@alpsckr/unitycli 0.4.0

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Files changed (1066) hide show
  1. package/README.md +389 -0
  2. package/contracts/command-contract.json +3972 -0
  3. package/contracts/stable-session/admission-acquire-v1.schema.json +16 -0
  4. package/contracts/stable-session/admission-response-v1.schema.json +30 -0
  5. package/contracts/stable-session/admission-revoke-v1.schema.json +15 -0
  6. package/contracts/stable-session/admission-transport-v1.json +36 -0
  7. package/contracts/stable-session/bridge-request-v2.schema.json +26 -0
  8. package/contracts/stable-session/canonical-path-v1-golden.json +23 -0
  9. package/contracts/stable-session/completion-contract.schema.json +46 -0
  10. package/contracts/stable-session/direct-call-semantics.json +102 -0
  11. package/contracts/stable-session/editor-state.schema.json +92 -0
  12. package/contracts/stable-session/health-v3.schema.json +47 -0
  13. package/contracts/stable-session/instance-registry-v3.schema.json +152 -0
  14. package/contracts/stable-session/removal-map.json +27 -0
  15. package/contracts/stable-session/request-digest-v1-golden.json +7 -0
  16. package/contracts/stable-session/runtime-config-v2.schema.json +27 -0
  17. package/contracts/static-capability-catalog.json +48226 -0
  18. package/contracts/tool-completion-contract.json +11322 -0
  19. package/dist/args.d.ts +27 -0
  20. package/dist/args.js +109 -0
  21. package/dist/args.js.map +1 -0
  22. package/dist/bridge/admission.d.ts +28 -0
  23. package/dist/bridge/admission.js +29 -0
  24. package/dist/bridge/admission.js.map +1 -0
  25. package/dist/bridge/args.d.ts +16 -0
  26. package/dist/bridge/args.js +123 -0
  27. package/dist/bridge/args.js.map +1 -0
  28. package/dist/bridge/domains/animation.d.ts +2 -0
  29. package/dist/bridge/domains/animation.js +199 -0
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  31. package/dist/bridge/domains/asset.d.ts +2 -0
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  34. package/dist/bridge/domains/build.d.ts +2 -0
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  37. package/dist/bridge/domains/camera.d.ts +2 -0
  38. package/dist/bridge/domains/camera.js +54 -0
  39. package/dist/bridge/domains/camera.js.map +1 -0
  40. package/dist/bridge/domains/code.d.ts +2 -0
  41. package/dist/bridge/domains/code.js +17 -0
  42. package/dist/bridge/domains/code.js.map +1 -0
  43. package/dist/bridge/domains/console.d.ts +2 -0
  44. package/dist/bridge/domains/console.js +34 -0
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  46. package/dist/bridge/domains/diagnose.d.ts +2 -0
  47. package/dist/bridge/domains/diagnose.js +11 -0
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  49. package/dist/bridge/domains/editor.d.ts +2 -0
  50. package/dist/bridge/domains/editor.js +66 -0
  51. package/dist/bridge/domains/editor.js.map +1 -0
  52. package/dist/bridge/domains/extension.d.ts +8 -0
  53. package/dist/bridge/domains/extension.js +20 -0
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  55. package/dist/bridge/domains/game-object.d.ts +2 -0
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  58. package/dist/bridge/domains/graphics.d.ts +2 -0
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  60. package/dist/bridge/domains/graphics.js.map +1 -0
  61. package/dist/bridge/domains/material.d.ts +2 -0
  62. package/dist/bridge/domains/material.js +70 -0
  63. package/dist/bridge/domains/material.js.map +1 -0
  64. package/dist/bridge/domains/navmesh.d.ts +2 -0
  65. package/dist/bridge/domains/navmesh.js +34 -0
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  67. package/dist/bridge/domains/object.d.ts +2 -0
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  70. package/dist/bridge/domains/occlusion.d.ts +2 -0
  71. package/dist/bridge/domains/occlusion.js +12 -0
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  73. package/dist/bridge/domains/package.d.ts +2 -0
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  76. package/dist/bridge/domains/physics.d.ts +2 -0
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  79. package/dist/bridge/domains/prefab.d.ts +2 -0
  80. package/dist/bridge/domains/prefab.js +104 -0
  81. package/dist/bridge/domains/prefab.js.map +1 -0
  82. package/dist/bridge/domains/profiler.d.ts +2 -0
  83. package/dist/bridge/domains/profiler.js +105 -0
  84. package/dist/bridge/domains/profiler.js.map +1 -0
  85. package/dist/bridge/domains/project-tool.d.ts +2 -0
  86. package/dist/bridge/domains/project-tool.js +46 -0
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  88. package/dist/bridge/domains/reflection.d.ts +2 -0
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  91. package/dist/bridge/domains/runtime-tool.d.ts +2 -0
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  109. package/dist/bridge/domains/timeline.d.ts +2 -0
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  112. package/dist/bridge/domains/ui.d.ts +2 -0
  113. package/dist/bridge/domains/ui.js +193 -0
  114. package/dist/bridge/domains/ui.js.map +1 -0
  115. package/dist/bridge/index.d.ts +9 -0
  116. package/dist/bridge/index.js +124 -0
  117. package/dist/bridge/index.js.map +1 -0
  118. package/dist/bridge/registry.d.ts +19 -0
  119. package/dist/bridge/registry.js +114 -0
  120. package/dist/bridge/registry.js.map +1 -0
  121. package/dist/bridge/session-supervisor.d.ts +138 -0
  122. package/dist/bridge/session-supervisor.js +873 -0
  123. package/dist/bridge/session-supervisor.js.map +1 -0
  124. package/dist/bridge/types.d.ts +61 -0
  125. package/dist/bridge/types.js +17 -0
