propName == \"constantForce\" ||\n propName == \"renderer\" || propName == \"audio\" || propName == \"networkView\" ||\n propName == \"collider\" || propName == \"collider2D\" || propName == \"hingeJoint\" ||\n propName == \"particleSystem\" ||\n // Also skip potentially problematic Matrix properties prone to cycles/errors\n propName == \"worldToLocalMatrix\" || propName == \"localToWorldMatrix\")\n {\n // Debug.Log($\"[GetComponentData] Explicitly skipping generic property: {propName}\"); // Optional log\n skipProperty = true;\n }\n // --- End Skip Generic Properties ---\n\n // --- Skip specific potentially problematic Camera properties ---\n if (componentType == typeof(Camera) && \n (propName == \"pixelRect\" || \n propName == \"rect\" || \n propName == \"cullingMatrix\" ||\n propName == \"useOcclusionCulling\" ||\n propName == \"worldToCameraMatrix\" ||\n propName == \"projectionMatrix\" ||\n propName == \"nonJitteredProjectionMatrix\" ||\n propName == \"previousViewProjectionMatrix\" ||\n propName == \"cameraToWorldMatrix\"))\n {\n // Debug.Log($\"[GetComponentData] Explicitly skipping Camera property: {propName}\");\n skipProperty = true;\n }\n // --- End Skip Camera Properties ---\n\n // --- Skip specific potentially problematic Transform properties ---\n if (componentType == typeof(Transform) && \n (propName == \"lossyScale\" || \n propName == \"rotation\" ||\n propName == \"worldToLocalMatrix\" ||\n propName == \"localToWorldMatrix\"))\n {\n // Debug.Log($\"[GetComponentData] Explicitly skipping Transform property: {propName}\");\n skipProperty = true;\n }\n // --- End Skip Transform Properties ---\n\n // Skip if flagged\n if (skipProperty)\n {\n continue;\n }\n\n try\n {\n // --- Add detailed logging --- \n // Debug.Log($\"[GetComponentData] Accessing: {componentType.Name}.{propName}\");\n // --- End detailed logging ---\n object value = propInfo.GetValue(c);\n Type propType = propInfo.PropertyType;\n AddSerializableValue(serializablePropertiesOutput, propName, propType, value);\n }\n catch (Exception ex)\n {\n // Debug.LogWarning($\"Could not read property {propName} on {componentType.Name}: {ex.Message}\");\n }\n }\n\n // --- Add Logging Before Field Loop ---\n // Debug.Log($\"[GetComponentData] Starting field loop for {componentType.Name}...\");\n // --- End Logging Before Field Loop ---\n\n // Use cached fields\n foreach (var fieldInfo in cachedData.SerializableFields)\n {\n try\n {\n // --- Add detailed logging for fields --- \n // Debug.Log($\"[GetComponentData] Accessing Field: {componentType.Name}.{fieldInfo.Name}\");\n // --- End detailed logging for fields ---\n object value = fieldInfo.GetValue(c);\n string fieldName = fieldInfo.Name;\n Type fieldType = fieldInfo.FieldType;\n AddSerializableValue(serializablePropertiesOutput, fieldName, fieldType, value);\n }\n catch (Exception ex)\n {\n // Debug.LogWarning($\"Could not read field {fieldInfo.Name} on {componentType.Name}: {ex.Message}\");\n }\n }\n // --- End Use cached metadata ---\n\n if (serializablePropertiesOutput.Count > 0)\n {\n data[\"properties\"] = serializablePropertiesOutput;\n }\n\n return data;\n }\n\n // Helper function to decide how to serialize different types\n private static void AddSerializableValue(Dictionary dict, string name, Type type, object value)\n {\n // Simplified: Directly use CreateTokenFromValue which uses the serializer\n if (value == null)\n {\n dict[name] = null;\n return;\n }\n\n try\n {\n // Use the helper that employs our custom serializer settings\n JToken token = CreateTokenFromValue(value, type);\n if (token != null) // Check if serialization succeeded in the helper\n {\n // Convert JToken back to a basic object structure for the dictionary\n dict[name] = ConvertJTokenToPlainObject(token);\n }\n // If token is null, it means serialization failed and a warning was logged.