@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 +1,72 @@
1
+ #if UNITY_EDITOR
2
+ using System.Collections.Generic;
3
+ using System.Reflection;
4
+
5
+ namespace UnityCli
6
+ {
7
+ /// <summary>
8
+ /// reflection.method.find — 查找类型的公开/私有/静态/实例方法。只读。
9
+ /// </summary>
10
+ public class ReflectionMethodFindTool : IUnityCliTool<ReflectionMethodFindTool.Request, ReflectionMethodFindTool.Result>
11
+ {
12
+ public sealed class Request
13
+ {
14
+ [UnityCliRequired]
15
+ public string TypeName { get; set; }
16
+ public string MethodName { get; set; }
17
+ public bool IncludePrivate { get; set; }
18
+ public bool IncludeStatic { get; set; } = true;
19
+ public bool IncludeInstance { get; set; } = true;
20
+ }
21
+
22
+ public sealed class Result
23
+ {
24
+ public long Count { get; set; }
25
+ public List<UnityCliBridge.ReflectionMethodDescriptor> Methods { get; set; }
26
+ }
27
+
28
+ public ToolDescriptor Describe() => new()
29
+ {
30
+ Name = "reflection.method.find",
31
+ Summary = "Find C# methods on a type by name; does not limit public/private/static/instance scope.",
32
+ Description = "Find methods on a live C# type. Does not limit public/private/static/instance scope. Use the returned signatures to construct reflection.method.call calls. Read-only.",
33
+ Group = "reflection",
34
+ DestructiveHint = false,
35
+ Target = "editor",
36
+ PlayModeSupport = "supported",
37
+ DefaultTimeoutMs = 30000,
38
+ MaxTimeoutMs = 600000,
39
+ Examples = new[]
40
+ {
41
+ new ToolExample { Description = "Find Translate methods on Transform", Input = new Request { TypeName = "UnityEngine.Transform", MethodName = "Translate" } }
42
+ }
43
+ };
44
+
45
+ public System.Threading.Tasks.ValueTask<Result> ExecuteAsync(Request request, UnityCliProjectToolContext ctx, System.Threading.CancellationToken ct = default)
46
+ {
47
+ if (string.IsNullOrEmpty(request.TypeName))
48
+ {
49
+ throw new UnityCliBridge.BridgeCommandException("E_TYPE_NAME_REQUIRED",
50
+ "reflection.method.find requires typeName.",
51
+ "Pass --input '{\"typeName\":\"UnityEngine.Transform\",\"methodName\":\"Translate\"}'.");
52
+ }
53
+
54
+ // 构建 BindingFlags:默认包含公开/非公开,按 includeStatic/includeInstance 调整
55
+ var bindings = BindingFlags.Public | BindingFlags.NonPublic;
56
+ if (request.IncludeStatic) bindings |= BindingFlags.Static;
57
+ if (request.IncludeInstance) bindings |= BindingFlags.Instance;
58
+ if (!request.IncludePrivate)
59
+ {
60
+ bindings = BindingFlags.Public | (request.IncludeStatic ? BindingFlags.Static : BindingFlags.Default) | (request.IncludeInstance ? BindingFlags.Instance : BindingFlags.Default);
61
+ }
62
+
63
+ var methods = UnityCliBridge.ReflectionInvoker.FindMethods(request.TypeName, request.MethodName, bindings);
64
+ return new System.Threading.Tasks.ValueTask<Result>(new Result
65
+ {
66
+ Count = methods.Count,
67
+ Methods = methods
68
+ });
69
+ }
70
+ }
71
+ }
72
+ #endif
@@ -0,0 +1,56 @@
1
+ #if UNITY_EDITOR
2
