2026-06-06 20:12:40 +07:00
parent de84b2bf48
commit 97ac0f71f5
13682 changed files with 1125938 additions and 0 deletions
@@ -0,0 +1,542 @@
import { z } from 'zod';
import { contextManager, analyzeUserIntent } from './context-manager.js';
// ===== 高度な対話・計画ツール =====
export function registerAdvancedTools(mcpServer, sendUnityCommand) {
// プロジェクト計画ツール
mcpServer.registerTool('unity_plan_project', {
title: 'Plan Unity Project',
description: 'Create a detailed plan and todo list for a Unity project based on natural language description',
inputSchema: {
description: z.string().describe('Natural language description of what to create'),
projectType: z.enum(['game', 'tool', 'simulation', 'visualization', 'prototype']).optional(),
complexity: z.enum(['simple', 'medium', 'complex']).optional().default('medium')
}
}, async (params) => {
const plan = await analyzeAndPlanProject(params.description);
await sendUnityCommand('create_project_plan', plan);
return {
content: [{
type: 'text',
text: `プロジェクト計画を作成しました:\n${formatProjectPlan(plan)}`
}]
};
});
// タスク分解ツール
mcpServer.registerTool('unity_decompose_task', {
title: 'Decompose Unity Task',
description: 'Break down a complex task into smaller, manageable subtasks',
inputSchema: {
task: z.string().describe('Task to decompose'),
context: z.string().optional().describe('Additional context or constraints'),
maxDepth: z.number().optional().default(3)
}
}, async (params) => {
const subtasks = await decomposeTask(params.task, params.context);
await sendUnityCommand('create_task_list', { tasks: subtasks });
return {
content: [{
type: 'text',
text: `タスクを${subtasks.length}個のサブタスクに分解しました:\n${formatTaskList(subtasks)}`
}]
};
});
// バッチ実行ツール
mcpServer.registerTool('unity_execute_batch', {
title: 'Execute Multiple Unity Operations',
description: 'Execute a series of Unity operations in sequence with progress feedback',
inputSchema: {
tasks: z.array(z.object({
tool: z.string().describe('Tool name to execute'),
parameters: z.record(z.any()).describe('Parameters for the tool'),
description: z.string().describe('Human readable description')
})),
progressFeedback: z.boolean().default(true).describe('Send progress updates')
}
}, async (params) => {
const results = [];
const totalTasks = params.tasks.length;
for (let i = 0; i < params.tasks.length; i++) {
const task = params.tasks[i];
try {
// 進捗フィードバック
if (params.progressFeedback) {
console.log(`[Batch ${i+1}/${totalTasks}] ${task.description}`);
}
// ツール実行
const result = await sendUnityCommand(task.tool, task.parameters);
results.push({
task: task.description,
success: result.success,
result: result.result || result.error,
index: i + 1
});
// エラーの場合は継続するかどうか判定
if (!result.success) {
console.error(`Task ${i+1} failed: ${result.error}`);
// 重要でないエラーは継続、重大なエラーは停止
if (result.error?.includes('not found') || result.error?.includes('Unknown operation')) {
break;
}
}
// 短い間隔をあける(Unity側の処理待ち)
await new Promise(resolve => setTimeout(resolve, 200));
} catch (error) {
results.push({
task: task.description,
success: false,
result: error.message,
index: i + 1
});
console.error(`Batch execution error: ${error.message}`);
}
}
const successCount = results.filter(r => r.success).length;
const summary = `バッチ実行完了: ${successCount}/${totalTasks}個のタスクが成功\n\n` +
results.map(r => `${r.index}. ${r.task}: ${r.success ? '✅' : '❌'} ${r.result}`).join('\n');
return {
content: [{
type: 'text',