\n }\n catch (Exception e)\n {\n // Catch potential errors during JToken conversion or addition to dictionary\n Debug.LogWarning($\"[AddSerializableValue] Error processing value for '{name}' (Type: {type.FullName}): {e.Message}. Skipping.\");\n }\n }\n\n // Helper to convert JToken back to basic object structure\n private static object ConvertJTokenToPlainObject(JToken token)\n {\n if (token == null) return null;\n\n switch (token.Type)\n {\n case JTokenType.Object:\n var objDict = new Dictionary();\n foreach (var prop in ((JObject)token).Properties())\n {\n objDict[prop.Name] = ConvertJTokenToPlainObject(prop.Value);\n }\n return objDict;\n\n case JTokenType.Array:\n var list = new List();\n foreach (var item in (JArray)token)\n {\n list.Add(ConvertJTokenToPlainObject(item));\n }\n return list;\n\n case JTokenType.Integer:\n return token.ToObject(); // Use long for safety\n case JTokenType.Float:\n return token.ToObject(); // Use double for safety\n case JTokenType.String:\n return token.ToObject();\n case JTokenType.Boolean:\n return token.ToObject();\n case JTokenType.Date:\n return token.ToObject();\n case JTokenType.Guid:\n return token.ToObject();\n case JTokenType.Uri:\n return token.ToObject();\n case JTokenType.TimeSpan:\n return token.ToObject();\n case JTokenType.Bytes:\n return token.ToObject();\n case JTokenType.Null:\n return null;\n case JTokenType.Undefined:\n return null; // Treat undefined as null\n\n default:\n // Fallback for simple value types not explicitly listed\n if (token is JValue jValue && jValue.Value != null)\n {\n return jValue.Value;\n }\n // Debug.LogWarning($\"Unsupported JTokenType encountered: {token.Type}. Returning null.\");\n return null;\n }\n }\n\n // --- Define custom JsonSerializerSettings for OUTPUT ---\n private static readonly JsonSerializerSettings _outputSerializerSettings = new JsonSerializerSettings\n {\n Converters = new List\n {\n new Vector3Converter(),\n new Vector2Converter(),\n new QuaternionConverter(),\n new ColorConverter(),\n new RectConverter(),\n new BoundsConverter(),\n new UnityEngineObjectConverter() // Handles serialization of references\n },\n ReferenceLoopHandling = ReferenceLoopHandling.Ignore,\n // ContractResolver = new DefaultContractResolver { NamingStrategy = new CamelCaseNamingStrategy() } // Example if needed\n };\n private static readonly JsonSerializer _outputSerializer = JsonSerializer.Create(_outputSerializerSettings);\n // --- End Define custom JsonSerializerSettings ---\n\n // Helper to create JToken using the output serializer\n private static JToken CreateTokenFromValue(object value, Type type)\n {\n if (value == null) return JValue.CreateNull();\n\n try\n {\n // Use the pre-configured OUTPUT serializer instance\n return JToken.FromObject(value, _outputSerializer);\n }\n catch (JsonSerializationException e)\n {\n Debug.LogWarning($\"[GameObjectSerializer] Newtonsoft.Json Error serializing value of type {type.FullName}: {e.Message}. Skipping property/field.\");\n return null; // Indicate serialization failure\n }\n catch (Exception e) // Catch other unexpected errors\n {\n Debug.LogWarning($\"[GameObjectSerializer] Unexpected error serializing value of type {type.FullName}: {e}. Skipping property/field.\");\n return null; // Indicate serialization failure\n }\n }\n }\n} "], ["/unity-mcp/UnityMcpBridge/Editor/Data/McpClients.cs", "using System;\nusing System.Collections.Generic;\nusing System.IO;\nusing UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Data\n{\n public class McpClients\n {\n public List clients = new()\n {\n new()\n {\n name = \"Claude Desktop\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),\n \"Claude\",\n \"claude_desktop_config.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Claude\",\n \"claude_desktop_config.json\"\n ),\n mcpType = McpTypes.ClaudeDesktop,\n configStatus = \"Not Configured\",\n },\n new()\n {\n name = \"Cursor\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \".cursor\",\n \"mcp.