  126. package/dist/bridge/types.js.map +1 -0
  127. package/dist/capabilities.d.ts +5 -0
  128. package/dist/capabilities.js +84 -0
  129. package/dist/capabilities.js.map +1 -0
  130. package/dist/cli-commands/command.d.ts +7 -0
  131. package/dist/cli-commands/command.js +513 -0
  132. package/dist/cli-commands/command.js.map +1 -0
  133. package/dist/cli-commands/extension-auto-detect.d.ts +62 -0
  134. package/dist/cli-commands/extension-auto-detect.js +119 -0
  135. package/dist/cli-commands/extension-auto-detect.js.map +1 -0
  136. package/dist/cli-commands/extensions.d.ts +24 -0
  137. package/dist/cli-commands/extensions.js +428 -0
  138. package/dist/cli-commands/extensions.js.map +1 -0
  139. package/dist/cli-commands/package.d.ts +4 -0
  140. package/dist/cli-commands/package.js +151 -0
  141. package/dist/cli-commands/package.js.map +1 -0
  142. package/dist/cli-commands/skill-installer.d.ts +83 -0
  143. package/dist/cli-commands/skill-installer.js +703 -0
  144. package/dist/cli-commands/skill-installer.js.map +1 -0
  145. package/dist/cli-commands/types.d.ts +17 -0
  146. package/dist/cli-commands/types.js +2 -0
  147. package/dist/cli-commands/types.js.map +1 -0
  148. package/dist/cli.d.ts +17 -0
  149. package/dist/cli.js +302 -0
  150. package/dist/cli.js.map +1 -0
  151. package/dist/contracts/command-contract.d.ts +21 -0
  152. package/dist/contracts/command-contract.js +143 -0
  153. package/dist/contracts/command-contract.js.map +1 -0
  154. package/dist/contracts/csharp-command-extractor.d.ts +1 -0
  155. package/dist/contracts/csharp-command-extractor.js +89 -0
  156. package/dist/contracts/csharp-command-extractor.js.map +1 -0
  157. package/dist/contracts/validate-command-contract.d.ts +1 -0
  158. package/dist/contracts/validate-command-contract.js +86 -0
  159. package/dist/contracts/validate-command-contract.js.map +1 -0
  160. package/dist/doctor.d.ts +22 -0
  161. package/dist/doctor.js +498 -0
  162. package/dist/doctor.js.map +1 -0
  163. package/dist/editor-blocker-observer.d.ts +45 -0
  164. package/dist/editor-blocker-observer.js +55 -0
  165. package/dist/editor-blocker-observer.js.map +1 -0
  166. package/dist/editor-dialogs.d.ts +53 -0
  167. package/dist/editor-dialogs.js +79 -0
  168. package/dist/editor-dialogs.js.map +1 -0
  169. package/dist/extension-availability.d.ts +30 -0
  170. package/dist/extension-availability.js +83 -0
  171. package/dist/extension-availability.js.map +1 -0
  172. package/dist/extensions/.generated-bridge-domains/cinemachine.d.ts +2 -0
  173. package/dist/extensions/.generated-bridge-domains/cinemachine.js +104 -0
  174. package/dist/extensions/.generated-bridge-domains/cinemachine.js.map +1 -0
  175. package/dist/extensions/.generated-bridge-domains/hdrp.d.ts +2 -0
  176. package/dist/extensions/.generated-bridge-domains/hdrp.js +35 -0
  177. package/dist/extensions/.generated-bridge-domains/hdrp.js.map +1 -0
  178. package/dist/extensions/.generated-bridge-domains/probuilder.d.ts +13 -0
  179. package/dist/extensions/.generated-bridge-domains/probuilder.js +342 -0
  180. package/dist/extensions/.generated-bridge-domains/probuilder.js.map +1 -0
  181. package/dist/extensions/.generated-bridge-domains/urp.d.ts +2 -0
  182. package/dist/extensions/.generated-bridge-domains/urp.js +52 -0
  183. package/dist/extensions/.generated-bridge-domains/urp.js.map +1 -0
  184. package/dist/extensions/.generated-bridge-domains/vfx.d.ts +2 -0
  185. package/dist/extensions/.generated-bridge-domains/vfx.js +312 -0
  186. package/dist/extensions/.generated-bridge-domains/vfx.js.map +1 -0
  187. package/dist/extensions/.generated-registry-data.d.ts +7 -0
  188. package/dist/extensions/.generated-registry-data.js +895 -0
  189. package/dist/extensions/.generated-registry-data.js.map +1 -0
  190. package/dist/extensions/contribution-loader.d.ts +27 -0
  191. package/dist/extensions/contribution-loader.js +60 -0
  192. package/dist/extensions/contribution-loader.js.map +1 -0
  193. package/dist/extensions/descriptor-loader.d.ts +73 -0
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  196. package/dist/extensions/index.d.ts +19 -0
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  199. package/dist/extensions/installer.d.ts +80 -0
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  202. package/dist/extensions/metadata/index.d.ts +15 -0
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  208. package/dist/extensions/project-resolver.d.ts +35 -0
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  211. package/dist/extensions/registry.d.ts +86 -0
  212. package/dist/extensions/registry.js +262 -0
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  214. package/dist/extensions/tool-manifest.d.ts +29 -0
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  217. package/dist/extensions/types.d.ts +115 -0
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  220. package/dist/instances.d.ts +163 -0
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  223. package/dist/output.d.ts +119 -0
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  229. package/dist/platform.d.ts +3 -0
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  232. package/dist/project-identity.d.ts +48 -0
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  235. package/dist/project-tool-discovery.d.ts +23 -0
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  238. package/dist/protocol/envelope.d.ts +64 -0
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  241. package/dist/protocol/index.d.ts +7 -0
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  244. package/dist/runtime-code.d.ts +20 -0
