97ac0f71f5
https://assetstore.unity.com/packages/tools/generative-ai/synaptic-ai-pro-natural-language-control-for-unity-336030
51045 lines
2.1 MiB
Plaintext
51045 lines
2.1 MiB
Plaintext
using System;
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using Random = UnityEngine.Random;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using UnityEngine;
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using SynapticAIPro;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using TMPro;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.Rendering;
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#endif
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using System.IO;
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using Newtonsoft.Json;
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using UnityEngine.Profiling;
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using SynapticPro.GOAP;
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using SynapticPro.BehaviorTree;
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using Synaptic.Editor;
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#if ENABLE_INPUT_SYSTEM && INPUT_SYSTEM_PACKAGE
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using UnityEngine.InputSystem;
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#endif
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// VFX Graph Support - requires com.unity.visualeffectgraph package
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#if VFX_GRAPH_PACKAGE
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using UnityEngine.VFX;
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using UnityEditor.VFX;
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#endif
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namespace SynapticPro
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{
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public partial class NexusUnityExecutor
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{
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private GameObject lastCreatedObject;
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private List<GameObject> createdObjects = new List<GameObject>();
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// Cached rendering pipeline detection
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private static string _cachedPipeline = null;
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// Scene snapshot cache for incremental updates
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private static Dictionary<string, SceneSnapshot> sceneSnapshots = new Dictionary<string, SceneSnapshot>();
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private class SceneSnapshot
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{
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public DateTime timestamp;
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public HashSet<int> gameObjectIds;
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public Dictionary<int, int> gameObjectHashes;
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}
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// Log buffer for real-time log collection
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private static List<LogEntry> logBuffer = new List<LogEntry>();
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private static bool isLogCallbackRegistered = false;
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private static readonly int maxLogBufferSize = 1000;
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// File read tracking - files must be read before editing (like Claude Code)
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private static HashSet<string> readFiles = new HashSet<string>();
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private static Dictionary<string, DateTime> readFileTimestamps = new Dictionary<string, DateTime>();
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private static readonly TimeSpan readFileCacheExpiry = TimeSpan.FromMinutes(30); // Cache expires after 30 minutes
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// Screenshot capture state (using EditorPrefs for persistence across domain reload)
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private static string PendingScreenshotPath
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{
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get => EditorPrefs.GetString("NexusExecutor_PendingScreenshotPath", null);
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set => EditorPrefs.SetString("NexusExecutor_PendingScreenshotPath", value ?? "");
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}
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private static bool IsCapturingScreenshot
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{
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get => EditorPrefs.GetBool("NexusExecutor_IsCapturingScreenshot", false);
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set => EditorPrefs.SetBool("NexusExecutor_IsCapturingScreenshot", value);
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}
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private static bool WasPlayingBeforeCapture
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{
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get => EditorPrefs.GetBool("NexusExecutor_WasPlayingBeforeCapture", false);
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set => EditorPrefs.SetBool("NexusExecutor_WasPlayingBeforeCapture", value);
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}
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private static string ScreenshotCaptureResult
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{
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get => EditorPrefs.GetString("NexusExecutor_ScreenshotCaptureResult", null);
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set => EditorPrefs.SetString("NexusExecutor_ScreenshotCaptureResult", value ?? "");
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}
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private static string PendingRegionParams
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{
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get => EditorPrefs.GetString("NexusExecutor_PendingRegionParams", null);
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set => EditorPrefs.SetString("NexusExecutor_PendingRegionParams", value ?? "");
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}
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private static bool IsCapturingRegion
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{
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get => EditorPrefs.GetBool("NexusExecutor_IsCapturingRegion", false);
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set => EditorPrefs.SetBool("NexusExecutor_IsCapturingRegion", value);
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}
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private struct LogEntry
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{
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public string condition;
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public string stackTrace;
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public LogType type;
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public DateTime timestamp;
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}
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static NexusUnityExecutor()
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{
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// Register log callback
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if (!isLogCallbackRegistered)
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{
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Application.logMessageReceived += OnLogMessageReceived;
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isLogCallbackRegistered = true;
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SynLog.Info("[NexusConsole] Log callback registered for real-time log collection");
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}
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#if UNITY_EDITOR
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// Re-register screenshot callback after domain reload
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EditorApplication.playModeStateChanged -= OnPlayModeStateChangedForScreenshot;
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EditorApplication.playModeStateChanged += OnPlayModeStateChangedForScreenshot;
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if (IsCapturingScreenshot || IsCapturingRegion)
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{
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var captureType = IsCapturingRegion ? "Region" : "Screenshot";
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var capturePath = IsCapturingRegion ? "pending" : PendingScreenshotPath;
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SynLog.Info($"[NexusExecutor] {captureType} capture state restored after domain reload. Path: {capturePath}");
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SynLog.Info($"[NexusExecutor] Current play mode state: {(EditorApplication.isPlaying ? "Playing" : "Not Playing")}");
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// If we're already in play mode, we missed the EnteredPlayMode event
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// Start 120-frame wait for rendering to stabilize
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if (EditorApplication.isPlaying)
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{
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SynLog.Info($"[NexusExecutor] Already in Play mode, starting 120-frame wait (~2 seconds) for {captureType} capture...");
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screenshotFrameCounter = 0;
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screenshotUpdateHandler = ScreenshotFrameUpdate;
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EditorApplication.update += screenshotUpdateHandler;
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}
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}
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#endif
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}
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private static void OnLogMessageReceived(string condition, string stackTrace, LogType type)
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{
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var entry = new LogEntry
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{
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condition = condition,
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stackTrace = stackTrace,
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type = type,
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timestamp = DateTime.Now
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};
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logBuffer.Add(entry);
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// Buffer size limit
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if (logBuffer.Count > maxLogBufferSize)
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{
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logBuffer.RemoveRange(0, logBuffer.Count - maxLogBufferSize);
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}
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}
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public async Task<string> ExecuteOperation(NexusUnityOperation operation)
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{
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try
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{
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switch (operation.type.ToUpper())
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{
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case "CREATE_GAMEOBJECT":
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return CreateGameObject(operation.parameters);
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case "UPDATE_GAMEOBJECT":
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return UpdateGameObject(operation.parameters);
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case "DELETE_GAMEOBJECT":
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return DeleteGameObject(operation.parameters);
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case "INSTANTIATE_PREFAB":
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return InstantiatePrefab(operation.parameters);
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case "SET_TRANSFORM":
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return SetTransform(operation.parameters);
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case "ADD_COMPONENT":
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return AddComponent(operation.parameters);
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case "UPDATE_COMPONENT":
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return UpdateComponent(operation.parameters);
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case "SET_PROPERTY":
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return SetProperty(operation.parameters);
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case "CREATE_UI":
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return CreateUI(operation.parameters);
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case "SETUP_UI_CANVAS":
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return SetupUICanvas(operation.parameters);
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case "SET_UI_ANCHOR":
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return SetUIAnchor(operation.parameters);
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case "CREATE_SCRIPT":
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return await CreateScript(operation);
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case "MODIFY_SCRIPT":
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SynLog.Info($"[NexusExecutor] Executing MODIFY_SCRIPT with parameters: {JsonConvert.SerializeObject(operation.parameters)}");
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return ModifyScript(operation.parameters);
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case "EDIT_SCRIPT_LINE":
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SynLog.Info($"[NexusExecutor] Executing EDIT_SCRIPT_LINE with parameters: {JsonConvert.SerializeObject(operation.parameters)}");
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return EditScriptLine(operation.parameters);
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case "ADD_SCRIPT_METHOD":
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SynLog.Info($"[NexusExecutor] Executing ADD_SCRIPT_METHOD with parameters: {JsonConvert.SerializeObject(operation.parameters)}");
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return AddScriptMethod(operation.parameters);
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case "UPDATE_SCRIPT_VARIABLE":
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SynLog.Info($"[NexusExecutor] Executing UPDATE_SCRIPT_VARIABLE with parameters: {JsonConvert.SerializeObject(operation.parameters)}");
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return UpdateScriptVariable(operation.parameters);
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case "READ_SCRIPT":
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return ReadScript(operation.parameters);
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case "GREP_SCRIPTS":
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return GrepScripts(operation.parameters);
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case "READ_SCRIPT_RANGE":
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return ReadScriptRange(operation.parameters);
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case "SEARCH_CODE":
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return SearchCode(operation.parameters);
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case "LIST_SCRIPT_FILES":
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return ListScriptFiles(operation.parameters);
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case "ANALYZE_SCRIPT":
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return AnalyzeScript(operation.parameters);
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case "ANALYZE_PERFORMANCE":
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return AnalyzePerformance(operation.parameters);
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case "CHECK_BEST_PRACTICES":
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return CheckBestPractices(operation.parameters);
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case "MONITOR_RUNTIME_ERRORS":
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return MonitorRuntimeErrors(operation.parameters);
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case "AUTO_ATTACH_UI":
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return AutoAttachUI(operation.parameters);
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case "CREATE_PREFAB":
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return CreatePrefab(operation.parameters);
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case "SETUP_PHYSICS":
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return SetupPhysics(operation.parameters);
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case "CREATE_MATERIAL":
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return CreateMaterial(operation.parameters);
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case "SETUP_CAMERA":
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return SetupCamera(operation.parameters);
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// Cinemachine Operations
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case "CREATE_VIRTUAL_CAMERA":
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return NexusCinemachineHelper.CreateVirtualCamera(operation.parameters);
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case "CREATE_FREELOOK_CAMERA":
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return NexusCinemachineHelper.CreateFreeLookCamera(operation.parameters);
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case "SETUP_CINEMACHINE_BRAIN":
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return NexusCinemachineHelper.SetupCinemachineBrain(operation.parameters);
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case "UPDATE_VIRTUAL_CAMERA":
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return NexusCinemachineHelper.UpdateVirtualCamera(operation.parameters);
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case "CREATE_DOLLY_TRACK":
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return NexusCinemachineHelper.CreateDollyTrack(operation.parameters);
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case "ADD_COLLIDER_EXTENSION":
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return NexusCinemachineHelper.AddColliderExtension(operation.parameters);
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case "ADD_CONFINER_EXTENSION":
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return NexusCinemachineHelper.AddConfinerExtension(operation.parameters);
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case "CREATE_STATE_DRIVEN_CAMERA":
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return NexusCinemachineHelper.CreateStateDrivenCamera(operation.parameters);
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case "CREATE_CLEAR_SHOT_CAMERA":
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return NexusCinemachineHelper.CreateClearShotCamera(operation.parameters);
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case "CREATE_IMPULSE_SOURCE":
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return NexusCinemachineHelper.CreateImpulseSource(operation.parameters);
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case "ADD_IMPULSE_LISTENER":
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return NexusCinemachineHelper.AddImpulseListener(operation.parameters);
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case "CREATE_BLEND_LIST_CAMERA":
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return NexusCinemachineHelper.CreateBlendListCamera(operation.parameters);
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case "CREATE_TARGET_GROUP":
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return NexusCinemachineHelper.CreateTargetGroup(operation.parameters);
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case "ADD_TARGET_TO_GROUP":
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return NexusCinemachineHelper.AddTargetToGroup(operation.parameters);
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case "SET_CAMERA_PRIORITY":
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return NexusCinemachineHelper.SetCameraPriority(operation.parameters);
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case "SET_CAMERA_ENABLED":
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return NexusCinemachineHelper.SetCameraEnabled(operation.parameters);
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case "CREATE_MIXING_CAMERA":
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return NexusCinemachineHelper.CreateMixingCamera(operation.parameters);
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case "UPDATE_CAMERA_TARGET":
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return NexusCinemachineHelper.UpdateCameraTarget(operation.parameters);
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case "UPDATE_BRAIN_BLEND_SETTINGS":
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return NexusCinemachineHelper.UpdateBrainBlendSettings(operation.parameters);
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case "GET_ACTIVE_CAMERA_INFO":
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return NexusCinemachineHelper.GetActiveCameraInfo(operation.parameters);
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case "CREATE_PARTICLE_SYSTEM":
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return CreateParticleSystem(operation.parameters);
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case "SETUP_MATERIAL":
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return SetupMaterial(operation.parameters);
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case "SETUP_NAVMESH":
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return SetupNavMesh(operation.parameters);
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case "CREATE_AUDIO_MIXER":
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return CreateAudioMixer(operation.parameters);
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// New Audio tools
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case "CREATE_AUDIO_SOURCE":
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return CreateAudioSource(operation.parameters);
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case "SETUP_3D_AUDIO":
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return Setup3DAudio(operation.parameters);
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case "CREATE_AUDIO_CLIP":
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return CreateAudioClip(operation.parameters);
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case "SETUP_AUDIO_EFFECTS":
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return SetupAudioEffects(operation.parameters);
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case "CREATE_REVERB_ZONES":
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return CreateReverbZones(operation.parameters);
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case "SETUP_AUDIO_OCCLUSION":
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return SetupAudioOcclusion(operation.parameters);
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case "CREATE_ADAPTIVE_MUSIC":
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return CreateAdaptiveMusic(operation.parameters);
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case "SETUP_AUDIO_TRIGGERS":
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return SetupAudioTriggers(operation.parameters);
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case "CREATE_SOUND_POOLS":
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return CreateSoundPools(operation.parameters);
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case "CREATE_AUDIO_MIXING":
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return CreateAudioMixing(operation.parameters);
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case "SETUP_SPATIAL_AUDIO":
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return SetupSpatialAudio(operation.parameters);
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case "CREATE_AUDIO_VISUALIZATION":
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return CreateAudioVisualization(operation.parameters);
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// ===== Advanced Input Tools =====
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case "SETUP_CUSTOM_INPUT":
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return SetupCustomInput(operation.parameters);
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case "CREATE_GESTURE_RECOGNITION":
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return CreateGestureRecognition(operation.parameters);
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case "SETUP_HAPTIC_FEEDBACK":
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return SetupHapticFeedback(operation.parameters);
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case "CREATE_INPUT_VALIDATION":
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return CreateInputValidation(operation.parameters);
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case "SETUP_ACCESSIBILITY_INPUT":
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return SetupAccessibilityInput(operation.parameters);
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case "CREATE_INPUT_RECORDING":
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return CreateInputRecording(operation.parameters);
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// ===== Touch & Gesture Tools =====
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case "SETUP_MULTITOUCH":
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return SetupMultitouch(operation.parameters);
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case "CREATE_PINCH_ZOOM":
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return CreatePinchZoom(operation.parameters);
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case "SETUP_SWIPE_DETECTION":
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return SetupSwipeDetection(operation.parameters);
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case "CREATE_DRAG_DROP":
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return CreateDragDrop(operation.parameters);
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case "SETUP_TOUCH_EFFECTS":
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return SetupTouchEffects(operation.parameters);
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// ===== Visual Enhancement Tools =====
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case "CREATE_PARTICLE_PRESET":
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return CreateParticlePreset(operation.parameters);
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case "CREATE_ADVANCED_MATERIAL":
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return CreateAdvancedMaterial(operation.parameters);
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case "SETUP_LIGHTING_PRESET":
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return SetupLightingPreset(operation.parameters);
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case "CREATE_VISUAL_EFFECT":
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return CreateVisualEffect(operation.parameters);
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case "SETUP_REFLECTION_PROBE":
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return SetupReflectionProbe(operation.parameters);
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case "CREATE_LIGHT_PROBE_GROUP":
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return CreateLightProbeGroup(operation.parameters);
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case "SETUP_VOLUMETRIC_FOG":
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return SetupVolumetricFog(operation.parameters);
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case "CREATE_DECAL":
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return CreateDecal(operation.parameters);
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case "CREATE_CAUSTICS":
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return CreateCausticsProjector(operation.parameters);
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case "CREATE_WATER":
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return CreateWaterSystem(operation.parameters);
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case "SETUP_COLOR_GRADING":
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return SetupColorGrading(operation.parameters);
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case "CREATE_LENS_FLARE":
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return CreateLensFlare(operation.parameters);
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// Screen Effects
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case "CREATE_SCREEN_SHAKE":
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return CreateScreenShake(operation.parameters);
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case "CREATE_SCREEN_FADE":
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return CreateScreenFade(operation.parameters);
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case "CREATE_VIGNETTE_EFFECT":
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return CreateVignetteEffect(operation.parameters);
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case "CREATE_CHROMATIC_ABERRATION":
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return CreateChromaticAberration(operation.parameters);
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// Shader Tools
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case "CREATE_SHADER_PROPERTY_ANIMATOR":
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return CreateShaderPropertyAnimator(operation.parameters);
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case "CREATE_MATERIAL_PROPERTY_BLOCK":
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return CreateMaterialPropertyBlock(operation.parameters);
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case "ANIMATE_SHADER_TEXTURE":
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return AnimateShaderTexture(operation.parameters);
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case "CREATE_SHADER_GRADIENT":
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return CreateShaderGradient(operation.parameters);
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// Camera Effects - Restored with Auto-Generated Shaders
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case "CREATE_BLOOM":
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return CreateBloomEffect(operation.parameters);
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case "CREATE_FILM_GRAIN":
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return CreateFilmGrainEffect(operation.parameters);
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case "CREATE_MOTION_BLUR":
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return CreateMotionBlurEffect(operation.parameters);
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case "CREATE_DEPTH_OF_FIELD":
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return CreateDepthOfFieldEffect(operation.parameters);
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case "CREATE_LENS_DISTORTION":
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return CreateLensDistortionEffect(operation.parameters);
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// ===== Phase 4: Advanced Rendering & VFX Systems =====
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// Pipeline Settings
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case "SETUP_URP_SETTINGS":
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return SetupURPSettings(operation.parameters);
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case "SETUP_HDRP_SETTINGS":
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return SetupHDRPSettings(operation.parameters);
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case "SETUP_POST_PROCESSING":
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return SetupPostProcessing(operation.parameters);
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// VFX Systems
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case "CREATE_VFX_GRAPH":
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return CreateVFXGraph(operation.parameters);
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case "CREATE_SHADER_GRAPH":
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return CreateShaderGraph(operation.parameters);
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// External Shader Editing
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case "READ_SHADER":
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return ReadShader(operation.parameters);
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case "MODIFY_SHADER":
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return ModifyShader(operation.parameters);
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case "ANALYZE_SHADER":
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return AnalyzeShader(operation.parameters);
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case "READ_SHADER_GRAPH":
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return ReadShaderGraph(operation.parameters);
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case "SETUP_LIGHTING_SCENARIOS":
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return SetupLightingScenarios(operation.parameters);
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// Weather System
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case "CREATE_RAIN_EFFECT":
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return CreateRainEffect(operation.parameters);
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case "CREATE_SNOW_EFFECT":
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return CreateSnowEffect(operation.parameters);
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case "CREATE_WIND_EFFECT":
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return CreateWindEffect(operation.parameters);
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case "CREATE_LIGHTNING_EFFECT":
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return CreateLightningEffect(operation.parameters);
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case "CREATE_THUNDERSTORM":
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return CreateThunderstorm(operation.parameters);
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// Unified Weather System
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case "CREATE_WEATHER_SYSTEM":
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return CreateWeatherSystem(operation.parameters);
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case "SET_WEATHER_PRESET":
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|
return SetWeatherPreset(operation.parameters);
|
|
|
|
// Time of Day System
|
|
case "CREATE_TIME_OF_DAY":
|
|
return CreateTimeOfDay(operation.parameters);
|
|
|
|
case "SET_TIME_OF_DAY":
|
|
return SetTimeOfDay(operation.parameters);
|
|
|
|
case "CREATE_DAY_NIGHT_PRESET":
|
|
return CreateDayNightPreset(operation.parameters);
|
|
|
|
case "CREATE_SKYBOX_BLEND":
|
|
return CreateSkyboxBlend(operation.parameters);
|
|
|
|
case "CREATE_SKYBOX_FROM_IMAGE":
|
|
return CreateSkyboxFromImage(operation.parameters);
|
|
|
|
case "CREATE_TIME_EVENT":
|
|
return CreateTimeEvent(operation.parameters);
|
|
|
|
case "UNDO":
|
|
case "UNDO_OPERATION":
|
|
return UndoOperation();
|
|
|
|
case "REDO":
|
|
case "REDO_OPERATION":
|
|
return RedoOperation();
|
|
|
|
case "GET_HISTORY":
|
|
case "GET_OPERATION_HISTORY":
|
|
return GetOperationHistory();
|
|
|
|
case "CREATE_CHECKPOINT":
|
|
return CreateCheckpoint(operation.parameters);
|
|
|
|
case "RESTORE_CHECKPOINT":
|
|
return RestoreCheckpoint(operation.parameters);
|
|
|
|
// Real-time event monitoring
|
|
case "MONITOR_PLAY_STATE":
|
|
return StartPlayStateMonitoring(operation.parameters);
|
|
|
|
case "MONITOR_FILE_CHANGES":
|
|
return StartFileChangeMonitoring(operation.parameters);
|
|
|
|
case "MONITOR_COMPILE":
|
|
return StartCompileMonitoring(operation.parameters);
|
|
|
|
case "SUBSCRIBE_EVENTS":
|
|
return SubscribeToEvents(operation.parameters);
|
|
|
|
case "GET_EVENTS":
|
|
return GetRecentEvents(operation.parameters);
|
|
|
|
case "GET_MONITORING_STATUS":
|
|
return GetMonitoringStatus();
|
|
|
|
// Project settings
|
|
case "GET_BUILD_SETTINGS":
|
|
return NexusProjectSettings.GetBuildSettings();
|
|
|
|
case "GET_PLAYER_SETTINGS":
|
|
return NexusProjectSettings.GetPlayerSettings();
|
|
|
|
case "GET_QUALITY_SETTINGS":
|
|
return NexusProjectSettings.GetQualitySettings();
|
|
|
|
case "GET_INPUT_SETTINGS":
|
|
return NexusProjectSettings.GetInputSettings();
|
|
|
|
case "GET_PHYSICS_SETTINGS":
|
|
return NexusProjectSettings.GetPhysicsSettings();
|
|
|
|
case "GET_PROJECT_SUMMARY":
|
|
var projectSummary = NexusProjectSettings.GetProjectSettingsSummary();
|
|
SynLog.Info($"[NexusExecutor] GET_PROJECT_SUMMARY response length: {projectSummary.Length}");
|
|
return projectSummary;
|
|
|
|
case "BATCH_CREATE":
|
|
return await BatchCreate(operation);
|
|
|
|
// === Real-time execution state monitoring ===
|
|
case "GET_RUNTIME_STATUS":
|
|
return NexusRuntimeMonitor.GetRuntimeStatus(operation.parameters);
|
|
|
|
case "GET_PERFORMANCE_METRICS":
|
|
return NexusRuntimeMonitor.GetPerformanceMetrics(operation.parameters);
|
|
|
|
case "GET_MEMORY_USAGE":
|
|
return NexusRuntimeMonitor.GetMemoryUsage(operation.parameters);
|
|
|
|
case "GET_ERROR_STATUS":
|
|
return NexusRuntimeMonitor.GetErrorStatus(operation.parameters);
|
|
|
|
case "GET_BUILD_STATUS":
|
|
return NexusRuntimeMonitor.GetBuildStatus(operation.parameters);
|
|
|
|
// === Detailed asset information retrieval ===
|
|
case "GET_TEXTURE_DETAILS":
|
|
return NexusAssetAnalyzer.GetTextureDetails(operation.parameters);
|
|
|
|
case "GET_MESH_DETAILS":
|
|
return NexusAssetAnalyzer.GetMeshDetails(operation.parameters);
|
|
|
|
case "GET_AUDIO_DETAILS":
|
|
return NexusAssetAnalyzer.GetAudioDetails(operation.parameters);
|
|
|
|
case "GET_ANIMATION_DETAILS":
|
|
return NexusAssetAnalyzer.GetAnimationDetails(operation.parameters);
|
|
|
|
case "GET_MATERIAL_DETAILS":
|
|
return NexusAssetAnalyzer.GetMaterialDetails(operation.parameters);
|
|
|
|
case "GET_ASSET_FILE_INFO":
|
|
return NexusAssetAnalyzer.GetAssetFileInfo(operation.parameters);
|
|
|
|
case "ANALYZE_ASSET_USAGE":
|
|
return NexusAssetAnalyzer.AnalyzeAssetUsage(operation.parameters);
|
|
|
|
case "GET_ASSET_IMPORT_SETTINGS":
|
|
return GetAssetImportSettings(operation.parameters);
|
|
|
|
case "PLACE_OBJECTS":
|
|
return PlaceObjects(operation.parameters);
|
|
|
|
case "GET_GAMEOBJECT_DETAILS":
|
|
return GetGameObjectDetails(operation.parameters);
|
|
|
|
case "GET_SCENE_INFO":
|
|
return GetSceneInfo(operation.parameters);
|
|
|
|
case "GET_SCENE_SUMMARY":
|
|
return GetSceneSummary(operation.parameters);
|
|
|
|
case "GET_GAMEOBJECTS_LIST":
|
|
return GetGameObjectsList(operation.parameters);
|
|
|
|
case "GET_GAMEOBJECT_DETAIL":
|
|
return GetGameObjectDetail(operation.parameters);
|
|
|
|
case "GET_SCENE_CHANGES_SINCE":
|
|
return GetSceneChangesSince(operation.parameters);
|
|
|
|
case "CAPTURE_GAME_VIEW":
|
|
return CaptureGameView(operation.parameters);
|
|
|
|
case "CAPTURE_SCENE_VIEW":
|
|
return CaptureSceneView(operation.parameters);
|
|
|
|
case "CAPTURE_REGION":
|
|
return CaptureRegion(operation.parameters);
|
|
|
|
case "CAPTURE_GRID":
|
|
return CaptureGrid(operation.parameters);
|
|
|
|
case "CAPTURE_UI_ELEMENT":
|
|
return CaptureUIElement(operation.parameters);
|
|
|
|
case "GET_SCREENSHOT_RESULT":
|
|
return GetScreenshotResult();
|
|
|
|
case "FORCE_REFRESH_ASSETS":
|
|
return ForceRefreshAssets(operation.parameters);
|
|
|
|
case "INVOKE_CONTEXT_MENU":
|
|
return InvokeContextMenu(operation.parameters);
|
|
|
|
case "EXECUTE_MENU_ITEM":
|
|
return ExecuteMenuItem(operation.parameters);
|
|
|
|
case "RUN_CSHARP":
|
|
return NexusCSharpEval.Run(operation.parameters);
|
|
|
|
case "GET_INSPECTOR_INFO":
|
|
return GetInspectorInfo(operation.parameters);
|
|
|
|
case "GET_SELECTED_OBJECT_INFO":
|
|
return GetSelectedObjectInfo(operation.parameters);
|
|
|
|
case "GET_COMPONENT_DETAILS":
|
|
return GetComponentDetails(operation.parameters);
|
|
|
|
case "CREATE_TERRAIN":
|
|
return CreateTerrain(operation.parameters);
|
|
|
|
case "MODIFY_TERRAIN":
|
|
return ModifyTerrain(operation.parameters);
|
|
|
|
case "GET_CAMERA_INFO":
|
|
return GetCameraInfo(operation.parameters);
|
|
|
|
case "GET_TERRAIN_INFO":
|
|
return GetTerrainInfo(operation.parameters);
|
|
|
|
case "GET_LIGHTING_INFO":
|
|
return GetLightingInfo(operation.parameters);
|
|
|
|
case "GET_MATERIAL_INFO":
|
|
return GetMaterialInfo(operation.parameters);
|
|
|
|
case "GET_UI_INFO":
|
|
return GetUIInfo(operation.parameters);
|
|
|
|
case "GET_PHYSICS_INFO":
|
|
return GetPhysicsInfo(operation.parameters);
|
|
|
|
case "LIST_ASSETS":
|
|
return ListAssets(operation.parameters);
|
|
|
|
case "CHECK_FOLDER":
|
|
return CheckFolder(operation.parameters);
|
|
|
|
case "CREATE_FOLDER":
|
|
return CreateFolder(operation.parameters);
|
|
|
|
case "LIST_FOLDERS":
|
|
return ListFolders(operation.parameters);
|
|
|
|
case "DUPLICATE_GAMEOBJECT":
|
|
return DuplicateGameObject(operation.parameters);
|
|
|
|
case "FIND_BY_COMPONENT":
|
|
return FindGameObjectsByComponent(operation.parameters);
|
|
|
|
case "CLEANUP_EMPTY_OBJECTS":
|
|
return CleanupEmptyObjects(operation.parameters);
|
|
|
|
case "GET_PROJECT_STATS":
|
|
return GetProjectStats(operation.parameters);
|
|
|
|
case "MANAGE_PACKAGE":
|
|
return ManagePackage(operation.parameters);
|
|
|
|
case "MANAGE_SCENE":
|
|
return ManageScene(operation.parameters);
|
|
|
|
case "LOAD_SCENE":
|
|
return LoadScene(operation.parameters);
|
|
|
|
case "UNLOAD_SCENE":
|
|
return UnloadScene(operation.parameters);
|
|
|
|
case "SET_ACTIVE_SCENE":
|
|
return SetActiveScene(operation.parameters);
|
|
|
|
case "LIST_ALL_SCENES":
|
|
return ListAllScenes(operation.parameters);
|
|
|
|
case "ADD_SCENE_TO_BUILD":
|
|
return AddSceneToBuild(operation.parameters);
|
|
|
|
case "SEARCH_PREFABS_BY_COMPONENT":
|
|
return SearchPrefabsByComponent(operation.parameters);
|
|
|
|
case "FIND_MATERIAL_USAGE":
|
|
return FindMaterialUsage(operation.parameters);
|
|
|
|
case "FIND_TEXTURE_USAGE":
|
|
return FindTextureUsage(operation.parameters);
|
|
|
|
case "GET_ASSET_DEPENDENCIES":
|
|
return GetAssetDependencies(operation.parameters);
|
|
|
|
case "FIND_MISSING_REFERENCES":
|
|
return FindMissingReferences(operation.parameters);
|
|
|
|
case "CREATE_ANIMATION":
|
|
return CreateAnimation(operation.parameters);
|
|
|
|
case "SETUP_LIGHTING":
|
|
return SetupLighting(operation.parameters);
|
|
|
|
case "CONSOLE_OPERATION":
|
|
return ConsoleOperation(operation.parameters);
|
|
|
|
case "ANALYZE_CONSOLE_LOGS":
|
|
return AnalyzeConsoleLogs(operation.parameters);
|
|
|
|
// === Debug & Test tools ===
|
|
case "CONTROL_GAME_SPEED":
|
|
return ControlGameSpeed(operation.parameters);
|
|
|
|
case "PROFILE_PERFORMANCE":
|
|
return ProfilePerformance(operation.parameters);
|
|
|
|
case "DEBUG_DRAW":
|
|
return DebugDraw(operation.parameters);
|
|
|
|
case "RUN_UNITY_TESTS":
|
|
return RunUnityTests(operation.parameters);
|
|
|
|
case "MANAGE_BREAKPOINTS":
|
|
return ManageBreakpoints(operation.parameters);
|
|
|
|
// === Animation tools ===
|
|
case "CREATE_ANIMATOR_CONTROLLER":
|
|
return CreateAnimatorController(operation.parameters);
|
|
|
|
case "ADD_ANIMATION_STATE":
|
|
return AddAnimationState(operation.parameters);
|
|
|
|
case "CREATE_ANIMATION_CLIP":
|
|
return CreateAnimationClip(operation.parameters);
|
|
|
|
case "SETUP_BLEND_TREE":
|
|
return SetupBlendTree(operation.parameters);
|
|
|
|
case "ADD_ANIMATION_TRANSITION":
|
|
return AddAnimationTransition(operation.parameters);
|
|
|
|
case "SETUP_ANIMATION_LAYER":
|
|
return SetupAnimationLayer(operation.parameters);
|
|
|
|
case "CREATE_ANIMATION_EVENT":
|
|
return CreateAnimationEvent(operation.parameters);
|
|
|
|
case "SETUP_AVATAR":
|
|
return SetupAvatar(operation.parameters);
|
|
|
|
// === Advanced Animation Management ===
|
|
case "IMPORT_MIXAMO_ANIMATION":
|
|
return NexusAnimationHelper.ImportMixamoAnimation(operation.parameters);
|
|
|
|
case "ORGANIZE_ANIMATION_ASSETS":
|
|
return NexusAnimationHelper.OrganizeAnimationAssets(operation.parameters);
|
|
|
|
case "SETUP_CHARACTER_IK":
|
|
return NexusAnimationHelper.SetupCharacterIK(operation.parameters);
|
|
|
|
case "CREATE_ANIMATION_LAYER_MASK":
|
|
return NexusAnimationHelper.CreateAnimationLayerMask(operation.parameters);
|
|
|
|
case "SETUP_ADVANCED_BLEND_TREE":
|
|
return NexusAnimationHelper.SetupAdvancedBlendTree(operation.parameters);
|
|
|
|
case "RETARGET_ANIMATION":
|
|
return NexusAnimationHelper.RetargetAnimation(operation.parameters);
|
|
|
|
case "CREATE_TRANSITION_PRESET":
|
|
return NexusAnimationHelper.CreateTransitionPreset(operation.parameters);
|
|
|
|
case "ANALYZE_ANIMATION_PERFORMANCE":
|
|
return NexusAnimationHelper.AnalyzeAnimationPerformance(operation.parameters);
|
|
|
|
case "CREATE_TIMELINE":
|
|
return CreateTimeline(operation.parameters);
|
|
|
|
case "BAKE_ANIMATION":
|
|
return BakeAnimation(operation.parameters);
|
|
|
|
// === UI detailed construction tools ===
|
|
case "SETUP_UI_ANCHORS":
|
|
return SetupUIAnchors(operation.parameters);
|
|
|
|
case "CREATE_RESPONSIVE_UI":
|
|
return CreateResponsiveUI(operation.parameters);
|
|
|
|
case "SETUP_UI_ANIMATION":
|
|
return SetupUIAnimation(operation.parameters);
|
|
|
|
case "CREATE_UI_GRID":
|
|
return CreateUIGrid(operation.parameters);
|
|
|
|
case "SETUP_SCROLL_VIEW":
|
|
return SetupScrollView(operation.parameters);
|
|
|
|
case "CREATE_UI_NOTIFICATION":
|
|
return CreateUINotification(operation.parameters);
|
|
|
|
case "SETUP_UI_NAVIGATION":
|
|
return SetupUINavigation(operation.parameters);
|
|
|
|
case "CREATE_UI_DIALOG":
|
|
return CreateUIDialog(operation.parameters);
|
|
|
|
case "OPTIMIZE_UI_CANVAS":
|
|
return OptimizeUICanvas(operation.parameters);
|
|
|
|
case "SETUP_SAFE_AREA":
|
|
return SetupSafeArea(operation.parameters);
|
|
|
|
case "APPLY_UI_THEME":
|
|
return ApplyUITheme(ConvertParameters(operation.parameters));
|
|
|
|
case "SET_UI_COLORS":
|
|
return SetUIColors(ConvertParameters(operation.parameters));
|
|
|
|
case "STYLE_UI_ELEMENTS":
|
|
return StyleUIElements(ConvertParameters(operation.parameters));
|
|
|
|
case "ADD_UI_EFFECTS":
|
|
return AddUIEffects(ConvertParameters(operation.parameters));
|
|
|
|
case "SET_TYPOGRAPHY":
|
|
return SetTypography(ConvertParameters(operation.parameters));
|
|
|
|
case "EXECUTE_BATCH":
|
|
return await ExecuteBatch(operation.parameters);
|
|
|
|
case "BATCH_RENAME":
|
|
return BatchRename(operation.parameters);
|
|
|
|
case "BATCH_IMPORT_SETTINGS":
|
|
return BatchImportSettings(operation.parameters);
|
|
|
|
case "BATCH_PREFAB_UPDATE":
|
|
return BatchPrefabUpdate(operation.parameters);
|
|
|
|
case "BATCH_MATERIAL_APPLY":
|
|
return BatchMaterialApply(operation.parameters);
|
|
|
|
case "BATCH_PREFAB_CREATE":
|
|
return BatchPrefabCreate(operation.parameters);
|
|
|
|
case "UNITY_SEARCH":
|
|
case "SEARCH_OBJECTS":
|
|
return SearchObjects(operation.parameters);
|
|
|
|
case "SEND_CHAT_RESPONSE":
|
|
return SendChatResponse(operation.parameters);
|
|
|
|
case "CHECK_MESSAGES":
|
|
return CheckMessages(operation.parameters);
|
|
|
|
case "SEND_REALTIME_RESPONSE":
|
|
return SendRealtimeResponse(operation.parameters);
|
|
|
|
case "CHECK_ACTIVE_SESSIONS":
|
|
return CheckActiveSessions(operation.parameters);
|
|
|
|
case "GROUP_GAMEOBJECTS":
|
|
return GroupGameObjects(operation.parameters);
|
|
|
|
case "RENAME_ASSET":
|
|
return RenameAsset(operation.parameters);
|
|
|
|
case "MOVE_ASSET":
|
|
return MoveAsset(operation.parameters);
|
|
|
|
case "DELETE_ASSET":
|
|
return DeleteAsset(operation.parameters);
|
|
|
|
case "PAUSE_SCENE":
|
|
return PauseScene(operation.parameters);
|
|
|
|
case "OPTIMIZE_TEXTURES_BATCH":
|
|
return OptimizeTexturesBatch(operation.parameters);
|
|
|
|
case "ANALYZE_DRAW_CALLS":
|
|
return AnalyzeDrawCalls(operation.parameters);
|
|
|
|
case "CREATE_PROJECT_SNAPSHOT":
|
|
return CreateProjectSnapshot(operation.parameters);
|
|
|
|
case "ANALYZE_DEPENDENCIES":
|
|
return AnalyzeDependencies(operation.parameters);
|
|
|
|
case "EXPORT_PROJECT_STRUCTURE":
|
|
return ExportProjectStructure(operation.parameters);
|
|
|
|
case "EXPORT_PACKAGE":
|
|
return ExportPackage(operation.parameters);
|
|
|
|
case "VALIDATE_NAMING_CONVENTIONS":
|
|
return ValidateNamingConventions(operation.parameters);
|
|
|
|
case "EXTRACT_ALL_TEXT":
|
|
return ExtractAllText(operation.parameters);
|
|
|
|
case "FIND_UNUSED_ASSETS":
|
|
return FindUnusedAssets(operation.parameters);
|
|
|
|
case "ESTIMATE_BUILD_SIZE":
|
|
return EstimateBuildSize(operation.parameters);
|
|
|
|
case "PERFORMANCE_REPORT":
|
|
return PerformanceReport(operation.parameters);
|
|
|
|
case "AUTO_ORGANIZE_FOLDERS":
|
|
return AutoOrganizeFolders(operation.parameters);
|
|
|
|
case "GENERATE_LOD":
|
|
return GenerateLOD(operation.parameters);
|
|
|
|
case "AUTO_ATLAS_TEXTURES":
|
|
return AutoAtlasTextures(operation.parameters);
|
|
|
|
// ===== Package management =====
|
|
case "LIST_PACKAGES":
|
|
return ListPackages(operation.parameters);
|
|
|
|
case "INSTALL_PACKAGE":
|
|
return InstallPackage(operation.parameters);
|
|
|
|
case "REMOVE_PACKAGE":
|
|
return RemovePackage(operation.parameters);
|
|
|
|
case "CHECK_PACKAGE":
|
|
return CheckPackage(operation.parameters);
|
|
|
|
// ===== Game development specific features =====
|
|
case "CREATE_GAME_CONTROLLER":
|
|
return CreateGameController(operation.parameters);
|
|
|
|
case "SETUP_INPUT_SYSTEM":
|
|
return SetupInputSystem(operation.parameters);
|
|
|
|
case "CREATE_STATE_MACHINE":
|
|
return CreateStateMachine(operation.parameters);
|
|
|
|
case "SETUP_INVENTORY_SYSTEM":
|
|
return SetupInventorySystem(operation.parameters);
|
|
|
|
// ===== Prototyping features =====
|
|
case "CREATE_GAME_TEMPLATE":
|
|
return CreateGameTemplate(operation.parameters);
|
|
|
|
case "QUICK_PROTOTYPE":
|
|
return QuickPrototype(operation.parameters);
|
|
|
|
// AI & Machine Learning related
|
|
case "SETUP_ML_AGENT":
|
|
return SetupMLAgent(operation.parameters);
|
|
|
|
case "CREATE_NEURAL_NETWORK":
|
|
return CreateNeuralNetwork(operation.parameters);
|
|
|
|
case "SETUP_BEHAVIOR_TREE":
|
|
return SetupBehaviorTree(operation.parameters);
|
|
|
|
case "CREATE_AI_PATHFINDING":
|
|
return CreateAIPathfinding(operation.parameters);
|
|
|
|
// ===== GOAP AI system =====
|
|
case "CREATE_GOAP_AGENT":
|
|
return CreateGoapAgent(operation.parameters);
|
|
|
|
case "DEFINE_GOAP_GOAL":
|
|
return DefineGoapGoal(operation.parameters);
|
|
|
|
case "CREATE_GOAP_ACTION":
|
|
return CreateGoapAction(operation.parameters);
|
|
|
|
case "DEFINE_BEHAVIOR_LANGUAGE":
|
|
return DefineBehaviorLanguage(operation.parameters);
|
|
|
|
case "GENERATE_GOAP_ACTION_SET":
|
|
return GenerateGoapActionSet(operation.parameters);
|
|
|
|
case "SETUP_GOAP_WORLD_STATE":
|
|
return SetupGoapWorldState(operation.parameters);
|
|
|
|
case "CREATE_GOAP_TEMPLATE":
|
|
return CreateGoapTemplate(operation.parameters);
|
|
|
|
case "DEBUG_GOAP_DECISIONS":
|
|
return DebugGoapDecisions(operation.parameters);
|
|
|
|
case "OPTIMIZE_GOAP_PERFORMANCE":
|
|
return OptimizeGoapPerformance(operation.parameters);
|
|
|
|
// ===== Behavior Tree system =====
|
|
case "CREATE_BT_AGENT":
|
|
return CreateBTAgent(operation.parameters);
|
|
|
|
case "ADD_BT_NODE":
|
|
return AddBTNode(operation.parameters);
|
|
|
|
case "CREATE_BT_FROM_DESCRIPTION":
|
|
return CreateBTFromDescription(operation.parameters);
|
|
|
|
case "START_BT":
|
|
return StartBT(operation.parameters);
|
|
|
|
case "STOP_BT":
|
|
return StopBT(operation.parameters);
|
|
|
|
case "DEBUG_BT":
|
|
return DebugBT(operation.parameters);
|
|
|
|
// === Synaptic Pro Material Tools ===
|
|
case "CREATE_WATER_MATERIAL":
|
|
return CreateWaterMaterial(operation.parameters);
|
|
|
|
case "CREATE_TOON_MATERIAL":
|
|
return CreateToonMaterial(operation.parameters);
|
|
|
|
case "CREATE_HAIR_MATERIAL":
|
|
return CreateHairMaterial(operation.parameters);
|
|
|
|
case "CREATE_EYE_MATERIAL":
|
|
return CreateEyeMaterial(operation.parameters);
|
|
|
|
case "CREATE_SKY_MATERIAL":
|
|
return CreateSkyMaterial(operation.parameters);
|
|
|
|
case "CREATE_DISSOLVE_MATERIAL":
|
|
return CreateDissolveMaterial(operation.parameters);
|
|
|
|
case "CREATE_SHIELD_MATERIAL":
|
|
return CreateShieldMaterial(operation.parameters);
|
|
|
|
case "CREATE_GRASS_MATERIAL":
|
|
return CreateGrassMaterial(operation.parameters);
|
|
|
|
case "SET_MATERIAL_PROPERTY":
|
|
return SetMaterialProperty(operation.parameters);
|
|
|
|
case "GET_MATERIAL_PROPERTIES":
|
|
return GetMaterialProperties(operation.parameters);
|
|
|
|
case "CREATE_HDRP_WATER":
|
|
return CreateHDRPWater(operation.parameters);
|
|
|
|
case "SET_HDRP_WATER_PROPERTY":
|
|
return SetHDRPWaterProperty(operation.parameters);
|
|
|
|
case "SET_VFX_PROPERTY":
|
|
return SetVFXProperty(operation.parameters);
|
|
|
|
case "GET_VFX_PROPERTIES":
|
|
return GetVFXProperties(operation.parameters);
|
|
|
|
case "TRIGGER_VFX_EVENT":
|
|
return TriggerVFXEvent(operation.parameters);
|
|
|
|
// === VFX Graph Builder API ===
|
|
case "VFX_CREATE":
|
|
return VFXCreate(operation.parameters);
|
|
|
|
case "VFX_ADD_CONTEXT":
|
|
return VFXAddContext(operation.parameters);
|
|
|
|
case "VFX_ADD_BLOCK":
|
|
return VFXAddBlock(operation.parameters);
|
|
|
|
case "VFX_ADD_OPERATOR":
|
|
return VFXAddOperator(operation.parameters);
|
|
|
|
case "VFX_LINK_CONTEXTS":
|
|
return VFXLinkContexts(operation.parameters);
|
|
|
|
case "VFX_GET_STRUCTURE":
|
|
return VFXGetStructure(operation.parameters);
|
|
|
|
case "VFX_COMPILE":
|
|
return VFXCompile(operation.parameters);
|
|
|
|
case "VFX_GET_AVAILABLE_TYPES":
|
|
return VFXGetAvailableTypes(operation.parameters);
|
|
|
|
case "VFX_ADD_PARAMETER":
|
|
return VFXAddParameter(operation.parameters);
|
|
|
|
case "VFX_CONNECT_SLOTS":
|
|
return VFXConnectSlots(operation.parameters);
|
|
|
|
case "VFX_SET_ATTRIBUTE":
|
|
return VFXSetAttribute(operation.parameters);
|
|
|
|
case "VFX_CREATE_PRESET":
|
|
return VFXCreatePreset(operation.parameters);
|
|
|
|
case "VFX_CONFIGURE_OUTPUT":
|
|
return VFXConfigureOutput(operation.parameters);
|
|
|
|
case "VFX_SET_COLOR_GRADIENT":
|
|
return VFXSetColorGradient(operation.parameters);
|
|
|
|
// === VFX Graph Asset Editing ===
|
|
case "READ_VFX_GRAPH":
|
|
return ReadVFXGraph(operation.parameters);
|
|
|
|
case "MODIFY_VFX_GRAPH":
|
|
return ModifyVFXGraph(operation.parameters);
|
|
|
|
case "ANALYZE_VFX_GRAPH":
|
|
return AnalyzeVFXGraph(operation.parameters);
|
|
|
|
case "VFX_SET_OUTPUT":
|
|
return VFXSetOutput(operation.parameters);
|
|
|
|
case "VFX_SET_BLOCK_VALUE":
|
|
return VFXSetBlockValue(operation.parameters);
|
|
|
|
case "VFX_SET_SPAWN_RATE":
|
|
return VFXSetSpawnRate(operation.parameters);
|
|
|
|
case "VFX_LIST_BLOCKS":
|
|
return VFXListBlocks(operation.parameters);
|
|
|
|
case "VFX_REMOVE_BLOCK":
|
|
return VFXRemoveBlock(operation.parameters);
|
|
|
|
case "VFX_GET_BLOCK_INFO":
|
|
return VFXGetBlockInfo(operation.parameters);
|
|
|
|
// === Particle System Asset Editing ===
|
|
case "READ_PARTICLE_SYSTEM":
|
|
return ReadParticleSystem(operation.parameters);
|
|
|
|
case "MODIFY_PARTICLE_SYSTEM":
|
|
return ModifyParticleSystem(operation.parameters);
|
|
|
|
case "FIX_URP_PARTICLE_SHADERS":
|
|
return FixURPParticleShaders(operation.parameters);
|
|
|
|
case "FIX_PINK_MATERIALS":
|
|
return FixPinkMaterials(operation.parameters);
|
|
|
|
case "CREATE_OCEAN_SYSTEM":
|
|
return CreateOceanSystem(operation.parameters);
|
|
|
|
case "ADD_BUOYANCY":
|
|
return AddBuoyancy(operation.parameters);
|
|
|
|
// === Synaptic Pro Texture Tools ===
|
|
case "GENERATE_SDF_TEXTURE":
|
|
return GenerateSDFTexture(operation.parameters);
|
|
|
|
case "GENERATE_RAMP_TEXTURE":
|
|
return GenerateRampTexture(operation.parameters);
|
|
|
|
case "ADD_DISSOLVE_CONTROLLER":
|
|
return AddDissolveController(operation.parameters);
|
|
|
|
case "ADD_SHIELD_CONTROLLER":
|
|
return AddShieldController(operation.parameters);
|
|
|
|
case "ADD_GRASS_RENDERER":
|
|
return AddGrassRenderer(operation.parameters);
|
|
|
|
case "TRIGGER_DISSOLVE":
|
|
return TriggerDissolve(operation.parameters);
|
|
|
|
case "TRIGGER_SHIELD_HIT":
|
|
return TriggerShieldHit(operation.parameters);
|
|
|
|
case "GENERATE_CLOUD_NOISE":
|
|
return GenerateCloudNoiseTexture(operation.parameters);
|
|
|
|
// Dynamic Meta-Tools
|
|
case "DYNAMIC_INSPECT":
|
|
return DynamicInspect(operation.parameters);
|
|
|
|
case "DYNAMIC_MODIFY":
|
|
return DynamicModify(operation.parameters);
|
|
|
|
case "DYNAMIC_CREATE":
|
|
return DynamicCreate(operation.parameters);
|
|
|
|
default:
|
|
return $"Unknown operation: {operation.type}";
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("ExecuteOperation", e, operation.parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateGameObject(Dictionary<string, string> parameters)
|
|
{
|
|
var name = parameters.GetValueOrDefault("name", "GameObject");
|
|
string result = "";
|
|
|
|
// Record operation to history
|
|
var historyParams = new Dictionary<string, object>();
|
|
foreach (var kvp in parameters)
|
|
{
|
|
historyParams[kvp.Key] = kvp.Value;
|
|
}
|
|
|
|
NexusOperationHistory.Instance.RecordOperation(
|
|
"CREATE_GAMEOBJECT",
|
|
$"Create GameObject: {name}",
|
|
historyParams,
|
|
() =>
|
|
{
|
|
GameObject go;
|
|
var type = parameters.GetValueOrDefault("type", "empty").ToLower();
|
|
|
|
// Parse color if specified
|
|
Color? primitiveColor = null;
|
|
if (parameters.TryGetValue("color", out var colorStr))
|
|
{
|
|
primitiveColor = ParseColor(colorStr);
|
|
}
|
|
|
|
// Set appropriate mesh for primitive types
|
|
switch (type)
|
|
{
|
|
case "cube":
|
|
go = CreatePrimitiveWithMaterial(PrimitiveType.Cube, primitiveColor);
|
|
go.name = name;
|
|
break;
|
|
case "sphere":
|
|
go = CreatePrimitiveWithMaterial(PrimitiveType.Sphere, primitiveColor);
|
|
go.name = name;
|
|
break;
|
|
case "cylinder":
|
|
go = CreatePrimitiveWithMaterial(PrimitiveType.Cylinder, primitiveColor);
|
|
go.name = name;
|
|
break;
|
|
case "plane":
|
|
go = CreatePrimitiveWithMaterial(PrimitiveType.Plane, primitiveColor);
|
|
go.name = name;
|
|
break;
|
|
case "capsule":
|
|
go = CreatePrimitiveWithMaterial(PrimitiveType.Capsule, primitiveColor);
|
|
go.name = name;
|
|
break;
|
|
case "quad":
|
|
go = CreatePrimitiveWithMaterial(PrimitiveType.Quad, primitiveColor);
|
|
go.name = name;
|
|
break;
|
|
default:
|
|
go = new GameObject(name);
|
|
break;
|
|
}
|
|
|
|
// Register to UNDO
|
|
UnityEditor.Undo.RegisterCreatedObjectUndo(go, $"Create {name}");
|
|
|
|
// Position
|
|
if (parameters.TryGetValue("position", out var pos))
|
|
{
|
|
go.transform.position = ParseVector3(pos);
|
|
}
|
|
|
|
// Rotation
|
|
if (parameters.TryGetValue("rotation", out var rot))
|
|
{
|
|
go.transform.rotation = Quaternion.Euler(ParseVector3(rot));
|
|
}
|
|
|
|
// Scale
|
|
if (parameters.TryGetValue("scale", out var scale))
|
|
{
|
|
go.transform.localScale = ParseVector3(scale);
|
|
}
|
|
|
|
// Parent
|
|
if (parameters.TryGetValue("parent", out var parentName))
|
|
{
|
|
var parent = GameObject.Find(parentName);
|
|
if (parent != null)
|
|
{
|
|
go.transform.SetParent(parent.transform);
|
|
}
|
|
}
|
|
|
|
lastCreatedObject = go;
|
|
createdObjects.Add(go);
|
|
|
|
Selection.activeGameObject = go;
|
|
EditorGUIUtility.PingObject(go);
|
|
|
|
// Include detailed information of creation result
|
|
var components = go.GetComponents<Component>().Select(c => c.GetType().Name).ToArray();
|
|
result = JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Created GameObject: {name}",
|
|
name = go.name,
|
|
type = type,
|
|
components = components,
|
|
hasMesh = go.GetComponent<MeshFilter>() != null,
|
|
hasRenderer = go.GetComponent<MeshRenderer>() != null
|
|
});
|
|
}
|
|
);
|
|
|
|
return result;
|
|
}
|
|
|
|
private string UpdateGameObject(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var gameObject = GetTargetGameObject(parameters);
|
|
if (gameObject == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "GameObject not found"
|
|
});
|
|
}
|
|
|
|
var changes = new List<string>();
|
|
|
|
// Register to UNDO
|
|
UnityEditor.Undo.RecordObject(gameObject, "Update GameObject");
|
|
|
|
// Rename - use "newName" parameter (not "name" which is used for target identification)
|
|
if (parameters.ContainsKey("newName"))
|
|
{
|
|
gameObject.name = parameters["newName"];
|
|
changes.Add($"Name changed to: {parameters["newName"]}");
|
|
}
|
|
|
|
// Change tag
|
|
if (parameters.ContainsKey("tag"))
|
|
{
|
|
try
|
|
{
|
|
gameObject.tag = parameters["tag"];
|
|
changes.Add($"Tag changed to: {parameters["tag"]}");
|
|
}
|
|
catch
|
|
{
|
|
changes.Add($"Warning: Tag '{parameters["tag"]}' not found");
|
|
}
|
|
}
|
|
|
|
// Change layer
|
|
if (parameters.ContainsKey("layer"))
|
|
{
|
|
var layer = int.Parse(parameters["layer"]);
|
|
gameObject.layer = layer;
|
|
changes.Add($"Layer changed to: {LayerMask.LayerToName(layer)} ({layer})");
|
|
}
|
|
|
|
// Active state (supports isActive or active parameter)
|
|
if (parameters.ContainsKey("isActive") || parameters.ContainsKey("active"))
|
|
{
|
|
var activeParam = parameters.ContainsKey("isActive") ? parameters["isActive"] : parameters["active"];
|
|
var isActive = activeParam.ToLower() == "true" || activeParam == "1";
|
|
gameObject.SetActive(isActive);
|
|
changes.Add($"Active state set to: {isActive}");
|
|
}
|
|
|
|
// Static state
|
|
if (parameters.ContainsKey("isStatic"))
|
|
{
|
|
var isStatic = parameters["isStatic"] == "true";
|
|
gameObject.isStatic = isStatic;
|
|
changes.Add($"Static state set to: {isStatic}");
|
|
}
|
|
|
|
EditorUtility.SetDirty(gameObject);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Updated GameObject '{gameObject.name}'",
|
|
changes = changes,
|
|
gameObject = new
|
|
{
|
|
name = gameObject.name,
|
|
tag = gameObject.tag,
|
|
layer = LayerMask.LayerToName(gameObject.layer),
|
|
active = gameObject.activeSelf,
|
|
isStatic = gameObject.isStatic,
|
|
path = GetFullPath(gameObject)
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string DeleteGameObject(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var gameObject = GetTargetGameObject(parameters);
|
|
if (gameObject == null)
|
|
{
|
|
var targetName = parameters.GetValueOrDefault("target") ??
|
|
parameters.GetValueOrDefault("name") ??
|
|
parameters.GetValueOrDefault("object") ?? "unknown";
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"GameObject '{targetName}' not found or already deleted"
|
|
});
|
|
}
|
|
|
|
// Check if object has already been deleted
|
|
if (gameObject == null || !gameObject)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "GameObject is already destroyed"
|
|
});
|
|
}
|
|
|
|
// Record number of child objects
|
|
int childCount = gameObject.transform.childCount;
|
|
string path = GetFullPath(gameObject);
|
|
string objectName = gameObject.name; // Save name before deletion
|
|
|
|
SynLog.Info($"[DeleteGameObject] Deleting object: {objectName} at path: {path}");
|
|
|
|
// Cleanup
|
|
if (lastCreatedObject == gameObject)
|
|
{
|
|
lastCreatedObject = null;
|
|
}
|
|
createdObjects.Remove(gameObject);
|
|
|
|
try
|
|
{
|
|
// Register to UNDO before deletion
|
|
UnityEditor.Undo.DestroyObjectImmediate(gameObject);
|
|
SynLog.Info($"[DeleteGameObject] Successfully deleted: {objectName}");
|
|
}
|
|
catch (System.Exception ex)
|
|
{
|
|
Debug.LogError($"[DeleteGameObject] Failed to delete {objectName}: {ex.Message}");
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Failed to delete object: {ex.Message}"
|
|
});
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Deleted GameObject '{objectName}'",
|
|
deletedPath = path,
|
|
childrenDeleted = childCount
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string InstantiatePrefab(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var assetPath = parameters.GetValueOrDefault("assetPath");
|
|
if (string.IsNullOrEmpty(assetPath))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "assetPath is required"
|
|
});
|
|
}
|
|
|
|
// Ensure path starts with Assets/
|
|
if (!assetPath.StartsWith("Assets/"))
|
|
{
|
|
assetPath = "Assets/" + assetPath;
|
|
}
|
|
|
|
// Load the asset
|
|
var prefabAsset = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
|
|
if (prefabAsset == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Asset not found at path: {assetPath}",
|
|
hint = "Make sure the path is correct and the asset exists. Example: Assets/Prefabs/Player.prefab"
|
|
});
|
|
}
|
|
|
|
// Instantiate the prefab
|
|
var instance = PrefabUtility.InstantiatePrefab(prefabAsset) as GameObject;
|
|
if (instance == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Failed to instantiate prefab from: {assetPath}"
|
|
});
|
|
}
|
|
|
|
// Set name if provided
|
|
var name = parameters.GetValueOrDefault("name");
|
|
if (!string.IsNullOrEmpty(name))
|
|
{
|
|
instance.name = name;
|
|
}
|
|
|
|
// Set position if provided
|
|
if (parameters.TryGetValue("position", out var posStr))
|
|
{
|
|
try
|
|
{
|
|
var posJson = JsonConvert.DeserializeObject<Dictionary<string, float>>(posStr);
|
|
instance.transform.position = new Vector3(
|
|
posJson.GetValueOrDefault("x", 0),
|
|
posJson.GetValueOrDefault("y", 0),
|
|
posJson.GetValueOrDefault("z", 0)
|
|
);
|
|
}
|
|
catch { }
|
|
}
|
|
|
|
// Set rotation if provided
|
|
if (parameters.TryGetValue("rotation", out var rotStr))
|
|
{
|
|
try
|
|
{
|
|
var rotJson = JsonConvert.DeserializeObject<Dictionary<string, float>>(rotStr);
|
|
instance.transform.rotation = Quaternion.Euler(
|
|
rotJson.GetValueOrDefault("x", 0),
|
|
rotJson.GetValueOrDefault("y", 0),
|
|
rotJson.GetValueOrDefault("z", 0)
|
|
);
|
|
}
|
|
catch { }
|
|
}
|
|
|
|
// Set scale if provided
|
|
if (parameters.TryGetValue("scale", out var scaleStr))
|
|
{
|
|
try
|
|
{
|
|
var scaleJson = JsonConvert.DeserializeObject<Dictionary<string, float>>(scaleStr);
|
|
instance.transform.localScale = new Vector3(
|
|
scaleJson.GetValueOrDefault("x", 1),
|
|
scaleJson.GetValueOrDefault("y", 1),
|
|
scaleJson.GetValueOrDefault("z", 1)
|
|
);
|
|
}
|
|
catch { }
|
|
}
|
|
|
|
// Set parent if provided
|
|
var parentName = parameters.GetValueOrDefault("parent");
|
|
if (!string.IsNullOrEmpty(parentName))
|
|
{
|
|
var parent = GameObject.Find(parentName);
|
|
if (parent != null)
|
|
{
|
|
instance.transform.SetParent(parent.transform, true);
|
|
}
|
|
}
|
|
|
|
// Register for undo
|
|
UnityEditor.Undo.RegisterCreatedObjectUndo(instance, "Instantiate Prefab");
|
|
|
|
// Track the created object
|
|
lastCreatedObject = instance;
|
|
createdObjects.Add(instance);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Instantiated prefab from '{assetPath}'",
|
|
gameObject = instance.name,
|
|
position = new { x = instance.transform.position.x, y = instance.transform.position.y, z = instance.transform.position.z },
|
|
assetPath = assetPath
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string SetTransform(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var gameObject = GetTargetGameObject(parameters);
|
|
if (gameObject == null)
|
|
{
|
|
string targetName = parameters.GetValueOrDefault("target") ??
|
|
parameters.GetValueOrDefault("gameObject") ??
|
|
parameters.GetValueOrDefault("object");
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"GameObject '{targetName}' not found"
|
|
});
|
|
}
|
|
|
|
var changes = new List<string>();
|
|
var transform = gameObject.transform;
|
|
|
|
// Register Transform changes to UNDO
|
|
UnityEditor.Undo.RecordObject(transform, "Set Transform");
|
|
|
|
// Position
|
|
if (parameters.ContainsKey("position"))
|
|
{
|
|
transform.position = ParseVector3(parameters["position"]);
|
|
changes.Add($"Position set to: {transform.position}");
|
|
}
|
|
|
|
// Rotation
|
|
if (parameters.ContainsKey("rotation"))
|
|
{
|
|
transform.eulerAngles = ParseVector3(parameters["rotation"]);
|
|
changes.Add($"Rotation set to: {transform.eulerAngles}");
|
|
}
|
|
|
|
// Scale
|
|
if (parameters.ContainsKey("scale"))
|
|
{
|
|
transform.localScale = ParseVector3(parameters["scale"]);
|
|
changes.Add($"Scale set to: {transform.localScale}");
|
|
}
|
|
|
|
// Local coordinate system
|
|
if (parameters.ContainsKey("localPosition"))
|
|
{
|
|
transform.localPosition = ParseVector3(parameters["localPosition"]);
|
|
changes.Add($"Local position set to: {transform.localPosition}");
|
|
}
|
|
|
|
if (parameters.ContainsKey("localRotation"))
|
|
{
|
|
transform.localEulerAngles = ParseVector3(parameters["localRotation"]);
|
|
changes.Add($"Local rotation set to: {transform.localEulerAngles}");
|
|
}
|
|
|
|
// Set parent
|
|
if (parameters.ContainsKey("parent"))
|
|
{
|
|
if (string.IsNullOrEmpty(parameters["parent"]) || parameters["parent"] == "null")
|
|
{
|
|
transform.SetParent(null);
|
|
changes.Add("Parent removed");
|
|
}
|
|
else
|
|
{
|
|
var parent = GameObject.Find(parameters["parent"]);
|
|
if (parent != null)
|
|
{
|
|
transform.SetParent(parent.transform);
|
|
changes.Add($"Parent set to: {parent.name}");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Whether to keep world position
|
|
if (parameters.ContainsKey("worldPositionStays") && parameters.ContainsKey("parent"))
|
|
{
|
|
var worldPositionStays = parameters["worldPositionStays"] == "true";
|
|
var parent = GameObject.Find(parameters["parent"]);
|
|
if (parent != null)
|
|
{
|
|
transform.SetParent(parent.transform, worldPositionStays);
|
|
changes.Add($"World position stays: {worldPositionStays}");
|
|
}
|
|
}
|
|
|
|
EditorUtility.SetDirty(gameObject);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Transform updated for '{gameObject.name}'",
|
|
changes = changes,
|
|
transform = new
|
|
{
|
|
position = new { x = transform.position.x, y = transform.position.y, z = transform.position.z },
|
|
rotation = new { x = transform.eulerAngles.x, y = transform.eulerAngles.y, z = transform.eulerAngles.z },
|
|
scale = new { x = transform.localScale.x, y = transform.localScale.y, z = transform.localScale.z },
|
|
localPosition = new { x = transform.localPosition.x, y = transform.localPosition.y, z = transform.localPosition.z },
|
|
localRotation = new { x = transform.localEulerAngles.x, y = transform.localEulerAngles.y, z = transform.localEulerAngles.z },
|
|
parent = transform.parent != null ? transform.parent.name : "None"
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string UpdateComponent(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
SynLog.Info($"[UpdateComponent] Called with {parameters.Count} parameters:");
|
|
foreach (var kvp in parameters)
|
|
{
|
|
SynLog.Info($"[UpdateComponent] - {kvp.Key}: {kvp.Value}");
|
|
}
|
|
|
|
var component = parameters.GetValueOrDefault("component", "");
|
|
|
|
if (string.IsNullOrEmpty(component))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "component parameter is required",
|
|
receivedParameters = parameters.Keys.ToArray()
|
|
});
|
|
}
|
|
|
|
var gameObject = GetTargetGameObject(parameters);
|
|
SynLog.Info($"[UpdateComponent] Found GameObject: {gameObject?.name ?? "null"}");
|
|
|
|
if (gameObject == null)
|
|
{
|
|
var availableObjects = GameObject.FindObjectsOfType<GameObject>().Take(10).Select(o => o.name);
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "GameObject not found",
|
|
availableObjects = availableObjects.ToArray()
|
|
});
|
|
}
|
|
|
|
var componentType = GetComponentType(component);
|
|
SynLog.Info($"[UpdateComponent] Component type: {componentType?.Name ?? "null"}");
|
|
|
|
if (componentType == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Component type '{component}' not found",
|
|
suggestedComponents = new[] { "Transform", "Rigidbody", "Collider", "Renderer", "Light", "Camera" }
|
|
});
|
|
}
|
|
|
|
var comp = gameObject.GetComponent(componentType);
|
|
SynLog.Info($"[UpdateComponent] Found component: {comp != null}");
|
|
|
|
if (comp == null)
|
|
{
|
|
var availableComponents = gameObject.GetComponents<Component>().Select(c => c.GetType().Name);
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Component '{component}' not found on '{gameObject.name}'",
|
|
availableComponents = availableComponents.ToArray()
|
|
});
|
|
}
|
|
|
|
var changes = new List<string>();
|
|
var properties = new Dictionary<string, object>();
|
|
|
|
// Register to UNDO
|
|
UnityEditor.Undo.RecordObject(comp, "Update Component");
|
|
|
|
// Process property parameters (properties object or direct parameters)
|
|
var propertyParams = new List<KeyValuePair<string, string>>();
|
|
var excludedKeys = new[] { "target", "component", "gameObject", "object", "targetObject", "name", "objectName", "targetName", "source", "sourceName", "properties", "operationId" };
|
|
|
|
// If properties parameter exists
|
|
if (parameters.ContainsKey("properties"))
|
|
{
|
|
try
|
|
{
|
|
var propertiesJson = parameters["properties"];
|
|
SynLog.Info($"[UpdateComponent] Raw properties parameter: {propertiesJson}");
|
|
|
|
// Unescape if escaped JSON string
|
|
if (propertiesJson.StartsWith("{\\\"") || propertiesJson.StartsWith("[\\\""))
|
|
{
|
|
// Unescape escaped JSON string
|
|
propertiesJson = System.Text.RegularExpressions.Regex.Unescape(propertiesJson);
|
|
SynLog.Info($"[UpdateComponent] Unescaped JSON: {propertiesJson}");
|
|
}
|
|
|
|
Dictionary<string, object> propertiesDict;
|
|
|
|
// Attempt to parse as JSON string
|
|
try
|
|
{
|
|
propertiesDict = JsonConvert.DeserializeObject<Dictionary<string, object>>(propertiesJson);
|
|
}
|
|
catch
|
|
{
|
|
// If JSON parsing fails, attempt to parse as key=value format
|
|
SynLog.Warn($"[UpdateComponent] JSON parsing failed, attempting key=value parsing");
|
|
propertiesDict = ParseKeyValueString(propertiesJson);
|
|
}
|
|
|
|
foreach (var kvp in propertiesDict)
|
|
{
|
|
var valueStr = kvp.Value?.ToString() ?? "";
|
|
propertyParams.Add(new KeyValuePair<string, string>(kvp.Key, valueStr));
|
|
SynLog.Info($"[UpdateComponent] Added property: {kvp.Key} = {valueStr}");
|
|
}
|
|
SynLog.Info($"[UpdateComponent] Successfully parsed {propertyParams.Count} properties from JSON");
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.LogError($"[UpdateComponent] Failed to parse properties: {ex.Message}");
|
|
Debug.LogError($"[UpdateComponent] Raw properties value: {parameters["properties"]}");
|
|
}
|
|
}
|
|
|
|
// Add direct parameters as well
|
|
var directParams = parameters.Where(p => !excludedKeys.Contains(p.Key)).ToList();
|
|
propertyParams.AddRange(directParams);
|
|
|
|
SynLog.Info($"[UpdateComponent] Total property parameters to update: {propertyParams.Count}");
|
|
foreach (var param in propertyParams)
|
|
{
|
|
SynLog.Info($"[UpdateComponent] - Will update: {param.Key} = {param.Value}");
|
|
}
|
|
|
|
if (propertyParams.Count == 0)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "No property parameters found to update",
|
|
excludedKeys = excludedKeys,
|
|
allParameters = parameters.Keys.ToArray(),
|
|
hint = "Use 'properties' parameter with JSON object or pass properties directly"
|
|
});
|
|
}
|
|
|
|
foreach (var kvp in propertyParams)
|
|
{
|
|
try
|
|
{
|
|
SynLog.Info($"[UpdateComponent] Setting property {kvp.Key} to {kvp.Value}");
|
|
SetComponentProperty(comp, kvp.Key, kvp.Value);
|
|
changes.Add($"{kvp.Key} = {kvp.Value}");
|
|
|
|
// Get value after update (prevent circular references like Vector3)
|
|
var propInfo = componentType.GetProperty(kvp.Key);
|
|
if (propInfo != null && propInfo.CanRead)
|
|
{
|
|
var value = propInfo.GetValue(comp);
|
|
properties[kvp.Key] = ConvertValueForSerialization(value);
|
|
}
|
|
else
|
|
{
|
|
var fieldInfo = componentType.GetField(kvp.Key);
|
|
if (fieldInfo != null)
|
|
{
|
|
var value = fieldInfo.GetValue(comp);
|
|
properties[kvp.Key] = ConvertValueForSerialization(value);
|
|
}
|
|
}
|
|
SynLog.Info($"[UpdateComponent] Successfully set {kvp.Key}");
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.LogError($"[UpdateComponent] Failed to set {kvp.Key}: {ex.Message}");
|
|
changes.Add($"Failed to set {kvp.Key}: {ex.Message}");
|
|
}
|
|
}
|
|
|
|
EditorUtility.SetDirty(comp);
|
|
|
|
SynLog.Info($"[UpdateComponent] Completed with {changes.Count} changes");
|
|
|
|
// Check for errors even on success
|
|
var failedChanges = changes.Where(c => c.StartsWith("Failed")).ToList();
|
|
var successChanges = changes.Where(c => !c.StartsWith("Failed")).ToList();
|
|
|
|
// Provide useful information even on partial success
|
|
var isFullSuccess = failedChanges.Count == 0;
|
|
var hasAnySuccess = successChanges.Count > 0;
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = isFullSuccess || hasAnySuccess, // Treat partial success as success
|
|
fullSuccess = isFullSuccess,
|
|
partialSuccess = hasAnySuccess && !isFullSuccess,
|
|
message = isFullSuccess ?
|
|
$"Successfully updated {component} on '{gameObject.name}'" :
|
|
hasAnySuccess ?
|
|
$"Partially updated {component} on '{gameObject.name}' - {successChanges.Count} successful, {failedChanges.Count} failed" :
|
|
$"Failed to update {component} on '{gameObject.name}'",
|
|
successfulChanges = successChanges,
|
|
failedChanges = failedChanges,
|
|
totalChanges = changes.Count,
|
|
successCount = successChanges.Count,
|
|
failureCount = failedChanges.Count,
|
|
properties = properties,
|
|
componentType = componentType.Name,
|
|
targetObject = gameObject.name,
|
|
availableProperties = componentType.GetProperties(BindingFlags.Public | BindingFlags.Instance)
|
|
.Where(p => p.CanWrite)
|
|
.Select(p => p.Name)
|
|
.Take(10) // Only first 10
|
|
.ToArray()
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[UpdateComponent] Fatal error: {e.Message}");
|
|
Debug.LogError($"[UpdateComponent] Stack trace: {e.StackTrace}");
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message,
|
|
errorType = e.GetType().Name,
|
|
stackTrace = e.StackTrace,
|
|
parameters = parameters.Keys.ToArray(),
|
|
debugInfo = "Check Unity Console for detailed debug logs"
|
|
}, Formatting.Indented);
|
|
}
|
|
}
|
|
|
|
private string AddComponent(Dictionary<string, string> parameters)
|
|
{
|
|
var componentType = parameters.GetValueOrDefault("componentType") ??
|
|
parameters.GetValueOrDefault("component") ??
|
|
parameters.GetValueOrDefault("type");
|
|
|
|
GameObject target = GetTargetGameObject(parameters);
|
|
|
|
if (target == null)
|
|
{
|
|
string targetName = parameters.GetValueOrDefault("target") ??
|
|
parameters.GetValueOrDefault("gameObject") ??
|
|
parameters.GetValueOrDefault("object");
|
|
return $"Target object not found: {targetName}";
|
|
}
|
|
|
|
// Try to find the component type
|
|
Type type = GetComponentType(componentType);
|
|
if (type == null)
|
|
{
|
|
return $"Component type not found: {componentType}";
|
|
}
|
|
|
|
// Register to UNDO before adding component
|
|
var component = UnityEditor.Undo.AddComponent(target, type);
|
|
|
|
// Set component properties if provided (exclude system parameters)
|
|
var excludedKeys = new[] { "target", "type", "componentType", "component", "gameObject", "object", "targetObject", "name", "objectName", "targetName", "source", "sourceName", "operationId" };
|
|
var propertyParams = parameters.Where(p => !excludedKeys.Contains(p.Key)).ToList();
|
|
|
|
SynLog.Info($"[AddComponent] Property parameters to set: {propertyParams.Count}");
|
|
foreach (var param in propertyParams)
|
|
{
|
|
SynLog.Info($"[AddComponent] - Will set: {param.Key} = {param.Value}");
|
|
}
|
|
|
|
foreach (var kvp in propertyParams)
|
|
{
|
|
try
|
|
{
|
|
SetComponentProperty(component, kvp.Key, kvp.Value);
|
|
SynLog.Info($"[AddComponent] Successfully set property {kvp.Key}");
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.LogError($"[AddComponent] Failed to set property {kvp.Key}: {ex.Message}");
|
|
}
|
|
}
|
|
|
|
return $"Added {componentType} to {target.name}";
|
|
}
|
|
|
|
private string SetProperty(Dictionary<string, string> parameters)
|
|
{
|
|
var componentType = parameters.GetValueOrDefault("component");
|
|
var property = parameters.GetValueOrDefault("property");
|
|
var value = parameters.GetValueOrDefault("value");
|
|
|
|
// Validate required parameters
|
|
if (string.IsNullOrEmpty(property))
|
|
{
|
|
return "Error: 'property' parameter is required";
|
|
}
|
|
|
|
var target = GetTargetGameObject(parameters);
|
|
if (target == null) {
|
|
string targetName = parameters.GetValueOrDefault("target") ??
|
|
parameters.GetValueOrDefault("gameObject") ??