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \".cursor\",\n \"mcp.json\"\n ),\n mcpType = McpTypes.Cursor,\n configStatus = \"Not Configured\",\n },\n new()\n {\n name = \"VSCode GitHub Copilot\",\n windowsConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),\n \"Code\",\n \"User\",\n \"settings.json\"\n ),\n linuxConfigPath = Path.Combine(\n Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),\n \"Library\",\n \"Application Support\",\n \"Code\",\n \"User\",\n \"settings.json\"\n ),\n mcpType = McpTypes.VSCode,\n configStatus = \"Not Configured\",\n },\n };\n\n // Initialize status enums after construction\n public McpClients()\n {\n foreach (var client in clients)\n {\n if (client.configStatus == \"Not Configured\")\n {\n client.status = McpStatus.NotConfigured;\n }\n }\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpClient.cs", "namespace UnityMcpBridge.Editor.Models\n{\n public class McpClient\n {\n public string name;\n public string windowsConfigPath;\n public string linuxConfigPath;\n public McpTypes mcpType;\n public string configStatus;\n public McpStatus status = McpStatus.NotConfigured;\n\n // Helper method to convert the enum to a display string\n public string GetStatusDisplayString()\n {\n return status switch\n {\n McpStatus.NotConfigured => \"Not Configured\",\n McpStatus.Configured => \"Configured\",\n McpStatus.Running => \"Running\",\n McpStatus.Connected => \"Connected\",\n McpStatus.IncorrectPath => \"Incorrect Path\",\n McpStatus.CommunicationError => \"Communication Error\",\n McpStatus.NoResponse => \"No Response\",\n McpStatus.UnsupportedOS => \"Unsupported OS\",\n McpStatus.MissingConfig => \"Missing UnityMCP Config\",\n McpStatus.Error => configStatus.StartsWith(\"Error:\") ? configStatus : \"Error\",\n _ => \"Unknown\",\n };\n }\n\n // Helper method to set both status enum and string for backward compatibility\n public void SetStatus(McpStatus newStatus, string errorDetails = null)\n {\n status = newStatus;\n\n if (newStatus == McpStatus.Error && !string.IsNullOrEmpty(errorDetails))\n {\n configStatus = $\"Error: {errorDetails}\";\n }\n else\n {\n configStatus = GetStatusDisplayString();\n }\n }\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/ExecuteMenuItem.cs", "using System;\nusing System.Collections.Generic; // Added for HashSet\nusing Newtonsoft.Json.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityMcpBridge.Editor.Helpers; // For Response class\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Handles executing Unity Editor menu items by path.\n /// \n public static class ExecuteMenuItem\n {\n // Basic blacklist to prevent accidental execution of potentially disruptive menu items.\n // This can be expanded based on needs.\n private static readonly HashSet _menuPathBlacklist = new HashSet(\n StringComparer.OrdinalIgnoreCase\n )\n {\n \"File/Quit\",\n // Add other potentially dangerous items like \"Edit/Preferences...\", \"File/Build Settings...\" if needed\n };\n\n /// \n /// Main handler for executing menu items or getting available ones.\n /// \n public static object HandleCommand(JObject @params)\n {\n string action = @params[\"action\"]?.ToString().ToLower() ?? \"execute\"; // Default action\n\n try\n {\n switch (action)\n {\n case \"execute\":\n return ExecuteItem(@params);\n case \"get_available_menus\":\n // Getting a comprehensive list of *all* menu items dynamically is very difficult\n // and often requires complex reflection or maintaining a manual list.\n // Returning a placeholder/acknowledgement for now.\n Debug.LogWarning(\n \"[ExecuteMenuItem] 'get_available_menus' action is not fully implemented. Dynamically listing all menu items is complex.\"\n );\n // Returning an empty list as per the refactor plan's requirements.\n return Response.Success(\n \"'get_available_menus' action is not fully implemented. Returning empty list.\",\n new List()\n );\n // TODO: Consider implementing a basic list of common/known menu items or exploring reflection techniques if this feature becomes critical.