@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 +1,389 @@
1
+ #if UNITY_EDITOR
2
+ using System;
3
+ using System.Collections.Generic;
4
+ using System.Globalization;
5
+ using UnityEngine;
6
+
7
+ namespace UnityCli
8
+ {
9
+ /// <summary>
10
+ /// physics 域 IUnityCliTool 共享的基础设施 helper:物理设置构造、刚体信息、
11
+ /// 射线查询、碰撞解析、模式规范化。仅供 physics 域自包含工具复用;
12
+ /// 不实现 IUnityCliTool,不参与工具发现。
13
+ /// </summary>
14
+ public static class PhysicsToolSupport
15
+ {
16
+ /// <summary>拦截编译/导入/构建/PlayMode 过渡期的写入请求。</summary>
17
+ public static void EnsureEditorNotBusy(string command)
18
+ {
19
+ SceneToolSupport.EnsureEditorNotBusy(command);
20
+ }
21
+
22
+ /// <summary>规范化 2d/3d 模式字符串;空或非 2d 返回 3d。</summary>
23
+ public static string NormalizeMode(string mode)
24
+ {
25
+ return string.Equals(mode, "2d", StringComparison.OrdinalIgnoreCase) ? "2d" : "3d";
26
+ }
27
+
28
+ /// <summary>规范化 Vector2;零向量回退 right。</summary>
29
+ public static Vector2 NormalizeVector2(Vector2 value)
30
+ {
31
+ return value.sqrMagnitude <= 0f ? Vector2.right : value.normalized;
32
+ }
33
+
34
+ /// <summary>规范化 Vector3;零向量回退 forward。</summary>
35
+ public static Vector3 NormalizeVector3(Vector3 value)
36
+ {
37
+ return value.sqrMagnitude <= 0f ? Vector3.forward : value.normalized;
38
+ }
39
+
40
+ /// <summary>解析 ForceMode 枚举;空返回 Force。</summary>
41
+ public static ForceMode ParseForceMode(string value)
42
+ {
43
+ if (string.IsNullOrEmpty(value)) return ForceMode.Force;
44
+ return (ForceMode)Enum.Parse(typeof(ForceMode), value, true);
45
+ }
46
+
47
+ /// <summary>解析 CapsuleDirection2D;horizontal/0 返回 Horizontal,否则 Vertical。</summary>
48
+ public static CapsuleDirection2D ParseCapsuleDirection2D(string value, int? numeric)
49
+ {
50
+ if (numeric.HasValue && numeric.Value == 0) return CapsuleDirection2D.Horizontal;
51
+ if (string.Equals(value, "horizontal", StringComparison.OrdinalIgnoreCase) || value == "0") return CapsuleDirection2D.Horizontal;
52
+ return CapsuleDirection2D.Vertical;
53
+ }
54
+
55
+ /// <summary>构造 PhysicsSettings DTO(3d+2d 合并视图)。</summary>
56
+ public static PhysicsSettingsInfo BuildPhysicsSettings()
57
+ {
58
+ return new PhysicsSettingsInfo
59
+ {
60
+ Mode = "3d+2d",
61
+ Gravity = new Vector3Data(Physics.gravity),
62
+ Gravity2d = new Vector2Data(Physics2D.gravity),
63
+ DefaultContactOffset = Physics.defaultContactOffset,
64
+ BounceThreshold = Physics.bounceThreshold,
65
+ DefaultSolverIterations = Physics.defaultSolverIterations,
66
+ DefaultSolverVelocityIterations = Physics.defaultSolverVelocityIterations,
67
+ QueriesHitTriggers = Physics.queriesHitTriggers,
68
+ QueriesHitBackfaces = Physics.queriesHitBackfaces,
69
+ QueriesStartInColliders = Physics2D.queriesStartInColliders,
70
+ AutoSimulation = IsAutoSimulation3D(),
71
+ SimulationMode2D = Physics2D.simulationMode.ToString()
72
+ };
73
+ }
74
+
75
+ /// <summary>按 Unity 2022.3 SimulationMode 读取旧 autoSimulation 的等价语义。</summary>
76
+ public static bool IsAutoSimulation3D()
77
+ {
78
+ return Physics.simulationMode != SimulationMode.Script;
79
+ }
80
+
81
+ /// <summary>设置 3D 物理自动/脚本模拟模式;自动模式固定恢复为 FixedUpdate。</summary>
82
+ public static void SetAutoSimulation3D(bool enabled)
83
+ {
84
+ Physics.simulationMode = enabled ? SimulationMode.FixedUpdate : SimulationMode.Script;