text: summary
}]
};
});
// インテリジェント実装ツール
mcpServer.registerTool('unity_implement_feature', {
title: 'Implement Unity Feature',
description: 'Intelligently implement a feature based on description and context',
inputSchema: {
feature: z.string().describe('Feature description'),
requirements: z.array(z.string()).optional().describe('Specific requirements'),
constraints: z.array(z.string()).optional().describe('Constraints or limitations'),
style: z.enum(['minimal', 'standard', 'detailed']).optional().default('standard')
}
}, async (params) => {
const implementation = await planFeatureImplementation(params);
const steps = implementation.steps;
// 各ステップを順番に実行
for (const step of steps) {
await executeImplementationStep(step, sendUnityCommand);
}
return {
content: [{
type: 'text',
text: `機能「${params.feature}」を実装しました。\n実行したステップ:\n${steps.map((s, i) => `${i+1}. ${s.description}`).join('\n')}`
}]
};
});
// コンテキスト保持ツール
mcpServer.registerTool('unity_set_context', {
title: 'Set Project Context',
description: 'Set or update the current project context for more intelligent responses',
inputSchema: {
projectName: z.string().optional(),
projectType: z.string().optional(),
currentPhase: z.enum(['planning', 'prototyping', 'development', 'testing', 'polish']).optional(),
technologies: z.array(z.string()).optional(),
goals: z.array(z.string()).optional()
}
}, async (params) => {
await updateProjectContext(params);
return {
content: [{
type: 'text',
text: `プロジェクトコンテキストを更新しました:\n${JSON.stringify(params, null, 2)}`
}]
};
});
// 進捗確認ツール
mcpServer.registerTool('unity_check_progress', {
title: 'Check Project Progress',
description: 'Check the current progress of tasks and implementations',
inputSchema: {
scope: z.enum(['all', 'current', 'completed', 'pending']).optional().default('current'),
detailed: z.boolean().optional().default(false)
}
}, async (params) => {
const progress = await getProjectProgress(params.scope);
return {
content: [{
type: 'text',
text: formatProgressReport(progress, params.detailed)
}]
};
});
}
// ===== ヘルパー関数 =====
async function analyzeAndPlanProject(description) {
// 自然言語の説明を分析してプロジェクト計画を生成
const plan = {
title: extractProjectTitle(description),
overview: description,
phases: [],
tasks: [],
components: [],
assets: []
};
// キーワード分析
const keywords = extractKeywords(description);
// ゲームプロジェクトの例
if (keywords.includes('ゲーム') || keywords.includes('game')) {
plan.phases = [
{ name: 'セットアップ', tasks: ['シーン作成', 'フォルダ構造作成'] },
{ name: 'プロトタイプ', tasks: ['基本操作実装', 'コアメカニクス'] },
{ name: '本実装', tasks: ['UI作成', 'ゲームロジック', 'エフェクト'] },
{ name: '仕上げ', tasks: ['バランス調整', 'パフォーマンス最適化'] }
];
}
// 具体的なタスクを生成
plan.tasks = generateTasksFromDescription(description, keywords);
return plan;
}
async function decomposeTask(task, context) {
const subtasks = [];
// タスクの種類を判定
const taskType = identifyTaskType(task);
switch (taskType) {
case 'ui_creation':
subtasks.push(
{ name: 'UIレイアウト設計', priority: 'high' },
{ name: 'Canvas作成', priority: 'high' },
{ name: 'UI要素配置', priority: 'medium' },
{ name: 'スタイル適用', priority: 'low' },
{ name: 'インタラクション実装', priority: 'medium' }
);
break;
case 'character_creation':
subtasks.push(
{ name: 'キャラクターGameObject作成', priority: 'high' },
{ name: 'モデル/スプライト設定', priority: 'high' },
{ name: 'Collider追加', priority: 'medium' },
{ name: '移動スクリプト作成', priority: 'high' },
{ name: 'アニメーション設定', priority: 'medium' }
);
break;