+ using System.Collections.Generic;
3
+
4
+ namespace UnityCli
5
+ {
6
+ /// <summary>
7
+ /// type.schema — 为 live C# / Unity 类型生成带 $defs 的 JSON Schema。只读。
8
+ /// </summary>
9
+ public class TypeSchemaTool : IUnityCliTool<TypeSchemaTool.Request, TypeSchemaTool.Result>
10
+ {
11
+ public sealed class Request
12
+ {
13
+ [UnityCliRequired]
14
+ public string TypeName { get; set; }
15
+ public int MaxDepth { get; set; } = 3;
16
+ }
17
+
18
+ public sealed class Result
19
+ {
20
+ [UnityCliAnyJson] public object Schema { get; set; }
21
+ }
22
+
23
+ public ToolDescriptor Describe() => new()
24
+ {
25
+ Name = "type.schema",
26
+ Summary = "Generate a JSON Schema for a live C# type with $defs.",
27
+ Description = "Generate a JSON Schema (with $defs) for a live C# or Unity type. Read-only. Use the schema to understand the structure of objects before calling object.get-data or object.modify.",
28
+ Group = "reflection",
29
+ DestructiveHint = false,
30
+ Target = "editor",
31
+ PlayModeSupport = "supported",
32
+ DefaultTimeoutMs = 30000,
33
+ MaxTimeoutMs = 600000,
34
+ Examples = new[]
35
+ {
36
+ new ToolExample { Description = "Get schema for Rigidbody", Input = new Request { TypeName = "UnityEngine.Rigidbody" } }
37
+ }
38
+ };
39
+
40
+ public System.Threading.Tasks.ValueTask<Result> ExecuteAsync(Request request, UnityCliProjectToolContext ctx, System.Threading.CancellationToken ct = default)
41
+ {
42
+ if (string.IsNullOrEmpty(request.TypeName))
43
+ {
44
+ throw new UnityCliBridge.BridgeCommandException("E_TYPE_NAME_REQUIRED",
45
+ "type.schema requires typeName.",
46
+ "Pass --input '{\"typeName\":\"UnityEngine.Rigidbody\"}'.");
47
+ }
48
+ var schema = UnityCliBridge.TypeSchemaGenerator.Generate(request.TypeName, request.MaxDepth);
49
+ return new System.Threading.Tasks.ValueTask<Result>(new Result
50
+ {
51
+ Schema = schema
52
+ });
53
+ }
54
+ }
55
+ }
56
+ #endif
@@ -0,0 +1,181 @@
1
+ #if UNITY_EDITOR
2
+ using System;
3
+ using System.Collections.Generic;
4
+ using System.IO;
5
+ using System.Linq;
6
+ using UnityEditor;
7
+ using UnityEngine;
8
+ using UnityEngine.SceneManagement;
9
+
10
+ namespace UnityCli
11
+ {
12
+ /// <summary>
13
+ /// scene 域 IUnityCliTool 共享的基础设施 helper:路径规范化、场景信息构造、
14
+ /// 资产目录创建、忙状态拦截、场景路径解析。仅供 scene 域自包含工具复用;
15
+ /// 不实现 IUnityCliTool,不参与工具发现。
16
+ /// </summary>
17
+ public static class SceneToolSupport
18
+ {
19
+ /// <summary>Wrapper for ObjectRefResolver.FindGameObjectByPath,供 scene 工具使用(ObjectRefResolver 是 internal nested)。</summary>
20
+ public static GameObject ResolveGameObjectByPath(string path)
21
+ {
22
+ return UnityCliBridge.ObjectRefResolver.FindGameObjectByPath(path);
23
+ }
24
+
25
+ // 场景资产路径规范化:反斜杠转正斜杠并去首尾空白;空返回 null。
26
+ internal static string NormalizeAssetPath(string rawPath)
27
+ {
28
+ if (string.IsNullOrWhiteSpace(rawPath)) return null;
29
+ var path = rawPath.Replace('\\', '/').Trim();
30
+ if (path.Split('/').Contains(".") || path.Split('/').Contains(".."))