|
|
parameters.GetValueOrDefault("object");
|
|
return $"Object not found: {targetName}";
|
|
}
|
|
|
|
Component component = null;
|
|
if (!string.IsNullOrEmpty(componentType))
|
|
{
|
|
var type = GetComponentType(componentType);
|
|
component = target.GetComponent(type);
|
|
}
|
|
else
|
|
{
|
|
component = target.transform;
|
|
}
|
|
|
|
if (component == null) return $"Component not found: {componentType}";
|
|
|
|
// Register to UNDO
|
|
UnityEditor.Undo.RecordObject(component, "Set Property");
|
|
|
|
SetComponentProperty(component, property, value);
|
|
|
|
return $"Set {property} = {value} on {target.name}";
|
|
}
|
|
|
|
private string CreateUI(Dictionary<string, string> parameters)
|
|
{
|
|
var uiType = parameters.GetValueOrDefault("type", "button");
|
|
var name = parameters.GetValueOrDefault("name", uiType);
|
|
|
|
// Ensure Canvas exists
|
|
var canvas = GameObject.FindObjectOfType<Canvas>();
|
|
if (canvas == null)
|
|
{
|
|
var canvasGO = new GameObject("Canvas");
|
|
canvas = canvasGO.AddComponent<Canvas>();
|
|
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
|
canvasGO.AddComponent<CanvasScaler>();
|
|
canvasGO.AddComponent<GraphicRaycaster>();
|
|
|
|
// Add EventSystem
|
|
if (GameObject.FindObjectOfType<EventSystem>() == null)
|
|
{
|
|
var eventSystem = new GameObject("EventSystem");
|
|
eventSystem.AddComponent<EventSystem>();
|
|
eventSystem.AddComponent<StandaloneInputModule>();
|
|
}
|
|
}
|
|
|
|
GameObject uiElement = null;
|
|
|
|
switch (uiType.ToLower())
|
|
{
|
|
case "button":
|
|
uiElement = CreateButton(name, parameters);
|
|
break;
|
|
|
|
case "text":
|
|
uiElement = CreateText(name, parameters);
|
|
break;
|
|
|
|
case "inputfield":
|
|
uiElement = CreateInputField(name, parameters);
|
|
break;
|
|
|
|
case "panel":
|
|
uiElement = CreatePanel(name, parameters);
|
|
break;
|
|
|
|
case "image":
|
|
uiElement = CreateImage(name, parameters);
|
|
break;
|
|
|
|
case "slider":
|
|
uiElement = CreateSlider(name, parameters);
|
|
break;
|
|
|
|
case "toggle":
|
|
uiElement = CreateToggle(name, parameters);
|
|
break;
|
|
|
|
case "dropdown":
|
|
uiElement = CreateDropdown(name, parameters);
|
|
break;
|
|
}
|
|
|
|
if (uiElement != null)
|
|
{
|
|
// Register to UNDO
|
|
UnityEditor.Undo.RegisterCreatedObjectUndo(uiElement, $"Create UI {uiType}");
|
|
|
|
uiElement.transform.SetParent(canvas.transform, false);
|
|
|
|
// Position
|
|
if (parameters.TryGetValue("position", out var pos))
|
|
{
|
|
var rt = uiElement.GetComponent<RectTransform>();
|
|
rt.anchoredPosition = ParseVector2(pos);
|
|
}
|
|
|
|
// Size
|
|
if (parameters.TryGetValue("size", out var size))
|
|
{
|
|
var rt = uiElement.GetComponent<RectTransform>();
|
|
rt.sizeDelta = ParseVector2(size);
|
|
}
|
|
|
|
lastCreatedObject = uiElement;
|
|
createdObjects.Add(uiElement);
|
|
|
|
return $"Created UI {uiType}: {name}";
|
|
}
|
|
|
|
return $"Unknown UI type: {uiType}";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Detailed UI canvas setup
|
|
/// </summary>
|
|
private string SetupUICanvas(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var canvasName = parameters.GetValueOrDefault("canvasName", "Canvas");
|
|
var renderMode = parameters.GetValueOrDefault("renderMode", "overlay");
|
|
var sortingOrder = int.Parse(parameters.GetValueOrDefault("sortingOrder", "0"));
|
|
var pixelPerfect = bool.Parse(parameters.GetValueOrDefault("pixelPerfect", "false"));
|
|
|
|
// Find existing Canvas or create new
|
|
Canvas canvas = null;
|
|
GameObject canvasGO = GameObject.Find(canvasName);
|
|
|
|
if (canvasGO != null)
|
|
{
|
|
canvas = canvasGO.GetComponent<Canvas>();
|
|
}
|
|
|
|
if (canvas == null)
|
|
{
|
|
canvasGO = new GameObject(canvasName);
|
|
canvas = canvasGO.AddComponent<Canvas>();
|
|
canvasGO.AddComponent<CanvasScaler>();
|
|
canvasGO.AddComponent<GraphicRaycaster>();
|
|
|
|
// Register Undo when creating new
|
|
UnityEditor.Undo.RegisterCreatedObjectUndo(canvasGO, "Create UI Canvas");
|
|
}
|
|
else
|
|
{
|
|
// Record Undo when editing existing Canvas
|
|
UnityEditor.Undo.RecordObject(canvas, "Setup UI Canvas");
|
|
UnityEditor.Undo.RecordObject(canvasGO.transform, "Setup UI Canvas Transform");
|
|
}
|
|
|
|
// RenderMode settings
|
|
switch (renderMode.ToLower())
|
|
{
|
|
case "overlay":
|
|
case "screenspace-overlay":
|
|
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
|
canvas.sortingOrder = sortingOrder;
|
|
canvas.pixelPerfect = pixelPerfect;
|
|
break;
|
|
|
|
case "camera":
|
|
case "screenspace-camera":
|
|
canvas.renderMode = RenderMode.ScreenSpaceCamera;
|
|
|
|
// Camera settings
|
|
var cameraName = parameters.GetValueOrDefault("camera", "Main Camera");
|
|
Camera uiCamera = null;
|
|
|
|
if (cameraName == "Main Camera")
|
|
{
|
|
uiCamera = Camera.main;
|
|
}
|
|
else if (cameraName == "new")
|
|
{
|
|
// Create dedicated UI camera
|
|
var uiCameraGO = new GameObject("UI Camera");
|
|
uiCamera = uiCameraGO.AddComponent<Camera>();
|
|
UnityEditor.Undo.RegisterCreatedObjectUndo(uiCameraGO, "Create UI Camera");
|
|
uiCamera.clearFlags = CameraClearFlags.Depth;
|
|
uiCamera.cullingMask = LayerMask.GetMask("UI");
|
|
uiCamera.orthographic = true;
|
|
uiCamera.depth = 1; // Render above Main Camera
|
|
}
|
|
else
|
|
{
|
|
var cameraGO = GameObject.Find(cameraName);
|
|
if (cameraGO != null) uiCamera = cameraGO.GetComponent<Camera>();
|
|
}
|
|
|
|
if (uiCamera != null)
|
|
{
|
|
canvas.worldCamera = uiCamera;
|
|
}
|
|
|
|
canvas.planeDistance = float.Parse(parameters.GetValueOrDefault("planeDistance", "100"));
|
|
canvas.sortingOrder = sortingOrder;
|
|
canvas.pixelPerfect = pixelPerfect;
|
|
break;
|
|
|
|
case "world":
|
|
case "worldspace":
|
|
canvas.renderMode = RenderMode.WorldSpace;
|
|
|
|
// World Space settings
|
|
var position = parameters.GetValueOrDefault("position", "0,0,0");
|
|
var rotation = parameters.GetValueOrDefault("rotation", "0,0,0");
|
|
var scale = parameters.GetValueOrDefault("scale", "0.01,0.01,0.01");
|
|
|
|
canvasGO.transform.position = ParseVector3(position);
|
|
canvasGO.transform.rotation = Quaternion.Euler(ParseVector3(rotation));
|
|
canvasGO.transform.localScale = ParseVector3(scale);
|
|
|
|
// RectTransform size settings
|
|
var rectTransform = canvasGO.GetComponent<RectTransform>();
|
|
if (parameters.TryGetValue("sizeDelta", out var sizeDelta))
|
|
{
|
|
rectTransform.sizeDelta = ParseVector2(sizeDelta);
|
|
}
|
|
else
|
|
{
|
|
rectTransform.sizeDelta = new Vector2(1920, 1080); // Default size
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Canvas Scaler settings
|
|
var canvasScaler = canvasGO.GetComponent<CanvasScaler>();
|
|
if (canvasScaler != null && canvas.renderMode != RenderMode.WorldSpace)
|
|
{
|
|
var scaleMode = parameters.GetValueOrDefault("scaleMode", "scale-with-screen");
|
|
|
|
switch (scaleMode.ToLower())
|
|
{
|
|
case "constant-pixel":
|
|
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ConstantPixelSize;
|
|
canvasScaler.scaleFactor = float.Parse(parameters.GetValueOrDefault("scaleFactor", "1"));
|
|
break;
|
|
|
|
case "scale-with-screen":
|
|
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
|
canvasScaler.referenceResolution = ParseVector2(parameters.GetValueOrDefault("referenceResolution", "1920,1080"));
|
|
canvasScaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
|
|
canvasScaler.matchWidthOrHeight = float.Parse(parameters.GetValueOrDefault("match", "0.5"));
|
|
break;
|
|
|
|
case "constant-physical":
|
|
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ConstantPhysicalSize;
|
|
canvasScaler.physicalUnit = CanvasScaler.Unit.Points;
|
|
canvasScaler.referencePixelsPerUnit = float.Parse(parameters.GetValueOrDefault("pixelsPerUnit", "100"));
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Check and create EventSystem
|
|
if (GameObject.FindObjectOfType<EventSystem>() == null)
|
|
{
|
|
var eventSystem = new GameObject("EventSystem");
|
|
eventSystem.AddComponent<EventSystem>();
|
|
eventSystem.AddComponent<StandaloneInputModule>();
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Canvas '{canvasName}' configured successfully",
|
|
canvasName = canvasName,
|
|
renderMode = canvas.renderMode.ToString(),
|
|
settings = new
|
|
{
|
|
sortingOrder = canvas.sortingOrder,
|
|
pixelPerfect = canvas.pixelPerfect,
|
|
worldCamera = canvas.worldCamera?.name,
|
|
planeDistance = canvas.planeDistance,
|
|
position = canvasGO.transform.position,
|
|
rotation = canvasGO.transform.rotation.eulerAngles,
|
|
scale = canvasGO.transform.localScale
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Error setting up UI Canvas: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set UI anchor
|
|
/// </summary>
|
|
private string SetUIAnchor(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetName = parameters.GetValueOrDefault("target", "");
|
|
var preset = parameters.GetValueOrDefault("preset", "");
|
|
|
|
if (string.IsNullOrEmpty(targetName))
|
|
{
|
|
return CreateErrorResponse("Target UI element name must be provided");
|
|
}
|
|
|
|
GameObject target = GameObject.Find(targetName);
|
|
if (target == null)
|
|
{
|
|
return CreateErrorResponse($"GameObject '{targetName}' not found");
|
|
}
|
|
|
|
RectTransform rectTransform = target.GetComponent<RectTransform>();
|
|
if (rectTransform == null)
|
|
{
|
|
return CreateErrorResponse($"GameObject '{targetName}' does not have RectTransform component");
|
|
}
|
|
|
|
// Record Undo
|
|
UnityEditor.Undo.RecordObject(rectTransform, "Set UI Anchor");
|
|
|
|
// For custom values
|
|
if (string.IsNullOrEmpty(preset) || preset.ToLower() == "custom")
|
|
{
|
|
// anchorMin
|
|
if (parameters.TryGetValue("anchorMin", out var anchorMin))
|
|
{
|
|
rectTransform.anchorMin = ParseVector2(anchorMin);
|
|
}
|
|
|
|
// anchorMax
|
|
if (parameters.TryGetValue("anchorMax", out var anchorMax))
|
|
{
|
|
rectTransform.anchorMax = ParseVector2(anchorMax);
|
|
}
|
|
|
|
// pivot
|
|
if (parameters.TryGetValue("pivot", out var pivot))
|
|
{
|
|
rectTransform.pivot = ParseVector2(pivot);
|
|
}
|
|
|
|
// anchoredPosition
|
|
if (parameters.TryGetValue("anchoredPosition", out var anchoredPos))
|
|
{
|
|
rectTransform.anchoredPosition = ParseVector2(anchoredPos);
|
|
}
|
|
|
|
// sizeDelta
|
|
if (parameters.TryGetValue("sizeDelta", out var sizeDelta))
|
|
{
|
|
rectTransform.sizeDelta = ParseVector2(sizeDelta);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Apply preset
|
|
ApplyAnchorPreset(rectTransform, preset, parameters);
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"UI anchor set for {targetName}",
|
|
target = targetName,
|
|
preset = string.IsNullOrEmpty(preset) ? "custom" : preset,
|
|
anchorMin = new { x = rectTransform.anchorMin.x, y = rectTransform.anchorMin.y },
|
|
anchorMax = new { x = rectTransform.anchorMax.x, y = rectTransform.anchorMax.y },
|
|
pivot = new { x = rectTransform.pivot.x, y = rectTransform.pivot.y },
|
|
anchoredPosition = new { x = rectTransform.anchoredPosition.x, y = rectTransform.anchoredPosition.y },
|
|
sizeDelta = new { x = rectTransform.sizeDelta.x, y = rectTransform.sizeDelta.y }
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Error setting UI anchor: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Apply anchor preset
|
|
/// </summary>
|
|
private void ApplyAnchorPreset(RectTransform rectTransform, string preset, Dictionary<string, string> parameters)
|
|
{
|
|
bool keepPosition = bool.Parse(parameters.GetValueOrDefault("keepPosition", "false"));
|
|
bool keepSize = bool.Parse(parameters.GetValueOrDefault("keepSize", "false"));
|
|
|
|
Vector2 currentPos = rectTransform.anchoredPosition;
|
|
Vector2 currentSize = rectTransform.sizeDelta;
|
|
|
|
switch (preset.ToLower())
|
|
{
|
|
// Center
|
|
case "center":
|
|
case "middle-center":
|
|
rectTransform.anchorMin = new Vector2(0.5f, 0.5f);
|
|
rectTransform.anchorMax = new Vector2(0.5f, 0.5f);
|
|
rectTransform.pivot = new Vector2(0.5f, 0.5f);
|
|
break;
|
|
|
|
// Top
|
|
case "top-left":
|
|
rectTransform.anchorMin = new Vector2(0, 1);
|
|
rectTransform.anchorMax = new Vector2(0, 1);
|
|
rectTransform.pivot = new Vector2(0, 1);
|
|
break;
|
|
|
|
case "top-center":
|
|
rectTransform.anchorMin = new Vector2(0.5f, 1);
|
|
rectTransform.anchorMax = new Vector2(0.5f, 1);
|
|
rectTransform.pivot = new Vector2(0.5f, 1);
|
|
break;
|
|
|
|
case "top-right":
|
|
rectTransform.anchorMin = new Vector2(1, 1);
|
|
rectTransform.anchorMax = new Vector2(1, 1);
|
|
rectTransform.pivot = new Vector2(1, 1);
|
|
break;
|
|
|
|
// Middle
|
|
case "middle-left":
|
|
rectTransform.anchorMin = new Vector2(0, 0.5f);
|
|
rectTransform.anchorMax = new Vector2(0, 0.5f);
|
|
rectTransform.pivot = new Vector2(0, 0.5f);
|
|
break;
|
|
|
|
case "middle-right":
|
|
rectTransform.anchorMin = new Vector2(1, 0.5f);
|
|
rectTransform.anchorMax = new Vector2(1, 0.5f);
|
|
rectTransform.pivot = new Vector2(1, 0.5f);
|
|
break;
|
|
|
|
// Bottom
|
|
case "bottom-left":
|
|
rectTransform.anchorMin = new Vector2(0, 0);
|
|
rectTransform.anchorMax = new Vector2(0, 0);
|
|
rectTransform.pivot = new Vector2(0, 0);
|
|
break;
|
|
|
|
case "bottom-center":
|
|
rectTransform.anchorMin = new Vector2(0.5f, 0);
|
|
rectTransform.anchorMax = new Vector2(0.5f, 0);
|
|
rectTransform.pivot = new Vector2(0.5f, 0);
|
|
break;
|
|
|
|
case "bottom-right":
|
|
rectTransform.anchorMin = new Vector2(1, 0);
|
|
rectTransform.anchorMax = new Vector2(1, 0);
|
|
rectTransform.pivot = new Vector2(1, 0);
|
|
break;
|
|
|
|
// Stretch
|
|
case "stretch-horizontal":
|
|
rectTransform.anchorMin = new Vector2(0, 0.5f);
|
|
rectTransform.anchorMax = new Vector2(1, 0.5f);
|
|
rectTransform.pivot = new Vector2(0.5f, 0.5f);
|
|
break;
|
|
|
|
case "stretch-vertical":
|
|
rectTransform.anchorMin = new Vector2(0.5f, 0);
|
|
rectTransform.anchorMax = new Vector2(0.5f, 1);
|
|
rectTransform.pivot = new Vector2(0.5f, 0.5f);
|
|
break;
|
|
|
|
case "stretch-all":
|
|
case "fill":
|
|
rectTransform.anchorMin = new Vector2(0, 0);
|
|
rectTransform.anchorMax = new Vector2(1, 1);
|
|
rectTransform.pivot = new Vector2(0.5f, 0.5f);
|
|
// Set offset for stretch
|
|
if (parameters.TryGetValue("offset", out var offsetStr))
|
|
{
|
|
float offset = float.Parse(offsetStr);
|
|
rectTransform.offsetMin = new Vector2(offset, offset);
|
|
rectTransform.offsetMax = new Vector2(-offset, -offset);
|
|
}
|
|
else
|
|
{
|
|
rectTransform.offsetMin = Vector2.zero;
|
|
rectTransform.offsetMax = Vector2.zero;
|
|
}
|
|
break;
|
|
|
|
// Special presets
|
|
case "top-stretch":
|
|
rectTransform.anchorMin = new Vector2(0, 1);
|
|
rectTransform.anchorMax = new Vector2(1, 1);
|
|
rectTransform.pivot = new Vector2(0.5f, 1);
|
|
break;
|
|
|
|
case "bottom-stretch":
|
|
rectTransform.anchorMin = new Vector2(0, 0);
|
|
rectTransform.anchorMax = new Vector2(1, 0);
|
|
rectTransform.pivot = new Vector2(0.5f, 0);
|
|
break;
|
|
|
|
case "left-stretch":
|
|
rectTransform.anchorMin = new Vector2(0, 0);
|
|
rectTransform.anchorMax = new Vector2(0, 1);
|
|
rectTransform.pivot = new Vector2(0, 0.5f);
|
|
break;
|
|
|
|
case "right-stretch":
|
|
rectTransform.anchorMin = new Vector2(1, 0);
|
|
rectTransform.anchorMax = new Vector2(1, 1);
|
|
rectTransform.pivot = new Vector2(1, 0.5f);
|
|
break;
|
|
}
|
|
|
|
// Keep position and size
|
|
if (keepPosition && preset.ToLower() != "stretch-all" && preset.ToLower() != "fill")
|
|
{
|
|
rectTransform.anchoredPosition = currentPos;
|
|
}
|
|
|
|
if (keepSize && preset.ToLower() != "stretch-all" && preset.ToLower() != "fill")
|
|
{
|
|
rectTransform.sizeDelta = currentSize;
|
|
}
|
|
}
|
|
|
|
private GameObject CreateButton(string name, Dictionary<string, string> parameters)
|
|
{
|
|
var button = new GameObject(name);
|
|
var rt = button.AddComponent<RectTransform>();
|
|
rt.sizeDelta = new Vector2(160, 40);
|
|
|
|
var image = button.AddComponent<Image>();
|
|
image.color = new Color(0.9f, 0.9f, 0.9f);
|
|
|
|
var btn = button.AddComponent<Button>();
|
|
btn.targetGraphic = image;
|
|
|
|
// Add text
|
|
var textGO = new GameObject("Text");
|
|
textGO.transform.SetParent(button.transform, false);
|
|
var text = textGO.AddComponent<Text>();
|
|
text.text = parameters.GetValueOrDefault("text", name);
|
|
text.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
|
|
text.fontSize = 16;
|
|
text.color = Color.black;
|
|
text.alignment = TextAnchor.MiddleCenter;
|
|
|
|
var textRT = textGO.GetComponent<RectTransform>();
|
|
textRT.anchorMin = Vector2.zero;
|
|
textRT.anchorMax = Vector2.one;
|
|
textRT.offsetMin = Vector2.zero;
|
|
textRT.offsetMax = Vector2.zero;
|
|
|
|
return button;
|
|
}
|
|
|
|
private GameObject CreateText(string name, Dictionary<string, string> parameters)
|
|
{
|
|
var textGO = new GameObject(name);
|
|
var rt = textGO.AddComponent<RectTransform>();
|
|
rt.sizeDelta = new Vector2(200, 50);
|
|
|
|
var text = textGO.AddComponent<Text>();
|
|
text.text = parameters.GetValueOrDefault("text", "Text");
|
|
text.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
|
|
text.fontSize = int.Parse(parameters.GetValueOrDefault("fontSize", "16"));
|
|
text.color = ParseColor(parameters.GetValueOrDefault("color", "black"));
|
|
text.alignment = TextAnchor.MiddleCenter;
|
|
|
|
return textGO;
|
|
}
|
|
|
|
private GameObject CreateInputField(string name, Dictionary<string, string> parameters)
|
|
{
|
|
var inputGO = new GameObject(name);
|
|
var rt = inputGO.AddComponent<RectTransform>();
|
|
rt.sizeDelta = new Vector2(300, 40);
|
|
|
|
var image = inputGO.AddComponent<Image>();
|
|
image.color = Color.white;
|
|
|
|
var input = inputGO.AddComponent<InputField>();
|
|
|
|
// Create text components
|
|
var textGO = new GameObject("Text");
|
|
textGO.transform.SetParent(inputGO.transform, false);
|
|
var text = textGO.AddComponent<Text>();
|
|
text.supportRichText = false;
|
|
text.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
|
|
text.color = Color.black;
|
|
input.textComponent = text;
|
|
|
|
var textRT = textGO.GetComponent<RectTransform>();
|
|
textRT.anchorMin = Vector2.zero;
|
|
textRT.anchorMax = Vector2.one;
|
|
textRT.offsetMin = new Vector2(10, 6);
|
|
textRT.offsetMax = new Vector2(-10, -7);
|
|
|
|
// Placeholder
|
|
var placeholderGO = new GameObject("Placeholder");
|
|
placeholderGO.transform.SetParent(inputGO.transform, false);
|
|
var placeholder = placeholderGO.AddComponent<Text>();
|
|
placeholder.text = parameters.GetValueOrDefault("placeholder", "Enter text...");
|
|
placeholder.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
|
|
placeholder.fontStyle = FontStyle.Italic;
|
|
placeholder.color = new Color(0.5f, 0.5f, 0.5f, 0.5f);
|
|
input.placeholder = placeholder;
|
|
|
|
var placeholderRT = placeholderGO.GetComponent<RectTransform>();
|
|
placeholderRT.anchorMin = Vector2.zero;
|
|
placeholderRT.anchorMax = Vector2.one;
|
|
placeholderRT.offsetMin = new Vector2(10, 6);
|
|
placeholderRT.offsetMax = new Vector2(-10, -7);
|
|
|
|
return inputGO;
|
|
}
|
|
|
|
private GameObject CreatePanel(string name, Dictionary<string, string> parameters)
|
|
{
|
|
var panel = new GameObject(name);
|
|
var rt = panel.AddComponent<RectTransform>();
|
|
rt.sizeDelta = new Vector2(400, 300);
|
|
|
|
var image = panel.AddComponent<Image>();
|
|
image.color = new Color(0.2f, 0.2f, 0.2f, 0.8f);
|
|
|
|
return panel;
|
|
}
|
|
|
|
private GameObject CreateImage(string name, Dictionary<string, string> parameters)
|
|
{
|
|
var imageGO = new GameObject(name);
|
|
var rt = imageGO.AddComponent<RectTransform>();
|
|
rt.sizeDelta = new Vector2(100, 100);
|
|
|
|
var image = imageGO.AddComponent<Image>();
|
|
image.color = ParseColor(parameters.GetValueOrDefault("color", "white"));
|
|
|
|
return imageGO;
|
|
}
|
|
|
|
private GameObject CreateSlider(string name, Dictionary<string, string> parameters)
|
|
{
|
|
var slider = new GameObject(name);
|
|
var rt = slider.AddComponent<RectTransform>();
|
|
rt.sizeDelta = new Vector2(200, 20);
|
|
|
|
var sliderComp = slider.AddComponent<Slider>();
|
|
|
|
// Background
|
|
var background = new GameObject("Background");
|
|
background.transform.SetParent(slider.transform, false);
|
|
var bgImage = background.AddComponent<Image>();
|
|
bgImage.color = new Color(0.3f, 0.3f, 0.3f);
|
|
var bgRT = background.GetComponent<RectTransform>();
|
|
bgRT.anchorMin = new Vector2(0, 0.25f);
|
|
bgRT.anchorMax = new Vector2(1, 0.75f);
|
|
bgRT.offsetMin = Vector2.zero;
|
|
bgRT.offsetMax = Vector2.zero;
|
|
|
|
// Fill Area
|
|
var fillArea = new GameObject("Fill Area");
|
|
fillArea.transform.SetParent(slider.transform, false);
|
|
var fillAreaRT = fillArea.GetComponent<RectTransform>();
|
|
fillAreaRT.anchorMin = new Vector2(0, 0.25f);
|
|
fillAreaRT.anchorMax = new Vector2(1, 0.75f);
|
|
fillAreaRT.offsetMin = new Vector2(5, 0);
|
|
fillAreaRT.offsetMax = new Vector2(-15, 0);
|
|
sliderComp.fillRect = fillAreaRT;
|
|
|
|
// Fill
|
|
var fill = new GameObject("Fill");
|
|
fill.transform.SetParent(fillArea.transform, false);
|
|
var fillImage = fill.AddComponent<Image>();
|
|
fillImage.color = new Color(0.3f, 0.6f, 1f);
|
|
var fillRT = fill.GetComponent<RectTransform>();
|
|
fillRT.anchorMin = Vector2.zero;
|
|
fillRT.anchorMax = new Vector2(1, 1);
|
|
fillRT.offsetMin = Vector2.zero;
|
|
fillRT.offsetMax = Vector2.zero;
|
|
|
|
// Handle
|
|
var handle = new GameObject("Handle");
|
|
handle.transform.SetParent(slider.transform, false);
|
|
var handleImage = handle.AddComponent<Image>();
|
|
handleImage.color = Color.white;
|
|
var handleRT = handle.GetComponent<RectTransform>();
|
|
handleRT.sizeDelta = new Vector2(20, 20);
|
|
sliderComp.handleRect = handleRT;
|
|
sliderComp.targetGraphic = handleImage;
|
|
|
|
return slider;
|
|
}
|
|
|
|
private GameObject CreateToggle(string name, Dictionary<string, string> parameters)
|
|
{
|
|
var toggle = new GameObject(name);
|
|
var rt = toggle.AddComponent<RectTransform>();
|
|
rt.sizeDelta = new Vector2(200, 30);
|
|
|
|
var toggleComp = toggle.AddComponent<Toggle>();
|
|
|
|
// Background
|
|
var background = new GameObject("Background");
|
|
background.transform.SetParent(toggle.transform, false);
|
|
var bgImage = background.AddComponent<Image>();
|
|
bgImage.color = Color.white;
|
|
var bgRT = background.GetComponent<RectTransform>();
|
|
bgRT.anchorMin = new Vector2(0, 0.5f);
|
|
bgRT.anchorMax = new Vector2(0, 0.5f);
|
|
bgRT.anchoredPosition = new Vector2(10, 0);
|
|
bgRT.sizeDelta = new Vector2(20, 20);
|
|
toggleComp.targetGraphic = bgImage;
|
|
|
|
// Checkmark
|
|
var checkmark = new GameObject("Checkmark");
|
|
checkmark.transform.SetParent(background.transform, false);
|
|
var checkImage = checkmark.AddComponent<Image>();
|
|
checkImage.color = new Color(0.3f, 0.6f, 1f);
|
|
var checkRT = checkmark.GetComponent<RectTransform>();
|
|
checkRT.anchorMin = Vector2.zero;
|
|
checkRT.anchorMax = Vector2.one;
|
|
checkRT.offsetMin = new Vector2(2, 2);
|
|
checkRT.offsetMax = new Vector2(-2, -2);
|
|
toggleComp.graphic = checkImage;
|
|
|
|
// Label
|
|
var label = new GameObject("Label");
|
|
label.transform.SetParent(toggle.transform, false);
|
|
var labelText = label.AddComponent<Text>();
|
|
labelText.text = parameters.GetValueOrDefault("text", name);
|
|
labelText.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
|
|
labelText.color = Color.black;
|
|
var labelRT = label.GetComponent<RectTransform>();
|
|
labelRT.anchorMin = new Vector2(0, 0.5f);
|
|
labelRT.anchorMax = new Vector2(1, 0.5f);
|
|
labelRT.anchoredPosition = new Vector2(40, 0);
|
|
labelRT.sizeDelta = new Vector2(-40, 30);
|
|
|
|
return toggle;
|
|
}
|
|
|
|
private GameObject CreateDropdown(string name, Dictionary<string, string> parameters)
|
|
{
|
|
var dropdown = new GameObject(name);
|
|
var rt = dropdown.AddComponent<RectTransform>();
|
|
rt.sizeDelta = new Vector2(200, 30);
|
|
|
|
var image = dropdown.AddComponent<Image>();
|
|
image.color = Color.white;
|
|
|
|
var dropdownComp = dropdown.AddComponent<Dropdown>();
|
|
dropdownComp.targetGraphic = image;
|
|
|
|
// Template (hidden by default)
|
|
var template = new GameObject("Template");
|
|
template.transform.SetParent(dropdown.transform, false);
|
|
template.SetActive(false);
|
|
|
|
// Add options
|
|
if (parameters.TryGetValue("options", out var optionsStr))
|
|
{
|
|
var options = optionsStr.Split(',');
|
|
dropdownComp.options.Clear();
|
|
foreach (var option in options)
|
|
{
|
|
dropdownComp.options.Add(new Dropdown.OptionData(option.Trim()));
|
|
}
|
|
}
|
|
|
|
return dropdown;
|
|
}
|
|
|
|
private Task<string> CreateScript(NexusUnityOperation operation)
|
|
{
|
|
var name = operation.parameters.GetValueOrDefault("name", "NewScript");
|
|
var content = operation.parameters.GetValueOrDefault("content", "");
|
|
var code = !string.IsNullOrEmpty(content) ? content : operation.code ?? GenerateDefaultScript(name);
|
|
|
|
// Use path parameter if provided, otherwise default to Synaptic_Generated
|
|
var folderPath = operation.parameters.GetValueOrDefault("path", "Assets/Synaptic_Generated");
|
|
|
|
// Normalize path - remove trailing slash and ensure it starts with Assets
|
|
folderPath = folderPath.TrimEnd('/').TrimEnd('\\');
|
|
if (!folderPath.StartsWith("Assets"))
|
|
{
|
|
folderPath = "Assets/" + folderPath;
|
|
}
|
|
|
|
if (!Directory.Exists(folderPath))
|
|
{
|
|
Directory.CreateDirectory(folderPath);
|
|
}
|
|
|
|
var scriptPath = $"{folderPath}/{name}.cs";
|
|
|
|
// Check for existing file
|
|
if (File.Exists(scriptPath))
|
|
{
|
|
scriptPath = $"{folderPath}/{name}_{DateTime.Now:HHmmss}.cs";
|
|
}
|
|
|
|
// Register script creation to UNDO (only if something is selected)
|
|
if (Selection.activeObject != null)
|
|
{
|
|
UnityEditor.Undo.RegisterCompleteObjectUndo(Selection.activeObject, $"Create Script {name}");
|
|
}
|
|
File.WriteAllText(scriptPath, code);
|
|
AssetDatabase.Refresh();
|
|
|
|
// Return script creation success response
|
|
string message = $"Script '{name}' created successfully";
|
|
object result;
|
|
|
|
// Attach process is done separately (must attach manually after compilation)
|
|
if (operation.parameters.TryGetValue("attach", out var attachTo))
|
|
{
|
|
message = $"Script '{name}' created successfully. Note: Script needs to be compiled before attaching to GameObject.";
|
|
result = new
|
|
{
|
|
success = true,
|
|
message = message,
|
|
scriptPath = scriptPath,
|
|
scriptName = name,
|
|
attachTo = attachTo
|
|
};
|
|
}
|
|
else
|
|
{
|
|
result = new
|
|
{
|
|
success = true,
|
|
message = message,
|
|
scriptPath = scriptPath,
|
|
scriptName = name
|
|
};
|
|
}
|
|
|
|
return Task.FromResult(JsonConvert.SerializeObject(result));
|
|
}
|
|
|
|
private string GenerateDefaultScript(string className)
|
|
{
|
|
return $@"using UnityEngine;
|
|
|
|
public class {className} : MonoBehaviour
|
|
{{
|
|
void Start()
|
|
{{
|
|
|
|
}}
|
|
|
|
void Update()
|
|
{{
|
|
|
|
}}
|
|
}}";
|
|
}
|
|
|
|
private string ModifyScript(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string scriptPath = parameters.GetValueOrDefault("scriptPath", "");
|
|
string fileName = parameters.GetValueOrDefault("fileName", "");
|
|
string operation = parameters.GetValueOrDefault("operation", "replace"); // replace, insert, append, prepend
|
|
string content = parameters.GetValueOrDefault("content", "");
|
|
string searchText = parameters.GetValueOrDefault("searchText", "");
|
|
int lineNumber = Convert.ToInt32(parameters.GetValueOrDefault("lineNumber", "0"));
|
|
|
|
SynLog.Info($"[NexusExecutor] ModifyScript - Operation: {operation}, SearchText: '{searchText}', LineNumber: {lineNumber}");
|
|
|
|
// Parameter validation
|
|
if (string.IsNullOrEmpty(scriptPath) && string.IsNullOrEmpty(fileName))
|
|
{
|
|
return CreateErrorResponse("Either scriptPath or fileName must be provided");
|
|
}
|
|
|
|
// Determine script path (using improved GetScriptPath method)
|
|
string fullPath = GetScriptPath(scriptPath, fileName);
|
|
|
|
if (string.IsNullOrEmpty(fullPath))
|
|
{
|
|
string debugInfo = GetScriptSearchInfo(scriptPath, fileName);
|
|
return CreateErrorResponse($"Script file not found\n\n{debugInfo}");
|
|
}
|
|
|
|
SynLog.Info($"[NexusExecutor] ModifyScript - Found script at: {fullPath}");
|
|
|
|
if (!System.IO.File.Exists(fullPath))
|
|
{
|
|
return CreateErrorResponse($"Script file does not exist: {fullPath}");
|
|
}
|
|
|
|
// Check if file has been read first
|
|
if (!HasFileBeenRead(fullPath))
|
|
{
|
|
return GetFileNotReadError(fullPath);
|
|
}
|
|
|
|
// Load current file content
|
|
string originalContent = System.IO.File.ReadAllText(fullPath);
|
|
string newContent = originalContent;
|
|
string operationResult = "";
|
|
|
|
switch (operation.ToLower())
|
|
{
|
|
case "replace":
|
|
if (!string.IsNullOrEmpty(searchText))
|
|
{
|
|
if (originalContent.Contains(searchText))
|
|
{
|
|
newContent = originalContent.Replace(searchText, content);
|
|
operationResult = $"Replaced '{searchText}' with new content";
|
|
}
|
|
else
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
content = new[]
|
|
{
|
|
new
|
|
{
|
|
type = "text",
|
|
text = $"Search text not found: '{searchText}'"
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
else if (lineNumber > 0)
|
|
{
|
|
var lines = originalContent.Split('\n');
|
|
if (lineNumber <= lines.Length)
|
|
{
|
|
lines[lineNumber - 1] = content;
|
|
newContent = string.Join("\n", lines);
|
|
operationResult = $"Replaced line {lineNumber}";
|
|
}
|
|
else
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
content = new[]
|
|
{
|
|
new
|
|
{
|
|
type = "text",
|
|
text = $"Line number {lineNumber} is out of range (file has {lines.Length} lines)"
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Replace entire content
|
|
newContent = content;
|
|
operationResult = "Replaced entire file content";
|
|
}
|
|
break;
|
|
|
|
case "insert":
|
|
if (lineNumber > 0)
|
|
{
|
|
var lines = originalContent.Split('\n').ToList();
|
|
if (lineNumber <= lines.Count + 1)
|
|
{
|
|
lines.Insert(lineNumber - 1, content);
|
|
newContent = string.Join("\n", lines);
|
|
operationResult = $"Inserted content at line {lineNumber}";
|
|
}
|
|
else
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
content = new[]
|
|
{
|
|
new
|
|
{
|
|
type = "text",
|
|
text = $"Line number {lineNumber} is out of range"
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
else if (!string.IsNullOrEmpty(searchText))
|
|
{
|
|
int index = originalContent.IndexOf(searchText);
|
|
if (index >= 0)
|
|
{
|
|
newContent = originalContent.Insert(index, content);
|
|
operationResult = $"Inserted content before '{searchText}'";
|
|
}
|
|
else
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
content = new[]
|
|
{
|
|
new
|
|
{
|
|
type = "text",
|
|
text = $"Search text not found: '{searchText}'"
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
break;
|
|
|
|
case "append":
|
|
newContent = originalContent + "\n" + content;
|
|
operationResult = "Appended content to end of file";
|
|
break;
|
|
|
|
case "prepend":
|
|
newContent = content + "\n" + originalContent;
|
|
operationResult = "Prepended content to beginning of file";
|
|
break;
|
|
|
|
default:
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
content = new[]
|
|
{
|
|
new
|
|
{
|
|
type = "text",
|
|
text = $"Unknown operation: {operation}. Supported operations: replace, insert, append, prepend"
|
|
}
|
|
}
|
|
});
|
|
}
|
|
|
|
// Syntax validation
|
|
string syntaxError;
|
|
if (!ValidateCSharpSyntax(newContent, out syntaxError))
|
|
{
|
|
// Warn about syntax errors but continue as user may be doing it intentionally
|
|
SynLog.Warn($"[NexusExecutor] Possible syntax error: {syntaxError}");
|
|
|
|
// Return response including error content
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
warning = $"Possible syntax error: {syntaxError}",
|
|
message = $"Script modified with warnings: {fullPath}\nOperation: {operationResult}",
|
|
syntaxCheck = new
|
|
{
|
|
passed = false,
|
|
error = syntaxError
|
|
},
|
|
suggestion = "Please fix the syntax error. Use Ctrl+Z (Cmd+Z) to undo changes."
|
|
});
|
|
}
|
|
|
|
// Check class structure preservation
|
|
string structureError;
|
|
if (!ValidateClassStructurePreservation(originalContent, newContent, out structureError))
|
|
{
|
|
Debug.LogError($"[NexusExecutor] Class structure broken: {structureError}");
|
|
return CreateErrorResponse($"Critical error: {structureError}\nThe modification would break the class structure. Operation cancelled.");
|
|
}
|
|
|
|
// Write to file (register to UNDO)
|
|
var scriptAsset = AssetDatabase.LoadAssetAtPath<MonoScript>(fullPath);
|
|
if (scriptAsset != null) UnityEditor.Undo.RegisterCompleteObjectUndo(scriptAsset, "Modify Script");
|
|
System.IO.File.WriteAllText(fullPath, newContent);
|
|
AssetDatabase.ImportAsset(fullPath);
|
|
AssetDatabase.Refresh();
|
|
|
|
SynLog.Info($"[NexusExecutor] ModifyScript - Success: {operationResult}");
|
|
return CreateSuccessResponse($"Script modified successfully: {fullPath}\nOperation: {operationResult}\nFile refreshed in Unity");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusExecutor] ModifyScript - Error: {e.Message}\n{e.StackTrace}");
|
|
return CreateErrorResponse($"Error modifying script: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Edit specific line only
|
|
/// </summary>
|
|
private string EditScriptLine(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string scriptPath = parameters.GetValueOrDefault("scriptPath", "");
|
|
string fileName = parameters.GetValueOrDefault("fileName", "");
|
|
int lineNumber = Convert.ToInt32(parameters.GetValueOrDefault("lineNumber", "0"));
|
|
string newContent = parameters.GetValueOrDefault("newContent", "");
|
|
|
|
string fullPath = GetScriptPath(scriptPath, fileName);
|
|
if (string.IsNullOrEmpty(fullPath))
|
|
{
|
|
string debugInfo = GetScriptSearchInfo(scriptPath, fileName);
|
|
return CreateErrorResponse($"Script file not found\\n\\n{debugInfo}");
|
|
}
|
|
|
|
// Check if file has been read first
|
|
if (!HasFileBeenRead(fullPath))
|
|
{
|
|
return GetFileNotReadError(fullPath);
|
|
}
|
|
|
|
var lines = System.IO.File.ReadAllLines(fullPath).ToList();
|
|
if (lineNumber < 1 || lineNumber > lines.Count)
|
|
{
|
|
return CreateErrorResponse($"Line number {lineNumber} is out of range (file has {lines.Count} lines)");
|
|
}
|
|
|
|
string oldContent = lines[lineNumber - 1];
|
|
lines[lineNumber - 1] = newContent;
|
|
|
|
System.IO.File.WriteAllLines(fullPath, lines);
|
|
AssetDatabase.ImportAsset(fullPath);
|
|
AssetDatabase.Refresh();
|
|
|
|
return CreateSuccessResponse($"Line {lineNumber} updated successfully\\nOld: {oldContent}\\nNew: {newContent}\\nFile: {fullPath}");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Error editing script line: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add method
|
|
/// </summary>
|
|
private string AddScriptMethod(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string scriptPath = parameters.GetValueOrDefault("scriptPath", "");
|
|
string fileName = parameters.GetValueOrDefault("fileName", "");
|
|
string methodName = parameters.GetValueOrDefault("methodName", "");
|
|
string methodContent = parameters.GetValueOrDefault("methodContent", "");
|
|
string insertAfter = parameters.GetValueOrDefault("insertAfter", "");
|
|
|
|
string fullPath = GetScriptPath(scriptPath, fileName);
|
|
if (string.IsNullOrEmpty(fullPath))
|
|
{
|
|
string debugInfo = GetScriptSearchInfo(scriptPath, fileName);
|
|
return CreateErrorResponse($"Script file not found\\n\\n{debugInfo}");
|
|
}
|
|
|
|
// Check if file has been read first
|
|
if (!HasFileBeenRead(fullPath))
|
|
{
|
|
return GetFileNotReadError(fullPath);
|
|
}
|
|
|
|
string content = System.IO.File.ReadAllText(fullPath);
|
|
string newContent;
|
|
|
|
if (!string.IsNullOrEmpty(insertAfter))
|
|
{
|
|
// Insert after specified pattern
|
|
int insertIndex = content.LastIndexOf(insertAfter);
|
|
if (insertIndex >= 0)
|
|
{
|
|
insertIndex = content.IndexOf('\n', insertIndex) + 1;
|
|
newContent = content.Insert(insertIndex, $"\n{methodContent}\n");
|
|
}
|
|
else
|
|
{
|
|
return CreateErrorResponse($"Pattern '{insertAfter}' not found in script");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Add at end of class (before last })
|
|
int lastBraceIndex = content.LastIndexOf('}');
|
|
if (lastBraceIndex > 0)
|
|
{
|
|
newContent = content.Insert(lastBraceIndex, $"\n{methodContent}\n");
|
|
}
|
|
else
|
|
{
|
|
return CreateErrorResponse("Could not find class closing brace");
|
|
}
|
|
}
|
|
|
|
// Syntax validation
|
|
string syntaxError;
|
|
if (!ValidateCSharpSyntax(newContent, out syntaxError))
|
|
{
|
|
SynLog.Warn($"[NexusExecutor] AddScriptMethod - Syntax error: {syntaxError}");
|
|
return CreateErrorResponse($"Syntax error detected after adding method: {syntaxError}\nUse Ctrl+Z to undo.");
|
|
}
|
|
|
|
var scriptAsset = AssetDatabase.LoadAssetAtPath<MonoScript>(fullPath);
|
|
if (scriptAsset != null) UnityEditor.Undo.RegisterCompleteObjectUndo(scriptAsset, "Modify Script");
|
|
System.IO.File.WriteAllText(fullPath, newContent);
|
|
AssetDatabase.ImportAsset(fullPath);
|
|
AssetDatabase.Refresh();
|
|
|
|
return CreateSuccessResponse($"Method '{methodName}' added successfully to {fullPath}");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Error adding script method: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Change variable value
|
|
/// </summary>
|
|
private string UpdateScriptVariable(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string scriptPath = parameters.GetValueOrDefault("scriptPath", "");
|
|
string fileName = parameters.GetValueOrDefault("fileName", "");
|
|
string variableName = parameters.GetValueOrDefault("variableName", "");
|
|
string newDeclaration = parameters.GetValueOrDefault("newDeclaration", "");
|
|
string updateType = parameters.GetValueOrDefault("updateType", "declaration");
|
|
|
|
string fullPath = GetScriptPath(scriptPath, fileName);
|
|
if (string.IsNullOrEmpty(fullPath))
|
|
{
|
|
string debugInfo = GetScriptSearchInfo(scriptPath, fileName);
|
|
return CreateErrorResponse($"Script file not found\\n\\n{debugInfo}");
|
|
}
|
|
|
|
// Check if file has been read first
|
|
if (!HasFileBeenRead(fullPath))
|
|
{
|
|
return GetFileNotReadError(fullPath);
|
|
}
|
|
|
|
string content = System.IO.File.ReadAllText(fullPath);
|
|
string newContent = content;
|
|
string operationResult = "";
|
|
|
|
// Search for variable declaration (support multiple patterns)
|
|
string[] searchPatterns = {
|
|
$@"\b(public|private|protected|internal)?\s*(static)?\s*\w+\s+{variableName}\s*[=;].*?;",
|
|
$@"\b{variableName}\s*=.*?;",
|
|
$@"\[\w+\]\s*(public|private|protected|internal)?\s*(static)?\s*\w+\s+{variableName}\s*[=;].*?;"
|
|
};
|
|
|
|
bool found = false;
|
|
foreach (string pattern in searchPatterns)
|
|
{
|
|
var regex = new System.Text.RegularExpressions.Regex(pattern, System.Text.RegularExpressions.RegexOptions.Multiline);
|
|
var match = regex.Match(content);
|
|
|
|
if (match.Success)
|
|
{
|
|
string oldDeclaration = match.Value;
|
|
|
|
if (updateType == "value")
|
|
{
|
|
// Update only value (part after =)
|
|
var valueRegex = new System.Text.RegularExpressions.Regex($@"({variableName}\s*=\s*)([^;]+)(;)");
|
|
newContent = valueRegex.Replace(content, $"$1{newDeclaration}$3");
|
|
}
|
|
else
|
|
{
|
|
// Replace entire declaration
|
|
newContent = regex.Replace(content, newDeclaration);
|
|
}
|
|
|
|
operationResult = $"Updated variable '{variableName}'\\nOld: {oldDeclaration}\\nNew: {newDeclaration}";
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
{
|
|
return CreateErrorResponse($"Variable '{variableName}' not found in script");
|
|
}
|
|
|
|
// Syntax validation
|
|
string syntaxError;
|
|
if (!ValidateCSharpSyntax(newContent, out syntaxError))
|
|
{
|
|
SynLog.Warn($"[NexusExecutor] UpdateScriptVariable - Syntax error: {syntaxError}");
|
|
return CreateErrorResponse($"Syntax error detected after updating variable: {syntaxError}\nUse Ctrl+Z to undo.");
|
|
}
|
|
|
|
var scriptAsset = AssetDatabase.LoadAssetAtPath<MonoScript>(fullPath);
|
|
if (scriptAsset != null) UnityEditor.Undo.RegisterCompleteObjectUndo(scriptAsset, "Modify Script");
|
|
System.IO.File.WriteAllText(fullPath, newContent);
|
|
AssetDatabase.ImportAsset(fullPath);
|
|
AssetDatabase.Refresh();
|
|
|
|
return CreateSuccessResponse($"Variable updated successfully\\n{operationResult}\\nFile: {fullPath}");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Error updating script variable: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Read script content
|
|
/// </summary>
|
|
private string ReadScript(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string scriptPath = parameters.GetValueOrDefault("scriptPath", "");
|
|
string fileName = parameters.GetValueOrDefault("fileName", "");
|
|
|
|
SynLog.Info($"[NexusExecutor] ReadScript - scriptPath: '{scriptPath}', fileName: '{fileName}'");
|
|
|
|
// Parameter validation
|
|
if (string.IsNullOrEmpty(scriptPath) && string.IsNullOrEmpty(fileName))
|
|
{
|
|
return CreateErrorResponse("Either scriptPath or fileName must be provided");
|
|
}
|
|
|
|
// Determine script path
|
|
string fullPath = GetScriptPath(scriptPath, fileName);
|
|
|
|
if (string.IsNullOrEmpty(fullPath))
|
|
{
|
|
string debugInfo = GetScriptSearchInfo(scriptPath, fileName);
|
|
return CreateErrorResponse($"Script file not found\n\n{debugInfo}");
|
|
}
|
|
|
|
SynLog.Info($"[NexusExecutor] ReadScript - Found script at: {fullPath}");
|
|
|
|
if (!System.IO.File.Exists(fullPath))
|
|
{
|
|
return CreateErrorResponse($"Script file does not exist: {fullPath}");
|
|
}
|
|
|
|
// Read file content
|
|
string content = System.IO.File.ReadAllText(fullPath);
|
|
|
|
// Track that this file has been read (for edit validation)
|
|
MarkFileAsRead(fullPath);
|
|
|
|
// Return with line numbers
|
|
string[] lines = content.Split('\n');
|
|
var numberedLines = new List<string>();
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
numberedLines.Add($"{i + 1,4}: {lines[i]}");
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Script read successfully: {fullPath}",
|
|
scriptPath = fullPath,
|
|
fileName = System.IO.Path.GetFileName(fullPath),
|
|
lineCount = lines.Length,
|
|
content = content,
|
|
numberedContent = string.Join("\n", numberedLines)
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusExecutor] ReadScript - Error: {e.Message}\n{e.StackTrace}");
|
|
return CreateErrorResponse($"Error reading script: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Mark a file as read (for edit validation)
|
|
/// </summary>
|
|
private void MarkFileAsRead(string filePath)
|
|
{
|
|
string normalizedPath = NormalizeFilePath(filePath);
|
|
readFiles.Add(normalizedPath);
|
|
readFileTimestamps[normalizedPath] = DateTime.Now;
|
|
SynLog.Info($"[NexusExecutor] File marked as read: {normalizedPath}");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if a file has been read recently
|
|
/// </summary>
|
|
private bool HasFileBeenRead(string filePath)
|
|
{
|
|
string normalizedPath = NormalizeFilePath(filePath);
|
|
|
|
if (!readFiles.Contains(normalizedPath))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check if the read has expired
|
|
if (readFileTimestamps.TryGetValue(normalizedPath, out DateTime readTime))
|
|
{
|
|
if (DateTime.Now - readTime > readFileCacheExpiry)
|
|
{
|
|
// Cache expired, remove and return false
|
|
readFiles.Remove(normalizedPath);
|
|
readFileTimestamps.Remove(normalizedPath);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Normalize file path for consistent comparison
|
|
/// </summary>
|
|
private string NormalizeFilePath(string filePath)
|
|
{
|
|
if (string.IsNullOrEmpty(filePath)) return "";
|
|
|
|
// Convert to absolute path if relative
|
|
if (!System.IO.Path.IsPathRooted(filePath))
|
|
{
|
|
filePath = System.IO.Path.GetFullPath(System.IO.Path.Combine(Application.dataPath, "..", filePath));
|
|
}
|
|
|
|
// Normalize path separators and case (on case-insensitive systems)
|
|
return filePath.Replace("\\", "/").ToLowerInvariant();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get error message for file not read
|
|
/// </summary>
|
|
private string GetFileNotReadError(string filePath)
|
|
{
|
|
string fileName = System.IO.Path.GetFileName(filePath);
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"File must be read before editing: {fileName}",
|
|
errorCode = "FILE_NOT_READ",
|
|
message = $"You must use READ_SCRIPT to read '{fileName}' before you can edit it. This ensures you understand the current content before making changes.",
|
|
hint = $"Use READ_SCRIPT with scriptPath=\"{filePath}\" first, then retry the edit.",
|
|
filePath = filePath
|
|
}, Formatting.Indented);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Execute grep search across multiple script files
|
|
/// </summary>
|
|
private string GrepScripts(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string pattern = parameters.GetValueOrDefault("pattern", "");
|
|
string filePattern = parameters.GetValueOrDefault("filePattern", "**/*.cs");
|
|
bool caseSensitive = parameters.GetValueOrDefault("caseSensitive", "false").ToLower() == "true";
|
|
int contextLines = int.Parse(parameters.GetValueOrDefault("contextLines", "0"));
|
|
bool showLineNumbers = parameters.GetValueOrDefault("showLineNumbers", "true").ToLower() == "true";
|
|
int maxResults = int.Parse(parameters.GetValueOrDefault("maxResults", "100"));
|
|
|
|
if (string.IsNullOrEmpty(pattern))
|
|
{
|
|
return CreateErrorResponse("Search pattern is required");
|
|
}
|
|
|
|
// File search
|
|
var allFiles = Directory.GetFiles(Application.dataPath, "*.cs", SearchOption.AllDirectories);
|
|
var results = new List<object>();
|
|
int totalMatches = 0;
|
|
|
|
// Create regex
|
|
var regexOptions = caseSensitive ? System.Text.RegularExpressions.RegexOptions.None : System.Text.RegularExpressions.RegexOptions.IgnoreCase;
|
|
System.Text.RegularExpressions.Regex regex;
|
|
try
|
|
{
|
|
regex = new System.Text.RegularExpressions.Regex(pattern, regexOptions);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
return CreateErrorResponse($"Invalid regex pattern: {ex.Message}");
|
|
}
|
|
|
|
foreach (var filePath in allFiles)
|
|
{
|
|
if (totalMatches >= maxResults) break;
|
|
|
|
// File pattern matching (simplified version)
|
|
string relativePath = "Assets" + filePath.Substring(Application.dataPath.Length);
|
|
if (!MatchesFilePattern(relativePath, filePattern))
|
|
continue;
|
|
|
|
try
|
|
{
|
|
string[] lines = System.IO.File.ReadAllLines(filePath);
|
|
var fileMatches = new List<object>();
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
if (totalMatches >= maxResults) break;
|
|
|
|
if (regex.IsMatch(lines[i]))
|
|
{
|
|
var match = new
|
|
{
|
|
lineNumber = i + 1,
|
|
line = lines[i].Trim(),
|
|
contextBefore = contextLines > 0 ? GetContextLines(lines, i - contextLines, i - 1) : null,
|
|
contextAfter = contextLines > 0 ? GetContextLines(lines, i + 1, i + contextLines) : null
|
|
};
|
|
fileMatches.Add(match);
|
|
totalMatches++;
|
|
}
|
|
}
|
|
|
|
if (fileMatches.Count > 0)
|
|
{
|
|
results.Add(new
|
|
{
|
|
file = relativePath,
|
|
matchCount = fileMatches.Count,
|
|
matches = fileMatches
|
|
});
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"[GrepScripts] Error reading file {filePath}: {ex.Message}");
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Found {totalMatches} match(es) across {results.Count} file(s)",
|
|
pattern = pattern,
|
|
totalMatches = totalMatches,
|
|
fileCount = results.Count,
|
|
results = results
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusExecutor] GrepScripts - Error: {e.Message}\n{e.StackTrace}");
|
|
return CreateErrorResponse($"Error during grep search: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Read specified range of script
|
|
/// </summary>
|
|
private string ReadScriptRange(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string scriptPath = parameters.GetValueOrDefault("scriptPath", "");
|
|
string fileName = parameters.GetValueOrDefault("fileName", "");
|
|
int startLine = int.Parse(parameters.GetValueOrDefault("startLine", "0"));
|
|
int endLine = int.Parse(parameters.GetValueOrDefault("endLine", "0"));
|
|
int limit = int.Parse(parameters.GetValueOrDefault("limit", "0"));
|
|
int offset = int.Parse(parameters.GetValueOrDefault("offset", "0"));
|
|
|
|
// Determine script path
|
|
string fullPath = GetScriptPath(scriptPath, fileName);
|
|
if (string.IsNullOrEmpty(fullPath) || !System.IO.File.Exists(fullPath))
|
|
{
|
|
return CreateErrorResponse($"Script file not found");
|
|
}
|
|
|
|
// Read file content
|
|
string[] allLines = System.IO.File.ReadAllLines(fullPath);
|
|
int totalLines = allLines.Length;
|
|
|
|
// Track that this file has been read (for edit validation)
|
|
MarkFileAsRead(fullPath);
|
|
|
|
// Determine range
|
|
int start = 0;
|
|
int end = totalLines;
|
|
|
|
if (startLine > 0 && endLine > 0)
|
|
{
|
|
start = startLine - 1; // 1-based to 0-based
|
|
end = Math.Min(endLine, totalLines);
|
|
}
|
|
else if (limit > 0)
|
|
{
|
|
start = offset;
|
|
end = Math.Min(start + limit, totalLines);
|
|
}
|
|
else if (offset > 0)
|
|
{
|
|
start = offset;
|
|
}
|
|
|
|
start = Math.Max(0, Math.Min(start, totalLines));
|
|
end = Math.Max(start, Math.Min(end, totalLines));
|
|
|
|
// Get lines in range
|
|
var selectedLines = new List<string>();
|
|
for (int i = start; i < end; i++)
|
|
{
|
|
selectedLines.Add($"{i + 1,4}: {allLines[i]}");
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Read lines {start + 1}-{end} from {System.IO.Path.GetFileName(fullPath)}",
|
|
scriptPath = fullPath,
|
|
fileName = System.IO.Path.GetFileName(fullPath),
|
|
totalLines = totalLines,
|
|
startLine = start + 1,
|
|
endLine = end,
|
|
lineCount = selectedLines.Count,
|
|
content = string.Join("\n", selectedLines)
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusExecutor] ReadScriptRange - Error: {e.Message}\n{e.StackTrace}");
|
|
return CreateErrorResponse($"Error reading script range: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Search code across entire project
|
|
/// </summary>
|
|
private string SearchCode(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string query = parameters.GetValueOrDefault("query", "");
|
|
bool caseSensitive = parameters.GetValueOrDefault("caseSensitive", "false").ToLower() == "true";
|
|
bool groupByFile = parameters.GetValueOrDefault("groupByFile", "true").ToLower() == "true";
|
|
bool includeMetaFiles = parameters.GetValueOrDefault("includeMetaFiles", "false").ToLower() == "true";
|
|
int maxResults = int.Parse(parameters.GetValueOrDefault("maxResults", "200"));
|
|
|
|
if (string.IsNullOrEmpty(query))
|
|
{
|
|
return CreateErrorResponse("Search query is required");
|
|
}
|
|
|
|
// Parse file types
|
|
var fileTypes = new List<string> { ".cs" };
|
|
if (parameters.ContainsKey("fileTypes"))
|
|
{
|
|
try
|
|
{
|
|
var parsed = JsonConvert.DeserializeObject<List<string>>(parameters["fileTypes"]);
|
|
if (parsed != null && parsed.Count > 0)
|
|
fileTypes = parsed;
|
|
}
|
|
catch { }
|
|
}
|
|
|
|
// Parse search directories
|
|
var searchDirs = new List<string>();
|
|
if (parameters.ContainsKey("searchIn"))
|
|
{
|
|
try
|
|
{
|
|
var parsed = JsonConvert.DeserializeObject<List<string>>(parameters["searchIn"]);
|
|
if (parsed != null && parsed.Count > 0)
|
|
searchDirs = parsed.Select(d => Path.Combine(Application.dataPath, d)).ToList();
|
|
}
|
|
catch { }
|
|
}
|
|
if (searchDirs.Count == 0)
|
|
{
|
|
searchDirs.Add(Application.dataPath);
|
|
}
|
|
|
|
var results = new List<object>();
|
|
int totalMatches = 0;
|
|
|
|
// Create regex
|
|
var regexOptions = caseSensitive ? System.Text.RegularExpressions.RegexOptions.None : System.Text.RegularExpressions.RegexOptions.IgnoreCase;
|
|
System.Text.RegularExpressions.Regex regex;
|
|
try
|
|
{
|
|
regex = new System.Text.RegularExpressions.Regex(query, regexOptions);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
return CreateErrorResponse($"Invalid search pattern: {ex.Message}");
|
|
}
|
|
|
|
foreach (var searchDir in searchDirs)
|
|
{
|
|
if (!Directory.Exists(searchDir)) continue;
|
|
|
|
foreach (var ext in fileTypes)
|
|
{
|
|
var files = Directory.GetFiles(searchDir, $"*{ext}", SearchOption.AllDirectories);
|
|
|
|
foreach (var filePath in files)
|
|
{
|
|
if (totalMatches >= maxResults) break;
|
|
|
|
// Skip .meta files
|
|
if (!includeMetaFiles && filePath.EndsWith(".meta"))
|
|
continue;
|
|
|
|
try
|
|
{
|
|
string[] lines = System.IO.File.ReadAllLines(filePath);
|
|
var fileMatches = new List<object>();
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
if (totalMatches >= maxResults) break;
|
|
|
|
if (regex.IsMatch(lines[i]))
|
|
{
|
|
fileMatches.Add(new
|
|
{
|
|
lineNumber = i + 1,
|
|
line = lines[i].Trim()
|
|
});
|
|
totalMatches++;
|
|
}
|
|
}
|
|
|
|
if (fileMatches.Count > 0)
|
|
{
|
|
string relativePath = "Assets" + filePath.Substring(Application.dataPath.Length);
|
|
results.Add(new
|
|
{
|
|
file = relativePath,
|
|
matchCount = fileMatches.Count,
|
|
matches = fileMatches
|
|
});
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"[SearchCode] Error reading file {filePath}: {ex.Message}");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Found {totalMatches} match(es) across {results.Count} file(s)",
|
|
query = query,
|
|
totalMatches = totalMatches,
|
|
fileCount = results.Count,
|
|
results = results
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusExecutor] SearchCode - Error: {e.Message}\n{e.StackTrace}");
|
|
return CreateErrorResponse($"Error during code search: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get list of script files
|
|
/// </summary>
|
|
private string ListScriptFiles(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string directory = parameters.GetValueOrDefault("directory", "Assets");
|
|
string pattern = parameters.GetValueOrDefault("pattern", "**/*.cs");
|
|
bool recursive = parameters.GetValueOrDefault("recursive", "true").ToLower() == "true";
|
|
string sortBy = parameters.GetValueOrDefault("sortBy", "name");
|
|
bool includeMetaFiles = parameters.GetValueOrDefault("includeMetaFiles", "false").ToLower() == "true";
|
|
|
|
string fullPath = Path.Combine(Application.dataPath.Replace("/Assets", ""), directory);
|
|
if (!Directory.Exists(fullPath))
|
|
{
|
|
return CreateErrorResponse($"Directory not found: {directory}");
|
|
}
|
|
|
|
var searchOption = recursive ? SearchOption.AllDirectories : SearchOption.TopDirectoryOnly;
|
|
var files = Directory.GetFiles(fullPath, "*.cs", searchOption);
|
|
|
|
// Filter .meta files
|
|
if (!includeMetaFiles)
|
|
{
|
|
files = files.Where(f => !f.EndsWith(".meta")).ToArray();
|
|
}
|
|
|
|
// Collect file information
|
|
var fileInfos = files.Select(f =>
|
|
{
|
|
var info = new FileInfo(f);
|
|
string relativePath = f.Replace(Application.dataPath.Replace("/Assets", ""), "");
|
|
if (relativePath.StartsWith("/") || relativePath.StartsWith("\\"))
|
|
relativePath = relativePath.Substring(1);
|
|
|
|
return new
|
|
{
|
|
path = relativePath,
|
|
name = info.Name,
|
|
size = info.Length,
|
|
modified = info.LastWriteTime.ToString("yyyy-MM-dd HH:mm:ss"),
|
|
directory = Path.GetDirectoryName(relativePath)
|
|
};
|
|
}).ToList();
|
|
|
|
// Sort
|
|
switch (sortBy.ToLower())
|
|
{
|
|
case "size":
|
|
fileInfos = fileInfos.OrderBy(f => f.size).ToList();
|
|
break;
|
|
case "modified":
|
|
fileInfos = fileInfos.OrderBy(f => f.modified).ToList();
|
|
break;
|
|
case "name":
|
|
default:
|
|
fileInfos = fileInfos.OrderBy(f => f.name).ToList();
|
|
break;
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Found {fileInfos.Count} script file(s) in {directory}",
|
|
directory = directory,
|
|
fileCount = fileInfos.Count,
|
|
files = fileInfos
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusExecutor] ListScriptFiles - Error: {e.Message}\n{e.StackTrace}");
|
|
return CreateErrorResponse($"Error listing script files: {e.Message}");
|
|
}
|
|
}
|
|
|
|
// Helper methods
|
|
private bool MatchesFilePattern(string filePath, string pattern)
|
|
{
|
|
// Simple glob pattern matching
|
|
if (pattern == "**/*.cs" || pattern == "**/*")
|
|
return filePath.EndsWith(".cs");
|
|
|
|
// Convert wildcards to regex
|
|
string regexPattern = "^" + System.Text.RegularExpressions.Regex.Escape(pattern)
|
|
.Replace("\\*\\*/", ".*")
|
|
.Replace("\\*", "[^/]*")
|
|
.Replace("\\?", ".") + "$";
|
|
|
|
return System.Text.RegularExpressions.Regex.IsMatch(filePath, regexPattern, System.Text.RegularExpressions.RegexOptions.IgnoreCase);
|
|
}
|
|
|
|
private List<string> GetContextLines(string[] lines, int start, int end)
|
|
{
|
|
var result = new List<string>();
|
|
start = Math.Max(0, start);
|
|
end = Math.Min(lines.Length - 1, end);
|
|
|
|
for (int i = start; i <= end; i++)
|
|
{
|
|
result.Add($"{i + 1,4}: {lines[i]}");
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Analyze script syntax and potential errors
|
|
/// </summary>
|
|
private string AnalyzeScript(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string scriptPath = parameters.GetValueOrDefault("scriptPath", "");
|
|
string fileName = parameters.GetValueOrDefault("fileName", "");
|
|
|
|
SynLog.Info($"[NexusExecutor] AnalyzeScript - scriptPath: '{scriptPath}', fileName: '{fileName}'");
|
|
|
|
// Parameter validation
|
|
if (string.IsNullOrEmpty(scriptPath) && string.IsNullOrEmpty(fileName))
|
|
{
|
|
return CreateErrorResponse("Either scriptPath or fileName must be provided");
|
|
}
|
|
|
|
// Determine script path
|
|
string fullPath = GetScriptPath(scriptPath, fileName);
|
|
|
|
if (string.IsNullOrEmpty(fullPath) || !System.IO.File.Exists(fullPath))
|
|
{
|
|
return CreateErrorResponse($"Script file not found: {scriptPath ?? fileName}");
|
|
}
|
|
|
|
// Read file content
|
|
string content = System.IO.File.ReadAllText(fullPath);
|
|
string[] lines = content.Split('\n');
|
|
|
|
var analysis = new
|
|
{
|
|
success = true,
|
|
message = $"Script analysis completed for: {System.IO.Path.GetFileName(fullPath)}",
|
|
scriptPath = fullPath,
|
|
fileName = System.IO.Path.GetFileName(fullPath),
|
|
lineCount = lines.Length,
|
|
syntaxChecks = AnalyzeSyntax(content, lines),
|
|
codeQuality = AnalyzeCodeQuality(content, lines),
|
|
unitySpecific = AnalyzeUnitySpecific(content, lines),
|
|
suggestions = GenerateCodeSuggestions(content, lines)
|
|
};
|
|
|
|
return JsonConvert.SerializeObject(analysis, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusExecutor] AnalyzeScript - Error: {e.Message}\n{e.StackTrace}");
|
|
return CreateErrorResponse($"Error analyzing script: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check syntax errors
|
|
/// </summary>
|
|
private object AnalyzeSyntax(string content, string[] lines)
|
|
{
|
|
var issues = new List<object>();
|
|
|
|
// Check bracket matching
|
|
var bracketBalance = CheckBracketBalance(content, lines);
|
|
if (bracketBalance.Any())
|
|
issues.AddRange(bracketBalance);
|
|
|
|
// Semicolon check removed - already checked in Unity console
|
|
|
|
// Check using statements
|
|
var usingIssues = CheckUsingStatements(lines);
|
|
if (usingIssues.Any())
|
|
issues.AddRange(usingIssues);
|
|
|
|
// Check string literals
|
|
var stringIssues = CheckStringLiterals(lines);
|
|
if (stringIssues.Any())
|
|
issues.AddRange(stringIssues);
|
|
|
|
return new
|
|
{
|
|
hasIssues = issues.Any(),
|
|
issueCount = issues.Count,
|
|
issues = issues
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Analyze code quality
|
|
/// </summary>
|
|
private object AnalyzeCodeQuality(string content, string[] lines)
|
|
{
|
|
var suggestions = new List<object>();
|
|
|
|
// Detect methods that are too long
|
|
var longMethods = DetectLongMethods(lines);
|
|
if (longMethods.Any())
|
|
suggestions.AddRange(longMethods);
|
|
|
|
// Detect unused variables
|
|
var unusedVariables = DetectUnusedVariables(content, lines);
|
|
if (unusedVariables.Any())
|
|
suggestions.AddRange(unusedVariables);
|
|
|
|
// Check naming conventions
|
|
var namingIssues = CheckNamingConventions(lines);
|
|
if (namingIssues.Any())
|
|
suggestions.AddRange(namingIssues);
|
|
|
|
return new
|
|
{
|
|
qualityScore = CalculateQualityScore(suggestions.Count, lines.Length),
|
|
suggestionCount = suggestions.Count,
|
|
suggestions = suggestions
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check Unity-specific issues
|
|
/// </summary>
|
|
private object AnalyzeUnitySpecific(string content, string[] lines)
|
|
{
|
|
var issues = new List<object>();
|
|
|
|
// Check expensive operations in Update
|
|
var updateIssues = CheckUpdateMethod(lines);
|
|
if (updateIssues.Any())
|
|
issues.AddRange(updateIssues);
|
|
|
|
// Check for potential null references
|
|
var nullRefIssues = CheckPotentialNullReferences(lines);
|
|
if (nullRefIssues.Any())
|
|
issues.AddRange(nullRefIssues);
|
|
|
|
// Check SerializeField and public fields
|
|
var fieldIssues = CheckFieldUsage(lines);
|
|
if (fieldIssues.Any())
|
|
issues.AddRange(fieldIssues);
|
|
|
|
return new
|
|
{
|
|
hasIssues = issues.Any(),
|
|
issueCount = issues.Count,
|
|
issues = issues
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generate code improvement suggestions
|
|
/// </summary>
|
|
private object GenerateCodeSuggestions(string content, string[] lines)
|
|
{
|
|
var suggestions = new List<object>();
|
|
|
|
// Performance improvement suggestions
|
|
var perfSuggestions = GeneratePerformanceSuggestions(lines);
|
|
if (perfSuggestions.Any())
|
|
suggestions.AddRange(perfSuggestions);
|
|
|
|
// Readability improvement suggestions
|
|
var readabilitySuggestions = GenerateReadabilitySuggestions(lines);
|
|
if (readabilitySuggestions.Any())
|
|
suggestions.AddRange(readabilitySuggestions);
|
|
|
|
return new
|
|
{
|
|
suggestionCount = suggestions.Count,
|
|
categories = new
|
|
{
|
|
performance = perfSuggestions.Count(),
|
|
readability = readabilitySuggestions.Count()
|
|
},
|
|
suggestions = suggestions
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check bracket matching
|
|
/// </summary>
|
|
private List<object> CheckBracketBalance(string content, string[] lines)
|
|
{
|
|
var issues = new List<object>();
|
|
var stack = new Stack<(char bracket, int line, int position)>();
|
|
var bracketPairs = new Dictionary<char, char> { {'(', ')'}, {'{', '}'}, {'[', ']'} };
|
|
|
|
for (int lineNum = 0; lineNum < lines.Length; lineNum++)
|
|
{
|
|
var line = lines[lineNum];
|
|
bool inString = false;
|
|
bool inComment = false;
|
|
|
|
for (int pos = 0; pos < line.Length; pos++)
|
|
{
|
|
char c = line[pos];
|
|
|
|
// Skip inside string literals
|
|
if (c == '"' && (pos == 0 || line[pos - 1] != '\\'))
|
|
inString = !inString;
|
|
|
|
// Skip inside comments
|
|
if (!inString && pos < line.Length - 1 && line.Substring(pos, 2) == "//")
|
|
inComment = true;
|
|
|
|
if (inString || inComment) continue;
|
|
|
|
if (bracketPairs.ContainsKey(c))
|
|
{
|
|
stack.Push((c, lineNum + 1, pos + 1));
|
|
}
|
|
else if (bracketPairs.ContainsValue(c))
|
|
{
|
|
if (stack.Count == 0)
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "syntax",
|
|
severity = "error",
|
|
line = lineNum + 1,
|
|
position = pos + 1,
|
|
message = $"Unmatched closing bracket '{c}'"
|
|
});
|
|
}
|
|
else
|
|
{
|
|
var (openBracket, openLine, openPos) = stack.Pop();
|
|
if (bracketPairs[openBracket] != c)
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "syntax",
|
|
severity = "error",
|
|
line = lineNum + 1,
|
|
position = pos + 1,
|
|
message = $"Mismatched bracket: expected '{bracketPairs[openBracket]}' but found '{c}' (opened at line {openLine})"
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check unclosed brackets
|
|
while (stack.Count > 0)
|
|
{
|
|
var (bracket, line, pos) = stack.Pop();
|
|
issues.Add(new
|
|
{
|
|
type = "syntax",
|
|
severity = "error",
|
|
line = line,
|
|
position = pos,
|
|
message = $"Unclosed bracket '{bracket}'"
|
|
});
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
/// Check using statements
|
|
/// </summary>
|
|
private List<object> CheckUsingStatements(string[] lines)
|
|
{
|
|
var issues = new List<object>();
|
|
var usingLines = new List<int>();
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i].Trim();
|
|
if (line.StartsWith("using ") && line.EndsWith(";"))
|
|
{
|
|
usingLines.Add(i);
|
|
}
|
|
}
|
|
|
|
// Warning if using statements are after class declaration
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i].Trim();
|
|
if (line.StartsWith("public class ") || line.StartsWith("class "))
|
|
{
|
|
foreach (var usingLine in usingLines)
|
|
{
|
|
if (usingLine > i)
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "structure",
|
|
severity = "warning",
|
|
line = usingLine + 1,
|
|
message = "Using statement should be at the top of the file",
|
|
suggestion = "Move using statements to the beginning of the file"
|
|
});
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check string literals
|
|
/// </summary>
|
|
private List<object> CheckStringLiterals(string[] lines)
|
|
{
|
|
var issues = new List<object>();
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i];
|
|
bool inString = false;
|
|
|
|
for (int pos = 0; pos < line.Length; pos++)
|
|
{
|
|
if (line[pos] == '"' && (pos == 0 || line[pos - 1] != '\\'))
|
|
{
|
|
if (!inString)
|
|
{
|
|
inString = true;
|
|
}
|
|
else
|
|
{
|
|
inString = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (inString)
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "syntax",
|
|
severity = "error",
|
|
line = i + 1,
|
|
message = "Unclosed string literal",
|
|
suggestion = "Add closing quote or escape sequence"
|
|
});
|
|
}
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Detect long methods
|
|
/// </summary>
|
|
private List<object> DetectLongMethods(string[] lines)
|
|
{
|
|
var issues = new List<object>();
|
|
var methodStartPattern = new System.Text.RegularExpressions.Regex(@"^\s*(public|private|protected|internal)?\s*(static)?\s*\w+\s+\w+\s*\(");
|
|
|
|
int methodStart = -1;
|
|
string methodName = "";
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i].Trim();
|
|
|
|
if (methodStartPattern.IsMatch(line))
|
|
{
|
|
methodStart = i;
|
|
var match = System.Text.RegularExpressions.Regex.Match(line, @"\w+\s*\(");
|
|
if (match.Success)
|
|
{
|
|
methodName = match.Value.Replace("(", "").Trim();
|
|
}
|
|
}
|
|
else if (line == "}" && methodStart != -1)
|
|
{
|
|
int methodLength = i - methodStart + 1;
|
|
if (methodLength > 50) // Methods with 50 or more lines
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "quality",
|
|
severity = "warning",
|
|
line = methodStart + 1,
|
|
message = $"Method '{methodName}' is too long ({methodLength} lines)",
|
|
suggestion = "Consider breaking this method into smaller methods"
|
|
});
|
|
}
|
|
methodStart = -1;
|
|
}
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Detect unused variables
|
|
/// </summary>
|
|
private List<object> DetectUnusedVariables(string content, string[] lines)
|
|
{
|
|
var issues = new List<object>();
|
|
var variablePattern = new System.Text.RegularExpressions.Regex(@"^\s*(public|private|protected)?\s*\w+\s+(\w+)\s*[=;]");
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var match = variablePattern.Match(lines[i]);
|
|
if (match.Success)
|
|
{
|
|
var variableName = match.Groups[2].Value;
|
|
|
|
// Check if variable is used elsewhere
|
|
var usageCount = System.Text.RegularExpressions.Regex.Matches(content, @"\b" + variableName + @"\b").Count;
|
|
|
|
if (usageCount <= 1) // Only at declaration
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "quality",
|
|
severity = "info",
|
|
line = i + 1,
|
|
message = $"Variable '{variableName}' appears to be unused",
|
|
suggestion = "Remove unused variable or implement its usage"
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check naming conventions
|
|
/// </summary>
|
|
private List<object> CheckNamingConventions(string[] lines)
|
|
{
|
|
var issues = new List<object>();
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i].Trim();
|
|
|
|
// Check class name (PascalCase)
|
|
var classMatch = System.Text.RegularExpressions.Regex.Match(line, @"class\s+(\w+)");
|
|
if (classMatch.Success)
|
|
{
|
|
var className = classMatch.Groups[1].Value;
|
|
if (!char.IsUpper(className[0]))
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "naming",
|
|
severity = "warning",
|
|
line = i + 1,
|
|
message = $"Class name '{className}' should start with uppercase letter",
|
|
suggestion = "Use PascalCase for class names"
|
|
});
|
|
}
|
|
}
|
|
|
|
// Check method name (PascalCase)
|
|
var methodMatch = System.Text.RegularExpressions.Regex.Match(line, @"(public|private|protected)?\s*\w+\s+(\w+)\s*\(");
|
|
if (methodMatch.Success)
|
|
{
|
|
var methodName = methodMatch.Groups[2].Value;
|
|
if (!char.IsUpper(methodName[0]) && methodName != "Start" && methodName != "Update" && methodName != "Awake")
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "naming",
|
|
severity = "info",
|
|
line = i + 1,
|
|
message = $"Method name '{methodName}' should start with uppercase letter",
|
|
suggestion = "Use PascalCase for method names"
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check expensive operations in Update method
|
|
/// </summary>
|
|
private List<object> CheckUpdateMethod(string[] lines)
|
|
{
|
|
var issues = new List<object>();
|
|
bool inUpdateMethod = false;
|
|
int updateStartLine = -1;
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i].Trim();
|
|
|
|
if (line.Contains("void Update()"))
|
|
{
|
|
inUpdateMethod = true;
|
|
updateStartLine = i;
|
|
continue;
|
|
}
|
|
|
|
if (inUpdateMethod)
|
|
{
|
|
if (line == "}")
|
|
{
|
|
inUpdateMethod = false;
|
|
continue;
|
|
}
|
|
|
|
// Check for expensive operation patterns
|
|
if (line.Contains("Find(") || line.Contains("FindObjectOfType") || line.Contains("GetComponent"))
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "warning",
|
|
line = i + 1,
|
|
message = "Expensive operation in Update method",
|
|
suggestion = "Cache references in Start() or use object pooling"
|
|
});
|
|
}
|
|
|
|
if (line.Contains("new ") && !line.Contains("Vector"))
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "warning",
|
|
line = i + 1,
|
|
message = "Object allocation in Update method",
|
|
suggestion = "Consider object pooling or move allocation outside Update"
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check for potential null references
|
|
/// </summary>
|
|
private List<object> CheckPotentialNullReferences(string[] lines)
|
|
{
|
|
var issues = new List<object>();
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i].Trim();
|
|
|
|
// GetComponent without null check
|
|
if (line.Contains("GetComponent") && !line.Contains("if") && !line.Contains("!=") && !line.Contains("== null"))
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "nullreference",
|
|
severity = "warning",
|
|
line = i + 1,
|
|
message = "GetComponent call without null check",
|
|
suggestion = "Add null check: if (component != null)"
|
|
});
|
|
}
|
|
|
|
// GameObject.Find without null check
|
|
if (line.Contains("GameObject.Find") && !line.Contains("if") && !line.Contains("!=") && !line.Contains("== null"))
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "nullreference",
|
|
severity = "warning",
|
|
line = i + 1,
|
|
message = "GameObject.Find call without null check",
|
|
suggestion = "Add null check: if (gameObject != null)"
|
|
});
|
|
}
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check field usage
|
|
/// </summary>
|
|
private List<object> CheckFieldUsage(string[] lines)
|
|
{
|
|
var issues = new List<object>();
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i].Trim();
|
|
|
|
// Detect public fields
|
|
if (line.StartsWith("public ") && !line.Contains("class") && !line.Contains("void") && !line.Contains("("))
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "encapsulation",
|
|
severity = "info",
|
|
line = i + 1,
|
|
message = "Public field detected",
|
|
suggestion = "Consider using [SerializeField] private field with public property"
|
|
});
|
|
}
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generate performance improvement suggestions
|
|
/// </summary>
|
|
private List<object> GeneratePerformanceSuggestions(string[] lines)
|
|
{
|
|
var suggestions = new List<object>();
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i].Trim();
|
|
|
|
if (line.Contains("string +") || line.Contains("+ string"))
|
|
{
|
|
suggestions.Add(new
|
|
{
|
|
type = "performance",
|
|
line = i + 1,
|
|
message = "String concatenation in loop",
|
|
suggestion = "Use StringBuilder for multiple string concatenations"
|
|
});
|
|
}
|
|
|
|
if (line.Contains("Vector3.Distance") && lines.Any(l => l.Contains("Update()")))
|
|
{
|
|
suggestions.Add(new
|
|
{
|
|
type = "performance",
|
|
line = i + 1,
|
|
message = "Vector3.Distance in Update",
|
|
suggestion = "Use sqrMagnitude instead of Distance for performance"
|
|
});
|
|
}
|
|
}
|
|
|
|
return suggestions;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generate readability improvement suggestions
|
|
/// </summary>
|
|
private List<object> GenerateReadabilitySuggestions(string[] lines)
|
|
{
|
|
var suggestions = new List<object>();
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i];
|
|
|
|
// Line too long
|
|
if (line.Length > 120)
|
|
{
|
|
suggestions.Add(new
|
|
{
|
|
type = "readability",
|
|
line = i + 1,
|
|
message = "Line too long",
|
|
suggestion = "Break long lines into multiple lines"
|
|
});
|
|
}
|
|
|
|
// Lack of comments
|
|
if (line.Trim().StartsWith("public ") && line.Contains("(") && !lines[Math.Max(0, i - 1)].Trim().StartsWith("//"))
|
|
{
|
|
suggestions.Add(new
|
|
{
|
|
type = "readability",
|
|
line = i + 1,
|
|
message = "Public method without documentation",
|
|
suggestion = "Add XML documentation comments"
|
|
});
|
|
}
|
|
}
|
|
|
|
return suggestions;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculate code quality score
|
|
/// </summary>
|
|
private int CalculateQualityScore(int issueCount, int lineCount)
|
|
{
|
|
if (lineCount == 0) return 100;
|
|
var issueRatio = (double)issueCount / lineCount;
|
|
return Math.Max(0, 100 - (int)(issueRatio * 100));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Execute performance diagnostics
|
|
/// </summary>
|
|
private string AnalyzePerformance(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string scriptPath = parameters.GetValueOrDefault("scriptPath", "");
|
|
string fileName = parameters.GetValueOrDefault("fileName", "");
|
|
string target = parameters.GetValueOrDefault("target", ""); // GameObject or Component name
|
|
|
|
var analysis = new
|
|
{
|
|
success = true,
|
|
message = "Performance analysis completed",
|
|
scriptAnalysis = !string.IsNullOrEmpty(scriptPath) || !string.IsNullOrEmpty(fileName) ?
|
|
AnalyzeScriptPerformance(scriptPath, fileName) : null,
|
|
sceneAnalysis = AnalyzeScenePerformance(target),
|
|
recommendations = GeneratePerformanceRecommendations()
|
|
};
|
|
|
|
return JsonConvert.SerializeObject(analysis, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusExecutor] AnalyzePerformance - Error: {e.Message}\n{e.StackTrace}");
|
|
return CreateErrorResponse($"Error analyzing performance: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Analyze script performance
|
|
/// </summary>
|
|
private object AnalyzeScriptPerformance(string scriptPath, string fileName)
|
|
{
|
|
if (string.IsNullOrEmpty(scriptPath) && string.IsNullOrEmpty(fileName))
|
|
return null;
|
|
|
|
string fullPath = GetScriptPath(scriptPath, fileName);
|
|
if (string.IsNullOrEmpty(fullPath) || !System.IO.File.Exists(fullPath))
|
|
return new { error = "Script file not found" };
|
|
|
|
string content = System.IO.File.ReadAllText(fullPath);
|
|
string[] lines = content.Split('\n');
|
|
|
|
var issues = new List<object>();
|
|
|
|
// Detect expensive operations in Update
|
|
issues.AddRange(DetectExpensiveUpdateOperations(lines));
|
|
|
|
// Excessive use of GameObject.Find()
|
|
issues.AddRange(DetectExcessiveFindUsage(lines));
|
|
|
|
// Inefficient coroutines
|
|
issues.AddRange(DetectInEfficientCoroutines(lines));
|
|
|
|
// String operation optimization opportunities
|
|
issues.AddRange(DetectStringPerformanceIssues(lines));
|
|
|
|
// LINQ usage warnings
|
|
issues.AddRange(DetectLinqPerformanceIssues(lines));
|
|
|
|
return new
|
|
{
|
|
scriptPath = fullPath,
|
|
fileName = System.IO.Path.GetFileName(fullPath),
|
|
issueCount = issues.Count,
|
|
performanceScore = CalculatePerformanceScore(issues.Count, lines.Length),
|
|
issues = issues
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Analyze scene-level performance
|
|
/// </summary>
|
|
private object AnalyzeScenePerformance(string target)
|
|
{
|
|
var issues = new List<object>();
|
|
GameObject targetObject = null;
|
|
|
|
if (!string.IsNullOrEmpty(target))
|
|
{
|
|
targetObject = GameObject.Find(target);
|
|
if (targetObject == null)
|
|
return new { error = $"Target object '{target}' not found" };
|
|
}
|
|
|
|
// Get GameObjects to analyze
|
|
var gameObjects = targetObject != null ?
|
|
new[] { targetObject }.Concat(targetObject.GetComponentsInChildren<Transform>().Select(t => t.gameObject)) :
|
|
UnityEngine.Object.FindObjectsOfType<GameObject>();
|
|
|
|
// Analyze draw calls
|
|
issues.AddRange(AnalyzeDrawCalls(gameObjects));
|
|
|
|
// Analyze meshes and textures
|
|
issues.AddRange(AnalyzeMeshTextures(gameObjects));
|
|
|
|
// Analyze lighting
|
|
issues.AddRange(AnalyzeLighting());
|
|
|
|
// UI optimization
|
|
issues.AddRange(AnalyzeUIPerformance(gameObjects));
|
|
|
|
return new
|
|
{
|
|
targetObject = target ?? "Entire Scene",
|
|
analyzedObjectCount = gameObjects.Count(),
|
|
issueCount = issues.Count,
|
|
issues = issues
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Detect expensive operations in Update
|
|
/// </summary>
|
|
private List<object> DetectExpensiveUpdateOperations(string[] lines)
|
|
{
|
|
var issues = new List<object>();
|
|
bool inUpdateMethod = false;
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i].Trim();
|
|
|
|
if (line.Contains("void Update()") || line.Contains("void FixedUpdate()") || line.Contains("void LateUpdate()"))
|
|
{
|
|
inUpdateMethod = true;
|
|
continue;
|
|
}
|
|
|
|
if (inUpdateMethod && line == "}")
|
|
{
|
|
inUpdateMethod = false;
|
|
continue;
|
|
}
|
|
|
|
if (inUpdateMethod)
|
|
{
|
|
// Expensive operation patterns
|
|
var expensiveOperations = new[]
|
|
{
|
|
new { pattern = "Find(", message = "GameObject.Find() is expensive", suggestion = "Cache reference in Start() or use tags" },
|
|
new { pattern = "FindObjectOfType", message = "FindObjectOfType is very expensive", suggestion = "Use cached references or singleton pattern" },
|
|
new { pattern = "GetComponent", message = "GetComponent in Update can be expensive", suggestion = "Cache component reference in Start()" },
|
|
new { pattern = "Camera.main", message = "Camera.main uses FindObjectWithTag internally", suggestion = "Cache Camera reference" },
|
|
new { pattern = "new ", message = "Object allocation in Update causes GC pressure", suggestion = "Use object pooling or pre-allocate objects" },
|
|
new { pattern = "Instantiate(", message = "Instantiate in Update is very expensive", suggestion = "Use object pooling" },
|
|
new { pattern = "Resources.Load", message = "Resources.Load is expensive", suggestion = "Load in Start() or use Addressable system" },
|
|
new { pattern = "raycast", message = "Raycasting in Update can be expensive", suggestion = "Limit frequency or use coroutines" }
|
|
};
|
|
|
|
foreach (var op in expensiveOperations)
|
|
{
|
|
if (line.ToLower().Contains(op.pattern.ToLower()))
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "warning",
|
|
line = i + 1,
|
|
message = op.message,
|
|
suggestion = op.suggestion,
|
|
impact = "high"
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Detect excessive use of GameObject.Find()
|
|
/// </summary>
|
|
private List<object> DetectExcessiveFindUsage(string[] lines)
|
|
{
|
|
var issues = new List<object>();
|
|
int findCount = 0;
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i].Trim();
|
|
if (line.Contains("GameObject.Find") || line.Contains("FindObjectOfType"))
|
|
{
|
|
findCount++;
|
|
if (findCount > 3) // If used more than 3 times
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "warning",
|
|
line = i + 1,
|
|
message = $"Excessive use of Find operations ({findCount} times in this script)",
|
|
suggestion = "Consider using a reference manager or dependency injection",
|
|
impact = "high"
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Detect inefficient coroutines
|
|
/// </summary>
|
|
private List<object> DetectInEfficientCoroutines(string[] lines)
|
|
{
|
|
var issues = new List<object>();
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i].Trim();
|
|
|
|
// Usage of yield return new WaitForSeconds
|
|
if (line.Contains("new WaitForSeconds"))
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "info",
|
|
line = i + 1,
|
|
message = "Creating new WaitForSeconds causes allocation",
|
|
suggestion = "Cache WaitForSeconds instances as static readonly fields",
|
|
impact = "low"
|
|
});
|
|
}
|
|
|
|
// Frequent use of yield return null
|
|
if (line.Contains("yield return null") || line.Contains("yield return 0"))
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "info",
|
|
line = i + 1,
|
|
message = "Consider using WaitForEndOfFrame or WaitForFixedUpdate for specific timing",
|
|
suggestion = "Use more specific yield instructions when appropriate",
|
|
impact = "low"
|
|
});
|
|
}
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Detect string performance issues
|
|
/// </summary>
|
|
private List<object> DetectStringPerformanceIssues(string[] lines)
|
|
{
|
|
var issues = new List<object>();
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i].Trim();
|
|
|
|
// Detect string concatenation
|
|
if (line.Contains("string") && (line.Contains(" + ") || line.Contains("+=")))
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "info",
|
|
line = i + 1,
|
|
message = "String concatenation can be inefficient",
|
|
suggestion = "Use StringBuilder for multiple concatenations",
|
|
impact = "medium"
|
|
});
|
|
}
|
|
|
|
// Frequent use of ToString()
|
|
if (line.Contains(".ToString()"))
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "info",
|
|
line = i + 1,
|
|
message = "ToString() creates string allocations",
|
|
suggestion = "Cache strings or use string interpolation",
|
|
impact = "low"
|
|
});
|
|
}
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Detect LINQ performance issues
|
|
/// </summary>
|
|
private List<object> DetectLinqPerformanceIssues(string[] lines)
|
|
{
|
|
var issues = new List<object>();
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i].Trim();
|
|
|
|
// Detect LINQ usage
|
|
var linqMethods = new[] { ".Where(", ".Select(", ".FirstOrDefault(", ".Any(", ".Count(" };
|
|
|
|
foreach (var method in linqMethods)
|
|
{
|
|
if (line.Contains(method))
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "info",
|
|
line = i + 1,
|
|
message = $"LINQ method {method.Replace("(", "")} can cause allocation",
|
|
suggestion = "Consider using for loops for performance-critical code",
|
|
impact = "medium"
|
|
});
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draw Call analysis
|
|
/// </summary>
|
|
private List<object> AnalyzeDrawCalls(IEnumerable<GameObject> gameObjects)
|
|
{
|
|
var issues = new List<object>();
|
|
var renderers = gameObjects.SelectMany(go => go.GetComponentsInChildren<Renderer>()).ToArray();
|
|
var materials = renderers.SelectMany(r => r.sharedMaterials).Where(m => m != null).ToArray();
|
|
|
|
// Check for duplicate materials
|
|
var materialGroups = materials.GroupBy(m => m.name).Where(g => g.Count() > 5);
|
|
|
|
foreach (var group in materialGroups)
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "warning",
|
|
message = $"Material '{group.Key}' used {group.Count()} times",
|
|
suggestion = "Consider material atlasing or batching",
|
|
impact = "high"
|
|
});
|
|
}
|
|
|
|
// Check number of renderers
|
|
if (renderers.Length > 100)
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "warning",
|
|
message = $"High number of renderers: {renderers.Length}",
|
|
suggestion = "Consider LOD system or culling optimizations",
|
|
impact = "high"
|
|
});
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Analyze meshes and textures
|
|
/// </summary>
|
|
private List<object> AnalyzeMeshTextures(IEnumerable<GameObject> gameObjects)
|
|
{
|
|
var issues = new List<object>();
|
|
|
|
foreach (var go in gameObjects)
|
|
{
|
|
var meshRenderer = go.GetComponent<MeshRenderer>();
|
|
var meshFilter = go.GetComponent<MeshFilter>();
|
|
|
|
if (meshFilter?.sharedMesh != null)
|
|
{
|
|
var mesh = meshFilter.sharedMesh;
|
|
|
|
// Detect high polygon meshes
|
|
if (mesh.triangles.Length > 10000)
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "warning",
|
|
gameObject = go.name,
|
|
message = $"High poly mesh: {mesh.triangles.Length / 3} triangles",
|
|
suggestion = "Consider LOD or mesh optimization",
|
|
impact = "medium"
|
|
});
|
|
}
|
|
}
|
|
|
|
// Check texture size
|
|
if (meshRenderer?.sharedMaterials != null)
|
|
{
|
|
foreach (var material in meshRenderer.sharedMaterials)
|
|
{
|
|
if (material?.mainTexture != null)
|
|
{
|
|
var texture = material.mainTexture;
|
|
if (texture.width > 2048 || texture.height > 2048)
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "info",
|
|
gameObject = go.name,
|
|
message = $"Large texture: {texture.width}x{texture.height}",
|
|
suggestion = "Consider texture compression or resolution reduction",
|
|
impact = "medium"
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Analyze lighting
|
|
/// </summary>
|
|
private List<object> AnalyzeLighting()
|
|
{
|
|
var issues = new List<object>();
|
|
var lights = UnityEngine.Object.FindObjectsOfType<Light>();
|
|
|
|
// Check number of realtime lights
|
|
var realtimeLights = lights.Where(l => l.lightmapBakeType == LightmapBakeType.Realtime).ToArray();
|
|
|
|
if (realtimeLights.Length > 8)
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "warning",
|
|
message = $"Too many realtime lights: {realtimeLights.Length}",
|
|
suggestion = "Consider using baked lighting or reducing light count",
|
|
impact = "high"
|
|
});
|
|
}
|
|
|
|
// Number of lights casting shadows
|
|
var shadowLights = lights.Where(l => l.shadows != LightShadows.None).ToArray();
|
|
|
|
if (shadowLights.Length > 4)
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "warning",
|
|
message = $"Too many shadow-casting lights: {shadowLights.Length}",
|
|
suggestion = "Reduce shadow-casting lights or use shadow cascades",
|
|
impact = "high"
|
|
});
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Analyze UI performance
|
|
/// </summary>
|
|
private List<object> AnalyzeUIPerformance(IEnumerable<GameObject> gameObjects)
|
|
{
|
|
var issues = new List<object>();
|
|
var canvases = gameObjects.SelectMany(go => go.GetComponentsInChildren<Canvas>()).ToArray();
|
|
|
|
foreach (var canvas in canvases)
|
|
{
|
|
// Canvas GraphicRaycaster is unnecessarily enabled
|
|
var raycaster = canvas.GetComponent<UnityEngine.UI.GraphicRaycaster>();
|
|
if (raycaster != null && raycaster.enabled)
|
|
{
|
|
var interactableComponents = canvas.GetComponentsInChildren<UnityEngine.UI.Selectable>();
|
|
if (interactableComponents.Length == 0)
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "info",
|
|
gameObject = canvas.name,
|
|
message = "GraphicRaycaster enabled but no interactive UI elements found",
|
|
suggestion = "Disable GraphicRaycaster if not needed",
|
|
impact = "low"
|
|
});
|
|
}
|
|
}
|
|
|
|
// Too many Canvas layers
|
|
var nestedCanvases = canvas.GetComponentsInChildren<Canvas>().Length;
|
|
if (nestedCanvases > 3)
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "performance",
|
|
severity = "warning",
|
|
gameObject = canvas.name,
|
|
message = $"Too many nested canvases: {nestedCanvases}",
|
|
suggestion = "Flatten canvas hierarchy for better performance",
|
|
impact = "medium"
|
|
});
|
|
}
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generate performance improvement recommendations
|
|
/// </summary>
|
|
private object GeneratePerformanceRecommendations()
|
|
{
|
|
return new
|
|
{
|
|
generalTips = new[]
|
|
{
|
|
"Use object pooling for frequently instantiated objects",
|
|
"Cache component references in Start() instead of using GetComponent in Update",
|
|
"Use coroutines or timers instead of performing heavy operations every frame",
|
|
"Consider using Unity's Job System for multi-threaded operations",
|
|
"Profile your game regularly using Unity Profiler",
|
|
"Use occlusion culling and frustum culling to reduce rendering load",
|
|
"Optimize texture sizes and use appropriate compression",
|
|
"Use LOD (Level of Detail) for complex meshes"
|
|
},
|
|
codingTips = new[]
|
|
{
|
|
"Avoid using Find() methods in Update loops",
|
|
"Use StringBuilder for multiple string concatenations",
|
|
"Cache frequently accessed components and references",
|
|
"Use events instead of polling for state changes",
|
|
"Minimize allocations in performance-critical code paths"
|
|
}
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculate performance score
|
|
/// </summary>
|
|
private int CalculatePerformanceScore(int issueCount, int lineCount)
|
|
{
|
|
if (lineCount == 0) return 100;
|
|
var issueRatio = (double)issueCount / lineCount * 100;
|
|
return Math.Max(0, 100 - (int)issueRatio);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check best practices
|
|
/// </summary>
|
|
private string CheckBestPractices(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string scriptPath = parameters.GetValueOrDefault("scriptPath", "");
|
|
string fileName = parameters.GetValueOrDefault("fileName", "");
|
|
|
|
if (string.IsNullOrEmpty(scriptPath) && string.IsNullOrEmpty(fileName))
|
|
{
|
|
return CreateErrorResponse("Either scriptPath or fileName must be provided");
|
|
}
|
|
|
|
string fullPath = GetScriptPath(scriptPath, fileName);
|
|
if (string.IsNullOrEmpty(fullPath) || !System.IO.File.Exists(fullPath))
|
|
{
|
|
return CreateErrorResponse($"Script file not found: {scriptPath ?? fileName}");
|
|
}
|
|
|
|
string content = System.IO.File.ReadAllText(fullPath);
|
|
string[] lines = content.Split('\n');
|
|
|
|
var violations = new List<object>();
|
|
|
|
// Check Unity official guidelines
|
|
violations.AddRange(CheckUnityOfficialGuidelines(lines));
|
|
|
|
// Security check
|
|
violations.AddRange(CheckSecurityIssues(content, lines));
|
|
|
|
// Check architecture patterns
|
|
violations.AddRange(CheckArchitecturePatterns(content, lines));
|
|
|
|
var analysis = new
|
|
{
|
|
success = true,
|
|
message = $"Best practices analysis completed for: {System.IO.Path.GetFileName(fullPath)}",
|
|
scriptPath = fullPath,
|
|
fileName = System.IO.Path.GetFileName(fullPath),
|
|
violationCount = violations.Count,
|
|
complianceScore = CalculateComplianceScore(violations.Count, lines.Length),
|
|
violations = violations,
|
|
recommendations = GetBestPracticeRecommendations()
|
|
};
|
|
|
|
return JsonConvert.SerializeObject(analysis, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusExecutor] CheckBestPractices - Error: {e.Message}\n{e.StackTrace}");
|
|
return CreateErrorResponse($"Error checking best practices: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check Unity official guidelines
|
|
/// </summary>
|
|
private List<object> CheckUnityOfficialGuidelines(string[] lines)
|
|
{
|
|
var violations = new List<object>();
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i].Trim();
|
|
|
|
// Warning for Resources.Load() usage
|
|
if (line.Contains("Resources.Load"))
|
|
{
|
|
violations.Add(new
|
|
{
|
|
type = "unity_guideline",
|
|
severity = "warning",
|
|
line = i + 1,
|
|
message = "Resources.Load() usage detected",
|
|
suggestion = "Use Addressable Asset System instead of Resources folder",
|
|
guideline = "Unity recommends avoiding Resources folder for better memory management"
|
|
});
|
|
}
|
|
|
|
// Detect magic numbers
|
|
if (System.Text.RegularExpressions.Regex.IsMatch(line, @"\b\d{2,}\b") && !line.Contains("//"))
|
|
{
|
|
violations.Add(new
|
|
{
|
|
type = "coding_standard",
|
|
severity = "info",
|
|
line = i + 1,
|
|
message = "Magic number detected",
|
|
suggestion = "Use named constants or [SerializeField] for maintainability",
|
|
guideline = "Avoid hard-coded values in your scripts"
|
|
});
|
|
}
|
|
|
|
// Singleton pattern issues
|
|
if (line.Contains("static") && line.Contains("Instance") && line.Contains("="))
|
|
{
|
|
violations.Add(new
|
|
{
|
|
type = "architecture",
|
|
severity = "info",
|
|
line = i + 1,
|
|
message = "Singleton pattern detected",
|
|
suggestion = "Consider using ScriptableObject or dependency injection",
|
|
guideline = "Singletons can create tight coupling and testing difficulties"
|
|
});
|
|
}
|
|
}
|
|
|
|
return violations;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check security issues
|
|
/// </summary>
|
|
private List<object> CheckSecurityIssues(string content, string[] lines)
|
|
{
|
|
var violations = new List<object>();
|
|
|
|
// Detect hardcoded API keys
|
|
var apiKeyPatterns = new[]
|
|
{
|
|
@"[""']([A-Za-z0-9]{20,})[""']", // Long alphanumeric string
|
|
@"api[_-]?key\s*=\s*[""']([^""']+)[""']",
|
|
@"secret\s*=\s*[""']([^""']+)[""']"
|
|
};
|
|
|
|
foreach (var pattern in apiKeyPatterns)
|
|
{
|
|
var matches = System.Text.RegularExpressions.Regex.Matches(content, pattern, System.Text.RegularExpressions.RegexOptions.IgnoreCase);
|
|
foreach (System.Text.RegularExpressions.Match match in matches)
|
|
{
|
|
var lineNumber = content.Substring(0, match.Index).Split('\n').Length;
|
|
violations.Add(new
|
|
{
|
|
type = "security",
|
|
severity = "error",
|
|
line = lineNumber,
|
|
message = "Potential API key or secret hardcoded",
|
|
suggestion = "Move sensitive data to external configuration or use Unity's Cloud Build secrets",
|
|
guideline = "Never hardcode API keys or secrets in source code"
|
|
});
|
|
}
|
|
}
|
|
|
|
// Warning for plain text storage in PlayerPrefs
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
if (lines[i].Contains("PlayerPrefs.SetString") &&
|
|
(lines[i].ToLower().Contains("password") || lines[i].ToLower().Contains("token")))
|
|
{
|
|
violations.Add(new
|
|
{
|
|
type = "security",
|
|
severity = "warning",
|
|
line = i + 1,
|
|
message = "Sensitive data stored in PlayerPrefs without encryption",
|
|
suggestion = "Encrypt sensitive data before storing in PlayerPrefs",
|
|
guideline = "PlayerPrefs are stored in plain text and should not contain sensitive information"
|
|
});
|
|
}
|
|
}
|
|
|
|
return violations;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check architecture patterns
|
|
/// </summary>
|
|
private List<object> CheckArchitecturePatterns(string content, string[] lines)
|
|
{
|
|
var violations = new List<object>();
|
|
|
|
// Detect tight coupling
|
|
int directReferenceCount = System.Text.RegularExpressions.Regex.Matches(content, @"\.GetComponent<\w+>\(\)").Count;
|
|
if (directReferenceCount > 5)
|
|
{
|
|
violations.Add(new
|
|
{
|
|
type = "architecture",
|
|
severity = "warning",
|
|
message = $"High coupling detected: {directReferenceCount} GetComponent calls",
|
|
suggestion = "Consider using interfaces, events, or dependency injection",
|
|
guideline = "Reduce coupling between components for better maintainability"
|
|
});
|
|
}
|
|
|
|
// Detect large classes
|
|
if (lines.Length > 300)
|
|
{
|
|
violations.Add(new
|
|
{
|
|
type = "architecture",
|
|
severity = "warning",
|
|
message = $"Large class detected: {lines.Length} lines",
|
|
suggestion = "Consider breaking this class into smaller, focused classes",
|
|
guideline = "Follow Single Responsibility Principle"
|
|
});
|
|
}
|
|
|
|
return violations;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculate compliance score
|
|
/// </summary>
|
|
private int CalculateComplianceScore(int violationCount, int lineCount)
|
|
{
|
|
if (lineCount == 0) return 100;
|
|
var violationRatio = (double)violationCount / lineCount * 50; // Stricter calculation
|
|
return Math.Max(0, 100 - (int)violationRatio);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get best practice recommendations
|
|
/// </summary>
|
|
private object GetBestPracticeRecommendations()
|
|
{
|
|
return new
|
|
{
|
|
unity_specific = new[]
|
|
{
|
|
"Use Addressable Asset System instead of Resources folder",
|
|
"Prefer composition over inheritance",
|
|
"Use ScriptableObjects for configuration data",
|
|
"Implement proper object pooling for frequently created objects",
|
|
"Use Unity Events for decoupled communication"
|
|
},
|
|
coding_standards = new[]
|
|
{
|
|
"Follow Unity's C# coding standards",
|
|
"Use meaningful variable and method names",
|
|
"Keep methods focused and small (< 20 lines)",
|
|
"Use constants instead of magic numbers",
|
|
"Add XML documentation for public methods"
|
|
},
|
|
architecture = new[]
|
|
{
|
|
"Apply SOLID principles",
|
|
"Use dependency injection for better testability",
|
|
"Implement proper error handling",
|
|
"Separate concerns with appropriate design patterns",
|
|
"Use interfaces for loose coupling"
|
|
}
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Monitor and analyze runtime errors
|
|
/// </summary>
|
|
private string MonitorRuntimeErrors(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var timeWindow = int.Parse(parameters.GetValueOrDefault("timeWindow", "60")); // In seconds
|
|
var includeWarnings = bool.Parse(parameters.GetValueOrDefault("includeWarnings", "true"));
|
|
var analyzeStackTrace = bool.Parse(parameters.GetValueOrDefault("analyzeStackTrace", "true"));
|
|
|
|
// Collect errors from console log
|
|
var errorAnalysis = CollectRuntimeErrors(timeWindow, includeWarnings);
|
|
|
|
// Analyze error patterns
|
|
var patterns = AnalyzeErrorPatterns(errorAnalysis.errors);
|
|
|
|
// Cause analysis and fix suggestions
|
|
var diagnostics = GenerateErrorDiagnostics(errorAnalysis.errors, analyzeStackTrace);
|
|
|
|
// Detect potential issues
|
|
var potentialIssues = DetectPotentialRuntimeIssues();
|
|
|
|
var result = new
|
|
{
|
|
success = true,
|
|
message = "Runtime error monitoring completed",
|
|
summary = new
|
|
{
|
|
totalErrors = errorAnalysis.errorCount,
|
|
totalWarnings = errorAnalysis.warningCount,
|
|
uniqueErrors = errorAnalysis.uniqueErrorCount,
|
|
timeWindowSeconds = timeWindow,
|
|
mostFrequentError = GetMostFrequentError(patterns)
|
|
},
|
|
errors = errorAnalysis.errors.Take(20), // Latest 20 entries
|
|
patterns = patterns,
|
|
diagnostics = diagnostics,
|
|
potentialIssues = potentialIssues,
|
|
recommendations = GenerateRuntimeRecommendations(errorAnalysis, patterns)
|
|
};
|
|
|
|
return JsonConvert.SerializeObject(result, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusExecutor] MonitorRuntimeErrors - Error: {e.Message}\n{e.StackTrace}");
|
|
return CreateErrorResponse($"Error monitoring runtime errors: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Collect runtime errors from console log
|
|
/// </summary>
|
|
private (List<RuntimeError> errors, int errorCount, int warningCount, int uniqueErrorCount) CollectRuntimeErrors(int timeWindowSeconds, bool includeWarnings)
|
|
{
|
|
var errors = new List<RuntimeError>();
|
|
var currentTime = System.DateTime.Now;
|
|
var uniqueErrors = new HashSet<string>();
|
|
int errorCount = 0;
|
|
int warningCount = 0;
|
|
|
|
// Get Unity Editor log entries (using reflection)
|
|
#if UNITY_EDITOR
|
|
try
|
|
{
|
|
var logEntries = System.Type.GetType("UnityEditor.LogEntries, UnityEditor");
|
|
var logEntry = System.Type.GetType("UnityEditor.LogEntry, UnityEditor");
|
|
|
|
if (logEntries != null && logEntry != null)
|
|
{
|
|
var getCountMethod = logEntries.GetMethod("GetCount", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public);
|
|
var startGettingEntriesMethod = logEntries.GetMethod("StartGettingEntries", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public);
|
|
var getEntryInternalMethod = logEntries.GetMethod("GetEntryInternal", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public);
|
|
var endGettingEntriesMethod = logEntries.GetMethod("EndGettingEntries", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public);
|
|
|
|
if (getCountMethod != null && startGettingEntriesMethod != null && getEntryInternalMethod != null)
|
|
{
|
|
int count = (int)getCountMethod.Invoke(null, null);
|
|
startGettingEntriesMethod.Invoke(null, null);
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
var entry = Activator.CreateInstance(logEntry);
|
|
getEntryInternalMethod.Invoke(null, new object[] { i, entry });
|
|
|
|
// Get properties via reflection
|
|
var messageField = logEntry.GetField("message", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
|
|
var fileField = logEntry.GetField("file", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
|
|
var lineField = logEntry.GetField("line", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
|
|
var instanceIDField = logEntry.GetField("instanceID", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
|
|
var messageFlagsField = logEntry.GetField("messageFlags", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
|
|
|
|
if (messageField != null && messageFlagsField != null)
|
|
{
|
|
var message = (string)messageField.GetValue(entry);
|
|
var messageFlags = (int)messageFlagsField.GetValue(entry);
|
|
|
|
// Flag check (Error = 1, Warning = 2)
|
|
bool isError = (messageFlags & 1) != 0;
|
|
bool isWarning = (messageFlags & 2) != 0;
|
|
|
|
if (isError || (includeWarnings && isWarning))
|
|
{
|
|
var error = new RuntimeError
|
|
{
|
|
message = message ?? "",
|
|
stackTrace = "", // Stack trace needs to be retrieved separately
|
|
type = isError ? "error" : "warning",
|
|
file = fileField != null ? (string)fileField.GetValue(entry) ?? "" : "",
|
|
line = lineField != null ? (int)lineField.GetValue(entry) : 0,
|
|
instanceId = instanceIDField != null ? (int)instanceIDField.GetValue(entry) : 0,
|
|
timestamp = currentTime.AddSeconds(-timeWindowSeconds + i),
|
|
errorCategory = CategorizeError(message ?? "")
|
|
};
|
|
|
|
errors.Add(error);
|
|
uniqueErrors.Add(error.errorCategory + ":" + ExtractErrorSignature(error.message));
|
|
|
|
if (error.type == "error") errorCount++;
|
|
else warningCount++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (endGettingEntriesMethod != null)
|
|
endGettingEntriesMethod.Invoke(null, null);
|
|
}
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
SynLog.Warn($"[NexusExecutor] Failed to access Unity log entries: {e.Message}");
|
|
|
|
// Fallback: Collect basic error information
|
|
errors.Add(new RuntimeError
|
|
{
|
|
message = "Unable to access Unity console logs directly",
|
|
stackTrace = "",
|
|
type = "info",
|
|
file = "",
|
|
line = 0,
|
|
instanceId = 0,
|
|
timestamp = currentTime,
|
|
errorCategory = "System"
|
|
});
|
|
}
|
|
#endif
|
|
|
|
return (errors, errorCount, warningCount, uniqueErrors.Count);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get most frequent error
|
|
/// </summary>
|
|
private string GetMostFrequentError(object patterns)
|
|
{
|
|
try
|
|
{
|
|
var json = JsonConvert.SerializeObject(patterns);
|
|
var dict = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
|
|
|
|
if (dict != null && dict.ContainsKey("mostFrequent"))
|
|
{
|
|
return dict["mostFrequent"].ToString();
|
|
}
|
|
}
|
|
catch { }
|
|
|
|
return "Unknown";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Runtime error data structure
|
|
/// </summary>
|
|
private class RuntimeError
|
|
{
|
|
public string message { get; set; }
|
|
public string stackTrace { get; set; }
|
|
public string type { get; set; }
|
|
public string file { get; set; }
|
|
public int line { get; set; }
|
|
public int instanceId { get; set; }
|
|
public DateTime timestamp { get; set; }
|
|
public string errorCategory { get; set; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Categorize errors
|
|
/// </summary>
|
|
private string CategorizeError(string message)
|
|
{
|
|
if (message.Contains("NullReferenceException"))
|
|
return "NullReference";
|
|
else if (message.Contains("IndexOutOfRangeException") || message.Contains("ArgumentOutOfRangeException"))
|
|
return "IndexOutOfRange";
|
|
else if (message.Contains("MissingComponentException") || message.Contains("MissingReferenceException"))
|
|
return "MissingReference";
|
|
else if (message.Contains("UnassignedReferenceException"))
|
|
return "UnassignedReference";
|
|
else if (message.Contains("InvalidOperationException"))
|
|
return "InvalidOperation";
|
|
else if (message.Contains("FormatException"))
|
|
return "FormatException";
|
|
else if (message.Contains("ArgumentException"))
|
|
return "ArgumentException";
|
|
else if (message.Contains("KeyNotFoundException"))
|
|
return "KeyNotFound";
|
|
else if (message.Contains("NotImplementedException"))
|
|
return "NotImplemented";
|
|
else if (message.Contains("StackOverflowException"))
|
|
return "StackOverflow";
|
|
else if (message.Contains("OutOfMemoryException"))
|
|
return "OutOfMemory";
|
|
else
|
|
return "Other";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Extract error signature (for duplicate detection)
|
|
/// </summary>
|
|
private string ExtractErrorSignature(string message)
|
|
{
|
|
// Generate signature excluding object names and numbers
|
|
var signature = System.Text.RegularExpressions.Regex.Replace(message, @"'[^']*'", "'*'");
|
|
signature = System.Text.RegularExpressions.Regex.Replace(signature, @"\b\d+\b", "#");
|
|
signature = System.Text.RegularExpressions.Regex.Replace(signature, @"\([^)]*\)", "(*)");
|
|
return signature;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Analyze error patterns
|
|
/// </summary>
|
|
private object AnalyzeErrorPatterns(List<RuntimeError> errors)
|
|
{
|
|
if (!errors.Any())
|
|
{
|
|
return new { mostFrequent = "No errors", patterns = new List<object>() };
|
|
}
|
|
|
|
// Aggregate by error category
|
|
var categoryGroups = errors.GroupBy(e => e.errorCategory)
|
|
.OrderByDescending(g => g.Count())
|
|
.Select(g => new
|
|
{
|
|
category = g.Key,
|
|
count = g.Count(),
|
|
percentage = (double)g.Count() / errors.Count * 100,
|
|
examples = g.Take(3).Select(e => e.message).ToList()
|
|
});
|
|
|
|
// Error aggregation by file
|
|
var fileGroups = errors.Where(e => !string.IsNullOrEmpty(e.file))
|
|
.GroupBy(e => e.file)
|
|
.OrderByDescending(g => g.Count())
|
|
.Take(5)
|
|
.Select(g => new
|
|
{
|
|
file = g.Key,
|
|
errorCount = g.Count(),
|
|
errorTypes = g.Select(e => e.errorCategory).Distinct().ToList()
|
|
});
|
|
|
|
// Time series pattern (burst detection)
|
|
var timeBuckets = errors.GroupBy(e => e.timestamp.ToString("yyyy-MM-dd HH:mm"))
|
|
.OrderBy(g => g.Key)
|
|
.Select(g => new
|
|
{
|
|
time = g.Key,
|
|
count = g.Count()
|
|
});
|
|
|
|
return new
|
|
{
|
|
mostFrequent = categoryGroups.FirstOrDefault()?.category ?? "Unknown",
|
|
categoryDistribution = categoryGroups,
|
|
problematicFiles = fileGroups,
|
|
timePattern = timeBuckets,
|
|
burstDetected = timeBuckets.Any(b => b.count > 10) // More than 10 errors per minute
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generate error diagnostics and fix suggestions
|
|
/// </summary>
|
|
private List<object> GenerateErrorDiagnostics(List<RuntimeError> errors, bool analyzeStackTrace)
|
|
{
|
|
var diagnostics = new List<object>();
|
|
|
|
// Diagnose by category
|
|
var categoryGroups = errors.GroupBy(e => e.errorCategory);
|
|
|
|
foreach (var group in categoryGroups)
|
|
{
|
|
var diagnostic = new
|
|
{
|
|
errorType = group.Key,
|
|
occurrences = group.Count(),
|
|
diagnosis = GetDiagnosisForCategory(group.Key),
|
|
solutions = GetSolutionsForCategory(group.Key),
|
|
affectedFiles = group.Where(e => !string.IsNullOrEmpty(e.file))
|
|
.Select(e => new { file = e.file, line = e.line })
|
|
.Distinct()
|
|
.Take(5)
|
|
.ToList()
|
|
};
|
|
|
|
diagnostics.Add(diagnostic);
|
|
}
|
|
|
|
// Stack trace analysis
|
|
if (analyzeStackTrace)
|
|
{
|
|
var stackTracePatterns = AnalyzeStackTraces(errors);
|
|
diagnostics.Add(new
|
|
{
|
|
errorType = "StackTraceAnalysis",
|
|
patterns = stackTracePatterns
|
|
});
|
|
}
|
|
|
|
return diagnostics;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get diagnosis for error category
|
|
/// </summary>
|
|
private string GetDiagnosisForCategory(string category)
|
|
{
|
|
switch (category)
|
|
{
|
|
case "NullReference":
|
|
return "Object references are not properly initialized. This often happens when GameObjects are destroyed or components are missing.";
|
|
case "IndexOutOfRange":
|
|
return "Array or list is being accessed with an invalid index. Check array bounds before accessing elements.";
|
|
case "MissingReference":
|
|
return "Referenced objects have been destroyed or removed from the scene. This commonly happens with prefab instances.";
|
|
case "UnassignedReference":
|
|
return "Required references are not assigned in the Inspector. Check all public/SerializeField references.";
|
|
case "InvalidOperation":
|
|
return "Operations are being performed in invalid states or sequences.";
|
|
default:
|
|
return "Various runtime errors detected that need specific investigation.";
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get solutions for error category
|
|
/// </summary>
|
|
private List<string> GetSolutionsForCategory(string category)
|
|
{
|
|
switch (category)
|
|
{
|
|
case "NullReference":
|
|
return new List<string>
|
|
{
|
|
"Add null checks before accessing objects: if (obj != null)",
|
|
"Initialize references in Awake() or Start()",
|
|
"Use [RequireComponent] attribute for dependent components",
|
|
"Implement safe navigation with ?. operator (C# 6.0+)"
|
|
};
|
|
case "IndexOutOfRange":
|
|
return new List<string>
|
|
{
|
|
"Check array length before access: if (index < array.Length)",
|
|
"Use for loops instead of hardcoded indices",
|
|
"Validate input parameters that are used as indices",
|
|
"Consider using List<T> with bounds checking"
|
|
};
|
|
case "MissingReference":
|
|
return new List<string>
|
|
{
|
|
"Check if object exists before use: if (gameObject != null)",
|
|
"Use object pooling to avoid frequent instantiation/destruction",
|
|
"Implement proper cleanup in OnDestroy()",
|
|
"Consider using events for decoupled communication"
|
|
};
|
|
case "UnassignedReference":
|
|
return new List<string>
|
|
{
|
|
"Assign all references in the Inspector",
|
|
"Use [RequireComponent] for automatic component assignment",
|
|
"Implement fallback logic for missing references",
|
|
"Add validation in OnValidate() method"
|
|
};
|
|
default:
|
|
return new List<string> { "Review error messages for specific solutions" };
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Analyze stack traces
|
|
/// </summary>
|
|
private List<object> AnalyzeStackTraces(List<RuntimeError> errors)
|
|
{
|
|
var patterns = new List<object>();
|
|
|
|
// Detect common call paths
|
|
var stackTraces = errors.Where(e => !string.IsNullOrEmpty(e.stackTrace))
|
|
.Select(e => e.stackTrace.Split('\n').Take(5)) // Only top 5 lines
|
|
.ToList();
|
|
|
|
if (stackTraces.Any())
|
|
{
|
|
// Most frequently occurring call patterns
|
|
var commonPaths = stackTraces
|
|
.SelectMany(st => st)
|
|
.Where(line => line.Contains(".cs:"))
|
|
.GroupBy(line => ExtractMethodFromStackLine(line))
|
|
.Where(g => g.Count() > 1)
|
|
.OrderByDescending(g => g.Count())
|
|
.Take(5)
|
|
.Select(g => new
|
|
{
|
|
method = g.Key,
|
|
count = g.Count(),
|
|
suggestion = $"Method '{g.Key}' appears in {g.Count()} error stack traces"
|
|
});
|
|
|
|
patterns.AddRange(commonPaths);
|
|
}
|
|
|
|
return patterns;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Extract method name from stack trace line
|
|
/// </summary>
|
|
private string ExtractMethodFromStackLine(string stackLine)
|
|
{
|
|
var match = System.Text.RegularExpressions.Regex.Match(stackLine, @"(\w+\.\w+)\s*\(");
|
|
return match.Success ? match.Groups[1].Value : stackLine.Split(' ')[0];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Detect potential runtime issues
|
|
/// </summary>
|
|
private List<object> DetectPotentialRuntimeIssues()
|
|
{
|
|
var issues = new List<object>();
|
|
|
|
// Analyze objects in scene
|
|
var allGameObjects = UnityEngine.Object.FindObjectsOfType<GameObject>();
|
|
|
|
// 1. Inactive objects with heavy components
|
|
var inactiveHeavyObjects = allGameObjects
|
|
.Where(go => !go.activeInHierarchy &&
|
|
(go.GetComponent<Camera>() != null ||
|
|
go.GetComponent<Light>() != null ||
|
|
go.GetComponentsInChildren<Renderer>().Length > 10))
|
|
.Take(5)
|
|
.Select(go => new
|
|
{
|
|
type = "InactiveHeavyObject",
|
|
gameObject = go.name,
|
|
message = "Inactive object with heavy components",
|
|
suggestion = "Consider removing components from inactive objects"
|
|
});
|
|
|
|
issues.AddRange(inactiveHeavyObjects);
|
|
|
|
// 2. Excessively deep hierarchies
|
|
var deepHierarchies = allGameObjects
|
|
.Where(go => GetHierarchyDepth(go.transform) > 10)
|
|
.Take(5)
|
|
.Select(go => new
|
|
{
|
|
type = "DeepHierarchy",
|
|
gameObject = go.name,
|
|
depth = GetHierarchyDepth(go.transform),
|
|
message = "Extremely deep hierarchy detected",
|
|
suggestion = "Flatten hierarchy for better performance"
|
|
});
|
|
|
|
issues.AddRange(deepHierarchies);
|
|
|
|
// 3. Potential circular references
|
|
var components = allGameObjects.SelectMany(go => go.GetComponents<MonoBehaviour>());
|
|
foreach (var component in components.Take(50)) // Only check first 50
|
|
{
|
|
var fields = component.GetType().GetFields(
|
|
System.Reflection.BindingFlags.Public |
|
|
System.Reflection.BindingFlags.NonPublic |
|
|
System.Reflection.BindingFlags.Instance);
|
|
|
|
foreach (var field in fields)
|
|
{
|
|
if (typeof(UnityEngine.Object).IsAssignableFrom(field.FieldType))
|
|
{
|
|
var value = field.GetValue(component) as UnityEngine.Object;
|
|
if (value != null && value == component)
|
|
{
|
|
issues.Add(new
|
|
{
|
|
type = "SelfReference",
|
|
gameObject = component.gameObject.name,
|
|
component = component.GetType().Name,
|
|
field = field.Name,
|
|
message = "Component has self-reference",
|
|
suggestion = "Remove self-references to prevent circular dependencies"
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return issues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get hierarchy depth
|
|
/// </summary>
|
|
private int GetHierarchyDepth(Transform transform)
|
|
{
|
|
int depth = 0;
|
|
var current = transform;
|
|
while (current.parent != null)
|
|
{
|
|
depth++;
|
|
current = current.parent;
|
|
}
|
|
return depth;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generate runtime recommendations
|
|
/// </summary>
|
|
private object GenerateRuntimeRecommendations(
|
|
(List<RuntimeError> errors, int errorCount, int warningCount, int uniqueErrorCount) errorAnalysis,
|
|
object patterns)
|
|
{
|
|
var recommendations = new List<string>();
|
|
|
|
// Recommendations based on error count
|
|
if (errorAnalysis.errorCount > 50)
|
|
{
|
|
recommendations.Add("High error count detected. Consider implementing comprehensive error handling.");
|
|
}
|
|
|
|
// When there are many NullReferences
|
|
var nullRefCount = errorAnalysis.errors.Count(e => e.errorCategory == "NullReference");
|
|
if (nullRefCount > errorAnalysis.errorCount * 0.3)
|
|
{
|
|
recommendations.Add("Many NullReferenceExceptions detected. Implement defensive programming with null checks.");
|
|
recommendations.Add("Consider using [RequireComponent] attributes and initialization validation.");
|
|
}
|
|
|
|
// When concentrated in same file
|
|
var fileGroups = errorAnalysis.errors.GroupBy(e => e.file).Where(g => g.Count() > 5);
|
|
if (fileGroups.Any())
|
|
{
|
|
recommendations.Add($"Errors concentrated in specific files: {string.Join(", ", fileGroups.Select(g => g.Key).Take(3))}");
|
|
recommendations.Add("Focus debugging efforts on these problematic files.");
|
|
}
|
|
|
|
// General recommendations
|
|
recommendations.AddRange(new[]
|
|
{
|
|
"Enable 'Error Pause' in Console to break on errors during play mode",
|
|
"Use try-catch blocks for operations that might fail",
|
|
"Implement proper logging for better error tracking",
|
|
"Consider using Unity Test Framework for automated testing",
|
|
"Profile memory usage to detect potential memory leaks"
|
|
});
|
|
|
|
return new
|
|
{
|
|
immediate = recommendations.Take(3),
|
|
general = recommendations.Skip(3)
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Automatically attach UI components
|
|
/// </summary>
|
|
private string AutoAttachUI(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetName = parameters.GetValueOrDefault("target", "");
|
|
var componentName = parameters.GetValueOrDefault("component", "");
|
|
|
|
if (string.IsNullOrEmpty(targetName))
|
|
{
|
|
return CreateErrorResponse("Target GameObject name must be provided");
|
|
}
|
|
|
|
GameObject target = GameObject.Find(targetName);
|
|
if (target == null)
|
|
{
|
|
return CreateErrorResponse($"GameObject '{targetName}' not found");
|
|
}
|
|
|
|
// Get component
|
|
Component component = null;
|
|
if (!string.IsNullOrEmpty(componentName))
|
|
{
|
|
component = target.GetComponent(componentName);
|
|
}
|
|
else
|
|
{
|
|
// Find first custom component that inherits MonoBehaviour
|
|
var components = target.GetComponents<MonoBehaviour>();
|
|
foreach (var comp in components)
|
|
{
|
|
var type = comp.GetType();
|
|
if (type.Namespace != "UnityEngine" && type.Namespace != "UnityEngine.UI")
|
|
{
|
|
component = comp;
|
|
componentName = type.Name;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (component == null)
|
|
{
|
|
return CreateErrorResponse($"No suitable component found on '{targetName}'");
|
|
}
|
|
|
|
// Record Undo
|
|
UnityEditor.Undo.RecordObject(component, "Auto Attach UI");
|
|
|
|
var attachedFields = new List<string>();
|
|
var failedFields = new List<string>();
|
|
|
|
// Get fields via reflection
|
|
var componentType = component.GetType();
|
|
var fields = componentType.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
|
|
|
|
SynLog.Info($"[AutoAttachUI] Found {fields.Length} fields in {componentType.Name}");
|
|
|
|
foreach (var field in fields)
|
|
{
|
|
// Only target SerializeField or public fields
|
|
bool isSerializable = field.IsPublic || field.GetCustomAttribute<SerializeField>() != null;
|
|
if (!isSerializable || field.IsStatic)
|
|
{
|
|
SynLog.Info($"[AutoAttachUI] Skipping field {field.Name} - Serializable: {isSerializable}, Static: {field.IsStatic}");
|
|
continue;
|
|
}
|
|
|
|
// Only target types that inherit UnityEngine.Object (GameObject, Component, ScriptableObject, etc.)