case 'system_creation':
subtasks.push(
{ name: 'システム設計', priority: 'high' },
{ name: 'コアクラス作成', priority: 'high' },
{ name: 'インターフェース定義', priority: 'medium' },
{ name: 'テスト実装', priority: 'medium' },
{ name: 'ドキュメント作成', priority: 'low' }
);
break;
default:
// 一般的なタスク分解
subtasks.push(
{ name: '要件分析', priority: 'high' },
{ name: '設計', priority: 'high' },
{ name: '実装', priority: 'high' },
{ name: 'テスト', priority: 'medium' },
{ name: '最適化', priority: 'low' }
);
}
return subtasks;
}
async function planFeatureImplementation(params) {
const { feature, requirements, constraints } = params;
const steps = [];
// 機能の種類を分析
const featureAnalysis = analyzeFeature(feature);
// 実装ステップを生成
if (featureAnalysis.needsUI) {
steps.push({
type: 'create_ui',
description: 'UI要素の作成',
params: {
elementType: featureAnalysis.uiType || 'Panel',
name: featureAnalysis.name + '_UI'
}
});
}
if (featureAnalysis.needsScript) {
steps.push({
type: 'create_script',
description: 'スクリプトの作成',
params: {
name: featureAnalysis.name + 'Controller',
template: featureAnalysis.scriptTemplate || 'MonoBehaviour'
}
});
}
if (featureAnalysis.needsGameObject) {
steps.push({
type: 'create_gameobject',
description: 'GameObjectの作成',
params: {
objectType: featureAnalysis.objectType || 'Empty',
name: featureAnalysis.name
}
});
}
// 要件に基づいて追加ステップ
if (requirements) {
requirements.forEach(req => {
const additionalSteps = generateStepsFromRequirement(req);
steps.push(...additionalSteps);
});
}
return { steps };
}
async function executeImplementationStep(step, sendUnityCommand) {
console.error(`Executing step: ${step.description}`);
await sendUnityCommand(step.type, step.params);
// ステップ間の待機
await new Promise(resolve => setTimeout(resolve, 500));
}
// プロジェクトコンテキスト管理
const projectContext = {
projectName: '',
projectType: '',
currentPhase: 'planning',
technologies: [],
goals: [],
completedTasks: [],
pendingTasks: []
};
async function updateProjectContext(params) {
Object.assign(projectContext, params);
}
async function getProjectProgress(scope) {
return {
total: projectContext.pendingTasks.length + projectContext.completedTasks.length,
completed: projectContext.completedTasks.length,
pending: projectContext.pendingTasks.length,
tasks: scope === 'all' ?
[...projectContext.completedTasks, ...projectContext.pendingTasks] :
scope === 'completed' ? projectContext.completedTasks :
scope === 'pending' ? projectContext.pendingTasks :
projectContext.pendingTasks.slice(0, 5)
};
}
// ===== ユーティリティ関数 =====
function extractProjectTitle(description) {
// 「〜を作りたい」「〜のような」などのパターンから抽出
const patterns = [
/「(.+?)」/,
/(.+?)を作りたい/,
/(.+?)のような/,
/(.+?)みたいな/
];
for (const pattern of patterns) {
const match = description.match(pattern);
if (match) return match[1];
}
return 'Unityプロジェクト';
}
function extractKeywords(text) {
const keywords = [];
const patterns = {
game: ['ゲーム', 'game', 'プレイ', 'play'],
ui: ['UI', 'ボタン', 'メニュー', 'button', 'menu'],
character: ['キャラ', 'プレイヤー', 'character', 'player'],
system: ['システム', 'system', '機能', 'feature']
};
for (const [category, words] of Object.entries(patterns)) {
if (words.some(word => text.toLowerCase().includes(word))) {
keywords.push(category);
}
}
return keywords;
}
function identifyTaskType(task) {
const taskLower = task.toLowerCase();
if (taskLower.includes('ui') || taskLower.includes('ボタン') || taskLower.includes('メニュー')) {
return 'ui_creation';