85
+ }
86
+
87
+ /// <summary>构造 Rigidbody 摘要 DTO。</summary>
88
+ public static RigidbodyInfo BuildRigidbodyInfo(Rigidbody rb)
89
+ {
90
+ return new RigidbodyInfo
91
+ {
92
+ Mass = rb.mass,
93
+ Drag = rb.drag,
94
+ AngularDrag = rb.angularDrag,
95
+ UseGravity = rb.useGravity,
96
+ IsKinematic = rb.isKinematic,
97
+ Velocity = new Vector3Data(rb.velocity),
98
+ AngularVelocity = new Vector3Data(rb.angularVelocity),
99
+ CenterOfMass = new Vector3Data(rb.centerOfMass),
100
+ CollisionDetectionMode = rb.collisionDetectionMode.ToString(),
101
+ Interpolation = rb.interpolation.ToString(),
102
+ Constraints = rb.constraints.ToString(),
103
+ Sleeping = rb.IsSleeping()
104
+ };
105
+ }
106
+
107
+ /// <summary>构造 Rigidbody2D 摘要 DTO。</summary>
108
+ public static Rigidbody2DInfo BuildRigidbody2DInfo(Rigidbody2D rb)
109
+ {
110
+ return new Rigidbody2DInfo
111
+ {
112
+ Mass = rb.mass,
113
+ Drag = rb.drag,
114
+ AngularDrag = rb.angularDrag,
115
+ GravityScale = rb.gravityScale,
116
+ BodyType = rb.bodyType.ToString(),
117
+ Velocity = new Vector2Data(rb.velocity),
118
+ AngularVelocity = rb.angularVelocity,
119
+ CollisionDetectionMode = rb.collisionDetectionMode.ToString(),
120
+ Interpolation = rb.interpolation.ToString(),
121
+ Constraints = rb.constraints.ToString(),
122
+ Sleeping = rb.IsSleeping()
123
+ };
124
+ }
125
+
126
+ /// <summary>构造 Collider 引用 DTO。</summary>
127
+ public static ColliderRef BuildColliderRef(GameObject gameObject, string colliderType)
128
+ {
129
+ if (gameObject == null) return null;
130
+ return new ColliderRef
131
+ {
132
+ Id = gameObject.GetInstanceID(),
133
+ Name = gameObject.name,
134
+ Path = GameObjectToolSupport.HierarchyPath(gameObject),
135
+ Type = colliderType
136
+ };
137
+ }
138
+
139
+ /// <summary>构造 3D 射线命中 DTO。</summary>
140
+ public static RaycastHitInfo BuildRaycast3DHit(RaycastHit hit)
141
+ {
142
+ var gameObject = hit.collider != null ? hit.collider.gameObject : null;
143
+ return new RaycastHitInfo
144
+ {
145
+ Distance = hit.distance,
146
+ Point = new Vector3Data(hit.point),
147
+ Normal = new Vector3Data(hit.normal),
148
+ Collider = BuildColliderRef(gameObject, hit.collider == null ? null : hit.collider.GetType().Name)
149
+ };
150
+ }
151
+
152
+ /// <summary>构造 2D 射线命中 DTO。</summary>
153
+ public static RaycastHitInfo BuildRaycast2DHit(RaycastHit2D hit)
154
+ {
155
+ var gameObject = hit.collider != null ? hit.collider.gameObject : null;
156
+ return new RaycastHitInfo
157
+ {
158
+ Distance = hit.distance,
159
+ Point = new Vector3Data(new Vector3(hit.point.x, hit.point.y, 0)),
160
+ Normal = new Vector3Data(new Vector3(hit.normal.x, hit.normal.y, 0)),
161
+ Collider = BuildColliderRef(gameObject, hit.collider == null ? null : hit.collider.GetType().Name)
162
+ };
163
+ }
164
+
165
+ /// <summary>构造射线查询参数 DTO(3D)。</summary>
166
+ public static RaycastQuery BuildRaycast3DQuery(Vector3 origin, Vector3 direction, float distance, int layerMask)
167
+ {
168
+ return new RaycastQuery
169
+ {
170
+ Origin = new Vector3Data(origin),
171
+ Direction = new Vector3Data(direction),
172
+ Distance = distance,
173
+ LayerMask = layerMask
174
+ };
175
+ }
176
+
177
+ /// <summary>构造射线查询参数 DTO(2D)。</summary>