31
+ throw new UnityCliBridge.BridgeCommandException("E_SCENE_PATH_INVALID", "Scene paths must not contain '.' or '..' segments: " + path, "Pass a canonical Assets/*.unity path.");
32
+ return path;
33
+ }
34
+
35
+ // Unity 工程根目录(Assets 的父目录)。
36
+ internal static string ProjectRoot()
37
+ {
38
+ return Directory.GetParent(UnityEngine.Application.dataPath).FullName;
39
+ }
40
+
41
+ // Assets/ 相对路径转工程内绝对路径。
42
+ internal static string AssetFullPath(string assetPath)
43
+ {
44
+ var fullPath = Path.GetFullPath(Path.Combine(ProjectRoot(), assetPath.Replace('/', Path.DirectorySeparatorChar)));
45
+ var dataPath = Path.GetFullPath(UnityEngine.Application.dataPath).TrimEnd(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
46
+ if (!string.Equals(fullPath, dataPath, StringComparison.OrdinalIgnoreCase) && !fullPath.StartsWith(dataPath + Path.DirectorySeparatorChar, StringComparison.OrdinalIgnoreCase))
47
+ throw new UnityCliBridge.BridgeCommandException("E_SCENE_PATH_INVALID", "Scene path resolves outside Application.dataPath: " + assetPath, "Pass a canonical Assets/*.unity path.");
48
+ return fullPath;
49
+ }
50
+
51
+ // 判断 Assets/ 路径是否存在(文件或已导入资产)。
52
+ internal static bool AssetExists(string assetPath)
53
+ {
54
+ return File.Exists(AssetFullPath(assetPath)) || !string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(assetPath));
55
+ }
56
+
57
+ // 确保资产目录存在,缺失则创建并刷新 AssetDatabase。
58
+ internal static void CreateAssetDirectory(string assetPath)
59
+ {
60
+ var directory = Path.GetDirectoryName(assetPath);
61
+ if (string.IsNullOrEmpty(directory) || AssetDatabase.IsValidFolder(directory.Replace('\\', '/')))
62
+ {
63
+ return;
64
+ }
65
+ Directory.CreateDirectory(Path.Combine(ProjectRoot(), directory.Replace('/', Path.DirectorySeparatorChar)));
66
+ AssetDatabase.Refresh();
67
+ }
68
+
69
+ // 拦截编译/导入/构建/PlayMode 过渡期的写入请求,避免脏状态写入。
70
+ // 不含 domainReloading 字段检查(该字段为 UnityCliBridge 私有,自包含工具不可见);
71
+ // isCompiling/isUpdating 已覆盖绝大多数不可写窗口。
72
+ internal static void EnsureEditorNotBusy(string command)
73
+ {
74
+ if (EditorApplication.isCompiling)
75
+ {
76
+ throw new UnityCliBridge.BridgeCommandException("E_UNITY_COMPILING", "Unity Editor is compiling scripts.", "Wait for Unity to finish compiling and retry.", transient: true, retryAfterMs: 5000);
77
+ }
78
+ if (EditorApplication.isUpdating)
79
+ {
80
+ throw new UnityCliBridge.BridgeCommandException("E_UNITY_IMPORTING", "Unity Editor is importing assets.", "Wait for Unity to finish importing and retry.", transient: true, retryAfterMs: 5000);
81
+ }
82
+ if (UnityCliBridge.IsPlayModeChanging())
83
+ {
84
+ throw new UnityCliBridge.BridgeCommandException("E_UNITY_PLAY_MODE", "Unity Editor is entering or exiting Play mode.", "Wait for Play mode transition to complete and retry.", transient: true, retryAfterMs: 3000);
85
+ }
86
+ if (BuildPipeline.isBuildingPlayer)
87
+ {
88
+ throw new UnityCliBridge.BridgeCommandException("E_UNITY_BUSY", "Unity Editor is building the player.", "Wait for the build to complete and retry.", transient: true, retryAfterMs: 10000);
89