} else if (taskLower.includes('キャラ') || taskLower.includes('プレイヤー')) {
return 'character_creation';
} else if (taskLower.includes('システム') || taskLower.includes('機能')) {
return 'system_creation';
}
return 'general';
}
function analyzeFeature(feature) {
const analysis = {
name: feature.split(/[\s ]+/)[0],
needsUI: false,
needsScript: false,
needsGameObject: false,
uiType: null,
scriptTemplate: null,
objectType: null
};
const featureLower = feature.toLowerCase();
// UI関連
if (featureLower.includes('ボタン') || featureLower.includes('button')) {
analysis.needsUI = true;
analysis.uiType = 'Button';
} else if (featureLower.includes('メニュー') || featureLower.includes('menu')) {
analysis.needsUI = true;
analysis.uiType = 'Panel';
}
// スクリプト関連
if (featureLower.includes('動') || featureLower.includes('制御') || featureLower.includes('システム')) {
analysis.needsScript = true;
}
// GameObject関連
if (featureLower.includes('オブジェクト') || featureLower.includes('キャラ')) {
analysis.needsGameObject = true;
}
return analysis;
}
function generateTasksFromDescription(description, keywords) {
const tasks = [];
let taskId = 1;
// 基本タスク
tasks.push({
id: taskId++,
name: 'プロジェクトセットアップ',
status: 'pending',
priority: 'high'
});
// キーワードに基づくタスク生成
if (keywords.includes('game')) {
tasks.push(
{ id: taskId++, name: 'ゲームマネージャー作成', status: 'pending', priority: 'high' },
{ id: taskId++, name: 'プレイヤーコントローラー実装', status: 'pending', priority: 'high' },
{ id: taskId++, name: 'ゲームループ実装', status: 'pending', priority: 'medium' }
);
}
if (keywords.includes('ui')) {
tasks.push(
{ id: taskId++, name: 'UIシステム構築', status: 'pending', priority: 'high' },
{ id: taskId++, name: 'メインメニュー作成', status: 'pending', priority: 'medium' }
);
}
return tasks;
}
function generateStepsFromRequirement(requirement) {
const steps = [];
const reqLower = requirement.toLowerCase();
if (reqLower.includes('アニメーション') || reqLower.includes('animation')) {
steps.push({
type: 'create_animation',
description: 'アニメーション設定',
params: { animationName: 'DefaultAnimation' }
});
}
if (reqLower.includes('物理') || reqLower.includes('physics')) {
steps.push({
type: 'setup_physics',
description: '物理演算設定',
params: { addRigidbody: true }
});
}
return steps;
}
function formatProjectPlan(plan) {
let output = `📋 ${plan.title}\n\n`;
output += `概要: ${plan.overview}\n\n`;
if (plan.phases.length > 0) {
output += '📅 フェーズ:\n';
plan.phases.forEach((phase, i) => {
output += `${i+1}. ${phase.name}\n`;
phase.tasks.forEach(task => {
output += ` - ${task}\n`;
});
});
}
if (plan.tasks.length > 0) {
output += '\n✅ タスク一覧:\n';
plan.tasks.forEach(task => {
output += `- [${task.status === 'completed' ? 'x' : ' '}] ${task.name} (${task.priority})\n`;
});
}
return output;
}
function formatTaskList(tasks) {
return tasks.map((task, i) =>
`${i+1}. ${task.name} [${task.priority}]`
).join('\n');
}
function formatProgressReport(progress, detailed) {
let report = `📊 プロジェクト進捗\n`;
report += `完了: ${progress.completed}/${progress.total} (${Math.round(progress.completed/progress.total*100)}%)\n\n`;
if (detailed && progress.tasks.length > 0) {
report += '📋 タスク詳細:\n';
progress.tasks.forEach(task => {
const status = task.status === 'completed' ? '✅' : '⏳';
report += `${status} ${task.name}\n`;
});
}
return report;
}
@@ -0,0 +1,14 @@
fileFormatVersion: 2
guid: 7a43deefbf5324d82a7288afe235c36c
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 336030
packageName: Synaptic AI Pro - Natural Language Control for Unity