178
+ public static RaycastQuery BuildRaycast2DQuery(Vector2 origin, Vector2 direction, float distance, int layerMask)
179
+ {
180
+ return new RaycastQuery
181
+ {
182
+ Origin = new Vector3Data(new Vector3(origin.x, origin.y, 0)),
183
+ Direction = new Vector3Data(new Vector3(direction.x, direction.y, 0)),
184
+ Distance = distance,
185
+ LayerMask = layerMask
186
+ };
187
+ }
188
+
189
+ /// <summary>解析 Layer 名称或数字为 layer index。</summary>
190
+ public static int ParseLayer(string value)
191
+ {
192
+ return GameObjectToolSupport.ParseLayer(value);
193
+ }
194
+
195
+ /// <summary>在 GameObject 上按类型名+可选索引解析 Collider。</summary>
196
+ public static Collider ResolveCollider(GameObject target, string colliderType, int colliderIndex)
197
+ {
198
+ var colliders = target.GetComponents<Collider>();
199
+ if (!string.IsNullOrEmpty(colliderType))
200
+ {
201
+ var filtered = new List<Collider>();
202
+ foreach (var c in colliders)
203
+ {
204
+ if (string.Equals(c.GetType().Name, colliderType, StringComparison.OrdinalIgnoreCase) || string.Equals(c.GetType().FullName, colliderType, StringComparison.OrdinalIgnoreCase))
205
+ filtered.Add(c);
206
+ }
207
+ colliders = filtered.ToArray();
208
+ }
209
+ if (colliders.Length == 0)
210
+ {
211
+ throw new UnityCliBridge.BridgeCommandException("E_COLLIDER_NOT_FOUND", "No 3D Collider found on target: " + target.name, "Add a Collider component before assigning a PhysicMaterial.");
212
+ }
213
+ if (colliderIndex < 0 || colliderIndex >= colliders.Length)
214
+ {
215
+ throw new UnityCliBridge.BridgeCommandException("E_COLLIDER_INDEX_INVALID", "colliderIndex is outside the matching Collider component range.", "Use a colliderIndex from 0 to " + (colliders.Length - 1).ToString(CultureInfo.InvariantCulture) + ".");
216
+ }
217
+ return colliders[colliderIndex];
218
+ }
219
+
220
+ /// <summary>解析 ReflectionProbe(供 graphics 域复用)。</summary>
221
+ public static ReflectionProbe ResolveReflectionProbe(string target)
222
+ {
223
+ var probes = UnityEngine.Object.FindObjectsOfType<ReflectionProbe>();
224
+ if (string.IsNullOrEmpty(target)) return probes.Length > 0 ? probes[0] : null;
225
+ foreach (var probe in probes)
226
+ {
227
+ if (GameObjectToolSupport.HierarchyPath(probe.gameObject) == target || probe.gameObject.name == target || probe.GetInstanceID().ToString(CultureInfo.InvariantCulture) == target)
228
+ return probe;
229
+ }
230
+ return null;
231
+ }
232
+ }
233
+
234
+ // ── physics 域 DTO ──
235
+
236
+ public sealed class PhysicsSettingsInfo
237
+ {
238
+ public string Mode { get; set; }
239
+ public Vector3Data Gravity { get; set; }
240
+ public Vector2Data Gravity2d { get; set; }
241
+ public double DefaultContactOffset { get; set; }
242
+ public double BounceThreshold { get; set; }
243
+ public long DefaultSolverIterations { get; set; }
244
+ public long DefaultSolverVelocityIterations { get; set; }
245
+ public bool QueriesHitTriggers { get; set; }
246
+ public bool QueriesHitBackfaces { get; set; }
247
+ public bool QueriesStartInColliders { get; set; }
248
+ public bool AutoSimulation { get; set; }
249
+ public string SimulationMode2D { get; set; }
250
+ }
251
+
252
+ public sealed class RigidbodyInfo
253
+ {
254
+ public double Mass { get; set; }