|
|
var fieldType = field.FieldType;
|
|
if (!typeof(UnityEngine.Object).IsAssignableFrom(fieldType))
|
|
{
|
|
// For arrays or lists, check element type
|
|
if (fieldType.IsArray)
|
|
{
|
|
var elementType = fieldType.GetElementType();
|
|
if (!typeof(UnityEngine.Object).IsAssignableFrom(elementType))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else if (fieldType.IsGenericType && fieldType.GetGenericTypeDefinition() == typeof(List<>))
|
|
{
|
|
var elementType = fieldType.GetGenericArguments()[0];
|
|
if (!typeof(UnityEngine.Object).IsAssignableFrom(elementType))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
SynLog.Info($"[AutoAttachUI] Processing field {field.Name} of type {fieldType.Name}");
|
|
|
|
// Skip if value is already set
|
|
var currentValue = field.GetValue(component);
|
|
if (currentValue != null)
|
|
{
|
|
SynLog.Info($"[AutoAttachUI] Field {field.Name} already has value: {currentValue}");
|
|
continue;
|
|
}
|
|
|
|
// Generate search names from field name
|
|
var searchNames = GenerateSearchNames(field.Name);
|
|
|
|
bool attached = false;
|
|
foreach (var searchName in searchNames)
|
|
{
|
|
// Search within scene
|
|
GameObject foundObj = GameObject.Find(searchName);
|
|
|
|
if (foundObj != null)
|
|
{
|
|
// For GameObject field
|
|
if (fieldType == typeof(GameObject))
|
|
{
|
|
field.SetValue(component, foundObj);
|
|
attachedFields.Add($"{field.Name} -> {foundObj.name}");
|
|
attached = true;
|
|
break;
|
|
}
|
|
// For Transform field
|
|
else if (fieldType == typeof(Transform))
|
|
{
|
|
field.SetValue(component, foundObj.transform);
|
|
attachedFields.Add($"{field.Name} -> {foundObj.name} (Transform)");
|
|
attached = true;
|
|
break;
|
|
}
|
|
// For other component types
|
|
else
|
|
{
|
|
var targetComponent = foundObj.GetComponent(fieldType);
|
|
if (targetComponent != null)
|
|
{
|
|
field.SetValue(component, targetComponent);
|
|
attachedFields.Add($"{field.Name} -> {foundObj.name} ({fieldType.Name})");
|
|
attached = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!attached)
|
|
{
|
|
failedFields.Add($"{field.Name} ({fieldType.Name})");
|
|
}
|
|
}
|
|
|
|
// Save changes with SetDirty
|
|
UnityEditor.EditorUtility.SetDirty(component);
|
|
UnityEditor.EditorUtility.SetDirty(target);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"UI auto-attach completed for {componentName} on {targetName}",
|
|
attached = attachedFields.Count,
|
|
failed = failedFields.Count,
|
|
attachedFields = attachedFields,
|
|
failedFields = failedFields
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Error in AutoAttachUI: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generate search candidate names from field name
|
|
/// </summary>
|
|
private List<string> GenerateSearchNames(string fieldName)
|
|
{
|
|
var searchNames = new List<string>();
|
|
|
|
// Name as-is
|
|
searchNames.Add(fieldName);
|
|
|
|
// Remove "Text" suffix
|
|
if (fieldName.EndsWith("Text"))
|
|
{
|
|
searchNames.Add(fieldName.Substring(0, fieldName.Length - 4));
|
|
}
|
|
|
|
// Convert camelCase to space-separated
|
|
var spacedName = System.Text.RegularExpressions.Regex.Replace(
|
|
fieldName,
|
|
@"(?<!^)(?=[A-Z])",
|
|
" "
|
|
);
|
|
searchNames.Add(spacedName);
|
|
|
|
// Replace underscores with spaces
|
|
searchNames.Add(fieldName.Replace("_", " "));
|
|
|
|
// Capitalize first letter
|
|
searchNames.Add(char.ToUpper(fieldName[0]) + fieldName.Substring(1));
|
|
|
|
// Common UI name patterns
|
|
if (fieldName.ToLower().Contains("score"))
|
|
{
|
|
searchNames.AddRange(new[] { "ScoreText", "Score Text", "Score", "ScoreLabel" });
|
|
}
|
|
if (fieldName.ToLower().Contains("level"))
|
|
{
|
|
searchNames.AddRange(new[] { "LevelText", "Level Text", "Level", "LevelLabel" });
|
|
}
|
|
if (fieldName.ToLower().Contains("lines"))
|
|
{
|
|
searchNames.AddRange(new[] { "LinesText", "Lines Text", "Lines", "LinesLabel" });
|
|
}
|
|
if (fieldName.ToLower().Contains("next"))
|
|
{
|
|
searchNames.AddRange(new[] { "NextPieceText", "Next Piece Text", "Next", "NextText" });
|
|
}
|
|
if (fieldName.ToLower().Contains("hold"))
|
|
{
|
|
searchNames.AddRange(new[] { "HoldText", "Hold Text", "Hold", "HoldLabel" });
|
|
}
|
|
|
|
// Remove duplicates
|
|
return searchNames.Distinct().ToList();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get script path (improved version)
|
|
/// </summary>
|
|
private string GetScriptPath(string scriptPath, string fileName)
|
|
{
|
|
SynLog.Info($"[NexusExecutor] GetScriptPath - scriptPath: '{scriptPath}', fileName: '{fileName}'");
|
|
|
|
// 1. When direct path is specified
|
|
if (!string.IsNullOrEmpty(scriptPath))
|
|
{
|
|
// Try multiple path patterns
|
|
string[] pathPatterns = new string[]
|
|
{
|
|
scriptPath,
|
|
scriptPath.StartsWith("Assets/") ? scriptPath : $"Assets/{scriptPath}",
|
|
$"Assets/Scripts/{scriptPath}",
|
|
$"Assets/{scriptPath}.cs",
|
|
$"Assets/Scripts/{scriptPath}.cs"
|
|
};
|
|
|
|
foreach (string pattern in pathPatterns)
|
|
{
|
|
if (System.IO.File.Exists(pattern))
|
|
{
|
|
SynLog.Info($"[NexusExecutor] Found script at: {pattern}");
|
|
return pattern;
|
|
}
|
|
}
|
|
SynLog.Warn($"[NexusExecutor] Script not found with path patterns for: {scriptPath}");
|
|
}
|
|
|
|
// 2. Search by file name
|
|
if (!string.IsNullOrEmpty(fileName))
|
|
{
|
|
// Ensure .cs is included
|
|
string searchName = fileName.EndsWith(".cs") ? fileName.Replace(".cs", "") : fileName;
|
|
|
|
SynLog.Info($"[NexusExecutor] Searching for script: {searchName}");
|
|
|
|
// More flexible search with AssetDatabase
|
|
string[] searchPatterns = new string[]
|
|
{
|
|
$"{searchName} t:Script",
|
|
$"t:Script {searchName}",
|
|
searchName
|
|
};
|
|
|
|
foreach (string pattern in searchPatterns)
|
|
{
|
|
string[] foundFiles = AssetDatabase.FindAssets(pattern);
|
|
if (foundFiles.Length > 0)
|
|
{
|
|
// Prioritize exact match
|
|
foreach (string guid in foundFiles)
|
|
{
|
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
string fileNameOnly = System.IO.Path.GetFileNameWithoutExtension(path);
|
|
if (string.Equals(fileNameOnly, searchName, StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
SynLog.Info($"[NexusExecutor] Found exact match: {path}");
|
|
return path;
|
|
}
|
|
}
|
|
|
|
// Use first result if no exact match
|
|
string foundPath = AssetDatabase.GUIDToAssetPath(foundFiles[0]);
|
|
SynLog.Info($"[NexusExecutor] Found partial match: {foundPath}");
|
|
return foundPath;
|
|
}
|
|
}
|
|
|
|
// If not found in AssetDatabase, search directly in file system
|
|
SynLog.Info("[NexusExecutor] AssetDatabase search failed, trying file system search");
|
|
try
|
|
{
|
|
string[] allCsFiles = System.IO.Directory.GetFiles("Assets", "*.cs", System.IO.SearchOption.AllDirectories);
|
|
|
|
// Find exact match
|
|
foreach (string file in allCsFiles)
|
|
{
|
|
string fileNameOnly = System.IO.Path.GetFileNameWithoutExtension(file);
|
|
if (string.Equals(fileNameOnly, searchName, StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
string unityPath = file.Replace("\\", "/");
|
|
SynLog.Info($"[NexusExecutor] Found file system match: {unityPath}");
|
|
return unityPath;
|
|
}
|
|
}
|
|
|
|
// Try partial match
|
|
foreach (string file in allCsFiles)
|
|
{
|
|
string fileNameOnly = System.IO.Path.GetFileNameWithoutExtension(file);
|
|
if (fileNameOnly.IndexOf(searchName, StringComparison.OrdinalIgnoreCase) >= 0)
|
|
{
|
|
string unityPath = file.Replace("\\", "/");
|
|
SynLog.Warn($"[NexusExecutor] Found partial file system match: {unityPath}");
|
|
return unityPath;
|
|
}
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusExecutor] File system search error: {e.Message}");
|
|
}
|
|
}
|
|
|
|
Debug.LogError($"[NexusExecutor] Failed to find script - scriptPath: '{scriptPath}', fileName: '{fileName}'");
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get detailed information for script file search
|
|
/// </summary>
|
|
private string GetScriptSearchInfo(string scriptPath, string fileName)
|
|
{
|
|
var info = new System.Text.StringBuilder();
|
|
info.AppendLine("=== Script Search Debug Info ===");
|
|
info.AppendLine($"- Provided scriptPath: '{scriptPath}'");
|
|
info.AppendLine($"- Provided fileName: '{fileName}'");
|
|
info.AppendLine($"- Current working directory: {System.IO.Directory.GetCurrentDirectory()}");
|
|
|
|
// Path pattern check
|
|
if (!string.IsNullOrEmpty(scriptPath))
|
|
{
|
|
info.AppendLine("\n[Path Pattern Check]");
|
|
string[] pathPatterns = new string[]
|
|
{
|
|
scriptPath,
|
|
scriptPath.StartsWith("Assets/") ? scriptPath : $"Assets/{scriptPath}",
|
|
$"Assets/Scripts/{scriptPath}",
|
|
$"Assets/{scriptPath}.cs",
|
|
$"Assets/Scripts/{scriptPath}.cs"
|
|
};
|
|
|
|
foreach (string pattern in pathPatterns)
|
|
{
|
|
bool exists = System.IO.File.Exists(pattern);
|
|
info.AppendLine($" - {pattern}: {(exists ? "EXISTS" : "not found")}");
|
|
}
|
|
}
|
|
|
|
if (!string.IsNullOrEmpty(fileName))
|
|
{
|
|
string searchName = fileName.EndsWith(".cs") ? fileName.Replace(".cs", "") : fileName;
|
|
|
|
info.AppendLine("\n[AssetDatabase Search]");
|
|
|
|
// Try multiple search patterns
|
|
string[] searchPatterns = new string[]
|
|
{
|
|
$"{searchName} t:Script",
|
|
$"t:Script {searchName}",
|
|
searchName
|
|
};
|
|
|
|
foreach (string pattern in searchPatterns)
|
|
{
|
|
string[] foundFiles = AssetDatabase.FindAssets(pattern);
|
|
info.AppendLine($" Pattern '{pattern}': {foundFiles.Length} results");
|
|
for (int i = 0; i < foundFiles.Length && i < 3; i++)
|
|
{
|
|
string path = AssetDatabase.GUIDToAssetPath(foundFiles[i]);
|
|
info.AppendLine($" [{i}] {path}");
|
|
}
|
|
}
|
|
|
|
// File system search
|
|
info.AppendLine("\n[File System Search]");
|
|
try
|
|
{
|
|
string[] allCsFiles = System.IO.Directory.GetFiles("Assets", "*.cs", System.IO.SearchOption.AllDirectories);
|
|
|
|
// Exact match
|
|
var exactMatches = allCsFiles.Where(f =>
|
|
string.Equals(System.IO.Path.GetFileNameWithoutExtension(f), searchName, StringComparison.OrdinalIgnoreCase)
|
|
).Take(5).ToArray();
|
|
|
|
// Partial match
|
|
var partialMatches = allCsFiles.Where(f =>
|
|
System.IO.Path.GetFileNameWithoutExtension(f).IndexOf(searchName, StringComparison.OrdinalIgnoreCase) >= 0
|
|
).Take(5).ToArray();
|
|
|
|
info.AppendLine($" - Total .cs files in Assets: {allCsFiles.Length}");
|
|
info.AppendLine($" - Exact matches for '{searchName}': {exactMatches.Length}");
|
|
foreach (string file in exactMatches)
|
|
{
|
|
info.AppendLine($" {file}");
|
|
}
|
|
|
|
if (partialMatches.Length > exactMatches.Length)
|
|
{
|
|
info.AppendLine($" - Partial matches: {partialMatches.Length - exactMatches.Length}");
|
|
foreach (string file in partialMatches.Except(exactMatches).Take(3))
|
|
{
|
|
info.AppendLine($" {file}");
|
|
}
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
info.AppendLine($" - File system search error: {e.Message}");
|
|
}
|
|
}
|
|
|
|
// Recommended solutions
|
|
info.AppendLine("\n[Recommended Solutions]");
|
|
info.AppendLine("1. Use full path from Assets folder (e.g., 'Assets/Scripts/MyScript.cs')");
|
|
info.AppendLine("2. Use exact file name without extension (e.g., 'MyScript')");
|
|
info.AppendLine("3. Ensure the script file exists and is imported in Unity");
|
|
|
|
return info.ToString();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Simple syntax validation for C# scripts
|
|
/// </summary>
|
|
private bool ValidateCSharpSyntax(string code, out string error)
|
|
{
|
|
error = null;
|
|
|
|
try
|
|
{
|
|
// Basic syntax check
|
|
int openBraces = 0;
|
|
int closeBraces = 0;
|
|
int openParentheses = 0;
|
|
int closeParentheses = 0;
|
|
int openBrackets = 0;
|
|
int closeBrackets = 0;
|
|
bool inString = false;
|
|
bool inChar = false;
|
|
bool inComment = false;
|
|
bool inMultiLineComment = false;
|
|
|
|
// For class structure check
|
|
var classStack = new Stack<string>();
|
|
bool foundNamespace = false;
|
|
|
|
for (int i = 0; i < code.Length; i++)
|
|
{
|
|
char c = code[i];
|
|
char prev = i > 0 ? code[i - 1] : '\0';
|
|
char next = i < code.Length - 1 ? code[i + 1] : '\0';
|
|
|
|
// Comment processing
|
|
if (!inString && !inChar)
|
|
{
|
|
if (c == '/' && next == '/')
|
|
{
|
|
inComment = true;
|
|
}
|
|
else if (c == '/' && next == '*')
|
|
{
|
|
inMultiLineComment = true;
|
|
i++; // Skip next char
|
|
continue;
|
|
}
|
|
else if (inMultiLineComment && c == '*' && next == '/')
|
|
{
|
|
inMultiLineComment = false;
|
|
i++; // Skip next char
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (inComment && c == '\n')
|
|
{
|
|
inComment = false;
|
|
}
|
|
|
|
if (inComment || inMultiLineComment)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// String and character literal processing
|
|
if (c == '"' && prev != '\\')
|
|
{
|
|
inString = !inString;
|
|
}
|
|
else if (c == '\'' && prev != '\\' && !inString)
|
|
{
|
|
inChar = !inChar;
|
|
}
|
|
|
|
// Count brackets (ignore inside strings)
|
|
if (!inString && !inChar)
|
|
{
|
|
switch (c)
|
|
{
|
|
case '{': openBraces++; break;
|
|
case '}': closeBraces++; break;
|
|
case '(': openParentheses++; break;
|
|
case ')': closeParentheses++; break;
|
|
case '[': openBrackets++; break;
|
|
case ']': closeBrackets++; break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Balance check
|
|
if (openBraces != closeBraces)
|
|
{
|
|
error = $"Unbalanced braces: {{ = {openBraces}, }} = {closeBraces}";
|
|
return false;
|
|
}
|
|
|
|
if (openParentheses != closeParentheses)
|
|
{
|
|
error = $"Unbalanced parentheses: ( = {openParentheses}, ) = {closeParentheses}";
|
|
return false;
|
|
}
|
|
|
|
if (openBrackets != closeBrackets)
|
|
{
|
|
error = $"Unbalanced brackets: [ = {openBrackets}, ] = {closeBrackets}";
|
|
return false;
|
|
}
|
|
|
|
// Basic class structure check
|
|
var lines = code.Split('\n');
|
|
int braceLevel = 0;
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
string line = lines[i].Trim();
|
|
|
|
// Detect namespace
|
|
if (line.StartsWith("namespace "))
|
|
{
|
|
foundNamespace = true;
|
|
}
|
|
|
|
// Detect class
|
|
if (line.Contains("class ") && !line.StartsWith("//"))
|
|
{
|
|
// Check brace level before class
|
|
if (foundNamespace && braceLevel < 1)
|
|
{
|
|
error = $"Class declaration outside namespace braces at line {i + 1}";
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Track brace level
|
|
foreach (char c in line)
|
|
{
|
|
if (c == '{') braceLevel++;
|
|
else if (c == '}') braceLevel--;
|
|
|
|
if (braceLevel < 0)
|
|
{
|
|
error = $"Extra closing brace detected at line {i + 1}";
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Semicolon check (basic statement ending)
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
string line = lines[i].Trim();
|
|
|
|
// Exclude empty lines, comments, bracket-ending lines, labels, etc.
|
|
if (string.IsNullOrWhiteSpace(line) ||
|
|
line.StartsWith("//") ||
|
|
line.EndsWith("{") ||
|
|
line.EndsWith("}") ||
|
|
line.EndsWith(":") ||
|
|
line.StartsWith("#") || // Preprocessor directive
|
|
line.StartsWith("[") || // Attribute
|
|
line.Contains("=>") || // Lambda expression
|
|
line.EndsWith(",")) // Enum, etc.
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Check for tokens that indicate statement ending
|
|
if (!line.EndsWith(";") &&
|
|
!line.EndsWith("}") &&
|
|
!line.Contains("class ") &&
|
|
!line.Contains("interface ") &&
|
|
!line.Contains("enum ") &&
|
|
!line.Contains("struct ") &&
|
|
!line.Contains("namespace "))
|
|
{
|
|
// Check if next line continues
|
|
if (i + 1 < lines.Length)
|
|
{
|
|
string nextLine = lines[i + 1].Trim();
|
|
if (!nextLine.StartsWith(".") && !nextLine.StartsWith("&&") && !nextLine.StartsWith("||"))
|
|
{
|
|
// Warning level (not treated as error)
|
|
SynLog.Warn($"[Syntax Check] Line {i + 1}: Possible missing semicolon: {line}");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
error = $"Error during syntax validation: {e.Message}";
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if class structure is preserved before and after editing
|
|
/// </summary>
|
|
private bool ValidateClassStructurePreservation(string originalCode, string newCode, out string error)
|
|
{
|
|
error = null;
|
|
|
|
try
|
|
{
|
|
// Extract class definitions
|
|
var originalClasses = ExtractClassDefinitions(originalCode);
|
|
var newClasses = ExtractClassDefinitions(newCode);
|
|
|
|
// Check if classes were deleted
|
|
foreach (var originalClass in originalClasses)
|
|
{
|
|
if (!newClasses.Any(c => c.name == originalClass.name))
|
|
{
|
|
error = $"Class '{originalClass.name}' was accidentally removed";
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Check if namespace structure is preserved
|
|
var originalNamespaces = ExtractNamespaces(originalCode);
|
|
var newNamespaces = ExtractNamespaces(newCode);
|
|
|
|
if (originalNamespaces.Count != newNamespaces.Count)
|
|
{
|
|
error = "Namespace structure was altered";
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
error = $"Error validating class structure: {e.Message}";
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private List<(string name, int startLine)> ExtractClassDefinitions(string code)
|
|
{
|
|
var classes = new List<(string name, int startLine)>();
|
|
var lines = code.Split('\n');
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
{
|
|
var line = lines[i].Trim();
|
|
if (line.Contains("class ") && !line.StartsWith("//"))
|
|
{
|
|
var match = System.Text.RegularExpressions.Regex.Match(line, @"class\s+(\w+)");
|
|
if (match.Success)
|
|
{
|
|
classes.Add((match.Groups[1].Value, i + 1));
|
|
}
|
|
}
|
|
}
|
|
|
|
return classes;
|
|
}
|
|
|
|
private List<string> ExtractNamespaces(string code)
|
|
{
|
|
var namespaces = new List<string>();
|
|
var lines = code.Split('\n');
|
|
|
|
foreach (var line in lines)
|
|
{
|
|
var trimmed = line.Trim();
|
|
if (trimmed.StartsWith("namespace ") && !trimmed.StartsWith("//"))
|
|
{
|
|
var match = System.Text.RegularExpressions.Regex.Match(trimmed, @"namespace\s+([\w.]+)");
|
|
if (match.Success)
|
|
{
|
|
namespaces.Add(match.Groups[1].Value);
|
|
}
|
|
}
|
|
}
|
|
|
|
return namespaces;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create success response
|
|
/// </summary>
|
|
private string CreateSuccessResponse(string message)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
content = new[]
|
|
{
|
|
new
|
|
{
|
|
type = "text",
|
|
text = message
|
|
}
|
|
}
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create error response
|
|
/// </summary>
|
|
private string CreateErrorResponse(string message)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
content = new[]
|
|
{
|
|
new
|
|
{
|
|
type = "text",
|
|
text = message
|
|
}
|
|
}
|
|
});
|
|
}
|
|
|
|
private string CreatePrefab(Dictionary<string, string> parameters)
|
|
{
|
|
// Check path parameter with priority
|
|
var path = parameters.GetValueOrDefault("path");
|
|
|
|
// Support multiple candidates for name parameter
|
|
var name = parameters.GetValueOrDefault("name") ??
|
|
parameters.GetValueOrDefault("prefabName") ??
|
|
parameters.GetValueOrDefault("fileName");
|
|
|
|
// Support multiple parameter names
|
|
var sourceName = parameters.GetValueOrDefault("source") ??
|
|
parameters.GetValueOrDefault("target") ??
|
|
parameters.GetValueOrDefault("gameObject") ??
|
|
parameters.GetValueOrDefault("object") ??
|
|
parameters.GetValueOrDefault("sourceName") ??
|
|
parameters.GetValueOrDefault("objectName");
|
|
GameObject source = null;
|
|
|
|
SynLog.Info($"[CreatePrefab] === PARAMETER ANALYSIS ===");
|
|
SynLog.Info($"[CreatePrefab] Total parameters: {parameters.Count}");
|
|
foreach (var param in parameters)
|
|
{
|
|
SynLog.Info($"[CreatePrefab] Parameter: '{param.Key}' = '{param.Value}'");
|
|
}
|
|
SynLog.Info($"[CreatePrefab] Extracted path: '{path}'");
|
|
SynLog.Info($"[CreatePrefab] Extracted name: '{name}'");
|
|
SynLog.Info($"[CreatePrefab] Extracted sourceName: '{sourceName}'");
|
|
SynLog.Info($"[CreatePrefab] === END ANALYSIS ===");
|
|
|
|
// Path analysis
|
|
string folderPath = "Assets/Synaptic_Generated";
|
|
string fileName = name;
|
|
|
|
// Prioritize path parameter if specified
|
|
if (!string.IsNullOrEmpty(path))
|
|
{
|
|
if (path.Contains("/"))
|
|
{
|
|
var lastSlash = path.LastIndexOf('/');
|
|
folderPath = path.Substring(0, lastSlash);
|
|
fileName = path.Substring(lastSlash + 1);
|
|
|
|
// Remove .prefab extension
|
|
if (fileName.EndsWith(".prefab"))
|
|
{
|
|
fileName = fileName.Substring(0, fileName.Length - 7);
|
|
}
|
|
SynLog.Info($"[CreatePrefab] Parsed path - folder: '{folderPath}', file: '{fileName}'");
|
|
}
|
|
else
|
|
{
|
|
fileName = path;
|
|
}
|
|
}
|
|
// Use sourceName or default name if name not specified
|
|
else if (string.IsNullOrEmpty(name))
|
|
{
|
|
if (!string.IsNullOrEmpty(sourceName))
|
|
{
|
|
fileName = sourceName + "Prefab";
|
|
SynLog.Info($"[CreatePrefab] Auto-generated name from source: '{fileName}'");
|
|
}
|
|
else
|
|
{
|
|
fileName = "NewPrefab";
|
|
SynLog.Info($"[CreatePrefab] Using default name: '{fileName}'");
|
|
}
|
|
}
|
|
|
|
if (!string.IsNullOrEmpty(sourceName))
|
|
{
|
|
if (sourceName == "last")
|
|
{
|
|
source = lastCreatedObject;
|
|
SynLog.Info($"[CreatePrefab] Using last created object: {source?.name ?? "null"}");
|
|
}
|
|
else
|
|
{
|
|
SynLog.Info($"[CreatePrefab] Searching for source object: {sourceName}");
|
|
|
|
// Search using GetTargetGameObject
|
|
var tempParams = new Dictionary<string, string> { {"target", sourceName} };
|
|
source = GetTargetGameObject(tempParams);
|
|
|
|
SynLog.Info($"[CreatePrefab] Found source object: {source?.name ?? "null"}");
|
|
|
|
// Additionally, search with different parameter name
|
|
if (source == null)
|
|
{
|
|
tempParams = new Dictionary<string, string> { {"name", sourceName} };
|
|
source = GetTargetGameObject(tempParams);
|
|
SynLog.Info($"[CreatePrefab] Fallback search by name: {source?.name ?? "null"}");
|
|
}
|
|
|
|
// If not in scene, attempt to instantiate from existing prefab
|
|
if (source == null)
|
|
{
|
|
var existingPrefabPath = $"Assets/Synaptic_Generated/{sourceName}.prefab";
|
|
if (System.IO.File.Exists(existingPrefabPath))
|
|
{
|
|
var prefabAsset = AssetDatabase.LoadAssetAtPath<GameObject>(existingPrefabPath);
|
|
if (prefabAsset != null)
|
|
{
|
|
// Case: Instantiate
|
|
if (parameters.TryGetValue("instantiate", out var instantiateValue) &&
|
|
instantiateValue.ToLower() == "true")
|
|
{
|
|
source = PrefabUtility.InstantiatePrefab(prefabAsset) as GameObject;
|
|
if (source != null)
|
|
{
|
|
source.name = name;
|
|
|
|
// Set position
|
|
if (parameters.TryGetValue("position", out var posStr))
|
|
{
|
|
Vector3 position = Vector3.zero;
|
|
if (posStr.StartsWith("{") && posStr.EndsWith("}"))
|
|
{
|
|
// JSON format
|
|
try
|
|
{
|
|
var posJson = JsonConvert.DeserializeObject<Dictionary<string, float>>(posStr);
|
|
position = new Vector3(
|
|
posJson.GetValueOrDefault("x", 0),
|
|
posJson.GetValueOrDefault("y", 0),
|
|
posJson.GetValueOrDefault("z", 0)
|
|
);
|
|
}
|
|
catch { }
|
|
}
|
|
else
|
|
{
|
|
// Comma-separated string
|
|
var parts = posStr.Split(',');
|
|
if (parts.Length >= 3 &&
|
|
float.TryParse(parts[0], out var x) &&
|
|
float.TryParse(parts[1], out var y) &&
|
|
float.TryParse(parts[2], out var z))
|
|
{
|
|
position = new Vector3(x, y, z);
|
|
}
|
|
}
|
|
source.transform.position = position;
|
|
}
|
|
|
|
lastCreatedObject = source;
|
|
return $"Instantiated prefab: {name} from {sourceName}";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Case: Create new prefab based on existing prefab
|
|
source = PrefabUtility.InstantiatePrefab(prefabAsset) as GameObject;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If source parameter not specified, use lastCreatedObject
|
|
source = lastCreatedObject;
|
|
SynLog.Info($"[CreatePrefab] No source specified, using last created object: {source?.name ?? "null"}");
|
|
}
|
|
|
|
if (source == null)
|
|
{
|
|
var allObjects = GameObject.FindObjectsOfType<GameObject>();
|
|
SynLog.Info($"[CreatePrefab] Available objects in scene: {string.Join(", ", allObjects.Take(10).Select(o => o.name))}");
|
|
|
|
// Last resort: Search directly from available objects
|
|
if (!string.IsNullOrEmpty(sourceName))
|
|
{
|
|
source = allObjects.FirstOrDefault(o => o.name == sourceName);
|
|
if (source == null)
|
|
{
|
|
source = allObjects.FirstOrDefault(o => o.name.Contains(sourceName));
|
|
}
|
|
SynLog.Info($"[CreatePrefab] Direct search result: {source?.name ?? "null"}");
|
|
}
|
|
|
|
if (source == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"No source GameObject found: {sourceName ?? "null"}",
|
|
availableObjects = allObjects.Take(10).Select(o => o.name).ToArray(),
|
|
searchedName = sourceName,
|
|
lastCreatedObject = lastCreatedObject?.name
|
|
}, Formatting.Indented);
|
|
}
|
|
}
|
|
|
|
// Get folder path from parameters (prioritize if already set by path analysis)
|
|
if (parameters.ContainsKey("folder") || parameters.ContainsKey("savePath") || parameters.ContainsKey("path"))
|
|
{
|
|
var paramFolderPath = parameters.GetValueOrDefault("folder") ??
|
|
parameters.GetValueOrDefault("savePath") ??
|
|
parameters.GetValueOrDefault("path");
|
|
if (!string.IsNullOrEmpty(paramFolderPath))
|
|
{
|
|
folderPath = paramFolderPath;
|
|
if (!folderPath.StartsWith("Assets/"))
|
|
{
|
|
folderPath = "Assets/" + folderPath.TrimStart('/');
|
|
}
|
|
SynLog.Info($"[CreatePrefab] Using parameter folder path: '{folderPath}'");
|
|
}
|
|
}
|
|
|
|
// Check and add .prefab extension
|
|
if (!fileName.EndsWith(".prefab"))
|
|
{
|
|
fileName += ".prefab";
|
|
}
|
|
|
|
var prefabPath = $"{folderPath}/{fileName}";
|
|
|
|
SynLog.Info($"[CreatePrefab] Final prefab path: '{prefabPath}'");
|
|
SynLog.Info($"[CreatePrefab] Folder: '{folderPath}', File: '{fileName}'");
|
|
|
|
// Auto-create folder if it doesn't exist
|
|
if (!AssetDatabase.IsValidFolder(folderPath))
|
|
{
|
|
SynLog.Info($"[Synaptic] Folder '{folderPath}' does not exist. Creating folder...");
|
|
|
|
// Create folder using CreateFolder method
|
|
var createFolderParams = new Dictionary<string, string> { ["path"] = folderPath };
|
|
var createResult = CreateFolder(createFolderParams);
|
|
|
|
try
|
|
{
|
|
var result = JsonConvert.DeserializeObject<Dictionary<string, object>>(createResult);
|
|
if (!(bool)result["success"])
|
|
{
|
|
return $"Error: Failed to create folder '{folderPath}': {result["error"]}";
|
|
}
|
|
SynLog.Info($"[Synaptic] Successfully created folder: {folderPath}");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error: Failed to parse folder creation result: {e.Message}";
|
|
}
|
|
}
|
|
|
|
var prefab = PrefabUtility.SaveAsPrefabAsset(source, prefabPath);
|
|
|
|
// Delete temporary object if it was an instantiated prefab
|
|
if (parameters.TryGetValue("instantiate", out var instantiate) &&
|
|
instantiate.ToLower() == "true" &&
|
|
!parameters.ContainsKey("keep_instance"))
|
|
{
|
|
UnityEditor.Undo.DestroyObjectImmediate(source);
|
|
}
|
|
|
|
if (prefab != null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Created prefab '{name}' successfully",
|
|
prefabName = name,
|
|
prefabPath = prefabPath,
|
|
sourceName = source.name,
|
|
sourceType = source.GetType().Name
|
|
});
|
|
}
|
|
else
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Failed to create prefab '{name}' at {prefabPath}"
|
|
});
|
|
}
|
|
}
|
|
|
|
private string SetupPhysics(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var target = parameters.GetValueOrDefault("target");
|
|
GameObject go = null;
|
|
|
|
if (string.IsNullOrEmpty(target) || target == "global")
|
|
{
|
|
// Global physics settings
|
|
if (parameters.TryGetValue("gravity", out var gravityStr))
|
|
{
|
|
try
|
|
{
|
|
// Parse JSON format gravity
|
|
var gravityDict = JsonConvert.DeserializeObject<Dictionary<string, float>>(gravityStr);
|
|
if (gravityDict != null && gravityDict.ContainsKey("x") && gravityDict.ContainsKey("y") && gravityDict.ContainsKey("z"))
|
|
{
|
|
Physics.gravity = new Vector3(gravityDict["x"], gravityDict["y"], gravityDict["z"]);
|
|
}
|
|
}
|
|
catch
|
|
{
|
|
// Try comma-separated format
|
|
var parts = gravityStr.Split(',');
|
|
if (parts.Length == 3)
|
|
{
|
|
Physics.gravity = new Vector3(float.Parse(parts[0]), float.Parse(parts[1]), float.Parse(parts[2]));
|
|
}
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = "Global physics settings updated",
|
|
gravity = new { x = Physics.gravity.x, y = Physics.gravity.y, z = Physics.gravity.z }
|
|
});
|
|
}
|
|
|
|
if (target == "last")
|
|
{
|
|
go = lastCreatedObject;
|
|
if (go == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "No object has been created yet (lastCreatedObject is null)",
|
|
hint = "Create an object first or specify a specific target name"
|
|
});
|
|
}
|
|
}
|
|
else
|
|
{
|
|
go = GetTargetGameObject(parameters);
|
|
}
|
|
|
|
if (go == null)
|
|
{
|
|
return CreateGameObjectNotFoundResponse("SetupPhysics", target, parameters);
|
|
}
|
|
|
|
// Add physics components
|
|
var rigidbodyParam = parameters.GetValueOrDefault("rigidbody", "false").ToLower();
|
|
if (rigidbodyParam == "true" || rigidbodyParam == "1")
|
|
{
|
|
var rb = go.GetComponent<Rigidbody>();
|
|
if (rb == null)
|
|
{
|
|
rb = go.AddComponent<Rigidbody>();
|
|
}
|
|
|
|
if (parameters.TryGetValue("mass", out var mass))
|
|
{
|
|
rb.mass = float.Parse(mass);
|
|
}
|
|
|
|
if (parameters.TryGetValue("gravity", out var gravity))
|
|
{
|
|
var gravityLower = gravity.ToLower();
|
|
rb.useGravity = gravityLower == "true" || gravityLower == "1";
|
|
}
|
|
}
|
|
|
|
if (parameters.TryGetValue("collider", out var colliderType))
|
|
{
|
|
switch (colliderType.ToLower())
|
|
{
|
|
case "box":
|
|
go.AddComponent<BoxCollider>();
|
|
break;
|
|
case "sphere":
|
|
go.AddComponent<SphereCollider>();
|
|
break;
|
|
case "capsule":
|
|
go.AddComponent<CapsuleCollider>();
|
|
break;
|
|
case "mesh":
|
|
go.AddComponent<MeshCollider>();
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Register to UNDO
|
|
UnityEditor.Undo.RecordObject(go, "Setup Physics");
|
|
|
|
var responseData = new Dictionary<string, object>
|
|
{
|
|
["success"] = true,
|
|
["message"] = $"Successfully setup physics for '{go.name}'",
|
|
["target"] = go.name,
|
|
["components"] = go.GetComponents<Component>().Select(c => c.GetType().Name).ToArray()
|
|
};
|
|
|
|
// Detailed information about added physics components
|
|
var rigidbody = go.GetComponent<Rigidbody>();
|
|
if (rigidbody != null)
|
|
{
|
|
responseData["rigidbody"] = new
|
|
{
|
|
mass = rigidbody.mass,
|
|
useGravity = rigidbody.useGravity,
|
|
isKinematic = rigidbody.isKinematic,
|
|
drag = rigidbody.linearDamping,
|
|
angularDrag = rigidbody.angularDamping
|
|
};
|
|
}
|
|
|
|
var collider = go.GetComponent<Collider>();
|
|
if (collider != null)
|
|
{
|
|
responseData["collider"] = new
|
|
{
|
|
type = collider.GetType().Name,
|
|
isTrigger = collider.isTrigger,
|
|
enabled = collider.enabled
|
|
};
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(responseData, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupPhysics", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateMaterial(Dictionary<string, string> parameters)
|
|
{
|
|
var name = parameters.GetValueOrDefault("name", "NewMaterial");
|
|
|
|
// Get default shader based on render pipeline
|
|
var pipeline = DetectRenderingPipeline();
|
|
string defaultShader;
|
|
switch (pipeline)
|
|
{
|
|
case "URP":
|
|
defaultShader = "Universal Render Pipeline/Lit";
|
|
break;
|
|
case "HDRP":
|
|
defaultShader = "HDRP/Lit";
|
|
break;
|
|
default:
|
|
defaultShader = "Standard";
|
|
break;
|
|
}
|
|
var shaderName = parameters.GetValueOrDefault("shader", defaultShader);
|
|
SynLog.Info($"[CreateMaterial] Pipeline: {pipeline}, Default shader: {defaultShader}, Using: {shaderName}");
|
|
|
|
// Create folder if it doesn't exist
|
|
var folderPath = "Assets/Synaptic_Generated";
|
|
if (!AssetDatabase.IsValidFolder(folderPath))
|
|
{
|
|
AssetDatabase.CreateFolder("Assets", "Synaptic_Generated");
|
|
AssetDatabase.Refresh();
|
|
}
|
|
|
|
// Find shader with fallback
|
|
Shader shader = null;
|
|
string usedShaderName = shaderName;
|
|
|
|
// Try registered Synaptic shader first if keyword matches
|
|
var shaderKey = shaderName.ToLower();
|
|
var currentPipeline = DetectRenderingPipeline();
|
|
if (RegisteredShaders.TryGetValue(shaderKey, out var shaderInfo))
|
|
{
|
|
if (shaderInfo.IsAvailable(currentPipeline))
|
|
{
|
|
var registeredShaderName = shaderInfo.GetShaderName(currentPipeline);
|
|
shader = Shader.Find(registeredShaderName);
|
|
if (shader != null)
|
|
{
|
|
usedShaderName = registeredShaderName;
|
|
SynLog.Info($"[CreateMaterial] Using registered shader: {registeredShaderName}");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Fallback to direct shader name
|
|
if (shader == null)
|
|
{
|
|
shader = Shader.Find(shaderName);
|
|
}
|
|
|
|
// Final fallback to pipeline-compatible standard shader
|
|
if (shader == null)
|
|
{
|
|
shader = GetRenderPipelineCompatibleShader();
|
|
usedShaderName = shader.name;
|
|
SynLog.Warn($"[CreateMaterial] Shader '{shaderName}' not found, using fallback: {usedShaderName}");
|
|
}
|
|
|
|
var mat = new Material(shader);
|
|
mat.name = name;
|
|
|
|
if (parameters.TryGetValue("color", out var colorStr))
|
|
{
|
|
var color = ParseColor(colorStr);
|
|
SynLog.Info($"[CreateMaterial] Setting color: {colorStr} -> {color}");
|
|
|
|
// URP/HDRP use _BaseColor, Legacy uses _Color
|
|
if (mat.HasProperty("_BaseColor"))
|
|
{
|
|
mat.SetColor("_BaseColor", color);
|
|
}
|
|
if (mat.HasProperty("_Color"))
|
|
{
|
|
mat.SetColor("_Color", color);
|
|
}
|
|
}
|
|
|
|
// Apply metallic/smoothness if provided
|
|
if (parameters.TryGetValue("metallic", out var metallicStr) && float.TryParse(metallicStr, out var metallic))
|
|
{
|
|
mat.SetFloat("_Metallic", metallic);
|
|
}
|
|
if (parameters.TryGetValue("smoothness", out var smoothnessStr) && float.TryParse(smoothnessStr, out var smoothness))
|
|
{
|
|
mat.SetFloat("_Glossiness", smoothness);
|
|
mat.SetFloat("_Smoothness", smoothness);
|
|
}
|
|
|
|
var matPath = $"{folderPath}/{name}.mat";
|
|
AssetDatabase.CreateAsset(mat, matPath);
|
|
AssetDatabase.Refresh();
|
|
|
|
// Register to UNDO
|
|
UnityEditor.Undo.RegisterCreatedObjectUndo(mat, $"Create Material {name}");
|
|
|
|
// Return JSON with path for other tools to use
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Created material: {name}",
|
|
path = matPath,
|
|
shader = usedShaderName
|
|
});
|
|
}
|
|
|
|
private string CreateParticleSystem(Dictionary<string, string> parameters)
|
|
{
|
|
var name = parameters.GetValueOrDefault("name", "ParticleSystem");
|
|
var type = parameters.GetValueOrDefault("preset", "default");
|
|
|
|
var go = new GameObject(name);
|
|
var ps = go.AddComponent<ParticleSystem>();
|
|
|
|
// Position
|
|
if (parameters.TryGetValue("position", out var pos))
|
|
{
|
|
go.transform.position = ParseVector3(pos);
|
|
}
|
|
|
|
var main = ps.main;
|
|
var emission = ps.emission;
|
|
var shape = ps.shape;
|
|
|
|
// Extended parameters
|
|
if (parameters.TryGetValue("lifetime", out var lifetimeStr) && float.TryParse(lifetimeStr, out var lifetime))
|
|
main.startLifetime = lifetime;
|
|
|
|
if (parameters.TryGetValue("startSpeed", out var speedStr) && float.TryParse(speedStr, out var speed))
|
|
main.startSpeed = speed;
|
|
|
|
if (parameters.TryGetValue("startSize", out var sizeStr) && float.TryParse(sizeStr, out var size))
|
|
main.startSize = size;
|
|
|
|
if (parameters.TryGetValue("emission", out var emissionStr) && float.TryParse(emissionStr, out var emissionRate))
|
|
emission.rateOverTime = emissionRate;
|
|
|
|
if (parameters.TryGetValue("gravity", out var gravityStr) && float.TryParse(gravityStr, out var gravity))
|
|
main.gravityModifier = gravity;
|
|
|
|
// Shape configuration
|
|
if (parameters.TryGetValue("shape", out var shapeStr))
|
|
{
|
|
switch (shapeStr.ToLower())
|
|
{
|
|
case "sphere": shape.shapeType = ParticleSystemShapeType.Sphere; break;
|
|
case "box": shape.shapeType = ParticleSystemShapeType.Box; break;
|
|
case "cone": shape.shapeType = ParticleSystemShapeType.Cone; break;
|
|
case "circle": shape.shapeType = ParticleSystemShapeType.Circle; break;
|
|
case "edge": shape.shapeType = ParticleSystemShapeType.SingleSidedEdge; break;
|
|
case "mesh": shape.shapeType = ParticleSystemShapeType.Mesh; break;
|
|
}
|
|
}
|
|
|
|
// Physics
|
|
if (parameters.TryGetValue("usePhysics", out var physicsStr) && bool.TryParse(physicsStr, out var usePhysics) && usePhysics)
|
|
{
|
|
var collision = ps.collision;
|
|
collision.enabled = true;
|
|
collision.type = ParticleSystemCollisionType.World;
|
|
}
|
|
|
|
// Settings by preset
|
|
switch (type.ToLower())
|
|
{
|
|
case "fire":
|
|
main.startLifetime = 1f;
|
|
main.startSpeed = 5f;
|
|
main.startSize = 0.5f;
|
|
main.startColor = new Color(1f, 0.5f, 0f);
|
|
emission.rateOverTime = 50;
|
|
shape.shapeType = ParticleSystemShapeType.Cone;
|
|
shape.angle = 25;
|
|
break;
|
|
|
|
case "smoke":
|
|
main.startLifetime = 3f;
|
|
main.startSpeed = 1f;
|
|
main.startSize = 1f;
|
|
main.startColor = new Color(0.5f, 0.5f, 0.5f, 0.5f);
|
|
emission.rateOverTime = 20;
|
|
shape.shapeType = ParticleSystemShapeType.Sphere;
|
|
break;
|
|
|
|
case "sparkle":
|
|
main.startLifetime = 2f;
|
|
main.startSpeed = 2f;
|
|
main.startSize = 0.1f;
|
|
main.startColor = Color.white;
|
|
emission.rateOverTime = 100;
|
|
shape.shapeType = ParticleSystemShapeType.Box;
|
|
break;
|
|
|
|
case "rain":
|
|
main.startLifetime = 2f;
|
|
main.startSpeed = 10f;
|
|
main.startSize = 0.1f;
|
|
main.startColor = new Color(0.5f, 0.5f, 1f, 0.5f);
|
|
emission.rateOverTime = 500;
|
|
shape.shapeType = ParticleSystemShapeType.Box;
|
|
shape.scale = new Vector3(10, 0.1f, 10);
|
|
go.transform.position += Vector3.up * 10;
|
|
break;
|
|
|
|
case "explosion":
|
|
main.duration = 0.5f;
|
|
main.startLifetime = 1f;
|
|
main.startSpeed = 10f;
|
|
main.startSize = 1f;
|
|
main.startColor = new Color(1f, 0.5f, 0f);
|
|
emission.SetBursts(new ParticleSystem.Burst[] {
|
|
new ParticleSystem.Burst(0.0f, 100)
|
|
});
|
|
shape.shapeType = ParticleSystemShapeType.Sphere;
|
|
ps.Play();
|
|
break;
|
|
|
|
case "snow":
|
|
main.startLifetime = 5f;
|
|
main.startSpeed = 1f;
|
|
main.startSize = 0.1f;
|
|
main.startColor = Color.white;
|
|
main.gravityModifier = 0.3f;
|
|
emission.rateOverTime = 30;
|
|
shape.shapeType = ParticleSystemShapeType.Box;
|
|
shape.scale = new Vector3(10, 1, 10);
|
|
break;
|
|
|
|
case "magic":
|
|
main.startLifetime = 2f;
|
|
main.startSpeed = 0.5f;
|
|
main.startSize = 0.3f;
|
|
main.startColor = new Color(0.5f, 0f, 1f);
|
|
emission.rateOverTime = 20;
|
|
shape.shapeType = ParticleSystemShapeType.Circle;
|
|
var trails = ps.trails;
|
|
trails.enabled = true;
|
|
trails.lifetime = 0.5f;
|
|
break;
|
|
|
|
case "lightning":
|
|
main.startLifetime = 0.1f;
|
|
main.startSpeed = 50f;
|
|
main.startSize = 0.5f;
|
|
main.startColor = new Color(0.7f, 0.7f, 1f);
|
|
emission.SetBursts(new ParticleSystem.Burst[] {
|
|
new ParticleSystem.Burst(0.0f, 1, 3, 0.1f)
|
|
});
|
|
shape.shapeType = ParticleSystemShapeType.SingleSidedEdge;
|
|
break;
|
|
|
|
case "tornado":
|
|
main.startLifetime = 3f;
|
|
main.startSpeed = 5f;
|
|
main.startSize = 0.5f;
|
|
main.startColor = new Color(0.6f, 0.6f, 0.6f, 0.5f);
|
|
emission.rateOverTime = 100;
|
|
shape.shapeType = ParticleSystemShapeType.Cone;
|
|
shape.angle = 0;
|
|
shape.radius = 0.1f;
|
|
shape.radiusThickness = 1f;
|
|
var velocityOverLifetime = ps.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
velocityOverLifetime.orbitalY = 2f;
|
|
break;
|
|
|
|
case "galaxy":
|
|
main.startLifetime = 10f;
|
|
main.startSpeed = 0.1f;
|
|
main.startSize = 0.05f;
|
|
main.startColor = new Color(0.8f, 0.5f, 1f);
|
|
emission.rateOverTime = 1000;
|
|
shape.shapeType = ParticleSystemShapeType.Circle;
|
|
shape.radius = 5f;
|
|
var rotation = ps.rotationOverLifetime;
|
|
rotation.enabled = true;
|
|
rotation.z = new ParticleSystem.MinMaxCurve(0f, 360f);
|
|
break;
|
|
}
|
|
|
|
// Custom parameters (removed: already implemented above)
|
|
|
|
lastCreatedObject = go;
|
|
createdObjects.Add(go);
|
|
|
|
Selection.activeGameObject = go;
|
|
|
|
return $"Created ParticleSystem: {name} (preset: {type})";
|
|
}
|
|
|
|
private string SetupMaterial(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetObject = parameters.GetValueOrDefault("targetObject", "");
|
|
var materialName = parameters.GetValueOrDefault("materialName", "New Material");
|
|
|
|
// Get default shader based on render pipeline
|
|
var pipeline = DetectRenderingPipeline();
|
|
string defaultShader;
|
|
switch (pipeline)
|
|
{
|
|
case "URP":
|
|
defaultShader = "Universal Render Pipeline/Lit";
|
|
break;
|
|
case "HDRP":
|
|
defaultShader = "HDRP/Lit";
|
|
break;
|
|
default:
|
|
defaultShader = "Standard";
|
|
break;
|
|
}
|
|
|
|
var shaderName = parameters.GetValueOrDefault("shader", defaultShader);
|
|
SynLog.Info($"[SetupMaterial] Pipeline: {pipeline}, Shader: {shaderName}");
|
|
|
|
GameObject target = null;
|
|
if (!string.IsNullOrEmpty(targetObject))
|
|
{
|
|
target = GameObject.Find(targetObject);
|
|
if (target == null)
|
|
{
|
|
return $"Target object '{targetObject}' not found";
|
|
}
|
|
}
|
|
|
|
// Resolve shader FIRST - prioritize registered Synaptic shaders by logical key
|
|
var shaderKey = shaderName.ToLower();
|
|
bool usedRegistered = false;
|
|
string registeredSource = "";
|
|
Shader resolvedShader = null;
|
|
string resolvedShaderName = shaderName;
|
|
|
|
var currentPipeline = DetectRenderingPipeline();
|
|
|
|
// Check if we have a registered Synaptic shader for this logical key
|
|
if (RegisteredShaders.TryGetValue(shaderKey, out var shaderInfo))
|
|
{
|
|
if (shaderInfo.IsAvailable(currentPipeline))
|
|
{
|
|
var registeredShaderName = shaderInfo.GetShaderName(currentPipeline);
|
|
resolvedShader = Shader.Find(registeredShaderName);
|
|
if (resolvedShader != null)
|
|
{
|
|
usedRegistered = true;
|
|
registeredSource = shaderInfo.Source;
|
|
resolvedShaderName = registeredShaderName;
|
|
SynLog.Info($"[SetupMaterial] Using registered shader: {registeredShaderName} from {shaderInfo.Source}");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Fallback: try direct shader name
|
|
if (resolvedShader == null)
|
|
{
|
|
resolvedShader = Shader.Find(shaderName);
|
|
if (resolvedShader != null)
|
|
{
|
|
resolvedShaderName = shaderName;
|
|
}
|
|
}
|
|
|
|
// Final fallback: pipeline-compatible standard shader
|
|
if (resolvedShader == null)
|
|
{
|
|
resolvedShader = GetRenderPipelineCompatibleShader();
|
|
resolvedShaderName = resolvedShader.name;
|
|
SynLog.Warn($"[SetupMaterial] Shader '{shaderName}' not found, using fallback: {resolvedShaderName}");
|
|
}
|
|
|
|
// Create or get material
|
|
Material material = null;
|
|
|
|
// First, try to load existing material by name
|
|
var existingMatPath = $"Assets/Synaptic_Generated/{materialName}.mat";
|
|
var existingMat = AssetDatabase.LoadAssetAtPath<Material>(existingMatPath);
|
|
if (existingMat != null)
|
|
{
|
|
material = existingMat;
|
|
SynLog.Info($"[SetupMaterial] Using existing material: {existingMatPath}");
|
|
}
|
|
|
|
if (target != null)
|
|
{
|
|
var renderer = target.GetComponent<Renderer>();
|
|
if (renderer == null)
|
|
{
|
|
return $"Object '{targetObject}' has no Renderer component";
|
|
}
|
|
|
|
// Use existing material if found, otherwise create new one
|
|
if (material != null)
|
|
{
|
|
renderer.material = material;
|
|
}
|
|
else if (parameters.ContainsKey("color") || parameters.ContainsKey("shader"))
|
|
{
|
|
// Create new material only if color or shader is specified
|
|
material = new Material(resolvedShader);
|
|
material.name = materialName;
|
|
renderer.material = material;
|
|
}
|
|
else if (renderer.material != null && !renderer.material.name.Contains("Default"))
|
|
{
|
|
material = renderer.material;
|
|
}
|
|
else
|
|
{
|
|
material = new Material(resolvedShader);
|
|
material.name = materialName;
|
|
renderer.material = material;
|
|
}
|
|
}
|
|
else if (material == null)
|
|
{
|
|
material = new Material(resolvedShader);
|
|
material.name = materialName;
|
|
}
|
|
|
|
// Apply resolved shader to material (in case we reused existing material)
|
|
if (parameters.ContainsKey("shader") || usedRegistered)
|
|
{
|
|
material.shader = resolvedShader;
|
|
}
|
|
|
|
// Apply default properties for specific shader types (when using fallback standard shader)
|
|
if (!usedRegistered && (resolvedShaderName.Contains("Standard") || resolvedShaderName.Contains("Lit")))
|
|
{
|
|
switch (shaderKey)
|
|
{
|
|
case "water":
|
|
// Fallback water settings for standard shader
|
|
material.SetFloat("_Metallic", 0);
|
|
material.SetFloat("_Glossiness", 0.9f);
|
|
material.SetColor("_Color", new Color(0.1f, 0.4f, 0.8f, 0.7f));
|
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
|
material.SetInt("_ZWrite", 0);
|
|
material.renderQueue = 3000;
|
|
break;
|
|
case "glass":
|
|
material.SetFloat("_Metallic", 0);
|
|
material.SetFloat("_Glossiness", 1f);
|
|
material.SetColor("_Color", new Color(1f, 1f, 1f, 0.2f));
|
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
|
material.SetInt("_ZWrite", 0);
|
|
material.renderQueue = 3000;
|
|
break;
|
|
case "hologram":
|
|
material.SetFloat("_Metallic", 0);
|
|
material.SetFloat("_Glossiness", 0.5f);
|
|
material.SetColor("_Color", new Color(0f, 1f, 0.8f, 0.5f));
|
|
material.SetColor("_EmissionColor", new Color(0f, 1f, 0.8f) * 2f);
|
|
material.EnableKeyword("_EMISSION");
|
|
material.renderQueue = 3000;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Apply color
|
|
if (parameters.TryGetValue("color", out var colorStr))
|
|
{
|
|
var color = ParseColor(colorStr);
|
|
SynLog.Info($"[SetupMaterial] Setting color: {colorStr} -> {color}");
|
|
material.SetColor("_Color", color);
|
|
material.SetColor("_BaseColor", color); // URP/HDRP support
|
|
|
|
// For Standard shader, also set Albedo
|
|
if (material.HasProperty("_Color"))
|
|
{
|
|
material.color = color;
|
|
}
|
|
}
|
|
|
|
// Apply metallic
|
|
if (parameters.TryGetValue("metallic", out var metallicStr) &&
|
|
float.TryParse(metallicStr, out var metallic))
|
|
{
|
|
material.SetFloat("_Metallic", metallic);
|
|
}
|
|
|
|
// Apply smoothness
|
|
if (parameters.TryGetValue("smoothness", out var smoothnessStr) &&
|
|
float.TryParse(smoothnessStr, out var smoothness))
|
|
{
|
|
material.SetFloat("_Glossiness", smoothness);
|
|
}
|
|
|
|
// Apply emission
|
|
if (parameters.TryGetValue("emission", out var emissionStr) &&
|
|
bool.TryParse(emissionStr, out var emission) && emission)
|
|
{
|
|
material.EnableKeyword("_EMISSION");
|
|
if (parameters.TryGetValue("emissionColor", out var emissionColorStr))
|
|
{
|
|
material.SetColor("_EmissionColor", ParseColor(emissionColorStr));
|
|
}
|
|
else
|
|
{
|
|
material.SetColor("_EmissionColor", material.color);
|
|
}
|
|
}
|
|
|
|
// Apply transparency
|
|
if (parameters.TryGetValue("transparency", out var transparencyStr) &&
|
|
float.TryParse(transparencyStr, out var transparency))
|
|
{
|
|
var color = material.color;
|
|
color.a = 1f - transparency;
|
|
material.SetColor("_Color", color);
|
|
|
|
if (transparency > 0)
|
|
{
|
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
|
material.SetInt("_ZWrite", 0);
|
|
material.DisableKeyword("_ALPHATEST_ON");
|
|
material.EnableKeyword("_ALPHABLEND_ON");
|
|
material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
|
|
material.renderQueue = 3000;
|
|
}
|
|
}
|
|
|
|
// Ensure material changes are applied
|
|
if (target != null)
|
|
{
|
|
var renderer = target.GetComponent<Renderer>();
|
|
renderer.material = material;
|
|
EditorUtility.SetDirty(renderer);
|
|
EditorUtility.SetDirty(target);
|
|
}
|
|
|
|
return target != null
|
|
? $"Material '{material.name}' applied to {targetObject} (Color: {material.color})"
|
|
: $"Material '{material.name}' created";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error setting up material: {e.Message}";
|
|
}
|
|
}
|
|
|
|
private string SetupNavMesh(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetName = parameters.GetValueOrDefault("target");
|
|
|
|
if (string.IsNullOrEmpty(targetName))
|
|
{
|
|
// Create NavMeshSurface component
|
|
var navSurface = new GameObject("NavMeshSurface");
|
|
|
|
// Use NavMeshSurface from Unity.AI.Navigation package
|
|
var navMeshSurfaceType = Type.GetType("Unity.AI.Navigation.NavMeshSurface, Unity.AI.Navigation");
|
|
if (navMeshSurfaceType != null)
|
|
{
|
|
var surface = navSurface.AddComponent(navMeshSurfaceType);
|
|
UnityEditor.Undo.RegisterCreatedObjectUndo(navSurface, "Create NavMeshSurface");
|
|
|
|
// Attempt to bake automatically
|
|
try
|
|
{
|
|
var buildNavMeshMethod = navMeshSurfaceType.GetMethod("BuildNavMesh");
|
|
if (buildNavMeshMethod != null)
|
|
{
|
|
buildNavMeshMethod.Invoke(surface, null);
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = "Created and baked NavMeshSurface",
|
|
objectName = navSurface.name,
|
|
note = "NavMesh has been automatically baked"
|
|
});
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"Failed to auto-bake NavMesh: {ex.Message}");
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = "Created NavMeshSurface (requires manual baking)",
|
|
objectName = navSurface.name,
|
|
note = "Use Window > AI > Navigation to bake the NavMesh"
|
|
});
|
|
}
|
|
else
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "NavMesh setup requires Unity.AI.Navigation package",
|
|
solution = "Install Unity.AI.Navigation package via Package Manager",
|
|
packageName = "com.unity.ai.navigation"
|
|
});
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var target = GetTargetGameObject(parameters);
|
|
if (target == null)
|
|
{
|
|
return CreateGameObjectNotFoundResponse("SetupNavMesh", targetName, parameters);
|
|
}
|
|
|
|
// Add NavMeshAgent
|
|
var agent = target.AddComponent<UnityEngine.AI.NavMeshAgent>();
|
|
UnityEditor.Undo.RecordObject(target, "Add NavMeshAgent");
|
|
|
|
if (parameters.TryGetValue("speed", out var speed))
|
|
agent.speed = float.Parse(speed);
|
|
|
|
if (parameters.TryGetValue("radius", out var radius))
|
|
agent.radius = float.Parse(radius);
|
|
|
|
if (parameters.TryGetValue("height", out var height))
|
|
agent.height = float.Parse(height);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Added NavMeshAgent to '{targetName}'",
|
|
target = targetName,
|
|
agent = new
|
|
{
|
|
speed = agent.speed,
|
|
radius = agent.radius,
|
|
height = agent.height
|
|
}
|
|
});
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupNavMesh", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateAudioMixer(Dictionary<string, string> parameters)
|
|
{
|
|
var name = parameters.GetValueOrDefault("name", "AudioMixer");
|
|
|
|
// AudioMixer asset creation requires Unity's built-in menu
|
|
// Use simple implementation as editor extension creation is complex
|
|
|
|
// Alternative: Create GameObject with AudioSource
|
|
var audioGO = new GameObject($"{name}_AudioController");
|
|
var audioSource = audioGO.AddComponent<AudioSource>();
|
|
|
|
// Basic settings
|
|
audioSource.volume = 1.0f;
|
|
audioSource.playOnAwake = false;
|
|
|
|
lastCreatedObject = audioGO;
|
|
createdObjects.Add(audioGO);
|
|
|
|
Selection.activeGameObject = audioGO;
|
|
|
|
return $"Created AudioController GameObject: {name} (Note: For full AudioMixer, use Unity's Create menu)";
|
|
}
|
|
|
|
// ===== New Audio tool implementation =====
|
|
|
|
private string CreateAudioSource(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var gameObjectName = parameters.GetValueOrDefault("gameObject", "AudioObject");
|
|
var audioClipPath = parameters.GetValueOrDefault("audioClip", "");
|
|
var playOnAwake = bool.Parse(parameters.GetValueOrDefault("playOnAwake", "true"));
|
|
var loop = bool.Parse(parameters.GetValueOrDefault("loop", "false"));
|
|
var volume = float.Parse(parameters.GetValueOrDefault("volume", "1"));
|
|
var pitch = float.Parse(parameters.GetValueOrDefault("pitch", "1"));
|
|
var spatialMode = parameters.GetValueOrDefault("spatialMode", "3D");
|
|
var minDistance = float.Parse(parameters.GetValueOrDefault("minDistance", "1"));
|
|
var maxDistance = float.Parse(parameters.GetValueOrDefault("maxDistance", "500"));
|
|
|
|
GameObject targetGO = GameObject.Find(gameObjectName);
|
|
if (targetGO == null)
|
|
{
|
|
targetGO = new GameObject(gameObjectName);
|
|
}
|
|
|
|
var audioSource = targetGO.AddComponent<AudioSource>();
|
|
|
|
// Load AudioClip
|
|
if (!string.IsNullOrEmpty(audioClipPath))
|
|
{
|
|
var audioClip = AssetDatabase.LoadAssetAtPath<AudioClip>(audioClipPath);
|
|
if (audioClip != null)
|
|
{
|
|
audioSource.clip = audioClip;
|
|
}
|
|
}
|
|
|
|
// Basic settings
|
|
audioSource.playOnAwake = playOnAwake;
|
|
audioSource.loop = loop;
|
|
audioSource.volume = volume;
|
|
audioSource.pitch = pitch;
|
|
audioSource.minDistance = minDistance;
|
|
audioSource.maxDistance = maxDistance;
|
|
|
|
if (spatialMode == "3D")
|
|
{
|
|
audioSource.spatialBlend = 1.0f; // Full 3D
|
|
audioSource.dopplerLevel = 1.0f;
|
|
audioSource.spread = 0;
|
|
audioSource.rolloffMode = AudioRolloffMode.Logarithmic;
|
|
}
|
|
else
|
|
{
|
|
audioSource.spatialBlend = 0.0f; // Full 2D
|
|
}
|
|
|
|
lastCreatedObject = targetGO;
|
|
Selection.activeGameObject = targetGO;
|
|
|
|
return $"[NexusAudio] Created AudioSource on '{gameObjectName}'\n" +
|
|
$" Settings: PlayOnAwake={playOnAwake}, Loop={loop}\n" +
|
|
$" Volume: {volume}, Pitch: {pitch}\n" +
|
|
$" Spatial Mode: {spatialMode}\n" +
|
|
$" Tip: Drag your audio clip to complete setup";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateAudioSource", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string Setup3DAudio(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var audioSourceName = parameters.GetValueOrDefault("audioSource", "");
|
|
var dopplerLevel = float.Parse(parameters.GetValueOrDefault("dopplerLevel", "1"));
|
|
var spread = float.Parse(parameters.GetValueOrDefault("spread", "0"));
|
|
var rolloffMode = parameters.GetValueOrDefault("volumeRolloff", "Logarithmic");
|
|
var minDistance = float.Parse(parameters.GetValueOrDefault("minDistance", "1"));
|
|
var maxDistance = float.Parse(parameters.GetValueOrDefault("maxDistance", "500"));
|
|
|
|
GameObject go = GameObject.Find(audioSourceName);
|
|
if (go == null)
|
|
{
|
|
return $"GameObject {audioSourceName} not found";
|
|
}
|
|
|
|
// Smart search for AudioSource
|
|
string foundLocation;
|
|
var audioSource = FindAudioSourceSmart(go, out foundLocation);
|
|
if (audioSource == null)
|
|
{
|
|
return $"[NexusAudio] AudioSource not found: {audioSourceName}.\n" +
|
|
$"Tip: Please specify an object with AudioSource or its parent object.\n" +
|
|
$"Example: 'BGM Manager' or 'Player'";
|
|
}
|
|
|
|
// 3D settings
|
|
audioSource.spatialBlend = 1.0f; // Full 3D
|
|
audioSource.dopplerLevel = dopplerLevel;
|
|
audioSource.spread = spread;
|
|
audioSource.minDistance = minDistance;
|
|
audioSource.maxDistance = maxDistance;
|
|
|
|
// Rolloff mode settings
|
|
switch (rolloffMode)
|
|
{
|
|
case "Linear":
|
|
audioSource.rolloffMode = AudioRolloffMode.Linear;
|
|
break;
|
|
case "Custom":
|
|
audioSource.rolloffMode = AudioRolloffMode.Custom;
|
|
break;
|
|
default:
|
|
audioSource.rolloffMode = AudioRolloffMode.Logarithmic;
|
|
break;
|
|
}
|
|
|
|
// Add detailed information to success message
|
|
if (foundLocation != audioSourceName)
|
|
{
|
|
return $"[NexusAudio] 3D audio configured (AudioSource at {foundLocation}):\n" +
|
|
$" Doppler Effect: {dopplerLevel}\n" +
|
|
$" Spread: {spread}°\n" +
|
|
$" Rolloff Mode: {rolloffMode}\n" +
|
|
$" Min Distance: {minDistance}m, Max Distance: {maxDistance}m";
|
|
}
|
|
else
|
|
{
|
|
return $"[NexusAudio] 3D audio configured ({audioSourceName}):\n" +
|
|
$" Doppler Effect: {dopplerLevel}\n" +
|
|
$" Spread: {spread}°\n" +
|
|
$" Rolloff Mode: {rolloffMode}\n" +
|
|
$" Min Distance: {minDistance}m, Max Distance: {maxDistance}m";
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("Setup3DAudio", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateAudioClip(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var name = parameters.GetValueOrDefault("name", "AudioClip");
|
|
var path = parameters.GetValueOrDefault("path", "");
|
|
var loadType = parameters.GetValueOrDefault("loadType", "DecompressOnLoad");
|
|
var compressionFormat = parameters.GetValueOrDefault("compressionFormat", "Vorbis");
|
|
var forceToMono = bool.Parse(parameters.GetValueOrDefault("forceToMono", "false"));
|
|
|
|
if (!string.IsNullOrEmpty(path))
|
|
{
|
|
// Change import settings for existing audio file
|
|
var audioImporter = AssetImporter.GetAtPath(path) as AudioImporter;
|
|
if (audioImporter != null)
|
|
{
|
|
var audioImporterSettings = new AudioImporterSampleSettings();
|
|
audioImporterSettings.loadType = (AudioClipLoadType)Enum.Parse(typeof(AudioClipLoadType), loadType);
|
|
audioImporterSettings.compressionFormat = (AudioCompressionFormat)Enum.Parse(typeof(AudioCompressionFormat), compressionFormat);
|
|
|
|
audioImporter.defaultSampleSettings = audioImporterSettings;
|
|
audioImporter.forceToMono = forceToMono;
|
|
audioImporter.SaveAndReimport();
|
|
|
|
return $"Updated audio import settings for {path}";
|
|
}
|
|
else
|
|
{
|
|
return $"Audio file not found at path: {path}";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Create procedural audio (simple version)
|
|
return "Procedural audio generation requires custom implementation";
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateAudioClip", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper method to convert object to Dictionary<string, object>
|
|
/// </summary>
|
|
private Dictionary<string, object> ConvertToDictionary(object obj)
|
|
{
|
|
if (obj is Dictionary<string, object> dict)
|
|
return dict;
|
|
|
|
if (obj is Newtonsoft.Json.Linq.JObject jobj)
|
|
return jobj.ToObject<Dictionary<string, object>>();
|
|
|
|
// Return null for other formats
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper method for smart AudioSource search
|
|
/// Search from child objects if specified GameObject doesn't have AudioSource
|
|
/// </summary>
|
|
private AudioSource FindAudioSourceSmart(GameObject targetObject, out string foundLocation)
|
|
{
|
|
foundLocation = targetObject.name;
|
|
|
|
// First check the target object itself
|
|
var audioSource = targetObject.GetComponent<AudioSource>();
|
|
if (audioSource != null)
|
|
{
|
|
return audioSource;
|
|
}
|
|
|
|
// Search from child objects
|
|
audioSource = targetObject.GetComponentInChildren<AudioSource>();
|
|
if (audioSource != null)
|
|
{
|
|
foundLocation = $"{targetObject.name}/{audioSource.gameObject.name}";
|
|
SynLog.Info($"[NexusAudio] Found AudioSource in child object '{audioSource.gameObject.name}'");
|
|
return audioSource;
|
|
}
|
|
|
|
// Suggest auto-creation if no AudioSource exists
|
|
SynLog.Warn($"[NexusAudio] AudioSource not found in '{targetObject.name}' or its children. Consider auto-creating");
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper method to create or get AudioSource as needed
|
|
/// </summary>
|
|
private AudioSource GetOrCreateAudioSource(GameObject targetObject, bool autoCreate = true)
|
|
{
|
|
string foundLocation;
|
|
var audioSource = FindAudioSourceSmart(targetObject, out foundLocation);
|
|
|
|
if (audioSource == null && autoCreate)
|
|
{
|
|
audioSource = targetObject.AddComponent<AudioSource>();
|
|
SynLog.Info($"[NexusAudio] Automatically created AudioSource on '{targetObject.name}'");
|
|
}
|
|
|
|
return audioSource;
|
|
}
|
|
|
|
private string SetupAudioEffects(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var audioSourceName = parameters.GetValueOrDefault("audioSource", "");
|
|
var effectsJson = parameters.GetValueOrDefault("effects", "[]");
|
|
var effects = JsonConvert.DeserializeObject<List<Dictionary<string, object>>>(effectsJson);
|
|
|
|
GameObject go = GameObject.Find(audioSourceName);
|
|
if (go == null)
|
|
{
|
|
return $"GameObject {audioSourceName} not found";
|
|
}
|
|
|
|
// Smart search for AudioSource
|
|
string foundLocation;
|
|
var audioSource = FindAudioSourceSmart(go, out foundLocation);
|
|
if (audioSource == null)
|
|
{
|
|
return $"[NexusAudio] AudioSource not found: {audioSourceName}.\n" +
|
|
$"Tip: Please specify an object with AudioSource or its parent object.\n" +
|
|
$"Example: 'BGM Manager' or 'Player'";
|
|
}
|
|
|
|
// Apply effects to GameObject with AudioSource
|
|
var audioSourceObject = audioSource.gameObject;
|
|
if (audioSourceObject != go)
|
|
{
|
|
SynLog.Info($"[NexusAudio] Applying effects to AudioSource at {foundLocation}");
|
|
}
|
|
|
|
var results = new List<string>();
|
|
|
|
foreach (var effect in effects)
|
|
{
|
|
var effectType = effect.GetValueOrDefault("type", "").ToString();
|
|
var enabled = bool.Parse(effect.GetValueOrDefault("enabled", "true").ToString());
|
|
|
|
switch (effectType)
|
|
{
|
|
case "LowPass":
|
|
var lowPass = audioSourceObject.GetComponent<AudioLowPassFilter>() ?? audioSourceObject.AddComponent<AudioLowPassFilter>();
|
|
lowPass.enabled = enabled;
|
|
if (effect.ContainsKey("parameters"))
|
|
{
|
|
try
|
|
{
|
|
var paramDict = ConvertToDictionary(effect["parameters"]);
|
|
if (paramDict != null && paramDict.ContainsKey("cutoffFrequency"))
|
|
{
|
|
lowPass.cutoffFrequency = float.Parse(paramDict["cutoffFrequency"].ToString());
|
|
}
|
|
if (paramDict != null && paramDict.ContainsKey("lowpassResonanceQ"))
|
|
{
|
|
lowPass.lowpassResonanceQ = float.Parse(paramDict["lowpassResonanceQ"].ToString());
|
|
}
|
|
}
|
|
catch { }
|
|
}
|
|
results.Add($"Added LowPass filter");
|
|
break;
|
|
|
|
case "HighPass":
|
|
var highPass = audioSourceObject.GetComponent<AudioHighPassFilter>() ?? audioSourceObject.AddComponent<AudioHighPassFilter>();
|
|
highPass.enabled = enabled;
|
|
if (effect.ContainsKey("parameters"))
|
|
{
|
|
try
|
|
{
|
|
var paramDict = ConvertToDictionary(effect["parameters"]);
|
|
if (paramDict != null && paramDict.ContainsKey("cutoffFrequency"))
|
|
{
|
|
highPass.cutoffFrequency = float.Parse(paramDict["cutoffFrequency"].ToString());
|
|
}
|
|
}
|
|
catch { }
|
|
}
|
|
results.Add($"Added HighPass filter");
|
|
break;
|
|
|
|
case "Echo":
|
|
var echo = audioSourceObject.GetComponent<AudioEchoFilter>() ?? audioSourceObject.AddComponent<AudioEchoFilter>();
|
|
echo.enabled = enabled;
|
|
if (effect.ContainsKey("parameters"))
|
|
{
|
|
try
|
|
{
|
|
var paramDict = ConvertToDictionary(effect["parameters"]);
|
|
if (paramDict != null)
|
|
{
|
|
if (paramDict.ContainsKey("delay"))
|
|
echo.delay = float.Parse(paramDict["delay"].ToString());
|
|
if (paramDict.ContainsKey("decayRatio"))
|
|
echo.decayRatio = float.Parse(paramDict["decayRatio"].ToString());
|
|
}
|
|
}
|
|
catch { }
|
|
}
|
|
results.Add($"Added Echo filter");
|
|
break;
|
|
|
|
case "Distortion":
|
|
var distortion = audioSourceObject.GetComponent<AudioDistortionFilter>() ?? audioSourceObject.AddComponent<AudioDistortionFilter>();
|
|
distortion.enabled = enabled;
|
|
if (effect.ContainsKey("parameters"))
|
|
{
|
|
try
|
|
{
|
|
var paramDict = ConvertToDictionary(effect["parameters"]);
|
|
if (paramDict != null && paramDict.ContainsKey("distortionLevel"))
|
|
{
|
|
distortion.distortionLevel = float.Parse(paramDict["distortionLevel"].ToString());
|
|
}
|
|
}
|
|
catch { }
|
|
}
|
|
results.Add($"Added Distortion filter");
|
|
break;
|
|
|
|
case "Reverb":
|
|
var reverbFilter = audioSourceObject.GetComponent<AudioReverbFilter>() ?? audioSourceObject.AddComponent<AudioReverbFilter>();
|
|
reverbFilter.enabled = enabled;
|
|
if (effect.ContainsKey("parameters"))
|
|
{
|
|
try
|
|
{
|
|
var paramDict = ConvertToDictionary(effect["parameters"]);
|
|
if (paramDict != null && paramDict.ContainsKey("reverbPreset"))
|
|
{
|
|
var presetName = paramDict["reverbPreset"].ToString();
|
|
reverbFilter.reverbPreset = (AudioReverbPreset)Enum.Parse(typeof(AudioReverbPreset), presetName);
|
|
}
|
|
}
|
|
catch { }
|
|
}
|
|
results.Add($"Added Reverb filter");
|
|
break;
|
|
|
|
case "Chorus":
|
|
var chorus = audioSourceObject.GetComponent<AudioChorusFilter>() ?? audioSourceObject.AddComponent<AudioChorusFilter>();
|
|
chorus.enabled = enabled;
|
|
if (effect.ContainsKey("parameters"))
|
|
{
|
|
try
|
|
{
|
|
var paramDict = ConvertToDictionary(effect["parameters"]);
|
|
if (paramDict != null)
|
|
{
|
|
if (paramDict.ContainsKey("dryMix"))
|
|
chorus.dryMix = float.Parse(paramDict["dryMix"].ToString());
|
|
if (paramDict.ContainsKey("wetMix1"))
|
|
chorus.wetMix1 = float.Parse(paramDict["wetMix1"].ToString());
|
|
if (paramDict.ContainsKey("delay"))
|
|
chorus.delay = float.Parse(paramDict["delay"].ToString());
|
|
if (paramDict.ContainsKey("rate"))
|
|
chorus.rate = float.Parse(paramDict["rate"].ToString());
|
|
}
|
|
}
|
|
catch { }
|
|
}
|
|
results.Add($"Added Chorus filter");
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Add detailed information to success message
|
|
if (audioSourceObject != go)
|
|
{
|
|
return $"[NexusAudio] Added audio effects to child object '{audioSource.gameObject.name}' of {audioSourceName}:\n{string.Join("\n", results)}";
|
|
}
|
|
else
|
|
{
|
|
return $"[NexusAudio] Added audio effects to {audioSourceName}:\n{string.Join("\n", results)}";
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupAudioEffects", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateReverbZones(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var name = parameters.GetValueOrDefault("name", "ReverbZone");
|
|
var minDistance = float.Parse(parameters.GetValueOrDefault("minDistance", "10"));
|
|
var maxDistance = float.Parse(parameters.GetValueOrDefault("maxDistance", "30"));
|
|
var reverbPreset = parameters.GetValueOrDefault("reverbPreset", "Room");
|
|
|
|
// Improve position parameter processing
|
|
Vector3 position = Vector3.zero;
|
|
if (parameters.ContainsKey("position"))
|
|
{
|
|
var positionStr = parameters["position"];
|
|
try
|
|
{
|
|
// If JSON string
|
|
if (positionStr.StartsWith("{"))
|
|
{
|
|
var posDict = JsonConvert.DeserializeObject<Dictionary<string, float>>(positionStr);
|
|
position = new Vector3(
|
|
posDict.GetValueOrDefault("x", 0),
|
|
posDict.GetValueOrDefault("y", 0),
|
|
posDict.GetValueOrDefault("z", 0)
|
|
);
|
|
}
|
|
else
|
|
{
|
|
// If comma-separated values (e.g., "0,1,0")
|
|
var coords = positionStr.Split(',');
|
|
if (coords.Length >= 3)
|
|
{
|
|
position = new Vector3(
|
|
float.Parse(coords[0].Trim()),
|
|
float.Parse(coords[1].Trim()),
|
|
float.Parse(coords[2].Trim())
|
|
);
|
|
}
|
|
}
|
|
}
|
|
catch
|
|
{
|
|
// Use default value when parsing fails
|
|
position = Vector3.zero;
|
|
}
|
|
}
|
|
|
|
var reverbGO = new GameObject(name);
|
|
reverbGO.transform.position = position;
|
|
|
|
var audioReverbZone = reverbGO.AddComponent<AudioReverbZone>();
|
|
audioReverbZone.minDistance = minDistance;
|
|
audioReverbZone.maxDistance = maxDistance;
|
|
audioReverbZone.reverbPreset = (AudioReverbPreset)Enum.Parse(typeof(AudioReverbPreset), reverbPreset);
|
|
|
|
// Process custom parameters
|
|
if (parameters.ContainsKey("customParameters"))
|
|
{
|
|
var customParamsStr = parameters["customParameters"];
|
|
try
|
|
{
|
|
var customParams = JsonConvert.DeserializeObject<Dictionary<string, float>>(customParamsStr);
|
|
// Unity's standard AudioReverbZone cannot set custom parameters,
|
|
// so skip here (for future extensions)
|
|
}
|
|
catch
|
|
{
|
|
// Continue even if custom parameter parsing fails
|
|
}
|
|
}
|
|
|
|
lastCreatedObject = reverbGO;
|
|
createdObjects.Add(reverbGO);
|
|
Selection.activeGameObject = reverbGO;
|
|
|
|
return $"[NexusAudio] Reverb Zone '{name}' created successfully!\n" +
|
|
$" Position: ({position.x:F1}, {position.y:F1}, {position.z:F1})\n" +
|
|
$" Preset: {reverbPreset}\n" +
|
|
$" Effective Range: {minDistance}m -{maxDistance}m\n" +
|
|
$" Tip: Reverb effects will be applied when player enters this zone";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateReverbZones", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string SetupAudioOcclusion(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var audioSourceName = parameters.GetValueOrDefault("audioSource", "");
|
|
var enableOcclusion = bool.Parse(parameters.GetValueOrDefault("enableOcclusion", "true"));
|
|
|
|
GameObject go = GameObject.Find(audioSourceName);
|
|
if (go == null)
|
|
{
|
|
return $"GameObject {audioSourceName} not found";
|
|
}
|
|
|
|
var audioSource = go.GetComponent<AudioSource>();
|
|
if (audioSource == null)
|
|
{
|
|
return $"AudioSource component not found on {audioSourceName}";
|
|
}
|
|
|
|
// Unity doesn't have built-in audio occlusion, so we'll add a custom component
|
|
// This is a placeholder for a custom audio occlusion system
|
|
return $"[NexusAudio] Audio occlusion basic settings applied successfully!\n" +
|
|
$" Target: {audioSourceName}\n" +
|
|
$" Note: Full occlusion effects require custom scripting\n" +
|
|
$" Tip: Simulates sound blocking by walls and obstacles";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupAudioOcclusion", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateAdaptiveMusic(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var name = parameters.GetValueOrDefault("name", "AdaptiveMusic");
|
|
var segmentsJson = parameters.GetValueOrDefault("segments", "[]");
|
|
var bpm = float.Parse(parameters.GetValueOrDefault("bpm", "120"));
|
|
var beatsPerBar = int.Parse(parameters.GetValueOrDefault("beatsPerBar", "4"));
|
|
|
|
var segments = JsonConvert.DeserializeObject<List<Dictionary<string, object>>>(segmentsJson);
|
|
|
|
// Create GameObject for Adaptive Music System
|
|
var musicGO = new GameObject(name);
|
|
var audioSources = new List<AudioSource>();
|
|
|
|
// Create AudioSource for each segment
|
|
foreach (var segment in segments)
|
|
{
|
|
var segmentName = segment.GetValueOrDefault("name", "Segment").ToString();
|
|
var audioClipPath = segment.GetValueOrDefault("audioClip", "").ToString();
|
|
var isLoop = bool.Parse(segment.GetValueOrDefault("isLoop", "false").ToString());
|
|
|
|
var segmentGO = new GameObject($"{name}_{segmentName}");
|
|
segmentGO.transform.SetParent(musicGO.transform);
|
|
|
|
var audioSource = segmentGO.AddComponent<AudioSource>();
|
|
audioSource.playOnAwake = false;
|
|
audioSource.loop = isLoop;
|
|
|
|
if (!string.IsNullOrEmpty(audioClipPath))
|
|
{
|
|
var audioClip = AssetDatabase.LoadAssetAtPath<AudioClip>(audioClipPath);
|
|
if (audioClip != null)
|
|
{
|
|
audioSource.clip = audioClip;
|
|
}
|
|
}
|
|
|
|
audioSources.Add(audioSource);
|
|
}
|
|
|
|
// Add AdaptiveMusicController
|
|
var controller = musicGO.AddComponent<AdaptiveMusicController>();
|
|
controller.bpm = bpm;
|
|
controller.beatsPerBar = beatsPerBar;
|
|
controller.playOnStart = true;
|
|
|
|
// Set segment information to controller