packageVersion: 1.2.23
assetPath: Assets/Synaptic AI Pro/MCPServer/tools/advanced-tools.js
uploadId: 920982
@@ -0,0 +1,461 @@
// ===== AIコンテキスト管理システム =====
class ContextManager {
constructor() {
this.conversationHistory = [];
this.projectState = {
currentProject: null,
tasks: [],
completedTasks: [],
pendingTasks: [],
unityState: {},
createdObjects: [],
modifiedObjects: []
};
this.conditionalFlows = new Map();
this.userPreferences = this.loadUserPreferences();
this.lastActions = [];
this.dependencies = new Map();
this.maxHistorySize = 100;
}
// 会話履歴の追加
addToHistory(entry) {
this.conversationHistory.push({
timestamp: new Date(),
...entry
});
// 最大サイズを超えたら古いものを削除
if (this.conversationHistory.length > this.maxHistorySize) {
this.conversationHistory = this.conversationHistory.slice(-this.maxHistorySize);
}
}
// コンテキストから意図を推測
inferIntent(message) {
const lowerMessage = message.toLowerCase();
const lastAction = this.lastActions[this.lastActions.length - 1];
// 条件分岐パターン
const conditionalPatterns = [
{ pattern: /もし(.+)なら(.+)/i, type: 'if_then' },
{ pattern: /(.+)の場合は(.+)/i, type: 'when_then' },
{ pattern: /(.+)かどうか/i, type: 'check_condition' },
{ pattern: /(.+)または(.+)/i, type: 'or_condition' },
{ pattern: /(.+)かつ(.+)/i, type: 'and_condition' }
];
// 続きの操作パターン
const continuationPatterns = [
{ pattern: /次に|それから|その後/i, type: 'sequence' },
{ pattern: /同じ|もう一つ|さらに/i, type: 'repeat' },
{ pattern: /代わりに|ではなく/i, type: 'alternative' },
{ pattern: /全部|すべて|まとめて/i, type: 'batch' }
];
// パターンマッチング
for (const { pattern, type } of conditionalPatterns) {
const match = message.match(pattern);
if (match) {
return { type, match, context: this.getRelevantContext() };
}
}
for (const { pattern, type } of continuationPatterns) {
if (pattern.test(message)) {
return { type, lastAction, context: this.getRelevantContext() };
}
}
// デフォルトの意図推測
return this.inferFromContext(message);
}
// コンテキストベースの意図推測
inferFromContext(message) {
const intent = {
type: 'direct',
confidence: 0.5,
suggestedActions: []
};
// 現在のプロジェクト状態を考慮
if (this.projectState.pendingTasks.length > 0) {
intent.suggestedActions.push({
action: 'continue_tasks',
tasks: this.projectState.pendingTasks.slice(0, 3)
});
intent.confidence += 0.2;
}
// 最近の操作パターンを考慮
const recentPatterns = this.analyzeRecentActions();
if (recentPatterns.repeatingPattern) {
intent.suggestedActions.push({
action: 'repeat_pattern',
pattern: recentPatterns.pattern
});
intent.confidence += 0.15;
}
// ユーザーの好みを考慮
const preferences = this.matchUserPreferences(message);
if (preferences.length > 0) {
intent.preferences = preferences;
intent.confidence += 0.15;
}
return intent;
}
// 条件分岐フローの作成
createConditionalFlow(condition, trueActions, falseActions = []) {
const flowId = `flow_${Date.now()}`;
this.conditionalFlows.set(flowId, {
condition,
trueActions,
falseActions,
executed: false,
result: null
});
return flowId;
}
// 条件の評価
async evaluateCondition(condition, unityState) {
// シンプルな条件評価
if (condition.type === 'object_exists') {
return unityState.gameObjects?.some(obj => obj.name === condition.objectName);
}
if (condition.type === 'property_check') {
const obj = unityState.gameObjects?.find(o => o.name === condition.objectName);
if (obj && condition.property in obj) {
return obj[condition.property] === condition.value;
}
}
if (condition.type === 'scene_check') {
return unityState.activeScene === condition.sceneName;