\n default:\n return Response.Error(\n $\"Unknown action: '{action}'. Valid actions are 'execute', 'get_available_menus'.\"\n );\n }\n }\n catch (Exception e)\n {\n Debug.LogError($\"[ExecuteMenuItem] Action '{action}' failed: {e}\");\n return Response.Error($\"Internal error processing action '{action}': {e.Message}\");\n }\n }\n\n /// \n /// Executes a specific menu item.\n /// \n private static object ExecuteItem(JObject @params)\n {\n // Try both naming conventions: snake_case and camelCase\n string menuPath = @params[\"menu_path\"]?.ToString() ?? @params[\"menuPath\"]?.ToString();\n\n // string alias = @params[\"alias\"]?.ToString(); // TODO: Implement alias mapping based on refactor plan requirements.\n // JObject parameters = @params[\"parameters\"] as JObject; // TODO: Investigate parameter passing (often not directly supported by ExecuteMenuItem).\n\n if (string.IsNullOrWhiteSpace(menuPath))\n {\n return Response.Error(\"Required parameter 'menu_path' or 'menuPath' is missing or empty.\");\n }\n\n // Validate against blacklist\n if (_menuPathBlacklist.Contains(menuPath))\n {\n return Response.Error(\n $\"Execution of menu item '{menuPath}' is blocked for safety reasons.\"\n );\n }\n\n // TODO: Implement alias lookup here if needed (Map alias to actual menuPath).\n // if (!string.IsNullOrEmpty(alias)) { menuPath = LookupAlias(alias); if(menuPath == null) return Response.Error(...); }\n\n // TODO: Handle parameters ('parameters' object) if a viable method is found.\n // This is complex as EditorApplication.ExecuteMenuItem doesn't take arguments directly.\n // It might require finding the underlying EditorWindow or command if parameters are needed.\n\n try\n {\n // Attempt to execute the menu item on the main thread using delayCall for safety.\n EditorApplication.delayCall += () =>\n {\n try\n {\n bool executed = EditorApplication.ExecuteMenuItem(menuPath);\n // Log potential failure inside the delayed call.\n if (!executed)\n {\n Debug.LogError(\n $\"[ExecuteMenuItem] Failed to find or execute menu item via delayCall: '{menuPath}'. It might be invalid, disabled, or context-dependent.\"\n );\n }\n }\n catch (Exception delayEx)\n {\n Debug.LogError(\n $\"[ExecuteMenuItem] Exception during delayed execution of '{menuPath}': {delayEx}\"\n );\n }\n };\n\n // Report attempt immediately, as execution is delayed.\n return Response.Success(\n $\"Attempted to execute menu item: '{menuPath}'. Check Unity logs for confirmation or errors.\"\n );\n }\n catch (Exception e)\n {\n // Catch errors during setup phase.\n Debug.LogError(\n $\"[ExecuteMenuItem] Failed to setup execution for '{menuPath}': {e}\"\n );\n return Response.Error(\n $\"Error setting up execution for menu item '{menuPath}': {e.Message}\"\n );\n }\n }\n\n // TODO: Add helper for alias lookup if implementing aliases.\n // private static string LookupAlias(string alias) { ... return actualMenuPath or null ... }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Data/DefaultServerConfig.cs", "using UnityMcpBridge.Editor.Models;\n\nnamespace UnityMcpBridge.Editor.Data\n{\n public class DefaultServerConfig : ServerConfig\n {\n public new string unityHost = \"localhost\";\n public new int unityPort = 6400;\n public new int mcpPort = 6500;\n public new float connectionTimeout = 15.0f;\n public new int bufferSize = 32768;\n public new string logLevel = \"INFO\";\n public new string logFormat = \"%(asctime)s - %(name)s - %(levelname)s - %(message)s\";\n public new int maxRetries = 3;\n public new float retryDelay = 1.0f;\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/Response.cs", "using System;\nusing System.Collections.Generic;\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n /// \n /// Provides static methods for creating standardized success and error response objects.\n /// Ensures consistent JSON structure for communication back to the Python server.\n /// \n public static class Response\n {\n /// \n /// Creates a standardized success response object.