255
+ public double Drag { get; set; }
256
+ public double AngularDrag { get; set; }
257
+ public bool UseGravity { get; set; }
258
+ public bool IsKinematic { get; set; }
259
+ public Vector3Data Velocity { get; set; }
260
+ public Vector3Data AngularVelocity { get; set; }
261
+ public Vector3Data CenterOfMass { get; set; }
262
+ public string CollisionDetectionMode { get; set; }
263
+ public string Interpolation { get; set; }
264
+ public string Constraints { get; set; }
265
+ public bool Sleeping { get; set; }
266
+ }
267
+
268
+ public sealed class Rigidbody2DInfo
269
+ {
270
+ public double Mass { get; set; }
271
+ public double Drag { get; set; }
272
+ public double AngularDrag { get; set; }
273
+ public double GravityScale { get; set; }
274
+ public string BodyType { get; set; }
275
+ public Vector2Data Velocity { get; set; }
276
+ public double AngularVelocity { get; set; }
277
+ public string CollisionDetectionMode { get; set; }
278
+ public string Interpolation { get; set; }
279
+ public string Constraints { get; set; }
280
+ public bool Sleeping { get; set; }
281
+ }
282
+
283
+ public sealed class Vector2Data
284
+ {
285
+ public Vector2Data() { }
286
+ public Vector2Data(Vector2 v) { X = v.x; Y = v.y; }
287
+ public double X { get; set; }
288
+ public double Y { get; set; }
289
+ }
290
+
291
+ public sealed class ColliderRef
292
+ {
293
+ public long Id { get; set; }
294
+ public string Name { get; set; }
295
+ public string Path { get; set; }
296
+ public string Type { get; set; }
297
+ }
298
+
299
+ public sealed class RaycastHitInfo
300
+ {
301
+ public double Distance { get; set; }
302
+ public Vector3Data Point { get; set; }
303
+ public Vector3Data Normal { get; set; }
304
+ public ColliderRef Collider { get; set; }
305
+ }
306
+
307
+ public sealed class RaycastQuery
308
+ {
309
+ public Vector3Data Origin { get; set; }
310
+ public Vector3Data Direction { get; set; }
311
+ public double Distance { get; set; }
312
+ public long LayerMask { get; set; }
313
+ }
314
+
315
+ public sealed class CollisionLayerEntry
316
+ {
317
+ public long Index { get; set; }
318
+ public string Name { get; set; }
319
+ }
320
+
321
+ public sealed class CollisionMatrixRow
322
+ {
323
+ public long Layer { get; set; }
324
+ public string Name { get; set; }
325
+ public List<CollisionMatrixPair> Pairs { get; set; }
326
+ }
327
+
328
+ public sealed class CollisionMatrixPair
329
+ {
330
+ public long Layer { get; set; }
331
+ public string Name { get; set; }
332
+ public bool Ignored { get; set; }
333
+ }
334
+
335
+ public sealed class CollisionPairInfo
336
+ {
337
+ public long LayerA { get; set; }
338
+ public long LayerB { get; set; }
339
+ public bool Ignored { get; set; }
340
+ }
341
+
342
+ public sealed class PhysicMaterialInfo
343
+ {
344
+ public string Path { get; set; }
345
+ public string Name { get; set; }
346
+ public double DynamicFriction { get; set; }
347
+ public double StaticFriction { get; set; }
348
+ public double Bounciness { get; set; }
349
+ }
350
+
351
+ public sealed class PhysicMaterialRef
352
+ {
353
+ public string Name { get; set; }
354
+ public string Path { get; set; }
355
+ }
356
+
357
+ public sealed class ColliderAssignmentInfo
358
+ {
359