+ }
90
+ }
91
+
92
+ /// <summary>优先校验显式 path;仅给出 name 时按场景资产文件名精确解析,拒绝 0 个或多个匹配。</summary>
93
+ internal static string ResolveExistingScenePath(string path, string name)
94
+ {
95
+ if (!string.IsNullOrWhiteSpace(path)) return ResolveScenePath(path, true);
96
+
97
+ var normalizedName = NormalizeAssetPath(name);
98
+ if (string.IsNullOrEmpty(normalizedName)) return ResolveScenePath(null, true);
99
+ if (normalizedName.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase)) return ResolveScenePath(normalizedName, true);
100
+
101
+ var sceneName = Path.GetFileNameWithoutExtension(normalizedName);
102
+ var matches = new List<string>();
103
+ foreach (var guid in AssetDatabase.FindAssets("t:Scene"))
104
+ {
105
+ var candidate = NormalizeAssetPath(AssetDatabase.GUIDToAssetPath(guid));
106
+ if (!string.IsNullOrEmpty(candidate)
107
+ && candidate.EndsWith(".unity", StringComparison.OrdinalIgnoreCase)
108
+ && string.Equals(Path.GetFileNameWithoutExtension(candidate), sceneName, StringComparison.OrdinalIgnoreCase))
109
+ {
110
+ matches.Add(candidate);
111
+ }
112
+ }
113
+ matches.Sort(StringComparer.OrdinalIgnoreCase);
114
+ if (matches.Count == 0)
115
+ {
116
+ throw new UnityCliBridge.BridgeCommandException("E_SCENE_NOT_FOUND", "Scene asset name not found: " + normalizedName, "Run tools run asset.search --input '{\"filter\":\"t:Scene\"}' or pass an existing Assets/*.unity path.");
117
+ }
118
+ if (matches.Count > 1)
119
+ {
120
+ throw new UnityCliBridge.BridgeCommandException("E_SCENE_AMBIGUOUS", "Multiple scene assets matched name " + normalizedName + ": " + string.Join(", ", matches.ToArray()), "Pass the exact Assets/*.unity path.");
121
+ }
122
+ return matches[0];
123
+ }
124
+
125
+ // 解析并校验 Assets/*.unity 场景路径;requireExisting=true 时还要求资产已存在。
126
+ internal static string ResolveScenePath(string pathOrName, bool requireExisting)
127
+ {
128
+ var path = NormalizeAssetPath(pathOrName);
129
+ if (string.IsNullOrEmpty(path))
130
+ {
131
+ if (requireExisting)
132
+ {
133
+ throw new UnityCliBridge.BridgeCommandException("E_SCENE_PATH_REQUIRED", "Pass an Assets/*.unity scene path.", "Use tools run scene.load --input '{\"path\":\"Assets/Scenes/Main.unity\"}'.");
134
+ }
135
+ return null;
136
+ }
137
+ if (!path.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase) || !path.EndsWith(".unity", StringComparison.OrdinalIgnoreCase))
138
+ {
139
+ throw new UnityCliBridge.BridgeCommandException("E_SCENE_PATH_INVALID", "Scene path must be under Assets/ and end with .unity: " + path, "Pass a Unity scene asset path such as Assets/Scenes/Main.unity.");
140
+ }
141
+ if (requireExisting && !AssetExists(path))
142
+ {
143
+ throw new UnityCliBridge.BridgeCommandException("E_SCENE_NOT_FOUND", "Scene asset not found: " + path, "Run tools run asset.search --input '{\"filter\":\"t:Scene\"}' or pass an existing Assets/*.unity path.");
144
+ }
145
+ return path;
146
+ }
147
+
148
+ // 构造轻量场景信息(name/path/buildIndex/isLoaded/isDirty)。
149
+ internal static SceneInfo BuildSceneInfo(Scene scene)
150
+ {
151
+ return new SceneInfo
152