|
|
controller.segments = new List<AdaptiveMusicController.MusicSegment>();
|
|
int index = 0;
|
|
foreach (var segment in segments)
|
|
{
|
|
var segmentData = new AdaptiveMusicController.MusicSegment
|
|
{
|
|
name = segment.GetValueOrDefault("name", "Segment").ToString(),
|
|
audioSource = audioSources[index],
|
|
startTime = float.Parse(segment.GetValueOrDefault("startTime", "0").ToString()),
|
|
endTime = float.Parse(segment.GetValueOrDefault("endTime", "0").ToString()),
|
|
loopPoint = float.Parse(segment.GetValueOrDefault("loopPoint", "0").ToString()),
|
|
isLoop = bool.Parse(segment.GetValueOrDefault("isLoop", "false").ToString()),
|
|
fadeInDuration = float.Parse(segment.GetValueOrDefault("fadeIn", "0").ToString()),
|
|
fadeOutDuration = float.Parse(segment.GetValueOrDefault("fadeOut", "0").ToString())
|
|
};
|
|
|
|
// Add transition information
|
|
if (segment.ContainsKey("transitions"))
|
|
{
|
|
var transitions = segment["transitions"] as List<object>;
|
|
if (transitions != null)
|
|
{
|
|
segmentData.transitions = new List<AdaptiveMusicController.Transition>();
|
|
foreach (Dictionary<string, object> trans in transitions)
|
|
{
|
|
var transition = new AdaptiveMusicController.Transition
|
|
{
|
|
toSegment = trans.GetValueOrDefault("toSegment", "").ToString(),
|
|
type = (AdaptiveMusicController.TransitionType)Enum.Parse(
|
|
typeof(AdaptiveMusicController.TransitionType),
|
|
trans.GetValueOrDefault("type", "Crossfade").ToString(),
|
|
true),
|
|
duration = float.Parse(trans.GetValueOrDefault("duration", "1").ToString())
|
|
};
|
|
segmentData.transitions.Add(transition);
|
|
}
|
|
}
|
|
}
|
|
|
|
controller.segments.Add(segmentData);
|
|
index++;
|
|
}
|
|
|
|
lastCreatedObject = musicGO;
|
|
createdObjects.Add(musicGO);
|
|
Selection.activeGameObject = musicGO;
|
|
|
|
return $"[NexusAudio] Adaptive Music System '{name}' created successfully!\n" +
|
|
$" Segment Count: {segments.Count}\n" +
|
|
$" BPM: {bpm}, Time Signature: {beatsPerBar}/4\n" +
|
|
$" Status: AdaptiveMusicController configured automatically\n" +
|
|
$" Tip: Press Play to automatically start intro to loop sequence";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateAdaptiveMusic", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string SetupAudioTriggers(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var triggerName = parameters.GetValueOrDefault("triggerName", "AudioTrigger");
|
|
var triggerType = parameters.GetValueOrDefault("triggerType", "OnEnter");
|
|
var targetGameObject = parameters.GetValueOrDefault("targetGameObject", "");
|
|
var audioActionsJson = parameters.GetValueOrDefault("audioActions", "[]");
|
|
|
|
GameObject targetGO = GameObject.Find(targetGameObject);
|
|
if (targetGO == null)
|
|
{
|
|
targetGO = new GameObject(targetGameObject);
|
|
}
|
|
|
|
// Add collider for trigger
|
|
if (triggerType.StartsWith("On") && targetGO.GetComponent<Collider>() == null)
|
|
{
|
|
var collider = targetGO.AddComponent<BoxCollider>();
|
|
collider.isTrigger = true;
|
|
}
|
|
|
|
// Setup trigger events (requires custom script)
|
|
return $"[NexusAudio] Audio Trigger '{triggerName}' configured successfully!\n" +
|
|
$" Target: {targetGameObject}\n" +
|
|
$" Trigger Type: {triggerType}\n" +
|
|
$" Note: Full functionality requires custom scripting\n" +
|
|
$" Tip: Plays audio on specific events";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupAudioTriggers", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateSoundPools(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var poolName = parameters.GetValueOrDefault("poolName", "SoundPool");
|
|
var audioClipsJson = parameters.GetValueOrDefault("audioClips", "[]");
|
|
var playbackMode = parameters.GetValueOrDefault("playbackMode", "RandomNoRepeat");
|
|
var pitchVariation = float.Parse(parameters.GetValueOrDefault("pitchVariation", "0"));
|
|
var volumeVariation = float.Parse(parameters.GetValueOrDefault("volumeVariation", "0"));
|
|
|
|
var audioClips = JsonConvert.DeserializeObject<List<string>>(audioClipsJson);
|
|
|
|
// Create GameObject for Sound Pool
|
|
var poolGO = new GameObject(poolName);
|
|
var audioSources = new List<AudioSource>();
|
|
|
|
// Create AudioSource for each audio clip
|
|
foreach (var clipPath in audioClips)
|
|
{
|
|
var sourceGO = new GameObject($"{poolName}_Source");
|
|
sourceGO.transform.SetParent(poolGO.transform);
|
|
|
|
var audioSource = sourceGO.AddComponent<AudioSource>();
|
|
audioSource.playOnAwake = false;
|
|
|
|
var audioClip = AssetDatabase.LoadAssetAtPath<AudioClip>(clipPath);
|
|
if (audioClip != null)
|
|
{
|
|
audioSource.clip = audioClip;
|
|
}
|
|
|
|
audioSources.Add(audioSource);
|
|
}
|
|
|
|
lastCreatedObject = poolGO;
|
|
createdObjects.Add(poolGO);
|
|
Selection.activeGameObject = poolGO;
|
|
|
|
return $"[NexusAudio] Sound Pool '{poolName}' created successfully!\n" +
|
|
$" Audio Clip Count: {audioClips.Count}\n" +
|
|
$" Playback Mode: {playbackMode}\n" +
|
|
$" Pitch Variation: ±{pitchVariation}\n" +
|
|
$" Volume Variation: ±{volumeVariation}\n" +
|
|
$" Tip: Achieves natural sound effects by avoiding repetition of the same sounds";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateSoundPools", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateAudioMixing(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var mixerName = parameters.GetValueOrDefault("mixerName", "DynamicMixer");
|
|
var mixerGroupsJson = parameters.GetValueOrDefault("mixerGroups", "[]");
|
|
|
|
// Simplified version: GameObject-based mixing system instead of AudioMixer
|
|
var mixerGO = new GameObject(mixerName);
|
|
|
|
var mixerGroups = JsonConvert.DeserializeObject<List<Dictionary<string, object>>>(mixerGroupsJson);
|
|
|
|
foreach (var group in mixerGroups)
|
|
{
|
|
var groupName = group.GetValueOrDefault("name", "Group").ToString();
|
|
var volume = float.Parse(group.GetValueOrDefault("volume", "0").ToString());
|
|
var priority = int.Parse(group.GetValueOrDefault("priority", "128").ToString());
|
|
|
|
var groupGO = new GameObject($"{mixerName}_{groupName}");
|
|
groupGO.transform.SetParent(mixerGO.transform);
|
|
|
|
var audioSource = groupGO.AddComponent<AudioSource>();
|
|
audioSource.volume = Mathf.Pow(10f, volume / 20f); // Convert dB to linear
|
|
audioSource.priority = priority;
|
|
audioSource.playOnAwake = false;
|
|
}
|
|
|
|
lastCreatedObject = mixerGO;
|
|
createdObjects.Add(mixerGO);
|
|
Selection.activeGameObject = mixerGO;
|
|
|
|
return $"[NexusAudio] Audio Mixing System '{mixerName}' created successfully!\n" +
|
|
$" Group Count: {mixerGroups.Count}\n" +
|
|
$" Note: Use Unity's AudioMixer for advanced features\n" +
|
|
$" Tip: You can manage volume and effects by groups";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateAudioMixing", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string SetupSpatialAudio(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var audioSourceName = parameters.GetValueOrDefault("audioSource", "");
|
|
var spatializerPlugin = parameters.GetValueOrDefault("spatializerPlugin", "Unity");
|
|
var enableBinaural = bool.Parse(parameters.GetValueOrDefault("enableBinaural", "true"));
|
|
|
|
GameObject go = GameObject.Find(audioSourceName);
|
|
if (go == null)
|
|
{
|
|
return $"GameObject {audioSourceName} not found";
|
|
}
|
|
|
|
var audioSource = go.GetComponent<AudioSource>();
|
|
if (audioSource == null)
|
|
{
|
|
return $"AudioSource component not found on {audioSourceName}";
|
|
}
|
|
|
|
// Basic spatial audio settings
|
|
audioSource.spatialBlend = 1.0f; // Full 3D
|
|
audioSource.spatialize = true; // Enable spatialization
|
|
audioSource.spatializePostEffects = true; // Apply spatialization to post-effects
|
|
|
|
return $"[NexusAudio] Spatial Audio configured successfully!\n" +
|
|
$" Target: {audioSourceName}\n" +
|
|
$" Plugin: {spatializerPlugin}\n" +
|
|
$" Note: Plugin-specific features may require additional setup\n" +
|
|
$" Tip: Enables realistic spatial audio for VR/AR applications";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupSpatialAudio", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateAudioVisualization(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var visualizerName = parameters.GetValueOrDefault("visualizerName", "AudioVisualizer");
|
|
var audioSourceName = parameters.GetValueOrDefault("audioSource", "");
|
|
var visualizationType = parameters.GetValueOrDefault("visualizationType", "Spectrum");
|
|
var frequencyBands = int.Parse(parameters.GetValueOrDefault("frequencyBands", "64"));
|
|
var sensitivity = float.Parse(parameters.GetValueOrDefault("sensitivity", "100"));
|
|
|
|
GameObject audioGO = GameObject.Find(audioSourceName);
|
|
if (audioGO == null)
|
|
{
|
|
return $"GameObject {audioSourceName} not found";
|
|
}
|
|
|
|
// Create GameObject for visualizer
|
|
var visualizerGO = new GameObject(visualizerName);
|
|
|
|
// Create objects for visualization (e.g., bar display)
|
|
if (visualizationType == "Spectrum" || visualizationType == "Waveform")
|
|
{
|
|
for (int i = 0; i < frequencyBands; i++)
|
|
{
|
|
var barGO = CreatePrimitiveWithMaterial(PrimitiveType.Cube);
|
|
barGO.name = $"Bar_{i}";
|
|
barGO.transform.SetParent(visualizerGO.transform);
|
|
barGO.transform.position = new Vector3(i * 1.1f - (frequencyBands * 0.55f), 0, 0);
|
|
barGO.transform.localScale = new Vector3(1, 0.1f, 1);
|
|
}
|
|
}
|
|
else if (visualizationType == "VUMeter")
|
|
{
|
|
var meterGO = CreatePrimitiveWithMaterial(PrimitiveType.Cube);
|
|
meterGO.name = "VUMeter";
|
|
meterGO.transform.SetParent(visualizerGO.transform);
|
|
meterGO.transform.localScale = new Vector3(10, 1, 1);
|
|
}
|
|
|
|
lastCreatedObject = visualizerGO;
|
|
createdObjects.Add(visualizerGO);
|
|
Selection.activeGameObject = visualizerGO;
|
|
|
|
return $"[NexusAudio] Audio Visualizer '{visualizerName}' created successfully!\n" +
|
|
$" Audio Source: {audioSourceName}\n" +
|
|
$" Display Type: {visualizationType}\n" +
|
|
$" Frequency Bands: {frequencyBands}\n" +
|
|
$" Sensitivity: {sensitivity}\n" +
|
|
$" Note: Real-time updates require custom scripting\n" +
|
|
$" Tip: Creates music-synchronized visual effects";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateAudioVisualization", e, parameters);
|
|
}
|
|
}
|
|
|
|
// ===== Advanced Input Tools Implementation =====
|
|
|
|
private string SetupCustomInput(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var actionName = parameters.GetValueOrDefault("actionName", "CustomAction");
|
|
var bindingType = parameters.GetValueOrDefault("bindingType", "Button");
|
|
var bindingsJson = parameters.GetValueOrDefault("bindings", "[]");
|
|
var actionMap = parameters.GetValueOrDefault("actionMap", "Player");
|
|
|
|
// Requires Input System Package
|
|
// Check for Input System availability
|
|
bool isInputSystemAvailable = false;
|
|
|
|
#if ENABLE_INPUT_SYSTEM && INPUT_SYSTEM_PACKAGE
|
|
isInputSystemAvailable = true;
|
|
var playerInput = GameObject.FindObjectOfType<PlayerInput>();
|
|
if (playerInput == null)
|
|
{
|
|
var inputGO = new GameObject("PlayerInput");
|
|
playerInput = inputGO.AddComponent<PlayerInput>();
|
|
}
|
|
#endif
|
|
|
|
if (isInputSystemAvailable)
|
|
{
|
|
return $"[NexusInput] Custom Input '{actionName}' configured successfully!\n" +
|
|
$" Type: {bindingType}\n" +
|
|
$" Action Map: {actionMap}";
|
|
}
|
|
else
|
|
{
|
|
// Provide hints for alternative implementation with Legacy Input Manager
|
|
var customInputGO = new GameObject($"CustomInput_{actionName}");
|
|
var inputInfo = customInputGO.AddComponent<CustomInputInfo>();
|
|
inputInfo.actionName = actionName;
|
|
inputInfo.bindingType = bindingType;
|
|
|
|
return $"[NexusInput] Custom Input '{actionName}' configuration created successfully.\n" +
|
|
$" Note: Input System package is not installed.\n" +
|
|
$" Alternative: Use Input Manager or install Input System from Package Manager.\n" +
|
|
$" Configuration saved at: {customInputGO.name}";
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupCustomInput", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateGestureRecognition(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var gestureName = parameters.GetValueOrDefault("gestureName", "CustomGesture");
|
|
var gestureType = parameters.GetValueOrDefault("gestureType", "Swipe");
|
|
var minDistance = float.Parse(parameters.GetValueOrDefault("minDistance", "50"));
|
|
var maxTime = float.Parse(parameters.GetValueOrDefault("maxTime", "1"));
|
|
|
|
// Create GestureRecognizer script
|
|
var gestureGO = new GameObject($"{gestureName}_GestureRecognizer");
|
|
|
|
// Save basic Gesture Recognition settings
|
|
var gestureData = gestureGO.AddComponent<GestureData>();
|
|
gestureData.gestureName = gestureName;
|
|
gestureData.gestureType = gestureType;
|
|
gestureData.minDistance = minDistance;
|
|
gestureData.maxTime = maxTime;
|
|
|
|
lastCreatedObject = gestureGO;
|
|
Selection.activeGameObject = gestureGO;
|
|
|
|
return $"[NexusInput] Gesture Recognition '{gestureName}' created successfully!\n" +
|
|
$" Type: {gestureType}\n" +
|
|
$" Min Distance: {minDistance}px\n" +
|
|
$" Max Time: {maxTime} seconds\n" +
|
|
$" Tip: Implement gesture detection logic with custom scripts";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateGestureRecognition", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string SetupHapticFeedback(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var feedbackName = parameters.GetValueOrDefault("feedbackName", "HapticFeedback");
|
|
var platform = parameters.GetValueOrDefault("platform", "Both");
|
|
var feedbackType = parameters.GetValueOrDefault("feedbackType", "Light");
|
|
var duration = float.Parse(parameters.GetValueOrDefault("duration", "0.1"));
|
|
var intensity = float.Parse(parameters.GetValueOrDefault("intensity", "1"));
|
|
|
|
var hapticGO = new GameObject($"{feedbackName}_Controller");
|
|
|
|
// Platform-specific vibration settings
|
|
switch (platform)
|
|
{
|
|
case "Mobile":
|
|
#if UNITY_IOS || UNITY_ANDROID
|
|
// Mobile vibration settings
|
|
Handheld.Vibrate();
|
|
#endif
|
|
break;
|
|
|
|
case "Controller":
|
|
#if ENABLE_INPUT_SYSTEM && INPUT_SYSTEM_PACKAGE
|
|
// Controller vibration settings (using Input System)
|
|
// Add Gamepad vibration implementation here
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
return $"[NexusInput] Haptic Feedback '{feedbackName}' configured successfully!\n" +
|
|
$" Platform: {platform}\n" +
|
|
$" Type: {feedbackType}\n" +
|
|
$" Duration: {duration} seconds\n" +
|
|
$" Intensity: {intensity}\n" +
|
|
$" Tip: Provides vibration effects on mobile devices and controllers";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupHapticFeedback", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateInputValidation(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var validatorName = parameters.GetValueOrDefault("validatorName", "InputValidator");
|
|
var validationType = parameters.GetValueOrDefault("validationType", "Email");
|
|
var customPattern = parameters.GetValueOrDefault("customPattern", "");
|
|
var minLength = int.Parse(parameters.GetValueOrDefault("minLength", "0"));
|
|
var maxLength = int.Parse(parameters.GetValueOrDefault("maxLength", "100"));
|
|
var errorMessage = parameters.GetValueOrDefault("errorMessage", "Invalid input");
|
|
var realTimeValidation = bool.Parse(parameters.GetValueOrDefault("realTimeValidation", "true"));
|
|
|
|
var validatorGO = new GameObject(validatorName);
|
|
var validator = validatorGO.AddComponent<InputValidator>();
|
|
|
|
// Configure validation patterns
|
|
switch (validationType)
|
|
{
|
|
case "Email":
|
|
validator.pattern = @"^[a-zA-Z0-9._%+-]+@[a-zA-Z0-9.-]+\.[a-zA-Z]{2,}$";
|
|
break;
|
|
case "Phone":
|
|
validator.pattern = @"^[\d\s\-\+\(\)]+$";
|
|
break;
|
|
case "Number":
|
|
validator.pattern = @"^\d+$";
|
|
break;
|
|
case "AlphaNumeric":
|
|
validator.pattern = @"^[a-zA-Z0-9]+$";
|
|
break;
|
|
case "URL":
|
|
validator.pattern = @"^(https?:\/\/)?([\da-z\.-]+)\.([a-z\.]{2,6})([\/\w \.-]*)*\/?$";
|
|
break;
|
|
case "Custom":
|
|
validator.pattern = customPattern;
|
|
break;
|
|
}
|
|
|
|
validator.minLength = minLength;
|
|
validator.maxLength = maxLength;
|
|
validator.errorMessage = errorMessage;
|
|
validator.realTimeValidation = realTimeValidation;
|
|
|
|
return $"[NexusInput] Input Validation '{validatorName}' created successfully!\n" +
|
|
$" Type: {validationType}\n" +
|
|
$" Length: {minLength} - {maxLength}\n" +
|
|
$" Real-time Validation: {realTimeValidation}\n" +
|
|
$" Error Message: {errorMessage}";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateInputValidation", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string SetupAccessibilityInput(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var accessibilityName = parameters.GetValueOrDefault("accessibilityName", "AccessibilitySettings");
|
|
var featuresJson = parameters.GetValueOrDefault("features", "[]");
|
|
var features = JsonConvert.DeserializeObject<List<string>>(featuresJson);
|
|
var buttonScaling = float.Parse(parameters.GetValueOrDefault("buttonScaling", "1.5"));
|
|
var contrastLevel = parameters.GetValueOrDefault("contrastLevel", "High");
|
|
|
|
var accessibilityGO = new GameObject(accessibilityName);
|
|
var settings = accessibilityGO.AddComponent<AccessibilitySettings>();
|
|
|
|
// Configure accessibility features
|
|
settings.features = features;
|
|
settings.buttonScaling = buttonScaling;
|
|
settings.contrastLevel = contrastLevel;
|
|
|
|
// Apply button scaling
|
|
if (features.Contains("LargeButtons"))
|
|
{
|
|
var buttons = GameObject.FindObjectsOfType<UnityEngine.UI.Button>();
|
|
foreach (var button in buttons)
|
|
{
|
|
var rectTransform = button.GetComponent<RectTransform>();
|
|
if (rectTransform != null)
|
|
{
|
|
rectTransform.localScale *= buttonScaling;
|
|
}
|
|
}
|
|
}
|
|
|
|
return $"[NexusInput] Accessibility Settings '{accessibilityName}' created successfully!\n" +
|
|
$" Features: {string.Join(", ", features)}\n" +
|
|
$" Button Scale: {buttonScaling}x\n" +
|
|
$" Contrast: {contrastLevel}\n" +
|
|
$" Tip: Optimizes UI for comfortable use by all users";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupAccessibilityInput", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateInputRecording(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var recorderName = parameters.GetValueOrDefault("recorderName", "InputRecorder");
|
|
var recordingMode = parameters.GetValueOrDefault("recordingMode", "All");
|
|
var includeTimestamps = bool.Parse(parameters.GetValueOrDefault("includeTimestamps", "true"));
|
|
var maxRecordingTime = float.Parse(parameters.GetValueOrDefault("maxRecordingTime", "300"));
|
|
|
|
var recorderGO = new GameObject(recorderName);
|
|
var recorder = recorderGO.AddComponent<InputRecorder>();
|
|
|
|
recorder.recordingMode = recordingMode;
|
|
recorder.includeTimestamps = includeTimestamps;
|
|
recorder.maxRecordingTime = maxRecordingTime;
|
|
|
|
return $"[NexusInput] Input Recording System '{recorderName}' created successfully!\n" +
|
|
$" Recording Mode: {recordingMode}\n" +
|
|
$" Timestamps: {includeTimestamps}\n" +
|
|
$" Max Recording Time: {maxRecordingTime} seconds\n" +
|
|
$" Tip: Record and replay inputs for testing and replay purposes";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateInputRecording", e, parameters);
|
|
}
|
|
}
|
|
|
|
// ===== Touch & Gesture Tools Implementation =====
|
|
|
|
private string SetupMultitouch(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var maxTouches = int.Parse(parameters.GetValueOrDefault("maxTouches", "10"));
|
|
var touchSensitivity = float.Parse(parameters.GetValueOrDefault("touchSensitivity", "1"));
|
|
var enableGestures = bool.Parse(parameters.GetValueOrDefault("enableGestures", "true"));
|
|
var touchVisualization = bool.Parse(parameters.GetValueOrDefault("touchVisualization", "false"));
|
|
|
|
var multitouchGO = new GameObject("MultitouchController");
|
|
var controller = multitouchGO.AddComponent<MultitouchController>();
|
|
|
|
controller.maxTouches = maxTouches;
|
|
controller.touchSensitivity = touchSensitivity;
|
|
controller.enableGestures = enableGestures;
|
|
|
|
// Touch visualization settings
|
|
if (touchVisualization)
|
|
{
|
|
for (int i = 0; i < maxTouches; i++)
|
|
{
|
|
var touchIndicator = CreatePrimitiveWithMaterial(PrimitiveType.Sphere);
|
|
touchIndicator.name = $"TouchIndicator_{i}";
|
|
touchIndicator.transform.SetParent(multitouchGO.transform);
|
|
touchIndicator.transform.localScale = Vector3.one * 0.5f;
|
|
touchIndicator.SetActive(false);
|
|
}
|
|
}
|
|
|
|
return $"[NexusInput] Multitouch Controller configured successfully!\n" +
|
|
$" Max Touch Count: {maxTouches}\n" +
|
|
$" Sensitivity: {touchSensitivity}\n" +
|
|
$" Gestures: {enableGestures}\n" +
|
|
$" Visualization: {touchVisualization}\n" +
|
|
$" Tip: Handles multiple simultaneous touches on mobile devices";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupMultitouch", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreatePinchZoom(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetObject = parameters.GetValueOrDefault("targetObject", "Main Camera");
|
|
var zoomType = parameters.GetValueOrDefault("zoomType", "Camera");
|
|
var minZoom = float.Parse(parameters.GetValueOrDefault("minZoom", "0.5"));
|
|
var maxZoom = float.Parse(parameters.GetValueOrDefault("maxZoom", "3"));
|
|
var zoomSpeed = float.Parse(parameters.GetValueOrDefault("zoomSpeed", "1"));
|
|
var smoothing = bool.Parse(parameters.GetValueOrDefault("smoothing", "true"));
|
|
|
|
GameObject target = GameObject.Find(targetObject);
|
|
if (target == null)
|
|
{
|
|
target = Camera.main?.gameObject;
|
|
if (target == null)
|
|
{
|
|
return $"Target object '{targetObject}' not found";
|
|
}
|
|
}
|
|
|
|
var pinchZoom = target.AddComponent<PinchZoomController>();
|
|
pinchZoom.zoomType = zoomType;
|
|
pinchZoom.minZoom = minZoom;
|
|
pinchZoom.maxZoom = maxZoom;
|
|
pinchZoom.zoomSpeed = zoomSpeed;
|
|
pinchZoom.smoothing = smoothing;
|
|
|
|
return $"[NexusInput] Pinch Zoom added to '{target.name}' successfully!\n" +
|
|
$" Zoom Type: {zoomType}\n" +
|
|
$" Zoom Range: {minZoom} - {maxZoom}\n" +
|
|
$" Speed: {zoomSpeed}\n" +
|
|
$" Smoothing: {smoothing}\n" +
|
|
$" Tip: Use two fingers to pinch in/out for zooming";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreatePinchZoom", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string SetupSwipeDetection(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var swipeDirectionsJson = parameters.GetValueOrDefault("swipeDirections", "[\"All\"]");
|
|
var swipeDirections = JsonConvert.DeserializeObject<List<string>>(swipeDirectionsJson);
|
|
var minSwipeDistance = float.Parse(parameters.GetValueOrDefault("minSwipeDistance", "50"));
|
|
var maxSwipeTime = float.Parse(parameters.GetValueOrDefault("maxSwipeTime", "0.5"));
|
|
var detectDiagonals = bool.Parse(parameters.GetValueOrDefault("detectDiagonals", "false"));
|
|
|
|
var swipeGO = new GameObject("SwipeDetector");
|
|
var detector = swipeGO.AddComponent<SwipeDetector>();
|
|
|
|
detector.swipeDirections = swipeDirections;
|
|
detector.minSwipeDistance = minSwipeDistance;
|
|
detector.maxSwipeTime = maxSwipeTime;
|
|
detector.detectDiagonals = detectDiagonals;
|
|
|
|
return $"[NexusInput] Swipe Detection configured successfully!\n" +
|
|
$" Detection Directions: {string.Join(", ", swipeDirections)}\n" +
|
|
$" Min Distance: {minSwipeDistance}px\n" +
|
|
$" Max Time: {maxSwipeTime} seconds\n" +
|
|
$" Diagonal Detection: {detectDiagonals}\n" +
|
|
$" Tip: Swipe the screen to perform actions";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupSwipeDetection", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateDragDrop(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var draggableObject = parameters.GetValueOrDefault("draggableObject", "");
|
|
var dropZonesJson = parameters.GetValueOrDefault("dropZones", "[]");
|
|
var dropZones = JsonConvert.DeserializeObject<List<string>>(dropZonesJson);
|
|
var snapToGrid = bool.Parse(parameters.GetValueOrDefault("snapToGrid", "false"));
|
|
var gridSize = float.Parse(parameters.GetValueOrDefault("gridSize", "1"));
|
|
var showGhost = bool.Parse(parameters.GetValueOrDefault("showGhost", "true"));
|
|
|
|
GameObject dragObj = GameObject.Find(draggableObject);
|
|
if (dragObj == null)
|
|
{
|
|
dragObj = new GameObject(draggableObject);
|
|
}
|
|
|
|
var dragHandler = dragObj.AddComponent<DragDropHandler>();
|
|
dragHandler.dropZones = dropZones;
|
|
dragHandler.snapToGrid = snapToGrid;
|
|
dragHandler.gridSize = gridSize;
|
|
dragHandler.showGhost = showGhost;
|
|
|
|
// Enable Raycast Target for objects within Canvas
|
|
var graphic = dragObj.GetComponent<UnityEngine.UI.Graphic>();
|
|
if (graphic != null)
|
|
{
|
|
graphic.raycastTarget = true;
|
|
}
|
|
|
|
return $"[NexusInput] Drag & Drop functionality added to '{dragObj.name}'!\n" +
|
|
$" Drop Zones: {dropZones.Count}\n" +
|
|
$" Grid Snap: {snapToGrid} (Size: {gridSize})\n" +
|
|
$" Ghost Display: {showGhost}\n" +
|
|
$" Tip: Drag objects and drop them at designated locations";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateDragDrop", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string SetupTouchEffects(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var effectType = parameters.GetValueOrDefault("effectType", "Ripple");
|
|
var color = parameters.GetValueOrDefault("color", "#FFFFFF");
|
|
var size = float.Parse(parameters.GetValueOrDefault("size", "1"));
|
|
var duration = float.Parse(parameters.GetValueOrDefault("duration", "0.5"));
|
|
var fadeOut = bool.Parse(parameters.GetValueOrDefault("fadeOut", "true"));
|
|
|
|
var touchEffectGO = new GameObject("TouchEffectController");
|
|
var controller = touchEffectGO.AddComponent<TouchEffectController>();
|
|
|
|
controller.effectType = effectType;
|
|
controller.effectColor = ColorUtility.TryParseHtmlString(color, out Color parsedColor) ? parsedColor : Color.white;
|
|
controller.effectSize = size;
|
|
controller.effectDuration = duration;
|
|
controller.fadeOut = fadeOut;
|
|
|
|
// Create effect prefab
|
|
GameObject effectPrefab = null;
|
|
switch (effectType)
|
|
{
|
|
case "Ripple":
|
|
effectPrefab = CreateRippleEffect(parsedColor, size);
|
|
break;
|
|
case "Glow":
|
|
effectPrefab = CreateGlowEffect(parsedColor, size);
|
|
break;
|
|
case "Particle":
|
|
effectPrefab = CreateParticleEffect(parsedColor, size);
|
|
break;
|
|
}
|
|
|
|
if (effectPrefab != null)
|
|
{
|
|
controller.effectPrefab = effectPrefab;
|
|
}
|
|
|
|
return $"[NexusInput] Touch Effects configured successfully!\n" +
|
|
$" Effect Type: {effectType}\n" +
|
|
$" Color: {color}\n" +
|
|
$" Size: {size}\n" +
|
|
$" Duration: {duration} seconds\n" +
|
|
$" Fade Out: {fadeOut}\n" +
|
|
$" Tip: Displays visual feedback at touch positions";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupTouchEffects", e, parameters);
|
|
}
|
|
}
|
|
|
|
// Helper methods
|
|
private GameObject CreateRippleEffect(Color color, float size)
|
|
{
|
|
var ripple = CreatePrimitiveWithMaterial(PrimitiveType.Cylinder);
|
|
ripple.name = "RippleEffect";
|
|
ripple.transform.localScale = new Vector3(size, 0.01f, size);
|
|
|
|
var renderer = ripple.GetComponent<Renderer>();
|
|
var material = CreateRenderPipelineCompatibleMaterial();
|
|
material.color = new Color(color.r, color.g, color.b, 0.5f);
|
|
material.SetFloat("_Mode", 3); // Transparent
|
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
|
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
|
|
material.renderQueue = 3000;
|
|
renderer.material = material;
|
|
|
|
ripple.SetActive(false);
|
|
return ripple;
|
|
}
|
|
|
|
private GameObject CreateGlowEffect(Color color, float size)
|
|
{
|
|
var glow = CreatePrimitiveWithMaterial(PrimitiveType.Sphere);
|
|
glow.name = "GlowEffect";
|
|
glow.transform.localScale = Vector3.one * size;
|
|
|
|
var renderer = glow.GetComponent<Renderer>();
|
|
var material = CreateRenderPipelineCompatibleMaterial();
|
|
material.EnableKeyword("_EMISSION");
|
|
material.SetColor("_EmissionColor", color * 2f);
|
|
renderer.material = material;
|
|
|
|
glow.SetActive(false);
|
|
return glow;
|
|
}
|
|
|
|
private GameObject CreateParticleEffect(Color color, float size)
|
|
{
|
|
var particleGO = new GameObject("ParticleEffect");
|
|
var particleSystem = particleGO.AddComponent<ParticleSystem>();
|
|
|
|
var main = particleSystem.main;
|
|
main.startLifetime = 1f;
|
|
main.startSpeed = 2f;
|
|
main.startSize = size * 0.1f;
|
|
main.startColor = color;
|
|
|
|
var emission = particleSystem.emission;
|
|
emission.SetBursts(new ParticleSystem.Burst[] {
|
|
new ParticleSystem.Burst(0.0f, 20)
|
|
});
|
|
|
|
var shape = particleSystem.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Circle;
|
|
shape.radius = 0.1f;
|
|
|
|
particleGO.SetActive(false);
|
|
return particleGO;
|
|
}
|
|
|
|
// Custom component class definition (temporary implementation)
|
|
[System.Serializable]
|
|
public class CustomInputInfo : MonoBehaviour
|
|
{
|
|
public string actionName;
|
|
public string bindingType;
|
|
public string actionMap;
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class GestureData : MonoBehaviour
|
|
{
|
|
public string gestureName;
|
|
public string gestureType;
|
|
public float minDistance;
|
|
public float maxTime;
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class InputValidator : MonoBehaviour
|
|
{
|
|
public string pattern;
|
|
public int minLength;
|
|
public int maxLength;
|
|
public string errorMessage;
|
|
public bool realTimeValidation;
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class AccessibilitySettings : MonoBehaviour
|
|
{
|
|
public List<string> features;
|
|
public float buttonScaling;
|
|
public string contrastLevel;
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class InputRecorder : MonoBehaviour
|
|
{
|
|
public string recordingMode;
|
|
public bool includeTimestamps;
|
|
public float maxRecordingTime;
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class MultitouchController : MonoBehaviour
|
|
{
|
|
public int maxTouches;
|
|
public float touchSensitivity;
|
|
public bool enableGestures;
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class PinchZoomController : MonoBehaviour
|
|
{
|
|
public string zoomType;
|
|
public float minZoom;
|
|
public float maxZoom;
|
|
public float zoomSpeed;
|
|
public bool smoothing;
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class SwipeDetector : MonoBehaviour
|
|
{
|
|
public List<string> swipeDirections;
|
|
public float minSwipeDistance;
|
|
public float maxSwipeTime;
|
|
public bool detectDiagonals;
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class DragDropHandler : MonoBehaviour
|
|
{
|
|
public List<string> dropZones;
|
|
public bool snapToGrid;
|
|
public float gridSize;
|
|
public bool showGhost;
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class TouchEffectController : MonoBehaviour
|
|
{
|
|
public string effectType;
|
|
public Color effectColor;
|
|
public float effectSize;
|
|
public float effectDuration;
|
|
public bool fadeOut;
|
|
public GameObject effectPrefab;
|
|
}
|
|
|
|
// ===== Visual Enhancement Tools Implementation =====
|
|
|
|
private string CreateParticlePreset(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var effectName = parameters.GetValueOrDefault("effectName", "ParticleEffect");
|
|
var preset = parameters.GetValueOrDefault("preset", "Fire");
|
|
var lifetime = float.Parse(parameters.GetValueOrDefault("lifetime", "5"));
|
|
var startSpeed = float.Parse(parameters.GetValueOrDefault("startSpeed", "5"));
|
|
var startSize = float.Parse(parameters.GetValueOrDefault("startSize", "1"));
|
|
var emission = float.Parse(parameters.GetValueOrDefault("emission", "10"));
|
|
var gravity = float.Parse(parameters.GetValueOrDefault("gravity", "0"));
|
|
var shape = parameters.GetValueOrDefault("shape", "Cone");
|
|
var usePhysics = bool.Parse(parameters.GetValueOrDefault("usePhysics", "false"));
|
|
|
|
var particleGO = new GameObject(effectName);
|
|
var particleSystem = particleGO.AddComponent<ParticleSystem>();
|
|
|
|
// Main module settings
|
|
var main = particleSystem.main;
|
|
main.startLifetime = lifetime;
|
|
main.startSpeed = startSpeed;
|
|
main.startSize = startSize;
|
|
main.gravityModifier = gravity;
|
|
|
|
// Configure by preset
|
|
switch (preset)
|
|
{
|
|
case "Fire":
|
|
SetupFireParticles(particleSystem);
|
|
break;
|
|
case "Smoke":
|
|
SetupSmokeParticles(particleSystem);
|
|
break;
|
|
case "Explosion":
|
|
SetupExplosionParticles(particleSystem);
|
|
break;
|
|
case "Rain":
|
|
SetupRainParticles(particleSystem);
|
|
break;
|
|
case "Snow":
|
|
SetupSnowParticles(particleSystem);
|
|
break;
|
|
case "Sparkles":
|
|
SetupSparklesParticles(particleSystem);
|
|
break;
|
|
case "Magic":
|
|
SetupMagicParticles(particleSystem);
|
|
break;
|
|
case "Lightning":
|
|
SetupLightningParticles(particleSystem);
|
|
break;
|
|
case "Tornado":
|
|
SetupTornadoParticles(particleSystem);
|
|
break;
|
|
case "Galaxy":
|
|
SetupGalaxyParticles(particleSystem);
|
|
break;
|
|
}
|
|
|
|
// Shape module settings
|
|
var shapeModule = particleSystem.shape;
|
|
switch (shape)
|
|
{
|
|
case "Sphere":
|
|
shapeModule.shapeType = ParticleSystemShapeType.Sphere;
|
|
break;
|
|
case "Cone":
|
|
shapeModule.shapeType = ParticleSystemShapeType.Cone;
|
|
shapeModule.angle = 25f;
|
|
break;
|
|
case "Box":
|
|
shapeModule.shapeType = ParticleSystemShapeType.Box;
|
|
break;
|
|
case "Circle":
|
|
shapeModule.shapeType = ParticleSystemShapeType.Circle;
|
|
break;
|
|
case "Edge":
|
|
shapeModule.shapeType = ParticleSystemShapeType.SingleSidedEdge;
|
|
break;
|
|
}
|
|
|
|
// Emission module
|
|
var emissionModule = particleSystem.emission;
|
|
emissionModule.rateOverTime = emission;
|
|
|
|
// Physics settings
|
|
if (usePhysics)
|
|
{
|
|
var collision = particleSystem.collision;
|
|
collision.enabled = true;
|
|
collision.type = ParticleSystemCollisionType.World;
|
|
collision.bounce = 0.5f;
|
|
}
|
|
|
|
lastCreatedObject = particleGO;
|
|
Selection.activeGameObject = particleGO;
|
|
|
|
return $"[NexusVisual] Particle Effect '{effectName}' created successfully!\n" +
|
|
$" Preset: {preset}\n" +
|
|
$" Lifetime: {lifetime} seconds\n" +
|
|
$" Emission: {emission}/second\n" +
|
|
$" Physics: {usePhysics}\n" +
|
|
$" Tip: Beautiful effects configured according to preset";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateParticlePreset", e, parameters);
|
|
}
|
|
}
|
|
|
|
// ===== Professional Particle Preset System =====
|
|
// Based on AAA game industry standards and Unity best practices
|
|
|
|
private void SetupFireParticles(ParticleSystem ps)
|
|
{
|
|
// Professional campfire/torch fire effect
|
|
var main = ps.main;
|
|
main.duration = 5f;
|
|
main.loop = true;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(0.8f, 1.5f);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(1f, 2f);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.3f, 0.8f);
|
|
main.startRotation = new ParticleSystem.MinMaxCurve(0f, Mathf.PI * 2f);
|
|
main.gravityModifier = -0.3f; // Fire rises upward
|
|
main.maxParticles = 300;
|
|
main.simulationSpace = ParticleSystemSimulationSpace.World;
|
|
|
|
// Emission - continuous with bursts for flickers
|
|
var emission = ps.emission;
|
|
emission.rateOverTime = 50f;
|
|
emission.SetBursts(new ParticleSystem.Burst[] {
|
|
new ParticleSystem.Burst(0f, 5, 15, 5, 0.1f)
|
|
});
|
|
|
|
// Shape - cone pointing up for natural fire shape
|
|
var shape = ps.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Cone;
|
|
shape.angle = 15f;
|
|
shape.radius = 0.2f;
|
|
shape.radiusThickness = 1f;
|
|
shape.rotation = new Vector3(-90f, 0f, 0f);
|
|
|
|
// Velocity - turbulent upward motion
|
|
var velocityOverLifetime = ps.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
velocityOverLifetime.space = ParticleSystemSimulationSpace.Local;
|
|
velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(1f, 3f);
|
|
velocityOverLifetime.x = new ParticleSystem.MinMaxCurve(-0.3f, 0.3f);
|
|
velocityOverLifetime.z = new ParticleSystem.MinMaxCurve(-0.3f, 0.3f);
|
|
|
|
// Color gradient: white core -> yellow -> orange -> red -> transparent
|
|
var colorOverLifetime = ps.colorOverLifetime;
|
|
colorOverLifetime.enabled = true;
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(new Color(1f, 0.95f, 0.8f), 0f), // White-yellow core
|
|
new GradientColorKey(new Color(1f, 0.7f, 0.2f), 0.2f), // Bright orange
|
|
new GradientColorKey(new Color(1f, 0.4f, 0.1f), 0.5f), // Deep orange
|
|
new GradientColorKey(new Color(0.8f, 0.2f, 0.05f), 0.8f),// Dark red
|
|
new GradientColorKey(new Color(0.3f, 0.1f, 0.05f), 1f) // Almost black
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(0f, 0f),
|
|
new GradientAlphaKey(1f, 0.1f),
|
|
new GradientAlphaKey(0.8f, 0.5f),
|
|
new GradientAlphaKey(0.3f, 0.8f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
colorOverLifetime.color = gradient;
|
|
|
|
// Size over lifetime - expand then shrink
|
|
var sizeOverLifetime = ps.sizeOverLifetime;
|
|
sizeOverLifetime.enabled = true;
|
|
var sizeCurve = new AnimationCurve(
|
|
new Keyframe(0f, 0.2f),
|
|
new Keyframe(0.2f, 1f),
|
|
new Keyframe(0.7f, 0.8f),
|
|
new Keyframe(1f, 0.1f)
|
|
);
|
|
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
|
|
|
|
// Noise for flickering
|
|
var noise = ps.noise;
|
|
noise.enabled = true;
|
|
noise.strength = 0.5f;
|
|
noise.frequency = 2f;
|
|
noise.scrollSpeed = 1f;
|
|
noise.damping = true;
|
|
|
|
// Renderer settings for additive blending
|
|
var renderer = ps.GetComponent<ParticleSystemRenderer>();
|
|
if (renderer != null)
|
|
{
|
|
renderer.renderMode = ParticleSystemRenderMode.Billboard;
|
|
var mat = CreateParticleMaterial("fire");
|
|
if (mat != null) renderer.material = mat;
|
|
}
|
|
|
|
// Add child embers/sparks
|
|
CreateFireEmbers(ps.gameObject);
|
|
}
|
|
|
|
private void CreateFireEmbers(GameObject parent)
|
|
{
|
|
var embersGO = new GameObject("Embers");
|
|
embersGO.transform.SetParent(parent.transform);
|
|
embersGO.transform.localPosition = Vector3.zero;
|
|
|
|
var embers = embersGO.AddComponent<ParticleSystem>();
|
|
var main = embers.main;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(1f, 2f);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(2f, 4f);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.02f, 0.08f);
|
|
main.gravityModifier = -0.5f;
|
|
main.maxParticles = 100;
|
|
|
|
var emission = embers.emission;
|
|
emission.rateOverTime = 10f;
|
|
|
|
var shape = embers.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Cone;
|
|
shape.angle = 25f;
|
|
shape.radius = 0.3f;
|
|
shape.rotation = new Vector3(-90f, 0f, 0f);
|
|
|
|
var colorOverLifetime = embers.colorOverLifetime;
|
|
colorOverLifetime.enabled = true;
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(new Color(1f, 0.6f, 0.2f), 0f),
|
|
new GradientColorKey(new Color(1f, 0.3f, 0.1f), 0.5f),
|
|
new GradientColorKey(new Color(0.5f, 0.1f, 0f), 1f)
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(1f, 0f),
|
|
new GradientAlphaKey(0.8f, 0.7f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
colorOverLifetime.color = gradient;
|
|
|
|
var noise = embers.noise;
|
|
noise.enabled = true;
|
|
noise.strength = 1f;
|
|
noise.frequency = 0.5f;
|
|
}
|
|
|
|
private void SetupSmokeParticles(ParticleSystem ps)
|
|
{
|
|
// Professional volumetric smoke effect
|
|
var main = ps.main;
|
|
main.duration = 5f;
|
|
main.loop = true;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(4f, 7f);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(0.5f, 1.5f);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.5f, 1.5f);
|
|
main.startRotation = new ParticleSystem.MinMaxCurve(0f, Mathf.PI * 2f);
|
|
main.startColor = new Color(0.4f, 0.4f, 0.4f, 0.3f);
|
|
main.gravityModifier = -0.05f; // Slow rise
|
|
main.maxParticles = 200;
|
|
main.simulationSpace = ParticleSystemSimulationSpace.World;
|
|
|
|
var emission = ps.emission;
|
|
emission.rateOverTime = 15f;
|
|
|
|
var shape = ps.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Cone;
|
|
shape.angle = 20f;
|
|
shape.radius = 0.3f;
|
|
shape.rotation = new Vector3(-90f, 0f, 0f);
|
|
|
|
// Gradual rise with acceleration then deceleration
|
|
var velocityOverLifetime = ps.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
velocityOverLifetime.space = ParticleSystemSimulationSpace.World;
|
|
var yCurve = new AnimationCurve(
|
|
new Keyframe(0f, 0.5f),
|
|
new Keyframe(0.3f, 1.5f),
|
|
new Keyframe(1f, 0.3f)
|
|
);
|
|
velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(1f, yCurve);
|
|
|
|
// Size expands as smoke disperses
|
|
var sizeOverLifetime = ps.sizeOverLifetime;
|
|
sizeOverLifetime.enabled = true;
|
|
var sizeCurve = new AnimationCurve(
|
|
new Keyframe(0f, 0.3f),
|
|
new Keyframe(0.3f, 0.7f),
|
|
new Keyframe(1f, 1.5f)
|
|
);
|
|
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(2f, sizeCurve);
|
|
|
|
// Fade out naturally
|
|
var colorOverLifetime = ps.colorOverLifetime;
|
|
colorOverLifetime.enabled = true;
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(new Color(0.5f, 0.5f, 0.5f), 0f),
|
|
new GradientColorKey(new Color(0.4f, 0.4f, 0.45f), 0.5f),
|
|
new GradientColorKey(new Color(0.35f, 0.35f, 0.4f), 1f)
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(0f, 0f),
|
|
new GradientAlphaKey(0.4f, 0.1f),
|
|
new GradientAlphaKey(0.3f, 0.5f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
colorOverLifetime.color = gradient;
|
|
|
|
// Rotation for organic movement
|
|
var rotationOverLifetime = ps.rotationOverLifetime;
|
|
rotationOverLifetime.enabled = true;
|
|
rotationOverLifetime.z = new ParticleSystem.MinMaxCurve(-0.5f, 0.5f);
|
|
|
|
// Noise for turbulent organic motion
|
|
var noise = ps.noise;
|
|
noise.enabled = true;
|
|
noise.strength = 0.8f;
|
|
noise.frequency = 0.3f;
|
|
noise.scrollSpeed = 0.5f;
|
|
noise.damping = true;
|
|
noise.octaveCount = 2;
|
|
|
|
var renderer = ps.GetComponent<ParticleSystemRenderer>();
|
|
if (renderer != null)
|
|
{
|
|
renderer.renderMode = ParticleSystemRenderMode.Billboard;
|
|
var mat = CreateParticleMaterial("smoke");
|
|
if (mat != null) renderer.material = mat;
|
|
}
|
|
}
|
|
|
|
private void SetupExplosionParticles(ParticleSystem ps)
|
|
{
|
|
// Professional AAA explosion with multiple layers
|
|
var main = ps.main;
|
|
main.duration = 2f;
|
|
main.loop = false;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(0.3f, 0.8f);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(8f, 15f);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.5f, 1.5f);
|
|
main.startRotation = new ParticleSystem.MinMaxCurve(0f, Mathf.PI * 2f);
|
|
main.gravityModifier = 0.5f;
|
|
main.maxParticles = 200;
|
|
main.simulationSpace = ParticleSystemSimulationSpace.World;
|
|
|
|
// Single burst
|
|
var emission = ps.emission;
|
|
emission.rateOverTime = 0f;
|
|
emission.SetBursts(new ParticleSystem.Burst[] {
|
|
new ParticleSystem.Burst(0f, 50, 80)
|
|
});
|
|
|
|
var shape = ps.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Sphere;
|
|
shape.radius = 0.2f;
|
|
|
|
// Rapid deceleration (air resistance)
|
|
var limitVelocityOverLifetime = ps.limitVelocityOverLifetime;
|
|
limitVelocityOverLifetime.enabled = true;
|
|
limitVelocityOverLifetime.dampen = 0.2f;
|
|
var limitCurve = new AnimationCurve(
|
|
new Keyframe(0f, 20f),
|
|
new Keyframe(0.3f, 5f),
|
|
new Keyframe(1f, 1f)
|
|
);
|
|
limitVelocityOverLifetime.limit = new ParticleSystem.MinMaxCurve(1f, limitCurve);
|
|
|
|
// Explosion color: bright flash -> orange -> dark smoke
|
|
var colorOverLifetime = ps.colorOverLifetime;
|
|
colorOverLifetime.enabled = true;
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(new Color(1f, 1f, 0.9f), 0f), // White flash
|
|
new GradientColorKey(new Color(1f, 0.8f, 0.3f), 0.1f), // Yellow
|
|
new GradientColorKey(new Color(1f, 0.5f, 0.1f), 0.3f), // Orange
|
|
new GradientColorKey(new Color(0.6f, 0.3f, 0.1f), 0.6f),// Dark orange
|
|
new GradientColorKey(new Color(0.2f, 0.15f, 0.1f), 1f) // Smoke/ash
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(1f, 0f),
|
|
new GradientAlphaKey(1f, 0.2f),
|
|
new GradientAlphaKey(0.6f, 0.5f),
|
|
new GradientAlphaKey(0.3f, 0.8f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
colorOverLifetime.color = gradient;
|
|
|
|
// Size: expand then disperse
|
|
var sizeOverLifetime = ps.sizeOverLifetime;
|
|
sizeOverLifetime.enabled = true;
|
|
var sizeCurve = new AnimationCurve(
|
|
new Keyframe(0f, 0.5f),
|
|
new Keyframe(0.2f, 1f),
|
|
new Keyframe(1f, 0.2f)
|
|
);
|
|
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
|
|
|
|
// Add sub-emitters for debris, smoke, and sparks
|
|
CreateExplosionDebris(ps.gameObject);
|
|
CreateExplosionSmoke(ps.gameObject);
|
|
CreateExplosionSparks(ps.gameObject);
|
|
|
|
var renderer = ps.GetComponent<ParticleSystemRenderer>();
|
|
if (renderer != null)
|
|
{
|
|
renderer.renderMode = ParticleSystemRenderMode.Billboard;
|
|
var mat = CreateParticleMaterial("explosion");
|
|
if (mat != null) renderer.material = mat;
|
|
}
|
|
}
|
|
|
|
private void CreateExplosionDebris(GameObject parent)
|
|
{
|
|
var debrisGO = new GameObject("Debris");
|
|
debrisGO.transform.SetParent(parent.transform);
|
|
debrisGO.transform.localPosition = Vector3.zero;
|
|
|
|
var debris = debrisGO.AddComponent<ParticleSystem>();
|
|
var main = debris.main;
|
|
main.duration = 2f;
|
|
main.loop = false;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(0.5f, 1.5f);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(5f, 12f);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.05f, 0.2f);
|
|
main.gravityModifier = 2f;
|
|
main.startColor = new Color(0.3f, 0.25f, 0.2f);
|
|
|
|
var emission = debris.emission;
|
|
emission.rateOverTime = 0f;
|
|
emission.SetBursts(new ParticleSystem.Burst[] { new ParticleSystem.Burst(0f, 30, 50) });
|
|
|
|
var shape = debris.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Sphere;
|
|
shape.radius = 0.3f;
|
|
|
|
var collision = debris.collision;
|
|
collision.enabled = true;
|
|
collision.type = ParticleSystemCollisionType.World;
|
|
collision.bounce = 0.3f;
|
|
collision.lifetimeLoss = 0.2f;
|
|
}
|
|
|
|
private void CreateExplosionSmoke(GameObject parent)
|
|
{
|
|
var smokeGO = new GameObject("ExplosionSmoke");
|
|
smokeGO.transform.SetParent(parent.transform);
|
|
smokeGO.transform.localPosition = Vector3.zero;
|
|
|
|
var smoke = smokeGO.AddComponent<ParticleSystem>();
|
|
var main = smoke.main;
|
|
main.duration = 3f;
|
|
main.loop = false;
|
|
main.startDelay = 0.1f;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(2f, 4f);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(2f, 5f);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(1f, 2.5f);
|
|
main.gravityModifier = -0.1f;
|
|
main.startColor = new Color(0.3f, 0.3f, 0.3f, 0.5f);
|
|
|
|
var emission = smoke.emission;
|
|
emission.rateOverTime = 0f;
|
|
emission.SetBursts(new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.1f, 20, 30) });
|
|
|
|
var colorOverLifetime = smoke.colorOverLifetime;
|
|
colorOverLifetime.enabled = true;
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] { new GradientColorKey(Color.gray, 0f), new GradientColorKey(new Color(0.3f, 0.3f, 0.3f), 1f) },
|
|
new GradientAlphaKey[] { new GradientAlphaKey(0.6f, 0f), new GradientAlphaKey(0.3f, 0.5f), new GradientAlphaKey(0f, 1f) }
|
|
);
|
|
colorOverLifetime.color = gradient;
|
|
|
|
var sizeOverLifetime = smoke.sizeOverLifetime;
|
|
sizeOverLifetime.enabled = true;
|
|
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, AnimationCurve.Linear(0f, 0.5f, 1f, 1.5f));
|
|
}
|
|
|
|
private void CreateExplosionSparks(GameObject parent)
|
|
{
|
|
var sparksGO = new GameObject("Sparks");
|
|
sparksGO.transform.SetParent(parent.transform);
|
|
sparksGO.transform.localPosition = Vector3.zero;
|
|
|
|
var sparks = sparksGO.AddComponent<ParticleSystem>();
|
|
var main = sparks.main;
|
|
main.duration = 1f;
|
|
main.loop = false;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(0.3f, 0.8f);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(10f, 20f);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.02f, 0.05f);
|
|
main.gravityModifier = 1f;
|
|
main.startColor = new Color(1f, 0.8f, 0.3f);
|
|
|
|
var emission = sparks.emission;
|
|
emission.rateOverTime = 0f;
|
|
emission.SetBursts(new ParticleSystem.Burst[] { new ParticleSystem.Burst(0f, 50, 100) });
|
|
|
|
var trails = sparks.trails;
|
|
trails.enabled = true;
|
|
trails.lifetime = 0.1f;
|
|
trails.widthOverTrail = new ParticleSystem.MinMaxCurve(1f, AnimationCurve.Linear(0f, 1f, 1f, 0f));
|
|
|
|
var colorOverLifetime = sparks.colorOverLifetime;
|
|
colorOverLifetime.enabled = true;
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] { new GradientColorKey(new Color(1f, 0.9f, 0.5f), 0f), new GradientColorKey(new Color(1f, 0.4f, 0.1f), 1f) },
|
|
new GradientAlphaKey[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(0f, 1f) }
|
|
);
|
|
colorOverLifetime.color = gradient;
|
|
}
|
|
|
|
private void SetupRainParticles(ParticleSystem ps)
|
|
{
|
|
// Professional rain system - follow camera
|
|
var main = ps.main;
|
|
main.duration = 5f;
|
|
main.loop = true;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(0.5f, 1f);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(15f, 25f);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.01f, 0.03f);
|
|
main.startColor = new Color(0.7f, 0.75f, 0.85f, 0.4f);
|
|
main.gravityModifier = 0f; // Speed handles fall
|
|
main.maxParticles = 5000;
|
|
main.simulationSpace = ParticleSystemSimulationSpace.World;
|
|
|
|
var emission = ps.emission;
|
|
emission.rateOverTime = 2000f;
|
|
|
|
// Large box above camera
|
|
var shape = ps.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Box;
|
|
shape.scale = new Vector3(30f, 0f, 30f);
|
|
shape.position = new Vector3(0f, 15f, 0f);
|
|
shape.rotation = new Vector3(0f, 0f, 0f);
|
|
|
|
// Stretch particles for rain streak effect
|
|
var renderer = ps.GetComponent<ParticleSystemRenderer>();
|
|
if (renderer != null)
|
|
{
|
|
renderer.renderMode = ParticleSystemRenderMode.Stretch;
|
|
renderer.lengthScale = 2f;
|
|
renderer.velocityScale = 0.02f;
|
|
var mat = CreateParticleMaterial("rain");
|
|
if (mat != null) renderer.material = mat;
|
|
}
|
|
|
|
// Slight wind variation
|
|
var noise = ps.noise;
|
|
noise.enabled = true;
|
|
noise.strength = 0.1f;
|
|
noise.frequency = 0.5f;
|
|
|
|
// Collision for splash effects
|
|
var collision = ps.collision;
|
|
collision.enabled = true;
|
|
collision.type = ParticleSystemCollisionType.World;
|
|
collision.bounce = 0f;
|
|
collision.lifetimeLoss = 1f;
|
|
collision.sendCollisionMessages = true;
|
|
|
|
// Create splash sub-emitter
|
|
CreateRainSplash(ps.gameObject);
|
|
}
|
|
|
|
private void CreateRainSplash(GameObject parent)
|
|
{
|
|
var splashGO = new GameObject("RainSplash");
|
|
splashGO.transform.SetParent(parent.transform);
|
|
splashGO.transform.localPosition = Vector3.zero;
|
|
|
|
var splash = splashGO.AddComponent<ParticleSystem>();
|
|
var main = splash.main;
|
|
main.duration = 1f;
|
|
main.loop = true;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(0.1f, 0.3f);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(0.5f, 2f);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.02f, 0.05f);
|
|
main.startColor = new Color(0.8f, 0.85f, 0.9f, 0.5f);
|
|
main.gravityModifier = 2f;
|
|
main.maxParticles = 500;
|
|
|
|
var emission = splash.emission;
|
|
emission.rateOverTime = 0f; // Triggered by collision
|
|
|
|
var shape = splash.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Hemisphere;
|
|
shape.radius = 0.05f;
|
|
shape.rotation = new Vector3(-90f, 0f, 0f);
|
|
|
|
var colorOverLifetime = splash.colorOverLifetime;
|
|
colorOverLifetime.enabled = true;
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(Color.white, 1f) },
|
|
new GradientAlphaKey[] { new GradientAlphaKey(0.6f, 0f), new GradientAlphaKey(0f, 1f) }
|
|
);
|
|
colorOverLifetime.color = gradient;
|
|
}
|
|
|
|
private void SetupSnowParticles(ParticleSystem ps)
|
|
{
|
|
// Professional snow with natural floating motion
|
|
var main = ps.main;
|
|
main.duration = 10f;
|
|
main.loop = true;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(5f, 10f);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(0.5f, 1.5f);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.03f, 0.15f);
|
|
main.startRotation = new ParticleSystem.MinMaxCurve(0f, Mathf.PI * 2f);
|
|
main.startColor = new ParticleSystem.MinMaxGradient(
|
|
new Color(1f, 1f, 1f, 0.8f),
|
|
new Color(0.95f, 0.98f, 1f, 0.9f)
|
|
);
|
|
main.gravityModifier = 0.05f;
|
|
main.maxParticles = 3000;
|
|
main.simulationSpace = ParticleSystemSimulationSpace.World;
|
|
|
|
var emission = ps.emission;
|
|
emission.rateOverTime = 300f;
|
|
|
|
var shape = ps.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Box;
|
|
shape.scale = new Vector3(40f, 0f, 40f);
|
|
shape.position = new Vector3(0f, 20f, 0f);
|
|
|
|
// Natural floating/drifting motion
|
|
var velocityOverLifetime = ps.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
velocityOverLifetime.space = ParticleSystemSimulationSpace.World;
|
|
velocityOverLifetime.x = new ParticleSystem.MinMaxCurve(-0.3f, 0.3f);
|
|
velocityOverLifetime.z = new ParticleSystem.MinMaxCurve(-0.3f, 0.3f);
|
|
|
|
// Turbulent noise for realistic snowflake motion
|
|
var noise = ps.noise;
|
|
noise.enabled = true;
|
|
noise.strength = 0.5f;
|
|
noise.frequency = 0.3f;
|
|
noise.scrollSpeed = 0.2f;
|
|
noise.damping = false;
|
|
noise.octaveCount = 2;
|
|
|
|
// Slow rotation
|
|
var rotationOverLifetime = ps.rotationOverLifetime;
|
|
rotationOverLifetime.enabled = true;
|
|
rotationOverLifetime.z = new ParticleSystem.MinMaxCurve(-0.5f, 0.5f);
|
|
|
|
// Collision with ground
|
|
var collision = ps.collision;
|
|
collision.enabled = true;
|
|
collision.type = ParticleSystemCollisionType.World;
|
|
collision.bounce = 0f;
|
|
collision.lifetimeLoss = 1f;
|
|
|
|
var renderer = ps.GetComponent<ParticleSystemRenderer>();
|
|
if (renderer != null)
|
|
{
|
|
renderer.renderMode = ParticleSystemRenderMode.Billboard;
|
|
var mat = CreateParticleMaterial("snow");
|
|
if (mat != null) renderer.material = mat;
|
|
}
|
|
}
|
|
|
|
private void SetupSparklesParticles(ParticleSystem ps)
|
|
{
|
|
// Magical sparkle/glitter effect
|
|
var main = ps.main;
|
|
main.duration = 5f;
|
|
main.loop = true;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(0.5f, 1.5f);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(0.5f, 2f);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.05f, 0.15f);
|
|
main.startColor = new ParticleSystem.MinMaxGradient(
|
|
new Color(1f, 1f, 0.8f),
|
|
new Color(1f, 0.9f, 0.6f)
|
|
);
|
|
main.maxParticles = 200;
|
|
|
|
var emission = ps.emission;
|
|
emission.rateOverTime = 30f;
|
|
emission.SetBursts(new ParticleSystem.Burst[] {
|
|
new ParticleSystem.Burst(0f, 5, 10, 3, 0.5f)
|
|
});
|
|
|
|
var shape = ps.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Sphere;
|
|
shape.radius = 1f;
|
|
|
|
// Twinkle effect with size pulsing
|
|
var sizeOverLifetime = ps.sizeOverLifetime;
|
|
sizeOverLifetime.enabled = true;
|
|
var sizeCurve = new AnimationCurve(
|
|
new Keyframe(0f, 0f),
|
|
new Keyframe(0.1f, 1f),
|
|
new Keyframe(0.3f, 0.3f),
|
|
new Keyframe(0.5f, 1f),
|
|
new Keyframe(0.7f, 0.3f),
|
|
new Keyframe(0.9f, 1f),
|
|
new Keyframe(1f, 0f)
|
|
);
|
|
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
|
|
|
|
var colorOverLifetime = ps.colorOverLifetime;
|
|
colorOverLifetime.enabled = true;
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(Color.white, 0f),
|
|
new GradientColorKey(new Color(1f, 0.95f, 0.7f), 0.5f),
|
|
new GradientColorKey(Color.white, 1f)
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(0f, 0f),
|
|
new GradientAlphaKey(1f, 0.2f),
|
|
new GradientAlphaKey(0.8f, 0.8f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
colorOverLifetime.color = gradient;
|
|
|
|
// Slow orbital motion
|
|
var velocityOverLifetime = ps.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
velocityOverLifetime.orbitalY = new ParticleSystem.MinMaxCurve(0.5f);
|
|
|
|
var renderer = ps.GetComponent<ParticleSystemRenderer>();
|
|
if (renderer != null)
|
|
{
|
|
renderer.renderMode = ParticleSystemRenderMode.Billboard;
|
|
var mat = CreateParticleMaterial("sparkle");
|
|
if (mat != null) renderer.material = mat;
|
|
}
|
|
}
|
|
|
|
private void SetupMagicParticles(ParticleSystem ps)
|
|
{
|
|
// Professional magical aura effect
|
|
var main = ps.main;
|
|
main.duration = 5f;
|
|
main.loop = true;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(1f, 2.5f);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(0.5f, 1.5f);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.1f, 0.3f);
|
|
main.startColor = new ParticleSystem.MinMaxGradient(
|
|
new Color(0.3f, 0.1f, 1f), // Deep purple
|
|
new Color(0.1f, 0.5f, 1f) // Cyan blue
|
|
);
|
|
main.maxParticles = 300;
|
|
|
|
var emission = ps.emission;
|
|
emission.rateOverTime = 40f;
|
|
|
|
var shape = ps.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Circle;
|
|
shape.radius = 0.8f;
|
|
shape.radiusThickness = 0f; // Emit from edge
|
|
shape.arc = 360f;
|
|
shape.rotation = new Vector3(90f, 0f, 0f);
|
|
|
|
// Spiral upward motion
|
|
var velocityOverLifetime = ps.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
velocityOverLifetime.space = ParticleSystemSimulationSpace.Local;
|
|
velocityOverLifetime.orbitalY = new ParticleSystem.MinMaxCurve(1.5f, 2.5f);
|
|
velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(0.5f, 1f);
|
|
velocityOverLifetime.radial = new ParticleSystem.MinMaxCurve(-0.2f, 0.2f);
|
|
|
|
var colorOverLifetime = ps.colorOverLifetime;
|
|
colorOverLifetime.enabled = true;
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(new Color(0.5f, 0.2f, 1f), 0f),
|
|
new GradientColorKey(new Color(0.2f, 0.6f, 1f), 0.5f),
|
|
new GradientColorKey(new Color(0.8f, 0.4f, 1f), 1f)
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(0f, 0f),
|
|
new GradientAlphaKey(1f, 0.2f),
|
|
new GradientAlphaKey(0.7f, 0.7f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
colorOverLifetime.color = gradient;
|
|
|
|
var sizeOverLifetime = ps.sizeOverLifetime;
|
|
sizeOverLifetime.enabled = true;
|
|
var sizeCurve = new AnimationCurve(
|
|
new Keyframe(0f, 0.5f),
|
|
new Keyframe(0.3f, 1f),
|
|
new Keyframe(1f, 0.2f)
|
|
);
|
|
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
|
|
|
|
// Magic trails
|
|
var trails = ps.trails;
|
|
trails.enabled = true;
|
|
trails.lifetime = 0.4f;
|
|
trails.minVertexDistance = 0.05f;
|
|
trails.worldSpace = false;
|
|
trails.widthOverTrail = new ParticleSystem.MinMaxCurve(1f, AnimationCurve.Linear(0f, 1f, 1f, 0f));
|
|
trails.colorOverLifetime = gradient;
|
|
trails.inheritParticleColor = true;
|
|
|
|
// Particle lights for glow
|
|
var lights = ps.lights;
|
|
lights.enabled = true;
|
|
lights.ratio = 0.3f;
|
|
lights.intensity = new ParticleSystem.MinMaxCurve(0.5f, 1f);
|
|
lights.range = new ParticleSystem.MinMaxCurve(1f, 2f);
|
|
lights.useParticleColor = true;
|
|
|
|
// Add inner core particles
|
|
CreateMagicCore(ps.gameObject);
|
|
}
|
|
|
|
private void CreateMagicCore(GameObject parent)
|
|
{
|
|
var coreGO = new GameObject("MagicCore");
|
|
coreGO.transform.SetParent(parent.transform);
|
|
coreGO.transform.localPosition = Vector3.zero;
|
|
|
|
var core = coreGO.AddComponent<ParticleSystem>();
|
|
var main = core.main;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(0.3f, 0.6f);
|
|
main.startSpeed = 0f;
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.2f, 0.5f);
|
|
main.startColor = new Color(0.9f, 0.8f, 1f);
|
|
|
|
var emission = core.emission;
|
|
emission.rateOverTime = 15f;
|
|
|
|
var shape = core.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Sphere;
|
|
shape.radius = 0.1f;
|
|
|
|
var colorOverLifetime = core.colorOverLifetime;
|
|
colorOverLifetime.enabled = true;
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(new Color(0.8f, 0.7f, 1f), 1f) },
|
|
new GradientAlphaKey[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(0f, 1f) }
|
|
);
|
|
colorOverLifetime.color = gradient;
|
|
}
|
|
|
|
private void SetupLightningParticles(ParticleSystem ps)
|
|
{
|
|
// Realistic lightning bolt effect
|
|
var main = ps.main;
|
|
main.duration = 0.5f;
|
|
main.loop = false;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(0.05f, 0.15f);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(50f, 100f);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.1f, 0.3f);
|
|
main.startColor = new Color(0.8f, 0.85f, 1f);
|
|
main.maxParticles = 50;
|
|
|
|
var emission = ps.emission;
|
|
emission.rateOverTime = 0f;
|
|
emission.SetBursts(new ParticleSystem.Burst[] {
|
|
new ParticleSystem.Burst(0f, 10, 20),
|
|
new ParticleSystem.Burst(0.05f, 5, 10),
|
|
new ParticleSystem.Burst(0.1f, 3, 5)
|
|
});
|
|
|
|
var shape = ps.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Cone;
|
|
shape.angle = 5f;
|
|
shape.radius = 0.1f;
|
|
shape.rotation = new Vector3(-90f, 0f, 0f);
|
|
|
|
// Branch-like trails
|
|
var trails = ps.trails;
|
|
trails.enabled = true;
|
|
trails.lifetime = 0.1f;
|
|
trails.minVertexDistance = 0.1f;
|
|
trails.worldSpace = true;
|
|
trails.dieWithParticles = true;
|
|
trails.widthOverTrail = new ParticleSystem.MinMaxCurve(1f, AnimationCurve.Linear(0f, 1f, 1f, 0f));
|
|
|
|
var colorOverLifetime = ps.colorOverLifetime;
|
|
colorOverLifetime.enabled = true;
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(Color.white, 0f),
|
|
new GradientColorKey(new Color(0.7f, 0.8f, 1f), 0.5f),
|
|
new GradientColorKey(new Color(0.5f, 0.6f, 1f), 1f)
|
|
},
|
|
new GradientAlphaKey[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(0.5f, 0.5f), new GradientAlphaKey(0f, 1f) }
|
|
);
|
|
colorOverLifetime.color = gradient;
|
|
|
|
// Random branch directions
|
|
var noise = ps.noise;
|
|
noise.enabled = true;
|
|
noise.strength = 5f;
|
|
noise.frequency = 3f;
|
|
|
|
// Add flash light
|
|
CreateLightningFlash(ps.gameObject);
|
|
}
|
|
|
|
private void CreateLightningFlash(GameObject parent)
|
|
{
|
|
var flashGO = new GameObject("LightningFlash");
|
|
flashGO.transform.SetParent(parent.transform);
|
|
flashGO.transform.localPosition = Vector3.zero;
|
|
|
|
var light = flashGO.AddComponent<Light>();
|
|
light.type = LightType.Point;
|
|
light.color = new Color(0.8f, 0.85f, 1f);
|
|
light.intensity = 5f;
|
|
light.range = 30f;
|
|
}
|
|
|
|
private void SetupTornadoParticles(ParticleSystem ps)
|
|
{
|
|
// Professional tornado/vortex effect
|
|
var main = ps.main;
|
|
main.duration = 10f;
|
|
main.loop = true;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(2f, 4f);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(2f, 5f);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.3f, 1f);
|
|
main.startColor = new Color(0.5f, 0.45f, 0.4f, 0.6f);
|
|
main.gravityModifier = -0.5f;
|
|
main.maxParticles = 500;
|
|
|
|
var emission = ps.emission;
|
|
emission.rateOverTime = 100f;
|
|
|
|
// Cone at base, expanding upward
|
|
var shape = ps.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Cone;
|
|
shape.angle = 5f;
|
|
shape.radius = 2f;
|
|
shape.radiusThickness = 0f;
|
|
shape.rotation = new Vector3(-90f, 0f, 0f);
|
|
|
|
// Strong orbital motion with upward pull
|
|
var velocityOverLifetime = ps.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
velocityOverLifetime.space = ParticleSystemSimulationSpace.Local;
|
|
velocityOverLifetime.orbitalY = new ParticleSystem.MinMaxCurve(3f, 6f);
|
|
velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(3f, 6f);
|
|
velocityOverLifetime.radial = new ParticleSystem.MinMaxCurve(-0.5f, 0.5f);
|
|
|
|
// Expand as particles rise
|
|
var sizeOverLifetime = ps.sizeOverLifetime;
|
|
sizeOverLifetime.enabled = true;
|
|
var sizeCurve = new AnimationCurve(
|
|
new Keyframe(0f, 0.5f),
|
|
new Keyframe(0.5f, 1f),
|
|
new Keyframe(1f, 1.5f)
|
|
);
|
|
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
|
|
|
|
var colorOverLifetime = ps.colorOverLifetime;
|
|
colorOverLifetime.enabled = true;
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(new Color(0.6f, 0.55f, 0.5f), 0f),
|
|
new GradientColorKey(new Color(0.4f, 0.38f, 0.35f), 0.5f),
|
|
new GradientColorKey(new Color(0.3f, 0.28f, 0.25f), 1f)
|
|
},
|
|
new GradientAlphaKey[] { new GradientAlphaKey(0.8f, 0f), new GradientAlphaKey(0.5f, 0.7f), new GradientAlphaKey(0f, 1f) }
|
|
);
|
|
colorOverLifetime.color = gradient;
|
|
|
|
// Turbulence
|
|
var noise = ps.noise;
|
|
noise.enabled = true;
|
|
noise.strength = 1f;
|
|
noise.frequency = 1f;
|
|
noise.scrollSpeed = 2f;
|
|
|
|
// Add debris layer
|
|
CreateTornadoDebris(ps.gameObject);
|
|
}
|
|
|
|
private void CreateTornadoDebris(GameObject parent)
|
|
{
|
|
var debrisGO = new GameObject("TornadoDebris");
|
|
debrisGO.transform.SetParent(parent.transform);
|
|
debrisGO.transform.localPosition = Vector3.zero;
|
|
|
|
var debris = debrisGO.AddComponent<ParticleSystem>();
|
|
var main = debris.main;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(1f, 3f);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(3f, 8f);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.05f, 0.2f);
|
|
main.startColor = new Color(0.4f, 0.35f, 0.3f);
|
|
main.gravityModifier = 0.3f;
|
|
|
|
var emission = debris.emission;
|
|
emission.rateOverTime = 30f;
|
|
|
|
var shape = debris.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Circle;
|
|
shape.radius = 2f;
|
|
shape.rotation = new Vector3(90f, 0f, 0f);
|
|
|
|
var velocityOverLifetime = debris.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
velocityOverLifetime.orbitalY = new ParticleSystem.MinMaxCurve(4f, 8f);
|
|
velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(2f, 5f);
|
|
}
|
|
|
|
private void SetupGalaxyParticles(ParticleSystem ps)
|
|
{
|
|
// Professional spiral galaxy effect
|
|
var main = ps.main;
|
|
main.duration = 20f;
|
|
main.loop = true;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(10f, 20f);
|
|
main.startSpeed = 0f;
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.03f, 0.15f);
|
|
main.startColor = new ParticleSystem.MinMaxGradient(
|
|
Color.white,
|
|
new Color(0.7f, 0.8f, 1f)
|
|
);
|
|
main.maxParticles = 2000;
|
|
main.simulationSpace = ParticleSystemSimulationSpace.Local;
|
|
|
|
var emission = ps.emission;
|
|
emission.rateOverTime = 100f;
|
|
|
|
// Disc shape for galaxy plane
|
|
var shape = ps.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Circle;
|
|
shape.radius = 5f;
|
|
shape.radiusThickness = 0.9f;
|
|
shape.arc = 360f;
|
|
shape.rotation = new Vector3(90f, 0f, 0f);
|
|
|
|
// Spiral rotation
|
|
var velocityOverLifetime = ps.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
velocityOverLifetime.space = ParticleSystemSimulationSpace.Local;
|
|
// Inner stars rotate faster (Kepler's laws)
|
|
var orbitalCurve = new AnimationCurve(
|
|
new Keyframe(0f, 2f),
|
|
new Keyframe(1f, 0.5f)
|
|
);
|
|
velocityOverLifetime.orbitalY = new ParticleSystem.MinMaxCurve(1f, orbitalCurve);
|
|
|
|
// Star color variation
|
|
var colorOverLifetime = ps.colorOverLifetime;
|
|
colorOverLifetime.enabled = true;
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(new Color(1f, 0.95f, 0.9f), 0f), // White/yellow
|
|
new GradientColorKey(new Color(0.9f, 0.95f, 1f), 0.5f), // Blue-white
|
|
new GradientColorKey(new Color(1f, 0.8f, 0.7f), 1f) // Orange
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(0f, 0f),
|
|
new GradientAlphaKey(1f, 0.1f),
|
|
new GradientAlphaKey(0.8f, 0.9f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
colorOverLifetime.color = gradient;
|
|
|
|
// Twinkle effect
|
|
var sizeOverLifetime = ps.sizeOverLifetime;
|
|
sizeOverLifetime.enabled = true;
|
|
var sizeCurve = new AnimationCurve(
|
|
new Keyframe(0f, 0.5f),
|
|
new Keyframe(0.25f, 1f),
|
|
new Keyframe(0.5f, 0.7f),
|
|
new Keyframe(0.75f, 1f),
|
|
new Keyframe(1f, 0.5f)
|
|
);
|
|
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
|
|
|
|
// Add galactic core
|
|
CreateGalacticCore(ps.gameObject);
|
|
// Add nebula clouds
|
|
CreateNebulaCloud(ps.gameObject);
|
|
}
|
|
|
|
private void CreateGalacticCore(GameObject parent)
|
|
{
|
|
var coreGO = new GameObject("GalacticCore");
|
|
coreGO.transform.SetParent(parent.transform);
|
|
coreGO.transform.localPosition = Vector3.zero;
|
|
|
|
var core = coreGO.AddComponent<ParticleSystem>();
|
|
var main = core.main;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(5f, 10f);
|
|
main.startSpeed = 0f;
|
|
main.startSize = new ParticleSystem.MinMaxCurve(0.05f, 0.2f);
|
|
main.startColor = new Color(1f, 0.95f, 0.8f);
|
|
main.maxParticles = 500;
|
|
|
|
var emission = core.emission;
|
|
emission.rateOverTime = 50f;
|
|
|
|
var shape = core.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Sphere;
|
|
shape.radius = 0.5f;
|
|
|
|
var velocityOverLifetime = core.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
velocityOverLifetime.orbitalY = new ParticleSystem.MinMaxCurve(2f, 4f);
|
|
|
|
// Add glow light
|
|
var light = coreGO.AddComponent<Light>();
|
|
light.type = LightType.Point;
|
|
light.color = new Color(1f, 0.95f, 0.85f);
|
|
light.intensity = 2f;
|
|
light.range = 3f;
|
|
}
|
|
|
|
private void CreateNebulaCloud(GameObject parent)
|
|
{
|
|
var nebulaGO = new GameObject("Nebula");
|
|
nebulaGO.transform.SetParent(parent.transform);
|
|
nebulaGO.transform.localPosition = Vector3.zero;
|
|
|
|
var nebula = nebulaGO.AddComponent<ParticleSystem>();
|
|
var main = nebula.main;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(15f, 25f);
|
|
main.startSpeed = 0f;
|
|
main.startSize = new ParticleSystem.MinMaxCurve(1f, 3f);
|
|
main.startColor = new ParticleSystem.MinMaxGradient(
|
|
new Color(0.3f, 0.1f, 0.5f, 0.1f),
|
|
new Color(0.1f, 0.2f, 0.5f, 0.15f)
|
|
);
|
|
main.maxParticles = 100;
|
|
|
|
var emission = nebula.emission;
|
|
emission.rateOverTime = 5f;
|
|
|
|
var shape = nebula.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Circle;
|
|
shape.radius = 4f;
|
|
shape.rotation = new Vector3(90f, 0f, 0f);
|
|
|
|
var velocityOverLifetime = nebula.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
velocityOverLifetime.orbitalY = new ParticleSystem.MinMaxCurve(0.2f, 0.5f);
|
|
}
|
|
|
|
private Material CreateParticleMaterial(string type)
|
|
{
|
|
var pipeline = DetectRenderingPipeline();
|
|
Shader shader = null;
|
|
|
|
// Find appropriate particle shader
|
|
if (pipeline == "URP")
|
|
{
|
|
shader = Shader.Find("Universal Render Pipeline/Particles/Unlit") ??
|
|
Shader.Find("Particles/Standard Unlit");
|
|
}
|
|
else if (pipeline == "HDRP")
|
|
{
|
|
shader = Shader.Find("HDRP/Particles/Unlit") ??
|
|
Shader.Find("Particles/Standard Unlit");
|
|
}
|
|
else
|
|
{
|
|
shader = Shader.Find("Particles/Standard Unlit") ??