+ public string Type { get; set; }
360
+ public long InstanceId { get; set; }
361
+ public PhysicMaterialRef PreviousMaterial { get; set; }
362
+ public PhysicMaterialRef Material { get; set; }
363
+ }
364
+
365
+ public sealed class PhysicsPlannedEffect
366
+ {
367
+ public string Type { get; set; }
368
+ public string Property { get; set; }
369
+ public string Value { get; set; }
370
+ public string Target { get; set; }
371
+ }
372
+
373
+ public sealed class GameObjectTargetRef
374
+ {
375
+ public long Id { get; set; }
376
+ public string Name { get; set; }
377
+ public string Path { get; set; }
378
+ }
379
+
380
+ public sealed class SimulationInfo
381
+ {
382
+ public bool Simulate { get; set; }
383
+ public long Steps { get; set; }
384
+ public double DeltaTime { get; set; }
385
+ public double FixedDeltaTime { get; set; }
386
+ public bool AutoSimulation { get; set; }
387
+ }
388
+ }
389
+ #endif
@@ -0,0 +1,88 @@
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
+ /// physics.assign-material — 将 PhysicMaterial 资产分配到 GameObject 的 Collider。
11
+ /// </summary>
12
+ public class PhysicsAssignMaterialTool : IUnityCliTool<PhysicsAssignMaterialTool.Request, PhysicsAssignMaterialTool.Result>
13
+ {
14
+ public sealed class Request
15
+ {
16
+ public string Target { get; set; }
17
+ public string MaterialPath { get; set; }
18
+ public string Path { get; set; }
19
+ public string Collider { get; set; }
20
+ public int ColliderIndex { get; set; }
21
+ }
22
+
23
+ public sealed class Result
24
+ {
25
+ public ColliderAssignmentInfo Collider { get; set; }
26
+ public bool DryRun { get; set; }
27
+ public List<PhysicsPlannedEffect> PlannedEffects { get; set; }
28
+ }
29
+
30
+ public ToolDescriptor Describe() => new()
31
+ {
32
+ Name = "physics.assign-material",
33
+ Summary = "Assign a PhysicMaterial asset to a Collider on a target GameObject, with dry-run support.",
34
+ Description = "Resolve a target GameObject, load a PhysicMaterial asset, and assign it to the matching Collider. Supports collider type filter and index. dryRun=true previews without mutating.",
35
+ Group = "physics",DestructiveHint = false, SupportsDryRun = true, SideEffects = new[] { "scene-modify" },
36
+ Target = "editor", PlayModeSupport = "supported",
37
+ DefaultTimeoutMs = 30000, MaxTimeoutMs = 600000,
38
+ Examples = new[] { new ToolExample { Description = "Assign bouncy material", Input = new Request { Target = "Player", MaterialPath = "Assets/Physics/Bouncy.physicMaterial" } } }
39
+ };
40
+
41
+ public System.Threading.Tasks.ValueTask<Result> ExecuteAsync(Request request, UnityCliProjectToolContext ctx, System.Threading.CancellationToken ct = default)
42
+ {
43
+ var target = GameObjectToolSupport.ResolveUniqueTarget(request.Target, "physics.assign-material requires --target.");
44
+ var path = SceneToolSupport.NormalizeAssetPath(request.MaterialPath ?? request.Path);
45
+ if (string.IsNullOrEmpty(path))
46
+ {
47
+ throw new UnityCliBridge.BridgeCommandException("E_PHYSICS_MATERIAL_PATH_REQUIRED", "physics.assign-material requires a PhysicMaterial asset path.", "Pass materialPath like Assets/Physics/Bouncy.physicMaterial.");
48
+ }
49
+ var material = AssetDatabase.LoadAssetAtPath<PhysicMaterial>(path);
50
+ if (material == null)