+ {
153
+ Name = scene.name,
154
+ Path = NormalizeAssetPath(scene.path),
155
+ BuildIndex = scene.buildIndex,
156
+ IsLoaded = scene.isLoaded,
157
+ IsDirty = scene.isDirty
158
+ };
159
+ }
160
+ }
161
+
162
+ /// <summary>场景摘要信息,scene 域工具 Result 共享。</summary>
163
+ public sealed class SceneInfo
164
+ {
165
+ public string Name { get; set; }
166
+ public string Path { get; set; }
167
+ public long BuildIndex { get; set; }
168
+ public bool IsLoaded { get; set; }
169
+ public bool IsDirty { get; set; }
170
+ }
171
+
172
+ /// <summary>计划副作用项,scene 域 mutation 工具 dryRun/成功结果共享。</summary>
173
+ public sealed class ScenePlannedEffect
174
+ {
175
+ public string Type { get; set; }
176
+ public string Path { get; set; }
177
+ public string Target { get; set; }
178
+ public string SideEffects { get; set; }
179
+ }
180
+ }
181
+ #endif
@@ -0,0 +1,62 @@
1
+ #if UNITY_EDITOR
2
+ using UnityEngine.SceneManagement;
3
+
4
+ namespace UnityCli
5
+ {
6
+ /// <summary>
7
+ /// scene.active — 返回当前激活场景的 name/path/buildIndex/isLoaded/isDirty。
8
+ /// </summary>
9
+ public class SceneActiveTool : IUnityCliTool<SceneActiveTool.Request, SceneActiveTool.Result>
10
+ {
11
+ public sealed class Request
12
+ {
13
+ // scene.active 无入参
14
+ }
15
+
16
+ public sealed class Result
17
+ {
18
+ public string Name { get; set; }
19
+ public string Path { get; set; }
20
+ public long BuildIndex { get; set; }
21
+ public bool IsLoaded { get; set; }
22
+ public bool IsDirty { get; set; }
23
+ }
24
+
25
+ public ToolDescriptor Describe() => new()
26
+ {
27
+ Name = "scene.active",
28
+ Summary = "Return name, path and build index of the currently active scene.",
29
+ Description = "Return name, path and build index of the currently active scene. Read-only; use scene.list-opened for all loaded scenes and scene.set-active to change the active scene.",
30
+ Group = "scene",
31
+ DestructiveHint = false,
32
+ Target = "editor",
33
+ PlayModeSupport = "supported",
34
+ DefaultTimeoutMs = 30000,
35
+ MaxTimeoutMs = 600000,
36
+ Examples = new[]
37
+ {
38
+ new ToolExample { Description = "Get the active scene", Input = new Request { } }
39
+ }
40
+ };
41
+
42
+ public System.Threading.Tasks.ValueTask<Result> ExecuteAsync(Request request, UnityCliProjectToolContext ctx, System.Threading.CancellationToken ct = default)
43
+ {
44
+ var scene = SceneManager.GetActiveScene();
45
+ return new System.Threading.Tasks.ValueTask<Result>(new Result
46
+ {
47
+ Name = scene.name,
48
+ Path = NormalizeAssetPath(scene.path),
49
+ BuildIndex = scene.buildIndex,
50
+ IsLoaded = scene.isLoaded,
51
+ IsDirty = scene.isDirty
52
+ });
53
+ }
54
+
55
+ private static string NormalizeAssetPath(string path)
56
+ {
57
+ if (string.IsNullOrEmpty(path)) return path;
58
+ return path.Replace("\\", "/");
59
+ }
60
+ }
61
+ }
62
+ #endif
@@ -0,0 +1,69 @@
1
+ #if UNITY_EDITOR
2
+ using UnityEditor;
3
+ using UnityEngine.SceneManagement;
4
+
5
+ namespace UnityCli
6
+ {
7
+ /// <summary>
8
+ /// scene.build-settings — 列出 Editor Build Settings 中注册的场景(enabled 与路径)。
9
+ /// </summary>
10