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  247. package/dist/schema/any-json.d.ts +4 -0
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  1001. package/unitypkg/Editor/Tools/screenshot/orbit.cs +103 -0
  1002. package/unitypkg/Editor/Tools/screenshot/scene-view.cs +99 -0
  1003. package/unitypkg/Editor/Tools/screenshot/screen.cs +89 -0
  1004. package/unitypkg/Editor/Tools/screenshot/surround.cs +181 -0
  1005. package/unitypkg/Editor/Tools/scriptable-object/ScriptableObjectToolSupport.cs +196 -0
  1006. package/unitypkg/Editor/Tools/scriptable-object/create.cs +79 -0
  1007. package/unitypkg/Editor/Tools/scriptable-object/info.cs +49 -0
  1008. package/unitypkg/Editor/Tools/scriptable-object/list-types.cs +103 -0
  1009. package/unitypkg/Editor/Tools/scriptable-object/modify.cs +208 -0
  1010. package/unitypkg/Editor/Tools/shader/ShaderToolSupport.cs +326 -0
  1011. package/unitypkg/Editor/Tools/shader/create.cs +82 -0
  1012. package/unitypkg/Editor/Tools/shader/delete.cs +90 -0
  1013. package/unitypkg/Editor/Tools/shader/get-data.cs +125 -0
  1014. package/unitypkg/Editor/Tools/shader/info.cs +48 -0
  1015. package/unitypkg/Editor/Tools/shader/list.cs +82 -0
  1016. package/unitypkg/Editor/Tools/shader/read.cs +84 -0
  1017. package/unitypkg/Editor/Tools/shader/update.cs +71 -0
  1018. package/unitypkg/Editor/Tools/tests/list.cs +98 -0
  1019. package/unitypkg/Editor/Tools/texture/TextureToolSupport.cs +327 -0
  1020. package/unitypkg/Editor/Tools/texture/create.cs +182 -0
  1021. package/unitypkg/Editor/Tools/texture/delete.cs +89 -0
  1022. package/unitypkg/Editor/Tools/texture/generate.cs +189 -0
  1023. package/unitypkg/Editor/Tools/texture/import-settings.cs +104 -0
  1024. package/unitypkg/Editor/Tools/texture/info.cs +50 -0
  1025. package/unitypkg/Editor/Tools/texture/modify.cs +154 -0
  1026. package/unitypkg/Editor/Tools/texture/sprite.cs +132 -0
  1027. package/unitypkg/Editor/Tools/timeline/TimelineMutationToolSupport.cs +696 -0
  1028. package/unitypkg/Editor/Tools/timeline/TimelineReadToolSupport.cs +439 -0
  1029. package/unitypkg/Editor/Tools/timeline/TimelineToolSupport.cs +203 -0
  1030. package/unitypkg/Editor/Tools/timeline/clip/add.cs +93 -0
  1031. package/unitypkg/Editor/Tools/timeline/create.cs +88 -0
  1032. package/unitypkg/Editor/Tools/timeline/info.cs +54 -0
  1033. package/unitypkg/Editor/Tools/timeline/track/add.cs +91 -0
  1034. package/unitypkg/Editor/Tools/ui/UiToolSupport.cs +162 -0
  1035. package/unitypkg/Editor/Tools/ui/UiUguiToolSupport.cs +24 -0
  1036. package/unitypkg/Editor/Tools/ui/attach-document.cs +46 -0
  1037. package/unitypkg/Editor/Tools/ui/button/create.cs +58 -0
  1038. package/unitypkg/Editor/Tools/ui/canvas/create.cs +40 -0
  1039. package/unitypkg/Editor/Tools/ui/create-panel-settings.cs +44 -0
  1040. package/unitypkg/Editor/Tools/ui/detach-document.cs +41 -0
  1041. package/unitypkg/Editor/Tools/ui/document/create.cs +49 -0
  1042. package/unitypkg/Editor/Tools/ui/document/delete.cs +33 -0
  1043. package/unitypkg/Editor/Tools/ui/document/info.cs +33 -0
  1044. package/unitypkg/Editor/Tools/ui/document/update.cs +36 -0
  1045. package/unitypkg/Editor/Tools/ui/get-visual-tree.cs +34 -0
  1046. package/unitypkg/Editor/Tools/ui/hierarchy.cs +27 -0
  1047. package/unitypkg/Editor/Tools/ui/image/create.cs +47 -0
  1048. package/unitypkg/Editor/Tools/ui/link-stylesheet.cs +54 -0
  1049. package/unitypkg/Editor/Tools/ui/list-documents.cs +34 -0
  1050. package/unitypkg/Editor/Tools/ui/modify-visual-element.cs +76 -0
  1051. package/unitypkg/Editor/Tools/ui/render-preview.cs +128 -0
  1052. package/unitypkg/Editor/Tools/ui/text/create.cs +45 -0
  1053. package/unitypkg/Editor/Tools/ui/update-panel-settings.cs +49 -0
  1054. package/unitypkg/Editor/UnityCliBridge.cs +431 -0
  1055. package/unitypkg/Editor/UnityCliBridgeBuildInfo.cs +9 -0
  1056. package/unitypkg/Runtime/Infrastructure/UnityCliRuntimeBridge.cs +580 -0
  1057. package/unitypkg/Runtime/Infrastructure/UnityCliRuntimeJson.cs +232 -0
  1058. package/unitypkg/Runtime/Infrastructure/UnityCliRuntimeRegistry.cs +297 -0
  1059. package/unitypkg/Runtime/Tools/UnityCliRuntimeTools.cs +701 -0
  1060. package/unitypkg/Runtime/UnityCli.Runtime.asmdef +14 -0
  1061. package/unitypkg/Shared/UnityCli.Shared.asmdef +14 -0
  1062. package/unitypkg/Shared/UnityCliAdmissionPool.cs +426 -0
  1063. package/unitypkg/Tests/Editor/UnityCli.Editor.Tests.asmdef +15 -0
  1064. package/unitypkg/Tests/Editor/UnityCliAdmissionPoolTests.cs +262 -0
  1065. package/unitypkg/UnityCli.Editor.asmdef +26 -0
  1066. package/unitypkg/package.json +11 -0
@@ -0,0 +1,401 @@
1
+ #if UNITY_EDITOR
2
+ using System;
3
+ using System.Collections.Generic;
4
+ using System.Globalization;
5
+ using System.Reflection;
6
+ using UnityEditor;
7
+ using UnityEngine;
8
+
9
+ namespace UnityCli
10
+ {
11
+ /// <summary>
12
+ /// material 域 IUnityCliTool 共享的基础设施 helper:Material 路径校验、Material 资产加载、
13
+ /// 属性枚举/取值/赋值、颜色/向量解析、UI Graphic 查找。仅供 material 域自包含工具复用;
14
+ /// 不实现 IUnityCliTool,不参与工具发现。
15
+ /// </summary>
16
+ public static class MaterialToolSupport
17
+ {
18
+ /// <summary>拦截编译/导入/构建/PlayMode 过渡期的写入请求,避免脏状态写入。</summary>
19
+ public static void EnsureEditorNotBusy(string command)
20
+ {
21
+ SceneToolSupport.EnsureEditorNotBusy(command);
22
+ }
23
+
24
+ // 校验并返回 Assets/*.mat 路径;空或格式不符抛 BridgeCommandException。
25
+ public static string RequireMaterialPath(string rawPath)
26
+ {
27
+ var path = AssetToolSupport.NormalizeAssetPath(rawPath);
28
+ if (string.IsNullOrEmpty(path))
29
+ {
30
+ throw new UnityCliBridge.BridgeCommandException("E_MATERIAL_PATH_REQUIRED", "Pass an Assets/*.mat path.", "Use tools run material.info --input '{\"path\":\"<path>\"}' or pass an Assets/*.mat path.");