51
+ {
52
+ throw new UnityCliBridge.BridgeCommandException("E_PHYSICS_MATERIAL_NOT_FOUND", "PhysicMaterial asset not found: " + path, "Create it with physics.material first, then rerun physics.assign-material.");
53
+ }
54
+ var collider = PhysicsToolSupport.ResolveCollider(target, request.Collider, request.ColliderIndex);
55
+ var targetId = target.GetInstanceID();
56
+ var colliderId = collider.GetInstanceID();
57
+ var previous = collider.sharedMaterial;
58
+ var dryRun = ctx.DryRun;
59
+ if (!dryRun)
60
+ {
61
+ ctx.CommitEffect();
62
+ UnityCliSceneMutation.RecordObject(collider, "Assign PhysicMaterial");
63
+ collider.sharedMaterial = material;
64
+ UnityCliSceneMutation.MarkSceneObjectDirty(collider);
65
+ UnityCliSceneMutation.MarkSceneDirty(target.scene);
66
+ }
67
+ // mutation 后同时重解析目标与组件,禁止使用写前 Collider 引用作为 proof。
68
+ var observedTarget = dryRun ? target : EditorUtility.InstanceIDToObject(targetId) as GameObject;
69
+ var observedCollider = dryRun ? collider : EditorUtility.InstanceIDToObject(colliderId) as Collider;
70
+ var observedMaterial = observedCollider == null ? null : observedCollider.sharedMaterial;
71
+ if (observedTarget == null || observedCollider == null || (!dryRun && observedMaterial != material))
72
+ throw new UnityCliBridge.BridgeCommandException("E_PHYSICS_ASSIGN_MATERIAL_STATE_MISMATCH", "Collider material did not match the requested PhysicMaterial.", "Inspect the Collider material after the Editor is idle and retry.");
73
+ return new System.Threading.Tasks.ValueTask<Result>(new Result
74
+ {
75
+ Collider = new ColliderAssignmentInfo
76
+ {
77
+ Type = observedCollider.GetType().Name,
78
+ InstanceId = observedCollider.GetInstanceID(),
79
+ PreviousMaterial = previous == null ? null : new PhysicMaterialRef { Name = previous.name, Path = AssetDatabase.GetAssetPath(previous) },
80
+ Material = observedMaterial == null ? null : new PhysicMaterialRef { Name = observedMaterial.name, Path = AssetDatabase.GetAssetPath(observedMaterial) }
81
+ },
82
+ DryRun = dryRun,
83
+ PlannedEffects = new List<PhysicsPlannedEffect> { new PhysicsPlannedEffect { Type = "physics.assign-material", Target = GameObjectToolSupport.HierarchyPath(observedTarget) } }
84
+ });
85
+ }
86
+ }
87
+ }
88
+ #endif
@@ -0,0 +1,90 @@
1
+ #if UNITY_EDITOR
2
+ using System.Collections.Generic;
3
+ using UnityEngine;
4
+
5
+ namespace UnityCli
6
+ {
7
+ /// <summary>
8
+ /// physics.collision-matrix — 读取/写入 Unity 层碰撞矩阵(32 层)。
9
+ /// </summary>
10
+ public class PhysicsCollisionMatrixTool : IUnityCliTool<PhysicsCollisionMatrixTool.Request, PhysicsCollisionMatrixTool.Result>
11
+ {
12
+ public sealed class Request
13
+ {
14
+ public string LayerA { get; set; }
15
+ public string LayerB { get; set; }
16
+ public bool? Ignore { get; set; }
17
+ }
18
+
19
+ public sealed class Result
20
+ {
21
+ public string Mode { get; set; }
22
+ public long LayerCount { get; set; }
23
+ public List<CollisionLayerEntry> Layers { get; set; }
24
+ public List<CollisionMatrixRow> Matrix { get; set; }
25
+ public CollisionPairInfo Collision { get; set; }
26
+ public List<PhysicsPlannedEffect> PlannedEffects { get; set; }
27
+ }
28
+
29
+ public ToolDescriptor Describe() => new()
30
+ {
31
+ Name = "physics.collision-matrix",