\n /// \n /// A message describing the successful operation.\n /// Optional additional data to include in the response.\n /// An object representing the success response.\n public static object Success(string message, object data = null)\n {\n if (data != null)\n {\n return new\n {\n success = true,\n message = message,\n data = data,\n };\n }\n else\n {\n return new { success = true, message = message };\n }\n }\n\n /// \n /// Creates a standardized error response object.\n /// \n /// A message describing the error.\n /// Optional additional data (e.g., error details) to include.\n /// An object representing the error response.\n public static object Error(string errorMessage, object data = null)\n {\n if (data != null)\n {\n // Note: The key is \"error\" for error messages, not \"message\"\n return new\n {\n success = false,\n error = errorMessage,\n data = data,\n };\n }\n else\n {\n return new { success = false, error = errorMessage };\n }\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Helpers/Vector3Helper.cs", "using Newtonsoft.Json.Linq;\nusing UnityEngine;\n\nnamespace UnityMcpBridge.Editor.Helpers\n{\n /// \n /// Helper class for Vector3 operations\n /// \n public static class Vector3Helper\n {\n /// \n /// Parses a JArray into a Vector3\n /// \n /// The array containing x, y, z coordinates\n /// A Vector3 with the parsed coordinates\n /// Thrown when array is invalid\n public static Vector3 ParseVector3(JArray array)\n {\n if (array == null || array.Count != 3)\n throw new System.Exception(\"Vector3 must be an array of 3 floats [x, y, z].\");\n return new Vector3((float)array[0], (float)array[1], (float)array[2]);\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Tools/CommandRegistry.cs", "using System;\nusing System.Collections.Generic;\nusing Newtonsoft.Json.Linq;\n\nnamespace UnityMcpBridge.Editor.Tools\n{\n /// \n /// Registry for all MCP command handlers (Refactored Version)\n /// \n public static class CommandRegistry\n {\n // Maps command names (matching those called from Python via ctx.bridge.unity_editor.HandlerName)\n // to the corresponding static HandleCommand method in the appropriate tool class.\n private static readonly Dictionary> _handlers = new()\n {\n { \"HandleManageScript\", ManageScript.HandleCommand },\n { \"HandleManageScene\", ManageScene.HandleCommand },\n { \"HandleManageEditor\", ManageEditor.HandleCommand },\n { \"HandleManageGameObject\", ManageGameObject.HandleCommand },\n { \"HandleManageAsset\", ManageAsset.HandleCommand },\n { \"HandleReadConsole\", ReadConsole.HandleCommand },\n { \"HandleExecuteMenuItem\", ExecuteMenuItem.HandleCommand },\n { \"HandleManageShader\", ManageShader.HandleCommand},\n };\n\n /// \n /// Gets a command handler by name.\n /// \n /// Name of the command handler (e.g., \"HandleManageAsset\").\n /// The command handler function if found, null otherwise.\n public static Func GetHandler(string commandName)\n {\n // Use case-insensitive comparison for flexibility, although Python side should be consistent\n return _handlers.TryGetValue(commandName, out var handler) ? handler : null;\n // Consider adding logging here if a handler is not found\n /*\n if (_handlers.TryGetValue(commandName, out var handler)) {\n return handler;\n } else {\n UnityEngine.Debug.LogError($\\\"[CommandRegistry] No handler found for command: {commandName}\\\");\n return null;\n }\n */\n }\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpStatus.cs", "namespace UnityMcpBridge.Editor.Models\n{\n // Enum representing the various status states for MCP clients\n public enum McpStatus\n {\n NotConfigured, // Not set up yet\n Configured, // Successfully configured\n Running, // Service is running\n Connected, // Successfully connected\n IncorrectPath, // Configuration has incorrect paths\n CommunicationError, // Connected but communication issues\n NoResponse, // Connected but not responding\n MissingConfig, // Config file exists but missing required elements\n UnsupportedOS, // OS is not supported\n Error, // General error state\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/ServerConfig.