+ public class SceneBuildSettingsTool : IUnityCliTool<SceneBuildSettingsTool.Request, SceneBuildSettingsTool.Result>
11
+ {
12
+ public sealed class Request
13
+ {
14
+ // scene.build-settings 无入参
15
+ }
16
+
17
+ public sealed class Result
18
+ {
19
+ public System.Collections.Generic.List<BuildSceneEntry> Scenes { get; set; }
20
+ public long Count { get; set; }
21
+ }
22
+
23
+ public sealed class BuildSceneEntry
24
+ {
25
+ public string Path { get; set; }
26
+ public bool Enabled { get; set; }
27
+ public long BuildIndex { get; set; }
28
+ }
29
+
30
+ public ToolDescriptor Describe() => new()
31
+ {
32
+ Name = "scene.build-settings",
33
+ Summary = "List scenes registered in the Editor Build Settings (enabled scenes and their paths).",
34
+ Description = "List scenes registered in the Editor Build Settings (enabled scenes and their paths). Read-only; use build.scene.add or build.scene.remove to change the build list.",
35
+ Group = "scene",
36
+ DestructiveHint = false,
37
+ Target = "editor",
38
+ PlayModeSupport = "supported",
39
+ DefaultTimeoutMs = 30000,
40
+ MaxTimeoutMs = 600000,
41
+ Examples = new[]
42
+ {
43
+ new ToolExample { Description = "List build settings scenes", Input = new Request { } }
44
+ }
45
+ };
46
+
47
+ public System.Threading.Tasks.ValueTask<Result> ExecuteAsync(Request request, UnityCliProjectToolContext ctx, System.Threading.CancellationToken ct = default)
48
+ {
49
+ var scenes = EditorBuildSettings.scenes ?? new EditorBuildSettingsScene[0];
50
+ var entries = new System.Collections.Generic.List<BuildSceneEntry>();
51
+ for (var index = 0; index < scenes.Length; index++)
52
+ {
53
+ var scene = scenes[index];
54
+ entries.Add(new BuildSceneEntry
55
+ {
56
+ Path = SceneToolSupport.NormalizeAssetPath(scene.path),
57
+ Enabled = scene.enabled,
58
+ BuildIndex = (long)index
59
+ });
60
+ }
61
+ return new System.Threading.Tasks.ValueTask<Result>(new Result
62
+ {
63
+ Scenes = entries,
64
+ Count = (long)scenes.Length
65
+ });
66
+ }
67
+ }
68
+ }
69
+ #endif
@@ -0,0 +1,78 @@
1
+ #if UNITY_EDITOR
2
+ using System.Collections.Generic;
3
+ using System.IO;
4
+ using UnityEditor.SceneManagement;
5
+ using UnityEngine.SceneManagement;
6
+
7
+ namespace UnityCli
8
+ {
9
+ /// <summary>
10
+ /// scene.create — 在 Assets/*.unity 路径创建新空场景并可加载。拒绝覆盖已存在场景资产。
11
+ /// </summary>
12
+ public class SceneCreateTool : IUnityCliTool<SceneCreateTool.Request, SceneCreateTool.Result>
13
+ {
14
+ public sealed class Request
15
+ {
16
+ public string Path { get; set; }
17
+ public string Name { get; set; }
18
+ }
19
+
20
+ public sealed class Result
21
+ {
22
+ public SceneInfo Scene { get; set; }
23
+ public string RequestedPath { get; set; }
24
+ public List<ScenePlannedEffect> PlannedEffects { get; set; }
25
+ }
26
+
27
+ public ToolDescriptor Describe() => new()
28
+ {
29
+ Name = "scene.create",
30
+ Summary = "Create a new empty scene at an Assets/*.unity path and optionally load it.",
31
+ Description = "Create a new empty scene at an Assets/*.unity path and optionally load it. Refuses to overwrite an existing scene asset.",