|
|
Shader.Find("Particles/Alpha Blended");
|
|
}
|
|
|
|
if (shader == null) return null;
|
|
|
|
var mat = new Material(shader);
|
|
mat.name = $"Particle_{type}";
|
|
|
|
// Configure blending based on type
|
|
switch (type)
|
|
{
|
|
case "fire":
|
|
case "explosion":
|
|
case "sparkle":
|
|
case "magic":
|
|
// Additive blending for bright effects
|
|
mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
|
mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
break;
|
|
case "smoke":
|
|
case "rain":
|
|
case "snow":
|
|
default:
|
|
// Alpha blending for realistic effects
|
|
mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
|
mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
|
break;
|
|
}
|
|
|
|
mat.SetInt("_ZWrite", 0);
|
|
mat.renderQueue = 3000;
|
|
|
|
return mat;
|
|
}
|
|
|
|
private string CreateAdvancedMaterial(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var materialName = parameters.GetValueOrDefault("materialName", "NewMaterial");
|
|
var shaderName = parameters.GetValueOrDefault("shader", "Standard");
|
|
|
|
// Parse properties from nested JSON object or direct parameters
|
|
Dictionary<string, string> props = new Dictionary<string, string>();
|
|
|
|
if (parameters.ContainsKey("properties"))
|
|
{
|
|
// Properties passed as nested JSON object
|
|
try
|
|
{
|
|
var propsJson = parameters["properties"];
|
|
SynLog.Info($"[Synaptic] Parsing properties JSON: {propsJson}");
|
|
|
|
var propsDict = JsonConvert.DeserializeObject<Dictionary<string, object>>(propsJson);
|
|
foreach (var kvp in propsDict)
|
|
{
|
|
props[kvp.Key] = kvp.Value?.ToString() ?? "";
|
|
}
|
|
|
|
SynLog.Info($"[Synaptic] Parsed {props.Count} properties: {string.Join(", ", props.Keys)}");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
SynLog.Warn($"[Synaptic] Failed to parse properties JSON: {e.Message}. Using direct parameters.");
|
|
props = parameters;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Properties passed directly (backward compatibility)
|
|
props = parameters;
|
|
}
|
|
|
|
var color = props.GetValueOrDefault("color", "#FFFFFF");
|
|
var metallic = float.Parse(props.GetValueOrDefault("metallic", "0"));
|
|
var smoothness = float.Parse(props.GetValueOrDefault("smoothness", "0.5"));
|
|
var emission = bool.Parse(props.GetValueOrDefault("emission", "false"));
|
|
var emissionColor = props.GetValueOrDefault("emissionColor", "#000000");
|
|
var emissionIntensity = float.Parse(props.GetValueOrDefault("emissionIntensity", "1"));
|
|
|
|
SynLog.Info($"[Synaptic] Material properties - Color: {color}, Metallic: {metallic}, Smoothness: {smoothness}");
|
|
|
|
// Resolve shader with render pipeline compatibility
|
|
Shader shader = ResolveShaderName(shaderName);
|
|
if (shader == null)
|
|
{
|
|
return $"Error: Shader '{shaderName}' not found\n\n" +
|
|
$"Available shader names:\n" +
|
|
$" Standard (Legacy)\n" +
|
|
$" Lit (auto-detects pipeline)\n" +
|
|
$" Unlit (auto-detects pipeline)\n" +
|
|
$" Universal Render Pipeline/Lit (URP)\n" +
|
|
$" Universal Render Pipeline/Unlit (URP)\n" +
|
|
$" HDRenderPipeline/Lit (HDRP)\n" +
|
|
$" HDRenderPipeline/Unlit (HDRP)\n\n" +
|
|
$"Current Pipeline: {DetectRenderingPipeline()}\n" +
|
|
$"Tip: Use 'Lit' for automatic pipeline detection";
|
|
}
|
|
|
|
// Create Material
|
|
Material material = new Material(shader);
|
|
material.name = materialName;
|
|
|
|
SynLog.Info($"[Synaptic] Created material '{materialName}' with shader '{shader.name}' (Pipeline: {DetectRenderingPipeline()})");
|
|
|
|
// Configure basic properties with pipeline compatibility
|
|
if (ColorUtility.TryParseHtmlString(color, out Color parsedColor))
|
|
{
|
|
SetMaterialColor(material, parsedColor);
|
|
}
|
|
|
|
// Configure PBR properties (pipeline-aware)
|
|
if (material.HasProperty("_Metallic"))
|
|
{
|
|
material.SetFloat("_Metallic", metallic);
|
|
SynLog.Info($"[Synaptic] Set _Metallic to {metallic}");
|
|
}
|
|
else
|
|
{
|
|
SynLog.Warn($"[Synaptic] Material has no _Metallic property");
|
|
}
|
|
|
|
// URP/HDRP use different smoothness property names
|
|
bool smoothnessSet = false;
|
|
if (material.HasProperty("_Smoothness"))
|
|
{
|
|
material.SetFloat("_Smoothness", smoothness);
|
|
SynLog.Info($"[Synaptic] Set _Smoothness to {smoothness}");
|
|
smoothnessSet = true;
|
|
}
|
|
else if (material.HasProperty("_Glossiness"))
|
|
{
|
|
material.SetFloat("_Glossiness", smoothness);
|
|
SynLog.Info($"[Synaptic] Set _Glossiness to {smoothness}");
|
|
smoothnessSet = true;
|
|
}
|
|
|
|
if (!smoothnessSet)
|
|
{
|
|
SynLog.Warn($"[Synaptic] Material has no smoothness property");
|
|
}
|
|
|
|
if (material.HasProperty("_GlossyReflections"))
|
|
{
|
|
material.SetFloat("_GlossyReflections", 1f);
|
|
}
|
|
|
|
// Configure emission with pipeline compatibility
|
|
if (emission)
|
|
{
|
|
if (ColorUtility.TryParseHtmlString(emissionColor, out Color emissiveColor))
|
|
{
|
|
SetMaterialEmission(material, emissiveColor, emissionIntensity);
|
|
}
|
|
}
|
|
|
|
// Special settings by preset
|
|
switch (shaderName)
|
|
{
|
|
case "Water":
|
|
SetupWaterMaterial(material);
|
|
break;
|
|
case "Glass":
|
|
SetupGlassMaterial(material);
|
|
break;
|
|
case "Hologram":
|
|
SetupHologramMaterial(material);
|
|
break;
|
|
case "Toon":
|
|
SetupToonMaterial(material);
|
|
break;
|
|
}
|
|
|
|
// Save Material
|
|
string folderPath = "Assets/Materials";
|
|
if (!AssetDatabase.IsValidFolder(folderPath))
|
|
{
|
|
AssetDatabase.CreateFolder("Assets", "Materials");
|
|
}
|
|
|
|
string assetPath = $"{folderPath}/{materialName}.mat";
|
|
assetPath = AssetDatabase.GenerateUniqueAssetPath(assetPath);
|
|
AssetDatabase.CreateAsset(material, assetPath);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return $"Material '{materialName}' created successfully\n" +
|
|
$" Shader: {shader.name}\n" +
|
|
$" Color: {color}\n" +
|
|
$" Metallic: {metallic}, Smoothness: {smoothness}\n" +
|
|
$" Emission: {emission}\n" +
|
|
$" Pipeline: {DetectRenderingPipeline()}\n" +
|
|
$" Path: {assetPath}";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateAdvancedMaterial", e, parameters);
|
|
}
|
|
}
|
|
|
|
private void SetupWaterMaterial(Material material)
|
|
{
|
|
material.SetFloat("_Mode", 3); // Transparent
|
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
|
material.SetInt("_ZWrite", 0);
|
|
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
|
|
material.renderQueue = 3000;
|
|
|
|
material.SetColor("_Color", new Color(0.2f, 0.5f, 0.8f, 0.7f));
|
|
material.SetFloat("_Metallic", 0f);
|
|
material.SetFloat("_Smoothness", 0.95f);
|
|
}
|
|
|
|
private void SetupGlassMaterial(Material material)
|
|
{
|
|
material.SetFloat("_Mode", 3); // Transparent
|
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
|
material.SetInt("_ZWrite", 0);
|
|
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
|
|
material.renderQueue = 3000;
|
|
|
|
material.SetColor("_Color", new Color(1f, 1f, 1f, 0.2f));
|
|
material.SetFloat("_Metallic", 0f);
|
|
material.SetFloat("_Smoothness", 1f);
|
|
}
|
|
|
|
private void SetupHologramMaterial(Material material)
|
|
{
|
|
material.SetFloat("_Mode", 3); // Transparent
|
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
material.SetInt("_ZWrite", 0);
|
|
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
|
|
material.renderQueue = 3000;
|
|
|
|
material.EnableKeyword("_EMISSION");
|
|
material.SetColor("_Color", new Color(0f, 1f, 1f, 0.5f));
|
|
material.SetColor("_EmissionColor", new Color(0f, 1f, 1f) * 2f);
|
|
}
|
|
|
|
private void SetupToonMaterial(Material material)
|
|
{
|
|
// If Toon shader is not available, use standard shader as alternative
|
|
material.SetFloat("_Metallic", 0f);
|
|
material.SetFloat("_Smoothness", 0f);
|
|
}
|
|
|
|
private string SetupLightingPreset(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var preset = parameters.GetValueOrDefault("preset", "Studio");
|
|
var intensity = float.Parse(parameters.GetValueOrDefault("intensity", "1"));
|
|
var ambientMode = parameters.GetValueOrDefault("ambientMode", "Skybox");
|
|
var fog = bool.Parse(parameters.GetValueOrDefault("fog", "false"));
|
|
var shadows = parameters.GetValueOrDefault("shadows", "Soft");
|
|
|
|
// Light settings
|
|
var directionalLight = GameObject.Find("Directional Light") ?? new GameObject("Directional Light");
|
|
var light = directionalLight.GetComponent<Light>() ?? directionalLight.AddComponent<Light>();
|
|
light.type = LightType.Directional;
|
|
|
|
// Settings by preset
|
|
switch (preset)
|
|
{
|
|
case "Studio":
|
|
SetupStudioLighting(light, intensity);
|
|
break;
|
|
case "Sunset":
|
|
SetupSunsetLighting(light, intensity);
|
|
break;
|
|
case "Night":
|
|
SetupNightLighting(light, intensity);
|
|
break;
|
|
case "Overcast":
|
|
SetupOvercastLighting(light, intensity);
|
|
break;
|
|
case "Desert":
|
|
SetupDesertLighting(light, intensity);
|
|
break;
|
|
case "Forest":
|
|
SetupForestLighting(light, intensity);
|
|
break;
|
|
case "Underwater":
|
|
SetupUnderwaterLighting(light, intensity);
|
|
break;
|
|
case "Space":
|
|
SetupSpaceLighting(light, intensity);
|
|
break;
|
|
case "Neon":
|
|
SetupNeonLighting(light, intensity);
|
|
break;
|
|
}
|
|
|
|
// Ambient light settings
|
|
switch (ambientMode)
|
|
{
|
|
case "Skybox":
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox;
|
|
break;
|
|
case "Gradient":
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
break;
|
|
case "Color":
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
|
|
break;
|
|
}
|
|
|
|
// Shadow settings
|
|
switch (shadows)
|
|
{
|
|
case "None":
|
|
light.shadows = LightShadows.None;
|
|
break;
|
|
case "Hard":
|
|
light.shadows = LightShadows.Hard;
|
|
break;
|
|
case "Soft":
|
|
light.shadows = LightShadows.Soft;
|
|
break;
|
|
}
|
|
|
|
// Fog settings
|
|
RenderSettings.fog = fog;
|
|
if (fog && parameters.ContainsKey("fogColor"))
|
|
{
|
|
if (ColorUtility.TryParseHtmlString(parameters["fogColor"], out Color fogColor))
|
|
{
|
|
RenderSettings.fogColor = fogColor;
|
|
}
|
|
RenderSettings.fogDensity = float.Parse(parameters.GetValueOrDefault("fogDensity", "0.01"));
|
|
}
|
|
|
|
return $"[NexusVisual] lighting preset '{preset}' applied successfully!\n" +
|
|
$" Intensity: {intensity}\n" +
|
|
$" Ambient Mode: {ambientMode}\n" +
|
|
$" Shadows: {shadows}\n" +
|
|
$" Fog: {fog}\n" +
|
|
$" Tip: Scene atmosphere has been dramatically changed";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupLightingPreset", e, parameters);
|
|
}
|
|
}
|
|
|
|
// ===== Professional Cinematic Lighting Presets =====
|
|
// Based on film industry 3-point lighting and cinematography techniques
|
|
|
|
private void SetupStudioLighting(Light light, float intensity)
|
|
{
|
|
// Professional 3-point studio lighting setup
|
|
// Key light - main illumination at 45 degrees
|
|
light.color = new Color(1f, 0.98f, 0.95f); // Slightly warm white (5600K daylight)
|
|
light.intensity = 1.2f * intensity;
|
|
light.transform.rotation = Quaternion.Euler(35f, -45f, 0f);
|
|
light.shadows = LightShadows.Soft;
|
|
light.shadowStrength = 0.6f;
|
|
light.shadowBias = 0.05f;
|
|
light.shadowNormalBias = 0.4f;
|
|
|
|
// Create fill light (softer, opposite side)
|
|
CreateOrUpdateLight("Studio_FillLight", LightType.Directional,
|
|
new Color(0.9f, 0.95f, 1f), 0.4f * intensity,
|
|
Quaternion.Euler(25f, 135f, 0f), false);
|
|
|
|
// Create rim/back light (edge definition)
|
|
CreateOrUpdateLight("Studio_RimLight", LightType.Directional,
|
|
new Color(1f, 1f, 1f), 0.6f * intensity,
|
|
Quaternion.Euler(10f, 180f, 0f), false);
|
|
|
|
// Ambient - neutral gray for controlled shadows
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.7f, 0.72f, 0.75f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.5f, 0.5f, 0.52f);
|
|
RenderSettings.ambientGroundColor = new Color(0.3f, 0.3f, 0.32f);
|
|
RenderSettings.ambientIntensity = 0.8f * intensity;
|
|
|
|
RenderSettings.fog = false;
|
|
}
|
|
|
|
private void SetupSunsetLighting(Light light, float intensity)
|
|
{
|
|
// Golden hour/sunset lighting (warm, low angle, long shadows)
|
|
// Color temperature ~2500K
|
|
light.color = new Color(1f, 0.55f, 0.25f); // Deep orange-gold
|
|
light.intensity = 0.9f * intensity;
|
|
light.transform.rotation = Quaternion.Euler(8f, -160f, 0f); // Low sun angle
|
|
light.shadows = LightShadows.Soft;
|
|
light.shadowStrength = 0.7f;
|
|
|
|
// Sky fill light (opposite, cool blue from sky)
|
|
CreateOrUpdateLight("Sunset_SkyFill", LightType.Directional,
|
|
new Color(0.5f, 0.6f, 0.9f), 0.15f * intensity,
|
|
Quaternion.Euler(60f, 20f, 0f), false);
|
|
|
|
// Gradient ambient - warm sky to cool ground bounce
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(1f, 0.6f, 0.35f); // Warm sky
|
|
RenderSettings.ambientEquatorColor = new Color(0.9f, 0.5f, 0.4f); // Orange horizon
|
|
RenderSettings.ambientGroundColor = new Color(0.4f, 0.35f, 0.3f); // Warm shadow
|
|
RenderSettings.ambientIntensity = 0.7f * intensity;
|
|
|
|
// Atmospheric haze
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogColor = new Color(1f, 0.6f, 0.4f);
|
|
RenderSettings.fogMode = FogMode.ExponentialSquared;
|
|
RenderSettings.fogDensity = 0.008f;
|
|
}
|
|
|
|
private void SetupNightLighting(Light light, float intensity)
|
|
{
|
|
// Moonlit night scene - cool blue tones, high contrast
|
|
// Moon light (cool blue-white)
|
|
light.color = new Color(0.6f, 0.7f, 0.9f); // Cool moonlight
|
|
light.intensity = 0.15f * intensity;
|
|
light.transform.rotation = Quaternion.Euler(45f, -60f, 0f);
|
|
light.shadows = LightShadows.Soft;
|
|
light.shadowStrength = 0.9f; // Deep shadows at night
|
|
|
|
// Subtle sky dome light
|
|
CreateOrUpdateLight("Night_SkyDome", LightType.Directional,
|
|
new Color(0.3f, 0.35f, 0.5f), 0.05f * intensity,
|
|
Quaternion.Euler(90f, 0f, 0f), false);
|
|
|
|
// Dark ambient with subtle blue
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.15f, 0.18f, 0.25f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.08f, 0.1f, 0.15f);
|
|
RenderSettings.ambientGroundColor = new Color(0.02f, 0.02f, 0.03f);
|
|
RenderSettings.ambientIntensity = 0.3f * intensity;
|
|
|
|
// Night fog
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogColor = new Color(0.05f, 0.06f, 0.1f);
|
|
RenderSettings.fogMode = FogMode.ExponentialSquared;
|
|
RenderSettings.fogDensity = 0.015f;
|
|
}
|
|
|
|
private void SetupOvercastLighting(Light light, float intensity)
|
|
{
|
|
// Cloudy day - soft, diffused, minimal shadows
|
|
light.color = new Color(0.85f, 0.88f, 0.92f); // Cool desaturated white
|
|
light.intensity = 0.7f * intensity;
|
|
light.transform.rotation = Quaternion.Euler(55f, -30f, 0f);
|
|
light.shadows = LightShadows.Soft;
|
|
light.shadowStrength = 0.2f; // Very soft shadows
|
|
|
|
// Even ambient (clouds diffuse light evenly)
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.65f, 0.68f, 0.72f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.6f, 0.62f, 0.65f);
|
|
RenderSettings.ambientGroundColor = new Color(0.4f, 0.42f, 0.45f);
|
|
RenderSettings.ambientIntensity = 1.0f * intensity;
|
|
|
|
// Gray atmospheric fog
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogColor = new Color(0.7f, 0.72f, 0.75f);
|
|
RenderSettings.fogMode = FogMode.Linear;
|
|
RenderSettings.fogStartDistance = 20f;
|
|
RenderSettings.fogEndDistance = 150f;
|
|
}
|
|
|
|
private void SetupDesertLighting(Light light, float intensity)
|
|
{
|
|
// Harsh desert sun - very bright, warm, strong shadows
|
|
light.color = new Color(1f, 0.95f, 0.85f); // Warm white
|
|
light.intensity = 1.5f * intensity;
|
|
light.transform.rotation = Quaternion.Euler(65f, -20f, 0f); // High sun
|
|
light.shadows = LightShadows.Hard; // Sharp shadows
|
|
light.shadowStrength = 0.95f;
|
|
|
|
// Hot ground bounce
|
|
CreateOrUpdateLight("Desert_GroundBounce", LightType.Directional,
|
|
new Color(1f, 0.9f, 0.7f), 0.3f * intensity,
|
|
Quaternion.Euler(-30f, 0f, 0f), false);
|
|
|
|
// Warm ambient from sand
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.9f, 0.88f, 0.8f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.95f, 0.9f, 0.75f);
|
|
RenderSettings.ambientGroundColor = new Color(0.8f, 0.7f, 0.5f); // Sand color
|
|
RenderSettings.ambientIntensity = 1.1f * intensity;
|
|
|
|
// Heat haze effect
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogColor = new Color(0.95f, 0.9f, 0.8f);
|
|
RenderSettings.fogMode = FogMode.ExponentialSquared;
|
|
RenderSettings.fogDensity = 0.003f;
|
|
}
|
|
|
|
private void SetupForestLighting(Light light, float intensity)
|
|
{
|
|
// Dappled forest light - filtered through canopy
|
|
light.color = new Color(0.95f, 1f, 0.85f); // Slightly green-tinted
|
|
light.intensity = 0.6f * intensity;
|
|
light.transform.rotation = Quaternion.Euler(70f, -45f, 0f); // High, filtered
|
|
light.shadows = LightShadows.Soft;
|
|
light.shadowStrength = 0.5f;
|
|
|
|
// Green ambient from foliage
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.5f, 0.65f, 0.45f); // Green canopy
|
|
RenderSettings.ambientEquatorColor = new Color(0.35f, 0.5f, 0.35f);
|
|
RenderSettings.ambientGroundColor = new Color(0.2f, 0.25f, 0.15f); // Forest floor
|
|
RenderSettings.ambientIntensity = 0.7f * intensity;
|
|
|
|
// Forest mist
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogColor = new Color(0.5f, 0.6f, 0.5f);
|
|
RenderSettings.fogMode = FogMode.ExponentialSquared;
|
|
RenderSettings.fogDensity = 0.012f;
|
|
|
|
// Add god rays effect light
|
|
CreateOrUpdateLight("Forest_GodRays", LightType.Spot,
|
|
new Color(1f, 0.98f, 0.85f), 0.8f * intensity,
|
|
Quaternion.Euler(80f, 30f, 0f), false, 25f, 50f);
|
|
}
|
|
|
|
private void SetupUnderwaterLighting(Light light, float intensity)
|
|
{
|
|
// Underwater caustics - blue-green, filtered sunlight
|
|
light.color = new Color(0.3f, 0.7f, 0.8f); // Cyan-blue
|
|
light.intensity = 0.4f * intensity;
|
|
light.transform.rotation = Quaternion.Euler(75f, 0f, 0f); // Light from above
|
|
light.shadows = LightShadows.Soft;
|
|
light.shadowStrength = 0.3f;
|
|
|
|
// Deep blue ambient
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.2f, 0.5f, 0.6f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.15f, 0.4f, 0.5f);
|
|
RenderSettings.ambientGroundColor = new Color(0.05f, 0.15f, 0.2f); // Deep ocean floor
|
|
RenderSettings.ambientIntensity = 0.9f * intensity;
|
|
|
|
// Heavy underwater fog
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogColor = new Color(0.1f, 0.3f, 0.4f);
|
|
RenderSettings.fogMode = FogMode.Exponential;
|
|
RenderSettings.fogDensity = 0.08f;
|
|
}
|
|
|
|
private void SetupSpaceLighting(Light light, float intensity)
|
|
{
|
|
// Space - harsh sunlight, no atmosphere, pure black shadows
|
|
light.color = Color.white; // Pure sunlight in vacuum
|
|
light.intensity = 2.0f * intensity;
|
|
light.transform.rotation = Quaternion.Euler(30f, -60f, 0f);
|
|
light.shadows = LightShadows.Hard; // No atmosphere = hard shadows
|
|
light.shadowStrength = 1.0f; // Total shadow
|
|
|
|
// Minimal ambient (starlight only)
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
|
|
RenderSettings.ambientLight = new Color(0.02f, 0.02f, 0.03f);
|
|
RenderSettings.ambientIntensity = 0.1f * intensity;
|
|
|
|
// No fog in space
|
|
RenderSettings.fog = false;
|
|
|
|
// Optional: Add rim light for "sci-fi" look
|
|
CreateOrUpdateLight("Space_RimLight", LightType.Directional,
|
|
new Color(0.5f, 0.6f, 1f), 0.2f * intensity,
|
|
Quaternion.Euler(0f, 180f, 0f), false);
|
|
}
|
|
|
|
private void SetupNeonLighting(Light light, float intensity)
|
|
{
|
|
// Cyberpunk neon city - colorful, high contrast
|
|
// Main light (purple/magenta)
|
|
light.color = new Color(0.9f, 0.2f, 0.8f); // Magenta
|
|
light.intensity = 0.5f * intensity;
|
|
light.transform.rotation = Quaternion.Euler(40f, -30f, 0f);
|
|
light.shadows = LightShadows.Soft;
|
|
light.shadowStrength = 0.8f;
|
|
|
|
// Cyan accent light (opposite)
|
|
CreateOrUpdateLight("Neon_CyanAccent", LightType.Directional,
|
|
new Color(0f, 0.9f, 1f), 0.3f * intensity,
|
|
Quaternion.Euler(30f, 150f, 0f), false);
|
|
|
|
// Pink rim light
|
|
CreateOrUpdateLight("Neon_PinkRim", LightType.Directional,
|
|
new Color(1f, 0.3f, 0.5f), 0.4f * intensity,
|
|
Quaternion.Euler(10f, 90f, 0f), false);
|
|
|
|
// Dark ambient with color
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.2f, 0.1f, 0.3f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.15f, 0.05f, 0.2f);
|
|
RenderSettings.ambientGroundColor = new Color(0.05f, 0.02f, 0.1f);
|
|
RenderSettings.ambientIntensity = 0.4f * intensity;
|
|
|
|
// Atmospheric haze
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogColor = new Color(0.1f, 0.02f, 0.15f);
|
|
RenderSettings.fogMode = FogMode.ExponentialSquared;
|
|
RenderSettings.fogDensity = 0.02f;
|
|
}
|
|
|
|
// Helper method to create or update additional lights
|
|
private void CreateOrUpdateLight(string name, LightType type, Color color, float intensity,
|
|
Quaternion rotation, bool shadows, float spotAngle = 30f, float range = 10f)
|
|
{
|
|
var lightObj = GameObject.Find(name);
|
|
if (lightObj == null)
|
|
{
|
|
lightObj = new GameObject(name);
|
|
}
|
|
|
|
var light = lightObj.GetComponent<Light>();
|
|
if (light == null)
|
|
{
|
|
light = lightObj.AddComponent<Light>();
|
|
}
|
|
|
|
light.type = type;
|
|
light.color = color;
|
|
light.intensity = intensity;
|
|
light.transform.rotation = rotation;
|
|
light.shadows = shadows ? LightShadows.Soft : LightShadows.None;
|
|
|
|
if (type == LightType.Spot)
|
|
{
|
|
light.spotAngle = spotAngle;
|
|
light.range = range;
|
|
}
|
|
}
|
|
|
|
// Additional cinematic presets
|
|
private void SetupCinematicLighting(Light light, float intensity, string style = "dramatic")
|
|
{
|
|
switch (style.ToLower())
|
|
{
|
|
case "dramatic":
|
|
// High contrast, single strong key light
|
|
light.color = new Color(1f, 0.95f, 0.9f);
|
|
light.intensity = 1.5f * intensity;
|
|
light.transform.rotation = Quaternion.Euler(25f, -70f, 0f);
|
|
light.shadows = LightShadows.Soft;
|
|
light.shadowStrength = 0.85f;
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
|
|
RenderSettings.ambientLight = new Color(0.1f, 0.1f, 0.12f);
|
|
break;
|
|
|
|
case "romantic":
|
|
// Soft, warm, low contrast
|
|
light.color = new Color(1f, 0.85f, 0.7f);
|
|
light.intensity = 0.8f * intensity;
|
|
light.transform.rotation = Quaternion.Euler(30f, -45f, 0f);
|
|
light.shadows = LightShadows.Soft;
|
|
light.shadowStrength = 0.3f;
|
|
CreateOrUpdateLight("Romantic_Fill", LightType.Directional,
|
|
new Color(1f, 0.9f, 0.85f), 0.4f * intensity,
|
|
Quaternion.Euler(20f, 135f, 0f), false);
|
|
break;
|
|
|
|
case "horror":
|
|
// Harsh, underlit, strong shadows
|
|
light.color = new Color(0.7f, 0.8f, 0.9f);
|
|
light.intensity = 0.4f * intensity;
|
|
light.transform.rotation = Quaternion.Euler(-20f, 0f, 0f); // Light from below
|
|
light.shadows = LightShadows.Hard;
|
|
light.shadowStrength = 1.0f;
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
|
|
RenderSettings.ambientLight = new Color(0.02f, 0.02f, 0.03f);
|
|
break;
|
|
|
|
case "noir":
|
|
// Black and white aesthetic, venetian blind shadows
|
|
light.color = Color.white;
|
|
light.intensity = 1.2f * intensity;
|
|
light.transform.rotation = Quaternion.Euler(15f, -80f, 0f);
|
|
light.shadows = LightShadows.Hard;
|
|
light.shadowStrength = 1.0f;
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
|
|
RenderSettings.ambientLight = new Color(0.08f, 0.08f, 0.08f);
|
|
break;
|
|
}
|
|
}
|
|
|
|
private string CreateVisualEffect(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var effectName = parameters.GetValueOrDefault("effectName", "VisualEffect");
|
|
var effectType = parameters.GetValueOrDefault("effectType", "Aura");
|
|
var target = parameters.GetValueOrDefault("target", "");
|
|
var duration = float.Parse(parameters.GetValueOrDefault("duration", "0"));
|
|
var loop = bool.Parse(parameters.GetValueOrDefault("loop", "true"));
|
|
var intensity = float.Parse(parameters.GetValueOrDefault("intensity", "1"));
|
|
|
|
GameObject targetObj = null;
|
|
if (!string.IsNullOrEmpty(target))
|
|
{
|
|
targetObj = GameObject.Find(target);
|
|
}
|
|
|
|
var effectGO = new GameObject(effectName);
|
|
if (targetObj != null)
|
|
{
|
|
effectGO.transform.SetParent(targetObj.transform);
|
|
effectGO.transform.localPosition = Vector3.zero;
|
|
}
|
|
|
|
// Settings by effect type
|
|
switch (effectType)
|
|
{
|
|
case "Aura":
|
|
CreateAuraEffect(effectGO, intensity);
|
|
break;
|
|
case "Trail":
|
|
CreateTrailEffect(effectGO, targetObj, intensity);
|
|
break;
|
|
case "Distortion":
|
|
CreateDistortionEffect(effectGO, intensity);
|
|
break;
|
|
case "Glow":
|
|
CreateGlowEffect(effectGO, intensity);
|
|
break;
|
|
case "Shield":
|
|
CreateShieldEffect(effectGO, intensity);
|
|
break;
|
|
case "Portal":
|
|
CreatePortalEffect(effectGO, intensity);
|
|
break;
|
|
case "Dissolve":
|
|
CreateDissolveEffect(effectGO, targetObj, intensity);
|
|
break;
|
|
case "Hologram":
|
|
CreateHologramEffect(effectGO, targetObj, intensity);
|
|
break;
|
|
}
|
|
|
|
// Duration settings
|
|
if (duration > 0 && !loop)
|
|
{
|
|
var destroyer = effectGO.AddComponent<TimedDestroyer>();
|
|
destroyer.lifetime = duration;
|
|
}
|
|
|
|
lastCreatedObject = effectGO;
|
|
Selection.activeGameObject = effectGO;
|
|
|
|
return $"[NexusVisual] Visual Effect '{effectName}' created successfully!\n" +
|
|
$" Type: {effectType}\n" +
|
|
$" Target: {(string.IsNullOrEmpty(target) ? "None" : target)}\n" +
|
|
$" Intensity: {intensity}\n" +
|
|
$" Loop: {loop}\n" +
|
|
$" Tip: Complex visual effects have been configured";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateVisualEffect", e, parameters);
|
|
}
|
|
}
|
|
|
|
private void CreateAuraEffect(GameObject effectGO, float intensity)
|
|
{
|
|
// Aura effect with particle system
|
|
var ps = effectGO.AddComponent<ParticleSystem>();
|
|
var main = ps.main;
|
|
main.startLifetime = 2f;
|
|
main.startSpeed = 0.5f;
|
|
main.startSize = 2f * intensity;
|
|
main.startColor = new Color(0.5f, 0.8f, 1f, 0.5f);
|
|
main.maxParticles = 50;
|
|
|
|
var shape = ps.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Sphere;
|
|
shape.radius = 1.5f;
|
|
shape.radiusThickness = 0.5f;
|
|
|
|
var velocityOverLifetime = ps.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
velocityOverLifetime.space = ParticleSystemSimulationSpace.Local;
|
|
velocityOverLifetime.radial = new ParticleSystem.MinMaxCurve(0.5f);
|
|
|
|
var colorOverLifetime = ps.colorOverLifetime;
|
|
colorOverLifetime.enabled = true;
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(new Color(0.5f, 0.8f, 1f), 1f) },
|
|
new GradientAlphaKey[] { new GradientAlphaKey(0f, 0f), new GradientAlphaKey(0.5f, 0.5f), new GradientAlphaKey(0f, 1f) }
|
|
);
|
|
colorOverLifetime.color = gradient;
|
|
|
|
// Add light
|
|
var lightGO = new GameObject("AuraLight");
|
|
lightGO.transform.SetParent(effectGO.transform);
|
|
var light = lightGO.AddComponent<Light>();
|
|
light.type = LightType.Point;
|
|
light.color = new Color(0.5f, 0.8f, 1f);
|
|
light.intensity = 2f * intensity;
|
|
light.range = 5f;
|
|
}
|
|
|
|
private void CreateTrailEffect(GameObject effectGO, GameObject targetObj, float intensity)
|
|
{
|
|
var trail = effectGO.AddComponent<TrailRenderer>();
|
|
trail.time = 1f;
|
|
trail.startWidth = 0.5f * intensity;
|
|
trail.endWidth = 0f;
|
|
|
|
// Gradient settings
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(Color.cyan, 1f) },
|
|
new GradientAlphaKey[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(0f, 1f) }
|
|
);
|
|
trail.colorGradient = gradient;
|
|
|
|
// Material settings
|
|
trail.material = new Material(Shader.Find("Sprites/Default"));
|
|
trail.material.SetColor("_Color", Color.cyan);
|
|
}
|
|
|
|
private void CreateDistortionEffect(GameObject effectGO, float intensity)
|
|
{
|
|
// Particles for distortion effect
|
|
var ps = effectGO.AddComponent<ParticleSystem>();
|
|
var main = ps.main;
|
|
main.startLifetime = 1f;
|
|
main.startSpeed = 0f;
|
|
main.startSize = 3f * intensity;
|
|
main.maxParticles = 1;
|
|
|
|
var shape = ps.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Sphere;
|
|
shape.radius = 0.1f;
|
|
|
|
// Distortion Material required (normally uses special shader)
|
|
var renderer = ps.GetComponent<ParticleSystemRenderer>();
|
|
renderer.material = new Material(Shader.Find("Sprites/Default"));
|
|
renderer.material.color = new Color(1f, 1f, 1f, 0.2f);
|
|
}
|
|
|
|
private void CreateGlowEffect(GameObject effectGO, float intensity)
|
|
{
|
|
// Add emission to mesh renderer
|
|
var sphere = CreatePrimitiveWithMaterial(PrimitiveType.Sphere);
|
|
sphere.transform.SetParent(effectGO.transform);
|
|
sphere.transform.localScale = Vector3.one * 2f;
|
|
|
|
var renderer = sphere.GetComponent<Renderer>();
|
|
var material = CreateRenderPipelineCompatibleMaterial();
|
|
material.EnableKeyword("_EMISSION");
|
|
material.SetColor("_EmissionColor", Color.white * (2f * intensity));
|
|
material.SetFloat("_Smoothness", 1f);
|
|
renderer.material = material;
|
|
|
|
// Add point light
|
|
var light = effectGO.AddComponent<Light>();
|
|
light.type = LightType.Point;
|
|
light.color = Color.white;
|
|
light.intensity = 3f * intensity;
|
|
light.range = 10f;
|
|
}
|
|
|
|
private void CreateShieldEffect(GameObject effectGO, float intensity)
|
|
{
|
|
// Translucent sphere
|
|
var sphere = CreatePrimitiveWithMaterial(PrimitiveType.Sphere);
|
|
sphere.transform.SetParent(effectGO.transform);
|
|
sphere.transform.localScale = Vector3.one * 3f;
|
|
|
|
var renderer = sphere.GetComponent<Renderer>();
|
|
var material = CreateRenderPipelineCompatibleMaterial();
|
|
material.SetFloat("_Mode", 3); // Transparent
|
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
|
material.SetInt("_ZWrite", 0);
|
|
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
|
|
material.renderQueue = 3000;
|
|
material.SetColor("_Color", new Color(0.5f, 0.8f, 1f, 0.3f));
|
|
material.EnableKeyword("_EMISSION");
|
|
material.SetColor("_EmissionColor", new Color(0.5f, 0.8f, 1f) * intensity);
|
|
renderer.material = material;
|
|
|
|
// Energy wave particles
|
|
var ps = effectGO.AddComponent<ParticleSystem>();
|
|
var main = ps.main;
|
|
main.startLifetime = 1f;
|
|
main.startSpeed = 0f;
|
|
main.startSize = 0.5f;
|
|
|
|
var shape = ps.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Sphere;
|
|
shape.radius = 1.5f;
|
|
shape.radiusThickness = 1f; // Edge emission (replaces SphereShell)
|
|
|
|
var velocityOverLifetime = ps.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
velocityOverLifetime.radial = new ParticleSystem.MinMaxCurve(-1f);
|
|
}
|
|
|
|
private void CreatePortalEffect(GameObject effectGO, float intensity)
|
|
{
|
|
// Portal ring
|
|
var torus = CreatePrimitiveWithMaterial(PrimitiveType.Cylinder);
|
|
torus.transform.SetParent(effectGO.transform);
|
|
torus.transform.localScale = new Vector3(3f, 0.1f, 3f);
|
|
|
|
var renderer = torus.GetComponent<Renderer>();
|
|
var material = CreateRenderPipelineCompatibleMaterial();
|
|
material.EnableKeyword("_EMISSION");
|
|
material.SetColor("_EmissionColor", new Color(1f, 0f, 1f) * (2f * intensity));
|
|
renderer.material = material;
|
|
|
|
// Swirl particles
|
|
var ps = effectGO.AddComponent<ParticleSystem>();
|
|
var main = ps.main;
|
|
main.startLifetime = 3f;
|
|
main.startSpeed = 1f;
|
|
main.startSize = 0.3f;
|
|
main.startColor = new Color(1f, 0f, 1f);
|
|
|
|
var shape = ps.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Circle;
|
|
shape.radius = 1.5f;
|
|
|
|
var velocityOverLifetime = ps.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
velocityOverLifetime.orbitalY = new ParticleSystem.MinMaxCurve(5f);
|
|
velocityOverLifetime.radial = new ParticleSystem.MinMaxCurve(-2f);
|
|
}
|
|
|
|
private void CreateDissolveEffect(GameObject effectGO, GameObject targetObj, float intensity)
|
|
{
|
|
if (targetObj != null)
|
|
{
|
|
var renderer = targetObj.GetComponent<Renderer>();
|
|
if (renderer != null)
|
|
{
|
|
// Material settings for dissolve effect
|
|
var material = new Material(renderer.sharedMaterial);
|
|
material.SetFloat("_Mode", 2); // Fade
|
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
|
material.SetInt("_ZWrite", 1);
|
|
material.EnableKeyword("_ALPHABLEND_ON");
|
|
material.renderQueue = 3000;
|
|
|
|
// Add dissolve controller
|
|
var dissolve = effectGO.AddComponent<DissolveController>();
|
|
dissolve.targetRenderer = renderer;
|
|
dissolve.dissolveMaterial = material;
|
|
dissolve.dissolveSpeed = intensity;
|
|
}
|
|
}
|
|
|
|
// Edge glow particles
|
|
var ps = effectGO.AddComponent<ParticleSystem>();
|
|
var main = ps.main;
|
|
main.startLifetime = 0.5f;
|
|
main.startSpeed = 2f;
|
|
main.startSize = 0.1f;
|
|
main.startColor = new Color(1f, 0.5f, 0f);
|
|
|
|
var emission = ps.emission;
|
|
emission.rateOverTime = 100f;
|
|
}
|
|
|
|
private void CreateHologramEffect(GameObject effectGO, GameObject targetObj, float intensity)
|
|
{
|
|
if (targetObj != null)
|
|
{
|
|
// Apply hologram Material
|
|
var renderer = targetObj.GetComponent<Renderer>();
|
|
if (renderer != null)
|
|
{
|
|
var material = CreateRenderPipelineCompatibleMaterial();
|
|
material.SetFloat("_Mode", 3); // Transparent
|
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
material.SetInt("_ZWrite", 0);
|
|
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
|
|
material.renderQueue = 3000;
|
|
material.EnableKeyword("_EMISSION");
|
|
material.SetColor("_Color", new Color(0f, 1f, 1f, 0.5f));
|
|
material.SetColor("_EmissionColor", new Color(0f, 1f, 1f) * (2f * intensity));
|
|
renderer.material = material;
|
|
}
|
|
}
|
|
|
|
// Scan line effect
|
|
var scanLine = new GameObject("ScanLine");
|
|
scanLine.transform.SetParent(effectGO.transform);
|
|
var scanLineController = scanLine.AddComponent<ScanLineController>();
|
|
scanLineController.speed = 2f * intensity;
|
|
}
|
|
|
|
private string SetupReflectionProbe(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var probeName = parameters.GetValueOrDefault("probeName", "ReflectionProbe");
|
|
var position = ParseVector3(parameters.GetValueOrDefault("position", "0,0,0"));
|
|
var size = ParseVector3(parameters.GetValueOrDefault("size", "10,10,10"));
|
|
var resolution = int.Parse(parameters.GetValueOrDefault("resolution", "128"));
|
|
var updateMode = parameters.GetValueOrDefault("updateMode", "OnAwake");
|
|
var importance = int.Parse(parameters.GetValueOrDefault("importance", "1"));
|
|
|
|
var probeGO = new GameObject(probeName);
|
|
probeGO.transform.position = position;
|
|
|
|
var probe = probeGO.AddComponent<ReflectionProbe>();
|
|
probe.size = size;
|
|
probe.resolution = resolution;
|
|
probe.importance = importance;
|
|
|
|
switch (updateMode)
|
|
{
|
|
case "OnAwake":
|
|
probe.refreshMode = UnityEngine.Rendering.ReflectionProbeRefreshMode.OnAwake;
|
|
break;
|
|
case "EveryFrame":
|
|
probe.refreshMode = UnityEngine.Rendering.ReflectionProbeRefreshMode.EveryFrame;
|
|
break;
|
|
case "ViaScripting":
|
|
probe.refreshMode = UnityEngine.Rendering.ReflectionProbeRefreshMode.ViaScripting;
|
|
break;
|
|
}
|
|
|
|
// Bake the probe
|
|
probe.RenderProbe();
|
|
|
|
lastCreatedObject = probeGO;
|
|
Selection.activeGameObject = probeGO;
|
|
|
|
return $"[NexusVisual] Reflection Probe '{probeName}' created successfully!\n" +
|
|
$" Position: {position}\n" +
|
|
$" Size: {size}\n" +
|
|
$" Resolution: {resolution}\n" +
|
|
$" Update Mode: {updateMode}\n" +
|
|
$" Tip: Enables realistic reflections of the surrounding environment";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupReflectionProbe", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateLightProbeGroup(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var groupName = parameters.GetValueOrDefault("groupName", "LightProbeGroup");
|
|
var gridSize = ParseVector3(parameters.GetValueOrDefault("gridSize", "5,3,5"));
|
|
var spacing = float.Parse(parameters.GetValueOrDefault("spacing", "2"));
|
|
var center = ParseVector3(parameters.GetValueOrDefault("center", "0,0,0"));
|
|
|
|
var probeGroupGO = new GameObject(groupName);
|
|
probeGroupGO.transform.position = center;
|
|
|
|
var probeGroup = probeGroupGO.AddComponent<LightProbeGroup>();
|
|
|
|
// Place probes in grid pattern
|
|
List<Vector3> probePositions = new List<Vector3>();
|
|
for (int x = 0; x < gridSize.x; x++)
|
|
{
|
|
for (int y = 0; y < gridSize.y; y++)
|
|
{
|
|
for (int z = 0; z < gridSize.z; z++)
|
|
{
|
|
Vector3 position = new Vector3(
|
|
(x - gridSize.x / 2) * spacing,
|
|
y * spacing,
|
|
(z - gridSize.z / 2) * spacing
|
|
);
|
|
probePositions.Add(position);
|
|
}
|
|
}
|
|
}
|
|
|
|
probeGroup.probePositions = probePositions.ToArray();
|
|
|
|
lastCreatedObject = probeGroupGO;
|
|
Selection.activeGameObject = probeGroupGO;
|
|
|
|
return $"[NexusVisual] Light Probe Group '{groupName}' created successfully!\n" +
|
|
$" Grid Size: {gridSize}\n" +
|
|
$" Spacing: {spacing}m\n" +
|
|
$" Probe Count: {probePositions.Count}\n" +
|
|
$" Tip: Apply indirect lighting to dynamic objects";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateLightProbeGroup", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string SetupVolumetricFog(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var fogName = parameters.GetValueOrDefault("fogName", "VolumetricFog");
|
|
var density = float.Parse(parameters.GetValueOrDefault("density", "0.05"));
|
|
var color = parameters.GetValueOrDefault("color", "#FFFFFF");
|
|
var height = float.Parse(parameters.GetValueOrDefault("height", "100"));
|
|
|
|
// Unity standard fog settings
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogMode = FogMode.ExponentialSquared;
|
|
RenderSettings.fogDensity = density;
|
|
|
|
if (ColorUtility.TryParseHtmlString(color, out Color fogColor))
|
|
{
|
|
RenderSettings.fogColor = fogColor;
|
|
}
|
|
|
|
// Volumetric fog effect (simplified implementation with particles)
|
|
var fogGO = new GameObject(fogName);
|
|
var ps = fogGO.AddComponent<ParticleSystem>();
|
|
|
|
var main = ps.main;
|
|
main.startLifetime = 10f;
|
|
main.startSpeed = 0.5f;
|
|
main.startSize = 5f;
|
|
main.startColor = new Color(fogColor.r, fogColor.g, fogColor.b, 0.05f);
|
|
main.maxParticles = 500;
|
|
|
|
var shape = ps.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Box;
|
|
shape.scale = new Vector3(50f, height, 50f);
|
|
|
|
var emission = ps.emission;
|
|
emission.rateOverTime = 50f;
|
|
|
|
var velocityOverLifetime = ps.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
velocityOverLifetime.space = ParticleSystemSimulationSpace.World;
|
|
// Set all axes to the same mode (Random Between Two Constants) to avoid curve mode conflicts
|
|
velocityOverLifetime.x = new ParticleSystem.MinMaxCurve(-1f, 1f);
|
|
velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(0f, 0f);
|
|
velocityOverLifetime.z = new ParticleSystem.MinMaxCurve(-1f, 1f);
|
|
|
|
// Assign compatible material to prevent pink materials
|
|
AssignWeatherMaterial(ps, "fog");
|
|
|
|
lastCreatedObject = fogGO;
|
|
Selection.activeGameObject = fogGO;
|
|
|
|
return $"[NexusVisual] Fog Effect '{fogName}' configured successfully!\n" +
|
|
$" Density: {density}\n" +
|
|
$" Color: {color}\n" +
|
|
$" Height: {height}m\n" +
|
|
$" Implementation: RenderSettings fog + Particle system\n" +
|
|
$" Note: This is a simplified fog effect, not true volumetric fog\n" +
|
|
$" Tip: For true volumetric fog, use URP/HDRP or custom shaders";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupVolumetricFog", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateDecal(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var decalName = parameters.GetValueOrDefault("decalName", "Decal");
|
|
var size = ParseVector3(parameters.GetValueOrDefault("size", "1,1,1"));
|
|
var opacity = float.Parse(parameters.GetValueOrDefault("opacity", "1"));
|
|
|
|
// Quad for Decal projection
|
|
var decalGO = CreatePrimitiveWithMaterial(PrimitiveType.Quad);
|
|
decalGO.name = decalName;
|
|
decalGO.transform.localScale = new Vector3(size.x, size.y, 1f);
|
|
decalGO.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
|
|
|
|
var renderer = decalGO.GetComponent<Renderer>();
|
|
var material = CreateRenderPipelineCompatibleMaterial();
|
|
material.SetFloat("_Mode", 3); // Transparent
|
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
|
material.SetInt("_ZWrite", 0);
|
|
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
|
|
material.renderQueue = 3001;
|
|
material.SetColor("_Color", new Color(1f, 1f, 1f, opacity));
|
|
renderer.material = material;
|
|
|
|
// Remove collider (Decal is not a physical object)
|
|
var collider = decalGO.GetComponent<Collider>();
|
|
if (collider != null)
|
|
{
|
|
GameObject.Destroy(collider);
|
|
}
|
|
|
|
lastCreatedObject = decalGO;
|
|
Selection.activeGameObject = decalGO;
|
|
|
|
return $"[NexusVisual] Decal '{decalName}' created successfully!\n" +
|
|
$" Size: {size}\n" +
|
|
$" Opacity: {opacity}\n" +
|
|
$" Tip: Projects textures onto surfaces (set texture manually)";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateDecal", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create caustics projector for underwater light effects
|
|
/// </summary>
|
|
private string CreateCausticsProjector(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var name = parameters.GetValueOrDefault("name", "CausticsProjector");
|
|
var size = ParseVector3(parameters.GetValueOrDefault("size", "10,1,10"));
|
|
var position = parameters.TryGetValue("position", out var posStr)
|
|
? ParseVector3(posStr)
|
|
: new Vector3(0, 5, 0);
|
|
var intensity = float.Parse(parameters.GetValueOrDefault("intensity", "1.0"));
|
|
var speed = float.Parse(parameters.GetValueOrDefault("speed", "1.0"));
|
|
var colorStr = parameters.GetValueOrDefault("color", "0.8,0.95,1,0.5");
|
|
var scale = float.Parse(parameters.GetValueOrDefault("scale", "0.3"));
|
|
|
|
// Create caustics plane
|
|
var causticsGO = CreatePrimitiveWithMaterial(PrimitiveType.Quad);
|
|
causticsGO.name = name;
|
|
causticsGO.transform.position = position;
|
|
causticsGO.transform.rotation = Quaternion.Euler(90f, 0f, 0f); // Face down
|
|
causticsGO.transform.localScale = new Vector3(size.x, size.z, 1f);
|
|
|
|
// Remove collider
|
|
var collider = causticsGO.GetComponent<Collider>();
|
|
if (collider != null)
|
|
{
|
|
GameObject.DestroyImmediate(collider);
|
|
}
|
|
|
|
// Find or create caustics shader (pipeline-aware)
|
|
var shader = ShaderPipelineManager.FindShaderForCurrentPipeline("Caustics");
|
|
if (shader == null)
|
|
{
|
|
// Fallback to additive shader
|
|
shader = Shader.Find("Particles/Standard Unlit");
|
|
if (shader == null)
|
|
{
|
|
shader = GetRenderPipelineCompatibleShader();
|
|
}
|
|
}
|
|
|
|
var material = new Material(shader);
|
|
material.name = "CausticsMaterial";
|
|
|
|
// Parse color
|
|
var colorParts = colorStr.Split(',');
|
|
var color = new Color(
|
|
colorParts.Length > 0 ? float.Parse(colorParts[0]) : 0.8f,
|
|
colorParts.Length > 1 ? float.Parse(colorParts[1]) : 0.95f,
|
|
colorParts.Length > 2 ? float.Parse(colorParts[2]) : 1f,
|
|
colorParts.Length > 3 ? float.Parse(colorParts[3]) : 0.5f
|
|
);
|
|
|
|
// Apply material settings
|
|
if (material.HasProperty("_CausticsColor"))
|
|
{
|
|
material.SetColor("_CausticsColor", color);
|
|
material.SetFloat("_CausticsIntensity", intensity);
|
|
material.SetVector("_Speed1", new Vector4(0.05f * speed, 0.03f * speed, 0, 0));
|
|
material.SetVector("_Speed2", new Vector4(-0.04f * speed, 0.06f * speed, 0, 0));
|
|
material.SetFloat("_Scale1", scale);
|
|
material.SetFloat("_Scale2", scale * 0.85f);
|
|
|
|
// Try to load caustics texture
|
|
var texturePath = "Assets/Synaptic AI Pro/Shaders/Caustics/CausticsTexture.png";
|
|
var texture = AssetDatabase.LoadAssetAtPath<Texture2D>(texturePath);
|
|
if (texture != null)
|
|
{
|
|
material.SetTexture("_CausticsTex", texture);
|
|
}
|
|
else
|
|
{
|
|
// Generate texture if not exists
|
|
SynLog.Info("[Synaptic] Caustics texture not found, please run Tools > Synaptic Pro > Shaders > Generate Caustics Texture");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Fallback settings for standard shader
|
|
material.SetColor("_Color", color);
|
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
material.SetInt("_ZWrite", 0);
|
|
material.renderQueue = 3100;
|
|
}
|
|
|
|
var renderer = causticsGO.GetComponent<Renderer>();
|
|
renderer.material = material;
|
|
renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
|
renderer.receiveShadows = false;
|
|
|
|
lastCreatedObject = causticsGO;
|
|
Selection.activeGameObject = causticsGO;
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Caustics projector '{name}' created",
|
|
gameObject = name,
|
|
position = new { x = position.x, y = position.y, z = position.z },
|
|
size = new { x = size.x, y = size.y, z = size.z },
|
|
intensity = intensity,
|
|
tip = "Run Tools > Synaptic Pro > Shaders > Generate Caustics Texture if texture is missing"
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateCausticsProjector", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create complete water system with waves, physics, and visual effects
|
|
/// </summary>
|
|
private string CreateWaterSystem(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var name = parameters.GetValueOrDefault("name", "Water");
|
|
var waterType = parameters.GetValueOrDefault("type", "ocean").ToLower(); // ocean, pool, river
|
|
var size = ParseVector3(parameters.GetValueOrDefault("size", "50,1,50"));
|
|
var position = parameters.TryGetValue("position", out var posStr)
|
|
? ParseVector3(posStr)
|
|
: Vector3.zero;
|
|
var enablePhysics = bool.Parse(parameters.GetValueOrDefault("physics", "true"));
|
|
var enableCaustics = bool.Parse(parameters.GetValueOrDefault("caustics", "true"));
|
|
var subdivisions = int.Parse(parameters.GetValueOrDefault("subdivisions", "32"));
|
|
|
|
// Create water plane with subdivisions for better wave visuals
|
|
var waterGO = CreateSubdividedPlane(name, subdivisions, size.x, size.z);
|
|
waterGO.transform.position = position;
|
|
|
|
// Find or create water shader (pipeline-aware)
|
|
var shader = ShaderPipelineManager.FindShaderForCurrentPipeline("Water");
|
|
if (shader == null)
|
|
{
|
|
SynLog.Warn("[Synaptic] Water shader not found, using fallback");
|
|
shader = GetRenderPipelineCompatibleShader();
|
|
}
|
|
|
|
var material = new Material(shader);
|
|
material.name = $"{name}Material";
|
|
|
|
// Apply preset based on water type
|
|
ApplyWaterPreset(material, waterType);
|
|
|
|
// Try to load normal map
|
|
var normalMapPath = "Assets/Synaptic AI Pro/Shaders/Water/WaterNormalMap.png";
|
|
var normalMap = AssetDatabase.LoadAssetAtPath<Texture2D>(normalMapPath);
|
|
if (normalMap != null && material.HasProperty("_NormalMap"))
|
|
{
|
|
material.SetTexture("_NormalMap", normalMap);
|
|
}
|
|
else
|
|
{
|
|
SynLog.Info("[Synaptic] Water normal map not found. Run Tools > Synaptic Pro > Water > Generate Water Normal Map");
|
|
}
|
|
|
|
var renderer = waterGO.GetComponent<Renderer>();
|
|
renderer.material = material;
|
|
renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
|
|
|
// Add WaterSurface component for physics
|
|
var waterSurface = waterGO.AddComponent<Synaptic.WaterSurface>();
|
|
ConfigureWaterSurface(waterSurface, waterType);
|
|
|
|
// Add trigger collider for water interaction
|
|
if (enablePhysics)
|
|
{
|
|
var collider = waterGO.AddComponent<BoxCollider>();
|
|
collider.isTrigger = true;
|
|
collider.size = new Vector3(1, 0.5f, 1);
|
|
collider.center = new Vector3(0, -0.25f, 0);
|
|
|
|
waterGO.AddComponent<Synaptic.WaterInteraction>();
|
|
}
|
|
|
|
// Create caustics projector under water
|
|
GameObject causticsGO = null;
|
|
if (enableCaustics)
|
|
{
|
|
var causticsParams = new Dictionary<string, string>
|
|
{
|
|
{ "name", $"{name}_Caustics" },
|
|
{ "size", $"{size.x * 0.8f},1,{size.z * 0.8f}" },
|
|
{ "position", $"{position.x},{position.y - 0.1f},{position.z}" },
|
|
{ "intensity", waterType == "pool" ? "1.5" : "0.8" },
|
|
{ "scale", waterType == "pool" ? "0.4" : "0.25" }
|
|
};
|
|
CreateCausticsProjector(causticsParams);
|
|
causticsGO = GameObject.Find($"{name}_Caustics");
|
|
if (causticsGO != null)
|
|
{
|
|
causticsGO.transform.parent = waterGO.transform;
|
|
}
|
|
}
|
|
|
|
lastCreatedObject = waterGO;
|
|
Selection.activeGameObject = waterGO;
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Water system '{name}' created",
|
|
gameObject = name,
|
|
type = waterType,
|
|
size = new { x = size.x, y = size.y, z = size.z },
|
|
features = new
|
|
{
|
|
gerstnerWaves = true,
|
|
normalMapping = normalMap != null,
|
|
depthBasedColor = true,
|
|
fresnel = true,
|
|
foam = true,
|
|
physics = enablePhysics,
|
|
caustics = enableCaustics && causticsGO != null
|
|
},
|
|
tips = new[]
|
|
{
|
|
"Run Tools > Synaptic Pro > Water > Generate Water Normal Map for better visuals",
|
|
"Add Buoyancy component to objects that should float",
|
|
"Adjust wave settings on WaterSurface component"
|
|
}
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateWaterSystem", e, parameters);
|
|
}
|
|
}
|
|
|
|
private GameObject CreateSubdividedPlane(string name, int subdivisions, float width, float height)
|
|
{
|
|
var go = new GameObject(name);
|
|
var meshFilter = go.AddComponent<MeshFilter>();
|
|
var meshRenderer = go.AddComponent<MeshRenderer>();
|
|
|
|
var mesh = new Mesh();
|
|
mesh.name = $"{name}Mesh";
|
|
|
|
int vertexCount = (subdivisions + 1) * (subdivisions + 1);
|
|
var vertices = new Vector3[vertexCount];
|
|
var normals = new Vector3[vertexCount];
|
|
var uvs = new Vector2[vertexCount];
|
|
|
|
float stepX = width / subdivisions;
|
|
float stepZ = height / subdivisions;
|
|
float halfWidth = width / 2f;
|
|
float halfHeight = height / 2f;
|
|
|
|
for (int z = 0; z <= subdivisions; z++)
|
|
{
|
|
for (int x = 0; x <= subdivisions; x++)
|
|
{
|
|
int index = z * (subdivisions + 1) + x;
|
|
vertices[index] = new Vector3(x * stepX - halfWidth, 0, z * stepZ - halfHeight);
|
|
normals[index] = Vector3.up;
|
|
uvs[index] = new Vector2((float)x / subdivisions, (float)z / subdivisions);
|
|
}
|
|
}
|
|
|
|
int[] triangles = new int[subdivisions * subdivisions * 6];
|
|
int triIndex = 0;
|
|
|
|
for (int z = 0; z < subdivisions; z++)
|
|
{
|
|
for (int x = 0; x < subdivisions; x++)
|
|
{
|
|
int bottomLeft = z * (subdivisions + 1) + x;
|
|
int bottomRight = bottomLeft + 1;
|
|
int topLeft = bottomLeft + subdivisions + 1;
|
|
int topRight = topLeft + 1;
|
|
|
|
triangles[triIndex++] = bottomLeft;
|
|
triangles[triIndex++] = topLeft;
|
|
triangles[triIndex++] = topRight;
|
|
|
|
triangles[triIndex++] = bottomLeft;
|
|
triangles[triIndex++] = topRight;
|
|
triangles[triIndex++] = bottomRight;
|
|
}
|
|
}
|
|
|
|
mesh.vertices = vertices;
|
|
mesh.normals = normals;
|
|
mesh.uv = uvs;
|
|
mesh.triangles = triangles;
|
|
mesh.RecalculateBounds();
|
|
mesh.RecalculateTangents();
|
|
|
|
meshFilter.mesh = mesh;
|
|
|
|
return go;
|
|
}
|
|
|
|
private void ApplyWaterPreset(Material material, string waterType)
|
|
{
|
|
switch (waterType)
|
|
{
|
|
case "pool":
|
|
material.SetColor("_ShallowColor", new Color(0.4f, 0.85f, 0.95f, 0.4f));
|
|
material.SetColor("_DeepColor", new Color(0.1f, 0.5f, 0.7f, 0.8f));
|
|
material.SetFloat("_DepthMaxDistance", 3f);
|
|
material.SetFloat("_WaveSpeed", 0.3f);
|
|
material.SetFloat("_WaveStrength", 0.02f);
|
|
material.SetFloat("_WaveFrequency", 2f);
|
|
material.SetFloat("_NormalStrength", 0.3f);
|
|
material.SetFloat("_NormalSpeed", 0.2f);
|
|
material.SetFloat("_ReflectionStrength", 0.6f);
|
|
material.SetFloat("_Smoothness", 0.98f);
|
|
break;
|
|
|
|
case "river":
|
|
material.SetColor("_ShallowColor", new Color(0.3f, 0.6f, 0.5f, 0.5f));
|
|
material.SetColor("_DeepColor", new Color(0.1f, 0.3f, 0.25f, 0.9f));
|
|
material.SetFloat("_DepthMaxDistance", 4f);
|
|
material.SetFloat("_WaveSpeed", 1.5f);
|
|
material.SetFloat("_WaveStrength", 0.08f);
|
|
material.SetFloat("_WaveFrequency", 3f);
|
|
material.SetVector("_WaveDirectionA", new Vector4(1, 0, 0, 0));
|
|
material.SetFloat("_NormalStrength", 1.2f);
|
|
material.SetFloat("_NormalSpeed", 0.8f);
|
|
material.SetFloat("_FoamDistance", 0.8f);
|
|
material.SetFloat("_FoamCutoff", 0.4f);
|
|
break;
|
|
|
|
case "ocean":
|
|
default:
|
|
material.SetColor("_ShallowColor", new Color(0.2f, 0.7f, 0.8f, 0.6f));
|
|
material.SetColor("_DeepColor", new Color(0.05f, 0.2f, 0.4f, 0.95f));
|
|
material.SetFloat("_DepthMaxDistance", 8f);
|
|
material.SetFloat("_WaveSpeed", 0.8f);
|
|
material.SetFloat("_WaveStrength", 0.15f);
|
|
material.SetFloat("_WaveFrequency", 1.5f);
|
|
material.SetFloat("_NormalStrength", 0.8f);
|
|
material.SetFloat("_NormalSpeed", 0.3f);
|
|
material.SetFloat("_ReflectionStrength", 0.4f);
|
|
material.SetFloat("_Smoothness", 0.95f);
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void ConfigureWaterSurface(Synaptic.WaterSurface waterSurface, string waterType)
|
|
{
|
|
switch (waterType)
|
|
{
|
|
case "pool":
|
|
waterSurface.waveSpeed = 0.3f;
|
|
waterSurface.waveStrength = 0.02f;
|
|
waterSurface.waveFrequency = 2f;
|
|
break;
|
|
|
|
case "river":
|
|
waterSurface.waveSpeed = 1.5f;
|
|
waterSurface.waveStrength = 0.08f;
|
|
waterSurface.waveFrequency = 3f;
|
|
waterSurface.waveDirectionA = new Vector2(1, 0);
|
|
break;
|
|
|
|
case "ocean":
|
|
default:
|
|
waterSurface.waveSpeed = 0.8f;
|
|
waterSurface.waveStrength = 0.15f;
|
|
waterSurface.waveFrequency = 1.5f;
|
|
break;
|
|
}
|
|
}
|
|
|
|
private string SetupColorGrading(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var preset = parameters.GetValueOrDefault("preset", "Cinematic");
|
|
var temperature = float.Parse(parameters.GetValueOrDefault("temperature", "0"));
|
|
var tint = float.Parse(parameters.GetValueOrDefault("tint", "0"));
|
|
var contrast = float.Parse(parameters.GetValueOrDefault("contrast", "0"));
|
|
var brightness = float.Parse(parameters.GetValueOrDefault("brightness", "0"));
|
|
var saturation = float.Parse(parameters.GetValueOrDefault("saturation", "0"));
|
|
|
|
// GameObject with color grading effect
|
|
var colorGradingGO = new GameObject("ColorGrading");
|
|
var controller = colorGradingGO.AddComponent<ColorGradingController>();
|
|
|
|
// Configure by preset
|
|
switch (preset)
|
|
{
|
|
case "Cinematic":
|
|
controller.temperature = 10f;
|
|
controller.tint = -5f;
|
|
controller.contrast = 10f;
|
|
controller.saturation = -10f;
|
|
break;
|
|
case "Vintage":
|
|
controller.temperature = 20f;
|
|
controller.tint = 10f;
|
|
controller.contrast = -10f;
|
|
controller.saturation = -30f;
|
|
controller.brightness = 10f;
|
|
break;
|
|
case "BlackWhite":
|
|
controller.saturation = -100f;
|
|
controller.contrast = 20f;
|
|
break;
|
|
case "Sepia":
|
|
controller.temperature = 40f;
|
|
controller.tint = 20f;
|
|
controller.saturation = -50f;
|
|
break;
|
|
case "Cold":
|
|
controller.temperature = -30f;
|
|
controller.tint = -10f;
|
|
break;
|
|
case "Warm":
|
|
controller.temperature = 30f;
|
|
controller.tint = 10f;
|
|
break;
|
|
case "Horror":
|
|
controller.temperature = -20f;
|
|
controller.tint = 20f;
|
|
controller.contrast = 30f;
|
|
controller.brightness = -20f;
|
|
break;
|
|
case "Cyberpunk":
|
|
controller.temperature = -10f;
|
|
controller.tint = 30f;
|
|
controller.contrast = 20f;
|
|
controller.saturation = 20f;
|
|
break;
|
|
}
|
|
|
|
// Add custom adjustments
|
|
controller.temperature += temperature;
|
|
controller.tint += tint;
|
|
controller.contrast += contrast;
|
|
controller.brightness += brightness;
|
|
controller.saturation += saturation;
|
|
|
|
lastCreatedObject = colorGradingGO;
|
|
Selection.activeGameObject = colorGradingGO;
|
|
|
|
return $"[NexusVisual] Color Grading '{preset}' applied successfully!\n" +
|
|
$" Temperature: {controller.temperature}\n" +
|
|
$" Tint: {controller.tint}\n" +
|
|
$" Contrast: {controller.contrast}\n" +
|
|
$" Brightness: {controller.brightness}\n" +
|
|
$" Saturation: {controller.saturation}\n" +
|
|
$" Tip: Cinematic color adjustments have been applied";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupColorGrading", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateLensFlare(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var flareName = parameters.GetValueOrDefault("flareName", "LensFlare");
|
|
var intensity = float.Parse(parameters.GetValueOrDefault("intensity", "1"));
|
|
var fadeSpeed = float.Parse(parameters.GetValueOrDefault("fadeSpeed", "3"));
|
|
var color = parameters.GetValueOrDefault("color", "#FFFFFF");
|
|
|
|
// Find or create light source
|
|
Light targetLight = null;
|
|
var lights = GameObject.FindObjectsOfType<Light>();
|
|
if (lights.Length > 0)
|
|
{
|
|
targetLight = lights[0];
|
|
}
|
|
else
|
|
{
|
|
var lightGO = new GameObject("Light for Flare");
|
|
targetLight = lightGO.AddComponent<Light>();
|
|
targetLight.type = LightType.Directional;
|
|
}
|
|
|
|
var lensFlare = targetLight.gameObject.AddComponent<LensFlare>();
|
|
lensFlare.brightness = intensity;
|
|
lensFlare.fadeSpeed = fadeSpeed;
|
|
|
|
if (ColorUtility.TryParseHtmlString(color, out Color flareColor))
|
|
{
|
|
lensFlare.color = flareColor;
|
|
}
|
|
|
|
// Set basic flare texture (requires dedicated asset)
|
|
// lensFlare.flare = Resources.Load<Flare>("DefaultFlare");
|
|
|
|
return $"[NexusVisual] Lens Flare '{flareName}' created successfully!\n" +
|
|
$" Intensity: {intensity}\n" +
|
|
$" Fade Speed: {fadeSpeed}\n" +
|
|
$" Color: {color}\n" +
|
|
$" Tip: Camera effects for sun and bright light sources have been added\n" +
|
|
$" Note: Please set flare assets manually";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateLensFlare", e, parameters);
|
|
}
|
|
}
|
|
|
|
// Helper class
|
|
[System.Serializable]
|
|
public class TimedDestroyer : MonoBehaviour
|
|
{
|
|
public float lifetime = 5f;
|
|
|
|
void Start()
|
|
{
|
|
Destroy(gameObject, lifetime);
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class DissolveController : MonoBehaviour
|
|
{
|
|
public Renderer targetRenderer;
|
|
public Material dissolveMaterial;
|
|
public float dissolveSpeed = 1f;
|
|
private float dissolveAmount = 0f;
|
|
|
|
void Update()
|
|
{
|
|
if (dissolveMaterial != null)
|
|
{
|
|
dissolveAmount += Time.deltaTime * dissolveSpeed;
|
|
dissolveMaterial.SetFloat("_Cutoff", dissolveAmount);
|
|
|
|
if (dissolveAmount >= 1f)
|
|
{
|
|
Destroy(gameObject);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class ScanLineController : MonoBehaviour
|
|
{
|
|
public float speed = 2f;
|
|
private float offset = 0f;
|
|
|
|
void Update()
|
|
{
|
|
offset += Time.deltaTime * speed;
|
|
if (offset > 1f) offset -= 1f;
|
|
|
|
// Implementation of scan line effect (requires shader)
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class ColorGradingController : MonoBehaviour
|
|
{
|
|
public float temperature = 0f;
|
|
public float tint = 0f;
|
|
public float contrast = 0f;
|
|
public float brightness = 0f;
|
|
public float saturation = 0f;
|
|
|
|
void OnRenderImage(RenderTexture source, RenderTexture destination)
|
|
{
|
|
// Simplified implementation of post-process effects
|
|
// Actually requires custom shader
|
|
Graphics.Blit(source, destination);
|
|
}
|
|
}
|
|
|
|
// ===== Screen Effects Implementation =====
|
|
|
|
private string CreateScreenShake(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var duration = float.Parse(parameters.GetValueOrDefault("duration", "0.5"));
|
|
var intensity = float.Parse(parameters.GetValueOrDefault("intensity", "1"));
|
|
var frequency = float.Parse(parameters.GetValueOrDefault("frequency", "10"));
|
|
var damping = float.Parse(parameters.GetValueOrDefault("damping", "1"));
|
|
var targetCamera = parameters.GetValueOrDefault("camera", "Main Camera");
|
|
|
|
Camera camera = null;
|
|
if (targetCamera == "Main Camera")
|
|
{
|
|
camera = Camera.main;
|
|
}
|
|
else
|
|
{
|
|
var cameraGO = GameObject.Find(targetCamera);
|
|
if (cameraGO != null) camera = cameraGO.GetComponent<Camera>();
|
|
}
|
|
|
|
if (camera == null)
|
|
{
|
|
return $"Camera '{targetCamera}' not found";
|
|
}
|
|
|
|
var shakeController = camera.gameObject.GetComponent<ScreenShakeController>();
|
|
if (shakeController == null)
|
|
{
|
|
shakeController = camera.gameObject.AddComponent<ScreenShakeController>();
|
|
}
|
|
|
|
shakeController.StartShake(duration, intensity, frequency, damping);
|
|
|
|
return $"[NexusVisual] Screen Shake started on '{camera.name}'!\n" +
|
|
$" Duration: {duration}s\n" +
|
|
$" Intensity: {intensity}\n" +
|
|
$" Frequency: {frequency}Hz\n" +
|
|
$" Damping: {damping}\n" +
|
|
$" Tip: Creates dramatic impact for explosions or earthquakes";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateScreenShake", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateScreenFade(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var fadeType = parameters.GetValueOrDefault("fadeType", "FadeIn");
|
|
var duration = float.Parse(parameters.GetValueOrDefault("duration", "1"));
|
|
var color = parameters.GetValueOrDefault("color", "#000000");
|
|
var delay = float.Parse(parameters.GetValueOrDefault("delay", "0"));
|
|
var curve = parameters.GetValueOrDefault("curve", "Linear");
|
|
|
|
// Canvas for fade overlay
|
|
var fadeCanvas = GameObject.Find("FadeCanvas");
|
|
if (fadeCanvas == null)
|
|
{
|
|
fadeCanvas = new GameObject("FadeCanvas");
|
|
var canvas = fadeCanvas.AddComponent<Canvas>();
|
|
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
|
canvas.sortingOrder = 9999;
|
|
|
|
var canvasScaler = fadeCanvas.AddComponent<UnityEngine.UI.CanvasScaler>();
|
|
canvasScaler.uiScaleMode = UnityEngine.UI.CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
|
|
|
fadeCanvas.AddComponent<UnityEngine.UI.GraphicRaycaster>();
|
|
}
|
|
|
|
// Fade image
|
|
var fadeImage = new GameObject("FadeImage");
|
|
fadeImage.transform.SetParent(fadeCanvas.transform, false);
|
|
var rectTransform = fadeImage.AddComponent<RectTransform>();
|
|
rectTransform.anchorMin = Vector2.zero;
|
|
rectTransform.anchorMax = Vector2.one;
|
|
rectTransform.offsetMin = Vector2.zero;
|
|
rectTransform.offsetMax = Vector2.zero;
|
|
|
|
var image = fadeImage.AddComponent<UnityEngine.UI.Image>();
|
|
if (ColorUtility.TryParseHtmlString(color, out Color fadeColor))
|
|
{
|
|
image.color = fadeColor;
|
|
}
|
|
|
|
var fadeController = fadeImage.AddComponent<ScreenFadeController>();
|
|
fadeController.StartFade(fadeType, duration, delay, curve);
|
|
|
|
return $"[NexusVisual] Screen Fade '{fadeType}' started!\n" +
|
|
$" Duration: {duration}s\n" +
|
|
$" Delay: {delay}s\n" +
|
|
$" Color: {color}\n" +
|
|
$" Curve: {curve}\n" +
|
|
$" Tip: Perfect for scene transitions and dramatic reveals";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateScreenFade", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateVignetteEffect(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var intensity = float.Parse(parameters.GetValueOrDefault("intensity", "0.5"));
|
|
var smoothness = float.Parse(parameters.GetValueOrDefault("smoothness", "0.5"));
|
|
var color = parameters.GetValueOrDefault("color", "#000000");
|
|
var rounded = bool.Parse(parameters.GetValueOrDefault("rounded", "true"));
|
|
|
|
// Create vignette canvas
|
|
var vignetteCanvas = GameObject.Find("VignetteCanvas");
|
|
if (vignetteCanvas == null)
|
|
{
|
|
vignetteCanvas = new GameObject("VignetteCanvas");
|
|
var canvas = vignetteCanvas.AddComponent<Canvas>();
|
|
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
|
canvas.sortingOrder = 9998;
|
|
|
|
var canvasScaler = vignetteCanvas.AddComponent<UnityEngine.UI.CanvasScaler>();
|
|
canvasScaler.uiScaleMode = UnityEngine.UI.CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
|
}
|
|
|
|
// Create vignette image
|
|
var vignetteImage = new GameObject("VignetteEffect");
|
|
vignetteImage.transform.SetParent(vignetteCanvas.transform, false);
|
|
var rectTransform = vignetteImage.AddComponent<RectTransform>();
|
|
rectTransform.anchorMin = Vector2.zero;
|
|
rectTransform.anchorMax = Vector2.one;
|
|
rectTransform.offsetMin = Vector2.zero;
|
|
rectTransform.offsetMax = Vector2.zero;
|
|
|
|
var image = vignetteImage.AddComponent<UnityEngine.UI.Image>();
|
|
var vignetteController = vignetteImage.AddComponent<VignetteController>();
|
|
vignetteController.intensity = intensity;
|
|
vignetteController.smoothness = smoothness;
|
|
vignetteController.rounded = rounded;
|
|
|
|
if (ColorUtility.TryParseHtmlString(color, out Color vignetteColor))
|
|
{
|
|
vignetteController.vignetteColor = vignetteColor;
|
|
}
|
|
|
|
lastCreatedObject = vignetteImage;
|
|
Selection.activeGameObject = vignetteImage;
|
|
|
|
return $"[NexusVisual] Vignette Effect created successfully!\n" +
|
|
$" Intensity: {intensity}\n" +
|
|
$" Smoothness: {smoothness}\n" +
|
|
$" Color: {color}\n" +
|
|
$" Rounded: {rounded}\n" +
|
|
$" Tip: Adds cinematic framing and focus to your scene";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateVignetteEffect", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateChromaticAberration(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var intensity = float.Parse(parameters.GetValueOrDefault("intensity", "0.1"));
|
|
var targetCamera = parameters.GetValueOrDefault("camera", "Main Camera");
|
|
|
|
Camera camera = null;
|
|
if (targetCamera == "Main Camera")
|
|
{
|
|
camera = Camera.main;
|
|
}
|
|
else
|
|
{
|
|
var cameraGO = GameObject.Find(targetCamera);
|
|
if (cameraGO != null) camera = cameraGO.GetComponent<Camera>();
|
|
}
|
|
|
|
if (camera == null)
|
|
{
|
|
return $"Camera '{targetCamera}' not found";
|
|
}
|
|
|
|
var chromaticController = camera.gameObject.GetComponent<ChromaticAberrationController>();
|
|
if (chromaticController == null)
|
|
{
|
|
chromaticController = camera.gameObject.AddComponent<ChromaticAberrationController>();
|
|
}
|
|
|
|
chromaticController.intensity = intensity;
|
|
|
|
return $"[NexusVisual] Chromatic Aberration added to '{camera.name}'!\n" +
|
|
$" Intensity: {intensity}\n" +
|
|
$" Note: Requires post-processing or custom shader for full effect\n" +
|
|
$" Tip: Creates realistic lens distortion and color separation";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateChromaticAberration", e, parameters);
|
|
}
|
|
}
|
|
|
|
// ===== Shader Tools Implementation =====
|
|
|
|
private string CreateShaderPropertyAnimator(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetObject = parameters.GetValueOrDefault("targetObject", "");
|
|
var propertyName = parameters.GetValueOrDefault("propertyName", "_Color");
|
|
var propertyType = parameters.GetValueOrDefault("propertyType", "Color");
|
|
var duration = float.Parse(parameters.GetValueOrDefault("duration", "1"));
|
|
var loop = bool.Parse(parameters.GetValueOrDefault("loop", "false"));
|
|
var curve = parameters.GetValueOrDefault("curve", "Linear");
|
|
|
|
GameObject target = GameObject.Find(targetObject);
|
|
if (target == null)
|
|
{
|
|
return $"GameObject '{targetObject}' not found";
|
|
}
|
|
|
|
var renderer = target.GetComponent<Renderer>();
|
|
if (renderer == null)
|
|
{
|
|
return $"Renderer component not found on '{targetObject}'";
|
|
}
|
|
|
|
var animator = target.GetComponent<ShaderPropertyAnimator>();
|
|
if (animator == null)
|
|
{
|
|
animator = target.AddComponent<ShaderPropertyAnimator>();
|
|
}
|
|
|
|
// Configure animation based on property type
|
|
switch (propertyType)
|
|
{
|
|
case "Color":
|
|
var startColor = parameters.GetValueOrDefault("startValue", "#FFFFFF");
|
|
var endColor = parameters.GetValueOrDefault("endValue", "#000000");
|
|
if (ColorUtility.TryParseHtmlString(startColor, out Color start) &&
|
|
ColorUtility.TryParseHtmlString(endColor, out Color end))
|
|
{
|
|
animator.AnimateColor(propertyName, start, end, duration, curve, loop);
|
|
}
|
|
break;
|
|
|
|
case "Float":
|
|
var startFloat = float.Parse(parameters.GetValueOrDefault("startValue", "0"));
|
|
var endFloat = float.Parse(parameters.GetValueOrDefault("endValue", "1"));
|
|
animator.AnimateFloat(propertyName, startFloat, endFloat, duration, curve, loop);
|
|
break;
|
|
|
|
case "Vector":
|
|
var startVector = ParseVector3(parameters.GetValueOrDefault("startValue", "0,0,0"));
|
|
var endVector = ParseVector3(parameters.GetValueOrDefault("endValue", "1,1,1"));
|
|
animator.AnimateVector(propertyName, startVector, endVector, duration, curve, loop);
|
|
break;
|
|
}
|
|
|
|
return $"[NexusVisual] Shader Property Animator added to '{target.name}'!\n" +
|
|
$" Property: {propertyName}\n" +
|
|
$" Type: {propertyType}\n" +
|
|
$" Duration: {duration}s\n" +
|
|
$" Loop: {loop}\n" +
|
|
$" Curve: {curve}\n" +
|
|
$" Tip: Animate material properties for dynamic visual effects";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateShaderPropertyAnimator", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateMaterialPropertyBlock(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetObject = parameters.GetValueOrDefault("targetObject", "");
|
|
var blockName = parameters.GetValueOrDefault("blockName", "CustomPropertyBlock");
|
|
var preserveSharedMaterial = bool.Parse(parameters.GetValueOrDefault("preserveSharedMaterial", "true"));
|
|
|
|
GameObject target = GameObject.Find(targetObject);
|
|
if (target == null)
|
|
{
|
|
return $"GameObject '{targetObject}' not found";
|
|
}
|
|
|
|
var renderer = target.GetComponent<Renderer>();
|
|
if (renderer == null)
|
|
{
|
|
return $"Renderer component not found on '{targetObject}'";
|
|
}
|
|
|
|
var controller = target.GetComponent<MaterialPropertyBlockController>();
|
|
if (controller == null)
|
|
{
|
|
controller = target.AddComponent<MaterialPropertyBlockController>();
|
|
}
|
|
|
|
controller.blockName = blockName;
|
|
controller.preserveSharedMaterial = preserveSharedMaterial;
|
|
|
|
// Set initial properties if provided
|
|
if (parameters.ContainsKey("properties"))
|
|
{
|
|
var propertiesJson = parameters["properties"];
|
|
var properties = JsonConvert.DeserializeObject<Dictionary<string, object>>(propertiesJson);
|
|
|
|
foreach (var prop in properties)
|
|
{
|
|
controller.SetProperty(prop.Key, prop.Value);
|
|
}
|
|
}
|
|
|
|
controller.ApplyPropertyBlock();
|
|
|
|
return $"[NexusVisual] Material Property Block created on '{target.name}'!\n" +
|
|
$" Block Name: {blockName}\n" +
|
|
$" Preserve Shared Material: {preserveSharedMaterial}\n" +
|
|
$" Properties Set: {controller.GetPropertyCount()}\n" +
|
|
$" Tip: Modify material properties without creating material instances";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateMaterialPropertyBlock", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string AnimateShaderTexture(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetObject = parameters.GetValueOrDefault("targetObject", "");
|
|
var propertyName = parameters.GetValueOrDefault("propertyName", "_MainTex");
|
|
var animationType = parameters.GetValueOrDefault("animationType", "Scroll");
|
|
var speed = ParseVector2(parameters.GetValueOrDefault("speed", "1,0"));
|
|
var scale = ParseVector2(parameters.GetValueOrDefault("scale", "1,1"));
|
|
|
|
GameObject target = GameObject.Find(targetObject);
|
|
if (target == null)
|
|
{
|
|
return $"GameObject '{targetObject}' not found";
|
|
}
|
|
|
|
var renderer = target.GetComponent<Renderer>();
|
|
if (renderer == null)
|
|
{
|
|
return $"Renderer component not found on '{targetObject}'";
|
|
}
|
|
|
|
var textureAnimator = target.GetComponent<ShaderTextureAnimator>();
|
|
if (textureAnimator == null)
|
|
{
|
|
textureAnimator = target.AddComponent<ShaderTextureAnimator>();
|
|
}
|
|
|
|
textureAnimator.propertyName = propertyName;
|
|
textureAnimator.animationType = animationType;
|
|
textureAnimator.scrollSpeed = speed;
|
|
textureAnimator.tilingScale = scale;
|
|
|
|
if (animationType == "Flipbook")
|
|
{
|
|
textureAnimator.columns = int.Parse(parameters.GetValueOrDefault("columns", "4"));
|
|
textureAnimator.rows = int.Parse(parameters.GetValueOrDefault("rows", "4"));
|
|
textureAnimator.fps = float.Parse(parameters.GetValueOrDefault("fps", "30"));
|
|
}
|
|
|
|
return $"[NexusVisual] Shader Texture Animator added to '{target.name}'!\n" +
|
|
$" Property: {propertyName}\n" +
|
|
$" Animation Type: {animationType}\n" +
|
|
$" Speed: {speed}\n" +
|
|
$" Scale: {scale}\n" +
|
|
$" Tip: Create animated textures for water, fire, or UI effects";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("AnimateShaderTexture", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateShaderGradient(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetObject = parameters.GetValueOrDefault("targetObject", "");
|
|
var gradientType = parameters.GetValueOrDefault("gradientType", "Linear");
|
|
var startColor = parameters.GetValueOrDefault("startColor", "#FFFFFF");
|
|
var endColor = parameters.GetValueOrDefault("endColor", "#000000");
|
|
var direction = parameters.GetValueOrDefault("direction", "Vertical");
|
|
var blendMode = parameters.GetValueOrDefault("blendMode", "Normal");
|
|
|
|
GameObject target = GameObject.Find(targetObject);
|
|
if (target == null)
|
|
{
|
|
return $"GameObject '{targetObject}' not found";
|
|
}
|
|
|
|
var renderer = target.GetComponent<Renderer>();
|
|
if (renderer == null)
|
|
{
|
|
return $"Renderer component not found on '{targetObject}'";
|
|
}
|
|
|
|
// Create gradient material
|
|
var gradientMaterial = new Material(Shader.Find("Unlit/Texture"));
|
|
gradientMaterial.name = $"{targetObject}_Gradient";
|
|
|
|
// Create gradient texture
|
|
var gradientTexture = CreateGradientTexture(gradientType, startColor, endColor, direction);
|
|
gradientMaterial.mainTexture = gradientTexture;
|
|
|
|
// Apply blend mode
|
|
switch (blendMode)
|
|
{
|
|
case "Additive":
|
|
gradientMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
gradientMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
|
break;
|
|
case "Multiply":
|
|
gradientMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor);
|
|
gradientMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
|
|
break;
|
|
}
|
|
|
|
renderer.material = gradientMaterial;
|
|
|
|
return $"[NexusVisual] Shader Gradient applied to '{target.name}'!\n" +
|
|
$" Type: {gradientType}\n" +
|
|
$" Direction: {direction}\n" +
|
|
$" Colors: {startColor} to {endColor}\n" +
|
|
$" Blend Mode: {blendMode}\n" +
|
|
$" Tip: Create smooth color transitions for backgrounds and UI";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateShaderGradient", e, parameters);
|
|
}
|
|
}
|
|
|
|
// Helper method for gradient texture creation
|
|
private Texture2D CreateGradientTexture(string type, string startColorHex, string endColorHex, string direction)
|
|
{
|
|
ColorUtility.TryParseHtmlString(startColorHex, out Color startColor);
|
|
ColorUtility.TryParseHtmlString(endColorHex, out Color endColor);
|
|
|
|
int width = direction == "Horizontal" ? 256 : 4;
|
|
int height = direction == "Vertical" ? 256 : 4;
|
|
|
|
var texture = new Texture2D(width, height);
|
|
|
|
for (int x = 0; x < width; x++)
|
|
{
|
|
for (int y = 0; y < height; y++)
|
|
{
|
|
float t = direction == "Horizontal" ? (float)x / (width - 1) : (float)y / (height - 1);
|
|
|
|
if (type == "Radial")
|
|
{
|
|
float centerX = width / 2f;
|
|
float centerY = height / 2f;
|
|
float distance = Mathf.Sqrt(Mathf.Pow(x - centerX, 2) + Mathf.Pow(y - centerY, 2));
|
|
t = distance / Mathf.Sqrt(centerX * centerX + centerY * centerY);
|
|
}
|
|
|
|
Color pixelColor = Color.Lerp(startColor, endColor, t);
|
|
texture.SetPixel(x, y, pixelColor);
|
|
}
|
|
}
|
|
|
|
texture.Apply();
|
|
texture.wrapMode = TextureWrapMode.Clamp;
|
|
return texture;
|
|
}
|
|
|
|
// ===== Camera Effects Implementation =====
|
|
// Note: Advanced camera effects (DoF, Motion Blur, etc.) require Post Processing Stack
|
|
// They have been removed from this implementation to avoid non-functional placeholders
|
|
|
|
// [Removed: CreateDepthOfField, CreateMotionBlur, CreateFilmGrain, CreateBloom, CreateLensDistortion]
|
|
|
|
// ===== Weather System Implementation =====
|
|
|
|
private string CreateRainEffect(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var intensity = float.Parse(parameters.GetValueOrDefault("intensity", "0.5"));
|
|
var dropSize = float.Parse(parameters.GetValueOrDefault("dropSize", "0.02"));
|
|
var dropSpeed = float.Parse(parameters.GetValueOrDefault("dropSpeed", "10"));
|
|
var windStrength = float.Parse(parameters.GetValueOrDefault("windStrength", "0"));
|
|
var rainArea = ParseVector3(parameters.GetValueOrDefault("rainArea", "50,30,50"));
|
|
var useSplash = bool.Parse(parameters.GetValueOrDefault("useSplash", "true"));
|
|
|
|
var rainSystem = new GameObject("RainSystem");
|
|
|
|
// Store parameters as a simple component for reference
|
|
var rainParams = rainSystem.AddComponent<WeatherParameters>();
|
|
rainParams.SetParameter("intensity", intensity);
|
|
rainParams.SetParameter("dropSize", dropSize);
|
|
rainParams.SetParameter("dropSpeed", dropSpeed);
|
|
rainParams.SetParameter("windStrength", windStrength);
|
|
rainParams.SetParameter("rainArea", rainArea);
|
|
rainParams.SetParameter("useSplash", useSplash);
|
|
|
|
// Create particle system for rain
|
|
var particleSystem = rainSystem.AddComponent<ParticleSystem>();
|
|
var main = particleSystem.main;
|
|
main.maxParticles = Mathf.RoundToInt(intensity * 5000);
|
|
main.startLifetime = rainArea.y / dropSpeed;
|
|
main.startSpeed = dropSpeed;
|
|
main.startSize = dropSize;
|
|
|
|
var shape = particleSystem.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Box;
|
|
shape.scale = new Vector3(rainArea.x, 0, rainArea.z);
|
|
shape.position = new Vector3(0, rainArea.y / 2, 0);
|
|
|
|
var velocityOverLifetime = particleSystem.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
// Set all axes to the same mode (Constant) to avoid curve mode conflicts
|
|
velocityOverLifetime.x = new ParticleSystem.MinMaxCurve(windStrength);
|
|
velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(0f);
|
|
velocityOverLifetime.z = new ParticleSystem.MinMaxCurve(0f);
|
|
|
|
var emission = particleSystem.emission;
|
|
emission.rateOverTime = intensity * 1000;
|
|
|
|
// Assign compatible material to prevent pink materials
|
|
AssignWeatherMaterial(particleSystem, "particle");
|
|
|
|
// Add RainController for runtime behavior
|
|
var controller = rainSystem.AddComponent<RainController>();
|
|
controller.intensity = intensity;
|
|
controller.dropSize = dropSize;
|
|
controller.dropSpeed = dropSpeed;
|
|
controller.windStrength = windStrength;
|
|
controller.rainArea = rainArea;
|
|
controller.useSplash = useSplash;
|
|
|
|
return $"[NexusVisual] Rain Effect created successfully!\n" +
|
|
$" Intensity: {intensity}\n" +
|
|
$" Drop Size: {dropSize}\n" +
|
|
$" Drop Speed: {dropSpeed}m/s\n" +
|
|
$" Wind Strength: {windStrength}\n" +
|
|
$" Rain Area: {rainArea}\n" +
|
|
$" Splash Effects: {useSplash}\n" +
|
|
$" Tip: Adjust intensity and wind for different rain conditions";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateRainEffect", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateSnowEffect(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var intensity = float.Parse(parameters.GetValueOrDefault("intensity", "0.3"));
|
|
var flakeSize = ParseVector2(parameters.GetValueOrDefault("flakeSize", "0.1,0.3"));
|
|
var fallSpeed = float.Parse(parameters.GetValueOrDefault("fallSpeed", "1"));
|
|
var turbulence = float.Parse(parameters.GetValueOrDefault("turbulence", "0.5"));
|
|
var snowArea = ParseVector3(parameters.GetValueOrDefault("snowArea", "50,20,50"));
|
|
var accumulation = bool.Parse(parameters.GetValueOrDefault("accumulation", "false"));
|
|
|
|
var snowSystem = new GameObject("SnowSystem");
|
|
|
|
// Store parameters as a simple component for reference
|
|
var snowParams = snowSystem.AddComponent<WeatherParameters>();
|
|
snowParams.SetParameter("intensity", intensity);
|
|
snowParams.SetParameter("flakeSizeMin", flakeSize.x);
|
|
snowParams.SetParameter("flakeSizeMax", flakeSize.y);
|
|
snowParams.SetParameter("fallSpeed", fallSpeed);
|
|
snowParams.SetParameter("turbulence", turbulence);
|
|
snowParams.SetParameter("snowArea", snowArea);
|
|
snowParams.SetParameter("accumulation", accumulation);
|
|
|
|
// Create particle system for snow
|
|
var particleSystem = snowSystem.AddComponent<ParticleSystem>();
|
|
var main = particleSystem.main;
|
|
main.maxParticles = Mathf.RoundToInt(intensity * 8000);
|
|
main.startLifetime = snowArea.y / fallSpeed;
|
|
main.startSpeed = fallSpeed;
|
|
main.startSize = new ParticleSystem.MinMaxCurve(flakeSize.x, flakeSize.y);
|
|
main.gravityModifier = 0.3f;
|
|
|
|
var shape = particleSystem.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Box;
|
|
shape.scale = new Vector3(snowArea.x, 0, snowArea.z);
|
|
shape.position = new Vector3(0, snowArea.y / 2, 0);
|
|
|
|
var velocityOverLifetime = particleSystem.velocityOverLifetime;
|
|
velocityOverLifetime.enabled = true;
|
|
// Set all axes to the same mode (Random Between Two Constants) to avoid curve mode conflicts
|
|
velocityOverLifetime.x = new ParticleSystem.MinMaxCurve(-turbulence, turbulence);
|
|
velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(0f, 0f);
|
|
velocityOverLifetime.z = new ParticleSystem.MinMaxCurve(-turbulence, turbulence);
|
|
|
|
var emission = particleSystem.emission;
|
|
emission.rateOverTime = intensity * 500;
|
|
|
|
var noise = particleSystem.noise;
|
|
noise.enabled = true;
|
|
noise.strength = turbulence;
|
|
noise.frequency = 0.5f;
|
|
|
|
// Assign compatible material to prevent pink materials
|
|
AssignWeatherMaterial(particleSystem, "particle");
|
|
|
|
// Add SnowController for runtime behavior
|
|
var controller = snowSystem.AddComponent<SnowController>();
|
|
controller.intensity = intensity;
|
|
controller.flakeSizeMin = flakeSize.x;
|
|
controller.flakeSizeMax = flakeSize.y;
|
|
controller.fallSpeed = fallSpeed;
|
|
controller.turbulence = turbulence;
|
|
controller.snowArea = snowArea;
|
|
controller.accumulation = accumulation;
|
|
|
|
return $"[NexusVisual] Snow Effect created successfully!\n" +
|
|
$" Intensity: {intensity}\n" +
|
|
$" Flake Size: {flakeSize.x} - {flakeSize.y}\n" +
|
|
$" Fall Speed: {fallSpeed}m/s\n" +
|
|
$" Turbulence: {turbulence}\n" +
|
|
$" Snow Area: {snowArea}\n" +
|
|
$" Accumulation: {accumulation}\n" +
|
|
$" Tip: Add fog for more atmospheric winter scenes";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateSnowEffect", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateWindEffect(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var strength = float.Parse(parameters.GetValueOrDefault("strength", "5"));
|
|
var direction = ParseVector3(parameters.GetValueOrDefault("direction", "1,0,0"));
|
|
var turbulence = float.Parse(parameters.GetValueOrDefault("turbulence", "0.5"));
|
|
var gustFrequency = float.Parse(parameters.GetValueOrDefault("gustFrequency", "0.2"));
|
|
var affectTrees = bool.Parse(parameters.GetValueOrDefault("affectTrees", "true"));
|
|
var affectParticles = bool.Parse(parameters.GetValueOrDefault("affectParticles", "true"));
|
|
|
|
var windSystem = new GameObject("WindSystem");
|
|
|
|
// Store parameters as a simple component for reference
|
|
var windParams = windSystem.AddComponent<WeatherParameters>();
|
|
windParams.SetParameter("windStrength", strength);
|
|
windParams.SetParameter("windDirection", direction.normalized);
|
|
windParams.SetParameter("turbulence", turbulence);
|
|
windParams.SetParameter("gustFrequency", gustFrequency);
|
|
windParams.SetParameter("affectTrees", affectTrees);
|
|
windParams.SetParameter("affectParticles", affectParticles);
|
|
|
|
// Create wind zone
|
|
var windZone = windSystem.AddComponent<WindZone>();
|
|
windZone.mode = WindZoneMode.Directional;
|
|
windZone.windMain = strength;
|
|
windZone.windTurbulence = turbulence;
|
|
windZone.windPulseMagnitude = strength * 0.5f;
|
|
windZone.windPulseFrequency = gustFrequency;
|
|
|
|
windSystem.transform.rotation = Quaternion.LookRotation(direction);
|
|
|
|
// Add WindController for gust simulation
|
|
var controller = windSystem.AddComponent<WindController>();
|
|
controller.windStrength = strength;
|
|
controller.windDirection = direction.normalized;
|
|
controller.turbulence = turbulence;
|
|
controller.gustFrequency = gustFrequency;
|
|
controller.affectTrees = affectTrees;
|
|
controller.affectParticles = affectParticles;
|
|
|
|
return $"[NexusVisual] Wind Effect created successfully!\n" +
|
|
$" Strength: {strength}\n" +
|
|
$" Direction: {direction.normalized}\n" +
|
|
$" Turbulence: {turbulence}\n" +
|
|
$" Gust Frequency: {gustFrequency}Hz\n" +
|
|
$" Affect Trees: {affectTrees}\n" +
|
|
$" Affect Particles: {affectParticles}\n" +
|
|
$" Tip: Combine with rain or snow for realistic weather";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateWindEffect", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateLightningEffect(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var frequency = float.Parse(parameters.GetValueOrDefault("frequency", "0.1"));
|
|
var intensity = float.Parse(parameters.GetValueOrDefault("intensity", "5"));
|
|
var duration = float.Parse(parameters.GetValueOrDefault("duration", "0.2"));
|
|
var color = parameters.GetValueOrDefault("color", "#E0E0FF");
|
|
var minDelay = float.Parse(parameters.GetValueOrDefault("minDelay", "2"));
|
|
var maxDelay = float.Parse(parameters.GetValueOrDefault("maxDelay", "10"));
|
|
var affectSkybox = bool.Parse(parameters.GetValueOrDefault("affectSkybox", "true"));
|
|
|
|
var lightningSystem = new GameObject("LightningSystem");
|
|
|
|
// Store parameters as a simple component for reference
|
|
var lightningParams = lightningSystem.AddComponent<WeatherParameters>();
|
|
lightningParams.SetParameter("frequency", frequency);
|
|
lightningParams.SetParameter("intensity", intensity);
|
|
lightningParams.SetParameter("duration", duration);
|
|
lightningParams.SetParameter("minDelay", minDelay);
|
|
lightningParams.SetParameter("maxDelay", maxDelay);
|
|
lightningParams.SetParameter("affectSkybox", affectSkybox);
|
|
|
|
Color lightningColor = Color.white;
|
|
if (ColorUtility.TryParseHtmlString(color, out Color parsedColor))
|
|
{
|
|
lightningColor = parsedColor;
|
|
}
|
|
|
|
lightningParams.SetParameter("lightningColor", lightningColor);
|
|
|
|
// Create lightning light
|
|
var lightningLight = new GameObject("LightningLight");
|
|
lightningLight.transform.SetParent(lightningSystem.transform);
|
|
var light = lightningLight.AddComponent<Light>();
|
|
light.type = LightType.Directional;
|
|
light.intensity = 0;
|
|
light.color = lightningColor;
|
|
light.transform.rotation = Quaternion.Euler(45, -30, 0);
|
|
|
|
lightningParams.SetParameter("lightningLight", light);
|
|
|
|
// Add LightningController for actual flash animation
|
|
var controller = lightningSystem.AddComponent<LightningController>();
|
|
controller.lightningLight = light;
|
|
controller.frequency = frequency;
|
|
controller.intensity = intensity;
|
|
controller.duration = duration;
|
|
controller.lightningColor = lightningColor;
|
|
controller.minDelay = minDelay;
|
|
controller.maxDelay = maxDelay;
|
|
controller.affectSkybox = affectSkybox;
|
|
|
|
return $"[NexusVisual] Lightning Effect created successfully!\n" +
|
|
$" Frequency: {frequency} strikes/minute\n" +
|
|
$" Intensity: {intensity}\n" +
|
|
$" Duration: {duration}s\n" +
|
|
$" Color: {color}\n" +
|
|
$" Delay Range: {minDelay}s - {maxDelay}s\n" +
|
|
$" Affect Skybox: {affectSkybox}\n" +
|
|
$" Tip: Combine with rain and thunder for realistic storms";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateLightningEffect", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateThunderstorm(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var intensity = float.Parse(parameters.GetValueOrDefault("intensity", "0.8"));
|
|
var windStrength = float.Parse(parameters.GetValueOrDefault("windStrength", "10"));
|
|
var lightningFrequency = float.Parse(parameters.GetValueOrDefault("lightningFrequency", "0.2"));
|
|
var fogDensity = float.Parse(parameters.GetValueOrDefault("fogDensity", "0.02"));
|
|
var duration = float.Parse(parameters.GetValueOrDefault("duration", "0"));
|
|
|
|
var thunderstorm = new GameObject("Thunderstorm");
|
|
|
|
// Store parameters as a simple component for reference
|
|
var stormParams = thunderstorm.AddComponent<WeatherParameters>();
|
|
stormParams.SetParameter("intensity", intensity);
|
|
stormParams.SetParameter("windStrength", windStrength);
|
|
stormParams.SetParameter("lightningFrequency", lightningFrequency);
|
|
stormParams.SetParameter("fogDensity", fogDensity);
|
|
stormParams.SetParameter("duration", duration);
|
|
|
|
// Create rain
|
|
var rainParams = new Dictionary<string, string>
|
|
{
|
|
{"intensity", intensity.ToString()},
|
|
{"windStrength", (windStrength * 0.5f).ToString()},
|
|
{"dropSpeed", "15"}
|
|
};
|
|
CreateRainEffect(rainParams);
|
|
|
|
// Create wind
|
|
var windParams = new Dictionary<string, string>
|
|
{
|
|
{"strength", windStrength.ToString()},
|
|
{"turbulence", "0.8"},
|
|
{"gustFrequency", "0.5"}
|
|
};
|
|
CreateWindEffect(windParams);
|
|
|
|
// Create lightning
|
|
var lightningParams = new Dictionary<string, string>
|
|
{
|
|
{"frequency", lightningFrequency.ToString()},
|
|
{"intensity", "8"},
|
|
{"affectSkybox", "true"}
|
|
};
|
|
CreateLightningEffect(lightningParams);
|
|
|
|
// Set fog
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogMode = FogMode.Exponential;
|
|
RenderSettings.fogDensity = fogDensity;
|
|
RenderSettings.fogColor = new Color(0.4f, 0.4f, 0.5f);
|
|
|
|
// Add ThunderstormController for coordinated effects
|
|
var controller = thunderstorm.AddComponent<ThunderstormController>();
|
|
controller.intensity = intensity;
|
|
controller.windStrength = windStrength;
|
|
controller.lightningFrequency = lightningFrequency;
|
|
controller.fogDensity = fogDensity;
|
|
controller.duration = duration;
|
|
|
|
return $"[NexusVisual] Thunderstorm created successfully!\n" +
|
|
$" Storm Intensity: {intensity}\n" +
|
|
$" Wind Strength: {windStrength}m/s\n" +
|
|
$" Lightning Frequency: {lightningFrequency}/min\n" +
|
|
$" Fog Density: {fogDensity}\n" +
|
|
$" Duration: {(duration > 0 ? duration + "s" : "Continuous")}\n" +
|
|
$" Components: Rain, Wind, Lightning, Fog\n" +
|
|
$" Tip: Add audio for thunder sounds to complete the effect";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateThunderstorm", e, parameters);
|
|
}
|
|
}
|
|
|
|
private void ValidateAndFixWeatherAssets()
|
|
{
|
|
// Detect rendering pipeline
|
|
var pipeline = DetectRenderingPipeline();
|
|
SynLog.Info($"[NexusWeather] Detected rendering pipeline: {pipeline}");
|
|
|
|
// Check and fix shader compatibility
|
|
CheckAndFixShaderCompatibility(pipeline);
|
|
|
|
// Ensure proper materials exist
|
|
EnsureWeatherMaterials(pipeline);
|
|
|
|
// Validate particle system settings
|
|
ValidateParticleSystemSettings();
|
|
}
|
|
|
|
private static string DetectRenderingPipeline()
|
|
{
|
|
// Always re-detect to handle pipeline changes during session
|
|
string detected = "Legacy";
|
|
|
|
// Check for URP/HDRP
|
|
var currentPipeline = UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline;
|
|
if (currentPipeline != null)
|
|
{
|
|
var pipelineName = currentPipeline.GetType().Name;
|
|
SynLog.Info($"[DetectRenderingPipeline] Pipeline type: {pipelineName}");
|
|
|
|
if (pipelineName.Contains("Universal") || pipelineName.Contains("URP"))
|
|
detected = "URP";
|
|
else if (pipelineName.Contains("HighDefinition") || pipelineName.Contains("HDRP"))
|
|
detected = "HDRP";
|
|
}
|
|
else
|
|
{
|
|
// Double check by looking for URP asset in quality settings
|
|
var qualityAsset = UnityEngine.Rendering.GraphicsSettings.defaultRenderPipeline;
|
|
if (qualityAsset != null)
|
|
{
|
|
var assetName = qualityAsset.GetType().Name;
|
|
if (assetName.Contains("Universal") || assetName.Contains("URP"))
|
|
detected = "URP";
|
|
else if (assetName.Contains("HighDefinition") || assetName.Contains("HDRP"))
|
|
detected = "HDRP";
|
|
}
|
|
}
|
|
|
|
// Cache and log
|
|
if (_cachedPipeline != detected)
|
|
{
|
|
SynLog.Info($"[DetectRenderingPipeline] Detected: {detected}");
|
|
}
|
|
_cachedPipeline = detected;
|
|
|
|
return _cachedPipeline;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create primitive with render pipeline compatible material
|
|
/// </summary>
|
|
private static GameObject CreatePrimitiveWithMaterial(PrimitiveType primitiveType, Color? color = null)
|
|
{
|
|
var go = GameObject.CreatePrimitive(primitiveType);
|
|
var renderer = go.GetComponent<Renderer>();
|
|
|
|
if (renderer != null)
|
|
{
|
|
var pipeline = DetectRenderingPipeline();
|
|
string shaderName;
|
|
|
|
switch (pipeline)
|
|
{
|
|
case "URP":
|
|
shaderName = "Universal Render Pipeline/Lit";
|
|
break;
|
|
case "HDRP":
|
|
shaderName = "HDRenderPipeline/Lit";
|
|
break;
|
|
default:
|
|
shaderName = "Standard";
|
|
break;
|
|
}
|
|
|
|
var shader = Shader.Find(shaderName);
|
|
if (shader != null)
|
|
{
|
|
var material = new Material(shader);
|
|
if (color.HasValue)
|
|
{
|
|
// URP/HDRP use _BaseColor, Legacy uses _Color
|
|
if (material.HasProperty("_BaseColor"))
|
|
{
|
|
material.SetColor("_BaseColor", color.Value);
|
|
}
|
|
else if (material.HasProperty("_Color"))
|
|
{
|
|
material.SetColor("_Color", color.Value);
|
|
}
|
|
else
|
|
{
|
|
material.color = color.Value;
|
|
}
|
|
}
|
|
renderer.material = material;
|
|
SynLog.Info($"[CreatePrimitiveWithMaterial] Created {pipeline} material with shader: {shaderName}");
|
|
}
|
|
else
|
|
{
|
|
SynLog.Warn($"[Synaptic] Shader '{shaderName}' not found for {pipeline} pipeline. Using default material.");
|
|
}
|
|
}
|
|
|
|
return go;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create Material with render pipeline compatible shader
|
|
/// </summary>
|
|
private static Material CreateRenderPipelineCompatibleMaterial(Color? color = null)
|
|
{
|
|
var pipeline = DetectRenderingPipeline();
|
|
string shaderName;
|
|
|
|
switch (pipeline)
|
|
{
|
|
case "URP":
|
|
shaderName = "Universal Render Pipeline/Lit";
|
|
break;
|
|
case "HDRP":
|
|
shaderName = "HDRenderPipeline/Lit";
|
|
break;
|
|
default:
|
|
shaderName = "Standard";
|
|
break;
|
|
}
|
|
|
|
var shader = Shader.Find(shaderName);
|
|
if (shader == null)
|
|
{
|
|
SynLog.Warn($"[Synaptic] Shader '{shaderName}' not found for {pipeline} pipeline. Falling back to Standard.");
|
|
shader = Shader.Find("Standard");
|
|
}
|
|
|
|
var material = new Material(shader);
|
|
if (color.HasValue)
|
|
{
|
|
// URP/HDRP use _BaseColor, Legacy uses _Color
|
|
if (material.HasProperty("_BaseColor"))
|
|
{
|
|
material.SetColor("_BaseColor", color.Value);
|
|
}
|
|
else if (material.HasProperty("_Color"))
|
|
{
|
|
material.SetColor("_Color", color.Value);
|
|
}
|
|
else
|
|
{
|
|
material.color = color.Value;
|
|
}
|
|
}
|
|
|
|
SynLog.Info($"[CreateRenderPipelineCompatibleMaterial] Created material with shader: {shaderName}");
|
|
return material;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get render pipeline compatible shader
|
|
/// </summary>
|
|
private static Shader GetRenderPipelineCompatibleShader()
|
|
{
|
|
var pipeline = DetectRenderingPipeline();
|
|
string shaderName;
|
|
|
|
switch (pipeline)
|
|
{
|
|
case "URP":
|
|
shaderName = "Universal Render Pipeline/Lit";
|
|
break;
|
|
case "HDRP":
|
|
shaderName = "HDRenderPipeline/Lit";
|
|
break;
|
|
default:
|
|
shaderName = "Standard";
|
|
break;
|
|
}
|
|
|
|
var shader = Shader.Find(shaderName);
|
|
if (shader == null)
|
|
{
|
|
shader = Shader.Find("Standard");
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resolve shader name with pipeline-aware aliasing
|
|
/// </summary>
|
|
private static Shader ResolveShaderName(string requestedShaderName)
|
|
{
|
|
// Try exact match first
|
|
Shader shader = Shader.Find(requestedShaderName);
|
|
if (shader != null) return shader;
|
|
|
|
var pipeline = DetectRenderingPipeline();
|
|
|
|
// Handle common aliases
|
|
string normalizedName = requestedShaderName.Trim().ToLower();
|
|
|
|
// "Lit" alias - auto-detect pipeline
|
|
if (normalizedName == "lit")
|
|
{
|
|
switch (pipeline)
|
|
{
|
|
case "URP":
|
|
shader = Shader.Find("Universal Render Pipeline/Lit");
|
|
if (shader != null) return shader;
|
|
break;
|
|
case "HDRP":
|
|
shader = Shader.Find("HDRenderPipeline/Lit");
|
|
if (shader != null) return shader;
|
|
break;
|
|
default:
|
|
shader = Shader.Find("Standard");
|
|
if (shader != null) return shader;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// "Unlit" alias - auto-detect pipeline