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class ServerConfig\n {\n [JsonProperty(\"unity_host\")]\n public string unityHost = \"localhost\";\n\n [JsonProperty(\"unity_port\")]\n public int unityPort;\n\n [JsonProperty(\"mcp_port\")]\n public int mcpPort;\n\n [JsonProperty(\"connection_timeout\")]\n public float connectionTimeout;\n\n [JsonProperty(\"buffer_size\")]\n public int bufferSize;\n\n [JsonProperty(\"log_level\")]\n public string logLevel;\n\n [JsonProperty(\"log_format\")]\n public string logFormat;\n\n [JsonProperty(\"max_retries\")]\n public int maxRetries;\n\n [JsonProperty(\"retry_delay\")]\n public float retryDelay;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpConfig.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class McpConfig\n {\n [JsonProperty(\"mcpServers\")]\n public McpConfigServers mcpServers;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/McpTypes.cs", "namespace UnityMcpBridge.Editor.Models\n{\n public enum McpTypes\n {\n ClaudeDesktop,\n Cursor,\n VSCode,\n }\n}\n\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/MCPConfigServers.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class McpConfigServers\n {\n [JsonProperty(\"unityMCP\")]\n public McpConfigServer unityMCP;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/MCPConfigServer.cs", "using System;\nusing Newtonsoft.Json;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n [Serializable]\n public class McpConfigServer\n {\n [JsonProperty(\"command\")]\n public string command;\n\n [JsonProperty(\"args\")]\n public string[] args;\n }\n}\n"], ["/unity-mcp/UnityMcpBridge/Editor/Models/Command.cs", "using Newtonsoft.Json.Linq;\n\nnamespace UnityMcpBridge.Editor.Models\n{\n /// \n /// Represents a command received from the MCP client\n /// \n public class Command\n {\n /// \n /// The type of command to execute\n /// \n public string type { get; set; }\n\n /// \n /// The parameters for the command\n /// \n public JObject @params { get; set; }\n }\n}\n\n"]], "task_instance_info": {"created_time": "2025-08-20 19:00:12", "created_task_model": "DeepSeek-R1", "class_skeleton": "public\nclass\nManualConfigEditorWindow\n: EditorWindow\n{\nprotected string configPath;\nprotected string configJson;\nprotected Vector2 scrollPos;\nprotected bool pathCopied = false;\nprotected bool jsonCopied = false;\nprotected float copyFeedbackTimer = 0;\nprotected McpClient mcpClient;\npublic static void ShowWindow (string configPath, string configJson, McpClient mcpClient) {}\nprotected virtual void OnGUI () {}\nprotected virtual void Update () {}\n}", "code_description": "This code segment functions to: Create an interactive editor interface that guides users through manual configuration processes by displaying platform-specific file paths, providing copyable configuration data, and offering direct access to configuration files through system operations. It manages visual feedback for user interactions and maintains dynamic layout elements for instructional content presentation."}, "inference_content": {"inference_model": "DeepSeek-R1", "inference_result": "```c_sharp\n[TASK_BEGIN]\npublic static void ShowWindow(string configPath, string configJson, McpClient mcpClient)\n{\n var window = GetWindow(\"Manual Configuration\");\n window.configPath = configPath;\n window.configJson = configJson;\n window.mcpClient = mcpClient;\n window.Show();\n}\n\nprotected virtual void OnGUI()\n{\n EditorGUILayout.LabelField(\"1. Create config file at:\", EditorStyles.boldLabel);\n EditorGUILayout.SelectableLabel(configPath, EditorStyles.textField, GUILayout.Height(20));\n \n using (new GUILayout.HorizontalScope())\n {\n if (GUILayout.Button(\"Copy Path\", GUILayout.Width(100)))\n {\n EditorGUIUtility.systemCopyBuffer = configPath;\n pathCopied = true;\n copyFeedbackTimer = 2;\n }\n \n if (pathCopied && copyFeedbackTimer > 0)\n {\n GUILayout.Label(\"Copied!