31
+ }
32
+ if (!path.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase) || !path.EndsWith(".mat", StringComparison.OrdinalIgnoreCase))
33
+ {
34
+ throw new UnityCliBridge.BridgeCommandException("E_MATERIAL_PATH_INVALID", "Material path must be under Assets/ and end with .mat: " + path, "Pass a Unity asset path such as Assets/Materials/Player.mat.");
35
+ }
36
+ return path;
37
+ }
38
+
39
+ /// <summary>加载 Assets/*.mat 资产;不存在抛 BridgeCommandException。</summary>
40
+ public static Material LoadMaterialAsset(string path)
41
+ {
42
+ var material = AssetDatabase.LoadAssetAtPath<Material>(path);
43
+ if (material == null)
44
+ {
45
+ throw new UnityCliBridge.BridgeCommandException("E_MATERIAL_NOT_FOUND", "Material asset not found: " + path, "Check the path or run tools run asset.search --input '{\"filter\":\"t:Material\"}' to discover the path.");
46
+ }
47
+ return material;
48
+ }
49
+
50
+ // 解析逗号分隔的属性名筛选集合;null 表示不过滤(全量返回)
51
+ public static HashSet<string> ParseNameFilter(string namePattern)
52
+ {
53
+ if (string.IsNullOrEmpty(namePattern)) return null;
54
+ var set = new HashSet<string>();
55
+ foreach (var part in namePattern.Split(','))
56
+ {
57
+ var trimmed = part.Trim();
58
+ if (trimmed.Length > 0) set.Add(trimmed);
59
+ }
60
+ return set.Count == 0 ? null : set;
61
+ }
62
+
63
+ /// <summary>构造 Material 摘要(path/guid/name/shader/renderQueue/keywords/properties/textureReferences/dependencies)。</summary>
64
+ public static MaterialInfo BuildMaterialInfo(string path, Material material, HashSet<string> nameFilter)
65
+ {
66
+ var shader = material.shader;
67
+ var dependencies = AssetDatabase.GetDependencies(path, false);
68
+ return new MaterialInfo
69
+ {
70
+ Path = path,
71
+ Guid = AssetDatabase.AssetPathToGUID(path),
72
+ Name = material.name,
73
+ Shader = shader == null ? null : shader.name,
74
+ RenderQueue = material.renderQueue,
75
+ Keywords = new List<string>(material.shaderKeywords),
76
+ Properties = BuildProperties(material, nameFilter),
77
+ TextureReferences = BuildTextureReferences(material, nameFilter),
78
+ Dependencies = PrefabToolSupport.BuildDependencySummary(dependencies, true)
79
+ };
80
+ }
81
+
82
+ private static MaterialPropertyCollection BuildProperties(Material material, HashSet<string> nameFilter)
83
+ {
84
+ var shader = material.shader;
85
+ var items = new List<MaterialProperty>();
86
+ if (shader == null)
87
+ {
88
+ return new MaterialPropertyCollection { Count = 0, Items = items };
89
+ }
90
+ var count = ShaderUtil.GetPropertyCount(shader);
91
+ for (var index = 0; index < count; index++)
92
+ {
93
+ var name = ShaderUtil.GetPropertyName(shader, index);
94
+ if (nameFilter != null && !nameFilter.Contains(name)) continue;
95
+ var type = ShaderUtil.GetPropertyType(shader, index).ToString();
96
+ var description = ShaderUtil.GetPropertyDescription(shader, index);
97
+ object value = material.HasProperty(name) ? PropertyValue(material, name, NormalizeMaterialValueType(type)) : null;
98
+ items.Add(new MaterialProperty { Name = name, DisplayName = description, Type = type, Value = value });
99
+ }
100
+ return new MaterialPropertyCollection { Count = items.Count, Items = items };
101
+ }
102
+
103
+ private static MaterialTextureReferenceCollection BuildTextureReferences(Material material, HashSet<string> nameFilter)
104
+ {
105
+ var shader = material.shader;
106
+ var items = new List<MaterialTextureReference>();
107
+ if (shader == null)
108
+ {
109
+ return new MaterialTextureReferenceCollection { Count = 0, Items = items };
110
+ }
111
+ var count = ShaderUtil.GetPropertyCount(shader);
112
+ for (var index = 0; index < count; index++)
113
+ {
114
+ var name = ShaderUtil.GetPropertyName(shader, index);
115
+ if (nameFilter != null && !nameFilter.Contains(name)) continue;
116
+ if (NormalizeMaterialValueType(ShaderUtil.GetPropertyType(shader, index).ToString()) != "texture" || !material.HasProperty(name)) continue;
117
+ var texture = material.GetTexture(name);
118
+ var texturePath = texture == null ? null : AssetToolSupport.NormalizeAssetPath(AssetDatabase.GetAssetPath(texture));
119
+ items.Add(new MaterialTextureReference
120
+ {
121
+ Property = name,
122
+ Path = texturePath,
123
+ Guid = string.IsNullOrEmpty(texturePath) ? null : AssetDatabase.AssetPathToGUID(texturePath)
124
+ });
125
+ }
126
+ return new MaterialTextureReferenceCollection { Count = items.Count, Items = items };
127
+ }
128
+
129
+ /// <summary>读取 Material 属性的 ShaderUtil 类型字符串;无则 null。</summary>
130
+ public static string MaterialPropertyType(Material material, string propertyName)
131
+ {
132
+ var shader = material.shader;
133
+ if (shader == null) return null;
134
+ var count = ShaderUtil.GetPropertyCount(shader);
135
+ for (var index = 0; index < count; index++)
136
+ {
137
+ if (ShaderUtil.GetPropertyName(shader, index) == propertyName)
138
+ {
139
+ return ShaderUtil.GetPropertyType(shader, index).ToString();
140
+ }
141
+ }
142
+ return null;
143
+ }
144
+
145
+ /// <summary>规范化 Material 属性值类型(color/float/vector/texture);不支持返回 null。</summary>
146
+ public static string NormalizeMaterialValueType(string type)
147
+ {
148
+ if (string.IsNullOrEmpty(type)) return null;
149
+ var normalized = type.ToLowerInvariant();
150
+ if (normalized == "color") return "color";
151
+ if (normalized == "float" || normalized == "range") return "float";
152
+ if (normalized == "vector") return "vector";
153
+ if (normalized == "texture" || normalized == "texenv" || normalized == "texture2d") return "texture";
154
+ return null;
155
+ }
156
+