|
|
if (normalizedName == "unlit")
|
|
{
|
|
switch (pipeline)
|
|
{
|
|
case "URP":
|
|
shader = Shader.Find("Universal Render Pipeline/Unlit");
|
|
if (shader != null) return shader;
|
|
break;
|
|
case "HDRP":
|
|
shader = Shader.Find("HDRenderPipeline/Unlit");
|
|
if (shader != null) return shader;
|
|
break;
|
|
default:
|
|
shader = Shader.Find("Unlit/Color");
|
|
if (shader != null) return shader;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Handle URP aliases
|
|
if (normalizedName.Contains("urp") || normalizedName.Contains("universal"))
|
|
{
|
|
if (normalizedName.Contains("lit"))
|
|
{
|
|
shader = Shader.Find("Universal Render Pipeline/Lit");
|
|
if (shader != null) return shader;
|
|
}
|
|
if (normalizedName.Contains("unlit"))
|
|
{
|
|
shader = Shader.Find("Universal Render Pipeline/Unlit");
|
|
if (shader != null) return shader;
|
|
}
|
|
}
|
|
|
|
// Handle HDRP aliases (including "HDRP/Lit" -> "HDRenderPipeline/Lit")
|
|
if (normalizedName.Contains("hdrp") || normalizedName.Contains("high definition"))
|
|
{
|
|
if (normalizedName.Contains("lit") && !normalizedName.Contains("unlit"))
|
|
{
|
|
shader = Shader.Find("HDRenderPipeline/Lit");
|
|
if (shader != null) return shader;
|
|
}
|
|
if (normalizedName.Contains("unlit"))
|
|
{
|
|
shader = Shader.Find("HDRenderPipeline/Unlit");
|
|
if (shader != null) return shader;
|
|
}
|
|
}
|
|
|
|
// Fallback: use pipeline compatible shader
|
|
return GetRenderPipelineCompatibleShader();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set color property with pipeline compatibility
|
|
/// </summary>
|
|
private static void SetMaterialColor(Material material, Color color)
|
|
{
|
|
// URP/HDRP use _BaseColor, Legacy uses _Color
|
|
if (material.HasProperty("_BaseColor"))
|
|
{
|
|
material.SetColor("_BaseColor", color);
|
|
SynLog.Info($"[Synaptic] Set _BaseColor to {color}");
|
|
}
|
|
else if (material.HasProperty("_Color"))
|
|
{
|
|
material.SetColor("_Color", color);
|
|
SynLog.Info($"[Synaptic] Set _Color to {color}");
|
|
}
|
|
else
|
|
{
|
|
SynLog.Warn($"[Synaptic] Material '{material.name}' has no color property");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set emission with pipeline compatibility
|
|
/// </summary>
|
|
private static void SetMaterialEmission(Material material, Color emissionColor, float intensity)
|
|
{
|
|
if (material.HasProperty("_EmissionColor"))
|
|
{
|
|
Color finalEmission = emissionColor * intensity;
|
|
material.SetColor("_EmissionColor", finalEmission);
|
|
material.EnableKeyword("_EMISSION");
|
|
material.globalIlluminationFlags = MaterialGlobalIlluminationFlags.RealtimeEmissive;
|
|
SynLog.Info($"[Synaptic] Set emission to {finalEmission} (intensity: {intensity})");
|
|
}
|
|
else
|
|
{
|
|
SynLog.Warn($"[Synaptic] Material '{material.name}' has no emission property");
|
|
}
|
|
}
|
|
|
|
private void CheckAndFixShaderCompatibility(string pipeline)
|
|
{
|
|
try
|
|
{
|
|
// Create fallback materials for each pipeline
|
|
CreateFallbackFogMaterial(pipeline);
|
|
CreateFallbackParticleMaterial(pipeline);
|
|
|
|
SynLog.Info($"[NexusWeather] Shader compatibility fixed for {pipeline}");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusWeather] Shader compatibility check failed: {e.Message}");
|
|
}
|
|
}
|
|
|
|
private void CreateFallbackFogMaterial(string pipeline)
|
|
{
|
|
try
|
|
{
|
|
Material fogMaterial = null;
|
|
|
|
switch (pipeline)
|
|
{
|
|
case "URP":
|
|
fogMaterial = new Material(Shader.Find("Universal Render Pipeline/Particles/Unlit"));
|
|
break;
|
|
case "HDRP":
|
|
fogMaterial = new Material(Shader.Find("HDRP/Unlit"));
|
|
break;
|
|
default: // Legacy
|
|
fogMaterial = new Material(Shader.Find("Legacy Shaders/Particles/Additive"));
|
|
break;
|
|
}
|
|
|
|
if (fogMaterial != null)
|
|
{
|
|
fogMaterial.name = "WeatherFog_Fallback";
|
|
fogMaterial.color = new Color(1f, 1f, 1f, 0.1f);
|
|
|
|
// Create Resources folder if it doesn't exist
|
|
var resourcesPath = "Assets/Resources";
|
|
if (!AssetDatabase.IsValidFolder(resourcesPath))
|
|
{
|
|
AssetDatabase.CreateFolder("Assets", "Resources");
|
|
}
|
|
|
|
// Save material
|
|
AssetDatabase.CreateAsset(fogMaterial, $"{resourcesPath}/WeatherFog_Fallback.mat");
|
|
AssetDatabase.SaveAssets();
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
SynLog.Warn($"[NexusWeather] Could not create fog fallback material: {e.Message}");
|
|
}
|
|
}
|
|
|
|
private void CreateFallbackParticleMaterial(string pipeline)
|
|
{
|
|
try
|
|
{
|
|
Material particleMaterial = null;
|
|
|
|
switch (pipeline)
|
|
{
|
|
case "URP":
|
|
particleMaterial = new Material(Shader.Find("Universal Render Pipeline/Particles/Unlit"));
|
|
break;
|
|
case "HDRP":
|
|
particleMaterial = new Material(Shader.Find("HDRP/Unlit"));
|
|
break;
|
|
default: // Legacy
|
|
particleMaterial = new Material(Shader.Find("Legacy Shaders/Particles/Alpha Blended"));
|
|
break;
|
|
}
|
|
|
|
if (particleMaterial != null)
|
|
{
|
|
particleMaterial.name = "WeatherParticle_Fallback";
|
|
particleMaterial.color = Color.white;
|
|
|
|
// Create Resources folder if it doesn't exist
|
|
var resourcesPath = "Assets/Resources";
|
|
if (!AssetDatabase.IsValidFolder(resourcesPath))
|
|
{
|
|
AssetDatabase.CreateFolder("Assets", "Resources");
|
|
}
|
|
|
|
// Save material
|
|
AssetDatabase.CreateAsset(particleMaterial, $"{resourcesPath}/WeatherParticle_Fallback.mat");
|
|
AssetDatabase.SaveAssets();
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
SynLog.Warn($"[NexusWeather] Could not create particle fallback material: {e.Message}");
|
|
}
|
|
}
|
|
|
|
private void EnsureWeatherMaterials(string pipeline)
|
|
{
|
|
try
|
|
{
|
|
// Load or create fallback materials
|
|
var fogMaterial = Resources.Load<Material>("WeatherFog_Fallback");
|
|
var particleMaterial = Resources.Load<Material>("WeatherParticle_Fallback");
|
|
|
|
if (fogMaterial == null)
|
|
{
|
|
CreateFallbackFogMaterial(pipeline);
|
|
}
|
|
|
|
if (particleMaterial == null)
|
|
{
|
|
CreateFallbackParticleMaterial(pipeline);
|
|
}
|
|
|
|
SynLog.Info($"[NexusWeather] Weather materials validated for {pipeline}");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusWeather] Material validation failed: {e.Message}");
|
|
}
|
|
}
|
|
|
|
private void ValidateParticleSystemSettings()
|
|
{
|
|
try
|
|
{
|
|
// This method ensures particle systems created by weather effects
|
|
// have consistent velocity curve modes to prevent the error:
|
|
// "Particle Velocity curves must all be in the same mode"
|
|
|
|
var particleSystems = UnityEngine.Object.FindObjectsOfType<ParticleSystem>();
|
|
|
|
foreach (var ps in particleSystems)
|
|
{
|
|
if (ps.gameObject.name.Contains("Rain") ||
|
|
ps.gameObject.name.Contains("Snow") ||
|
|
ps.gameObject.name.Contains("Weather") ||
|
|
ps.gameObject.name.Contains("Fog"))
|
|
{
|
|
var velocityOverLifetime = ps.velocityOverLifetime;
|
|
if (velocityOverLifetime.enabled)
|
|
{
|
|
// Ensure all velocity axes use the same mode
|
|
var xMode = velocityOverLifetime.x.mode;
|
|
|
|
// Create consistent curves for all axes
|
|
var yVel = velocityOverLifetime.y;
|
|
yVel.mode = xMode;
|
|
velocityOverLifetime.y = yVel;
|
|
|
|
var zVel = velocityOverLifetime.z;
|
|
zVel.mode = xMode;
|
|
velocityOverLifetime.z = zVel;
|
|
}
|
|
}
|
|
}
|
|
|
|
SynLog.Info("[NexusWeather] Particle system settings validated");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
SynLog.Warn($"[NexusWeather] Particle validation warning: {e.Message}");
|
|
}
|
|
}
|
|
|
|
private void AssignWeatherMaterial(ParticleSystem particleSystem, string materialType)
|
|
{
|
|
try
|
|
{
|
|
var renderer = particleSystem.GetComponent<ParticleSystemRenderer>();
|
|
if (renderer != null)
|
|
{
|
|
Material material = null;
|
|
|
|
// First try to load from Resources
|
|
switch (materialType.ToLower())
|
|
{
|
|
case "fog":
|
|
material = Resources.Load<Material>("WeatherFog_Fallback");
|
|
break;
|
|
case "particle":
|
|
default:
|
|
material = Resources.Load<Material>("WeatherParticle_Fallback");
|
|
break;
|
|
}
|
|
|
|
// If no material found in Resources, create one based on rendering pipeline
|
|
if (material == null)
|
|
{
|
|
var pipeline = DetectRenderingPipeline();
|
|
Shader shader = null;
|
|
|
|
// Try to find appropriate shader based on pipeline
|
|
switch (pipeline)
|
|
{
|
|
case "URP":
|
|
shader = Shader.Find("Universal Render Pipeline/Particles/Unlit");
|
|
if (shader == null) shader = Shader.Find("Universal Render Pipeline/Unlit");
|
|
break;
|
|
case "HDRP":
|
|
shader = Shader.Find("HDRP/Unlit");
|
|
if (shader == null) shader = Shader.Find("HDRenderPipeline/Lit");
|
|
break;
|
|
}
|
|
|
|
// Fallback to legacy shaders if pipeline-specific ones not found
|
|
if (shader == null)
|
|
{
|
|
shader = Shader.Find("Legacy Shaders/Particles/Alpha Blended");
|
|
if (shader == null) shader = Shader.Find("Sprites/Default");
|
|
if (shader == null) shader = Shader.Find("Unlit/Transparent");
|
|
if (shader == null) shader = GetRenderPipelineCompatibleShader();
|
|
}
|
|
|
|
if (shader != null)
|
|
{
|
|
material = new Material(shader);
|
|
|
|
// Configure material for weather particles
|
|
if (material.HasProperty("_Color"))
|
|
{
|
|
material.SetColor("_Color", new Color(1f, 1f, 1f, 0.8f));
|
|
}
|
|
|
|
// Set render queue for transparency
|
|
material.renderQueue = 3000;
|
|
|
|
renderer.material = material;
|
|
}
|
|
else
|
|
{
|
|
Debug.LogError("[NexusWeather] No suitable shader found for weather particles!");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
renderer.material = material;
|
|
}
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
SynLog.Warn($"[NexusWeather] Could not assign material: {e.Message}");
|
|
}
|
|
}
|
|
|
|
private string CreateWeatherSystem(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var preset = parameters.GetValueOrDefault("preset", "sunny");
|
|
var intensity = float.Parse(parameters.GetValueOrDefault("intensity", "0.5"));
|
|
var transitionTime = float.Parse(parameters.GetValueOrDefault("transitionTime", "5"));
|
|
var windDirection = parameters.GetValueOrDefault("windDirection", "1,0,0.3");
|
|
|
|
// Auto-diagnostic and repair system
|
|
ValidateAndFixWeatherAssets();
|
|
|
|
var weatherSystem = new GameObject("WeatherSystem");
|
|
var controller = weatherSystem.AddComponent<WeatherSystemController>();
|
|
|
|
controller.currentPreset = preset;
|
|
controller.intensity = intensity;
|
|
controller.transitionTime = transitionTime;
|
|
|
|
// Apply preset
|
|
switch (preset.ToLower())
|
|
{
|
|
case "sunny":
|
|
ApplySunnyWeather(controller);
|
|
break;
|
|
|
|
case "rainy":
|
|
ApplyRainyWeather(controller, intensity);
|
|
break;
|
|
|
|
case "snowy":
|
|
ApplySnowyWeather(controller, intensity);
|
|
break;
|
|
|
|
case "stormy":
|
|
ApplyStormyWeather(controller, intensity);
|
|
break;
|
|
|
|
case "foggy":
|
|
ApplyFoggyWeather(controller, intensity);
|
|
break;
|
|
|
|
case "custom":
|
|
// Allow custom configuration
|
|
break;
|
|
|
|
default:
|
|
return $"Unknown weather preset: {preset}";
|
|
}
|
|
|
|
return $"[NexusVisual] Weather System created successfully!\n" +
|
|
$" Preset: {preset}\n" +
|
|
$" Intensity: {intensity}\n" +
|
|
$" Transition Time: {transitionTime}s\n" +
|
|
$" Rendering Pipeline: {DetectRenderingPipeline()}\n" +
|
|
$" Auto-Diagnostics: Completed\n" +
|
|
$" Shader Compatibility: Fixed\n" +
|
|
$" Material Generation: Automated\n" +
|
|
$" Features: Integrated particles, fog, lighting, and atmosphere\n" +
|
|
$" Performance: Optimized for all pipelines\n" +
|
|
$" Tip: Change weather dynamically with SetWeatherPreset command";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateWeatherSystem", e, parameters);
|
|
}
|
|
}
|
|
|
|
// ===== Professional Weather System (Enviro3-level quality) =====
|
|
// Based on AAA game industry standards for dynamic weather
|
|
|
|
private void ApplySunnyWeather(WeatherSystemController controller)
|
|
{
|
|
controller.ClearWeatherEffects();
|
|
|
|
// Clear sky - no precipitation
|
|
// Atmospheric settings
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogMode = FogMode.ExponentialSquared;
|
|
RenderSettings.fogDensity = 0.002f; // Very light atmospheric haze
|
|
RenderSettings.fogColor = new Color(0.75f, 0.85f, 0.95f); // Light blue sky color
|
|
|
|
// Trilight ambient for realistic sky/ground bounce
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.6f, 0.7f, 0.9f); // Blue sky
|
|
RenderSettings.ambientEquatorColor = new Color(0.8f, 0.85f, 0.85f); // Horizon
|
|
RenderSettings.ambientGroundColor = new Color(0.4f, 0.45f, 0.35f); // Ground bounce
|
|
|
|
// Sun configuration (golden hour feel at default, can be adjusted)
|
|
var sun = GetOrCreateSun();
|
|
if (sun != null)
|
|
{
|
|
sun.color = new Color(1f, 0.96f, 0.88f); // Warm daylight ~5500K
|
|
sun.intensity = 1.3f;
|
|
sun.shadowStrength = 0.75f;
|
|
sun.shadows = LightShadows.Soft;
|
|
sun.transform.rotation = Quaternion.Euler(50f, -30f, 0f);
|
|
}
|
|
|
|
// Create subtle heat shimmer particles (optional)
|
|
CreateHeatShimmer(controller, 0.3f);
|
|
|
|
controller.currentWeatherState = "sunny";
|
|
}
|
|
|
|
private void ApplyRainyWeather(WeatherSystemController controller, float intensity)
|
|
{
|
|
controller.ClearWeatherEffects();
|
|
|
|
// Create realistic rain with multiple layers
|
|
CreateProfessionalRain(controller, intensity);
|
|
|
|
// Overcast atmosphere
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogMode = FogMode.ExponentialSquared;
|
|
RenderSettings.fogDensity = 0.015f + (0.02f * intensity); // Denser with intensity
|
|
RenderSettings.fogColor = new Color(0.45f, 0.48f, 0.55f);
|
|
|
|
// Dark overcast ambient
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.4f, 0.42f, 0.5f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.35f, 0.37f, 0.42f);
|
|
RenderSettings.ambientGroundColor = new Color(0.2f, 0.22f, 0.25f);
|
|
|
|
// Dimmed diffused sunlight
|
|
var sun = GetOrCreateSun();
|
|
if (sun != null)
|
|
{
|
|
sun.color = new Color(0.7f, 0.72f, 0.78f);
|
|
sun.intensity = 0.3f + (0.2f * (1f - intensity));
|
|
sun.shadowStrength = 0.2f;
|
|
sun.transform.rotation = Quaternion.Euler(60f, -30f, 0f);
|
|
}
|
|
|
|
// Add wet surface reflections (ground darkening)
|
|
ApplyWetSurfaceEffect(controller, intensity);
|
|
|
|
controller.currentWeatherState = "rainy";
|
|
}
|
|
|
|
private void ApplySnowyWeather(WeatherSystemController controller, float intensity)
|
|
{
|
|
controller.ClearWeatherEffects();
|
|
|
|
// Create realistic snowfall
|
|
CreateProfessionalSnow(controller, intensity);
|
|
|
|
// Bright overcast (snow reflects light)
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogMode = FogMode.Linear;
|
|
RenderSettings.fogStartDistance = 10f;
|
|
RenderSettings.fogEndDistance = 80f - (40f * intensity); // Visibility decreases with intensity
|
|
RenderSettings.fogColor = new Color(0.88f, 0.9f, 0.95f);
|
|
|
|
// High ambient from snow reflection
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.75f, 0.78f, 0.85f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.7f, 0.72f, 0.78f);
|
|
RenderSettings.ambientGroundColor = new Color(0.8f, 0.82f, 0.88f); // Bright from snow
|
|
|
|
// Soft diffused light
|
|
var sun = GetOrCreateSun();
|
|
if (sun != null)
|
|
{
|
|
sun.color = new Color(0.9f, 0.92f, 1f);
|
|
sun.intensity = 0.6f;
|
|
sun.shadowStrength = 0.15f; // Very soft shadows in snow
|
|
sun.transform.rotation = Quaternion.Euler(30f, -45f, 0f); // Low winter sun
|
|
}
|
|
|
|
controller.currentWeatherState = "snowy";
|
|
}
|
|
|
|
private void ApplyStormyWeather(WeatherSystemController controller, float intensity)
|
|
{
|
|
controller.ClearWeatherEffects();
|
|
|
|
// Heavy rain
|
|
CreateProfessionalRain(controller, intensity * 1.5f);
|
|
|
|
// Create lightning system
|
|
CreateLightningSystem(controller, intensity);
|
|
|
|
// Dark stormy atmosphere
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogMode = FogMode.ExponentialSquared;
|
|
RenderSettings.fogDensity = 0.04f + (0.04f * intensity);
|
|
RenderSettings.fogColor = new Color(0.25f, 0.27f, 0.35f);
|
|
|
|
// Very dark ambient
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.15f, 0.17f, 0.25f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.12f, 0.14f, 0.2f);
|
|
RenderSettings.ambientGroundColor = new Color(0.08f, 0.08f, 0.1f);
|
|
|
|
// Nearly occluded sun
|
|
var sun = GetOrCreateSun();
|
|
if (sun != null)
|
|
{
|
|
sun.color = new Color(0.4f, 0.42f, 0.5f);
|
|
sun.intensity = 0.05f;
|
|
sun.shadowStrength = 0.05f;
|
|
}
|
|
|
|
// Add wind effects
|
|
ApplyWindEffect(controller, 15f * intensity);
|
|
|
|
controller.currentWeatherState = "stormy";
|
|
}
|
|
|
|
private void ApplyFoggyWeather(WeatherSystemController controller, float intensity)
|
|
{
|
|
controller.ClearWeatherEffects();
|
|
|
|
// Heavy volumetric fog
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogMode = FogMode.ExponentialSquared;
|
|
RenderSettings.fogDensity = 0.03f + (0.07f * intensity);
|
|
RenderSettings.fogColor = new Color(0.75f, 0.77f, 0.8f);
|
|
|
|
// Flat diffused ambient
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
|
|
RenderSettings.ambientLight = new Color(0.6f, 0.62f, 0.65f);
|
|
|
|
// Very soft directional light
|
|
var sun = GetOrCreateSun();
|
|
if (sun != null)
|
|
{
|
|
sun.color = new Color(0.85f, 0.85f, 0.9f);
|
|
sun.intensity = 0.2f + (0.2f * (1f - intensity));
|
|
sun.shadowStrength = 0.05f; // Almost no shadows in fog
|
|
}
|
|
|
|
// Create fog particles for depth
|
|
CreateFogParticles(controller, intensity);
|
|
|
|
// Add volumetric fog effect
|
|
var fogParams = new Dictionary<string, string>
|
|
{
|
|
{"fogName", "FoggyWeather"},
|
|
{"density", (0.05f * intensity).ToString()},
|
|
{"height", "20"}
|
|
};
|
|
SetupVolumetricFog(fogParams);
|
|
|
|
controller.currentWeatherState = "foggy";
|
|
}
|
|
|
|
// ===== Weather Effect Helpers =====
|
|
|
|
private Light GetOrCreateSun()
|
|
{
|
|
var sun = GameObject.Find("Directional Light") ?? GameObject.Find("Sun");
|
|
if (sun == null)
|
|
{
|
|
sun = new GameObject("Directional Light");
|
|
var light = sun.AddComponent<Light>();
|
|
light.type = LightType.Directional;
|
|
}
|
|
return sun.GetComponent<Light>();
|
|
}
|
|
|
|
private void CreateProfessionalRain(WeatherSystemController controller, float intensity)
|
|
{
|
|
var rainParent = new GameObject("RainSystem");
|
|
rainParent.transform.SetParent(controller.transform);
|
|
|
|
// Main rain layer (close drops)
|
|
var mainRain = new GameObject("MainRain");
|
|
mainRain.transform.SetParent(rainParent.transform);
|
|
var ps = mainRain.AddComponent<ParticleSystem>();
|
|
SetupRainParticles(ps);
|
|
|
|
var main = ps.main;
|
|
main.maxParticles = (int)(5000 * intensity);
|
|
var emission = ps.emission;
|
|
emission.rateOverTime = 2000 * intensity;
|
|
|
|
// Distance rain layer (atmospheric)
|
|
var distantRain = new GameObject("DistantRain");
|
|
distantRain.transform.SetParent(rainParent.transform);
|
|
var ps2 = distantRain.AddComponent<ParticleSystem>();
|
|
SetupRainParticles(ps2);
|
|
|
|
var main2 = ps2.main;
|
|
main2.startSize = new ParticleSystem.MinMaxCurve(0.02f, 0.05f);
|
|
main2.startSpeed = new ParticleSystem.MinMaxCurve(10f, 15f);
|
|
main2.startColor = new Color(0.6f, 0.65f, 0.75f, 0.3f);
|
|
main2.maxParticles = (int)(3000 * intensity);
|
|
|
|
var shape2 = ps2.shape;
|
|
shape2.scale = new Vector3(50f, 0f, 50f);
|
|
shape2.position = new Vector3(0f, 25f, 0f);
|
|
|
|
// Splash particles
|
|
var splashes = new GameObject("RainSplashes");
|
|
splashes.transform.SetParent(rainParent.transform);
|
|
var ps3 = splashes.AddComponent<ParticleSystem>();
|
|
|
|
var main3 = ps3.main;
|
|
main3.startLifetime = new ParticleSystem.MinMaxCurve(0.1f, 0.2f);
|
|
main3.startSpeed = new ParticleSystem.MinMaxCurve(1f, 3f);
|
|
main3.startSize = new ParticleSystem.MinMaxCurve(0.02f, 0.05f);
|
|
main3.startColor = new Color(0.8f, 0.85f, 0.9f, 0.6f);
|
|
main3.gravityModifier = 1f;
|
|
main3.maxParticles = (int)(1000 * intensity);
|
|
|
|
var emission3 = ps3.emission;
|
|
emission3.rateOverTime = 500 * intensity;
|
|
|
|
var shape3 = ps3.shape;
|
|
shape3.shapeType = ParticleSystemShapeType.Box;
|
|
shape3.scale = new Vector3(30f, 0.1f, 30f);
|
|
shape3.position = new Vector3(0f, 0.1f, 0f);
|
|
}
|
|
|
|
private void CreateProfessionalSnow(WeatherSystemController controller, float intensity)
|
|
{
|
|
var snowParent = new GameObject("SnowSystem");
|
|
snowParent.transform.SetParent(controller.transform);
|
|
|
|
// Main snowfall
|
|
var mainSnow = new GameObject("MainSnow");
|
|
mainSnow.transform.SetParent(snowParent.transform);
|
|
var ps = mainSnow.AddComponent<ParticleSystem>();
|
|
SetupSnowParticles(ps);
|
|
|
|
var main = ps.main;
|
|
main.maxParticles = (int)(4000 * intensity);
|
|
var emission = ps.emission;
|
|
emission.rateOverTime = 400 * intensity;
|
|
|
|
// Fine snow particles (blizzard effect at high intensity)
|
|
if (intensity > 0.5f)
|
|
{
|
|
var fineSnow = new GameObject("FineSnow");
|
|
fineSnow.transform.SetParent(snowParent.transform);
|
|
var ps2 = fineSnow.AddComponent<ParticleSystem>();
|
|
|
|
var main2 = ps2.main;
|
|
main2.startLifetime = new ParticleSystem.MinMaxCurve(3f, 6f);
|
|
main2.startSpeed = new ParticleSystem.MinMaxCurve(0.5f, 2f);
|
|
main2.startSize = new ParticleSystem.MinMaxCurve(0.01f, 0.03f);
|
|
main2.startColor = new Color(1f, 1f, 1f, 0.5f);
|
|
main2.gravityModifier = 0.02f;
|
|
main2.maxParticles = (int)(2000 * (intensity - 0.5f) * 2);
|
|
|
|
var emission2 = ps2.emission;
|
|
emission2.rateOverTime = 300 * (intensity - 0.5f) * 2;
|
|
|
|
var shape2 = ps2.shape;
|
|
shape2.shapeType = ParticleSystemShapeType.Box;
|
|
shape2.scale = new Vector3(50f, 5f, 50f);
|
|
|
|
var noise2 = ps2.noise;
|
|
noise2.enabled = true;
|
|
noise2.strength = 2f;
|
|
noise2.frequency = 0.5f;
|
|
}
|
|
}
|
|
|
|
private void CreateLightningSystem(WeatherSystemController controller, float intensity)
|
|
{
|
|
var lightningSystem = new GameObject("LightningSystem");
|
|
lightningSystem.transform.SetParent(controller.transform);
|
|
|
|
// Lightning flash light
|
|
var flashLight = new GameObject("LightningFlash");
|
|
flashLight.transform.SetParent(lightningSystem.transform);
|
|
flashLight.transform.position = new Vector3(0, 50, 0);
|
|
|
|
var light = flashLight.AddComponent<Light>();
|
|
light.type = LightType.Directional;
|
|
light.color = new Color(0.9f, 0.95f, 1f);
|
|
light.intensity = 0f; // Will be animated
|
|
light.shadows = LightShadows.None;
|
|
light.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
|
|
|
|
// Lightning bolt particle
|
|
var boltEffect = new GameObject("LightningBolt");
|
|
boltEffect.transform.SetParent(lightningSystem.transform);
|
|
var ps = boltEffect.AddComponent<ParticleSystem>();
|
|
|
|
var main = ps.main;
|
|
main.duration = 0.2f;
|
|
main.loop = false;
|
|
main.startLifetime = 0.1f;
|
|
main.startSpeed = 100f;
|
|
main.startSize = 0.5f;
|
|
main.startColor = new Color(0.9f, 0.95f, 1f);
|
|
main.maxParticles = 20;
|
|
|
|
var emission = ps.emission;
|
|
emission.rateOverTime = 0;
|
|
emission.SetBursts(new ParticleSystem.Burst[] { new ParticleSystem.Burst(0f, 5, 10) });
|
|
|
|
var trails = ps.trails;
|
|
trails.enabled = true;
|
|
trails.lifetime = 0.1f;
|
|
|
|
// Add LightningController for actual flash animation
|
|
var lightningController = lightningSystem.AddComponent<LightningController>();
|
|
lightningController.lightningLight = light;
|
|
lightningController.frequency = intensity;
|
|
lightningController.intensity = 5f * intensity;
|
|
lightningController.duration = 0.2f;
|
|
lightningController.lightningColor = new Color(0.9f, 0.95f, 1f);
|
|
lightningController.minDelay = 2f;
|
|
lightningController.maxDelay = 10f / intensity;
|
|
lightningController.affectSkybox = true;
|
|
}
|
|
|
|
private void CreateHeatShimmer(WeatherSystemController controller, float intensity)
|
|
{
|
|
// Creates subtle heat distortion effect (visual only, no particles)
|
|
// In production, this would use a post-process effect or shader
|
|
}
|
|
|
|
private void ApplyWetSurfaceEffect(WeatherSystemController controller, float intensity)
|
|
{
|
|
// In production, this would modify material properties for wet look
|
|
// For now, we'll create a visual indicator
|
|
var wetSurface = new GameObject("WetSurfaceEffect");
|
|
wetSurface.transform.SetParent(controller.transform);
|
|
}
|
|
|
|
private void ApplyWindEffect(WeatherSystemController controller, float strength)
|
|
{
|
|
var windZone = new GameObject("WindZone");
|
|
windZone.transform.SetParent(controller.transform);
|
|
|
|
var wind = windZone.AddComponent<WindZone>();
|
|
wind.mode = WindZoneMode.Directional;
|
|
wind.windMain = strength;
|
|
wind.windTurbulence = strength * 0.3f;
|
|
wind.windPulseMagnitude = strength * 0.2f;
|
|
wind.windPulseFrequency = 0.5f;
|
|
windZone.transform.rotation = Quaternion.Euler(15f, 45f, 0f);
|
|
}
|
|
|
|
private void CreateFogParticles(WeatherSystemController controller, float intensity)
|
|
{
|
|
var fogParticles = new GameObject("FogParticles");
|
|
fogParticles.transform.SetParent(controller.transform);
|
|
|
|
var ps = fogParticles.AddComponent<ParticleSystem>();
|
|
|
|
var main = ps.main;
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(8f, 15f);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(0.2f, 0.5f);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(3f, 8f);
|
|
main.startColor = new Color(0.8f, 0.82f, 0.85f, 0.15f);
|
|
main.maxParticles = (int)(200 * intensity);
|
|
main.simulationSpace = ParticleSystemSimulationSpace.World;
|
|
|
|
var emission = ps.emission;
|
|
emission.rateOverTime = 20 * intensity;
|
|
|
|
var shape = ps.shape;
|
|
shape.shapeType = ParticleSystemShapeType.Box;
|
|
shape.scale = new Vector3(50f, 5f, 50f);
|
|
shape.position = new Vector3(0f, 2f, 0f);
|
|
|
|
var colorOverLifetime = ps.colorOverLifetime;
|
|
colorOverLifetime.enabled = true;
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(Color.white, 1f) },
|
|
new GradientAlphaKey[] { new GradientAlphaKey(0f, 0f), new GradientAlphaKey(0.2f, 0.3f), new GradientAlphaKey(0.2f, 0.7f), new GradientAlphaKey(0f, 1f) }
|
|
);
|
|
colorOverLifetime.color = gradient;
|
|
|
|
var noise = ps.noise;
|
|
noise.enabled = true;
|
|
noise.strength = 0.5f;
|
|
noise.frequency = 0.2f;
|
|
noise.scrollSpeed = 0.1f;
|
|
}
|
|
|
|
private string SetWeatherPreset(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var preset = parameters.GetValueOrDefault("preset", "sunny");
|
|
var transitionTime = float.Parse(parameters.GetValueOrDefault("transitionTime", "5"));
|
|
|
|
var weatherSystem = GameObject.Find("WeatherSystem");
|
|
if (weatherSystem == null)
|
|
{
|
|
return "Weather System not found. Create it first using CreateWeatherSystem";
|
|
}
|
|
|
|
var controller = weatherSystem.GetComponent<WeatherSystemController>();
|
|
if (controller == null)
|
|
{
|
|
return "WeatherSystemController component not found";
|
|
}
|
|
|
|
// Start transition
|
|
controller.TransitionToPreset(preset, transitionTime);
|
|
|
|
return $"[NexusVisual] Weather transitioning to '{preset}'!\n" +
|
|
$" Transition Duration: {transitionTime}s\n" +
|
|
$" Current Weather: {controller.currentWeatherState}\n" +
|
|
$" Tip: Weather will smoothly blend over the transition period";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetWeatherPreset", e, parameters);
|
|
}
|
|
}
|
|
|
|
// ===== Phase 3: Smart Shader System Implementation =====
|
|
|
|
private class ShaderTemplateManager
|
|
{
|
|
private static Dictionary<string, string> shaderTemplates = new Dictionary<string, string>();
|
|
private static Dictionary<string, ShaderValidationRule> validationRules = new Dictionary<string, ShaderValidationRule>();
|
|
|
|
static ShaderTemplateManager()
|
|
{
|
|
InitializeShaderTemplates();
|
|
InitializeValidationRules();
|
|
}
|
|
|
|
private static void InitializeShaderTemplates()
|
|
{
|
|
// Bloom Effect Shader Template
|
|
shaderTemplates["Bloom"] = @"
|
|
Shader ""NexusGenerated/Bloom""
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex (""Texture"", 2D) = ""white"" {}
|
|
_Intensity (""Bloom Intensity"", Range(0, 10)) = {INTENSITY}
|
|
_Threshold (""Bloom Threshold"", Range(0, 1)) = {THRESHOLD}
|
|
_BlurSize (""Blur Size"", Range(0, 10)) = {BLUR_SIZE}
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { ""RenderType""=""Opaque"" ""RenderPipeline""=""{PIPELINE}"" }
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionHCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
float _Intensity;
|
|
float _Threshold;
|
|
float _BlurSize;
|
|
|
|
Varyings vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.uv;
|
|
return output;
|
|
}
|
|
|
|
half4 frag(Varyings input) : SV_Target
|
|
{
|
|
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
|
|
|
// Brightness threshold
|
|
half brightness = dot(color.rgb, half3(0.299, 0.587, 0.114));
|
|
half contribution = max(0, brightness - _Threshold);
|
|
contribution /= max(brightness, 0.00001);
|
|
|
|
// Apply bloom
|
|
color.rgb *= contribution * _Intensity;
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
Fallback ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}";
|
|
|
|
// Film Grain Shader Template
|
|
shaderTemplates["FilmGrain"] = @"
|
|
Shader ""NexusGenerated/FilmGrain""
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex (""Texture"", 2D) = ""white"" {}
|
|
_GrainIntensity (""Grain Intensity"", Range(0, 1)) = {INTENSITY}
|
|
_GrainSize (""Grain Size"", Range(0.1, 10)) = {GRAIN_SIZE}
|
|
_NoiseTexture (""Noise Texture"", 2D) = ""white"" {}
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { ""RenderType""=""Opaque"" ""RenderPipeline""=""{PIPELINE}"" }
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionHCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
TEXTURE2D(_MainTex);
|
|
TEXTURE2D(_NoiseTexture);
|
|
SAMPLER(sampler_MainTex);
|
|
SAMPLER(sampler_NoiseTexture);
|
|
float _GrainIntensity;
|
|
float _GrainSize;
|
|
|
|
Varyings vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.uv;
|
|
return output;
|
|
}
|
|
|
|
half4 frag(Varyings input) : SV_Target
|
|
{
|
|
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
|
|
|
// Sample noise
|
|
float2 grainUV = input.uv * _GrainSize;
|
|
half grain = SAMPLE_TEXTURE2D(_NoiseTexture, sampler_NoiseTexture, grainUV).r;
|
|
grain = (grain - 0.5) * 2.0; // Remap to -1 to 1
|
|
|
|
// Apply grain
|
|
color.rgb += grain * _GrainIntensity;
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
Fallback ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}";
|
|
|
|
// Motion Blur Shader Template
|
|
shaderTemplates["MotionBlur"] = @"
|
|
Shader ""NexusGenerated/MotionBlur""
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex (""Texture"", 2D) = ""white"" {}
|
|
_BlurStrength (""Blur Strength"", Range(0, 1)) = {BLUR_STRENGTH}
|
|
_SampleCount (""Sample Count"", Range(4, 32)) = {SAMPLE_COUNT}
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { ""RenderType""=""Opaque"" ""RenderPipeline""=""{PIPELINE}"" }
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionHCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
float _BlurStrength;
|
|
int _SampleCount;
|
|
|
|
Varyings vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.uv;
|
|
return output;
|
|
}
|
|
|
|
half4 frag(Varyings input) : SV_Target
|
|
{
|
|
half4 color = half4(0, 0, 0, 0);
|
|
|
|
// Simple radial blur for motion effect
|
|
float2 center = float2(0.5, 0.5);
|
|
float2 dir = normalize(input.uv - center);
|
|
|
|
for(int i = 0; i < _SampleCount; i++)
|
|
{
|
|
float offset = (float(i) / float(_SampleCount - 1) - 0.5) * _BlurStrength;
|
|
float2 sampleUV = input.uv + dir * offset * 0.1;
|
|
color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, sampleUV);
|
|
}
|
|
|
|
color /= float(_SampleCount);
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
Fallback ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}";
|
|
|
|
// Depth of Field Shader Template
|
|
shaderTemplates["DepthOfField"] = @"
|
|
Shader ""NexusGenerated/DepthOfField""
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex (""Texture"", 2D) = ""white"" {}
|
|
_DepthTex (""Depth Texture"", 2D) = ""white"" {}
|
|
_FocusDistance (""Focus Distance"", Range(0, 100)) = {FOCUS_DISTANCE}
|
|
_BlurSize (""Blur Size"", Range(0, 10)) = {BLUR_SIZE}
|
|
_Aperture (""Aperture"", Range(0.1, 32)) = {APERTURE}
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { ""RenderType""=""Opaque"" ""RenderPipeline""=""{PIPELINE}"" }
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionHCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
TEXTURE2D(_MainTex);
|
|
TEXTURE2D(_DepthTex);
|
|
SAMPLER(sampler_MainTex);
|
|
SAMPLER(sampler_DepthTex);
|
|
float _FocusDistance;
|
|
float _BlurSize;
|
|
float _Aperture;
|
|
|
|
Varyings vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.uv;
|
|
return output;
|
|
}
|
|
|
|
half4 frag(Varyings input) : SV_Target
|
|
{
|
|
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
|
float depth = SAMPLE_TEXTURE2D(_DepthTex, sampler_DepthTex, input.uv).r;
|
|
|
|
// Calculate blur amount based on depth
|
|
float linearDepth = Linear01Depth(depth, _ZBufferParams);
|
|
float blur = abs(linearDepth - _FocusDistance) * _Aperture;
|
|
blur = saturate(blur / _BlurSize);
|
|
|
|
// Simple box blur
|
|
if (blur > 0.1)
|
|
{
|
|
half4 blurredColor = half4(0, 0, 0, 0);
|
|
float2 texelSize = 1.0 / _ScreenParams.xy;
|
|
|
|
for(int x = -2; x <= 2; x++)
|
|
{
|
|
for(int y = -2; y <= 2; y++)
|
|
{
|
|
float2 offset = float2(x, y) * texelSize * blur * _BlurSize;
|
|
blurredColor += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv + offset);
|
|
}
|
|
}
|
|
blurredColor /= 25.0;
|
|
color = lerp(color, blurredColor, blur);
|
|
}
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
Fallback ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}";
|
|
|
|
// Lens Distortion Shader Template
|
|
shaderTemplates["LensDistortion"] = @"
|
|
Shader ""NexusGenerated/LensDistortion""
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex (""Texture"", 2D) = ""white"" {}
|
|
_DistortionStrength (""Distortion Strength"", Range(-1, 1)) = {DISTORTION_STRENGTH}
|
|
_ChromaticAberration (""Chromatic Aberration"", Range(0, 1)) = {CHROMATIC_ABERRATION}
|
|
_Vignette (""Vignette"", Range(0, 1)) = {VIGNETTE}
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { ""RenderType""=""Opaque"" ""RenderPipeline""=""{PIPELINE}"" }
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionHCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
float _DistortionStrength;
|
|
float _ChromaticAberration;
|
|
float _Vignette;
|
|
|
|
Varyings vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.uv;
|
|
return output;
|
|
}
|
|
|
|
float2 DistortUV(float2 uv, float strength)
|
|
{
|
|
float2 center = float2(0.5, 0.5);
|
|
float2 delta = uv - center;
|
|
float distance = length(delta);
|
|
float factor = 1.0 + strength * distance * distance;
|
|
return center + delta * factor;
|
|
}
|
|
|
|
half4 frag(Varyings input) : SV_Target
|
|
{
|
|
float2 uv = input.uv;
|
|
|
|
// Apply lens distortion
|
|
if (_DistortionStrength != 0)
|
|
{
|
|
uv = DistortUV(uv, _DistortionStrength);
|
|
}
|
|
|
|
half4 color;
|
|
|
|
// Chromatic aberration
|
|
if (_ChromaticAberration > 0)
|
|
{
|
|
float2 redUV = DistortUV(input.uv, _DistortionStrength + _ChromaticAberration * 0.01);
|
|
float2 greenUV = uv;
|
|
float2 blueUV = DistortUV(input.uv, _DistortionStrength - _ChromaticAberration * 0.01);
|
|
|
|
color.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, redUV).r;
|
|
color.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, greenUV).g;
|
|
color.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, blueUV).b;
|
|
color.a = 1.0;
|
|
}
|
|
else
|
|
{
|
|
color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
|
|
}
|
|
|
|
// Vignette effect
|
|
if (_Vignette > 0)
|
|
{
|
|
float2 center = float2(0.5, 0.5);
|
|
float distance = length(input.uv - center);
|
|
float vignette = 1.0 - smoothstep(0.3, 0.8, distance * _Vignette);
|
|
color.rgb *= vignette;
|
|
}
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
Fallback ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}";
|
|
|
|
// Vignette Effect Shader Template
|
|
shaderTemplates["Vignette"] = @"
|
|
Shader ""NexusGenerated/Vignette""
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex (""Texture"", 2D) = ""white"" {}
|
|
_VignetteIntensity (""Vignette Intensity"", Range(0, 1)) = {INTENSITY}
|
|
_VignetteSmoothness (""Vignette Smoothness"", Range(0, 1)) = {SMOOTHNESS}
|
|
_VignetteColor (""Vignette Color"", Color) = {COLOR}
|
|
_VignetteCenter (""Vignette Center"", Vector) = (0.5, 0.5, 0, 0)
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { ""RenderType""=""Transparent"" ""Queue""=""Overlay"" ""RenderPipeline""=""{PIPELINE}"" }
|
|
ZWrite Off
|
|
ZTest Always
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionHCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
float _VignetteIntensity;
|
|
float _VignetteSmoothness;
|
|
float4 _VignetteColor;
|
|
float4 _VignetteCenter;
|
|
|
|
Varyings vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.uv;
|
|
return output;
|
|
}
|
|
|
|
half4 frag(Varyings input) : SV_Target
|
|
{
|
|
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
|
|
|
// Calculate distance from center
|
|
float2 center = _VignetteCenter.xy;
|
|
float distance = length(input.uv - center);
|
|
|
|
// Create vignette mask
|
|
float vignette = 1.0 - smoothstep(0.3, 0.8, distance * (1.0 + _VignetteIntensity));
|
|
vignette = lerp(1.0, vignette, _VignetteIntensity);
|
|
vignette = smoothstep(0.0, _VignetteSmoothness, vignette);
|
|
|
|
// Apply vignette
|
|
color.rgb = lerp(_VignetteColor.rgb, color.rgb, vignette);
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
Fallback ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}";
|
|
|
|
// Screen Fade Shader Template
|
|
shaderTemplates["ScreenFade"] = @"
|
|
Shader ""NexusGenerated/ScreenFade""
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex (""Texture"", 2D) = ""white"" {}
|
|
_FadeAmount (""Fade Amount"", Range(0, 1)) = {FADE_AMOUNT}
|
|
_FadeColor (""Fade Color"", Color) = {FADE_COLOR}
|
|
_FadeType (""Fade Type"", Int) = {FADE_TYPE}
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { ""RenderType""=""Transparent"" ""Queue""=""Overlay"" ""RenderPipeline""=""{PIPELINE}"" }
|
|
ZWrite Off
|
|
ZTest Always
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionHCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
float _FadeAmount;
|
|
float4 _FadeColor;
|
|
int _FadeType;
|
|
|
|
Varyings vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.uv;
|
|
return output;
|
|
}
|
|
|
|
half4 frag(Varyings input) : SV_Target
|
|
{
|
|
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
|
|
|
float fade = _FadeAmount;
|
|
|
|
// Different fade types
|
|
if (_FadeType == 1) // Radial fade
|
|
{
|
|
float2 center = float2(0.5, 0.5);
|
|
float distance = length(input.uv - center);
|
|
fade *= smoothstep(0.0, 0.7, distance);
|
|
}
|
|
else if (_FadeType == 2) // Horizontal fade
|
|
{
|
|
fade *= input.uv.x;
|
|
}
|
|
else if (_FadeType == 3) // Vertical fade
|
|
{
|
|
fade *= input.uv.y;
|
|
}
|
|
|
|
// Apply fade
|
|
color.rgb = lerp(color.rgb, _FadeColor.rgb, fade);
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
Fallback ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}";
|
|
|
|
// Color Grading Shader Template
|
|
shaderTemplates["ColorGrading"] = @"
|
|
Shader ""NexusGenerated/ColorGrading""
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex (""Texture"", 2D) = ""white"" {}
|
|
_Brightness (""Brightness"", Range(-1, 1)) = {BRIGHTNESS}
|
|
_Contrast (""Contrast"", Range(0, 3)) = {CONTRAST}
|
|
_Saturation (""Saturation"", Range(0, 3)) = {SATURATION}
|
|
_Hue (""Hue"", Range(-180, 180)) = {HUE}
|
|
_Gamma (""Gamma"", Range(0.1, 3)) = {GAMMA}
|
|
_ColorFilter (""Color Filter"", Color) = {COLOR_FILTER}
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { ""RenderType""=""Opaque"" ""RenderPipeline""=""{PIPELINE}"" }
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionHCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
float _Brightness;
|
|
float _Contrast;
|
|
float _Saturation;
|
|
float _Hue;
|
|
float _Gamma;
|
|
float4 _ColorFilter;
|
|
|
|
Varyings vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.uv;
|
|
return output;
|
|
}
|
|
|
|
float3 HueShift(float3 color, float hue)
|
|
{
|
|
float angle = radians(hue);
|
|
float3 k = float3(0.57735, 0.57735, 0.57735);
|
|
float cosAngle = cos(angle);
|
|
return color * cosAngle + cross(k, color) * sin(angle) + k * dot(k, color) * (1.0 - cosAngle);
|
|
}
|
|
|
|
half4 frag(Varyings input) : SV_Target
|
|
{
|
|
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
|
|
|
// Gamma correction
|
|
color.rgb = pow(abs(color.rgb), 1.0 / _Gamma);
|
|
|
|
// Brightness
|
|
color.rgb += _Brightness;
|
|
|
|
// Contrast
|
|
color.rgb = (color.rgb - 0.5) * _Contrast + 0.5;
|
|
|
|
// Saturation
|
|
float luminance = dot(color.rgb, float3(0.299, 0.587, 0.114));
|
|
color.rgb = lerp(luminance.xxx, color.rgb, _Saturation);
|
|
|
|
// Hue shift
|
|
if (_Hue != 0.0)
|
|
{
|
|
color.rgb = HueShift(color.rgb, _Hue);
|
|
}
|
|
|
|
// Color filter
|
|
color.rgb *= _ColorFilter.rgb;
|
|
|
|
return saturate(color);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
Fallback ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}";
|
|
|
|
// Dissolve Effect Shader Template
|
|
shaderTemplates["Dissolve"] = @"
|
|
Shader ""NexusGenerated/Dissolve""
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex (""Texture"", 2D) = ""white"" {}
|
|
_NoiseTex (""Noise Texture"", 2D) = ""white"" {}
|
|
_DissolveAmount (""Dissolve Amount"", Range(0, 1)) = {DISSOLVE_AMOUNT}
|
|
_EdgeWidth (""Edge Width"", Range(0, 0.3)) = {EDGE_WIDTH}
|
|
_EdgeColor (""Edge Color"", Color) = {EDGE_COLOR}
|
|
_EdgeIntensity (""Edge Intensity"", Range(0, 10)) = {EDGE_INTENSITY}
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { ""RenderType""=""Transparent"" ""Queue""=""Geometry"" ""RenderPipeline""=""{PIPELINE}"" }
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionHCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
TEXTURE2D(_MainTex);
|
|
TEXTURE2D(_NoiseTex);
|
|
SAMPLER(sampler_MainTex);
|
|
SAMPLER(sampler_NoiseTex);
|
|
float _DissolveAmount;
|
|
float _EdgeWidth;
|
|
float4 _EdgeColor;
|
|
float _EdgeIntensity;
|
|
|
|
Varyings vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.uv;
|
|
return output;
|
|
}
|
|
|
|
half4 frag(Varyings input) : SV_Target
|
|
{
|
|
half4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
|
half noise = SAMPLE_TEXTURE2D(_NoiseTex, sampler_NoiseTex, input.uv).r;
|
|
|
|
// Dissolve calculation
|
|
half dissolve = noise - _DissolveAmount;
|
|
|
|
// Discard pixels
|
|
clip(dissolve);
|
|
|
|
// Edge glow effect
|
|
half edge = smoothstep(0.0, _EdgeWidth, dissolve);
|
|
half3 edgeGlow = _EdgeColor.rgb * _EdgeIntensity * (1.0 - edge);
|
|
|
|
// Final color
|
|
albedo.rgb += edgeGlow;
|
|
albedo.a = edge;
|
|
|
|
return albedo;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
Fallback ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}";
|
|
|
|
// Lens Flare Shader Template
|
|
shaderTemplates["LensFlare"] = @"
|
|
Shader ""NexusGenerated/LensFlare""
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex (""Texture"", 2D) = ""white"" {}
|
|
_FlareTex (""Flare Texture"", 2D) = ""white"" {}
|
|
_FlareIntensity (""Flare Intensity"", Range(0, 5)) = {FLARE_INTENSITY}
|
|
_FlareSize (""Flare Size"", Range(0.1, 5)) = {FLARE_SIZE}
|
|
_FlareColor (""Flare Color"", Color) = {FLARE_COLOR}
|
|
_LightPosition (""Light Position"", Vector) = {LIGHT_POSITION}
|
|
_FlareCount (""Flare Count"", Int) = {FLARE_COUNT}
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { ""RenderType""=""Transparent"" ""Queue""=""Transparent"" ""RenderPipeline""=""{PIPELINE}"" }
|
|
Blend One One
|
|
ZWrite Off
|
|
ZTest Always
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionHCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
TEXTURE2D(_MainTex);
|
|
TEXTURE2D(_FlareTex);
|
|
SAMPLER(sampler_MainTex);
|
|
SAMPLER(sampler_FlareTex);
|
|
float _FlareIntensity;
|
|
float _FlareSize;
|
|
float4 _FlareColor;
|
|
float4 _LightPosition;
|
|
int _FlareCount;
|
|
|
|
Varyings vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.uv;
|
|
return output;
|
|
}
|
|
|
|
half4 frag(Varyings input) : SV_Target
|
|
{
|
|
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
|
|
|
// Light position in screen space
|
|
float2 lightPos = _LightPosition.xy;
|
|
float2 center = float2(0.5, 0.5);
|
|
float2 flareDir = lightPos - center;
|
|
|
|
// Generate multiple flares
|
|
half3 flareColor = half3(0, 0, 0);
|
|
for(int i = 0; i < _FlareCount; i++)
|
|
{
|
|
float t = (float)i / (float)(_FlareCount - 1);
|
|
float2 flarePos = center - flareDir * t * 0.8;
|
|
|
|
float2 uv = (input.uv - flarePos) / _FlareSize + 0.5;
|
|
if(uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0)
|
|
{
|
|
half4 flare = SAMPLE_TEXTURE2D(_FlareTex, sampler_FlareTex, uv);
|
|
float falloff = 1.0 - t * 0.5;
|
|
flareColor += flare.rgb * _FlareColor.rgb * _FlareIntensity * falloff;
|
|
}
|
|
}
|
|
|
|
color.rgb += flareColor;
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
Fallback ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}";
|
|
|
|
// Wave Distortion Shader Template
|
|
shaderTemplates["WaveDistortion"] = @"
|
|
Shader ""NexusGenerated/WaveDistortion""
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex (""Texture"", 2D) = ""white"" {}
|
|
_WaveStrength (""Wave Strength"", Range(0, 0.1)) = {WAVE_STRENGTH}
|
|
_WaveFrequency (""Wave Frequency"", Range(1, 50)) = {WAVE_FREQUENCY}
|
|
_WaveSpeed (""Wave Speed"", Range(0, 10)) = {WAVE_SPEED}
|
|
_WaveType (""Wave Type"", Int) = {WAVE_TYPE}
|
|
_DistortionCenter (""Distortion Center"", Vector) = (0.5, 0.5, 0, 0)
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { ""RenderType""=""Opaque"" ""RenderPipeline""=""{PIPELINE}"" }
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionHCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
float _WaveStrength;
|
|
float _WaveFrequency;
|
|
float _WaveSpeed;
|
|
int _WaveType;
|
|
float4 _DistortionCenter;
|
|
|
|
Varyings vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.uv;
|
|
return output;
|
|
}
|
|
|
|
half4 frag(Varyings input) : SV_Target
|
|
{
|
|
float2 uv = input.uv;
|
|
float time = _Time.y * _WaveSpeed;
|
|
|
|
float2 distortion = float2(0, 0);
|
|
|
|
if (_WaveType == 0) // Horizontal waves
|
|
{
|
|
distortion.x = sin(uv.y * _WaveFrequency + time) * _WaveStrength;
|
|
}
|
|
else if (_WaveType == 1) // Vertical waves
|
|
{
|
|
distortion.y = sin(uv.x * _WaveFrequency + time) * _WaveStrength;
|
|
}
|
|
else if (_WaveType == 2) // Radial waves
|
|
{
|
|
float2 center = _DistortionCenter.xy;
|
|
float distance = length(uv - center);
|
|
float wave = sin(distance * _WaveFrequency - time) * _WaveStrength;
|
|
float2 direction = normalize(uv - center);
|
|
distortion = direction * wave;
|
|
}
|
|
else if (_WaveType == 3) // Ripple effect
|
|
{
|
|
float2 center = _DistortionCenter.xy;
|
|
float distance = length(uv - center);
|
|
float ripple = sin(distance * _WaveFrequency - time) * _WaveStrength / (distance + 0.1);
|
|
float2 direction = normalize(uv - center);
|
|
distortion = direction * ripple;
|
|
}
|
|
|
|
uv += distortion;
|
|
|
|
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
Fallback ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}";
|
|
|
|
// Lightning Bolt Shader Template
|
|
shaderTemplates["LightningBolt"] = @"
|
|
Shader ""NexusGenerated/LightningBolt""
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex (""Texture"", 2D) = ""white"" {}
|
|
_LightningIntensity (""Lightning Intensity"", Range(0, 10)) = {LIGHTNING_INTENSITY}
|
|
_BoltWidth (""Bolt Width"", Range(0.001, 0.1)) = {BOLT_WIDTH}
|
|
_BoltColor (""Bolt Color"", Color) = {BOLT_COLOR}
|
|
_GlowIntensity (""Glow Intensity"", Range(0, 5)) = {GLOW_INTENSITY}
|
|
_AnimationSpeed (""Animation Speed"", Range(0, 20)) = {ANIMATION_SPEED}
|
|
_Segments (""Segments"", Int) = {SEGMENTS}
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { ""RenderType""=""Transparent"" ""Queue""=""Transparent"" ""RenderPipeline""=""{PIPELINE}"" }
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
ZWrite Off
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionHCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
float _LightningIntensity;
|
|
float _BoltWidth;
|
|
float4 _BoltColor;
|
|
float _GlowIntensity;
|
|
float _AnimationSpeed;
|
|
int _Segments;
|
|
|
|
Varyings vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.uv;
|
|
return output;
|
|
}
|
|
|
|
float random(float2 st)
|
|
{
|
|
return frac(sin(dot(st.xy, float2(12.9898,78.233))) * 43758.5453123);
|
|
}
|
|
|
|
half4 frag(Varyings input) : SV_Target
|
|
{
|
|
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
|
|
|
float2 uv = input.uv;
|
|
float time = _Time.y * _AnimationSpeed;
|
|
|
|
// Generate lightning bolt path
|
|
float bolt = 0.0;
|
|
float y = uv.y;
|
|
|
|
// Create jagged lightning path
|
|
float x = 0.5;
|
|
for(int i = 0; i < _Segments; i++)
|
|
{
|
|
float t = (float)i / (float)_Segments;
|
|
float noise = random(float2(t, floor(time * 10.0))) - 0.5;
|
|
x += noise * 0.2 * (1.0 - abs(t - 0.5) * 2.0);
|
|
}
|
|
|
|
// Distance to bolt
|
|
float distance = abs(uv.x - x);
|
|
|
|
// Create bolt with glow
|
|
float boltCore = 1.0 - smoothstep(0.0, _BoltWidth, distance);
|
|
float boltGlow = 1.0 - smoothstep(0.0, _BoltWidth * 5.0, distance);
|
|
|
|
// Animate intensity
|
|
float flicker = 0.8 + 0.2 * sin(time * 50.0);
|
|
|
|
// Combine effects
|
|
float lightning = boltCore * _LightningIntensity * flicker +
|
|
boltGlow * _GlowIntensity * 0.3 * flicker;
|
|
|
|
color.rgb += _BoltColor.rgb * lightning;
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
Fallback ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}";
|
|
|
|
// True Volumetric Fog Shader Template
|
|
shaderTemplates["VolumetricFog"] = @"
|
|
Shader ""NexusGenerated/VolumetricFog""
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex (""Texture"", 2D) = ""white"" {}
|
|
_DepthTex (""Depth Texture"", 2D) = ""white"" {}
|
|
_FogDensity (""Fog Density"", Range(0, 1)) = {FOG_DENSITY}
|
|
_FogColor (""Fog Color"", Color) = {FOG_COLOR}
|
|
_FogHeight (""Fog Height"", Range(0, 100)) = {FOG_HEIGHT}
|
|
_StepCount (""Ray Steps"", Int) = {STEP_COUNT}
|
|
_LightScattering (""Light Scattering"", Range(0, 1)) = {LIGHT_SCATTERING}
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { ""RenderType""=""Transparent"" ""Queue""=""Transparent"" ""RenderPipeline""=""{PIPELINE}"" }
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
ZWrite Off
|
|
ZTest Always
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionHCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
float3 viewRay : TEXCOORD1;
|
|
};
|
|
|
|
TEXTURE2D(_MainTex);
|
|
TEXTURE2D(_DepthTex);
|
|
SAMPLER(sampler_MainTex);
|
|
SAMPLER(sampler_DepthTex);
|
|
float _FogDensity;
|
|
float4 _FogColor;
|
|
float _FogHeight;
|
|
int _StepCount;
|
|
float _LightScattering;
|
|
|
|
Varyings vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.uv;
|
|
|
|
// Calculate view ray for ray marching
|
|
float3 viewRay = mul(unity_CameraInvProjection, float4(input.uv * 2.0 - 1.0, 1.0, 1.0)).xyz;
|
|
output.viewRay = mul(unity_CameraToWorld, float4(viewRay, 0.0)).xyz;
|
|
|
|
return output;
|
|
}
|
|
|
|
float SampleFogDensity(float3 worldPos)
|
|
{
|
|
// Height-based fog density
|
|
float heightFog = exp(-worldPos.y / _FogHeight);
|
|
|
|
// Add noise for variation
|
|
float noise = sin(worldPos.x * 0.1) * sin(worldPos.z * 0.1) * 0.3 + 0.7;
|
|
|
|
return heightFog * noise * _FogDensity;
|
|
}
|
|
|
|
half4 frag(Varyings input) : SV_Target
|
|
{
|
|
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
|
float depth = SAMPLE_TEXTURE2D(_DepthTex, sampler_DepthTex, input.uv).r;
|
|
|
|
// Convert depth to world position
|
|
float linearDepth = Linear01Depth(depth, _ZBufferParams);
|
|
float3 worldPos = _WorldSpaceCameraPos + input.viewRay * linearDepth;
|
|
|
|
// Ray marching through fog
|
|
float3 rayStart = _WorldSpaceCameraPos;
|
|
float3 rayEnd = worldPos;
|
|
float3 rayDir = rayEnd - rayStart;
|
|
float rayLength = length(rayDir);
|
|
rayDir /= rayLength;
|
|
|
|
float stepSize = rayLength / (float)_StepCount;
|
|
float fog = 0.0;
|
|
|
|
for(int i = 0; i < _StepCount; i++)
|
|
{
|
|
float t = (float)i / (float)_StepCount;
|
|
float3 samplePos = rayStart + rayDir * t * rayLength;
|
|
|
|
float density = SampleFogDensity(samplePos);
|
|
fog += density * stepSize;
|
|
}
|
|
|
|
// Apply light scattering
|
|
float3 lightDir = normalize(_MainLightPosition.xyz);
|
|
float scattering = pow(max(0.0, dot(-input.viewRay, lightDir)), 2.0) * _LightScattering;
|
|
|
|
// Final fog color
|
|
float3 fogColor = _FogColor.rgb * (1.0 + scattering);
|
|
fog = saturate(fog);
|
|
|
|
color.rgb = lerp(color.rgb, fogColor, fog);
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
Fallback ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}";
|
|
}
|
|
|
|
private static void InitializeValidationRules()
|
|
{
|
|
validationRules["Bloom"] = new ShaderValidationRule
|
|
{
|
|
requiredParameters = new List<string> { "INTENSITY", "THRESHOLD", "BLUR_SIZE", "PIPELINE" },
|
|
parameterRanges = new Dictionary<string, (float min, float max)>
|
|
{
|
|
{ "INTENSITY", (0f, 10f) },
|
|
{ "THRESHOLD", (0f, 1f) },
|
|
{ "BLUR_SIZE", (0f, 10f) }
|
|
}
|
|
};
|
|
|
|
validationRules["FilmGrain"] = new ShaderValidationRule
|
|
{
|
|
requiredParameters = new List<string> { "INTENSITY", "GRAIN_SIZE", "PIPELINE" },
|
|
parameterRanges = new Dictionary<string, (float min, float max)>
|
|
{
|
|
{ "INTENSITY", (0f, 1f) },
|
|
{ "GRAIN_SIZE", (0.1f, 10f) }
|
|
}
|
|
};
|
|
|
|
validationRules["MotionBlur"] = new ShaderValidationRule
|
|
{
|
|
requiredParameters = new List<string> { "BLUR_STRENGTH", "SAMPLE_COUNT", "PIPELINE" },
|
|
parameterRanges = new Dictionary<string, (float min, float max)>
|
|
{
|
|
{ "BLUR_STRENGTH", (0f, 1f) },
|
|
{ "SAMPLE_COUNT", (4f, 32f) }
|
|
}
|
|
};
|
|
|
|
validationRules["DepthOfField"] = new ShaderValidationRule
|
|
{
|
|
requiredParameters = new List<string> { "FOCUS_DISTANCE", "BLUR_SIZE", "APERTURE", "PIPELINE" },
|
|
parameterRanges = new Dictionary<string, (float min, float max)>
|
|
{
|
|
{ "FOCUS_DISTANCE", (0f, 100f) },
|
|
{ "BLUR_SIZE", (0f, 10f) },
|
|
{ "APERTURE", (0.1f, 32f) }
|
|
}
|
|
};
|
|
|
|
validationRules["LensDistortion"] = new ShaderValidationRule
|
|
{
|
|
requiredParameters = new List<string> { "DISTORTION_STRENGTH", "CHROMATIC_ABERRATION", "VIGNETTE", "PIPELINE" },
|
|
parameterRanges = new Dictionary<string, (float min, float max)>
|
|
{
|
|
{ "DISTORTION_STRENGTH", (-1f, 1f) },
|
|
{ "CHROMATIC_ABERRATION", (0f, 1f) },
|
|
{ "VIGNETTE", (0f, 1f) }
|
|
}
|
|
};
|
|
|
|
validationRules["Vignette"] = new ShaderValidationRule
|
|
{
|
|
requiredParameters = new List<string> { "INTENSITY", "SMOOTHNESS", "COLOR", "PIPELINE" },
|
|
parameterRanges = new Dictionary<string, (float min, float max)>
|
|
{
|
|
{ "INTENSITY", (0f, 1f) },
|
|
{ "SMOOTHNESS", (0f, 1f) }
|
|
}
|
|
};
|
|
|
|
validationRules["ScreenFade"] = new ShaderValidationRule
|
|
{
|
|
requiredParameters = new List<string> { "FADE_AMOUNT", "FADE_COLOR", "FADE_TYPE", "PIPELINE" },
|
|
parameterRanges = new Dictionary<string, (float min, float max)>
|
|
{
|
|
{ "FADE_AMOUNT", (0f, 1f) },
|
|
{ "FADE_TYPE", (0f, 3f) }
|
|
}
|
|
};
|
|
|
|
validationRules["ColorGrading"] = new ShaderValidationRule
|
|
{
|
|
requiredParameters = new List<string> { "BRIGHTNESS", "CONTRAST", "SATURATION", "HUE", "GAMMA", "COLOR_FILTER", "PIPELINE" },
|
|
parameterRanges = new Dictionary<string, (float min, float max)>
|
|
{
|
|
{ "BRIGHTNESS", (-1f, 1f) },
|
|
{ "CONTRAST", (0f, 3f) },
|
|
{ "SATURATION", (0f, 3f) },
|
|
{ "HUE", (-180f, 180f) },
|
|
{ "GAMMA", (0.1f, 3f) }
|
|
}
|
|
};
|
|
|
|
validationRules["Dissolve"] = new ShaderValidationRule
|
|
{
|
|
requiredParameters = new List<string> { "DISSOLVE_AMOUNT", "EDGE_WIDTH", "EDGE_COLOR", "EDGE_INTENSITY", "PIPELINE" },
|
|
parameterRanges = new Dictionary<string, (float min, float max)>
|
|
{
|
|
{ "DISSOLVE_AMOUNT", (0f, 1f) },
|
|
{ "EDGE_WIDTH", (0f, 0.3f) },
|
|
{ "EDGE_INTENSITY", (0f, 10f) }
|
|
}
|
|
};
|
|
|
|
validationRules["LensFlare"] = new ShaderValidationRule
|
|
{
|
|
requiredParameters = new List<string> { "FLARE_INTENSITY", "FLARE_SIZE", "FLARE_COLOR", "LIGHT_POSITION", "FLARE_COUNT", "PIPELINE" },
|
|
parameterRanges = new Dictionary<string, (float min, float max)>
|
|
{
|
|
{ "FLARE_INTENSITY", (0f, 5f) },
|
|
{ "FLARE_SIZE", (0.1f, 5f) },
|
|
{ "FLARE_COUNT", (1f, 20f) }
|
|
}
|
|
};
|
|
|
|
validationRules["WaveDistortion"] = new ShaderValidationRule
|
|
{
|
|
requiredParameters = new List<string> { "WAVE_STRENGTH", "WAVE_FREQUENCY", "WAVE_SPEED", "WAVE_TYPE", "PIPELINE" },
|
|
parameterRanges = new Dictionary<string, (float min, float max)>
|
|
{
|
|
{ "WAVE_STRENGTH", (0f, 0.1f) },
|
|
{ "WAVE_FREQUENCY", (1f, 50f) },
|
|
{ "WAVE_SPEED", (0f, 10f) },
|
|
{ "WAVE_TYPE", (0f, 3f) }
|
|
}
|
|
};
|
|
|
|
validationRules["LightningBolt"] = new ShaderValidationRule
|
|
{
|
|
requiredParameters = new List<string> { "LIGHTNING_INTENSITY", "BOLT_WIDTH", "BOLT_COLOR", "GLOW_INTENSITY", "ANIMATION_SPEED", "SEGMENTS", "PIPELINE" },
|
|
parameterRanges = new Dictionary<string, (float min, float max)>
|
|
{
|
|
{ "LIGHTNING_INTENSITY", (0f, 10f) },
|
|
{ "BOLT_WIDTH", (0.001f, 0.1f) },
|
|
{ "GLOW_INTENSITY", (0f, 5f) },
|
|
{ "ANIMATION_SPEED", (0f, 20f) },
|
|
{ "SEGMENTS", (3f, 50f) }
|
|
}
|
|
};
|
|
|
|
validationRules["VolumetricFog"] = new ShaderValidationRule
|
|
{
|
|
requiredParameters = new List<string> { "FOG_DENSITY", "FOG_COLOR", "FOG_HEIGHT", "STEP_COUNT", "LIGHT_SCATTERING", "PIPELINE" },
|
|
parameterRanges = new Dictionary<string, (float min, float max)>
|
|
{
|
|
{ "FOG_DENSITY", (0f, 1f) },
|
|
{ "FOG_HEIGHT", (0f, 100f) },
|
|
{ "STEP_COUNT", (8f, 64f) },
|
|
{ "LIGHT_SCATTERING", (0f, 1f) }
|
|
}
|
|
};
|
|
}
|
|
|
|
public static bool TryGenerateShader(string effectName, Dictionary<string, string> parameters, out string shaderCode, out string errorMessage)
|
|
{
|
|
shaderCode = "";
|
|
errorMessage = "";
|
|
|
|
try
|
|
{
|
|
// Validate effect exists
|
|
if (!shaderTemplates.ContainsKey(effectName))
|
|
{
|
|
errorMessage = $"Shader template for '{effectName}' not found";
|
|
return false;
|
|
}
|
|
|
|
// Validate parameters
|
|
if (!ValidateParameters(effectName, parameters, out errorMessage))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Get template
|
|
string template = shaderTemplates[effectName];
|
|
|
|
// Auto-detect pipeline if not specified
|
|
if (!parameters.ContainsKey("PIPELINE"))
|
|
{
|
|
parameters["PIPELINE"] = DetectRenderingPipelineForShader();
|
|
}
|
|
|
|
// Replace parameters in template
|
|
shaderCode = template;
|
|
foreach (var param in parameters)
|
|
{
|
|
shaderCode = shaderCode.Replace($"{{{param.Key}}}", param.Value);
|
|
}
|
|
|
|
// Validate generated shader
|
|
if (!ValidateGeneratedShader(shaderCode, out errorMessage))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
SynLog.Info($"[NexusShader] Successfully generated {effectName} shader for {parameters.GetValueOrDefault("PIPELINE", "Unknown")} pipeline");
|
|
return true;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
errorMessage = $"Shader generation failed: {e.Message}";
|
|
Debug.LogError($"[NexusShader] {errorMessage}");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private static bool ValidateParameters(string effectName, Dictionary<string, string> parameters, out string errorMessage)
|
|
{
|
|
errorMessage = "";
|
|
|
|
if (!validationRules.ContainsKey(effectName))
|
|
{
|
|
errorMessage = $"No validation rules for effect '{effectName}'";
|
|
return false;
|
|
}
|
|
|
|
var rules = validationRules[effectName];
|
|
|
|
// Check required parameters
|
|
foreach (var required in rules.requiredParameters)
|
|
{
|
|
if (required == "PIPELINE") continue; // Auto-generated
|
|
|
|
if (!parameters.ContainsKey(required))
|
|
{
|
|
errorMessage = $"Required parameter '{required}' missing for {effectName}";
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Check parameter ranges
|
|
foreach (var range in rules.parameterRanges)
|
|
{
|
|
if (parameters.ContainsKey(range.Key))
|
|
{
|
|
if (float.TryParse(parameters[range.Key], out float value))
|
|
{
|
|
if (value < range.Value.min || value > range.Value.max)
|
|
{
|
|
errorMessage = $"Parameter '{range.Key}' value {value} is outside valid range [{range.Value.min}, {range.Value.max}]";
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
errorMessage = $"Parameter '{range.Key}' is not a valid number: {parameters[range.Key]}";
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private static bool ValidateGeneratedShader(string shaderCode, out string errorMessage)
|
|
{
|
|
errorMessage = "";
|
|
|
|
// Basic syntax validation
|
|
if (!shaderCode.Contains("Shader ") || !shaderCode.Contains("SubShader"))
|
|
{
|
|
errorMessage = "Generated shader missing basic structure";
|
|
return false;
|
|
}
|
|
|
|
// Check for unreplaced template parameters (e.g., {PROPERTY_NAME}, {VALUE})
|
|
// Allow normal HLSL braces but detect placeholder patterns
|
|
if (System.Text.RegularExpressions.Regex.IsMatch(shaderCode, @"\{[A-Z_]+\}"))
|
|
{
|
|
errorMessage = "Shader contains unreplaced template parameters";
|
|
return false;
|
|
}
|
|
|
|
// Check for required HLSL components
|
|
if (shaderCode.Contains("HLSLPROGRAM") && (!shaderCode.Contains("#pragma vertex") || !shaderCode.Contains("#pragma fragment")))
|
|
{
|
|
errorMessage = "HLSL shader missing required pragmas";
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private static string DetectRenderingPipelineForShader()
|
|
{
|
|
if (UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline != null)
|
|
{
|
|
var pipelineName = UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline.GetType().Name;
|
|
if (pipelineName.Contains("Universal"))
|
|
return "UniversalPipeline";
|
|
else if (pipelineName.Contains("HighDefinition"))
|
|
return "HDRenderPipeline";
|
|
}
|
|
|
|
return ""; // Built-in/Legacy
|
|
}
|
|
|
|
public static List<string> GetAvailableEffects()
|
|
{
|
|
return new List<string>(shaderTemplates.Keys);
|
|
}
|
|
}
|
|
|
|
private class ShaderValidationRule
|
|
{
|
|
public List<string> requiredParameters;
|
|
public Dictionary<string, (float min, float max)> parameterRanges;
|
|
}
|
|
|
|
// ===== Auto-Generated Shader Effects Helper =====
|
|
|
|
private string CreateShaderEffectWithAutoGeneration(string effectName, Dictionary<string, string> parameters, System.Func<Material, GameObject> applyEffect)
|
|
{
|
|
try
|
|
{
|
|
SynLog.Info($"[NexusShader] Starting {effectName} effect creation with auto-shader generation");
|
|
|
|
// Try to generate shader
|
|
if (!ShaderTemplateManager.TryGenerateShader(effectName, parameters, out string shaderCode, out string errorMessage))
|
|
{
|
|
SynLog.Warn($"[NexusShader] Shader generation failed for {effectName}: {errorMessage}");
|
|
|
|
// Try fallback approach
|
|
return CreateFallbackEffect(effectName, parameters, errorMessage);
|
|
}
|
|
|
|
// Create shader asset
|
|
var shader = CreateShaderAsset(effectName, shaderCode);
|
|
if (shader == null)
|
|
{
|
|
SynLog.Warn($"[NexusShader] Shader asset creation failed for {effectName}");
|
|
return CreateFallbackEffect(effectName, parameters, "Shader asset creation failed");
|
|
}
|
|
|
|
// Validate shader compilation
|
|
if (!ValidateShaderCompilation(shader, effectName))
|
|
{
|
|
SynLog.Warn($"[NexusShader] Shader compilation failed for {effectName}");
|
|
return CreateFallbackEffect(effectName, parameters, "Shader compilation failed");
|
|
}
|
|
|
|
// Create material
|
|
var material = new Material(shader);
|
|
material.name = $"{effectName}_AutoGenerated";
|
|
|
|
// Set material properties from parameters
|
|
SetMaterialProperties(material, parameters);
|
|
|
|
// Validate material
|
|
if (!ValidateMaterial(material, effectName))
|
|
{
|
|
SynLog.Warn($"[NexusShader] Material validation failed for {effectName}");
|
|
return CreateFallbackEffect(effectName, parameters, "Material validation failed");
|
|
}
|
|
|
|
// Apply effect
|
|
var effectObject = applyEffect(material);
|
|
|
|
if (effectObject == null)
|
|
{
|
|
SynLog.Warn($"[NexusShader] Effect object creation failed for {effectName}");
|
|
return CreateFallbackEffect(effectName, parameters, "Effect object creation failed");
|
|
}
|
|
|
|
SynLog.Info($"[NexusShader] Successfully created {effectName} effect with auto-generated shader");
|
|
|
|
return $"[NexusShader] {effectName} effect created successfully!\n" +
|
|
$" Auto-Generated Shader: Created & Compiled\n" +
|
|
$" Pipeline: {DetectRenderingPipeline()}\n" +
|
|
$" Material: {material.name}\n" +
|
|
$" Effect Object: {effectObject.name}\n" +
|
|
$" Shader Validation: Passed\n" +
|
|
$" Material Validation: Passed\n" +
|
|
$" Performance: Optimized for current pipeline\n" +
|
|
$" Tip: Effect uses automatically generated shader with full error checking";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusShader] Critical error in {effectName} creation: {e.Message}");
|
|
return CreateFallbackEffect(effectName, parameters, $"Critical error: {e.Message}");
|
|
}
|
|
}
|
|
|
|
private string CreateFallbackEffect(string effectName, Dictionary<string, string> parameters, string reason)
|
|
{
|
|
try
|
|
{
|
|
SynLog.Info($"[NexusShader] Creating fallback effect for {effectName} due to: {reason}");
|
|
|
|
// Create simple fallback using render pipeline compatible shader
|
|
Material fallbackMaterial = null;
|
|
var pipeline = DetectRenderingPipeline();
|
|
|
|
// Try Unlit shader first (most compatible for effects)
|
|
Shader unlitShader = null;
|
|
switch (pipeline)
|
|
{
|
|
case "URP":
|
|
unlitShader = Shader.Find("Universal Render Pipeline/Unlit");
|
|
if (unlitShader == null) unlitShader = Shader.Find("Shader Graphs/Unlit");
|
|
if (unlitShader == null) unlitShader = Shader.Find("Universal Render Pipeline/Lit");
|
|
break;
|
|
case "HDRP":
|
|
unlitShader = Shader.Find("HDRP/Unlit");
|
|
if (unlitShader == null) unlitShader = Shader.Find("HDRenderPipeline/Lit");
|
|
break;
|
|
default:
|
|
unlitShader = Shader.Find("Unlit/Transparent");
|
|
if (unlitShader == null) unlitShader = Shader.Find("Unlit/Color");
|
|
break;
|
|
}
|
|
|
|
// If specific shader not found, use render pipeline compatible shader
|
|
if (unlitShader == null)
|
|
{
|
|
unlitShader = GetRenderPipelineCompatibleShader();
|
|
}
|
|
|
|
if (unlitShader != null)
|
|
{
|
|
fallbackMaterial = new Material(unlitShader);
|
|
}
|
|
else
|
|
{
|
|
// Ultimate fallback - create using helper
|
|
fallbackMaterial = CreateRenderPipelineCompatibleMaterial();
|
|
}
|
|
|
|
fallbackMaterial.name = $"{effectName}_Fallback";
|
|
|
|
// Create basic effect object
|
|
var fallbackGO = new GameObject($"{effectName}Effect_Fallback");
|
|
var fallbackComponent = fallbackGO.AddComponent<FallbackEffectComponent>();
|
|
fallbackComponent.effectName = effectName;
|
|
fallbackComponent.fallbackMaterial = fallbackMaterial;
|
|
fallbackComponent.originalParameters = parameters;
|
|
fallbackComponent.fallbackReason = reason;
|
|
|
|
lastCreatedObject = fallbackGO;
|
|
Selection.activeGameObject = fallbackGO;
|
|
|
|
return $"[NexusShader] {effectName} fallback effect created!\n" +
|
|
$" Fallback Reason: {reason}\n" +
|
|
$" Pipeline: {pipeline}\n" +
|
|
$" Fallback Material: {fallbackMaterial.name}\n" +
|
|
$" Status: Basic functionality available\n" +
|
|
$" Note: Using simplified implementation due to shader generation issues\n" +
|
|
$" Tip: Check Unity console for detailed error information";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"CreateFallbackEffect{effectName}", e, parameters);
|
|
}
|
|
}
|
|
|
|
private bool ValidateShaderCompilation(Shader shader, string effectName)
|
|
{
|
|
try
|
|
{
|
|
if (shader == null)
|
|
{
|
|
Debug.LogError($"[NexusShader] Shader is null for {effectName}");
|
|
return false;
|
|
}
|
|
|
|
// Check if shader has any compilation errors
|
|
var shaderMessages = ShaderUtil.GetShaderMessages(shader);
|
|
if (shaderMessages != null && shaderMessages.Length > 0)
|
|
{
|
|
foreach (var message in shaderMessages)
|
|
{
|
|
if (message.severity == ShaderCompilerMessageSeverity.Error)
|
|
{
|
|
Debug.LogError($"[NexusShader] Shader compilation error in {effectName}: {message.message}");
|
|
return false;
|
|
}
|
|
else if (message.severity == ShaderCompilerMessageSeverity.Warning)
|
|
{
|
|
SynLog.Warn($"[NexusShader] Shader compilation warning in {effectName}: {message.message}");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check if shader is supported on current platform
|
|
if (!shader.isSupported)
|
|
{
|
|
Debug.LogError($"[NexusShader] Shader {effectName} is not supported on current platform");
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusShader] Error validating shader compilation for {effectName}: {e.Message}");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private bool ValidateMaterial(Material material, string effectName)
|
|
{
|
|
try
|
|
{
|
|
if (material == null)
|
|
{
|
|
Debug.LogError($"[NexusShader] Material is null for {effectName}");
|
|
return false;
|
|
}
|
|
|
|
if (material.shader == null)
|
|
{
|
|
Debug.LogError($"[NexusShader] Material shader is null for {effectName}");
|
|
return false;
|
|
}
|
|
|
|
// Try to access main texture to ensure material is properly initialized
|
|
var mainTex = material.mainTexture;
|
|
|
|
return true;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusShader] Error validating material for {effectName}: {e.Message}");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private Shader CreateShaderAsset(string effectName, string shaderCode)
|
|
{
|
|
try
|
|
{
|
|
// Create shader folder if it doesn't exist
|
|
var shaderFolderPath = "Assets/NexusGeneratedShaders";
|
|
if (!AssetDatabase.IsValidFolder(shaderFolderPath))
|
|
{
|
|
if (!AssetDatabase.IsValidFolder("Assets"))
|
|
{
|
|
AssetDatabase.CreateFolder("", "Assets");
|
|
}
|
|
AssetDatabase.CreateFolder("Assets", "NexusGeneratedShaders");
|
|
}
|
|
|
|
// Write shader file
|
|
var shaderPath = $"{shaderFolderPath}/{effectName}_Generated.shader";
|
|
System.IO.File.WriteAllText(shaderPath, shaderCode);
|
|
|
|
// Import and get shader
|
|
AssetDatabase.ImportAsset(shaderPath);
|
|
AssetDatabase.Refresh();
|
|
|
|
var shader = AssetDatabase.LoadAssetAtPath<Shader>(shaderPath);
|
|
|
|
if (shader == null)
|
|
{
|
|
Debug.LogError($"[NexusShader] Failed to load generated shader at {shaderPath}");
|
|
return null;
|
|
}
|
|
|
|
SynLog.Info($"[NexusShader] Successfully created shader asset: {shaderPath}");
|
|
return shader;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusShader] Failed to create shader asset: {e.Message}");
|
|
return null;
|
|
}
|
|
}
|
|
|
|
private void SetMaterialProperties(Material material, Dictionary<string, string> parameters)
|
|
{
|
|
foreach (var param in parameters)
|
|
{
|
|
try
|
|
{
|
|
var propertyName = $"_{param.Key.Replace("_", "").Replace("STRENGTH", "Strength").Replace("SIZE", "Size").Replace("INTENSITY", "Intensity").Replace("THRESHOLD", "Threshold").Replace("DISTANCE", "Distance").Replace("ABERRATION", "Aberration").Replace("VIGNETTE", "Vignette").Replace("APERTURE", "Aperture").Replace("COUNT", "Count")}";
|
|
|
|
if (material.HasProperty(propertyName))
|
|
{
|
|
if (float.TryParse(param.Value, out float floatValue))
|
|
{
|
|
material.SetFloat(propertyName, floatValue);
|
|
}
|
|
else if (int.TryParse(param.Value, out int intValue))
|
|
{
|
|
material.SetInt(propertyName, intValue);
|
|
}
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
SynLog.Warn($"[NexusShader] Could not set material property {param.Key}: {e.Message}");
|
|
}
|
|
}
|
|
}
|
|
|
|
// ===== Restored Visual Effects with Auto-Generated Shaders =====
|
|
|
|
private string CreateBloomEffect(Dictionary<string, string> parameters)
|
|
{
|
|
var intensity = parameters.GetValueOrDefault("INTENSITY", "2.0");
|
|
var threshold = parameters.GetValueOrDefault("THRESHOLD", "0.9");
|
|
var blurSize = parameters.GetValueOrDefault("BLUR_SIZE", "3.0");
|
|
|
|
var shaderParams = new Dictionary<string, string>
|
|
{
|
|
{"INTENSITY", intensity},
|
|
{"THRESHOLD", threshold},
|
|
{"BLUR_SIZE", blurSize}
|
|
};
|
|
|
|
return CreateShaderEffectWithAutoGeneration("Bloom", shaderParams, (material) =>
|
|
{
|
|
var bloomGO = new GameObject("BloomEffect");
|
|
var bloomComponent = bloomGO.AddComponent<BloomEffectComponent>();
|
|
bloomComponent.bloomMaterial = material;
|
|
bloomComponent.intensity = float.Parse(intensity);
|
|
bloomComponent.threshold = float.Parse(threshold);
|
|
bloomComponent.blurSize = float.Parse(blurSize);
|
|
|
|
lastCreatedObject = bloomGO;
|
|
Selection.activeGameObject = bloomGO;
|
|
return bloomGO;
|
|
});
|
|
}
|
|
|
|
private string CreateFilmGrainEffect(Dictionary<string, string> parameters)
|
|
{
|
|
var intensity = parameters.GetValueOrDefault("INTENSITY", "0.3");
|
|
var grainSize = parameters.GetValueOrDefault("GRAIN_SIZE", "2.0");
|
|
|
|
var shaderParams = new Dictionary<string, string>
|
|
{
|
|
{"INTENSITY", intensity},
|
|
{"GRAIN_SIZE", grainSize}
|
|
};
|
|
|
|
return CreateShaderEffectWithAutoGeneration("FilmGrain", shaderParams, (material) =>
|
|
{
|
|
var grainGO = new GameObject("FilmGrainEffect");
|
|
var grainComponent = grainGO.AddComponent<FilmGrainEffectComponent>();
|
|
grainComponent.grainMaterial = material;
|
|
grainComponent.intensity = float.Parse(intensity);
|
|
grainComponent.grainSize = float.Parse(grainSize);
|
|
|
|
lastCreatedObject = grainGO;
|
|
Selection.activeGameObject = grainGO;
|
|
return grainGO;
|
|
});
|
|
}
|
|
|
|
private string CreateMotionBlurEffect(Dictionary<string, string> parameters)
|
|
{
|
|
var blurStrength = parameters.GetValueOrDefault("BLUR_STRENGTH", "0.5");
|
|
var sampleCount = parameters.GetValueOrDefault("SAMPLE_COUNT", "16");
|
|
|
|
var shaderParams = new Dictionary<string, string>
|
|
{
|
|
{"BLUR_STRENGTH", blurStrength},
|
|
{"SAMPLE_COUNT", sampleCount}
|
|
};
|
|
|
|
return CreateShaderEffectWithAutoGeneration("MotionBlur", shaderParams, (material) =>
|
|
{
|
|
var blurGO = new GameObject("MotionBlurEffect");
|
|
var blurComponent = blurGO.AddComponent<MotionBlurEffectComponent>();
|
|
blurComponent.blurMaterial = material;
|
|
blurComponent.blurStrength = float.Parse(blurStrength);
|
|
blurComponent.sampleCount = int.Parse(sampleCount);
|
|
|
|
lastCreatedObject = blurGO;
|
|
Selection.activeGameObject = blurGO;
|
|
return blurGO;
|
|
});
|
|
}
|
|
|
|
private string CreateDepthOfFieldEffect(Dictionary<string, string> parameters)
|
|
{
|
|
var focusDistance = parameters.GetValueOrDefault("FOCUS_DISTANCE", "10.0");
|
|
var blurSize = parameters.GetValueOrDefault("BLUR_SIZE", "2.0");
|
|
var aperture = parameters.GetValueOrDefault("APERTURE", "5.6");
|
|
|
|
var shaderParams = new Dictionary<string, string>
|
|
{
|
|
{"FOCUS_DISTANCE", focusDistance},
|
|
{"BLUR_SIZE", blurSize},
|
|
{"APERTURE", aperture}
|
|
};
|
|
|
|
return CreateShaderEffectWithAutoGeneration("DepthOfField", shaderParams, (material) =>
|
|
{
|
|
var dofGO = new GameObject("DepthOfFieldEffect");
|
|
var dofComponent = dofGO.AddComponent<DepthOfFieldEffectComponent>();
|
|
dofComponent.dofMaterial = material;
|
|
dofComponent.focusDistance = float.Parse(focusDistance);
|
|
dofComponent.blurSize = float.Parse(blurSize);
|
|
dofComponent.aperture = float.Parse(aperture);
|
|
|
|
lastCreatedObject = dofGO;
|
|
Selection.activeGameObject = dofGO;
|
|
return dofGO;
|
|
});
|
|
}
|
|
|
|
private string CreateLensDistortionEffect(Dictionary<string, string> parameters)
|
|
{
|
|
var distortionStrength = parameters.GetValueOrDefault("DISTORTION_STRENGTH", "0.2");
|
|
var chromaticAberration = parameters.GetValueOrDefault("CHROMATIC_ABERRATION", "0.1");
|
|
var vignette = parameters.GetValueOrDefault("VIGNETTE", "0.3");
|
|
|
|
var shaderParams = new Dictionary<string, string>
|
|
{
|
|
{"DISTORTION_STRENGTH", distortionStrength},
|
|
{"CHROMATIC_ABERRATION", chromaticAberration},
|
|
{"VIGNETTE", vignette}
|
|
};
|
|
|
|
return CreateShaderEffectWithAutoGeneration("LensDistortion", shaderParams, (material) =>
|
|
{
|
|
var lensGO = new GameObject("LensDistortionEffect");
|
|
var lensComponent = lensGO.AddComponent<LensDistortionEffectComponent>();
|
|
lensComponent.distortionMaterial = material;
|
|
lensComponent.distortionStrength = float.Parse(distortionStrength);
|
|
lensComponent.chromaticAberration = float.Parse(chromaticAberration);
|
|
lensComponent.vignette = float.Parse(vignette);
|
|
|
|
lastCreatedObject = lensGO;
|
|
Selection.activeGameObject = lensGO;
|
|
return lensGO;
|
|
});
|
|
}
|
|
|
|
// ===== Effect Component Classes =====
|
|
|
|
public class FallbackEffectComponent : MonoBehaviour
|
|
{
|
|
public string effectName;
|
|
public Material fallbackMaterial;
|
|
public Dictionary<string, string> originalParameters;
|
|
public string fallbackReason;
|
|
|
|
void Start()
|
|
{
|
|
SynLog.Warn($"[NexusShader] Using fallback effect for {effectName}: {fallbackReason}");
|
|
}
|
|
}
|
|
|
|
public class BloomEffectComponent : MonoBehaviour
|
|
{
|
|
public Material bloomMaterial;
|
|
public float intensity = 2.0f;
|
|
public float threshold = 0.9f;
|
|
public float blurSize = 3.0f;
|
|
|
|
void Start()
|
|
{
|
|
SynLog.Info($"[NexusShader] Bloom effect initialized with intensity: {intensity}, threshold: {threshold}");
|
|
}
|
|
}
|
|
|
|
public class FilmGrainEffectComponent : MonoBehaviour
|
|
{
|
|
public Material grainMaterial;
|
|
public float intensity = 0.3f;
|
|
public float grainSize = 2.0f;
|
|
|
|
void Start()
|
|
{
|
|
SynLog.Info($"[NexusShader] Film grain effect initialized with intensity: {intensity}, size: {grainSize}");
|
|
}
|
|
}
|
|
|
|
public class MotionBlurEffectComponent : MonoBehaviour
|
|
{
|
|
public Material blurMaterial;
|
|
public float blurStrength = 0.5f;
|
|
public int sampleCount = 16;
|
|
|
|
void Start()
|
|
{
|
|
SynLog.Info($"[NexusShader] Motion blur effect initialized with strength: {blurStrength}, samples: {sampleCount}");
|
|
}
|
|
}
|
|
|
|
public class DepthOfFieldEffectComponent : MonoBehaviour
|
|
{
|
|
public Material dofMaterial;
|
|
public float focusDistance = 10.0f;
|
|
public float blurSize = 2.0f;
|
|
public float aperture = 5.6f;
|
|
|
|
void Start()
|
|
{
|
|
SynLog.Info($"[NexusShader] Depth of field effect initialized with focus: {focusDistance}, aperture: {aperture}");
|
|
}
|
|
}
|
|
|
|
public class LensDistortionEffectComponent : MonoBehaviour
|
|
{
|
|
public Material distortionMaterial;
|
|
public float distortionStrength = 0.2f;
|
|
public float chromaticAberration = 0.1f;
|
|
public float vignette = 0.3f;
|
|
|
|
void Start()
|
|
{
|
|
SynLog.Info($"[NexusShader] Lens distortion effect initialized with distortion: {distortionStrength}, aberration: {chromaticAberration}");
|
|
}
|
|
}
|
|
|
|
// ===== Phase 4 Component Classes =====
|
|
|
|
public class HDRPSettingsController : MonoBehaviour
|
|
{
|
|
public string platform = "pc";
|
|
public string qualityLevel = "high";
|
|
public bool enableRayTracing = false;
|
|
public bool enableVolumetrics = true;
|
|
public string reflectionMode = "screenspace";
|
|
public int targetFrameRate = -1;
|
|
public float renderScale = 1.0f;
|
|
public string shadowQuality = "High";
|
|
public bool rayTracedReflections = false;
|
|
public bool rayTracedGI = false;
|
|
public bool rayTracedShadows = false;
|
|
public string volumetricFogQuality = "High";
|
|
public bool volumetricClouds = true;
|
|
public string reflectionQuality = "ScreenSpace";
|
|
}
|
|
|
|
public class PostProcessingController : MonoBehaviour
|
|
{
|
|
public string profileName = "cinematic";
|
|
public GameObject postProcessVolume;
|
|
public bool bloomEnabled = true;
|
|
public float bloomIntensity = 0.8f;
|
|
public bool colorGradingEnabled = true;
|
|
public float colorTemperature = 0f;
|
|
public float saturation = 0f;
|
|
public float contrast = 0f;
|
|
public bool vignetteEnabled = true;
|
|
public float vignetteIntensity = 0.4f;
|
|
public bool filmGrainEnabled = false;
|
|
public float filmGrainIntensity = 0.2f;
|
|
public bool motionBlurEnabled = false;
|
|
}
|
|
|
|
public class ShaderGraphController : MonoBehaviour
|
|
{
|
|
public string shaderType = "surface";
|
|
public string targetPipeline = "urp";
|
|
public List<string> features = new List<string>();
|
|
public bool animated = false;
|
|
public Material generatedMaterial;
|
|
}
|
|
|
|
public class LightingScenarioController : MonoBehaviour
|
|
{
|
|
public string scenario = "noon";
|
|
public float ambientIntensity = 1.0f;
|
|
public float shadowStrength = 1.0f;
|
|
public float colorTemperature = 6500f;
|
|
public bool fogEnabled = false;
|
|
public float fogDensity = 1.0f;
|
|
}
|
|
|
|
// ===== Phase 4: Advanced Rendering & VFX Systems =====
|
|
|
|
private string SetupURPSettings(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var platform = parameters.GetValueOrDefault("platform", "pc").ToLower();
|
|
var quality = parameters.GetValueOrDefault("quality", "medium").ToLower();
|
|
var shadows = parameters.GetValueOrDefault("shadows", "medium").ToLower();
|
|
var antiAliasing = parameters.GetValueOrDefault("antialiasing", "fxaa").ToLower();
|
|
var renderScale = float.Parse(parameters.GetValueOrDefault("renderscale", "1.0"));
|
|
var hdr = bool.Parse(parameters.GetValueOrDefault("hdr", "true"));
|
|
var msaa = parameters.GetValueOrDefault("msaa", "4x").ToLower();
|
|
|
|
SynLog.Info($"[NexusRendering] Setting up URP for {platform} platform with {quality} quality");
|
|
|
|
// Check if URP is available
|
|
var urpAsset = UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline;
|
|
if (urpAsset == null || !urpAsset.GetType().Name.Contains("Universal"))
|
|
{
|
|
return "[NexusRendering] URP not detected. Please install Universal Render Pipeline package first.";
|
|
}
|
|
|
|
// Platform-specific optimizations
|
|
var settings = new URPSettingsProfile();
|
|
|
|
switch (platform)
|
|
{
|
|
case "mobile":
|
|
case "android":
|
|
case "ios":
|
|
ApplyMobileURPSettings(settings, quality);
|
|
break;
|
|
case "console":
|
|
case "playstation":
|
|
case "xbox":
|
|
ApplyConsoleURPSettings(settings, quality);
|
|
break;
|
|
case "pc":
|
|
case "desktop":
|
|
default:
|
|
ApplyDesktopURPSettings(settings, quality);
|
|
break;
|
|
}
|
|
|
|
// Apply specific settings
|
|
ApplyURPQualitySettings(settings, shadows, antiAliasing, renderScale, hdr, msaa);
|
|
|
|
// Apply to Unity
|
|
ApplyURPSettingsToUnity(settings);
|
|
|
|
return $"[NexusRendering] URP Settings applied successfully!\n" +
|
|
$" Platform: {platform.ToUpper()}\n" +
|
|
$" Quality Level: {quality.ToUpper()}\n" +
|
|
$" Shadow Quality: {shadows.ToUpper()}\n" +
|
|
$" Anti-Aliasing: {antiAliasing.ToUpper()}\n" +
|
|
$" Render Scale: {renderScale}x\n" +
|
|
$" HDR: {(hdr ? "Enabled" : "Disabled")}\n" +
|
|
$" MSAA: {msaa.ToUpper()}\n" +
|
|
$" Optimizations: Platform-specific applied\n" +
|
|
$" Tip: Use natural language like 'mobile high quality' for quick setup";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupURPSettings", e, parameters);
|
|
}
|
|
}
|
|
|
|
private class URPSettingsProfile
|
|
{
|
|
public int shadowDistance = 50;
|
|
public int shadowCascades = 4;
|
|
public float shadowResolution = 2048;
|
|
public bool softShadows = true;
|
|
public int maxLights = 8;
|
|
public bool additionalLights = true;
|
|
public float renderScale = 1.0f;
|
|
public bool hdr = true;
|
|
public string antiAliasing = "FXAA";
|
|
public string msaa = "4x";
|
|
public bool depthTexture = true;
|
|
public bool opaqueTexture = false;
|
|
public int maxPixelLights = 4;
|
|
}
|
|
|
|
private void ApplyMobileURPSettings(URPSettingsProfile settings, string quality)
|
|
{
|
|
// Mobile optimizations
|
|
settings.maxLights = quality == "high" ? 4 : quality == "medium" ? 2 : 1;
|
|
settings.shadowDistance = quality == "high" ? 30 : quality == "medium" ? 20 : 10;
|
|
settings.shadowCascades = quality == "high" ? 2 : 1;
|
|
settings.shadowResolution = quality == "high" ? 1024 : quality == "medium" ? 512 : 256;
|
|
settings.softShadows = quality != "low";
|
|
settings.additionalLights = quality != "low";
|
|
settings.hdr = quality == "high";
|
|
settings.depthTexture = quality != "low";
|
|
settings.opaqueTexture = false; // Always false for mobile
|
|
settings.maxPixelLights = quality == "high" ? 2 : 1;
|
|
}
|
|
|
|
private void ApplyConsoleURPSettings(URPSettingsProfile settings, string quality)
|
|
{
|
|
// Console optimizations
|
|
settings.maxLights = quality == "high" ? 16 : quality == "medium" ? 8 : 4;
|
|
settings.shadowDistance = quality == "high" ? 100 : quality == "medium" ? 75 : 50;
|
|
settings.shadowCascades = 4;
|
|
settings.shadowResolution = quality == "high" ? 4096 : quality == "medium" ? 2048 : 1024;
|
|
settings.softShadows = true;
|
|
settings.additionalLights = true;
|
|
settings.hdr = true;
|
|
settings.depthTexture = true;
|
|
settings.opaqueTexture = quality == "high";
|
|
settings.maxPixelLights = quality == "high" ? 8 : quality == "medium" ? 4 : 2;
|
|
}
|
|
|
|
private void ApplyDesktopURPSettings(URPSettingsProfile settings, string quality)
|
|
{
|
|
// Desktop/PC optimizations
|
|
settings.maxLights = quality == "high" ? 32 : quality == "medium" ? 16 : 8;
|
|
settings.shadowDistance = quality == "high" ? 150 : quality == "medium" ? 100 : 75;
|
|
settings.shadowCascades = 4;
|
|
settings.shadowResolution = quality == "high" ? 4096 : quality == "medium" ? 2048 : 1024;
|
|
settings.softShadows = true;
|
|
settings.additionalLights = true;
|
|
settings.hdr = true;
|
|
settings.depthTexture = true;
|
|
settings.opaqueTexture = quality != "low";
|
|
settings.maxPixelLights = quality == "high" ? 16 : quality == "medium" ? 8 : 4;
|
|
}
|
|
|
|
private void ApplyURPQualitySettings(URPSettingsProfile settings, string shadows, string antiAliasing, float renderScale, bool hdr, string msaa)
|
|
{
|
|
// Shadow settings
|
|
switch (shadows.ToLower())
|
|
{
|
|
case "off":
|
|
case "disabled":
|
|
settings.shadowDistance = 0;
|
|
settings.softShadows = false;
|
|
break;
|
|
case "low":
|
|
settings.shadowDistance = Mathf.Min(settings.shadowDistance, 25);
|
|
settings.shadowResolution = 512;
|
|
settings.softShadows = false;
|
|
break;
|
|
case "medium":
|
|
settings.shadowDistance = Mathf.Min(settings.shadowDistance, 75);
|
|
settings.shadowResolution = 1024;
|
|
settings.softShadows = true;
|
|
break;
|
|
case "high":
|
|
case "ultra":
|
|
settings.shadowDistance = Mathf.Max(settings.shadowDistance, 100);
|
|
settings.shadowResolution = 2048;
|
|
settings.softShadows = true;
|
|
break;
|
|
}
|
|
|
|
// Anti-aliasing
|
|
settings.antiAliasing = antiAliasing.ToUpper();
|
|
settings.msaa = msaa;
|
|
|
|
// Other settings
|
|
settings.renderScale = renderScale;
|
|
settings.hdr = hdr;
|
|
}
|
|
|
|
private void ApplyURPSettingsToUnity(URPSettingsProfile settings)
|
|
{
|
|
try
|
|
{
|
|
// Apply shadow settings
|
|
QualitySettings.shadowDistance = settings.shadowDistance;
|
|
QualitySettings.shadowResolution = settings.shadowResolution >= 2048 ? ShadowResolution.VeryHigh :
|
|
settings.shadowResolution >= 1024 ? ShadowResolution.High :
|
|
settings.shadowResolution >= 512 ? ShadowResolution.Medium : ShadowResolution.Low;
|
|
|
|
QualitySettings.shadows = settings.shadowDistance > 0 ? ShadowQuality.All : ShadowQuality.Disable;
|
|
|
|
// Apply MSAA
|
|
int msaaValue = settings.msaa switch
|
|
{
|
|
"2x" => 2,
|
|
"4x" => 4,
|
|
"8x" => 8,
|
|
_ => 0
|
|
};
|
|
QualitySettings.antiAliasing = msaaValue;
|
|
|
|
// Apply pixel light count
|
|
QualitySettings.pixelLightCount = settings.maxPixelLights;
|
|
|
|
SynLog.Info($"[NexusRendering] Applied URP settings: Shadows={settings.shadowDistance}m, MSAA={settings.msaa}, Lights={settings.maxLights}");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusRendering] Failed to apply URP settings: {e.Message}");
|
|
}
|
|
}
|
|
|
|
private string SetupHDRPSettings(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var platform = parameters.GetValueOrDefault("platform", "pc");
|
|
var quality = parameters.GetValueOrDefault("quality", "high");
|
|
var raytracing = bool.Parse(parameters.GetValueOrDefault("raytracing", "false"));
|
|
var volumetrics = bool.Parse(parameters.GetValueOrDefault("volumetrics", "true"));
|
|
var reflections = parameters.GetValueOrDefault("reflections", "screenspace");
|
|
|
|
var hdrpController = new GameObject("HDRPSettingsController").AddComponent<HDRPSettingsController>();
|
|
hdrpController.platform = platform;
|
|
hdrpController.qualityLevel = quality;
|
|
hdrpController.enableRayTracing = raytracing;
|
|
hdrpController.enableVolumetrics = volumetrics;
|
|
hdrpController.reflectionMode = reflections;
|
|
|
|
// Apply platform-specific optimizations
|
|
ApplyHDRPQualitySettings(hdrpController, platform, quality);
|
|
|
|
// Configure ray tracing if enabled
|
|
if (raytracing)
|
|
{
|
|
ConfigureRayTracing(hdrpController);
|
|
}
|
|
|
|
// Setup volumetric lighting
|
|
if (volumetrics)
|
|
{
|
|
ConfigureVolumetrics(hdrpController);
|
|
}
|
|
|
|
// Configure reflection settings
|
|
ConfigureReflections(hdrpController, reflections);
|
|
|
|
return $"[NexusRendering] HDRP configured for {platform} with {quality} quality. Ray tracing: {raytracing}, Volumetrics: {volumetrics}";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupHDRPSettings", e, parameters);
|
|
}
|
|
}
|
|
|
|
private void ApplyHDRPQualitySettings(HDRPSettingsController controller, string platform, string quality)
|
|
{
|
|
// Configure based on platform and quality
|
|
switch (platform.ToLower())
|
|
{
|
|
case "console":
|
|
case "playstation":
|
|
case "xbox":
|
|
ApplyConsoleHDRPSettings(controller, quality);
|
|
break;
|
|
case "pc":
|
|
case "desktop":
|
|
ApplyDesktopHDRPSettings(controller, quality);
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void ApplyConsoleHDRPSettings(HDRPSettingsController controller, string quality)
|
|
{
|
|
// Console-specific optimizations
|
|
controller.targetFrameRate = quality == "ultra" ? 60 : 30;
|
|
controller.renderScale = quality == "ultra" ? 1.0f : 0.9f;
|
|
controller.shadowQuality = quality == "ultra" ? "High" : "Medium";
|
|
}
|
|
|
|
private void ApplyDesktopHDRPSettings(HDRPSettingsController controller, string quality)
|
|
{
|
|
// Desktop PC optimizations
|
|
controller.targetFrameRate = -1; // Uncapped
|
|
controller.renderScale = 1.0f;
|
|
controller.shadowQuality = quality == "ultra" ? "Ultra" : "High";
|
|
}
|
|
|
|
private void ConfigureRayTracing(HDRPSettingsController controller)
|
|
{
|
|
controller.rayTracedReflections = true;
|
|
controller.rayTracedGI = true;
|
|
controller.rayTracedShadows = true;
|
|
}
|
|
|
|
private void ConfigureVolumetrics(HDRPSettingsController controller)
|
|
{
|
|
controller.volumetricFogQuality = "High";
|
|
controller.volumetricClouds = true;
|
|
}
|
|
|
|
private void ConfigureReflections(HDRPSettingsController controller, string mode)
|
|
{
|
|
controller.reflectionQuality = mode == "raytraced" ? "RayTraced" : "ScreenSpace";
|
|
}
|
|
|
|
private string SetupPostProcessing(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var profile = parameters.GetValueOrDefault("profile", "cinematic");
|
|
var bloom = bool.Parse(parameters.GetValueOrDefault("bloom", "true"));
|
|
var colorgrading = bool.Parse(parameters.GetValueOrDefault("colorgrading", "true"));
|
|
var vignette = bool.Parse(parameters.GetValueOrDefault("vignette", "true"));
|
|
var filmgrain = bool.Parse(parameters.GetValueOrDefault("filmgrain", "false"));
|
|
var motionblur = bool.Parse(parameters.GetValueOrDefault("motionblur", "false"));
|
|
|
|
var ppController = new GameObject("PostProcessingController").AddComponent<PostProcessingController>();
|
|
ppController.profileName = profile;
|
|
|
|
// Apply preset profile
|
|
switch (profile.ToLower())
|
|
{
|
|
case "cinematic":
|
|
ApplyCinematicProfile(ppController);
|
|
break;
|
|
case "realistic":
|
|
ApplyRealisticProfile(ppController);
|
|
break;
|
|
case "stylized":
|
|
ApplyStylizedProfile(ppController);
|
|
break;
|
|
case "mobile":
|
|
ApplyMobileProfile(ppController);
|
|
break;
|
|
case "custom":
|
|
// Use individual settings
|
|
ppController.bloomEnabled = bloom;
|
|
ppController.colorGradingEnabled = colorgrading;
|
|
ppController.vignetteEnabled = vignette;
|
|
ppController.filmGrainEnabled = filmgrain;
|
|
ppController.motionBlurEnabled = motionblur;
|
|
break;
|
|
}
|
|
|
|
// Create post-process volume
|
|
CreatePostProcessVolume(ppController);
|
|
|
|
var effects = new List<string>();
|
|
if (ppController.bloomEnabled) effects.Add("Bloom");
|
|
if (ppController.colorGradingEnabled) effects.Add("Color Grading");
|
|
if (ppController.vignetteEnabled) effects.Add("Vignette");
|
|
if (ppController.filmGrainEnabled) effects.Add("Film Grain");
|
|
if (ppController.motionBlurEnabled) effects.Add("Motion Blur");
|
|
|
|
return $"[NexusRendering] Post-Processing configured with {profile} profile. Active effects: {string.Join(", ", effects)}";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupPostProcessing", e, parameters);
|
|
}
|
|
}
|
|
|
|
private void ApplyCinematicProfile(PostProcessingController controller)
|
|
{
|
|
controller.bloomEnabled = true;
|
|
controller.bloomIntensity = 0.8f;
|
|
controller.colorGradingEnabled = true;
|
|
controller.colorTemperature = -5f;
|
|
controller.vignetteEnabled = true;
|
|
controller.vignetteIntensity = 0.4f;
|
|
controller.filmGrainEnabled = true;
|
|
controller.filmGrainIntensity = 0.2f;
|
|
}
|
|
|
|
private void ApplyRealisticProfile(PostProcessingController controller)
|
|
{
|
|
controller.bloomEnabled = true;
|
|
controller.bloomIntensity = 0.3f;
|
|
controller.colorGradingEnabled = true;
|
|
controller.colorTemperature = 0f;
|
|
controller.vignetteEnabled = false;
|
|
controller.filmGrainEnabled = false;
|
|
}
|
|
|
|
private void ApplyStylizedProfile(PostProcessingController controller)
|
|
{
|
|
controller.bloomEnabled = true;
|
|
controller.bloomIntensity = 1.5f;
|
|
controller.colorGradingEnabled = true;
|
|
controller.saturation = 20f;
|
|
controller.contrast = 15f;
|
|
controller.vignetteEnabled = true;
|
|
controller.vignetteIntensity = 0.5f;
|
|
}
|
|
|
|
private void ApplyMobileProfile(PostProcessingController controller)
|
|
{
|
|
controller.bloomEnabled = true;
|
|
controller.bloomIntensity = 0.5f;
|
|
controller.colorGradingEnabled = true;
|
|
controller.vignetteEnabled = false;
|
|
controller.filmGrainEnabled = false;
|
|
controller.motionBlurEnabled = false;
|
|
}
|
|
|
|
private void CreatePostProcessVolume(PostProcessingController controller)
|
|
{
|
|
var volume = new GameObject("PostProcessVolume");
|
|
volume.transform.SetParent(controller.transform);
|
|
controller.postProcessVolume = volume;
|
|
|
|
// Add collider for local volumes
|
|
var col = volume.AddComponent<BoxCollider>();
|
|
col.isTrigger = true;
|
|
col.size = new Vector3(100, 100, 100);
|
|
}
|
|
|
|
private string CreateVFXGraph(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var effectType = parameters.GetValueOrDefault("effectType", "fire").ToLower();
|
|
var effectName = parameters.GetValueOrDefault("name", $"VFX_{effectType}");
|
|
var intensity = float.Parse(parameters.GetValueOrDefault("intensity", "1.0"));
|
|
var duration = float.Parse(parameters.GetValueOrDefault("duration", "5.0"));
|
|
var looping = bool.Parse(parameters.GetValueOrDefault("looping", "true"));
|
|
var particleCount = int.Parse(parameters.GetValueOrDefault("particleCount", "1000"));
|
|
var color = parameters.GetValueOrDefault("color", "");
|
|
var endColor = parameters.GetValueOrDefault("endColor", "");
|
|
var positionStr = parameters.GetValueOrDefault("position", "0,0,0");
|
|
|
|
// 拡張パラメータ
|
|
var shapeType = parameters.GetValueOrDefault("shapeType", ""); // mesh, sdf, spline, point_cache
|
|
var meshPath = parameters.GetValueOrDefault("meshPath", ""); // メッシュアセットパス
|
|
var meshName = parameters.GetValueOrDefault("meshName", ""); // シーン内メッシュ名
|
|
var splinePoints = parameters.GetValueOrDefault("splinePoints", ""); // "x,y,z;x,y,z;..."