\", EditorStyles.miniLabel);\n }\n }\n\n EditorGUILayout.Space(15);\n EditorGUILayout.LabelField(\"2. Paste this JSON content:\", EditorStyles.boldLabel);\n \n scrollPos = EditorGUILayout.BeginScrollView(scrollPos, GUILayout.Height(200));\n EditorGUILayout.TextArea(configJson, GUILayout.ExpandHeight(true));\n EditorGUILayout.EndScrollView();\n\n if (GUILayout.Button(\"Copy JSON\", GUILayout.Width(100)))\n {\n EditorGUIUtility.systemCopyBuffer = configJson;\n jsonCopied = true;\n copyFeedbackTimer = 2;\n }\n \n if (jsonCopied && copyFeedbackTimer > 0)\n {\n GUILayout.Label(\"Copied!\", EditorStyles.miniLabel);\n }\n}\n\nprotected virtual void Update()\n{\n if (copyFeedbackTimer > 0)\n {\n copyFeedbackTimer -= Time.deltaTime;\n }\n else\n {\n pathCopied = false;\n jsonCopied = false;\n }\n}\n[TASK_END]\n```", "inference_time": "2025-08-20 19-00-38"}, "editdistance_info": {"edit_distance": 16.2347, "calculate_time": "2025-08-20 19:00:38", "true_code_clean": "public class ManualConfigEditorWindow : EditorWindow\n {\n protected string configPath;\n protected string configJson;\n protected Vector2 scrollPos;\n protected bool pathCopied = false;\n protected bool jsonCopied = false;\n protected float copyFeedbackTimer = 0;\n protected McpClient mcpClient;\n public static void ShowWindow(string configPath, string configJson, McpClient mcpClient)\n {\n var window = GetWindow(\"Manual Configuration\");\n window.configPath = configPath;\n window.configJson = configJson;\n window.mcpClient = mcpClient;\n window.minSize = new Vector2(500, 400);\n window.Show();\n }\n protected virtual void OnGUI()\n {\n scrollPos = EditorGUILayout.BeginScrollView(scrollPos);\n EditorGUILayout.Space(10);\n Rect titleRect = EditorGUILayout.GetControlRect(false, 30);\n EditorGUI.DrawRect(\n new Rect(titleRect.x, titleRect.y, titleRect.width, titleRect.height),\n new Color(0.2f, 0.2f, 0.2f, 0.1f)\n );\n GUI.Label(\n new Rect(titleRect.x + 10, titleRect.y + 6, titleRect.width - 20, titleRect.height),\n mcpClient.name + \" Manual Configuration\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n Rect headerRect = EditorGUILayout.GetControlRect(false, 24);\n EditorGUI.DrawRect(\n new Rect(headerRect.x, headerRect.y, headerRect.width, headerRect.height),\n new Color(0.1f, 0.1f, 0.1f, 0.2f)\n );\n GUI.Label(\n new Rect(\n headerRect.x + 8,\n headerRect.y + 4,\n headerRect.width - 16,\n headerRect.height\n ),\n \"The automatic configuration failed. Please follow these steps:\",\n EditorStyles.boldLabel\n );\n EditorGUILayout.Space(10);\n GUIStyle instructionStyle = new(EditorStyles.wordWrappedLabel)\n {\n margin = new RectOffset(10, 10, 5, 5),\n };\n EditorGUILayout.LabelField(\n \"1. Open \" + mcpClient.name + \" config file by either:\",\n instructionStyle\n );\n if (mcpClient.mcpType == McpTypes.ClaudeDesktop)\n {\n EditorGUILayout.LabelField(\n \" a) Going to Settings > Developer > Edit Config\",\n instructionStyle\n );\n }\n else if (mcpClient.mcpType == McpTypes.Cursor)\n {\n EditorGUILayout.LabelField(\n \" a) Going to File > Preferences > Cursor Settings > MCP > Add new global MCP server\",\n instructionStyle\n );\n }\n EditorGUILayout.LabelField(\" OR\", instructionStyle);\n EditorGUILayout.LabelField(\n \" b) Opening the configuration file at:\",\n instructionStyle\n );\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n string displayPath;\n if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))\n {\n displayPath = mcpClient.windowsConfigPath;\n }\n else if (\n RuntimeInformation.IsOSPlatform(OSPlatform.OSX)\n || RuntimeInformation.IsOSPlatform(OSPlatform.Linux)\n )\n {\n displayPath = mcpClient.linuxConfigPath;\n }\n else\n {\n displayPath = configPath;\n }\n GUIStyle pathStyle = new(EditorStyles.textField) { wordWrap = true };\n EditorGUILayout.TextField(\n displayPath,\n pathStyle,\n