157
+ /// <summary>判断 shader 属性类型与请求类型是否兼容。</summary>
158
+ public static bool TypesCompatible(string shaderType, string requestedType)
159
+ {
160
+ var inferred = NormalizeMaterialValueType(shaderType);
161
+ return string.IsNullOrEmpty(inferred) || inferred == requestedType;
162
+ }
163
+
164
+ /// <summary>对 Material 属性赋值并返回赋值后的结构化值。</summary>
165
+ public static object ApplyMaterialValue(Material material, string propertyName, string type, string value)
166
+ {
167
+ return ApplyMaterialValue(material, propertyName, BuildMaterialValuePlan(type, value));
168
+ }
169
+
170
+ /// <summary>在 effect 前将请求值解析为类型化、可复用的赋值计划。</summary>
171
+ public static MaterialValuePlan BuildMaterialValuePlan(string type, string value)
172
+ {
173
+ if (type == "color") return new MaterialValuePlan { Type = type, Color = ParseColor(value) };
174
+ if (type == "float") return new MaterialValuePlan { Type = type, Float = ParseFloat(value, "E_MATERIAL_VALUE_INVALID", "Pass a finite numeric value for float/range Material properties.") };
175
+ if (type == "vector") return new MaterialValuePlan { Type = type, Vector = ParseVector(value) };
176
+ var texturePath = AssetToolSupport.NormalizeAssetPath(value);
177
+ if (string.IsNullOrEmpty(texturePath) || string.Equals(texturePath, "null", StringComparison.OrdinalIgnoreCase)) return new MaterialValuePlan { Type = "texture" };
178
+ var texture = AssetDatabase.LoadAssetAtPath<Texture>(texturePath);
179
+ if (texture == null) throw new UnityCliBridge.BridgeCommandException("E_TEXTURE_NOT_FOUND", "Texture asset not found: " + texturePath, "Pass an existing Assets texture path or value null to clear the texture.");
180
+ return new MaterialValuePlan { Type = "texture", Texture = texture, TexturePath = texturePath };
181
+ }
182
+
183
+ public static object ApplyMaterialValue(Material material, string propertyName, MaterialValuePlan plan)
184
+ {
185
+ var type = plan.Type;
186
+ if (type == "color")
187
+ {
188
+ var color = plan.Color;
189
+ material.SetColor(propertyName, color);
190
+ return new MaterialColor { R = color.r, G = color.g, B = color.b, A = color.a };
191
+ }
192
+ if (type == "float")
193
+ {
194
+ var number = plan.Float;
195
+ material.SetFloat(propertyName, number);
196
+ return number;
197
+ }
198
+ if (type == "vector")
199
+ {
200
+ var vector = plan.Vector;
201
+ material.SetVector(propertyName, vector);
202
+ return new MaterialVector4 { X = vector.x, Y = vector.y, Z = vector.z, W = vector.w };
203
+ }
204
+ if (type == "texture")
205
+ {
206
+ material.SetTexture(propertyName, plan.Texture);
207
+ return new MaterialTextureValue { Path = plan.TexturePath, Guid = plan.Texture == null ? null : AssetDatabase.AssetPathToGUID(plan.TexturePath) };
208
+ }
209
+ throw new UnityCliBridge.BridgeCommandException("E_MATERIAL_PROPERTY_TYPE_UNSUPPORTED", "Unsupported Material property value type: " + type, "Pass --type color|float|vector|texture.");
210
+ }
211
+
212
+ private static object PropertyValue(Material material, string propertyName, string type)
213
+ {
214
+ try
215
+ {
216
+ if (type == "color")
217
+ {
218
+ var c = material.GetColor(propertyName);
219
+ return new MaterialColor { R = c.r, G = c.g, B = c.b, A = c.a };
220
+ }
221
+ if (type == "float") return material.GetFloat(propertyName);
222
+ if (type == "vector")
223
+ {
224
+ var v = material.GetVector(propertyName);
225
+ return new MaterialVector4 { X = v.x, Y = v.y, Z = v.z, W = v.w };
226
+ }
227
+ if (type == "texture")
228
+ {
229
+ var texture = material.GetTexture(propertyName);
230
+ var texturePath = texture == null ? null : AssetToolSupport.NormalizeAssetPath(AssetDatabase.GetAssetPath(texture));
231
+ return new MaterialTextureValue { Path = texturePath, Guid = texture == null ? null : AssetDatabase.AssetPathToGUID(texturePath) };
232
+ }
233
+ }
234
+ catch
235
+ {
236
+ }
237
+ return null;
238
+ }
239
+
240
+ /// <summary>解析颜色值(#RRGGBB / #RRGGBBAA / r,g,b[,a])。</summary>
241
+ public static Color ParseColor(string value)
242
+ {
243
+ if (string.IsNullOrEmpty(value))
244
+ {
245
+ throw new UnityCliBridge.BridgeCommandException("E_MATERIAL_VALUE_INVALID", "Pass a color value.", "Use #RRGGBB, #RRGGBBAA or comma-separated r,g,b[,a].");
246
+ }
247
+ Color color;
248
+ if (ColorUtility.TryParseHtmlString(value, out color)) return color;
249
+ var parts = value.Split(',');
250
+ if (parts.Length == 3 || parts.Length == 4)
251
+ {
252
+ return new Color(
253
+ ParseFloat(parts[0], "E_MATERIAL_VALUE_INVALID", "Color values must be numeric."),
254
+ ParseFloat(parts[1], "E_MATERIAL_VALUE_INVALID", "Color values must be numeric."),
255
+ ParseFloat(parts[2], "E_MATERIAL_VALUE_INVALID", "Color values must be numeric."),
256
+ parts.Length == 4 ? ParseFloat(parts[3], "E_MATERIAL_VALUE_INVALID", "Color values must be numeric.") : 1f);
257
+ }
258
+ throw new UnityCliBridge.BridgeCommandException("E_MATERIAL_VALUE_INVALID", "Invalid color value: " + value, "Use #RRGGBB, #RRGGBBAA or comma-separated r,g,b[,a].");
259
+ }
260
+
261
+ /// <summary>解析四分量向量(x,y,z,w)。</summary>
262
+ public static Vector4 ParseVector(string value)
263
+ {
264
+ if (string.IsNullOrEmpty(value))
265
+ {
266
+ throw new UnityCliBridge.BridgeCommandException("E_MATERIAL_VALUE_INVALID", "Pass a vector value.", "Use comma-separated x,y,z,w numbers.");
267
+ }
268
+ var parts = value.Split(',');
269
+ if (parts.Length != 4)
270
+ {
271
+ throw new UnityCliBridge.BridgeCommandException("E_MATERIAL_VALUE_INVALID", "Vector values require four numbers: " + value, "Use comma-separated x,y,z,w numbers.");
272
+ }
273
+ return new Vector4(
274