32
+ Group = "scene",
33
+ DestructiveHint = true,
34
+ SideEffects = new[] { "scene-modify", "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 new scene", Input = new Request { Path = "Assets/Scenes/Main.unity" } }
42
+ }
43
+ };
44
+
45
+ public System.Threading.Tasks.ValueTask<Result> ExecuteAsync(Request request, UnityCliProjectToolContext ctx, System.Threading.CancellationToken ct = default)
46
+ {
47
+ SceneToolSupport.EnsureEditorNotBusy("scene.create");
48
+ var path = SceneToolSupport.ResolveScenePath(request.Path ?? request.Name, false);
49
+ if (!string.IsNullOrEmpty(path) && File.Exists(SceneToolSupport.AssetFullPath(path)))
50
+ {
51
+ throw new UnityCliBridge.BridgeCommandException("E_SCENE_OUTPUT_EXISTS", "Scene already exists: " + path, "Choose a different Assets/*.unity path or run scene load/save.");
52
+ }
53
+ ctx.CommitEffect();
54
+ var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
55
+ if (!string.IsNullOrEmpty(path))
56
+ {
57
+ SceneToolSupport.CreateAssetDirectory(path);
58
+ if (!EditorSceneManager.SaveScene(scene, path))
59
+ {
60
+ throw new UnityCliBridge.BridgeCommandException("E_SCENE_SAVE_FAILED", "Failed to save new scene: " + path, "Check destination path and Unity Console diagnostics.");
61
+ }
62
+ }
63
+ var observedScene = SceneManager.GetActiveScene();
64
+ if (!observedScene.IsValid() || !observedScene.isLoaded || (!string.IsNullOrEmpty(path) && observedScene.path != path))
65
+ throw new UnityCliBridge.BridgeCommandException("E_SCENE_CREATE_STATE_MISMATCH", "Created scene readback did not match the requested path.", "Inspect the active scene and retry after the Editor is idle.");
66
+ return new System.Threading.Tasks.ValueTask<Result>(new Result
67
+ {
68
+ Scene = SceneToolSupport.BuildSceneInfo(observedScene),
69
+ RequestedPath = path,
70
+ PlannedEffects = new List<ScenePlannedEffect>
71
+ {
72
+ new ScenePlannedEffect { Type = "scene.create", Path = path }
73
+ }
74
+ });
75
+ }
76
+ }
77
+ }
78
+ #endif
@@ -0,0 +1,125 @@
1
+ #if UNITY_EDITOR
2
+ using System;
3
+ using System.Collections.Generic;
4
+ using UnityEngine;
5
+ using UnityEngine.SceneManagement;
6
+
7
+ namespace UnityCli
8
+ {
9
+ /// <summary>
10
+ /// scene.data — 参数化 Scene 深读:maxDepth/nameFilter/includeComponents/maxResults。
11
+ /// </summary>
12
+ public class SceneDataTool : IUnityCliTool<SceneDataTool.Request, SceneDataTool.Result>
13
+ {
14
+ public sealed class Request
15
+ {
16
+ public int? MaxDepth { get; set; }
17
+ public int? MaxResults { get; set; }
18
+ public string NameFilter { get; set; }
19
+ public bool IncludeComponents { get; set; }
20
+ }
21
+
22
+ public sealed class Result
23
+ {
24
+ public SceneInfo Scene { get; set; }
25
+ public long Count { get; set; }
26
+ public List<DataItem> Items { get; set; }
27
+ }
28
+
29
+ public sealed class DataItem
30
+ {
31
+ public string Name { get; set; }
32
+ public string Path { get; set; }
33
+ public long Depth { get; set; }
34
+ public long ChildCount { get; set; }
35
+ public List<string> Components { get; set; }