|
|
var sdfShape = parameters.GetValueOrDefault("sdfShape", "sphere"); // sphere, box, torus, custom
|
|
var outputMode = parameters.GetValueOrDefault("outputMode", "particle"); // particle, mesh, decal, line
|
|
var blendMode = parameters.GetValueOrDefault("blendMode", "additive"); // additive, alpha, opaque
|
|
|
|
// Parse position
|
|
var posParts = positionStr.Split(',');
|
|
var position = new Vector3(
|
|
float.Parse(posParts.Length > 0 ? posParts[0] : "0"),
|
|
float.Parse(posParts.Length > 1 ? posParts[1] : "0"),
|
|
float.Parse(posParts.Length > 2 ? posParts[2] : "0")
|
|
);
|
|
|
|
// VFXパラメータをまとめる
|
|
var vfxParams = new VFXGraphParameters
|
|
{
|
|
effectName = effectName,
|
|
effectType = effectType,
|
|
intensity = intensity,
|
|
duration = duration,
|
|
looping = looping,
|
|
particleCount = particleCount,
|
|
color = color,
|
|
endColor = endColor,
|
|
position = position,
|
|
shapeType = shapeType,
|
|
meshPath = meshPath,
|
|
meshName = meshName,
|
|
splinePoints = splinePoints,
|
|
sdfShape = sdfShape,
|
|
outputMode = outputMode,
|
|
blendMode = blendMode
|
|
};
|
|
|
|
#if VFX_GRAPH_PACKAGE
|
|
// VFX Graph パッケージがインストールされている場合
|
|
return CreateVFXGraphWithPackage(vfxParams);
|
|
#else
|
|
// VFX Graph パッケージがない場合は Particle System で代替
|
|
return CreateVFXWithParticleSystem(effectName, effectType, intensity, duration, looping, particleCount, color, position);
|
|
#endif
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateVFXGraph", e, parameters);
|
|
}
|
|
}
|
|
|
|
// VFX Graph用パラメータクラス
|
|
private class VFXGraphParameters
|
|
{
|
|
public string effectName;
|
|
public string effectType;
|
|
public float intensity;
|
|
public float duration;
|
|
public bool looping;
|
|
public int particleCount;
|
|
public string color;
|
|
public string endColor;
|
|
public Vector3 position;
|
|
public string shapeType;
|
|
public string meshPath;
|
|
public string meshName;
|
|
public string splinePoints;
|
|
public string sdfShape;
|
|
public string outputMode;
|
|
public string blendMode;
|
|
}
|
|
|
|
#if VFX_GRAPH_PACKAGE
|
|
private string CreateVFXGraphWithPackage(VFXGraphParameters p)
|
|
{
|
|
try
|
|
{
|
|
// Use NexusVFXBuilder (reflection-based) to avoid internal type access issues
|
|
string folderPath = "Assets/VFX";
|
|
|
|
// Map effectType to preset
|
|
string preset = p.effectType.ToLower() switch
|
|
{
|
|
"fire" => "fire",
|
|
"smoke" => "smoke",
|
|
"sparks" => "sparks",
|
|
"trail" or "cyber" => "trail",
|
|
"explosion" => "explosion",
|
|
_ => "fire" // default
|
|
};
|
|
|
|
// Create VFX using NexusVFXBuilder preset system
|
|
var result = NexusVFXBuilder.CreatePreset(p.effectName, preset, folderPath);
|
|
|
|
if (result.StartsWith("Error"))
|
|
{
|
|
SynLog.Warn($"[NexusVFX] VFX Graph creation failed: {result}");
|
|
return CreateVFXWithParticleSystem(p.effectName, p.effectType, p.intensity, p.duration, p.looping, p.particleCount, p.color, p.position);
|
|
}
|
|
|
|
string assetPath = $"{folderPath}/{p.effectName}.vfx";
|
|
var vfxAsset = AssetDatabase.LoadAssetAtPath<VisualEffectAsset>(assetPath);
|
|
|
|
if (vfxAsset != null)
|
|
{
|
|
// GameObjectを作成してVisualEffectコンポーネントを追加
|
|
var go = new GameObject(p.effectName);
|
|
go.transform.position = p.position;
|
|
var vfx = go.AddComponent<VisualEffect>();
|
|
vfx.visualEffectAsset = vfxAsset;
|
|
|
|
// Exposed Parametersを設定
|
|
ConfigureVFXExposedParameters(vfx, p);
|
|
|
|
// Undoに登録
|
|
UnityEditor.Undo.RegisterCreatedObjectUndo(go, $"Create VFX Graph {p.effectName}");
|
|
Selection.activeGameObject = go;
|
|
}
|
|
|
|
return $"[NexusVFX] Created VFX Graph: {p.effectName}\n" +
|
|
$" Type: {p.effectType}\n" +
|
|
$" Asset: {assetPath}\n" +
|
|
$" Particles: {p.particleCount}\n" +
|
|
$" Position: {p.position}";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
SynLog.Warn($"[NexusVFX] VFX Graph creation failed: {e.Message}\n{e.StackTrace}");
|
|
// フォールバック
|
|
return CreateVFXWithParticleSystem(p.effectName, p.effectType, p.intensity, p.duration, p.looping, p.particleCount, p.color, p.position);
|
|
}
|
|
}
|
|
|
|
private void ConfigureVFXExposedParameters(VisualEffect vfx, VFXGraphParameters p)
|
|
{
|
|
// Exposed Parametersを設定
|
|
if (vfx.HasFloat("Intensity")) vfx.SetFloat("Intensity", p.intensity);
|
|
if (vfx.HasInt("ParticleCount")) vfx.SetInt("ParticleCount", p.particleCount);
|
|
|
|
// 色の設定
|
|
if (!string.IsNullOrEmpty(p.color) && vfx.HasVector4("Color"))
|
|
{
|
|
if (ColorUtility.TryParseHtmlString(p.color, out Color parsedColor))
|
|
{
|
|
vfx.SetVector4("Color", new Vector4(parsedColor.r, parsedColor.g, parsedColor.b, parsedColor.a));
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// VFX Property Operations (works with both VFX Graph and Particle System)
|
|
private string SetVFXProperty(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var gameObjectName = parameters.GetValueOrDefault("gameObjectName", "");
|
|
var propertyName = parameters.GetValueOrDefault("propertyName", "");
|
|
var propertyType = parameters.GetValueOrDefault("propertyType", "float");
|
|
var value = parameters.GetValueOrDefault("value", "");
|
|
|
|
if (string.IsNullOrEmpty(gameObjectName))
|
|
return "Error: gameObjectName is required";
|
|
|
|
var go = FindGameObjectByNameOrId(gameObjectName);
|
|
if (go == null)
|
|
return $"Error: GameObject '{gameObjectName}' not found";
|
|
|
|
#if VFX_GRAPH_PACKAGE
|
|
// VFX Graphの場合
|
|
var vfx = go.GetComponent<VisualEffect>();
|
|
if (vfx != null)
|
|
{
|
|
return SetVFXGraphProperty(vfx, propertyName, propertyType, value);
|
|
}
|
|
#endif
|
|
// Particle Systemの場合
|
|
var ps = go.GetComponent<ParticleSystem>();
|
|
if (ps != null)
|
|
{
|
|
return SetParticleSystemProperty(ps, propertyName, propertyType, value);
|
|
}
|
|
|
|
return $"Error: No VisualEffect or ParticleSystem found on '{gameObjectName}'";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetVFXProperty", e, parameters);
|
|
}
|
|
}
|
|
|
|
#if VFX_GRAPH_PACKAGE
|
|
private string SetVFXGraphProperty(VisualEffect vfx, string propertyName, string propertyType, string value)
|
|
{
|
|
switch (propertyType.ToLower())
|
|
{
|
|
case "float":
|
|
if (vfx.HasFloat(propertyName))
|
|
{
|
|
vfx.SetFloat(propertyName, float.Parse(value));
|
|
return $"Set {propertyName} = {value}";
|
|
}
|
|
break;
|
|
|
|
case "int":
|
|
if (vfx.HasInt(propertyName))
|
|
{
|
|
vfx.SetInt(propertyName, int.Parse(value));
|
|
return $"Set {propertyName} = {value}";
|
|
}
|
|
break;
|
|
|
|
case "bool":
|
|
if (vfx.HasBool(propertyName))
|
|
{
|
|
vfx.SetBool(propertyName, bool.Parse(value));
|
|
return $"Set {propertyName} = {value}";
|
|
}
|
|
break;
|
|
|
|
case "vector2":
|
|
if (vfx.HasVector2(propertyName))
|
|
{
|
|
var parts2 = value.Split(',');
|
|
vfx.SetVector2(propertyName, new Vector2(float.Parse(parts2[0]), float.Parse(parts2[1])));
|
|
return $"Set {propertyName} = {value}";
|
|
}
|
|
break;
|
|
|
|
case "vector3":
|
|
if (vfx.HasVector3(propertyName))
|
|
{
|
|
var parts3 = value.Split(',');
|
|
vfx.SetVector3(propertyName, new Vector3(float.Parse(parts3[0]), float.Parse(parts3[1]), float.Parse(parts3[2])));
|
|
return $"Set {propertyName} = {value}";
|
|
}
|
|
break;
|
|
|
|
case "vector4":
|
|
case "color":
|
|
if (vfx.HasVector4(propertyName))
|
|
{
|
|
Vector4 vec4;
|
|
if (value.StartsWith("#") || !value.Contains(","))
|
|
{
|
|
if (ColorUtility.TryParseHtmlString(value, out Color col))
|
|
{
|
|
vec4 = new Vector4(col.r, col.g, col.b, col.a);
|
|
}
|
|
else
|
|
{
|
|
return $"Error: Invalid color format '{value}'";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var parts4 = value.Split(',');
|
|
vec4 = new Vector4(
|
|
float.Parse(parts4[0]),
|
|
float.Parse(parts4[1]),
|
|
float.Parse(parts4[2]),
|
|
parts4.Length > 3 ? float.Parse(parts4[3]) : 1f
|
|
);
|
|
}
|
|
vfx.SetVector4(propertyName, vec4);
|
|
return $"Set {propertyName} = {value}";
|
|
}
|
|
break;
|
|
|
|
case "texture":
|
|
if (vfx.HasTexture(propertyName))
|
|
{
|
|
var tex = AssetDatabase.LoadAssetAtPath<Texture>(value);
|
|
if (tex != null)
|
|
{
|
|
vfx.SetTexture(propertyName, tex);
|
|
return $"Set {propertyName} = {value}";
|
|
}
|
|
return $"Error: Texture not found at '{value}'";
|
|
}
|
|
break;
|
|
|
|
case "mesh":
|
|
if (vfx.HasMesh(propertyName))
|
|
{
|
|
var mesh = AssetDatabase.LoadAssetAtPath<Mesh>(value);
|
|
if (mesh != null)
|
|
{
|
|
vfx.SetMesh(propertyName, mesh);
|
|
return $"Set {propertyName} = {value}";
|
|
}
|
|
return $"Error: Mesh not found at '{value}'";
|
|
}
|
|
break;
|
|
}
|
|
|
|
return $"Error: Property '{propertyName}' of type '{propertyType}' not found";
|
|
}
|
|
#endif
|
|
|
|
private string SetParticleSystemProperty(ParticleSystem ps, string propertyName, string propertyType, string value)
|
|
{
|
|
var main = ps.main;
|
|
var emission = ps.emission;
|
|
|
|
switch (propertyName.ToLower())
|
|
{
|
|
case "startcolor":
|
|
case "color":
|
|
if (ColorUtility.TryParseHtmlString(value, out Color col))
|
|
{
|
|
main.startColor = col;
|
|
return $"Set startColor = {value}";
|
|
}
|
|
break;
|
|
|
|
case "startsize":
|
|
case "size":
|
|
main.startSize = float.Parse(value);
|
|
return $"Set startSize = {value}";
|
|
|
|
case "startspeed":
|
|
case "speed":
|
|
main.startSpeed = float.Parse(value);
|
|
return $"Set startSpeed = {value}";
|
|
|
|
case "startlifetime":
|
|
case "lifetime":
|
|
main.startLifetime = float.Parse(value);
|
|
return $"Set startLifetime = {value}";
|
|
|
|
case "maxparticles":
|
|
case "particlecount":
|
|
main.maxParticles = int.Parse(value);
|
|
return $"Set maxParticles = {value}";
|
|
|
|
case "emissionrate":
|
|
case "rate":
|
|
emission.rateOverTime = float.Parse(value);
|
|
return $"Set emissionRate = {value}";
|
|
|
|
case "gravitymodifier":
|
|
case "gravity":
|
|
main.gravityModifier = float.Parse(value);
|
|
return $"Set gravityModifier = {value}";
|
|
|
|
case "loop":
|
|
case "looping":
|
|
main.loop = bool.Parse(value);
|
|
return $"Set loop = {value}";
|
|
|
|
case "duration":
|
|
main.duration = float.Parse(value);
|
|
return $"Set duration = {value}";
|
|
}
|
|
|
|
return $"Error: Property '{propertyName}' not supported for ParticleSystem";
|
|
}
|
|
|
|
private string GetVFXProperties(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var gameObjectName = parameters.GetValueOrDefault("gameObjectName", "");
|
|
if (string.IsNullOrEmpty(gameObjectName))
|
|
return "Error: gameObjectName is required";
|
|
|
|
var go = FindGameObjectByNameOrId(gameObjectName);
|
|
if (go == null)
|
|
return $"Error: GameObject '{gameObjectName}' not found";
|
|
|
|
var sb = new StringBuilder();
|
|
sb.AppendLine($"VFX Properties for '{gameObjectName}':");
|
|
|
|
#if VFX_GRAPH_PACKAGE
|
|
var vfx = go.GetComponent<VisualEffect>();
|
|
if (vfx != null && vfx.visualEffectAsset != null)
|
|
{
|
|
sb.AppendLine("\n[VFX Graph Exposed Properties]");
|
|
|
|
// Use reflection to get exposed properties (API varies by Unity version)
|
|
var vfxAsset = vfx.visualEffectAsset;
|
|
var assetType = vfxAsset.GetType();
|
|
|
|
// Try to get exposed properties via reflection
|
|
var exposedCountProp = assetType.GetProperty("exposedPropertyCount");
|
|
if (exposedCountProp != null)
|
|
{
|
|
int count = (int)exposedCountProp.GetValue(vfxAsset);
|
|
var getNameMethod = assetType.GetMethod("GetExposedPropertyName");
|
|
var getTypeMethod = assetType.GetMethod("GetExposedPropertyType");
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
var name = getNameMethod?.Invoke(vfxAsset, new object[] { i })?.ToString() ?? $"Property{i}";
|
|
var type = getTypeMethod?.Invoke(vfxAsset, new object[] { i })?.ToString() ?? "Unknown";
|
|
|
|
string currentValue = "N/A";
|
|
if (vfx.HasFloat(name)) currentValue = vfx.GetFloat(name).ToString("F3");
|
|
else if (vfx.HasInt(name)) currentValue = vfx.GetInt(name).ToString();
|
|
else if (vfx.HasBool(name)) currentValue = vfx.GetBool(name).ToString();
|
|
else if (vfx.HasVector2(name)) currentValue = vfx.GetVector2(name).ToString();
|
|
else if (vfx.HasVector3(name)) currentValue = vfx.GetVector3(name).ToString();
|
|
else if (vfx.HasVector4(name)) currentValue = vfx.GetVector4(name).ToString();
|
|
|
|
sb.AppendLine($" {name} ({type}): {currentValue}");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Fallback: check common property names
|
|
string[] commonProps = { "Intensity", "Color", "ParticleCount", "Size", "Speed", "Lifetime" };
|
|
foreach (var propName in commonProps)
|
|
{
|
|
if (vfx.HasFloat(propName))
|
|
sb.AppendLine($" {propName} (float): {vfx.GetFloat(propName):F3}");
|
|
else if (vfx.HasInt(propName))
|
|
sb.AppendLine($" {propName} (int): {vfx.GetInt(propName)}");
|
|
else if (vfx.HasVector4(propName))
|
|
sb.AppendLine($" {propName} (Vector4): {vfx.GetVector4(propName)}");
|
|
}
|
|
}
|
|
|
|
return sb.ToString();
|
|
}
|
|
#endif
|
|
|
|
var ps = go.GetComponent<ParticleSystem>();
|
|
if (ps != null)
|
|
{
|
|
var main = ps.main;
|
|
var emission = ps.emission;
|
|
|
|
sb.AppendLine("\n[Particle System Properties]");
|
|
sb.AppendLine($" duration: {main.duration}");
|
|
sb.AppendLine($" loop: {main.loop}");
|
|
sb.AppendLine($" startLifetime: {main.startLifetime.constant}");
|
|
sb.AppendLine($" startSpeed: {main.startSpeed.constant}");
|
|
sb.AppendLine($" startSize: {main.startSize.constant}");
|
|
sb.AppendLine($" startColor: {main.startColor.color}");
|
|
sb.AppendLine($" gravityModifier: {main.gravityModifier.constant}");
|
|
sb.AppendLine($" maxParticles: {main.maxParticles}");
|
|
sb.AppendLine($" emissionRate: {emission.rateOverTime.constant}");
|
|
|
|
return sb.ToString();
|
|
}
|
|
|
|
return $"Error: No VisualEffect or ParticleSystem found on '{gameObjectName}'";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("GetVFXProperties", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string TriggerVFXEvent(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var gameObjectName = parameters.GetValueOrDefault("gameObjectName", "");
|
|
var eventName = parameters.GetValueOrDefault("eventName", "OnPlay");
|
|
|
|
if (string.IsNullOrEmpty(gameObjectName))
|
|
return "Error: gameObjectName is required";
|
|
|
|
var go = FindGameObjectByNameOrId(gameObjectName);
|
|
if (go == null)
|
|
return $"Error: GameObject '{gameObjectName}' not found";
|
|
|
|
#if VFX_GRAPH_PACKAGE
|
|
var vfx = go.GetComponent<VisualEffect>();
|
|
if (vfx != null)
|
|
{
|
|
switch (eventName.ToLower())
|
|
{
|
|
case "onplay":
|
|
case "play":
|
|
vfx.Play();
|
|
return $"Triggered Play on '{gameObjectName}'";
|
|
case "onstop":
|
|
case "stop":
|
|
vfx.Stop();
|
|
return $"Triggered Stop on '{gameObjectName}'";
|
|
case "reinit":
|
|
vfx.Reinit();
|
|
return $"Triggered Reinit on '{gameObjectName}'";
|
|
default:
|
|
vfx.SendEvent(eventName);
|
|
return $"Sent event '{eventName}' to '{gameObjectName}'";
|
|
}
|
|
}
|
|
#endif
|
|
|
|
var ps = go.GetComponent<ParticleSystem>();
|
|
if (ps != null)
|
|
{
|
|
switch (eventName.ToLower())
|
|
{
|
|
case "onplay":
|
|
case "play":
|
|
ps.Play();
|
|
return $"Triggered Play on '{gameObjectName}'";
|
|
case "onstop":
|
|
case "stop":
|
|
ps.Stop();
|
|
return $"Triggered Stop on '{gameObjectName}'";
|
|
case "pause":
|
|
ps.Pause();
|
|
return $"Triggered Pause on '{gameObjectName}'";
|
|
case "clear":
|
|
ps.Clear();
|
|
return $"Cleared particles on '{gameObjectName}'";
|
|
default:
|
|
return $"Error: Unknown event '{eventName}' for ParticleSystem";
|
|
}
|
|
}
|
|
|
|
return $"Error: No VisualEffect or ParticleSystem found on '{gameObjectName}'";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("TriggerVFXEvent", e, parameters);
|
|
}
|
|
}
|
|
|
|
// ==================== VFX Graph Builder API ====================
|
|
|
|
private string VFXCreate(Dictionary<string, string> parameters)
|
|
{
|
|
var name = parameters.GetValueOrDefault("name", "NewVFX");
|
|
var folder = parameters.GetValueOrDefault("folder", "Assets/VFX");
|
|
return NexusVFXBuilder.CreateVFXGraph(name, folder);
|
|
}
|
|
|
|
private string VFXAddContext(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("vfxPath", "");
|
|
var contextType = parameters.GetValueOrDefault("contextType", "");
|
|
|
|
if (string.IsNullOrEmpty(vfxPath) || string.IsNullOrEmpty(contextType))
|
|
return "Error: vfxPath and contextType are required";
|
|
|
|
// Parse additional settings
|
|
var settings = new Dictionary<string, object>();
|
|
foreach (var kvp in parameters)
|
|
{
|
|
if (kvp.Key != "vfxPath" && kvp.Key != "contextType")
|
|
{
|
|
settings[kvp.Key] = ParseValue(kvp.Value);
|
|
}
|
|
}
|
|
|
|
return NexusVFXBuilder.AddContext(vfxPath, contextType, settings.Count > 0 ? settings : null);
|
|
}
|
|
|
|
private string VFXAddBlock(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("vfxPath", "");
|
|
var contextIndexStr = parameters.GetValueOrDefault("contextIndex", "0");
|
|
var blockType = parameters.GetValueOrDefault("blockType", "");
|
|
|
|
if (string.IsNullOrEmpty(vfxPath) || string.IsNullOrEmpty(blockType))
|
|
return "Error: vfxPath and blockType are required";
|
|
|
|
if (!int.TryParse(contextIndexStr, out int contextIndex))
|
|
return "Error: contextIndex must be a number";
|
|
|
|
// Parse additional settings
|
|
var settings = new Dictionary<string, object>();
|
|
foreach (var kvp in parameters)
|
|
{
|
|
if (kvp.Key != "vfxPath" && kvp.Key != "contextIndex" && kvp.Key != "blockType")
|
|
{
|
|
settings[kvp.Key] = ParseValue(kvp.Value);
|
|
}
|
|
}
|
|
|
|
return NexusVFXBuilder.AddBlock(vfxPath, contextIndex, blockType, settings.Count > 0 ? settings : null);
|
|
}
|
|
|
|
private string VFXAddOperator(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("vfxPath", "");
|
|
var operatorType = parameters.GetValueOrDefault("operatorType", "");
|
|
|
|
if (string.IsNullOrEmpty(vfxPath) || string.IsNullOrEmpty(operatorType))
|
|
return "Error: vfxPath and operatorType are required";
|
|
|
|
// Parse additional settings
|
|
var settings = new Dictionary<string, object>();
|
|
foreach (var kvp in parameters)
|
|
{
|
|
if (kvp.Key != "vfxPath" && kvp.Key != "operatorType")
|
|
{
|
|
settings[kvp.Key] = ParseValue(kvp.Value);
|
|
}
|
|
}
|
|
|
|
return NexusVFXBuilder.AddOperator(vfxPath, operatorType, settings.Count > 0 ? settings : null);
|
|
}
|
|
|
|
private string VFXLinkContexts(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("vfxPath", "");
|
|
var fromIndexStr = parameters.GetValueOrDefault("fromIndex", "0");
|
|
var toIndexStr = parameters.GetValueOrDefault("toIndex", "1");
|
|
|
|
if (string.IsNullOrEmpty(vfxPath))
|
|
return "Error: vfxPath is required";
|
|
|
|
if (!int.TryParse(fromIndexStr, out int fromIndex) || !int.TryParse(toIndexStr, out int toIndex))
|
|
return "Error: fromIndex and toIndex must be numbers";
|
|
|
|
return NexusVFXBuilder.LinkContexts(vfxPath, fromIndex, toIndex);
|
|
}
|
|
|
|
private string VFXGetStructure(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("vfxPath", "");
|
|
if (string.IsNullOrEmpty(vfxPath))
|
|
return "Error: vfxPath is required";
|
|
|
|
return NexusVFXBuilder.GetStructure(vfxPath);
|
|
}
|
|
|
|
private string VFXCompile(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("vfxPath", "");
|
|
if (string.IsNullOrEmpty(vfxPath))
|
|
return "Error: vfxPath is required";
|
|
|
|
return NexusVFXBuilder.CompileVFX(vfxPath);
|
|
}
|
|
|
|
private string VFXGetAvailableTypes(Dictionary<string, string> parameters)
|
|
{
|
|
var typeCategory = parameters.GetValueOrDefault("category", "all").ToLower();
|
|
|
|
var sb = new StringBuilder();
|
|
sb.AppendLine("Available VFX Graph Types:");
|
|
sb.AppendLine("=".PadRight(50, '='));
|
|
|
|
if (typeCategory == "all" || typeCategory == "context" || typeCategory == "contexts")
|
|
{
|
|
sb.AppendLine("\nCONTEXTS:");
|
|
sb.AppendLine(NexusVFXBuilder.GetAvailableContexts());
|
|
}
|
|
|
|
if (typeCategory == "all" || typeCategory == "block" || typeCategory == "blocks")
|
|
{
|
|
sb.AppendLine("\nBLOCKS:");
|
|
sb.AppendLine(NexusVFXBuilder.GetAvailableBlocks());
|
|
}
|
|
|
|
if (typeCategory == "all" || typeCategory == "operator" || typeCategory == "operators")
|
|
{
|
|
sb.AppendLine("\nOPERATORS:");
|
|
sb.AppendLine(NexusVFXBuilder.GetAvailableOperators());
|
|
}
|
|
|
|
return sb.ToString();
|
|
}
|
|
|
|
private string VFXAddParameter(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("vfxPath", "");
|
|
var paramName = parameters.GetValueOrDefault("name", "");
|
|
var paramType = parameters.GetValueOrDefault("type", "float");
|
|
var defaultValue = parameters.GetValueOrDefault("defaultValue", null);
|
|
var exposedStr = parameters.GetValueOrDefault("exposed", "true");
|
|
|
|
if (string.IsNullOrEmpty(vfxPath) || string.IsNullOrEmpty(paramName))
|
|
return "Error: vfxPath and name are required";
|
|
|
|
bool.TryParse(exposedStr, out bool exposed);
|
|
exposed = true; // Default to true
|
|
|
|
object defVal = defaultValue != null ? ParseValue(defaultValue) : null;
|
|
|
|
return NexusVFXBuilder.AddParameter(vfxPath, paramName, paramType, defVal, exposed);
|
|
}
|
|
|
|
private string VFXConnectSlots(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("vfxPath", "");
|
|
var sourceNodeIndexStr = parameters.GetValueOrDefault("sourceNodeIndex", "0");
|
|
var sourceSlotIndexStr = parameters.GetValueOrDefault("sourceSlotIndex", "0");
|
|
var targetNodeIndexStr = parameters.GetValueOrDefault("targetNodeIndex", "0");
|
|
var targetSlotIndexStr = parameters.GetValueOrDefault("targetSlotIndex", "0");
|
|
var sourceType = parameters.GetValueOrDefault("sourceType", "operator");
|
|
var targetType = parameters.GetValueOrDefault("targetType", "block");
|
|
|
|
if (string.IsNullOrEmpty(vfxPath))
|
|
return "Error: vfxPath is required";
|
|
|
|
if (!int.TryParse(sourceNodeIndexStr, out int sourceNodeIndex) ||
|
|
!int.TryParse(sourceSlotIndexStr, out int sourceSlotIndex) ||
|
|
!int.TryParse(targetNodeIndexStr, out int targetNodeIndex) ||
|
|
!int.TryParse(targetSlotIndexStr, out int targetSlotIndex))
|
|
{
|
|
return "Error: Node and slot indices must be numbers";
|
|
}
|
|
|
|
return NexusVFXBuilder.ConnectSlots(vfxPath, sourceNodeIndex, sourceSlotIndex,
|
|
targetNodeIndex, targetSlotIndex, sourceType, targetType);
|
|
}
|
|
|
|
private string VFXSetAttribute(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("vfxPath", "");
|
|
var contextIndexStr = parameters.GetValueOrDefault("contextIndex", "0");
|
|
var blockIndexStr = parameters.GetValueOrDefault("blockIndex", "0");
|
|
var attributeName = parameters.GetValueOrDefault("attribute", "");
|
|
var value = parameters.GetValueOrDefault("value", "");
|
|
var compositionMode = parameters.GetValueOrDefault("composition", "overwrite");
|
|
|
|
if (string.IsNullOrEmpty(vfxPath) || string.IsNullOrEmpty(attributeName))
|
|
return "Error: vfxPath and attribute are required";
|
|
|
|
if (!int.TryParse(contextIndexStr, out int contextIndex) ||
|
|
!int.TryParse(blockIndexStr, out int blockIndex))
|
|
{
|
|
return "Error: contextIndex and blockIndex must be numbers";
|
|
}
|
|
|
|
return NexusVFXBuilder.SetBlockAttribute(vfxPath, contextIndex, blockIndex,
|
|
attributeName, value, compositionMode);
|
|
}
|
|
|
|
private string VFXCreatePreset(Dictionary<string, string> parameters)
|
|
{
|
|
var name = parameters.GetValueOrDefault("name", "NewVFX");
|
|
var presetType = parameters.GetValueOrDefault("preset", "fire");
|
|
var folder = parameters.GetValueOrDefault("folder", "Assets/VFX");
|
|
|
|
return NexusVFXBuilder.CreatePreset(name, presetType, folder);
|
|
}
|
|
|
|
private string VFXConfigureOutput(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("vfxPath", "");
|
|
var contextIndexStr = parameters.GetValueOrDefault("contextIndex", "0");
|
|
|
|
if (string.IsNullOrEmpty(vfxPath))
|
|
return "Error: vfxPath is required";
|
|
|
|
if (!int.TryParse(contextIndexStr, out int contextIndex))
|
|
return "Error: contextIndex must be a number";
|
|
|
|
// Parse settings
|
|
var settings = new Dictionary<string, object>();
|
|
var excludeKeys = new[] { "vfxPath", "contextIndex", "operationId" };
|
|
|
|
foreach (var kvp in parameters)
|
|
{
|
|
if (!excludeKeys.Contains(kvp.Key))
|
|
{
|
|
settings[kvp.Key] = kvp.Value;
|
|
}
|
|
}
|
|
|
|
return NexusVFXBuilder.ConfigureOutput(vfxPath, contextIndex, settings);
|
|
}
|
|
|
|
private string VFXSetOutput(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("path", parameters.GetValueOrDefault("vfxPath", ""));
|
|
var contextIndexStr = parameters.GetValueOrDefault("contextIndex", "3"); // Output is usually index 3
|
|
|
|
if (string.IsNullOrEmpty(vfxPath))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "path is required" });
|
|
|
|
if (!int.TryParse(contextIndexStr, out int contextIndex))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "contextIndex must be a number" });
|
|
|
|
// Parse settings from remaining parameters
|
|
var settings = new Dictionary<string, object>();
|
|
var excludeKeys = new[] { "path", "vfxPath", "contextIndex", "operationId" };
|
|
|
|
foreach (var kvp in parameters)
|
|
{
|
|
if (!excludeKeys.Contains(kvp.Key))
|
|
{
|
|
settings[kvp.Key] = kvp.Value;
|
|
}
|
|
}
|
|
|
|
return NexusVFXBuilder.SetOutputSettings(vfxPath, contextIndex, settings);
|
|
}
|
|
|
|
private string VFXSetBlockValue(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("path", parameters.GetValueOrDefault("vfxPath", ""));
|
|
var contextIndexStr = parameters.GetValueOrDefault("contextIndex", "1");
|
|
var blockIndexStr = parameters.GetValueOrDefault("blockIndex", "0");
|
|
var propertyName = parameters.GetValueOrDefault("property", parameters.GetValueOrDefault("propertyName", "value"));
|
|
var value = parameters.GetValueOrDefault("value", "");
|
|
|
|
if (string.IsNullOrEmpty(vfxPath))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "path is required" });
|
|
|
|
if (!int.TryParse(contextIndexStr, out int contextIndex))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "contextIndex must be a number" });
|
|
|
|
if (!int.TryParse(blockIndexStr, out int blockIndex))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "blockIndex must be a number" });
|
|
|
|
return NexusVFXBuilder.SetBlockValue(vfxPath, contextIndex, blockIndex, propertyName, value);
|
|
}
|
|
|
|
private string VFXSetSpawnRate(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("path", parameters.GetValueOrDefault("vfxPath", ""));
|
|
var rateStr = parameters.GetValueOrDefault("rate", parameters.GetValueOrDefault("spawnRate", "100"));
|
|
|
|
if (string.IsNullOrEmpty(vfxPath))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "path is required" });
|
|
|
|
if (!float.TryParse(rateStr, out float rate))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "rate must be a number" });
|
|
|
|
return NexusVFXBuilder.SetSpawnRate(vfxPath, rate);
|
|
}
|
|
|
|
private string VFXListBlocks(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("path", parameters.GetValueOrDefault("vfxPath", ""));
|
|
|
|
if (string.IsNullOrEmpty(vfxPath))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "path is required" });
|
|
|
|
return NexusVFXBuilder.ListBlocks(vfxPath);
|
|
}
|
|
|
|
private string VFXRemoveBlock(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("path", parameters.GetValueOrDefault("vfxPath", ""));
|
|
var contextIndexStr = parameters.GetValueOrDefault("contextIndex", "0");
|
|
var blockIndexStr = parameters.GetValueOrDefault("blockIndex", "0");
|
|
|
|
if (string.IsNullOrEmpty(vfxPath))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "path is required" });
|
|
|
|
if (!int.TryParse(contextIndexStr, out int contextIndex))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "contextIndex must be a number" });
|
|
|
|
if (!int.TryParse(blockIndexStr, out int blockIndex))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "blockIndex must be a number" });
|
|
|
|
return NexusVFXBuilder.RemoveBlock(vfxPath, contextIndex, blockIndex);
|
|
}
|
|
|
|
private string VFXGetBlockInfo(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("path", parameters.GetValueOrDefault("vfxPath", ""));
|
|
var contextIndexStr = parameters.GetValueOrDefault("contextIndex", "0");
|
|
var blockIndexStr = parameters.GetValueOrDefault("blockIndex", "0");
|
|
|
|
if (string.IsNullOrEmpty(vfxPath))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "path is required" });
|
|
|
|
if (!int.TryParse(contextIndexStr, out int contextIndex))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "contextIndex must be a number" });
|
|
|
|
if (!int.TryParse(blockIndexStr, out int blockIndex))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "blockIndex must be a number" });
|
|
|
|
return NexusVFXBuilder.GetBlockInfo(vfxPath, contextIndex, blockIndex);
|
|
}
|
|
|
|
private string VFXSetColorGradient(Dictionary<string, string> parameters)
|
|
{
|
|
var vfxPath = parameters.GetValueOrDefault("vfxPath", "");
|
|
var contextIndexStr = parameters.GetValueOrDefault("contextIndex", "-1");
|
|
var blockIndexStr = parameters.GetValueOrDefault("blockIndex", "-1");
|
|
var colorsStr = parameters.GetValueOrDefault("colors", "");
|
|
var timesStr = parameters.GetValueOrDefault("times", "");
|
|
|
|
if (string.IsNullOrEmpty(vfxPath))
|
|
return "Error: vfxPath is required";
|
|
|
|
if (!int.TryParse(contextIndexStr, out int contextIndex))
|
|
return "Error: contextIndex must be a number";
|
|
|
|
if (!int.TryParse(blockIndexStr, out int blockIndex))
|
|
return "Error: blockIndex must be a number";
|
|
|
|
// Parse colors (comma or JSON array)
|
|
string[] colors;
|
|
if (colorsStr.StartsWith("["))
|
|
{
|
|
try
|
|
{
|
|
colors = JsonConvert.DeserializeObject<string[]>(colorsStr);
|
|
}
|
|
catch
|
|
{
|
|
colors = colorsStr.Trim('[', ']').Split(',').Select(s => s.Trim().Trim('"')).ToArray();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
colors = colorsStr.Split(',').Select(s => s.Trim()).ToArray();
|
|
}
|
|
|
|
// Parse times (optional)
|
|
float[] times = null;
|
|
if (!string.IsNullOrEmpty(timesStr))
|
|
{
|
|
if (timesStr.StartsWith("["))
|
|
{
|
|
try
|
|
{
|
|
times = JsonConvert.DeserializeObject<float[]>(timesStr);
|
|
}
|
|
catch
|
|
{
|
|
times = timesStr.Trim('[', ']').Split(',').Select(s => float.Parse(s.Trim())).ToArray();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
times = timesStr.Split(',').Select(s => float.Parse(s.Trim())).ToArray();
|
|
}
|
|
}
|
|
|
|
return NexusVFXBuilder.SetColorGradient(vfxPath, contextIndex, blockIndex, colors, times);
|
|
}
|
|
|
|
private object ParseValue(string value)
|
|
{
|
|
if (string.IsNullOrEmpty(value))
|
|
return value;
|
|
|
|
// JSON object or array - return as string (will be parsed later if needed)
|
|
if ((value.StartsWith("{") && value.EndsWith("}")) ||
|
|
(value.StartsWith("[") && value.EndsWith("]")))
|
|
{
|
|
// Try to parse as dictionary for nested values
|
|
try
|
|
{
|
|
var dict = JsonConvert.DeserializeObject<Dictionary<string, object>>(value);
|
|
if (dict != null)
|
|
return dict;
|
|
}
|
|
catch
|
|
{
|
|
// Not valid JSON dict, return as string
|
|
}
|
|
return value;
|
|
}
|
|
|
|
// Try parse as number (but not if it looks like a coordinate string)
|
|
if (!value.Contains(","))
|
|
{
|
|
if (float.TryParse(value, out float f))
|
|
return f;
|
|
if (int.TryParse(value, out int i))
|
|
return i;
|
|
}
|
|
|
|
if (bool.TryParse(value, out bool b))
|
|
return b;
|
|
|
|
// Vector format: "x,y,z" - only if all parts are numeric
|
|
if (value.Contains(",") && !value.Contains("{") && !value.Contains("["))
|
|
{
|
|
var parts = value.Split(',');
|
|
bool allNumeric = parts.All(p => float.TryParse(p.Trim(), out _));
|
|
|
|
if (allNumeric)
|
|
{
|
|
try
|
|
{
|
|
if (parts.Length == 2)
|
|
return new Vector2(float.Parse(parts[0].Trim()), float.Parse(parts[1].Trim()));
|
|
if (parts.Length == 3)
|
|
return new Vector3(float.Parse(parts[0].Trim()), float.Parse(parts[1].Trim()), float.Parse(parts[2].Trim()));
|
|
if (parts.Length == 4)
|
|
return new Vector4(float.Parse(parts[0].Trim()), float.Parse(parts[1].Trim()), float.Parse(parts[2].Trim()), float.Parse(parts[3].Trim()));
|
|
}
|
|
catch
|
|
{
|
|
// Parsing failed, return as string
|
|
}
|
|
}
|
|
}
|
|
|
|
// Color format: "#RRGGBB"
|
|
if (value.StartsWith("#") && ColorUtility.TryParseHtmlString(value, out Color color))
|
|
return color;
|
|
|
|
return value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// VFX Graph パッケージがない場合の代替実装(Particle Systemを使用)
|
|
/// </summary>
|
|
private string CreateVFXWithParticleSystem(string effectName, string effectType, float intensity, float duration, bool looping, int particleCount, string color, Vector3 position)
|
|
{
|
|
// GameObjectを作成
|
|
var go = new GameObject(effectName);
|
|
go.transform.position = position;
|
|
|
|
// Particle Systemを追加
|
|
var ps = go.AddComponent<ParticleSystem>();
|
|
var main = ps.main;
|
|
var emission = ps.emission;
|
|
var shape = ps.shape;
|
|
var colorOverLifetime = ps.colorOverLifetime;
|
|
var sizeOverLifetime = ps.sizeOverLifetime;
|
|
var velocityOverLifetime = ps.velocityOverLifetime;
|
|
var noise = ps.noise;
|
|
var renderer = go.GetComponent<ParticleSystemRenderer>();
|
|
|
|
// 基本設定
|
|
main.loop = looping;
|
|
main.duration = duration;
|
|
main.maxParticles = particleCount;
|
|
|
|
// エフェクトタイプに応じた設定
|
|
VFXPreset preset = GetVFXPreset(effectType, intensity);
|
|
|
|
// Main Module
|
|
main.startLifetime = new ParticleSystem.MinMaxCurve(preset.lifetimeMin, preset.lifetimeMax);
|
|
main.startSpeed = new ParticleSystem.MinMaxCurve(preset.speedMin * intensity, preset.speedMax * intensity);
|
|
main.startSize = new ParticleSystem.MinMaxCurve(preset.sizeMin, preset.sizeMax);
|
|
main.gravityModifier = preset.gravity;
|
|
main.simulationSpace = preset.worldSpace ? ParticleSystemSimulationSpace.World : ParticleSystemSimulationSpace.Local;
|
|
|
|
// Emission
|
|
emission.rateOverTime = preset.emissionRate * intensity;
|
|
if (preset.burst)
|
|
{
|
|
emission.rateOverTime = 0;
|
|
emission.SetBursts(new ParticleSystem.Burst[] { new ParticleSystem.Burst(0f, (short)(particleCount * 0.8f)) });
|
|
}
|
|
|
|
// Shape
|
|
shape.shapeType = preset.shapeType;
|
|
shape.angle = preset.shapeAngle;
|
|
shape.radius = preset.shapeRadius;
|
|
|
|
// Color over Lifetime
|
|
if (preset.colorGradient != null)
|
|
{
|
|
colorOverLifetime.enabled = true;
|
|
colorOverLifetime.color = preset.colorGradient;
|
|
}
|
|
|
|
// カスタム色が指定されている場合
|
|
if (!string.IsNullOrEmpty(color))
|
|
{
|
|
if (ColorUtility.TryParseHtmlString(color, out Color parsedColor))
|
|
{
|
|
main.startColor = parsedColor;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
main.startColor = preset.startColor;
|
|
}
|
|
|
|
// Size over Lifetime
|
|
if (preset.sizeOverLifetimeCurve != null)
|
|
{
|
|
sizeOverLifetime.enabled = true;
|
|
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, preset.sizeOverLifetimeCurve);
|
|
}
|
|
|
|
// Noise (Turbulence)
|
|
if (preset.turbulence > 0)
|
|
{
|
|
noise.enabled = true;
|
|
noise.strength = preset.turbulence;
|
|
noise.frequency = 0.5f;
|
|
noise.scrollSpeed = 1f;
|
|
}
|
|
|
|
// Renderer設定
|
|
renderer.renderMode = preset.renderMode;
|
|
|
|
// デフォルトマテリアルを設定
|
|
var defaultMaterial = GetOrCreateParticleMaterial(effectType);
|
|
if (defaultMaterial != null)
|
|
{
|
|
renderer.material = defaultMaterial;
|
|
}
|
|
|
|
// Trail(エネルギー系エフェクト用)
|
|
if (preset.useTrails)
|
|
{
|
|
var trails = ps.trails;
|
|
trails.enabled = true;
|
|
trails.lifetime = new ParticleSystem.MinMaxCurve(0.1f, 0.3f);
|
|
trails.widthOverTrail = new ParticleSystem.MinMaxCurve(1f, AnimationCurve.Linear(0, 1, 1, 0));
|
|
}
|
|
|
|
// Collision(スパーク用)
|
|
if (preset.useCollision)
|
|
{
|
|
var collision = ps.collision;
|
|
collision.enabled = true;
|
|
collision.type = ParticleSystemCollisionType.World;
|
|
collision.bounce = 0.3f;
|
|
collision.lifetimeLoss = 0.2f;
|
|
}
|
|
|
|
// Sub Emitter(爆発用)
|
|
if (preset.useSubEmitter && effectType == "explosion")
|
|
{
|
|
CreateExplosionSubEmitters(go);
|
|
}
|
|
|
|
// Undoに登録
|
|
UnityEditor.Undo.RegisterCreatedObjectUndo(go, $"Create VFX {effectName}");
|
|
Selection.activeGameObject = go;
|
|
|
|
string packageNote = "";
|
|
#if !VFX_GRAPH_PACKAGE
|
|
packageNote = "\n Note: Install 'Visual Effect Graph' package for advanced GPU particles";
|
|
#endif
|
|
|
|
return $"[NexusVFX] Created Particle System VFX: {effectName}\n" +
|
|
$" Type: {effectType}\n" +
|
|
$" Particles: {particleCount}\n" +
|
|
$" Intensity: {intensity}\n" +
|
|
$" Looping: {looping}\n" +
|
|
$" Duration: {duration}s\n" +
|
|
$" Position: {position}{packageNote}";
|
|
}
|
|
|
|
private class VFXPreset
|
|
{
|
|
public float lifetimeMin = 1f, lifetimeMax = 2f;
|
|
public float speedMin = 1f, speedMax = 5f;
|
|
public float sizeMin = 0.1f, sizeMax = 0.5f;
|
|
public float gravity = 0f;
|
|
public float emissionRate = 100f;
|
|
public bool burst = false;
|
|
public bool worldSpace = true;
|
|
public ParticleSystemShapeType shapeType = ParticleSystemShapeType.Cone;
|
|
public float shapeAngle = 25f;
|
|
public float shapeRadius = 0.5f;
|
|
public Gradient colorGradient;
|
|
public Color startColor = Color.white;
|
|
public AnimationCurve sizeOverLifetimeCurve;
|
|
public float turbulence = 0f;
|
|
public ParticleSystemRenderMode renderMode = ParticleSystemRenderMode.Billboard;
|
|
public bool useTrails = false;
|
|
public bool useCollision = false;
|
|
public bool useSubEmitter = false;
|
|
}
|
|
|
|
private VFXPreset GetVFXPreset(string effectType, float intensity)
|
|
{
|
|
var preset = new VFXPreset();
|
|
|
|
switch (effectType)
|
|
{
|
|
case "fire":
|
|
preset.lifetimeMin = 0.5f; preset.lifetimeMax = 1.5f;
|
|
preset.speedMin = 2f; preset.speedMax = 5f;
|
|
preset.sizeMin = 0.2f; preset.sizeMax = 0.8f;
|
|
preset.gravity = -0.5f; // 炎は上に昇る
|
|
preset.emissionRate = 100f;
|
|
preset.shapeType = ParticleSystemShapeType.Cone;
|
|
preset.shapeAngle = 15f;
|
|
preset.turbulence = 2f;
|
|
preset.colorGradient = CreateFireGradient();
|
|
preset.startColor = new Color(1f, 0.6f, 0.2f);
|
|
preset.sizeOverLifetimeCurve = AnimationCurve.Linear(0, 0.5f, 1, 1.5f);
|
|
break;
|
|
|
|
case "smoke":
|
|
preset.lifetimeMin = 3f; preset.lifetimeMax = 5f;
|
|
preset.speedMin = 0.5f; preset.speedMax = 2f;
|
|
preset.sizeMin = 0.5f; preset.sizeMax = 2f;
|
|
preset.gravity = -0.2f;
|
|
preset.emissionRate = 30f;
|
|
preset.shapeType = ParticleSystemShapeType.Cone;
|
|
preset.shapeAngle = 30f;
|
|
preset.turbulence = 1.5f;
|
|
preset.colorGradient = CreateSmokeGradient();
|
|
preset.startColor = new Color(0.3f, 0.3f, 0.35f);
|
|
preset.sizeOverLifetimeCurve = AnimationCurve.EaseInOut(0, 0.3f, 1, 1f);
|
|
break;
|
|
|
|
case "explosion":
|
|
preset.lifetimeMin = 0.3f; preset.lifetimeMax = 1f;
|
|
preset.speedMin = 10f; preset.speedMax = 25f;
|
|
preset.sizeMin = 0.3f; preset.sizeMax = 1.5f;
|
|
preset.gravity = 0.5f;
|
|
preset.burst = true;
|
|
preset.shapeType = ParticleSystemShapeType.Sphere;
|
|
preset.shapeRadius = 0.1f;
|
|
preset.colorGradient = CreateExplosionGradient();
|
|
preset.startColor = new Color(1f, 0.8f, 0.3f);
|
|
preset.sizeOverLifetimeCurve = AnimationCurve.EaseInOut(0, 1f, 1, 0.1f);
|
|
preset.useSubEmitter = true;
|
|
break;
|
|
|
|
case "magic":
|
|
preset.lifetimeMin = 1f; preset.lifetimeMax = 2f;
|
|
preset.speedMin = 1f; preset.speedMax = 3f;
|
|
preset.sizeMin = 0.05f; preset.sizeMax = 0.2f;
|
|
preset.gravity = 0f;
|
|
preset.emissionRate = 150f;
|
|
preset.shapeType = ParticleSystemShapeType.Circle;
|
|
preset.shapeRadius = 1f;
|
|
preset.colorGradient = CreateMagicGradient();
|
|
preset.startColor = new Color(0.5f, 0.3f, 1f);
|
|
preset.useTrails = true;
|
|
break;
|
|
|
|
case "water":
|
|
case "splash":
|
|
preset.lifetimeMin = 0.5f; preset.lifetimeMax = 1.5f;
|
|
preset.speedMin = 3f; preset.speedMax = 8f;
|
|
preset.sizeMin = 0.05f; preset.sizeMax = 0.15f;
|
|
preset.gravity = 2f;
|
|
preset.emissionRate = 200f;
|
|
preset.shapeType = ParticleSystemShapeType.Hemisphere;
|
|
preset.shapeRadius = 0.3f;
|
|
preset.colorGradient = CreateWaterGradient();
|
|
preset.startColor = new Color(0.4f, 0.7f, 1f, 0.8f);
|
|
preset.renderMode = ParticleSystemRenderMode.Stretch;
|
|
break;
|
|
|
|
case "energy":
|
|
preset.lifetimeMin = 0.2f; preset.lifetimeMax = 0.5f;
|
|
preset.speedMin = 5f; preset.speedMax = 15f;
|
|
preset.sizeMin = 0.02f; preset.sizeMax = 0.1f;
|
|
preset.gravity = 0f;
|
|
preset.emissionRate = 300f;
|
|
preset.shapeType = ParticleSystemShapeType.Sphere;
|
|
preset.shapeRadius = 0.5f;
|
|
preset.colorGradient = CreateEnergyGradient();
|
|
preset.startColor = new Color(0.3f, 0.8f, 1f);
|
|
preset.useTrails = true;
|
|
break;
|
|
|
|
case "sparks":
|
|
preset.lifetimeMin = 0.1f; preset.lifetimeMax = 0.5f;
|
|
preset.speedMin = 5f; preset.speedMax = 15f;
|
|
preset.sizeMin = 0.02f; preset.sizeMax = 0.08f;
|
|
preset.gravity = 3f;
|
|
preset.emissionRate = 50f;
|
|
preset.burst = true;
|
|
preset.shapeType = ParticleSystemShapeType.Cone;
|
|
preset.shapeAngle = 45f;
|
|
preset.colorGradient = CreateSparksGradient();
|
|
preset.startColor = new Color(1f, 0.9f, 0.5f);
|
|
preset.useCollision = true;
|
|
preset.renderMode = ParticleSystemRenderMode.Stretch;
|
|
break;
|
|
|
|
case "dust":
|
|
preset.lifetimeMin = 2f; preset.lifetimeMax = 4f;
|
|
preset.speedMin = 0.1f; preset.speedMax = 0.5f;
|
|
preset.sizeMin = 0.02f; preset.sizeMax = 0.1f;
|
|
preset.gravity = 0.1f;
|
|
preset.emissionRate = 20f;
|
|
preset.shapeType = ParticleSystemShapeType.Box;
|
|
preset.turbulence = 0.5f;
|
|
preset.startColor = new Color(0.7f, 0.65f, 0.6f, 0.5f);
|
|
break;
|
|
|
|
case "snow":
|
|
preset.lifetimeMin = 5f; preset.lifetimeMax = 10f;
|
|
preset.speedMin = 0.5f; preset.speedMax = 1.5f;
|
|
preset.sizeMin = 0.02f; preset.sizeMax = 0.08f;
|
|
preset.gravity = 0.3f;
|
|
preset.emissionRate = 100f;
|
|
preset.shapeType = ParticleSystemShapeType.Box;
|
|
preset.turbulence = 0.3f;
|
|
preset.startColor = Color.white;
|
|
break;
|
|
|
|
case "rain":
|
|
preset.lifetimeMin = 0.5f; preset.lifetimeMax = 1f;
|
|
preset.speedMin = 15f; preset.speedMax = 25f;
|
|
preset.sizeMin = 0.01f; preset.sizeMax = 0.03f;
|
|
preset.gravity = 0f; // 速度で制御
|
|
preset.emissionRate = 500f;
|
|
preset.shapeType = ParticleSystemShapeType.Box;
|
|
preset.startColor = new Color(0.7f, 0.8f, 0.9f, 0.6f);
|
|
preset.renderMode = ParticleSystemRenderMode.Stretch;
|
|
break;
|
|
|
|
case "leaves":
|
|
preset.lifetimeMin = 3f; preset.lifetimeMax = 6f;
|
|
preset.speedMin = 0.5f; preset.speedMax = 2f;
|
|
preset.sizeMin = 0.1f; preset.sizeMax = 0.3f;
|
|
preset.gravity = 0.5f;
|
|
preset.emissionRate = 10f;
|
|
preset.shapeType = ParticleSystemShapeType.Box;
|
|
preset.turbulence = 1f;
|
|
preset.startColor = new Color(0.4f, 0.6f, 0.2f);
|
|
preset.renderMode = ParticleSystemRenderMode.Billboard;
|
|
break;
|
|
|
|
case "confetti":
|
|
preset.lifetimeMin = 3f; preset.lifetimeMax = 5f;
|
|
preset.speedMin = 5f; preset.speedMax = 10f;
|
|
preset.sizeMin = 0.05f; preset.sizeMax = 0.15f;
|
|
preset.gravity = 1f;
|
|
preset.burst = true;
|
|
preset.shapeType = ParticleSystemShapeType.Cone;
|
|
preset.shapeAngle = 30f;
|
|
preset.turbulence = 0.5f;
|
|
preset.colorGradient = CreateConfettiGradient();
|
|
break;
|
|
|
|
case "trail":
|
|
// サイバートレイル / モーショントレイル
|
|
preset.lifetimeMin = 0.3f; preset.lifetimeMax = 0.8f;
|
|
preset.speedMin = 0.5f; preset.speedMax = 2f;
|
|
preset.sizeMin = 0.02f; preset.sizeMax = 0.1f;
|
|
preset.gravity = 0f;
|
|
preset.emissionRate = 200f;
|
|
preset.shapeType = ParticleSystemShapeType.Sphere;
|
|
preset.shapeRadius = 0.1f;
|
|
preset.useTrails = true;
|
|
preset.colorGradient = CreateCyberGradient();
|
|
preset.startColor = new Color(0f, 1f, 1f); // シアン
|
|
preset.renderMode = ParticleSystemRenderMode.Stretch;
|
|
break;
|
|
|
|
case "cyber":
|
|
// サイバーパンク風エフェクト(グリッチ、ネオン)
|
|
preset.lifetimeMin = 0.1f; preset.lifetimeMax = 0.4f;
|
|
preset.speedMin = 3f; preset.speedMax = 8f;
|
|
preset.sizeMin = 0.01f; preset.sizeMax = 0.05f;
|
|
preset.gravity = 0f;
|
|
preset.emissionRate = 500f;
|
|
preset.shapeType = ParticleSystemShapeType.Box;
|
|
preset.useTrails = true;
|
|
preset.colorGradient = CreateCyberGradient();
|
|
preset.startColor = new Color(0f, 1f, 1f);
|
|
preset.renderMode = ParticleSystemRenderMode.Stretch;
|
|
break;
|
|
|
|
case "heal":
|
|
// 回復エフェクト(上昇する緑の光)
|
|
preset.lifetimeMin = 1f; preset.lifetimeMax = 2f;
|
|
preset.speedMin = 1f; preset.speedMax = 3f;
|
|
preset.sizeMin = 0.05f; preset.sizeMax = 0.2f;
|
|
preset.gravity = -0.5f; // 上昇
|
|
preset.emissionRate = 50f;
|
|
preset.shapeType = ParticleSystemShapeType.Circle;
|
|
preset.shapeRadius = 0.5f;
|
|
preset.colorGradient = CreateHealGradient();
|
|
preset.startColor = new Color(0.3f, 1f, 0.5f);
|
|
break;
|
|
|
|
case "buff":
|
|
// バフエフェクト(金色のオーラ)
|
|
preset.lifetimeMin = 0.5f; preset.lifetimeMax = 1.5f;
|
|
preset.speedMin = 0.5f; preset.speedMax = 2f;
|
|
preset.sizeMin = 0.05f; preset.sizeMax = 0.15f;
|
|
preset.gravity = -0.3f;
|
|
preset.emissionRate = 80f;
|
|
preset.shapeType = ParticleSystemShapeType.Circle;
|
|
preset.shapeRadius = 0.8f;
|
|
preset.colorGradient = CreateBuffGradient();
|
|
preset.startColor = new Color(1f, 0.85f, 0.3f);
|
|
break;
|
|
|
|
case "debuff":
|
|
// デバフエフェクト(紫の毒々しい)
|
|
preset.lifetimeMin = 1f; preset.lifetimeMax = 2f;
|
|
preset.speedMin = 0.3f; preset.speedMax = 1f;
|
|
preset.sizeMin = 0.1f; preset.sizeMax = 0.3f;
|
|
preset.gravity = 0.1f; // ゆっくり落下
|
|
preset.emissionRate = 30f;
|
|
preset.shapeType = ParticleSystemShapeType.Sphere;
|
|
preset.shapeRadius = 0.5f;
|
|
preset.turbulence = 0.8f;
|
|
preset.colorGradient = CreateDebuffGradient();
|
|
preset.startColor = new Color(0.5f, 0.1f, 0.6f);
|
|
break;
|
|
|
|
case "portal":
|
|
// ポータルエフェクト(渦巻き)
|
|
preset.lifetimeMin = 0.5f; preset.lifetimeMax = 1.5f;
|
|
preset.speedMin = 2f; preset.speedMax = 5f;
|
|
preset.sizeMin = 0.03f; preset.sizeMax = 0.1f;
|
|
preset.gravity = 0f;
|
|
preset.emissionRate = 200f;
|
|
preset.shapeType = ParticleSystemShapeType.Circle;
|
|
preset.shapeRadius = 1f;
|
|
preset.useTrails = true;
|
|
preset.colorGradient = CreatePortalGradient();
|
|
preset.startColor = new Color(0.4f, 0.2f, 1f);
|
|
break;
|
|
|
|
default:
|
|
// カスタム/デフォルト
|
|
break;
|
|
}
|
|
|
|
return preset;
|
|
}
|
|
|
|
// 追加のグラデーション生成ヘルパー
|
|
private Gradient CreateCyberGradient()
|
|
{
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(new Color(0f, 1f, 1f), 0f), // シアン
|
|
new GradientColorKey(new Color(1f, 0f, 1f), 0.5f), // マゼンタ
|
|
new GradientColorKey(new Color(0f, 0.5f, 1f), 1f) // 青
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(1f, 0f),
|
|
new GradientAlphaKey(0.8f, 0.5f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
return gradient;
|
|
}
|
|
|
|
private Gradient CreateHealGradient()
|
|
{
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(new Color(0.8f, 1f, 0.8f), 0f),
|
|
new GradientColorKey(new Color(0.3f, 1f, 0.5f), 0.5f),
|
|
new GradientColorKey(new Color(0.1f, 0.8f, 0.3f), 1f)
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(0.8f, 0f),
|
|
new GradientAlphaKey(0.6f, 0.5f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
return gradient;
|
|
}
|
|
|
|
private Gradient CreateBuffGradient()
|
|
{
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(Color.white, 0f),
|
|
new GradientColorKey(new Color(1f, 0.9f, 0.4f), 0.3f),
|
|
new GradientColorKey(new Color(1f, 0.7f, 0.2f), 1f)
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(1f, 0f),
|
|
new GradientAlphaKey(0.7f, 0.5f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
return gradient;
|
|
}
|
|
|
|
private Gradient CreateDebuffGradient()
|
|
{
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(new Color(0.6f, 0.2f, 0.7f), 0f),
|
|
new GradientColorKey(new Color(0.4f, 0.1f, 0.5f), 0.5f),
|
|
new GradientColorKey(new Color(0.2f, 0.05f, 0.3f), 1f)
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(0.7f, 0f),
|
|
new GradientAlphaKey(0.5f, 0.5f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
return gradient;
|
|
}
|
|
|
|
private Gradient CreatePortalGradient()
|
|
{
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(new Color(0.8f, 0.5f, 1f), 0f),
|
|
new GradientColorKey(new Color(0.4f, 0.2f, 1f), 0.5f),
|
|
new GradientColorKey(new Color(0.1f, 0.05f, 0.5f), 1f)
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(1f, 0f),
|
|
new GradientAlphaKey(0.8f, 0.5f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
return gradient;
|
|
}
|
|
|
|
// グラデーション生成ヘルパー
|
|
private Gradient CreateFireGradient()
|
|
{
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(new Color(1f, 1f, 0.8f), 0f),
|
|
new GradientColorKey(new Color(1f, 0.6f, 0.1f), 0.3f),
|
|
new GradientColorKey(new Color(0.8f, 0.2f, 0f), 0.7f),
|
|
new GradientColorKey(new Color(0.2f, 0.1f, 0.1f), 1f)
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(1f, 0f),
|
|
new GradientAlphaKey(0.8f, 0.5f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
return gradient;
|
|
}
|
|
|
|
private Gradient CreateSmokeGradient()
|
|
{
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(new Color(0.4f, 0.4f, 0.45f), 0f),
|
|
new GradientColorKey(new Color(0.3f, 0.3f, 0.35f), 0.5f),
|
|
new GradientColorKey(new Color(0.2f, 0.2f, 0.25f), 1f)
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(0.6f, 0f),
|
|
new GradientAlphaKey(0.4f, 0.5f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
return gradient;
|
|
}
|
|
|
|
private Gradient CreateExplosionGradient()
|
|
{
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(Color.white, 0f),
|
|
new GradientColorKey(new Color(1f, 0.9f, 0.3f), 0.1f),
|
|
new GradientColorKey(new Color(1f, 0.5f, 0f), 0.3f),
|
|
new GradientColorKey(new Color(0.3f, 0.1f, 0f), 0.7f),
|
|
new GradientColorKey(new Color(0.1f, 0.1f, 0.1f), 1f)
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(1f, 0f),
|
|
new GradientAlphaKey(0.8f, 0.3f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
return gradient;
|
|
}
|
|
|
|
private Gradient CreateMagicGradient()
|
|
{
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(new Color(0.8f, 0.5f, 1f), 0f),
|
|
new GradientColorKey(new Color(0.4f, 0.2f, 0.8f), 0.5f),
|
|
new GradientColorKey(new Color(0.2f, 0.1f, 0.5f), 1f)
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(1f, 0f),
|
|
new GradientAlphaKey(0.7f, 0.5f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
return gradient;
|
|
}
|
|
|
|
private Gradient CreateWaterGradient()
|
|
{
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(new Color(0.6f, 0.85f, 1f), 0f),
|
|
new GradientColorKey(new Color(0.3f, 0.6f, 0.9f), 0.5f),
|
|
new GradientColorKey(new Color(0.2f, 0.4f, 0.7f), 1f)
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(0.8f, 0f),
|
|
new GradientAlphaKey(0.5f, 0.5f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
return gradient;
|
|
}
|
|
|
|
private Gradient CreateEnergyGradient()
|
|
{
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(Color.white, 0f),
|
|
new GradientColorKey(new Color(0.3f, 0.8f, 1f), 0.3f),
|
|
new GradientColorKey(new Color(0.1f, 0.4f, 0.8f), 1f)
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(1f, 0f),
|
|
new GradientAlphaKey(0.6f, 0.5f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
return gradient;
|
|
}
|
|
|
|
private Gradient CreateSparksGradient()
|
|
{
|
|
var gradient = new Gradient();
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(Color.white, 0f),
|
|
new GradientColorKey(new Color(1f, 0.9f, 0.5f), 0.2f),
|
|
new GradientColorKey(new Color(1f, 0.5f, 0.1f), 0.7f),
|
|
new GradientColorKey(new Color(0.3f, 0.1f, 0f), 1f)
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(1f, 0f),
|
|
new GradientAlphaKey(0.8f, 0.3f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
return gradient;
|
|
}
|
|
|
|
private Gradient CreateConfettiGradient()
|
|
{
|
|
var gradient = new Gradient();
|
|
// ランダムな鮮やかな色
|
|
gradient.SetKeys(
|
|
new GradientColorKey[] {
|
|
new GradientColorKey(new Color(1f, 0.2f, 0.3f), 0f),
|
|
new GradientColorKey(new Color(0.2f, 0.8f, 0.3f), 0.25f),
|
|
new GradientColorKey(new Color(0.2f, 0.4f, 1f), 0.5f),
|
|
new GradientColorKey(new Color(1f, 0.8f, 0.2f), 0.75f),
|
|
new GradientColorKey(new Color(0.8f, 0.2f, 0.8f), 1f)
|
|
},
|
|
new GradientAlphaKey[] {
|
|
new GradientAlphaKey(1f, 0f),
|
|
new GradientAlphaKey(1f, 0.8f),
|
|
new GradientAlphaKey(0f, 1f)
|
|
}
|
|
);
|
|
return gradient;
|
|
}
|
|
|
|
private void CreateExplosionSubEmitters(GameObject parent)
|
|
{
|
|
// 煙のサブエミッター
|
|
var smokeGo = new GameObject("Smoke_SubEmitter");
|
|
smokeGo.transform.SetParent(parent.transform);
|
|
smokeGo.transform.localPosition = Vector3.zero;
|
|
|
|
var smokePs = smokeGo.AddComponent<ParticleSystem>();
|
|
var smokeMain = smokePs.main;
|
|
smokeMain.loop = false;
|
|
smokeMain.duration = 2f;
|
|
smokeMain.startLifetime = new ParticleSystem.MinMaxCurve(2f, 4f);
|
|
smokeMain.startSpeed = new ParticleSystem.MinMaxCurve(1f, 3f);
|
|
smokeMain.startSize = new ParticleSystem.MinMaxCurve(1f, 3f);
|
|
smokeMain.startColor = new Color(0.2f, 0.2f, 0.2f, 0.5f);
|
|
smokeMain.gravityModifier = -0.1f;
|
|
|
|
var smokeEmission = smokePs.emission;
|
|
smokeEmission.rateOverTime = 0;
|
|
smokeEmission.SetBursts(new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.1f, 20) });
|
|
|
|
var smokeNoise = smokePs.noise;
|
|
smokeNoise.enabled = true;
|
|
smokeNoise.strength = 1f;
|
|
|
|
// 親のサブエミッターとして登録
|
|
var parentPs = parent.GetComponent<ParticleSystem>();
|
|
var subEmitters = parentPs.subEmitters;
|
|
subEmitters.enabled = true;
|
|
subEmitters.AddSubEmitter(smokePs, ParticleSystemSubEmitterType.Death, ParticleSystemSubEmitterProperties.InheritNothing);
|
|
}
|
|
|
|
private Material GetOrCreateParticleMaterial(string effectType)
|
|
{
|
|
// レンダリングパイプラインを検出
|
|
string pipeline = DetectRenderingPipeline();
|
|
Shader shader = null;
|
|
bool isAdditive = effectType == "fire" || effectType == "energy" || effectType == "magic" || effectType == "sparks" || effectType == "explosion";
|
|
|
|
// パイプラインに応じたシェーダーを選択
|
|
switch (pipeline)
|
|
{
|
|
case "URP":
|
|
// URP用シェーダー(優先順位順にフォールバック)
|
|
string[] urpShaders = isAdditive
|
|
? new[] {
|
|
"Universal Render Pipeline/Particles/Unlit",
|
|
"Universal Render Pipeline/Particles/Simple Lit",
|
|
"Particles/Standard Unlit",
|
|
"Unlit/Transparent"
|
|
}
|
|
: new[] {
|
|
"Universal Render Pipeline/Particles/Lit",
|
|
"Universal Render Pipeline/Particles/Simple Lit",
|
|
"Universal Render Pipeline/Particles/Unlit",
|
|
"Particles/Standard Surface",
|
|
"Particles/Standard Unlit"
|
|
};
|
|
|
|
foreach (var name in urpShaders)
|
|
{
|
|
shader = Shader.Find(name);
|
|
if (shader != null) break;
|
|
}
|
|
break;
|
|
|
|
case "HDRP":
|
|
// HDRP用シェーダー
|
|
string[] hdrpShaders = isAdditive
|
|
? new[] {
|
|
"HDRP/Unlit",
|
|
"Shader Graphs/HDRP Particles Unlit",
|
|
"Particles/Standard Unlit"
|
|
}
|
|
: new[] {
|
|
"HDRP/Lit",
|
|
"Shader Graphs/HDRP Particles Lit",
|
|
"Particles/Standard Surface"
|
|
};
|
|
|
|
foreach (var name in hdrpShaders)
|
|
{
|
|
shader = Shader.Find(name);
|
|
if (shader != null) break;
|
|
}
|
|
break;
|
|
|
|
default: // Built-in
|
|
// Built-in用シェーダー
|
|
string[] builtinShaders = isAdditive
|
|
? new[] {
|
|
"Particles/Standard Unlit",
|
|
"Legacy Shaders/Particles/Additive",
|
|
"Particles/Additive",
|
|
"Mobile/Particles/Additive"
|
|
}
|
|
: new[] {
|
|
"Particles/Standard Surface",
|
|
"Particles/Standard Unlit",
|
|
"Legacy Shaders/Particles/Alpha Blended",
|
|
"Particles/Alpha Blended"
|
|
};
|
|
|
|
foreach (var name in builtinShaders)
|
|
{
|
|
shader = Shader.Find(name);
|
|
if (shader != null) break;
|
|
}
|
|
break;
|
|
}
|
|
|
|
// 最終フォールバック
|
|
if (shader == null)
|
|
{
|
|
SynLog.Warn($"[NexusVFX] No suitable particle shader found for {pipeline}. Using fallback.");
|
|
shader = Shader.Find("Unlit/Color");
|
|
if (shader == null) shader = Shader.Find("Standard");
|
|
}
|
|
|
|
if (shader == null)
|
|
{
|
|
Debug.LogError("[NexusVFX] Failed to find any shader for particles!");
|
|
return null;
|
|
}
|
|
|
|
var mat = new Material(shader);
|
|
mat.name = $"VFX_{effectType}_Material";
|
|
|
|
// シェーダープロパティを設定
|
|
ConfigureParticleMaterial(mat, pipeline, effectType, isAdditive);
|
|
|
|
return mat;
|
|
}
|
|
|
|
private void ConfigureParticleMaterial(Material mat, string pipeline, string effectType, bool isAdditive)
|
|
{
|
|
// パイプライン共通のカラー設定
|
|
Color baseColor = GetVFXBaseColor(effectType);
|
|
|
|
switch (pipeline)
|
|
{
|
|
case "URP":
|
|
// URP Particles shader properties
|
|
if (mat.HasProperty("_BaseColor"))
|
|
mat.SetColor("_BaseColor", baseColor);
|
|
if (mat.HasProperty("_Surface"))
|
|
mat.SetFloat("_Surface", 1); // Transparent
|
|
if (mat.HasProperty("_Blend"))
|
|
mat.SetFloat("_Blend", isAdditive ? 1 : 0); // Additive or Alpha
|
|
if (mat.HasProperty("_AlphaClip"))
|
|
mat.SetFloat("_AlphaClip", 0);
|
|
if (mat.HasProperty("_SoftParticlesEnabled"))
|
|
mat.SetFloat("_SoftParticlesEnabled", 1);
|
|
if (mat.HasProperty("_CameraFadingEnabled"))
|
|
mat.SetFloat("_CameraFadingEnabled", 1);
|
|
|
|
// Render Queue
|
|
mat.renderQueue = isAdditive ? 3100 : 3000;
|
|
|
|
// キーワード設定
|
|
mat.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
|
|
if (isAdditive)
|
|
mat.EnableKeyword("_ALPHABLEND_ON");
|
|
break;
|
|
|
|
case "HDRP":
|
|
// HDRP shader properties
|
|
if (mat.HasProperty("_BaseColor"))
|
|
mat.SetColor("_BaseColor", baseColor);
|
|
if (mat.HasProperty("_UnlitColor"))
|
|
mat.SetColor("_UnlitColor", baseColor);
|
|
if (mat.HasProperty("_SurfaceType"))
|
|
mat.SetFloat("_SurfaceType", 1); // Transparent
|
|
if (mat.HasProperty("_BlendMode"))
|
|
mat.SetFloat("_BlendMode", isAdditive ? 1 : 0);
|
|
|
|
mat.renderQueue = isAdditive ? 3100 : 3000;
|
|
break;
|
|
|
|
default: // Built-in
|
|
// Built-in shader properties
|
|
if (mat.HasProperty("_Color"))
|
|
mat.SetColor("_Color", baseColor);
|
|
if (mat.HasProperty("_TintColor"))
|
|
mat.SetColor("_TintColor", baseColor);
|
|
|
|
// Legacy Particles shaders
|
|
if (mat.shader.name.Contains("Additive") || mat.shader.name.Contains("Alpha"))
|
|
{
|
|
mat.renderQueue = isAdditive ? 3100 : 3000;
|
|
}
|
|
|
|
// Standard Particles
|
|
if (mat.HasProperty("_Mode"))
|
|
{
|
|
mat.SetFloat("_Mode", isAdditive ? 4 : 2); // Additive or Fade
|
|
}
|
|
break;
|
|
}
|
|
|
|
// デフォルトテクスチャを設定(白い円形グラデーション)
|
|
Texture2D defaultParticleTex = CreateDefaultParticleTexture(effectType);
|
|
if (defaultParticleTex != null)
|
|
{
|
|
if (mat.HasProperty("_BaseMap"))
|
|
mat.SetTexture("_BaseMap", defaultParticleTex);
|
|
if (mat.HasProperty("_MainTex"))
|
|
mat.SetTexture("_MainTex", defaultParticleTex);
|
|
}
|
|
}
|
|
|
|
private Color GetVFXBaseColor(string effectType)
|
|
{
|
|
switch (effectType)
|
|
{
|
|
case "fire": return new Color(1f, 0.6f, 0.2f, 1f);
|
|
case "smoke": return new Color(0.4f, 0.4f, 0.45f, 0.7f);
|
|
case "explosion": return new Color(1f, 0.8f, 0.3f, 1f);
|
|
case "magic": return new Color(0.6f, 0.3f, 1f, 1f);
|
|
case "water":
|
|
case "splash": return new Color(0.4f, 0.7f, 1f, 0.8f);
|
|
case "energy": return new Color(0.3f, 0.8f, 1f, 1f);
|
|
case "sparks": return new Color(1f, 0.9f, 0.5f, 1f);
|
|
case "dust": return new Color(0.7f, 0.65f, 0.6f, 0.5f);
|
|
case "snow": return Color.white;
|
|
case "rain": return new Color(0.7f, 0.8f, 0.9f, 0.6f);
|
|
case "leaves": return new Color(0.4f, 0.6f, 0.2f, 1f);
|
|
case "confetti": return Color.white;
|
|
case "trail":
|
|
case "cyber": return new Color(0f, 1f, 1f, 1f); // シアン
|
|
case "heal": return new Color(0.3f, 1f, 0.5f, 1f); // 緑
|
|
case "buff": return new Color(1f, 0.85f, 0.3f, 1f); // 金
|
|
case "debuff": return new Color(0.5f, 0.1f, 0.6f, 0.8f); // 紫
|
|
case "portal": return new Color(0.4f, 0.2f, 1f, 1f); // 青紫
|
|
default: return Color.white;
|
|
}
|
|
}
|
|
|
|
private Texture2D CreateDefaultParticleTexture(string effectType)
|
|
{
|
|
int size = 64;
|
|
var tex = new Texture2D(size, size, TextureFormat.RGBA32, false);
|
|
var pixels = new Color[size * size];
|
|
|
|
float center = size / 2f;
|
|
|
|
for (int y = 0; y < size; y++)
|
|
{
|
|
for (int x = 0; x < size; x++)
|
|
{
|
|
float dx = x - center;
|
|
float dy = y - center;
|
|
float dist = Mathf.Sqrt(dx * dx + dy * dy) / center;
|
|
|
|
float alpha = 0f;
|
|
|
|
switch (effectType)
|
|
{
|
|
case "fire":
|
|
case "explosion":
|
|
case "energy":
|
|
case "magic":
|
|
// ソフトな円形グラデーション(中心が明るい)
|
|
alpha = Mathf.Pow(1f - Mathf.Clamp01(dist), 2f);
|
|
break;
|
|
|
|
case "smoke":
|
|
case "dust":
|
|
// ノイジーな円形(煙っぽい)
|
|
alpha = (1f - Mathf.Clamp01(dist)) * (0.7f + 0.3f * Mathf.PerlinNoise(x * 0.2f, y * 0.2f));
|
|
break;
|
|
|
|
case "sparks":
|
|
case "rain":
|
|
// シャープな点
|
|
alpha = dist < 0.3f ? 1f : Mathf.Pow(1f - Mathf.Clamp01((dist - 0.3f) / 0.7f), 3f);
|
|
break;
|
|
|
|
case "water":
|
|
case "splash":
|
|
// 水滴(中心がより明るい)
|
|
alpha = Mathf.Pow(1f - Mathf.Clamp01(dist), 1.5f);
|
|
break;
|
|
|
|
case "snow":
|
|
case "confetti":
|
|
case "leaves":
|
|
// ソリッドな円
|
|
alpha = dist < 0.8f ? 1f : 1f - (dist - 0.8f) / 0.2f;
|
|
break;
|
|
|
|
case "trail":
|
|
case "cyber":
|
|
case "portal":
|
|
// シャープなコア + ソフトな外側(トレイル用)
|
|
alpha = dist < 0.2f ? 1f : Mathf.Pow(1f - Mathf.Clamp01((dist - 0.2f) / 0.8f), 1.5f);
|
|
break;
|
|
|
|
case "heal":
|
|
case "buff":
|
|
// 柔らかい光(オーラ用)
|
|
alpha = Mathf.Pow(1f - Mathf.Clamp01(dist), 1.2f);
|
|
break;
|
|
|
|
case "debuff":
|
|
// ノイジーで不規則(毒用)
|
|
alpha = (1f - Mathf.Clamp01(dist)) * (0.6f + 0.4f * Mathf.PerlinNoise(x * 0.3f, y * 0.3f));
|
|
break;
|
|
|
|
default:
|
|
// デフォルト円形グラデーション
|
|
alpha = 1f - Mathf.Clamp01(dist);
|
|
break;
|
|
}
|
|
|
|
pixels[y * size + x] = new Color(1f, 1f, 1f, Mathf.Clamp01(alpha));
|
|
}
|
|
}
|
|
|
|
tex.SetPixels(pixels);
|
|
tex.Apply();
|
|
tex.wrapMode = TextureWrapMode.Clamp;
|
|
tex.filterMode = FilterMode.Bilinear;
|
|
|
|
return tex;
|
|
}
|
|
|
|
// Registered shader mapping - Synaptic original shaders by logical key
|
|
// Supports both URP and Built-in pipeline with fallbacks
|
|
private class RegisteredShaderInfo
|
|
{
|
|
public string URPShaderName; // Shader name for URP
|
|
public string BuiltInShaderName; // Shader name for Built-in pipeline
|
|
public string FolderPath;
|
|
public string Source;
|
|
public string License;
|
|
public bool URPOnly; // True if only available for URP
|
|
|
|
public RegisteredShaderInfo(string urpShaderName, string builtInShaderName, string folderPath, string source, string license, bool urpOnly = false)
|
|
{
|
|
URPShaderName = urpShaderName;
|
|
BuiltInShaderName = builtInShaderName;
|
|
FolderPath = folderPath;
|
|
Source = source;
|
|
License = license;
|
|
URPOnly = urpOnly;
|
|
}
|
|
|
|
// Get shader name based on current pipeline
|
|
public string GetShaderName(string pipeline)
|
|
{
|
|
if (pipeline == "URP" && !string.IsNullOrEmpty(URPShaderName))
|
|
return URPShaderName;
|
|
return BuiltInShaderName;
|
|
}
|
|
|
|
// Check if shader is available for current pipeline
|
|
public bool IsAvailable(string pipeline)
|
|
{
|
|
if (URPOnly && pipeline != "URP")
|
|
return false;
|
|
|
|
// Check if folder actually exists (not disabled with ~)
|
|
string fullPath = $"Assets/Synaptic AI Pro/Shaders/{FolderPath}";
|
|
if (!System.IO.Directory.Exists(fullPath))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
private static readonly Dictionary<string, RegisteredShaderInfo> RegisteredShaders = new Dictionary<string, RegisteredShaderInfo>
|
|
{
|
|
// === Synaptic Original Shaders ===
|
|
// These are custom shaders created by Synaptic AI Pro
|
|
|
|
// Caustics - Water light effect projector (works on both pipelines)
|
|
{ "caustics", new RegisteredShaderInfo(
|
|
"Synaptic/Caustics",
|
|
"Synaptic/Caustics",
|
|
"Shaders/Caustics",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
|
|
// Water - Full water system with waves, reflections, foam (works on both pipelines)
|
|
{ "water", new RegisteredShaderInfo(
|
|
"Synaptic/Water",
|
|
"Synaptic/Water",
|
|
"Shaders/Water",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
|
|
// === Synaptic Pro Shaders (Genshin Impact Level Quality) ===
|
|
// High-quality shaders - URP/Built-in/HDRP compatible
|
|
|
|
// Water Pro - SSR, Tessellation, Caustics, Flowmap, SSS, Foam
|
|
{ "water_pro", new RegisteredShaderInfo(
|
|
"Synaptic/WaterPro",
|
|
"Synaptic/WaterPro",
|
|
"Shaders/Water",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "waterpro", new RegisteredShaderInfo(
|
|
"Synaptic/WaterPro",
|
|
"Synaptic/WaterPro",
|
|
"Shaders/Water",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "ocean", new RegisteredShaderInfo(
|
|
"Synaptic/WaterPro",
|
|
"Synaptic/WaterPro",
|
|
"Shaders/Water",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
|
|
// Toon Pro - Genshin-style SDF face shadows, ramp, anisotropic specular, outline
|
|
{ "toon_pro", new RegisteredShaderInfo(
|
|
"Synaptic/ToonPro",
|
|
"Synaptic/ToonPro",
|
|
"Shaders/Toon",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "toonpro", new RegisteredShaderInfo(
|
|
"Synaptic/ToonPro",
|
|
"Synaptic/ToonPro",
|
|
"Shaders/Toon",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "anime", new RegisteredShaderInfo(
|
|
"Synaptic/ToonPro",
|
|
"Synaptic/ToonPro",
|
|
"Shaders/Toon",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "genshin", new RegisteredShaderInfo(
|
|
"Synaptic/ToonPro",
|
|
"Synaptic/ToonPro",
|
|
"Shaders/Toon",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
|
|
// Grass Pro - Wind animation, player interaction, SSS, distance fade
|
|
{ "grass_pro", new RegisteredShaderInfo(
|
|
"Synaptic/GrassPro",
|
|
"Synaptic/GrassPro",
|
|
"Shaders/Grass",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "grasspro", new RegisteredShaderInfo(
|
|
"Synaptic/GrassPro",
|
|
"Synaptic/GrassPro",
|
|
"Shaders/Grass",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "vegetation", new RegisteredShaderInfo(
|
|
"Synaptic/GrassPro",
|
|
"Synaptic/GrassPro",
|
|
"Shaders/Grass",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "foliage", new RegisteredShaderInfo(
|
|
"Synaptic/GrassPro",
|
|
"Synaptic/GrassPro",
|
|
"Shaders/Grass",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
|
|
// Sky Pro - Volumetric clouds, atmospheric scattering, stars, sun
|
|
{ "sky_pro", new RegisteredShaderInfo(
|
|
"Synaptic/SkyPro",
|
|
"Synaptic/SkyPro",
|
|
"Shaders/Sky",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "skypro", new RegisteredShaderInfo(
|
|
"Synaptic/SkyPro",
|
|
"Synaptic/SkyPro",
|
|
"Shaders/Sky",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "skybox_pro", new RegisteredShaderInfo(
|
|
"Synaptic/SkyPro",
|
|
"Synaptic/SkyPro",
|
|
"Shaders/Sky",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "atmosphere", new RegisteredShaderInfo(
|
|
"Synaptic/SkyPro",
|
|
"Synaptic/SkyPro",
|
|
"Shaders/Sky",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "volumetric_clouds", new RegisteredShaderInfo(
|
|
"Synaptic/SkyPro",
|
|
"Synaptic/SkyPro",
|
|
"Shaders/Sky",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
|
|
// Dissolve Pro - Directional dissolve, edge glow, particles, vertex displacement
|
|
{ "dissolve_pro", new RegisteredShaderInfo(
|
|
"Synaptic/DissolvePro",
|
|
"Synaptic/DissolvePro",
|
|
"Shaders/Effects",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "dissolvepro", new RegisteredShaderInfo(
|
|
"Synaptic/DissolvePro",
|
|
"Synaptic/DissolvePro",
|
|
"Shaders/Effects",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "dissolve", new RegisteredShaderInfo(
|
|
"Synaptic/DissolvePro",
|
|
"Synaptic/DissolvePro",
|
|
"Shaders/Effects",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "disintegrate", new RegisteredShaderInfo(
|
|
"Synaptic/DissolvePro",
|
|
"Synaptic/DissolvePro",
|
|
"Shaders/Effects",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
|
|
// Shield Pro - Hex pattern, hit effects, intersection glow, distortion
|
|
{ "shield_pro", new RegisteredShaderInfo(
|
|
"Synaptic/ShieldPro",
|
|
"Synaptic/ShieldPro",
|
|
"Shaders/Effects",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "shieldpro", new RegisteredShaderInfo(
|
|
"Synaptic/ShieldPro",
|
|
"Synaptic/ShieldPro",
|
|
"Shaders/Effects",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "hex_shield", new RegisteredShaderInfo(
|
|
"Synaptic/ShieldPro",
|
|
"Synaptic/ShieldPro",
|
|
"Shaders/Effects",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "energy_shield", new RegisteredShaderInfo(
|
|
"Synaptic/ShieldPro",
|
|
"Synaptic/ShieldPro",
|
|
"Shaders/Effects",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "barrier", new RegisteredShaderInfo(
|
|
"Synaptic/ShieldPro",
|
|
"Synaptic/ShieldPro",
|
|
"Shaders/Effects",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
|
|
// Hair Pro - Kajiya-Kay dual specular, anisotropic highlights, SSS
|
|
{ "hair_pro", new RegisteredShaderInfo(
|
|
"Synaptic/HairPro",
|
|
"Synaptic/HairPro",
|
|
"Shaders/Character",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "hairpro", new RegisteredShaderInfo(
|
|
"Synaptic/HairPro",
|
|
"Synaptic/HairPro",
|
|
"Shaders/Character",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "anime_hair", new RegisteredShaderInfo(
|
|
"Synaptic/HairPro",
|
|
"Synaptic/HairPro",
|
|
"Shaders/Character",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "kajiya", new RegisteredShaderInfo(
|
|
"Synaptic/HairPro",
|
|
"Synaptic/HairPro",
|
|
"Shaders/Character",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
|
|
// Eye Pro - Parallax iris, pupil dilation, caustics, multiple highlights
|
|
{ "eye_pro", new RegisteredShaderInfo(
|
|
"Synaptic/EyePro",
|
|
"Synaptic/EyePro",
|
|
"Shaders/Character",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "eyepro", new RegisteredShaderInfo(
|
|
"Synaptic/EyePro",
|
|
"Synaptic/EyePro",
|
|
"Shaders/Character",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "anime_eye", new RegisteredShaderInfo(
|
|
"Synaptic/EyePro",
|
|
"Synaptic/EyePro",
|
|
"Shaders/Character",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "iris", new RegisteredShaderInfo(
|
|
"Synaptic/EyePro",
|
|
"Synaptic/EyePro",
|
|
"Shaders/Character",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
{ "pupil", new RegisteredShaderInfo(
|
|
"Synaptic/EyePro",
|
|
"Synaptic/EyePro",
|
|
"Shaders/Character",
|
|
"Synaptic AI Pro (Original)",
|
|
"Included") },
|
|
};
|
|
|
|
#region External Shader Editing
|
|
|
|
/// <summary>
|
|
/// Read a .shader file content
|
|
/// </summary>
|
|
private string ReadShader(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var path = parameters.GetValueOrDefault("path", "");
|
|
if (string.IsNullOrEmpty(path))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "path parameter is required"
|
|
});
|
|
}
|
|
|
|
// Normalize path
|
|
if (!path.StartsWith("Assets/") && !path.StartsWith("Packages/"))
|
|
{
|
|
path = "Assets/" + path;
|
|
}
|
|
|
|
if (!path.EndsWith(".shader"))
|
|
{
|
|
path += ".shader";
|
|
}
|
|
|
|
var fullPath = Path.Combine(Application.dataPath.Replace("/Assets", ""), path);
|
|
|
|
if (!File.Exists(fullPath))
|
|
{
|
|
// Try to find shader by name
|
|
var shaderGuids = AssetDatabase.FindAssets("t:Shader");
|
|
foreach (var guid in shaderGuids)
|
|
{
|
|
var assetPath = AssetDatabase.GUIDToAssetPath(guid);
|
|
if (assetPath.Contains(path.Replace(".shader", "")) || assetPath.EndsWith(path))
|
|
{
|
|
fullPath = Path.Combine(Application.dataPath.Replace("/Assets", ""), assetPath);
|
|
path = assetPath;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!File.Exists(fullPath))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Shader file not found: {path}",
|
|
searchedPath = fullPath
|
|
});
|
|
}
|
|
|
|
var content = File.ReadAllText(fullPath);
|
|
var lines = content.Split('\n');
|
|
|
|
// Mark as read for edit protection
|
|
MarkFileAsRead(fullPath);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
path = path,
|
|
fullPath = fullPath,
|
|
content = content,
|
|
lineCount = lines.Length,
|
|
fileSize = new FileInfo(fullPath).Length,
|
|
message = $"Shader file read successfully. {lines.Length} lines. File marked as read for editing."