+ ParseFloat(parts[0], "E_MATERIAL_VALUE_INVALID", "Vector values must be numeric."),
275
+ ParseFloat(parts[1], "E_MATERIAL_VALUE_INVALID", "Vector values must be numeric."),
276
+ ParseFloat(parts[2], "E_MATERIAL_VALUE_INVALID", "Vector values must be numeric."),
277
+ ParseFloat(parts[3], "E_MATERIAL_VALUE_INVALID", "Vector values must be numeric."));
278
+ }
279
+
280
+ /// <summary>解析浮点数;失败抛 BridgeCommandException。</summary>
281
+ public static float ParseFloat(string value, string code, string nextAction)
282
+ {
283
+ float parsed;
284
+ if (!float.TryParse((value ?? string.Empty).Trim(), NumberStyles.Float, CultureInfo.InvariantCulture, out parsed))
285
+ {
286
+ throw new UnityCliBridge.BridgeCommandException(code, "Invalid numeric Material value: " + value, nextAction);
287
+ }
288
+ if (float.IsNaN(parsed) || float.IsInfinity(parsed))
289
+ throw new UnityCliBridge.BridgeCommandException(code, "Numeric Material value must be finite: " + value, nextAction);
290
+ return parsed;
291
+ }
292
+
293
+ /// <summary>查找 GameObject 上的 UnityEngine.UI.Graphic 派生组件(无则 null)。</summary>
294
+ public static Component FindUiGraphic(GameObject gameObject)
295
+ {
296
+ foreach (var component in gameObject.GetComponents<Component>())
297
+ {
298
+ if (component == null) continue;
299
+ var type = component.GetType();
300
+ while (type != null)
301
+ {
302
+ if (type.FullName == "UnityEngine.UI.Graphic") return component;
303
+ type = type.BaseType;
304
+ }
305
+ }
306
+ return null;
307
+ }
308
+ }
309
+
310
+ // ─── material 域共享 DTO ──────────────────────────────────────────────
311
+
312
+ public sealed class MaterialValuePlan
313
+ {
314
+ public string Type { get; set; }
315
+ public Color Color { get; set; }
316
+ public float Float { get; set; }
317
+ public Vector4 Vector { get; set; }
318
+ public Texture Texture { get; set; }
319
+ public string TexturePath { get; set; }
320
+ }
321
+
322
+ public sealed class MaterialInfo
323
+ {
324
+ public string Path { get; set; }
325
+ public string Guid { get; set; }
326
+ public string Name { get; set; }
327
+ public string Shader { get; set; }
328
+ public long RenderQueue { get; set; }
329
+ public List<string> Keywords { get; set; }
330
+ public MaterialPropertyCollection Properties { get; set; }
331
+ public MaterialTextureReferenceCollection TextureReferences { get; set; }
332
+ public DependencySummary Dependencies { get; set; }
333
+ }
334
+
335
+ public sealed class MaterialPropertyCollection
336
+ {
337
+ public long Count { get; set; }
338
+ public List<MaterialProperty> Items { get; set; }
339
+ }
340
+
341
+ public sealed class MaterialProperty
342
+ {
343
+ public string Name { get; set; }
344
+ public string DisplayName { get; set; }
345
+ public string Type { get; set; }
346
+ [UnityCliAnyJson] public object Value { get; set; }
347
+ }
348
+
349
+ public sealed class MaterialTextureReferenceCollection
350
+ {
351
+ public long Count { get; set; }
352
+ public List<MaterialTextureReference> Items { get; set; }
353
+ }
354
+
355
+ public sealed class MaterialTextureReference
356
+ {
357
+ public string Property { get; set; }
358
+ public string Path { get; set; }
359
+ public string Guid { get; set; }
360
+ }
361
+
362
+ public sealed class MaterialColor
363
+ {
364
+ public double R { get; set; }
365
+ public double G { get; set; }
366
+ public double B { get; set; }
367
+ public double A { get; set; }
368
+ }
369
+
370
+ public sealed class MaterialVector4
371
+ {
372
+ public double X { get; set; }
373
+ public double Y { get; set; }
374
+ public double Z { get; set; }
375
+ public double W { get; set; }
376
+ }
377
+
378
+ public sealed class MaterialTextureValue
379
+ {
380
+ public string Path { get; set; }
381
+ public string Guid { get; set; }
382
+ }
383
+
384
+ /// <summary>计划副作用项,material 域 mutation 工具 Result 共享。</summary>
385
+ public sealed class MaterialPlannedEffect
386
+ {
387
+ public string Type { get; set; }
388
+ public string Path { get; set; }
389
+ public string Property { get; set; }
390
+ public string Target { get; set; }
391
+ }
392
+
393
+ /// <summary>Material assign 结果目标引用。</summary>
394
+ public sealed class MaterialAssignTarget
395
+ {
396
+ public long Id { get; set; }
397
+ public string Name { get; set; }
398
+ public string Path { get; set; }
399
+ }
400
+ }
401
+ #endif
@@ -0,0 +1,124 @@
1
+ #if UNITY_EDITOR
2
+ using System;
3
+ using System.Collections.Generic;
4
+ using System.Globalization;
5
+ using System.Reflection;
6
+ using UnityEditor;
7
+ using UnityEngine;
8
+
9
+ namespace UnityCli
10
+ {
11
+ /// <summary>
12
+ /// material.assign — 把 Material 资产分配到 GameObject 的 Renderer(指定 slot)或 UI Graphic。
13
+ /// </summary>
14
+ public class MaterialAssignTool : IUnityCliTool<MaterialAssignTool.Request, MaterialAssignTool.Result>
15
+ {
16
+ public sealed class Request
17
+ {
18
+ public string Target { get; set; }
19
+ public string Name { get; set; }
20
+ public string Material { get; set; }
21
+ public string Path { get; set; }
22
+ public int? Slot { get; set; }
23
+ public int? MaterialIndex { get; set; }
24
+ }
25
+
26
+ public sealed class Result
27
+ {
28
+ public string ComponentType { get; set; }
29
+ public List<MaterialPlannedEffect> PlannedEffects { get; set; }
30
+ }
31
+
32
+ public sealed class MaterialRef
33
+ {
34
+ public string Path { get; set; }
35
+ public string Guid { get; set; }
36
+ }
37
+
38
+ public ToolDescriptor Describe() => new()
39
+ {
40
+ Name = "material.assign",
41
+ Summary = "Assign an Assets/*.mat to a GameObject's Renderer (by slot) or UI Graphic component.",
42