36
+ }
37
+
38
+ public ToolDescriptor Describe() => new()
39
+ {
40
+ Name = "scene.data",
41
+ Summary = "Deep-read active scene hierarchy with maxDepth/nameFilter; prefer scene.hierarchy for paged navigation.",
42
+ Description = "Parameterized deep read of the active scene hierarchy: maxDepth, nameFilter, includeComponents, maxResults. Read-only; for paged lightweight state use scene.hierarchy or tools run scene.hierarchy.",
43
+ Group = "scene",
44
+ DestructiveHint = false,
45
+ Target = "editor",
46
+ PlayModeSupport = "supported",
47
+ DefaultTimeoutMs = 30000,
48
+ MaxTimeoutMs = 600000,
49
+ Examples = new[]
50
+ {
51
+ new ToolExample { Description = "Read scene data with filter", Input = new Request { NameFilter = "Camera", MaxDepth = 2 } }
52
+ }
53
+ };
54
+
55
+ public System.Threading.Tasks.ValueTask<Result> ExecuteAsync(Request request, UnityCliProjectToolContext ctx, System.Threading.CancellationToken ct = default)
56
+ {
57
+ var maxDepth = Math.Max(1, Math.Min(request.MaxDepth ?? 2, 6));
58
+ var maxResults = Math.Max(1, Math.Min(request.MaxResults ?? 200, 2000));
59
+ var nameFilter = request.NameFilter;
60
+ var includeComponents = request.IncludeComponents;
61
+ var scene = SceneManager.GetActiveScene();
62
+ var roots = scene.GetRootGameObjects();
63
+ var items = new List<DataItem>();
64
+ var count = 0;
65
+ foreach (var root in roots)
66
+ {
67
+ if (count >= maxResults) break;
68
+ CollectSceneData(root.transform, 0, maxDepth, nameFilter, includeComponents, items, ref count, maxResults);
69
+ }
70
+ return new System.Threading.Tasks.ValueTask<Result>(new Result
71
+ {
72
+ Scene = SceneToolSupport.BuildSceneInfo(scene),
73
+ Count = count,
74
+ Items = items
75
+ });
76
+ }
77
+
78
+ // 递归收集场景节点摘要,受 maxDepth/maxResults/nameFilter 约束。
79
+ private static void CollectSceneData(Transform t, int depth, int maxDepth, string nameFilter, bool includeComponents, List<DataItem> items, ref int count, int maxResults)
80
+ {
81
+ if (count >= maxResults) return;
82
+ if (string.IsNullOrEmpty(nameFilter) || t.name.IndexOf(nameFilter, StringComparison.OrdinalIgnoreCase) >= 0)
83
+ {
84
+ var item = new DataItem
85
+ {
86
+ Name = t.name,
87
+ Path = TransformPath(t),
88
+ Depth = depth,
89
+ ChildCount = t.childCount
90
+ };
91
+ if (includeComponents)
92
+ {
93
+ var componentNames = new List<string>();
94
+ foreach (var c in t.GetComponents<Component>())
95
+ {
96
+ if (c != null) componentNames.Add(c.GetType().Name);
97
+ }
98
+ item.Components = componentNames;
99
+ }
100
+ items.Add(item);
101
+ count++;
102
+ }
103
+ if (depth < maxDepth)
104
+ {
105
+ for (var i = 0; i < t.childCount; i++)
106
+ {
107
+ CollectSceneData(t.GetChild(i), depth + 1, maxDepth, nameFilter, includeComponents, items, ref count, maxResults);
108
+ }
109
+ }
110
+ }
111
+
112
+ private static string TransformPath(Transform t)
113
+ {
114
+ var path = t.name;
115
+ var p = t.parent;
116
+ while (p != null)
117
+ {
118
+ path = p.name + "/" + path;
119
+ p = p.parent;
120
+ }
121
+ return path;
122
+ }
123
+ }
124
+ }
125
+ #endif