unity-agentic-tools 0.2.0 → 0.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +34 -9
- package/dist/cli.js +6646 -1030
- package/dist/doc-indexer-cli.js +286 -52
- package/dist/index.js +4209 -388
- package/native/index.d.ts +98 -2
- package/native/index.js +7 -1
- package/native/unity-file-tools.darwin-arm64.node +0 -0
- package/native/unity-file-tools.darwin-x64.node +0 -0
- package/native/unity-file-tools.linux-x64-gnu.node +0 -0
- package/native/unity-file-tools.win32-x64-msvc.node +0 -0
- package/package.json +1 -1
package/native/index.d.ts
CHANGED
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@@ -90,6 +90,7 @@ export interface PaginationOptions {
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export interface PaginatedInspection {
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file: string
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total: number
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+
totalInScene: number
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cursor: number
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nextCursor?: number | undefined
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truncated: boolean
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@@ -135,6 +136,84 @@ export interface SearchResult {
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score: number
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metadata: ChunkMetadata
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}
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/**
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* Extract type names from a single .NET DLL.
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*
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* Returns public types with their name and namespace.
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* GUID is always None for DLL types (they have no .meta files).
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*/
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export declare function extractDllTypes(path: string): Array<CSharpTypeRef>
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/**
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* Extract type info with fields from a single .NET DLL.
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*
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* Returns extended type info including serializable fields, base class,
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* and struct/enum distinction via the Extends column.
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*/
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export declare function extractDllFields(path: string): Array<CSharpTypeInfo>
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/** A serializable field extracted from a C# type. */
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export interface CSharpFieldRef {
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/** Field name (e.g., "health", "moveSpeed") */
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name: string
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/** C# type name (e.g., "int", "Vector3", "List<string>", "GameObject") */
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typeName: string
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/** Whether [SerializeField] attribute is present */
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hasSerializeField: boolean
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/** Whether [SerializeReference] attribute is present */
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hasSerializeReference: boolean
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/** Whether the field is public */
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isPublic: boolean
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/** Which type this field belongs to (e.g., "PlayerController") */
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ownerType: string
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}
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/** Extended type info with fields and base class, extracted on demand. */
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export interface CSharpTypeInfo {
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/** Type name (e.g., "PlayerController") */
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name: string
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/** Kind: "class", "struct", "enum", or "interface" */
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kind: string
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/** Namespace (e.g., "UnityEngine.UI") */
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namespace?: string
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/** Base class (e.g., "MonoBehaviour", "ScriptableObject") */
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baseClass?: string
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/** Serializable fields */
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fields: Array<CSharpFieldRef>
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}
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/** A C# type reference extracted from source or DLL. */
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export interface CSharpTypeRef {
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/** Type name (e.g., "PlayerController") */
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name: string
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/** Kind: "class", "struct", "enum", or "interface" */
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kind: string
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/** Namespace (e.g., "UnityEngine.UI") */
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namespace?: string
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/** Source file or DLL path (relative to project root) */
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filePath: string
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/** GUID from adjacent .meta file (None for DLL types) */
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guid?: string
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}
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/**
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* Extract C# type declarations from a single .cs file.
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*
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* Returns all public/internal class, struct, enum, and interface declarations
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* with their namespace context and the GUID from the adjacent .meta file.
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*/
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export declare function extractCsharpTypes(path: string): Array<CSharpTypeRef>
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/**
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* Build a type registry by scanning all .cs files in a Unity project.
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*
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* Scans Assets/ and optionally Library/PackageCache/ for .cs files,
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* extracts type declarations, and returns them with GUID + namespace info.
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* When include_packages is true, also scans Library/PackageCache/.
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* When include_dlls is true, also extracts types from DLLs in Library/ScriptAssemblies/.
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*/
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export declare function buildTypeRegistry(projectRoot: string, includePackages?: boolean | undefined | null, includeDlls?: boolean | undefined | null): Array<CSharpTypeRef>
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/**
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* Extract serialized field info from a single C# source file.