32
+ Summary = "Read or update the Unity 32-layer physics collision matrix, optionally ignoring a single layer pair.",
33
+ Description = "Read the full 32-layer collision matrix by default. Pass layerA and layerB with ignore=true/false to update a single pair. Layer names or numeric indexes are accepted.",
34
+ Group = "physics",DestructiveHint = true, SideEffects = new[] { "settings-write" },
35
+ Target = "editor", PlayModeSupport = "supported",
36
+ DefaultTimeoutMs = 30000, MaxTimeoutMs = 600000,
37
+ Examples = new[] { new ToolExample { Description = "Read full collision matrix", Input = new Request { } } }
38
+ };
39
+
40
+ public System.Threading.Tasks.ValueTask<Result> ExecuteAsync(Request request, UnityCliProjectToolContext ctx, System.Threading.CancellationToken ct = default)
41
+ {
42
+ // 单层对读写模式
43
+ if (!string.IsNullOrEmpty(request.LayerA) || !string.IsNullOrEmpty(request.LayerB))
44
+ {
45
+ if (string.IsNullOrEmpty(request.LayerA) || string.IsNullOrEmpty(request.LayerB))
46
+ {
47
+ throw new UnityCliBridge.BridgeCommandException("E_PHYSICS_COLLISION_PAIR_REQUIRED", "Reading or writing a single collision pair requires both layerA and layerB.", "Pass both layerA and layerB, or omit both to read the full 32-layer matrix.");
48
+ }
49
+ var layerA = PhysicsToolSupport.ParseLayer(request.LayerA);
50
+ var layerB = PhysicsToolSupport.ParseLayer(request.LayerB);
51
+ if (request.Ignore.HasValue)
52
+ {
53
+ ctx.CommitEffect();
54
+ Physics.IgnoreLayerCollision(layerA, layerB, request.Ignore.Value);
55
+ if (Physics.GetIgnoreLayerCollision(layerA, layerB) != request.Ignore.Value)
56
+ throw new UnityCliBridge.BridgeCommandException("E_PHYSICS_COLLISION_MATRIX_STATE_MISMATCH", "Collision matrix did not match the requested ignore state.", "Inspect Project Settings > Physics and retry after the Editor is idle.");
57
+ }
58
+ var effects = new List<PhysicsPlannedEffect>();
59
+ if (request.Ignore.HasValue)
60
+ effects.Add(new PhysicsPlannedEffect { Type = "physics.collision-matrix", Property = "ignore", Value = request.Ignore.Value.ToString().ToLowerInvariant() });
61
+ return new System.Threading.Tasks.ValueTask<Result>(new Result
62
+ {
63
+ Collision = new CollisionPairInfo { LayerA = layerA, LayerB = layerB, Ignored = Physics.GetIgnoreLayerCollision(layerA, layerB) },
64
+ PlannedEffects = effects
65
+ });
66
+ }
67
+ // 全量矩阵读取
68
+ var layers = new List<CollisionLayerEntry>();
69
+ for (var i = 0; i < 32; i++)
70
+ layers.Add(new CollisionLayerEntry { Index = i, Name = LayerMask.LayerToName(i) });
71
+ var matrix = new List<CollisionMatrixRow>();
72
+ for (var a = 0; a < 32; a++)
73
+ {
74
+ var pairs = new List<CollisionMatrixPair>();
75
+ for (var b = 0; b < 32; b++)
76
+ pairs.Add(new CollisionMatrixPair { Layer = b, Name = LayerMask.LayerToName(b), Ignored = Physics.GetIgnoreLayerCollision(a, b) });
77
+ matrix.Add(new CollisionMatrixRow { Layer = a, Name = LayerMask.LayerToName(a), Pairs = pairs });
78
+ }
79
+ return new System.Threading.Tasks.ValueTask<Result>(new Result
80
+ {
81
+ Mode = "3d",
82
+ LayerCount = 32,
83
+ Layers = layers,
84
+ Matrix = matrix,
85
+ PlannedEffects = new List<PhysicsPlannedEffect>()
86
+ });
87
+ }
88
+ }
89
+ }
90
+ #endif