}
// より複雑な条件は Unity 側で評価
return false;
}
// 最近の操作パターン分析
analyzeRecentActions() {
if (this.lastActions.length < 3) {
return { repeatingPattern: false };
}
// 繰り返しパターンの検出
const recentActions = this.lastActions.slice(-5);
const patterns = {};
for (let i = 0; i < recentActions.length - 1; i++) {
const pattern = `${recentActions[i].type}_${recentActions[i + 1].type}`;
patterns[pattern] = (patterns[pattern] || 0) + 1;
}
// 最も頻繁なパターンを見つける
const mostFrequent = Object.entries(patterns)
.sort(([, a], [, b]) => b - a)[0];
if (mostFrequent && mostFrequent[1] >= 2) {
return {
repeatingPattern: true,
pattern: mostFrequent[0],
frequency: mostFrequent[1]
};
}
return { repeatingPattern: false };
}
// ユーザーの好みをマッチング
matchUserPreferences(message) {
const preferences = [];
const lowerMessage = message.toLowerCase();
// 色の好み
if (this.userPreferences.favoriteColors) {
for (const color of this.userPreferences.favoriteColors) {
if (lowerMessage.includes(color)) {
preferences.push({ type: 'color', value: color });
}
}
}
// UIレイアウトの好み
if (this.userPreferences.uiLayout && lowerMessage.includes('ui')) {
preferences.push({
type: 'ui_layout',
value: this.userPreferences.uiLayout
});
}
// 命名規則の好み
if (this.userPreferences.namingConvention) {
preferences.push({
type: 'naming',
value: this.userPreferences.namingConvention
});
}
return preferences;
}
// タスク間の依存関係を設定
setDependency(taskId, dependsOn) {
if (!this.dependencies.has(taskId)) {
this.dependencies.set(taskId, []);
}
this.dependencies.get(taskId).push(dependsOn);
}
// 実行可能なタスクを取得
getExecutableTasks() {
const completed = new Set(this.projectState.completedTasks.map(t => t.id));
const executable = [];
for (const task of this.projectState.pendingTasks) {
const deps = this.dependencies.get(task.id) || [];
if (deps.every(dep => completed.has(dep))) {
executable.push(task);
}
}
return executable;
}
// プロジェクト状態の更新
updateProjectState(update) {
Object.assign(this.projectState, update);
// Unity状態の同期
if (update.unityState) {
this.projectState.unityState = {
...this.projectState.unityState,
...update.unityState
};
}
}
// アクションの記録
recordAction(action) {
this.lastActions.push({
...action,
timestamp: new Date()
});
// 最大20アクションまで保持
if (this.lastActions.length > 20) {
this.lastActions = this.lastActions.slice(-20);
}
}
// ユーザー設定の読み込み
loadUserPreferences() {
// 実際にはファイルやDBから読み込む
return {
favoriteColors: ['blue', 'green', 'purple'],
uiLayout: 'center',
namingConvention: 'camelCase',
defaultMaterial: 'Standard',
preferredUnits: 'meters'
};
}
// 関連するコンテキストを取得
getRelevantContext() {
return {
recentObjects: this.projectState.createdObjects.slice(-5),
pendingTasks: this.projectState.pendingTasks.slice(0, 5),
lastActions: this.lastActions.slice(-3),
currentScene: this.projectState.unityState.activeScene
};
}
// コンテキストのサマリーを生成
generateContextSummary() {
const summary = {
projectName: this.projectState.currentProject?.name || 'Unnamed Project',
totalTasks: this.projectState.tasks.length,
completedTasks: this.projectState.completedTasks.length,
pendingTasks: this.projectState.pendingTasks.length,
createdObjects: this.projectState.createdObjects.length,
recentActions: this.lastActions.slice(-5).map(a => a.type),
activeFlows: this.conditionalFlows.size
};
return summary;
}
// コンテキストのクリア
clearContext() {
this.conversationHistory = [];
this.projectState = {
currentProject: null,
tasks: [],
completedTasks: [],
pendingTasks: [],