+ Description = "Assign an Assets/*.mat to a GameObject. Assigns to a Renderer's sharedMaterials slot (default 0) when present; otherwise assigns to a UnityEngine.UI.Graphic component's material property. Target resolves by name, hierarchy path, or instance id.",
43
+ Group = "material",
44
+ DestructiveHint = false,
45
+ SideEffects = new[] { "scene-modify" },
46
+ Target = "editor",
47
+ PlayModeSupport = "session-affecting",
48
+ DefaultTimeoutMs = 30000,
49
+ MaxTimeoutMs = 600000,
50
+ Examples = new[]
51
+ {
52
+ new ToolExample { Description = "Assign a material to slot 0", Input = new Request { Target = "Player", Material = "Assets/Materials/Player.mat" } }
53
+ }
54
+ };
55
+
56
+ public System.Threading.Tasks.ValueTask<Result> ExecuteAsync(Request request, UnityCliProjectToolContext ctx, System.Threading.CancellationToken ct = default)
57
+ {
58
+ MaterialToolSupport.EnsureEditorNotBusy("material.assign");
59
+ var target = request.Target ?? request.Name;
60
+ var materialPath = MaterialToolSupport.RequireMaterialPath(request.Material ?? request.Path);
61
+ var material = MaterialToolSupport.LoadMaterialAsset(materialPath);
62
+ var gameObject = GameObjectToolSupport.ResolveUniqueTarget(target, "Material assign requires a target GameObject.");
63
+
64
+ var renderer = gameObject.GetComponent<Renderer>();
65
+ if (renderer != null)
66
+ {
67
+ var slot = Math.Max(0, request.Slot ?? request.MaterialIndex ?? 0);
68
+ var materials = renderer.sharedMaterials;
69
+ if (slot >= materials.Length)
70
+ {
71
+ throw new UnityCliBridge.BridgeCommandException("E_MATERIAL_SLOT_INVALID", "Renderer material slot is out of range: " + slot.ToString(CultureInfo.InvariantCulture), "Pass --slot between 0 and " + Math.Max(0, materials.Length - 1).ToString(CultureInfo.InvariantCulture) + ".");
72
+ }
73
+ var targetId = gameObject.GetInstanceID();
74
+ var materialGuid = AssetDatabase.AssetPathToGUID(materialPath);
75
+ ctx.CommitEffect();
76
+ UnityCliSceneMutation.RecordObject(renderer, "Assign material");
77
+ materials[slot] = material;
78
+ renderer.sharedMaterials = materials;
79
+ UnityCliSceneMutation.MarkSceneObjectDirty(renderer);
80
+ UnityCliSceneMutation.MarkSceneDirty(gameObject.scene);
81
+ var observedTarget = EditorUtility.InstanceIDToObject(targetId) as GameObject;
82
+ var observedRenderer = observedTarget == null ? null : observedTarget.GetComponent<Renderer>();
83
+ var observedMaterials = observedRenderer == null ? null : observedRenderer.sharedMaterials;
84
+ if (observedMaterials == null || slot >= observedMaterials.Length || AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(observedMaterials[slot])) != materialGuid) throw new UnityCliBridge.BridgeCommandException("E_MATERIAL_ASSIGN_STATE_MISMATCH", "Renderer material slot did not contain the requested material after assignment.", "Inspect the Renderer materials and retry after the Editor is idle.");
85
+ return new System.Threading.Tasks.ValueTask<Result>(new Result
86
+ {
87
+ ComponentType = "Renderer",
88
+ PlannedEffects = new List<MaterialPlannedEffect> { new MaterialPlannedEffect { Type = "material.assign", Target = GameObjectToolSupport.HierarchyPath(gameObject), Path = materialPath } }
89
+ });
90
+ }
91
+
92
+ var graphic = MaterialToolSupport.FindUiGraphic(gameObject);
93
+ if (graphic != null)
94
+ {
95
+ var property = graphic.GetType().GetProperty("material", BindingFlags.Instance | BindingFlags.Public);
96
+ if (property == null || !property.CanWrite)
97
+ {
98
+ throw new UnityCliBridge.BridgeCommandException("E_MATERIAL_ASSIGN_UNSUPPORTED", "UI Graphic material property is not writable on target: " + target, "Assign to a Renderer or UI Graphic component with a writable material property.");
99
+ }
100
+ var targetId = gameObject.GetInstanceID();
101
+ var materialGuid = AssetDatabase.AssetPathToGUID(materialPath);
102
+ ctx.CommitEffect();
103
+ UnityCliSceneMutation.RecordObject(graphic, "Assign material");
104
+ property.SetValue(graphic, material, null);
105
+ UnityCliSceneMutation.MarkSceneObjectDirty(graphic);
106
+ UnityCliSceneMutation.MarkSceneDirty(gameObject.scene);
107
+ var observedTarget = EditorUtility.InstanceIDToObject(targetId) as GameObject;
108
+ var observedGraphic = observedTarget == null ? null : MaterialToolSupport.FindUiGraphic(observedTarget);
109
+ var observedProperty = observedGraphic == null ? null : observedGraphic.GetType().GetProperty("material", BindingFlags.Instance | BindingFlags.Public);
110
+ var observedMaterial = observedProperty == null ? null : observedProperty.GetValue(observedGraphic, null) as Material;
111
+ if (observedMaterial == null || AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(observedMaterial)) != materialGuid) throw new UnityCliBridge.BridgeCommandException("E_MATERIAL_ASSIGN_STATE_MISMATCH", "UI Graphic material did not contain the requested material after assignment.", "Inspect the Graphic component and retry after the Editor is idle.");
112
+ return new System.Threading.Tasks.ValueTask<Result>(new Result
113
+ {
114
+ ComponentType = "Graphic",
115
+ PlannedEffects = new List<MaterialPlannedEffect> { new MaterialPlannedEffect { Type = "material.assign", Target = GameObjectToolSupport.HierarchyPath(gameObject), Path = materialPath } }
116
+ });
117
+ }
118
+
119
+ throw new UnityCliBridge.BridgeCommandException("E_MATERIAL_TARGET_UNSUPPORTED", "Target has no Renderer or UI Graphic component: " + target, "Add a Renderer/UI Graphic component or choose another target.");
120
+ }
121
+
122
+ }
123
+ }
124
+ #endif
@@ -0,0 +1,82 @@
1
+ #if UNITY_EDITOR
2
+ using System.Collections.Generic;
3
+ using System.IO;
4
+ using UnityEditor;
5
+ using UnityEngine;
6
+
7
+ namespace UnityCli
8
+ {
9
+ /// <summary>