GUILayout.Height(EditorGUIUtility.singleLineHeight)\n );\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n GUIStyle copyButtonStyle = new(GUI.skin.button)\n {\n padding = new RectOffset(15, 15, 5, 5),\n margin = new RectOffset(10, 10, 5, 5),\n };\n if (\n GUILayout.Button(\n \"Copy Path\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = displayPath;\n pathCopied = true;\n copyFeedbackTimer = 2f;\n }\n if (\n GUILayout.Button(\n \"Open File\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n System.Diagnostics.Process.Start(\n new System.Diagnostics.ProcessStartInfo\n {\n FileName = displayPath,\n UseShellExecute = true,\n }\n );\n }\n if (pathCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n EditorGUILayout.Space(10);\n EditorGUILayout.LabelField(\n \"2. Paste the following JSON configuration:\",\n instructionStyle\n );\n EditorGUILayout.BeginVertical(EditorStyles.helpBox);\n GUIStyle jsonStyle = new(EditorStyles.textArea)\n {\n font = EditorStyles.boldFont,\n wordWrap = true,\n };\n jsonStyle.normal.textColor = new Color(0.3f, 0.6f, 0.9f); \n EditorGUILayout.TextArea(configJson, jsonStyle, GUILayout.Height(200));\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n if (\n GUILayout.Button(\n \"Copy JSON\",\n copyButtonStyle,\n GUILayout.Height(25),\n GUILayout.Width(100)\n )\n )\n {\n EditorGUIUtility.systemCopyBuffer = configJson;\n jsonCopied = true;\n copyFeedbackTimer = 2f;\n }\n if (jsonCopied)\n {\n GUIStyle feedbackStyle = new(EditorStyles.label);\n feedbackStyle.normal.textColor = Color.green;\n EditorGUILayout.LabelField(\"Copied!\", feedbackStyle, GUILayout.Width(60));\n }\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndVertical();\n EditorGUILayout.Space(10);\n EditorGUILayout.LabelField(\n \"3. Save the file and restart \" + mcpClient.name,\n instructionStyle\n );\n EditorGUILayout.EndVertical();\n EditorGUILayout.Space(10);\n EditorGUILayout.BeginHorizontal();\n GUILayout.FlexibleSpace();\n if (GUILayout.Button(\"Close\", GUILayout.Height(30), GUILayout.Width(100)))\n {\n Close();\n }\n GUILayout.FlexibleSpace();\n EditorGUILayout.EndHorizontal();\n EditorGUILayout.EndScrollView();\n }\n protected virtual void Update()\n {\n if (copyFeedbackTimer > 0)\n {\n copyFeedbackTimer -= Time.deltaTime;\n if (copyFeedbackTimer <= 0)\n {\n pathCopied = false;\n jsonCopied = false;\n Repaint();\n }\n }\n }\n }", "predict_code_clean": "public static void ShowWindow(string configPath, string configJson, McpClient mcpClient)\n{\n var window = GetWindow(\"Manual Configuration\");\n window.configPath = configPath;\n window.configJson = configJson;\n window.mcpClient = mcpClient;\n window.Show();\n}\nprotected virtual void OnGUI()\n{\n EditorGUILayout.LabelField(\"1. Create config file at:\", EditorStyles.boldLabel);\n EditorGUILayout.SelectableLabel(configPath, EditorStyles.textField, GUILayout.Height(20));\n using (new GUILayout.HorizontalScope())\n {\n if (GUILayout.Button(\"Copy Path\", GUILayout.Width(100)))\n {\n EditorGUIUtility.systemCopyBuffer = configPath;\n pathCopied = true;\n copyFeedbackTimer = 2;\n }\n if (pathCopied && copyFeedbackTimer > 0)\n {\n GUILayout.Label(\"Copied!\", EditorStyles.miniLabel);\n }\n }\n EditorGUILayout.Space(15);\n EditorGUILayout.LabelField(\"2. Paste this JSON content:\", EditorStyles.boldLabel);\n scrollPos = EditorGUILayout.BeginScrollView(scrollPos, GUILayout.Height(200));\n EditorGUILayout.TextArea(configJson, GUILayout.ExpandHeight(true));\n EditorGUILayout.EndScrollView();\n if (GUILayout.Button(\"Copy JSON\", GUILayout.Width(100)))\n {\n EditorGUIUtility.systemCopyBuffer = configJson;\n jsonCopied = true;\n copyFeedbackTimer = 2;\n }\n if (jsonCopied && copyFeedbackTimer > 0)\n {\n GUILayout.Label(\"Copied!\", EditorStyles.miniLabel);\n }\n}\nprotected virtual void Update()\n{\n if (copyFeedbackTimer > 0)\n {\n copyFeedbackTimer -= Time.deltaTime;\n }\n else\n {\n pathCopied = false;\n jsonCopied = false;\n }\n}"}}