unityState: {},
createdObjects: [],
modifiedObjects: []
};
this.conditionalFlows.clear();
this.lastActions = [];
this.dependencies.clear();
}
}
// シングルトンインスタンス
export const contextManager = new ContextManager();
// ヘルパー関数
export function analyzeUserIntent(message, sendUnityCommand) {
const intent = contextManager.inferIntent(message);
// 条件分岐の処理
if (intent.type === 'if_then') {
const [, condition, action] = intent.match;
return {
type: 'conditional',
condition: parseCondition(condition),
action: parseAction(action),
execute: async () => {
const state = await sendUnityCommand('get_scene_info', {});
const result = await contextManager.evaluateCondition(
parseCondition(condition),
state
);
if (result) {
return await executeAction(parseAction(action), sendUnityCommand);
}
return 'Condition not met';
}
};
}
// 連続操作の処理
if (intent.type === 'sequence') {
return {
type: 'sequence',
previousAction: intent.lastAction,
suggestedNext: getNextInSequence(intent.lastAction),
execute: async () => {
const next = getNextInSequence(intent.lastAction);
if (next) {
return await executeAction(next, sendUnityCommand);
}
return 'No next action in sequence';
}
};
}
// デフォルト処理
return {
type: 'direct',
intent,
execute: async () => {
return await processDirectCommand(message, sendUnityCommand);
}
};
}
// 条件のパース
function parseCondition(conditionText) {
// シンプルな条件パース実装
if (conditionText.includes('存在')) {
const match = conditionText.match(/(.+)が存在/);
if (match) {
return {
type: 'object_exists',
objectName: match[1].trim()
};
}
}
return { type: 'unknown', text: conditionText };
}
// アクションのパース
function parseAction(actionText) {
// シンプルなアクションパース実装
return {
type: 'parsed_action',
text: actionText,
commands: extractCommands(actionText)
};
}
// コマンド抽出
function extractCommands(text) {
const commands = [];
// 作成系コマンド
if (text.includes('作成') || text.includes('作る')) {
commands.push({ type: 'create', text });
}
// 移動系コマンド
if (text.includes('移動') || text.includes('動かす')) {
commands.push({ type: 'move', text });
}
// 変更系コマンド
if (text.includes('変更') || text.includes('変える')) {
commands.push({ type: 'modify', text });
}
return commands;
}
// アクション実行
async function executeAction(action, sendUnityCommand) {
// アクションタイプに基づいて適切なUnityコマンドを実行
for (const command of action.commands) {
switch (command.type) {
case 'create':
await sendUnityCommand('create_gameobject', {
name: 'NewObject',
description: command.text
});
break;
case 'move':
// 移動コマンドの実装
break;
case 'modify':
// 変更コマンドの実装
break;
}
}
return `Executed ${action.commands.length} commands`;
}
// 直接コマンドの処理
async function processDirectCommand(message, sendUnityCommand) {
// 既存のコマンド処理ロジック
return 'Direct command processed';
}
// シーケンスの次のアクション取得
function getNextInSequence(lastAction) {
// シーケンスパターンの定義
const sequences = {
'create_ui_button': { next: 'add_button_script', type: 'enhance' },
'create_gameobject': { next: 'add_component', type: 'enhance' },
'create_material': { next: 'assign_material', type: 'apply' }
};
if (lastAction && sequences[lastAction.type]) {
return sequences[lastAction.type];
}
return null;
}
@@ -0,0 +1,14 @@
fileFormatVersion: 2
guid: fdb842e62448446808fa9a8cada6519a
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 336030
packageName: Synaptic AI Pro - Natural Language Control for Unity
packageVersion: 1.2.23
assetPath: Assets/Synaptic AI Pro/MCPServer/tools/context-manager.js
uploadId: 920982