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*
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* Returns extended type info with fields, base class, and serialization attributes.
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* This is called on-demand during component creation, not during registry builds.
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*/
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export declare function extractSerializedFields(path: string): Array<CSharpTypeInfo>
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/**
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* Walk a Unity project and collect files matching the given extensions.
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*
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@@ -174,6 +253,14 @@ export declare function grepProject(options: NapiGrepOptions): NapiGrepResult
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* Returns a JSON object mapping `{ guid: relative_asset_path }`.
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*/
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export declare function buildGuidCache(projectRoot: string): any
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/**
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* Build a GUID cache for Library/PackageCache/ contents.
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*
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* Scans `Library/PackageCache/` for `.meta` files and returns
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* `{ guid: relative_path }` just like `build_guid_cache` does for Assets/.
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* Returns a separate cache so project assets and package assets stay distinct.
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*/
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export declare function buildPackageGuidCache(projectRoot: string): any
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/** Get the version of the native module */
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export declare function getVersion(): string
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/** Check if the native module is available */
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@@ -191,6 +278,11 @@ export declare class Scanner {
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scanSceneMinimal(file: string): Array<GameObject>
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/** Scan scene with component information */
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scanSceneWithComponents(file: string, options?: ScanOptions | undefined | null): Array<any>
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/**
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* Scan scene for GO metadata (name, tag, layer) without component/hierarchy extraction.
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* This is the "medium path" — faster than scan_scene_with_components for tag/layer filtering.
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*/
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scanSceneMetadata(file: string): Array<any>
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/** Find GameObjects and PrefabInstances by name pattern */
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findByName(file: string, pattern: string, fuzzy: boolean): Array<FindResult>
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/** Inspect a specific GameObject */
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@@ -199,8 +291,12 @@ export declare class Scanner {
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inspectAll(file: string, includeProperties: boolean, verbose: boolean): SceneInspection
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/** Inspect entire file with pagination support */
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inspectAllPaginated(options: PaginationOptions): PaginatedInspection
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/**
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-
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/**
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* Read a .asset file and return its root objects with properties.
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* When `decode_mesh` is true (default), Mesh assets (class 43) get their
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* hex vertex/index data decoded into structured arrays.
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*/
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readAsset(file: string, decodeMesh?: boolean | undefined | null): any
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}
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/** High-performance documentation indexer */
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export declare class Indexer {
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package/native/index.js
CHANGED
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@@ -310,14 +310,20 @@ if (!nativeBinding) {
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throw new Error(`Failed to load native binding`)
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}
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const { ChunkType, Scanner, Indexer, EmbeddingGenerator, walkProjectFiles, grepProject, buildGuidCache, getVersion, isNativeAvailable } = nativeBinding
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const { ChunkType, extractDllTypes, extractDllFields, extractCsharpTypes, buildTypeRegistry, extractSerializedFields, Scanner, Indexer, EmbeddingGenerator, walkProjectFiles, grepProject, buildGuidCache, buildPackageGuidCache, getVersion, isNativeAvailable } = nativeBinding
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module.exports.ChunkType = ChunkType
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module.exports.extractDllTypes = extractDllTypes
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module.exports.extractDllFields = extractDllFields
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module.exports.extractCsharpTypes = extractCsharpTypes
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module.exports.buildTypeRegistry = buildTypeRegistry
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module.exports.extractSerializedFields = extractSerializedFields
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module.exports.Scanner = Scanner
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module.exports.Indexer = Indexer
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module.exports.EmbeddingGenerator = EmbeddingGenerator
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module.exports.walkProjectFiles = walkProjectFiles
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module.exports.grepProject = grepProject
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module.exports.buildGuidCache = buildGuidCache
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module.exports.buildPackageGuidCache = buildPackageGuidCache
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module.exports.getVersion = getVersion
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module.exports.isNativeAvailable = isNativeAvailable
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