10
+ /// material.create — 从指定 shader 创建新 Material 资产。拒绝覆盖(除非 overwrite)。
11
+ /// </summary>
12
+ public class MaterialCreateTool : IUnityCliTool<MaterialCreateTool.Request, MaterialCreateTool.Result>
13
+ {
14
+ public sealed class Request
15
+ {
16
+ public string Path { get; set; }
17
+ public string Shader { get; set; }
18
+ public bool? Overwrite { get; set; }
19
+ }
20
+
21
+ public sealed class Result
22
+ {
23
+ public MaterialInfo Material { get; set; }
24
+ public List<MaterialPlannedEffect> PlannedEffects { get; set; }
25
+ }
26
+
27
+ public ToolDescriptor Describe() => new()
28
+ {
29
+ Name = "material.create",
30
+ Summary = "Create a new Material asset from a named shader at an Assets/*.mat path.",
31
+ Description = "Create a new Material asset from a named shader at an Assets/*.mat path. Use shader.list or asset.search-built-in to discover a valid shader name first; an unknown shader returns E_SHADER_NOT_FOUND. Refuses to overwrite an existing material unless overwrite=true.",
32
+ Group = "material",
33
+ DestructiveHint = true,
34
+ SideEffects = new[] { "asset-write" },
35
+ Target = "editor",
36
+ PlayModeSupport = "editor-only",
37
+ DefaultTimeoutMs = 30000,
38
+ MaxTimeoutMs = 600000,
39
+ Examples = new[]
40
+ {
41
+ new ToolExample { Description = "Create a Standard material", Input = new Request { Path = "Assets/Materials/New.mat", Shader = "Standard" } }
42
+ }
43
+ };
44
+
45
+ public System.Threading.Tasks.ValueTask<Result> ExecuteAsync(Request request, UnityCliProjectToolContext ctx, System.Threading.CancellationToken ct = default)
46
+ {
47
+ MaterialToolSupport.EnsureEditorNotBusy("material.create");
48
+ var path = MaterialToolSupport.RequireMaterialPath(request.Path);
49
+ var shaderName = request.Shader;
50
+ var overwrite = request.Overwrite ?? false;
51
+ if (string.IsNullOrEmpty(shaderName))
52
+ {
53
+ throw new UnityCliBridge.BridgeCommandException("E_SHADER_REQUIRED", "Material create requires a shader name.", "Pass a Unity shader name such as Standard or Universal Render Pipeline/Lit.");
54
+ }
55
+ var shader = Shader.Find(shaderName);
56
+ if (shader == null)
57
+ {
58
+ throw new UnityCliBridge.BridgeCommandException("E_SHADER_NOT_FOUND", "Shader not found: " + shaderName, "Check the shader name in Unity or import the required render pipeline package.");
59
+ }
60
+ var existing = AssetDatabase.LoadAssetAtPath<Material>(path);
61
+ if (existing != null && !overwrite)
62
+ {
63
+ throw new UnityCliBridge.BridgeCommandException("E_MATERIAL_OUTPUT_EXISTS", "Material output already exists: " + path, "Pass --overwrite or choose a different Assets/*.mat path.");
64
+ }
65
+
66
+ ctx.CommitEffect();
67
+ AssetToolSupport.CreateAssetDirectory(path);
68
+ if (existing != null) AssetDatabase.DeleteAsset(path);
69
+ var material = new Material(shader);
70
+ material.name = Path.GetFileNameWithoutExtension(path);
71
+ AssetDatabase.CreateAsset(material, path);
72
+ AssetDatabase.SaveAssets();
73
+ AssetDatabase.Refresh();
74
+ return new System.Threading.Tasks.ValueTask<Result>(new Result
75
+ {
76
+ Material = MaterialToolSupport.BuildMaterialInfo(path, MaterialToolSupport.LoadMaterialAsset(path), null),
77
+ PlannedEffects = new List<MaterialPlannedEffect> { new MaterialPlannedEffect { Type = "material.create", Path = path } }
78
+ });
79
+ }
80
+ }
81
+ }
82
+ #endif
@@ -0,0 +1,55 @@
1
+ #if UNITY_EDITOR
2
+ using System.Collections.Generic;
3
+
4
+ namespace UnityCli
5
+ {
6
+ /// <summary>
7
+ /// material.info — 读取 Material 摘要(shader/属性/纹理引用/依赖),支持 namePattern 轻量读取。
8
+ /// </summary>
9
+ public class MaterialInfoTool : IUnityCliTool<MaterialInfoTool.Request, MaterialInfoTool.Result>
10
+ {
11
+ public sealed class Request
12
+ {
13
+ public string Path { get; set; }
14
+ public string Material { get; set; }
15
+ public string NamePattern { get; set; }
16
+ }
17
+
18
+ public sealed class Result
19
+ {
20
+ public MaterialInfo Material { get; set; }
21
+ public bool NameFilterApplied { get; set; }
22
+ }
23
+
24
+ public ToolDescriptor Describe() => new()
25
+ {
26
+ Name = "material.info",
27
+ Summary = "Return shader, properties, texture references and dependencies for an Assets/*.mat; use namePattern for token-safe reads.",
28
+ Description = "Return shader, render queue, keywords, properties, texture references and dependencies for an Assets/*.mat. Pass namePattern (comma-separated property names) for a token-safe lightweight read that skips full property expansion.",
29
+ Group = "material",
30
+ DestructiveHint = false,
31
+ Target = "editor",
32
+ PlayModeSupport = "supported",
33
+ DefaultTimeoutMs = 30000,
34
+ MaxTimeoutMs = 600000,
35
+ Examples = new[]
36
+ {
37
+ new ToolExample { Description = "Inspect a material", Input = new Request { Path = "Assets/Materials/Probe.mat" } },
38
+ new ToolExample { Description = "Read select properties only", Input = new Request { Path = "Assets/Materials/Probe.mat", NamePattern = "_Color,_MainTex" } }
39
+ }
40
+ };
41
+
42
+ public System.Threading.Tasks.ValueTask<Result> ExecuteAsync(Request request, UnityCliProjectToolContext ctx, System.Threading.CancellationToken ct = default)
43
+ {
44
+ var path = MaterialToolSupport.RequireMaterialPath(request.Path ?? request.Material);
45
+ var material = MaterialToolSupport.LoadMaterialAsset(path);
46
+ var nameFilter = MaterialToolSupport.ParseNameFilter(request.NamePattern);
47
+ return new System.Threading.Tasks.ValueTask<Result>(new Result
48
+ {
49
+ Material = MaterialToolSupport.BuildMaterialInfo(path, material, nameFilter),
50
+ NameFilterApplied = nameFilter != null
51
+ });
52
+ }
53
+ }
54
+ }
55
+ #endif