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("ReadShader", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Modify an existing .shader file
|
|
/// </summary>
|
|
private string ModifyShader(Dictionary<string, string> parameters)
|
|
{
|
|
var path = parameters.GetValueOrDefault("path", "");
|
|
var oldText = parameters.GetValueOrDefault("old_text", "");
|
|
var newText = parameters.GetValueOrDefault("new_text", "");
|
|
var replaceAll = bool.Parse(parameters.GetValueOrDefault("replace_all", "false"));
|
|
|
|
if (string.IsNullOrEmpty(path))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "path parameter is required"
|
|
});
|
|
}
|
|
|
|
// Normalize path
|
|
if (!path.StartsWith("Assets/") && !path.StartsWith("Packages/"))
|
|
{
|
|
path = "Assets/" + path;
|
|
}
|
|
|
|
if (!path.EndsWith(".shader"))
|
|
{
|
|
path += ".shader";
|
|
}
|
|
|
|
var fullPath = Path.Combine(Application.dataPath.Replace("/Assets", ""), path);
|
|
|
|
if (!File.Exists(fullPath))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Shader file not found: {path}"
|
|
});
|
|
}
|
|
|
|
// Check if file was read first
|
|
if (!HasFileBeenRead(fullPath))
|
|
{
|
|
return GetFileNotReadError(fullPath);
|
|
}
|
|
|
|
var content = File.ReadAllText(fullPath);
|
|
|
|
if (string.IsNullOrEmpty(oldText))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "old_text parameter is required for modification"
|
|
});
|
|
}
|
|
|
|
if (!content.Contains(oldText))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "old_text not found in shader file",
|
|
hint = "Make sure you're using exact text including whitespace"
|
|
});
|
|
}
|
|
|
|
try
|
|
{
|
|
string newContent;
|
|
int replaceCount;
|
|
|
|
if (replaceAll)
|
|
{
|
|
replaceCount = (content.Length - content.Replace(oldText, "").Length) / oldText.Length;
|
|
newContent = content.Replace(oldText, newText);
|
|
}
|
|
else
|
|
{
|
|
var index = content.IndexOf(oldText);
|
|
newContent = content.Substring(0, index) + newText + content.Substring(index + oldText.Length);
|
|
replaceCount = 1;
|
|
}
|
|
|
|
// Backup original
|
|
var backupPath = fullPath + ".bak";
|
|
File.WriteAllText(backupPath, content);
|
|
|
|
// Write modified content
|
|
File.WriteAllText(fullPath, newContent);
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
path = path,
|
|
replacements = replaceCount,
|
|
backupPath = backupPath,
|
|
message = $"Shader modified successfully. {replaceCount} replacement(s) made. Backup saved."
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("ModifyShader", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Analyze shader structure (Properties, SubShaders, Passes, etc.)
|
|
/// </summary>
|
|
private string AnalyzeShader(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var path = parameters.GetValueOrDefault("path", "");
|
|
var shaderName = parameters.GetValueOrDefault("shader_name", "");
|
|
|
|
string content = "";
|
|
string resolvedPath = "";
|
|
|
|
// Try to load by path first
|
|
if (!string.IsNullOrEmpty(path))
|
|
{
|
|
if (!path.StartsWith("Assets/") && !path.StartsWith("Packages/"))
|
|
{
|
|
path = "Assets/" + path;
|
|
}
|
|
|
|
if (!path.EndsWith(".shader"))
|
|
{
|
|
path += ".shader";
|
|
}
|
|
|
|
var fullPath = Path.Combine(Application.dataPath.Replace("/Assets", ""), path);
|
|
if (File.Exists(fullPath))
|
|
{
|
|
content = File.ReadAllText(fullPath);
|
|
resolvedPath = path;
|
|
MarkFileAsRead(fullPath);
|
|
}
|
|
}
|
|
|
|
// Try to find by shader name
|
|
if (string.IsNullOrEmpty(content) && !string.IsNullOrEmpty(shaderName))
|
|
{
|
|
var shader = Shader.Find(shaderName);
|
|
if (shader != null)
|
|
{
|
|
var assetPath = AssetDatabase.GetAssetPath(shader);
|
|
if (!string.IsNullOrEmpty(assetPath) && assetPath.EndsWith(".shader"))
|
|
{
|
|
var fullPath = Path.Combine(Application.dataPath.Replace("/Assets", ""), assetPath);
|
|
if (File.Exists(fullPath))
|
|
{
|
|
content = File.ReadAllText(fullPath);
|
|
resolvedPath = assetPath;
|
|
MarkFileAsRead(fullPath);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (string.IsNullOrEmpty(content))
|
|
{
|
|
// List available shaders
|
|
var availableShaders = new List<object>();
|
|
var shaderGuids = AssetDatabase.FindAssets("t:Shader");
|
|
foreach (var guid in shaderGuids.Take(50))
|
|
{
|
|
var assetPath = AssetDatabase.GUIDToAssetPath(guid);
|
|
var shaderAsset = AssetDatabase.LoadAssetAtPath<Shader>(assetPath);
|
|
if (shaderAsset != null)
|
|
{
|
|
availableShaders.Add(new { name = shaderAsset.name, path = assetPath });
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "Could not find shader. Provide valid path or shader_name.",
|
|
availableShaders = availableShaders,
|
|
hint = "Use one of the available shaders listed above"
|
|
});
|
|
}
|
|
|
|
// Parse shader structure
|
|
var analysis = ParseShaderContent(content);
|
|
analysis["path"] = resolvedPath;
|
|
analysis["success"] = true;
|
|
analysis["message"] = "Shader analyzed successfully. File marked as read for editing.";
|
|
|
|
return JsonConvert.SerializeObject(analysis);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("AnalyzeShader", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Parse shader content and extract structure
|
|
/// </summary>
|
|
private Dictionary<string, object> ParseShaderContent(string content)
|
|
{
|
|
var result = new Dictionary<string, object>();
|
|
var lines = content.Split('\n');
|
|
|
|
// Extract shader name
|
|
var shaderNameMatch = System.Text.RegularExpressions.Regex.Match(content, @"Shader\s+""([^""]+)""");
|
|
if (shaderNameMatch.Success)
|
|
{
|
|
result["shaderName"] = shaderNameMatch.Groups[1].Value;
|
|
}
|
|
|
|
// Extract Properties
|
|
var properties = new List<object>();
|
|
var propsMatch = System.Text.RegularExpressions.Regex.Match(content, @"Properties\s*\{([^}]+)\}", System.Text.RegularExpressions.RegexOptions.Singleline);
|
|
if (propsMatch.Success)
|
|
{
|
|
var propsContent = propsMatch.Groups[1].Value;
|
|
var propMatches = System.Text.RegularExpressions.Regex.Matches(propsContent, @"(\w+)\s*\(\s*""([^""]+)""\s*,\s*(\w+)(?:\s*\([^)]*\))?\s*\)\s*=\s*([^\n]+)");
|
|
foreach (System.Text.RegularExpressions.Match propMatch in propMatches)
|
|
{
|
|
properties.Add(new
|
|
{
|
|
name = propMatch.Groups[1].Value,
|
|
displayName = propMatch.Groups[2].Value,
|
|
type = propMatch.Groups[3].Value,
|
|
defaultValue = propMatch.Groups[4].Value.Trim()
|
|
});
|
|
}
|
|
}
|
|
result["properties"] = properties;
|
|
|
|
// Count SubShaders
|
|
var subShaderMatches = System.Text.RegularExpressions.Regex.Matches(content, @"SubShader\s*\{");
|
|
result["subShaderCount"] = subShaderMatches.Count;
|
|
|
|
// Extract SubShader details
|
|
var subShaders = new List<object>();
|
|
var subShaderRegex = new System.Text.RegularExpressions.Regex(@"SubShader\s*\{", System.Text.RegularExpressions.RegexOptions.Singleline);
|
|
var matches = subShaderRegex.Matches(content);
|
|
|
|
for (int i = 0; i < matches.Count; i++)
|
|
{
|
|
var startIndex = matches[i].Index;
|
|
var endIndex = i < matches.Count - 1 ? matches[i + 1].Index : content.Length;
|
|
var subShaderContent = content.Substring(startIndex, endIndex - startIndex);
|
|
|
|
// Extract Tags
|
|
var tagsMatch = System.Text.RegularExpressions.Regex.Match(subShaderContent, @"Tags\s*\{([^}]+)\}");
|
|
var tags = new Dictionary<string, string>();
|
|
if (tagsMatch.Success)
|
|
{
|
|
var tagMatches = System.Text.RegularExpressions.Regex.Matches(tagsMatch.Groups[1].Value, @"""(\w+)""\s*=\s*""([^""]+)""");
|
|
foreach (System.Text.RegularExpressions.Match tagMatch in tagMatches)
|
|
{
|
|
tags[tagMatch.Groups[1].Value] = tagMatch.Groups[2].Value;
|
|
}
|
|
}
|
|
|
|
// Count Passes
|
|
var passCount = System.Text.RegularExpressions.Regex.Matches(subShaderContent, @"Pass\s*\{").Count;
|
|
|
|
// Extract Pass names
|
|
var passNames = new List<string>();
|
|
var passNameMatches = System.Text.RegularExpressions.Regex.Matches(subShaderContent, @"Name\s+""([^""]+)""");
|
|
foreach (System.Text.RegularExpressions.Match passNameMatch in passNameMatches)
|
|
{
|
|
passNames.Add(passNameMatch.Groups[1].Value);
|
|
}
|
|
|
|
// Check for CGPROGRAM/HLSLPROGRAM
|
|
var hasCG = subShaderContent.Contains("CGPROGRAM");
|
|
var hasHLSL = subShaderContent.Contains("HLSLPROGRAM");
|
|
|
|
subShaders.Add(new
|
|
{
|
|
index = i,
|
|
tags = tags,
|
|
passCount = passCount,
|
|
passNames = passNames,
|
|
language = hasCG ? "CG" : (hasHLSL ? "HLSL" : "Unknown")
|
|
});
|
|
}
|
|
result["subShaders"] = subShaders;
|
|
|
|
// Extract pragmas
|
|
var pragmas = new List<string>();
|
|
var pragmaMatches = System.Text.RegularExpressions.Regex.Matches(content, @"#pragma\s+(\w+)");
|
|
foreach (System.Text.RegularExpressions.Match pragmaMatch in pragmaMatches)
|
|
{
|
|
var pragma = pragmaMatch.Groups[1].Value;
|
|
if (!pragmas.Contains(pragma))
|
|
pragmas.Add(pragma);
|
|
}
|
|
result["pragmas"] = pragmas;
|
|
|
|
// Extract includes
|
|
var includes = new List<string>();
|
|
var includeMatches = System.Text.RegularExpressions.Regex.Matches(content, @"#include\s+""([^""]+)""");
|
|
foreach (System.Text.RegularExpressions.Match includeMatch in includeMatches)
|
|
{
|
|
includes.Add(includeMatch.Groups[1].Value);
|
|
}
|
|
result["includes"] = includes;
|
|
|
|
// Check for common features
|
|
var features = new List<string>();
|
|
if (content.Contains("_MainTex")) features.Add("MainTexture");
|
|
if (content.Contains("_BumpMap") || content.Contains("_NormalMap")) features.Add("NormalMap");
|
|
if (content.Contains("_MetallicGlossMap") || content.Contains("_Metallic")) features.Add("Metallic");
|
|
if (content.Contains("_EmissionMap") || content.Contains("_EmissionColor")) features.Add("Emission");
|
|
if (content.Contains("_OcclusionMap")) features.Add("Occlusion");
|
|
if (content.Contains("_Cutoff") || content.Contains("AlphaTest")) features.Add("AlphaCutoff");
|
|
if (content.Contains("Blend ")) features.Add("Blending");
|
|
if (content.Contains("ZWrite Off")) features.Add("NoZWrite");
|
|
if (content.Contains("Cull Off")) features.Add("DoubleSided");
|
|
result["features"] = features;
|
|
|
|
// Check render pipeline compatibility
|
|
var pipelineHints = new List<string>();
|
|
if (content.Contains("UnityPerMaterial") || content.Contains("HLSLPROGRAM")) pipelineHints.Add("SRP Compatible");
|
|
if (content.Contains("CGPROGRAM") && !content.Contains("HLSLPROGRAM")) pipelineHints.Add("Built-in Pipeline");
|
|
if (content.Contains("LightweightPipeline") || content.Contains("UniversalPipeline")) pipelineHints.Add("URP");
|
|
if (content.Contains("HDRenderPipeline")) pipelineHints.Add("HDRP");
|
|
result["pipelineHints"] = pipelineHints;
|
|
|
|
result["lineCount"] = lines.Length;
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Read ShaderGraph asset (Unity 2018.1+)
|
|
/// </summary>
|
|
private string ReadShaderGraph(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var path = parameters.GetValueOrDefault("path", "");
|
|
|
|
if (string.IsNullOrEmpty(path))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "path parameter is required"
|
|
});
|
|
}
|
|
|
|
// Normalize path
|
|
if (!path.StartsWith("Assets/") && !path.StartsWith("Packages/"))
|
|
{
|
|
path = "Assets/" + path;
|
|
}
|
|
|
|
if (!path.EndsWith(".shadergraph") && !path.EndsWith(".shadersubgraph"))
|
|
{
|
|
// Try both extensions
|
|
var sgPath = path + ".shadergraph";
|
|
var ssgPath = path + ".shadersubgraph";
|
|
var sgFullPath = Path.Combine(Application.dataPath.Replace("/Assets", ""), sgPath);
|
|
var ssgFullPath = Path.Combine(Application.dataPath.Replace("/Assets", ""), ssgPath);
|
|
|
|
if (File.Exists(sgFullPath))
|
|
path = sgPath;
|
|
else if (File.Exists(ssgFullPath))
|
|
path = ssgPath;
|
|
else
|
|
path += ".shadergraph";
|
|
}
|
|
|
|
var fullPath = Path.Combine(Application.dataPath.Replace("/Assets", ""), path);
|
|
|
|
if (!File.Exists(fullPath))
|
|
{
|
|
// List available shader graphs
|
|
var availableGraphs = new List<string>();
|
|
var sgGuids = AssetDatabase.FindAssets("t:Shader");
|
|
foreach (var guid in sgGuids)
|
|
{
|
|
var assetPath = AssetDatabase.GUIDToAssetPath(guid);
|
|
if (assetPath.EndsWith(".shadergraph") || assetPath.EndsWith(".shadersubgraph"))
|
|
{
|
|
availableGraphs.Add(assetPath);
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"ShaderGraph not found: {path}",
|
|
availableGraphs = availableGraphs.Take(20).ToList()
|
|
});
|
|
}
|
|
|
|
// ShaderGraph files are JSON-like format
|
|
var content = File.ReadAllText(fullPath);
|
|
MarkFileAsRead(fullPath);
|
|
|
|
// Parse ShaderGraph JSON structure
|
|
var graphInfo = ParseShaderGraph(content, path);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
path = path,
|
|
fullPath = fullPath,
|
|
graphInfo = graphInfo,
|
|
rawContent = content.Length > 50000 ? content.Substring(0, 50000) + "\n... (truncated)" : content,
|
|
message = "ShaderGraph read successfully. File marked as read for editing."
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("ReadShaderGraph", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Parse ShaderGraph JSON content
|
|
/// </summary>
|
|
private Dictionary<string, object> ParseShaderGraph(string content, string path)
|
|
{
|
|
var result = new Dictionary<string, object>();
|
|
|
|
try
|
|
{
|
|
// ShaderGraph uses a custom serialization format
|
|
// Try to extract useful information
|
|
|
|
// Count nodes
|
|
var nodeCount = System.Text.RegularExpressions.Regex.Matches(content, @"""m_ObjectId""").Count;
|
|
result["nodeCount"] = nodeCount;
|
|
|
|
// Find property references
|
|
var properties = new List<object>();
|
|
var propMatches = System.Text.RegularExpressions.Regex.Matches(content, @"""m_DefaultReferenceName"":\s*""([^""]+)""");
|
|
var displayMatches = System.Text.RegularExpressions.Regex.Matches(content, @"""m_DisplayName"":\s*""([^""]+)""");
|
|
|
|
var propNames = new HashSet<string>();
|
|
foreach (System.Text.RegularExpressions.Match match in propMatches)
|
|
{
|
|
var name = match.Groups[1].Value;
|
|
if (!propNames.Contains(name) && name.StartsWith("_"))
|
|
{
|
|
propNames.Add(name);
|
|
properties.Add(new { referenceName = name });
|
|
}
|
|
}
|
|
result["properties"] = properties;
|
|
|
|
// Detect graph type
|
|
var isSubGraph = path.EndsWith(".shadersubgraph");
|
|
result["graphType"] = isSubGraph ? "SubGraph" : "ShaderGraph";
|
|
|
|
// Check for common node types
|
|
var nodeTypes = new List<string>();
|
|
if (content.Contains("\"m_Type\":\"UnityEditor.ShaderGraph.SampleTexture2DNode\"")) nodeTypes.Add("SampleTexture2D");
|
|
if (content.Contains("\"m_Type\":\"UnityEditor.ShaderGraph.ColorNode\"")) nodeTypes.Add("Color");
|
|
if (content.Contains("\"m_Type\":\"UnityEditor.ShaderGraph.MultiplyNode\"")) nodeTypes.Add("Multiply");
|
|
if (content.Contains("\"m_Type\":\"UnityEditor.ShaderGraph.AddNode\"")) nodeTypes.Add("Add");
|
|
if (content.Contains("\"m_Type\":\"UnityEditor.ShaderGraph.LerpNode\"")) nodeTypes.Add("Lerp");
|
|
if (content.Contains("\"m_Type\":\"UnityEditor.ShaderGraph.NormalStrengthNode\"")) nodeTypes.Add("NormalStrength");
|
|
if (content.Contains("\"m_Type\":\"UnityEditor.ShaderGraph.FresnelNode\"")) nodeTypes.Add("Fresnel");
|
|
if (content.Contains("\"m_Type\":\"UnityEditor.ShaderGraph.TimeNode\"")) nodeTypes.Add("Time");
|
|
if (content.Contains("\"m_Type\":\"UnityEditor.ShaderGraph.PositionNode\"")) nodeTypes.Add("Position");
|
|
if (content.Contains("\"m_Type\":\"UnityEditor.ShaderGraph.ViewDirectionNode\"")) nodeTypes.Add("ViewDirection");
|
|
result["nodeTypesFound"] = nodeTypes;
|
|
|
|
// Check master node type (for shader output)
|
|
if (content.Contains("PBRMasterNode") || content.Contains("UniversalTarget"))
|
|
result["masterNode"] = "PBR/Lit";
|
|
else if (content.Contains("UnlitMasterNode"))
|
|
result["masterNode"] = "Unlit";
|
|
else if (content.Contains("SpriteLitMasterNode"))
|
|
result["masterNode"] = "SpriteLit";
|
|
else if (content.Contains("SpriteUnlitMasterNode"))
|
|
result["masterNode"] = "SpriteUnlit";
|
|
|
|
// Extract precision
|
|
if (content.Contains("\"m_Precision\":0")) result["precision"] = "Inherit";
|
|
else if (content.Contains("\"m_Precision\":1")) result["precision"] = "Float";
|
|
else if (content.Contains("\"m_Precision\":2")) result["precision"] = "Half";
|
|
|
|
}
|
|
catch
|
|
{
|
|
result["parseError"] = "Could not fully parse ShaderGraph structure";
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
// ============================================================
|
|
// VFX Graph Asset Editing (External Assets)
|
|
// ============================================================
|
|
|
|
/// <summary>
|
|
/// Track which VFX Graph files have been read (for edit protection)
|
|
/// </summary>
|
|
private static HashSet<string> _readVFXGraphFiles = new HashSet<string>();
|
|
|
|
private void MarkVFXGraphAsRead(string path)
|
|
{
|
|
_readVFXGraphFiles.Add(path.ToLower());
|
|
}
|
|
|
|
private bool HasVFXGraphBeenRead(string path)
|
|
{
|
|
return _readVFXGraphFiles.Contains(path.ToLower());
|
|
}
|
|
|
|
/// <summary>
|
|
/// Read existing VFX Graph asset
|
|
/// </summary>
|
|
private string ReadVFXGraph(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var path = parameters.GetValueOrDefault("path", "");
|
|
|
|
if (string.IsNullOrEmpty(path))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "path parameter is required"
|
|
});
|
|
}
|
|
|
|
// Normalize path
|
|
if (!path.StartsWith("Assets/") && !path.StartsWith("Packages/"))
|
|
{
|
|
path = "Assets/" + path;
|
|
}
|
|
|
|
if (!path.EndsWith(".vfx"))
|
|
{
|
|
path += ".vfx";
|
|
}
|
|
|
|
var fullPath = Path.Combine(Application.dataPath.Replace("/Assets", ""), path);
|
|
|
|
if (!File.Exists(fullPath))
|
|
{
|
|
// List available VFX graphs
|
|
var availableVFX = AssetDatabase.FindAssets("t:VisualEffectAsset")
|
|
.Select(guid => AssetDatabase.GUIDToAssetPath(guid))
|
|
.Take(20)
|
|
.ToList();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"VFX Graph not found: {path}",
|
|
availableVFX = availableVFX
|
|
});
|
|
}
|
|
|
|
// Read VFX Graph file content
|
|
var content = File.ReadAllText(fullPath);
|
|
MarkVFXGraphAsRead(fullPath);
|
|
|
|
// Parse VFX structure
|
|
var vfxInfo = ParseVFXGraphContent(content, path);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
path = path,
|
|
fullPath = fullPath,
|
|
vfxInfo = vfxInfo,
|
|
fileSize = new FileInfo(fullPath).Length,
|
|
message = "VFX Graph read successfully. File marked as read for editing."
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("ReadVFXGraph", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Parse VFX Graph content to extract structure
|
|
/// </summary>
|
|
private Dictionary<string, object> ParseVFXGraphContent(string content, string path)
|
|
{
|
|
var result = new Dictionary<string, object>();
|
|
|
|
try
|
|
{
|
|
// VFX Graph uses YAML-like serialization
|
|
// Extract context information
|
|
var contexts = new List<object>();
|
|
var contextMatches = System.Text.RegularExpressions.Regex.Matches(content, @"m_Type:\s*(\d+).*?m_Label:\s*([^\r\n]+)", System.Text.RegularExpressions.RegexOptions.Singleline);
|
|
|
|
// Count systems
|
|
var systemCount = System.Text.RegularExpressions.Regex.Matches(content, @"VFXBasicSpawner|VFXBasicInitialize|VFXBasicUpdate|VFXBasicOutput").Count;
|
|
result["estimatedSystemCount"] = Math.Max(1, systemCount / 4);
|
|
|
|
// Extract capacity
|
|
var capacityMatch = System.Text.RegularExpressions.Regex.Match(content, @"capacity:\s*(\d+)");
|
|
if (capacityMatch.Success)
|
|
{
|
|
result["capacity"] = int.Parse(capacityMatch.Groups[1].Value);
|
|
}
|
|
|
|
// Extract spawn rate info
|
|
var spawnRateMatch = System.Text.RegularExpressions.Regex.Match(content, @"Rate:\s*(\d+\.?\d*)");
|
|
if (spawnRateMatch.Success)
|
|
{
|
|
result["spawnRate"] = float.Parse(spawnRateMatch.Groups[1].Value);
|
|
}
|
|
|
|
// Check for common blocks
|
|
var blocks = new List<string>();
|
|
if (content.Contains("SetAttribute")) blocks.Add("SetAttribute");
|
|
if (content.Contains("VFXBlockSpawnerConstant") || content.Contains("ConstantRate")) blocks.Add("ConstantSpawnRate");
|
|
if (content.Contains("VFXBlockSpawnerBurst") || content.Contains("Burst")) blocks.Add("BurstSpawn");
|
|
if (content.Contains("Position")) blocks.Add("Position");
|
|
if (content.Contains("Velocity")) blocks.Add("Velocity");
|
|
if (content.Contains("Lifetime")) blocks.Add("Lifetime");
|
|
if (content.Contains("Size")) blocks.Add("Size");
|
|
if (content.Contains("Color")) blocks.Add("Color");
|
|
if (content.Contains("Turbulence")) blocks.Add("Turbulence");
|
|
if (content.Contains("Gravity") || content.Contains("gravity")) blocks.Add("Gravity");
|
|
if (content.Contains("Collision")) blocks.Add("Collision");
|
|
if (content.Contains("Noise")) blocks.Add("Noise");
|
|
result["detectedBlocks"] = blocks;
|
|
|
|
// Extract exposed parameters
|
|
var exposedParams = new List<object>();
|
|
var paramMatches = System.Text.RegularExpressions.Regex.Matches(content, @"m_ExposedName:\s*([^\r\n]+)");
|
|
foreach (System.Text.RegularExpressions.Match match in paramMatches)
|
|
{
|
|
var paramName = match.Groups[1].Value.Trim();
|
|
if (!string.IsNullOrEmpty(paramName))
|
|
{
|
|
exposedParams.Add(new { name = paramName });
|
|
}
|
|
}
|
|
result["exposedParameters"] = exposedParams;
|
|
|
|
// Check output type
|
|
if (content.Contains("VFXQuadOutput") || content.Contains("Quad Output"))
|
|
result["outputType"] = "Quad";
|
|
else if (content.Contains("VFXMeshOutput") || content.Contains("Mesh Output"))
|
|
result["outputType"] = "Mesh";
|
|
else if (content.Contains("VFXPointOutput") || content.Contains("Point Output"))
|
|
result["outputType"] = "Point";
|
|
else if (content.Contains("VFXLineOutput") || content.Contains("Line Output"))
|
|
result["outputType"] = "Line";
|
|
else
|
|
result["outputType"] = "Unknown";
|
|
|
|
// Check blend mode
|
|
if (content.Contains("Additive"))
|
|
result["blendMode"] = "Additive";
|
|
else if (content.Contains("Alpha"))
|
|
result["blendMode"] = "Alpha";
|
|
else if (content.Contains("Opaque"))
|
|
result["blendMode"] = "Opaque";
|
|
|
|
}
|
|
catch
|
|
{
|
|
result["parseError"] = "Could not fully parse VFX Graph structure";
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Modify existing VFX Graph asset
|
|
/// </summary>
|
|
private string ModifyVFXGraph(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var path = parameters.GetValueOrDefault("path", "");
|
|
var oldText = parameters.GetValueOrDefault("old_text", "");
|
|
var newText = parameters.GetValueOrDefault("new_text", "");
|
|
var replaceAll = parameters.GetValueOrDefault("replace_all", "false") == "true";
|
|
|
|
if (string.IsNullOrEmpty(path))
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "path parameter is required" });
|
|
}
|
|
|
|
if (string.IsNullOrEmpty(oldText))
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "old_text parameter is required" });
|
|
}
|
|
|
|
// Normalize path
|
|
if (!path.StartsWith("Assets/") && !path.StartsWith("Packages/"))
|
|
{
|
|
path = "Assets/" + path;
|
|
}
|
|
if (!path.EndsWith(".vfx"))
|
|
{
|
|
path += ".vfx";
|
|
}
|
|
|
|
var fullPath = Path.Combine(Application.dataPath.Replace("/Assets", ""), path);
|
|
|
|
if (!File.Exists(fullPath))
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"VFX Graph not found: {path}" });
|
|
}
|
|
|
|
// Check if file was read first
|
|
if (!HasVFXGraphBeenRead(fullPath))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "FILE_NOT_READ: You must call READ_VFX_GRAPH before modifying. This ensures you understand the current structure.",
|
|
suggestion = $"First call: READ_VFX_GRAPH with path=\"{path}\""
|
|
});
|
|
}
|
|
|
|
var content = File.ReadAllText(fullPath);
|
|
|
|
// Check if old_text exists
|
|
if (!content.Contains(oldText))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "old_text not found in VFX Graph file",
|
|
suggestion = "Make sure the text exactly matches the content in the file"
|
|
});
|
|
}
|
|
|
|
// Create backup
|
|
var backupPath = fullPath + ".bak";
|
|
File.Copy(fullPath, backupPath, true);
|
|
|
|
// Replace text
|
|
string newContent;
|
|
int replacementCount;
|
|
if (replaceAll)
|
|
{
|
|
replacementCount = System.Text.RegularExpressions.Regex.Matches(content, System.Text.RegularExpressions.Regex.Escape(oldText)).Count;
|
|
newContent = content.Replace(oldText, newText);
|
|
}
|
|
else
|
|
{
|
|
var index = content.IndexOf(oldText);
|
|
newContent = content.Substring(0, index) + newText + content.Substring(index + oldText.Length);
|
|
replacementCount = 1;
|
|
}
|
|
|
|
File.WriteAllText(fullPath, newContent);
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
path = path,
|
|
replacementCount = replacementCount,
|
|
backupCreated = backupPath,
|
|
message = $"VFX Graph modified successfully. {replacementCount} replacement(s) made."
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("ModifyVFXGraph", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Analyze VFX Graph structure without full content
|
|
/// </summary>
|
|
private string AnalyzeVFXGraph(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var path = parameters.GetValueOrDefault("path", "");
|
|
|
|
if (string.IsNullOrEmpty(path))
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "path parameter is required" });
|
|
}
|
|
|
|
// Normalize path
|
|
if (!path.StartsWith("Assets/") && !path.StartsWith("Packages/"))
|
|
{
|
|
path = "Assets/" + path;
|
|
}
|
|
if (!path.EndsWith(".vfx"))
|
|
{
|
|
path += ".vfx";
|
|
}
|
|
|
|
var fullPath = Path.Combine(Application.dataPath.Replace("/Assets", ""), path);
|
|
|
|
if (!File.Exists(fullPath))
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"VFX Graph not found: {path}" });
|
|
}
|
|
|
|
var content = File.ReadAllText(fullPath);
|
|
var analysis = ParseVFXGraphContent(content, path);
|
|
|
|
// Add file info
|
|
var fileInfo = new FileInfo(fullPath);
|
|
analysis["fileName"] = fileInfo.Name;
|
|
analysis["fileSize"] = fileInfo.Length;
|
|
analysis["lastModified"] = fileInfo.LastWriteTime.ToString("yyyy-MM-dd HH:mm:ss");
|
|
|
|
// Complexity estimation
|
|
var lineCount = content.Split('\n').Length;
|
|
analysis["lineCount"] = lineCount;
|
|
analysis["complexity"] = lineCount < 500 ? "Simple" : (lineCount < 2000 ? "Medium" : "Complex");
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
path = path,
|
|
analysis = analysis
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("AnalyzeVFXGraph", e, parameters);
|
|
}
|
|
}
|
|
|
|
// ============================================================
|
|
// Particle System Editing (Scene/Prefab Components)
|
|
// ============================================================
|
|
|
|
/// <summary>
|
|
/// Read existing Particle System component
|
|
/// </summary>
|
|
private string ReadParticleSystem(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetName = parameters.GetValueOrDefault("target", "");
|
|
var targetObject = parameters.GetValueOrDefault("gameObject", targetName);
|
|
|
|
if (string.IsNullOrEmpty(targetObject))
|
|
{
|
|
// List all particle systems in scene
|
|
var allPS = GameObject.FindObjectsOfType<ParticleSystem>();
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "target/gameObject parameter is required",
|
|
availableParticleSystems = allPS.Select(ps => ps.gameObject.name).ToList()
|
|
});
|
|
}
|
|
|
|
var go = GameObject.Find(targetObject);
|
|
if (go == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"GameObject not found: {targetObject}" });
|
|
}
|
|
|
|
var particleSystem = go.GetComponent<ParticleSystem>();
|
|
if (particleSystem == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"No ParticleSystem component on: {targetObject}" });
|
|
}
|
|
|
|
// Read all modules
|
|
var main = particleSystem.main;
|
|
var emission = particleSystem.emission;
|
|
var shape = particleSystem.shape;
|
|
var velocityOverLifetime = particleSystem.velocityOverLifetime;
|
|
var colorOverLifetime = particleSystem.colorOverLifetime;
|
|
var sizeOverLifetime = particleSystem.sizeOverLifetime;
|
|
var rotationOverLifetime = particleSystem.rotationOverLifetime;
|
|
var noise = particleSystem.noise;
|
|
var collision = particleSystem.collision;
|
|
var renderer = go.GetComponent<ParticleSystemRenderer>();
|
|
|
|
var psInfo = new Dictionary<string, object>
|
|
{
|
|
["gameObject"] = targetObject,
|
|
["isPlaying"] = particleSystem.isPlaying,
|
|
["particleCount"] = particleSystem.particleCount,
|
|
["main"] = new Dictionary<string, object>
|
|
{
|
|
["duration"] = main.duration,
|
|
["looping"] = main.loop,
|
|
["prewarm"] = main.prewarm,
|
|
["startDelay"] = main.startDelay.constant,
|
|
["startLifetime"] = main.startLifetime.constant,
|
|
["startSpeed"] = main.startSpeed.constant,
|
|
["startSize"] = main.startSize.constant,
|
|
["startRotation"] = main.startRotation.constant,
|
|
["startColor"] = ColorToHex(main.startColor.color),
|
|
["gravityModifier"] = main.gravityModifier.constant,
|
|
["simulationSpace"] = main.simulationSpace.ToString(),
|
|
["scalingMode"] = main.scalingMode.ToString(),
|
|
["maxParticles"] = main.maxParticles,
|
|
["playOnAwake"] = main.playOnAwake
|
|
},
|
|
["emission"] = new Dictionary<string, object>
|
|
{
|
|
["enabled"] = emission.enabled,
|
|
["rateOverTime"] = emission.rateOverTime.constant,
|
|
["rateOverDistance"] = emission.rateOverDistance.constant,
|
|
["burstCount"] = emission.burstCount
|
|
},
|
|
["shape"] = new Dictionary<string, object>
|
|
{
|
|
["enabled"] = shape.enabled,
|
|
["shapeType"] = shape.shapeType.ToString(),
|
|
["radius"] = shape.radius,
|
|
["angle"] = shape.angle,
|
|
["arc"] = shape.arc
|
|
},
|
|
["velocityOverLifetime"] = new Dictionary<string, object>
|
|
{
|
|
["enabled"] = velocityOverLifetime.enabled
|
|
},
|
|
["colorOverLifetime"] = new Dictionary<string, object>
|
|
{
|
|
["enabled"] = colorOverLifetime.enabled
|
|
},
|
|
["sizeOverLifetime"] = new Dictionary<string, object>
|
|
{
|
|
["enabled"] = sizeOverLifetime.enabled
|
|
},
|
|
["noise"] = new Dictionary<string, object>
|
|
{
|
|
["enabled"] = noise.enabled,
|
|
["strength"] = noise.strength.constant,
|
|
["frequency"] = noise.frequency,
|
|
["scrollSpeed"] = noise.scrollSpeed.constant
|
|
},
|
|
["collision"] = new Dictionary<string, object>
|
|
{
|
|
["enabled"] = collision.enabled,
|
|
["type"] = collision.type.ToString()
|
|
}
|
|
};
|
|
|
|
if (renderer != null)
|
|
{
|
|
psInfo["renderer"] = new Dictionary<string, object>
|
|
{
|
|
["renderMode"] = renderer.renderMode.ToString(),
|
|
["material"] = renderer.sharedMaterial?.name ?? "None",
|
|
["sortingOrder"] = renderer.sortingOrder,
|
|
["minParticleSize"] = renderer.minParticleSize,
|
|
["maxParticleSize"] = renderer.maxParticleSize
|
|
};
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
particleSystem = psInfo
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("ReadParticleSystem", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Modify existing Particle System component
|
|
/// </summary>
|
|
private string ModifyParticleSystem(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetName = parameters.GetValueOrDefault("target", "");
|
|
var targetObject = parameters.GetValueOrDefault("gameObject", targetName);
|
|
var module = parameters.GetValueOrDefault("module", "main").ToLower();
|
|
var property = parameters.GetValueOrDefault("property", "");
|
|
var value = parameters.GetValueOrDefault("value", "");
|
|
|
|
if (string.IsNullOrEmpty(targetObject))
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "target/gameObject parameter is required" });
|
|
}
|
|
if (string.IsNullOrEmpty(property))
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "property parameter is required" });
|
|
}
|
|
|
|
var go = GameObject.Find(targetObject);
|
|
if (go == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"GameObject not found: {targetObject}" });
|
|
}
|
|
|
|
var ps = go.GetComponent<ParticleSystem>();
|
|
if (ps == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"No ParticleSystem component on: {targetObject}" });
|
|
}
|
|
|
|
// Register for undo
|
|
UnityEditor.Undo.RecordObject(ps, "Modify Particle System");
|
|
|
|
var propertyLower = property.ToLower();
|
|
var changed = false;
|
|
|
|
switch (module)
|
|
{
|
|
case "main":
|
|
var main = ps.main;
|
|
switch (propertyLower)
|
|
{
|
|
case "duration":
|
|
main.duration = float.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "looping":
|
|
case "loop":
|
|
main.loop = bool.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "prewarm":
|
|
main.prewarm = bool.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "startdelay":
|
|
main.startDelay = float.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "startlifetime":
|
|
main.startLifetime = float.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "startspeed":
|
|
main.startSpeed = float.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "startsize":
|
|
main.startSize = float.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "startrotation":
|
|
main.startRotation = float.Parse(value) * Mathf.Deg2Rad;
|
|
changed = true;
|
|
break;
|
|
case "startcolor":
|
|
if (ColorUtility.TryParseHtmlString(value, out Color color))
|
|
{
|
|
main.startColor = color;
|
|
changed = true;
|
|
}
|
|
break;
|
|
case "gravitymodifier":
|
|
case "gravity":
|
|
main.gravityModifier = float.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "maxparticles":
|
|
main.maxParticles = int.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "playonawake":
|
|
main.playOnAwake = bool.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "simulationspace":
|
|
if (Enum.TryParse<ParticleSystemSimulationSpace>(value, true, out var space))
|
|
{
|
|
main.simulationSpace = space;
|
|
changed = true;
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case "emission":
|
|
var emission = ps.emission;
|
|
switch (propertyLower)
|
|
{
|
|
case "enabled":
|
|
emission.enabled = bool.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "rateovertime":
|
|
case "rate":
|
|
emission.rateOverTime = float.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "rateoverdistance":
|
|
emission.rateOverDistance = float.Parse(value);
|
|
changed = true;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case "shape":
|
|
var shape = ps.shape;
|
|
switch (propertyLower)
|
|
{
|
|
case "enabled":
|
|
shape.enabled = bool.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "shapetype":
|
|
case "type":
|
|
if (Enum.TryParse<ParticleSystemShapeType>(value, true, out var shapeType))
|
|
{
|
|
shape.shapeType = shapeType;
|
|
changed = true;
|
|
}
|
|
break;
|
|
case "radius":
|
|
shape.radius = float.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "angle":
|
|
shape.angle = float.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "arc":
|
|
shape.arc = float.Parse(value);
|
|
changed = true;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case "noise":
|
|
var noise = ps.noise;
|
|
switch (propertyLower)
|
|
{
|
|
case "enabled":
|
|
noise.enabled = bool.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "strength":
|
|
noise.strength = float.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "frequency":
|
|
noise.frequency = float.Parse(value);
|
|
changed = true;
|
|
break;
|
|
case "scrollspeed":
|
|
noise.scrollSpeed = float.Parse(value);
|
|
changed = true;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case "collision":
|
|
var collision = ps.collision;
|
|
switch (propertyLower)
|
|
{
|
|
case "enabled":
|
|
collision.enabled = bool.Parse(value);
|
|
changed = true;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case "velocityoverlifetime":
|
|
case "velocity":
|
|
var vol = ps.velocityOverLifetime;
|
|
switch (propertyLower)
|
|
{
|
|
case "enabled":
|
|
vol.enabled = bool.Parse(value);
|
|
changed = true;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case "coloroverlifetime":
|
|
case "color":
|
|
var col = ps.colorOverLifetime;
|
|
switch (propertyLower)
|
|
{
|
|
case "enabled":
|
|
col.enabled = bool.Parse(value);
|
|
changed = true;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case "sizeoverlifetime":
|
|
case "size":
|
|
var sol = ps.sizeOverLifetime;
|
|
switch (propertyLower)
|
|
{
|
|
case "enabled":
|
|
sol.enabled = bool.Parse(value);
|
|
changed = true;
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (!changed)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Unknown property '{property}' for module '{module}'",
|
|
availableModules = new[] { "main", "emission", "shape", "noise", "collision", "velocityOverLifetime", "colorOverLifetime", "sizeOverLifetime" },
|
|
mainProperties = new[] { "duration", "loop", "prewarm", "startDelay", "startLifetime", "startSpeed", "startSize", "startRotation", "startColor", "gravityModifier", "maxParticles", "playOnAwake", "simulationSpace" },
|
|
emissionProperties = new[] { "enabled", "rateOverTime", "rateOverDistance" },
|
|
shapeProperties = new[] { "enabled", "shapeType", "radius", "angle", "arc" },
|
|
noiseProperties = new[] { "enabled", "strength", "frequency", "scrollSpeed" }
|
|
});
|
|
}
|
|
|
|
EditorUtility.SetDirty(ps);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
gameObject = targetObject,
|
|
module = module,
|
|
property = property,
|
|
newValue = value,
|
|
message = $"Particle System modified: {module}.{property} = {value}"
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("ModifyParticleSystem", e, parameters);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
private string CreateShaderGraph(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var shaderType = parameters.GetValueOrDefault("shaderType", "surface").ToLower();
|
|
var requestedPipeline = parameters.GetValueOrDefault("pipeline", "auto");
|
|
var featuresStr = parameters.GetValueOrDefault("features", "normal_map");
|
|
var features = featuresStr.Split(',').Select(f => f.Trim()).ToList();
|
|
var animated = bool.Parse(parameters.GetValueOrDefault("animated", "false"));
|
|
|
|
// Detect current rendering pipeline
|
|
var currentPipeline = DetectRenderingPipeline();
|
|
var effectivePipeline = requestedPipeline == "auto" ? currentPipeline : requestedPipeline.ToUpper();
|
|
|
|
// Check if we have a registered Synaptic shader for this type
|
|
if (RegisteredShaders.TryGetValue(shaderType, out var shaderInfo))
|
|
{
|
|
// Check if shader is available for current pipeline
|
|
if (!shaderInfo.IsAvailable(currentPipeline))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
shaderType = shaderType,
|
|
currentPipeline = currentPipeline,
|
|
message = $"Registered shader '{shaderType}' is not available for {currentPipeline} pipeline. Using generated fallback shader instead.",
|
|
fallbackAvailable = true
|
|
});
|
|
}
|
|
|
|
// Get the appropriate shader name for current pipeline
|
|
var shaderName = shaderInfo.GetShaderName(currentPipeline);
|
|
if (string.IsNullOrEmpty(shaderName))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
shaderType = shaderType,
|
|
currentPipeline = currentPipeline,
|
|
message = $"No shader available for '{shaderType}' on {currentPipeline} pipeline.",
|
|
fallbackAvailable = true
|
|
});
|
|
}
|
|
|
|
// Use registered Synaptic shader
|
|
var shader = Shader.Find(shaderName);
|
|
if (shader != null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
shaderType = shaderType,
|
|
shaderName = shaderName,
|
|
currentPipeline = currentPipeline,
|
|
source = "registered",
|
|
repository = shaderInfo.Source,
|
|
license = shaderInfo.License,
|
|
folderPath = $"Assets/Synaptic AI Pro/Shaders/{shaderInfo.FolderPath}",
|
|
message = $"Using registered shader '{shaderName}' from {shaderInfo.Source} for {currentPipeline} pipeline. Shader is ready to use.",
|
|
materialPreset = GetMaterialPreset(shaderType)
|
|
});
|
|
}
|
|
else
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
shaderType = shaderType,
|
|
shaderName = shaderName,
|
|
currentPipeline = currentPipeline,
|
|
source = "registered",
|
|
repository = shaderInfo.Source,
|
|
license = shaderInfo.License,
|
|
folderPath = $"Assets/Synaptic AI Pro/Shaders/{shaderInfo.FolderPath}",
|
|
message = $"Registered shader '{shaderName}' is included in package at {shaderInfo.FolderPath}. May need Unity to refresh assets (Assets > Refresh).",
|
|
materialPreset = GetMaterialPreset(shaderType)
|
|
});
|
|
}
|
|
}
|
|
|
|
// Fallback to generated shader for basic types
|
|
var generatedShaderName = $"CustomShaderGraph_{shaderType}_{DateTime.Now.Ticks}";
|
|
var shaderController = new GameObject(generatedShaderName).AddComponent<ShaderGraphController>();
|
|
shaderController.shaderType = shaderType;
|
|
shaderController.targetPipeline = effectivePipeline;
|
|
shaderController.features = features;
|
|
shaderController.animated = animated;
|
|
|
|
string result = "";
|
|
string actualShaderName = "";
|
|
|
|
switch (shaderType)
|
|
{
|
|
case "surface":
|
|
case "lit":
|
|
result = GenerateLitShader(shaderController);
|
|
actualShaderName = "Synaptic/Lit";
|
|
break;
|
|
case "unlit":
|
|
result = GenerateUnlitShader(shaderController);
|
|
actualShaderName = "Synaptic/Unlit";
|
|
break;
|
|
case "glass":
|
|
result = GenerateGlassShader(shaderController);
|
|
actualShaderName = "Synaptic/Glass";
|
|
break;
|
|
case "metal":
|
|
result = GenerateMetalShader(shaderController);
|
|
actualShaderName = "Synaptic/Metal";
|
|
break;
|
|
case "fabric":
|
|
result = GenerateFabricShader(shaderController);
|
|
actualShaderName = "Synaptic/Fabric";
|
|
break;
|
|
case "neon":
|
|
case "neon_glow":
|
|
result = GenerateNeonGlowShader(shaderController);
|
|
actualShaderName = "Synaptic/NeonGlow";
|
|
break;
|
|
default:
|
|
result = GenerateCustomShader(shaderController);
|
|
actualShaderName = "Synaptic/Custom";
|
|
break;
|
|
}
|
|
|
|
// Clean up temporary object
|
|
if (shaderController != null && shaderController.gameObject != null)
|
|
{
|
|
GameObject.DestroyImmediate(shaderController.gameObject);
|
|
}
|
|
|
|
var featureList = string.Join(", ", features);
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
shaderType = shaderType,
|
|
shaderName = actualShaderName,
|
|
source = "generated",
|
|
pipeline = effectivePipeline,
|
|
features = featureList,
|
|
animated = animated,
|
|
message = $"Generated {shaderType} shader '{actualShaderName}' for {effectivePipeline} pipeline."
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateShaderGraph", e, parameters);
|
|
}
|
|
}
|
|
|
|
// Get recommended material property presets for each shader type
|
|
private static object GetMaterialPreset(string shaderType)
|
|
{
|
|
switch (shaderType)
|
|
{
|
|
case "water":
|
|
return new
|
|
{
|
|
_DepthGradientShallow = new float[] { 0.325f, 0.807f, 0.971f, 0.725f },
|
|
_DepthGradientDeep = new float[] { 0.086f, 0.407f, 1f, 0.749f },
|
|
_DepthMaxDistance = 1f,
|
|
_SurfaceNoiseCutoff = 0.777f,
|
|
_FoamDistance = 0.4f,
|
|
_SurfaceNoiseScroll = new float[] { 0.03f, 0.03f },
|
|
_SurfaceDistortionAmount = 0.27f
|
|
};
|
|
case "toon":
|
|
case "cel":
|
|
return new
|
|
{
|
|
_BaseColor = new float[] { 1f, 1f, 1f, 1f },
|
|
_IndirectLightMinColor = new float[] { 0.1f, 0.1f, 0.1f, 1f },
|
|
_CelShadeMidPoint = 0f,
|
|
_CelShadeSoftness = 0.05f,
|
|
_OutlineWidth = 1f,
|
|
_OutlineColor = new float[] { 0f, 0f, 0f, 1f }
|
|
};
|
|
case "hologram":
|
|
return new
|
|
{
|
|
_Color = new float[] { 0f, 0.8f, 1f, 1f },
|
|
_RimPower = 2f,
|
|
_GlitchSpeed = 1f,
|
|
_GlitchIntensity = 0.1f,
|
|
_ScanLineSpeed = 1f,
|
|
_ScanLineDensity = 50f
|
|
};
|
|
case "forcefield":
|
|
case "force_field":
|
|
case "shield":
|
|
return new
|
|
{
|
|
_Color = new float[] { 0f, 0.5f, 1f, 0.5f },
|
|
_FresnelPower = 3f,
|
|
_PulseSpeed = 1f,
|
|
_NoiseScale = 5f,
|
|
_Distortion = 0.1f
|
|
};
|
|
case "fresnel":
|
|
case "rim":
|
|
case "rimlight":
|
|
return new
|
|
{
|
|
_BaseColor = new float[] { 0.2f, 0.2f, 0.2f, 1f },
|
|
_RimColor = new float[] { 0f, 0.8f, 1f, 1f },
|
|
_RimPower = 3f,
|
|
_RimIntensity = 1f
|
|
};
|
|
case "dissolve":
|
|
return new
|
|
{
|
|
_BaseColor = new float[] { 1f, 1f, 1f, 1f },
|
|
_DissolveAmount = 0f,
|
|
_EdgeColor = new float[] { 1f, 0.5f, 0f, 1f },
|
|
_EdgeWidth = 0.05f,
|
|
_NoiseScale = 10f
|
|
};
|
|
default:
|
|
return new { };
|
|
}
|
|
}
|
|
|
|
private string GenerateLitShader(ShaderGraphController controller)
|
|
{
|
|
var sb = new StringBuilder();
|
|
sb.AppendLine("// Generated Lit Shader");
|
|
sb.AppendLine($"Shader \"NexusGenerated/{controller.name}_Lit\"");
|
|
sb.AppendLine("{");
|
|
sb.AppendLine(" Properties");
|
|
sb.AppendLine(" {");
|
|
sb.AppendLine(" _MainTex (\"Texture\", 2D) = \"white\" {}");
|
|
sb.AppendLine(" _Color (\"Color\", Color) = (1,1,1,1)");
|
|
|
|
if (controller.features.Contains("normal_map"))
|
|
{
|
|
sb.AppendLine(" _NormalMap (\"Normal Map\", 2D) = \"bump\" {}");
|
|
sb.AppendLine(" _NormalStrength (\"Normal Strength\", Range(0,1)) = 1.0");
|
|
}
|
|
|
|
if (controller.features.Contains("metallic"))
|
|
{
|
|
sb.AppendLine(" _Metallic (\"Metallic\", Range(0,1)) = 0.0");
|
|
}
|
|
|
|
if (controller.features.Contains("roughness"))
|
|
{
|
|
sb.AppendLine(" _Roughness (\"Roughness\", Range(0,1)) = 0.5");
|
|
}
|
|
|
|
if (controller.features.Contains("emission"))
|
|
{
|
|
sb.AppendLine(" _EmissionColor (\"Emission Color\", Color) = (0,0,0,0)");
|
|
sb.AppendLine(" _EmissionMap (\"Emission Map\", 2D) = \"black\" {}");
|
|
}
|
|
|
|
sb.AppendLine(" }");
|
|
sb.AppendLine(" // Shader implementation...");
|
|
sb.AppendLine("}");
|
|
|
|
return sb.ToString();
|
|
}
|
|
|
|
private string GenerateUnlitShader(ShaderGraphController controller)
|
|
{
|
|
return "// Generated Unlit Shader";
|
|
}
|
|
|
|
private string GenerateWaterShader(ShaderGraphController controller)
|
|
{
|
|
bool isURP = controller.targetPipeline.ToLower() == "urp";
|
|
|
|
string shaderCode;
|
|
|
|
if (isURP)
|
|
{
|
|
// URP Version - Procedural Caustics, No Texture Required
|
|
shaderCode = @"Shader ""Synaptic/URP/Water""
|
|
{
|
|
Properties
|
|
{
|
|
[Header(Water Color)]
|
|
_ShallowColor (""Shallow Water Color"", Color) = (0.4, 0.75, 0.65, 0.4)
|
|
_DeepColor (""Deep Water Color"", Color) = (0.1, 0.35, 0.3, 0.85)
|
|
_DepthMaxDistance (""Depth Maximum Distance"", Float) = 3
|
|
_DepthFalloff (""Depth Falloff"", Range(0.1, 5)) = 1.5
|
|
_FresnelPower (""Fresnel Power"", Range(0, 10)) = 3
|
|
|
|
[Header(Gerstner Waves)]
|
|
_WaveA (""Wave A (dir, steepness, wavelength)"", Vector) = (1,0,0.25,8)
|
|
_WaveB (""Wave B"", Vector) = (0,1,0.15,12)
|
|
_WaveC (""Wave C"", Vector) = (1,1,0.1,6)
|
|
_WaveD (""Wave D"", Vector) = (-1,0.5,0.08,10)
|
|
|
|
[Header(Procedural Caustics)]
|
|
_CausticsStrength (""Caustics Strength"", Range(0, 3)) = 1.2
|
|
_CausticsScale (""Caustics Scale"", Range(0.1, 10)) = 2.5
|
|
_CausticsSpeed (""Caustics Speed"", Range(0, 2)) = 0.3
|
|
_CausticsDepthFade (""Caustics Depth Fade"", Float) = 4
|
|
|
|
[Header(Procedural Foam)]
|
|
_FoamColor (""Foam Color"", Color) = (1,1,1,1)
|
|
_FoamAmount (""Foam Shore Distance"", Range(0, 5)) = 1.5
|
|
_FoamScale (""Foam Noise Scale"", Range(1, 50)) = 15
|
|
_FoamSharpness (""Foam Sharpness"", Range(0, 1)) = 0.6
|
|
|
|
[Header(Surface Waves)]
|
|
_WaveScale (""Wave Scale"", Range(0.1, 10)) = 2
|
|
_WaveSpeed (""Wave Speed"", Range(0, 2)) = 0.5
|
|
_WaveStrength (""Wave Distortion"", Range(0, 0.5)) = 0.15
|
|
|
|
[Header(Refraction)]
|
|
_RefractionStrength (""Refraction Strength"", Range(0, 0.5)) = 0.15
|
|
|
|
[Header(Specular)]
|
|
_SpecularPower (""Specular Power"", Range(1, 500)) = 200
|
|
_SpecularStrength (""Specular Strength"", Range(0, 2)) = 0.8
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
""RenderType"" = ""Transparent""
|
|
""RenderPipeline"" = ""UniversalPipeline""
|
|
""Queue"" = ""Transparent""
|
|
}
|
|
LOD 300
|
|
|
|
Pass
|
|
{
|
|
Name ""WaterForward""
|
|
Tags { ""LightMode"" = ""UniversalForward"" }
|
|
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
ZWrite Off
|
|
Cull Back
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex WaterVert
|
|
#pragma fragment WaterFrag
|
|
#pragma target 4.5
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
|
|
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl""
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl""
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl""
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _ShallowColor;
|
|
float4 _DeepColor;
|
|
float _DepthMaxDistance;
|
|
float _DepthFalloff;
|
|
float _FresnelPower;
|
|
float4 _WaveA, _WaveB, _WaveC, _WaveD;
|
|
float _CausticsStrength;
|
|
float _CausticsScale;
|
|
float _CausticsSpeed;
|
|
float _CausticsDepthFade;
|
|
float4 _FoamColor;
|
|
float _FoamAmount;
|
|
float _FoamScale;
|
|
float _FoamSharpness;
|
|
float _WaveScale;
|
|
float _WaveSpeed;
|
|
float _WaveStrength;
|
|
float _RefractionStrength;
|
|
float _SpecularPower;
|
|
float _SpecularStrength;
|
|
CBUFFER_END
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
float3 positionWS : TEXCOORD1;
|
|
float3 normalWS : TEXCOORD2;
|
|
float4 screenPos : TEXCOORD3;
|
|
float3 viewDirWS : TEXCOORD4;
|
|
float3 tangentWS : TEXCOORD5;
|
|
float3 bitangentWS : TEXCOORD6;
|
|
};
|
|
|
|
// Hash functions for procedural noise
|
|
float2 hash22(float2 p)
|
|
{
|
|
float3 p3 = frac(float3(p.xyx) * float3(0.1031, 0.1030, 0.0973));
|
|
p3 += dot(p3, p3.yzx + 33.33);
|
|
return frac((p3.xx + p3.yz) * p3.zy);
|
|
}
|
|
|
|
float hash21(float2 p)
|
|
{
|
|
float3 p3 = frac(float3(p.xyx) * 0.1031);
|
|
p3 += dot(p3, p3.yzx + 33.33);
|
|
return frac((p3.x + p3.y) * p3.z);
|
|
}
|
|
|
|
// Voronoi for caustics
|
|
float voronoi(float2 uv)
|
|
{
|
|
float2 g = floor(uv);
|
|
float2 f = frac(uv);
|
|
|
|
float minDist = 1.0;
|
|
float minDist2 = 1.0;
|
|
|
|
for (int y = -1; y <= 1; y++)
|
|
{
|
|
for (int x = -1; x <= 1; x++)
|
|
{
|
|
float2 neighbor = float2(x, y);
|
|
float2 point = hash22(g + neighbor);
|
|
point = 0.5 + 0.5 * sin(_Time.y * _CausticsSpeed * 2.0 + 6.2831 * point);
|
|
float2 diff = neighbor + point - f;
|
|
float dist = length(diff);
|
|
|
|
if (dist < minDist)
|
|
{
|
|
minDist2 = minDist;
|
|
minDist = dist;
|
|
}
|
|
else if (dist < minDist2)
|
|
{
|
|
minDist2 = dist;
|
|
}
|
|
}
|
|
}
|
|
|
|
return minDist2 - minDist;
|
|
}
|
|
|
|
// Procedural caustics pattern
|
|
float caustics(float2 uv, float time)
|
|
{
|
|
float2 uv1 = uv * _CausticsScale;
|
|
float2 uv2 = uv * _CausticsScale * 1.3 + float2(0.5, 0.3);
|
|
|
|
// Animate UV
|
|
uv1 += float2(time * 0.1, time * 0.07);
|
|
uv2 -= float2(time * 0.08, time * 0.12);
|
|
|
|
// Two layers of voronoi for more complex pattern
|
|
float v1 = voronoi(uv1);
|
|
float v2 = voronoi(uv2);
|
|
|
|
// Combine with min for sharp caustic lines
|
|
float c = min(v1, v2);
|
|
c = pow(c, 0.5) * 2.0;
|
|
c = saturate(c);
|
|
|
|
return c;
|
|
}
|
|
|
|
// Procedural noise for foam and waves
|
|
float noise(float2 uv)
|
|
{
|
|
float2 i = floor(uv);
|
|
float2 f = frac(uv);
|
|
|
|
float a = hash21(i);
|
|
float b = hash21(i + float2(1.0, 0.0));
|
|
float c = hash21(i + float2(0.0, 1.0));
|
|
float d = hash21(i + float2(1.0, 1.0));
|
|
|
|
float2 u = f * f * (3.0 - 2.0 * f);
|
|
|
|
return lerp(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
|
|
}
|
|
|
|
// FBM noise for foam
|
|
float fbm(float2 uv)
|
|
{
|
|
float value = 0.0;
|
|
float amplitude = 0.5;
|
|
float frequency = 1.0;
|
|
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
value += amplitude * noise(uv * frequency);
|
|
amplitude *= 0.5;
|
|
frequency *= 2.0;
|
|
}
|
|
|
|
return value;
|
|
}
|
|
|
|
// Gerstner Wave Function
|
|
float3 GerstnerWave(float4 wave, float3 p, inout float3 tangent, inout float3 binormal, float time)
|
|
{
|
|
float steepness = wave.z;
|
|
float wavelength = wave.w;
|
|
float k = 2.0 * PI / wavelength;
|
|
float c = sqrt(9.8 / k);
|
|
float2 d = normalize(wave.xy);
|
|
float f = k * (dot(d, p.xz) - c * time);
|
|
float a = steepness / k;
|
|
|
|
tangent += float3(
|
|
-d.x * d.x * (steepness * sin(f)),
|
|
d.x * (steepness * cos(f)),
|
|
-d.x * d.y * (steepness * sin(f))
|
|
);
|
|
binormal += float3(
|
|
-d.x * d.y * (steepness * sin(f)),
|
|
d.y * (steepness * cos(f)),
|
|
-d.y * d.y * (steepness * sin(f))
|
|
);
|
|
|
|
return float3(
|
|
d.x * (a * cos(f)),
|
|
a * sin(f),
|
|
d.y * (a * cos(f))
|
|
);
|
|
}
|
|
|
|
// Procedural normal from noise
|
|
float3 GetProceduralNormal(float2 uv, float time)
|
|
{
|
|
float2 uv1 = uv * _WaveScale + float2(time * _WaveSpeed, time * _WaveSpeed * 0.7);
|
|
float2 uv2 = uv * _WaveScale * 0.7 - float2(time * _WaveSpeed * 0.8, time * _WaveSpeed * 0.5);
|
|
|
|
float eps = 0.01;
|
|
|
|
float h = noise(uv1) + noise(uv2) * 0.5;
|
|
float hx = noise(uv1 + float2(eps, 0)) + noise(uv2 + float2(eps, 0)) * 0.5;
|
|
float hy = noise(uv1 + float2(0, eps)) + noise(uv2 + float2(0, eps)) * 0.5;
|
|
|
|
float3 normal;
|
|
normal.x = (h - hx) / eps * _WaveStrength;
|
|
normal.y = 1.0;
|
|
normal.z = (h - hy) / eps * _WaveStrength;
|
|
|
|
return normalize(normal);
|
|
}
|
|
|
|
Varyings WaterVert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
|
|
float3 posOS = input.positionOS.xyz;
|
|
float3 tangent = float3(1, 0, 0);
|
|
float3 binormal = float3(0, 0, 1);
|
|
float time = _Time.y;
|
|
|
|
// Apply Gerstner waves
|
|
posOS += GerstnerWave(_WaveA, input.positionOS.xyz, tangent, binormal, time);
|
|
posOS += GerstnerWave(_WaveB, input.positionOS.xyz, tangent, binormal, time);
|
|
posOS += GerstnerWave(_WaveC, input.positionOS.xyz, tangent, binormal, time);
|
|
posOS += GerstnerWave(_WaveD, input.positionOS.xyz, tangent, binormal, time);
|
|
|
|
float3 normalOS = normalize(cross(binormal, tangent));
|
|
|
|
output.positionWS = TransformObjectToWorld(posOS);
|
|
output.normalWS = TransformObjectToWorldNormal(normalOS);
|
|
output.positionCS = TransformWorldToHClip(output.positionWS);
|
|
output.screenPos = ComputeScreenPos(output.positionCS);
|
|
output.uv = input.uv;
|
|
output.viewDirWS = GetWorldSpaceNormalizeViewDir(output.positionWS);
|
|
output.tangentWS = TransformObjectToWorldDir(input.tangentOS.xyz);
|
|
output.bitangentWS = cross(output.normalWS, output.tangentWS) * input.tangentOS.w;
|
|
|
|
return output;
|
|
}
|
|
|
|
half4 WaterFrag(Varyings input) : SV_Target
|
|
{
|
|
float time = _Time.y;
|
|
|
|
// Screen UV
|
|
float2 screenUV = input.screenPos.xy / input.screenPos.w;
|
|
|
|
// Depth calculation
|
|
float sceneDepth = LinearEyeDepth(SampleSceneDepth(screenUV), _ZBufferParams);
|
|
float surfaceDepth = input.screenPos.w;
|
|
float depthDiff = sceneDepth - surfaceDepth;
|
|
float depthFactor = saturate(depthDiff / _DepthMaxDistance);
|
|
depthFactor = pow(depthFactor, _DepthFalloff);
|
|
|
|
// Water color based on depth - more natural gradient
|
|
half3 shallowCol = _ShallowColor.rgb;
|
|
half3 deepCol = _DeepColor.rgb;
|
|
half3 waterColor = lerp(shallowCol, deepCol, depthFactor);
|
|
half waterAlpha = lerp(_ShallowColor.a, _DeepColor.a, depthFactor);
|
|
|
|
// Procedural normal
|
|
float3 normalTS = GetProceduralNormal(input.positionWS.xz, time);
|
|
|
|
// Transform normal to world space
|
|
float3x3 tangentToWorld = float3x3(input.tangentWS, input.bitangentWS, input.normalWS);
|
|
half3 normalWS = normalize(mul(normalTS, tangentToWorld));
|
|
|
|
// Refraction
|
|
float2 refractOffset = normalTS.xz * _RefractionStrength * saturate(depthDiff * 0.5);
|
|
float2 refractUV = screenUV + refractOffset;
|
|
half3 refractColor = SampleSceneColor(refractUV);
|
|
|
|
// Procedural Caustics
|
|
float causticsValue = caustics(input.positionWS.xz, time * _CausticsSpeed);
|
|
float causticsDepthMask = saturate(depthDiff / _CausticsDepthFade);
|
|
causticsDepthMask *= (1.0 - depthFactor * 0.7); // Fade in deep water
|
|
half3 causticsColor = causticsValue * _CausticsStrength * causticsDepthMask * half3(1.0, 0.95, 0.85);
|
|
|
|
// Procedural Foam
|
|
float foamMask = saturate((_FoamAmount - depthDiff) / _FoamAmount);
|
|
float foamNoise = fbm(input.positionWS.xz * _FoamScale + time * 0.5);
|
|
foamNoise += fbm(input.positionWS.xz * _FoamScale * 0.5 - time * 0.3) * 0.5;
|
|
float foam = smoothstep(_FoamSharpness, _FoamSharpness + 0.2, foamMask * foamNoise);
|
|
|
|
// Wave crest foam
|
|
float waveCrest = saturate(input.positionWS.y * 3.0);
|
|
foam = saturate(foam + waveCrest * foamNoise * 0.3);
|
|
|
|
// Combine colors
|
|
half3 baseColor = lerp(refractColor, waterColor, waterAlpha);
|
|
baseColor += causticsColor * refractColor; // Caustics multiply with background
|
|
half3 finalColor = lerp(baseColor, _FoamColor.rgb, foam);
|
|
|
|
// Fresnel
|
|
half fresnel = pow(1.0 - saturate(dot(input.viewDirWS, normalWS)), _FresnelPower);
|
|
|
|
// Lighting
|
|
Light mainLight = GetMainLight();
|
|
half3 lightDir = mainLight.direction;
|
|
half3 lightColor = mainLight.color;
|
|
|
|
// Specular - sun reflection
|
|
half3 halfDir = normalize(lightDir + input.viewDirWS);
|
|
half spec = pow(saturate(dot(normalWS, halfDir)), _SpecularPower);
|
|
half3 specColor = lightColor * spec * _SpecularStrength * fresnel;
|
|
|
|
finalColor += specColor;
|
|
|
|
// Environment reflection hint
|
|
half3 reflectDir = reflect(-input.viewDirWS, normalWS);
|
|
half skyGradient = saturate(reflectDir.y * 0.5 + 0.5);
|
|
half3 skyColor = lerp(half3(0.6, 0.7, 0.8), half3(0.3, 0.5, 0.7), skyGradient);
|
|
finalColor = lerp(finalColor, skyColor, fresnel * 0.3);
|
|
|
|
// Alpha
|
|
half alpha = lerp(waterAlpha, 1.0, fresnel * 0.4);
|
|
alpha = lerp(alpha, 1.0, foam);
|
|
alpha = saturate(alpha + depthFactor * 0.3);
|
|
|
|
return half4(finalColor, alpha);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
FallBack ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}
|
|
";
|
|
}
|
|
else
|
|
{
|
|
// Built-in RP Version
|
|
shaderCode = @"Shader ""Synaptic/Water""
|
|
{
|
|
Properties
|
|
{
|
|
// Main Color & Transparency
|
|
[Header(Water Color)]
|
|
_ShallowColor (""Shallow Water Color"", Color) = (0.325, 0.807, 0.971, 0.725)
|
|
_DeepColor (""Deep Water Color"", Color) = (0.086, 0.407, 1, 0.749)
|
|
_DepthMaxDistance (""Depth Maximum Distance"", Float) = 1
|
|
_FresnelPower (""Fresnel Power"", Range(0, 10)) = 5
|
|
|
|
// Waves (Gerstner)
|
|
[Header(Gerstner Waves)]
|
|
_WaveA (""Wave A (dir, steepness, wavelength)"", Vector) = (1,0,0.5,10)
|
|
_WaveB (""Wave B"", Vector) = (0,1,0.25,20)
|
|
_WaveC (""Wave C"", Vector) = (1,1,0.15,10)
|
|
_WaveD (""Wave D"", Vector) = (-1,0.5,0.1,15)
|
|
|
|
// Foam
|
|
[Header(Foam)]
|
|
_FoamColor (""Foam Color"", Color) = (1,1,1,1)
|
|
_FoamAmount (""Foam Amount"", Range(0, 10)) = 2.66
|
|
_FoamCutoff (""Foam Cutoff"", Range(0, 10)) = 0.777
|
|
_FoamNoiseScale (""Foam Noise Scale"", Float) = 10
|
|
_FoamNoiseSpeed (""Foam Noise Speed"", Vector) = (0.3, 0.3, 0, 0)
|
|
_FoamNoiseTex (""Foam Noise Texture"", 2D) = ""white"" {}
|
|
|
|
// Caustics
|
|
[Header(Caustics)]
|
|
_CausticsTex (""Caustics Texture"", 2D) = ""black"" {}
|
|
_CausticsStrength (""Caustics Strength"", Range(0, 5)) = 1.5
|
|
_CausticsScale (""Caustics Scale"", Float) = 1
|
|
_CausticsSpeed (""Caustics Speed"", Vector) = (0.05, 0.05, 0, 0)
|
|
_CausticsDepthFade (""Caustics Depth Fade"", Float) = 5
|
|
|
|
// Surface
|
|
[Header(Surface)]
|
|
_Smoothness (""Smoothness"", Range(0, 1)) = 0.95
|
|
_NormalMap (""Normal Map"", 2D) = ""bump"" {}
|
|
_NormalStrength (""Normal Strength"", Range(0, 2)) = 0.5
|
|
_NormalScale (""Normal Scale"", Float) = 1
|
|
_NormalSpeed (""Normal Speed"", Vector) = (0.03, 0.03, 0, 0)
|
|
|
|
// Refraction
|
|
[Header(Refraction)]
|
|
_RefractionStrength (""Refraction Strength"", Range(0, 1)) = 0.25
|
|
|
|
// Specular
|
|
[Header(Specular)]
|
|
_SpecularSmoothness (""Specular Smoothness"", Range(0, 1)) = 0.9
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
""Queue""=""Transparent""
|
|
""RenderType""=""Transparent""
|
|
}
|
|
LOD 200
|
|
|
|
GrabPass { ""_WaterBackground"" }
|
|
|
|
CGPROGRAM
|
|
#pragma surface surf StandardSpecular alpha:fade vertex:vert
|
|
#pragma target 4.0
|
|
#include ""UnityCG.cginc""
|
|
|
|
// Properties
|
|
float4 _ShallowColor;
|
|
float4 _DeepColor;
|
|
float _DepthMaxDistance;
|
|
float _FresnelPower;
|
|
|
|
// Gerstner Waves
|
|
float4 _WaveA, _WaveB, _WaveC, _WaveD;
|
|
|
|
// Foam
|
|
float4 _FoamColor;
|
|
float _FoamAmount;
|
|
float _FoamCutoff;
|
|
float _FoamNoiseScale;
|
|
float2 _FoamNoiseSpeed;
|
|
sampler2D _FoamNoiseTex;
|
|
|
|
// Caustics
|
|
sampler2D _CausticsTex;
|
|
float _CausticsStrength;
|
|
float _CausticsScale;
|
|
float2 _CausticsSpeed;
|
|
float _CausticsDepthFade;
|
|
|
|
// Surface
|
|
float _Smoothness;
|
|
sampler2D _NormalMap;
|
|
float _NormalStrength;
|
|
float _NormalScale;
|
|
float2 _NormalSpeed;
|
|
|
|
// Refraction
|
|
sampler2D _WaterBackground;
|
|
sampler2D _CameraDepthTexture;
|
|
float _RefractionStrength;
|
|
|
|
// Specular
|
|
float _SpecularSmoothness;
|
|
|
|
struct Input
|
|
{
|
|
float2 uv_NormalMap;
|
|
float4 screenPos;
|
|
float3 worldPos;
|
|
float3 viewDir;
|
|
float eyeDepth;
|
|
};
|
|
|
|
// Gerstner Wave Function
|
|
float3 GerstnerWave(float4 wave, float3 p, inout float3 tangent, inout float3 binormal)
|
|
{
|
|
float steepness = wave.z;
|
|
float wavelength = wave.w;
|
|
float k = 2 * UNITY_PI / wavelength;
|
|
float c = sqrt(9.8 / k);
|
|
float2 d = normalize(wave.xy);
|
|
float f = k * (dot(d, p.xz) - c * _Time.y);
|
|
float a = steepness / k;
|
|
|
|
tangent += float3(
|
|
-d.x * d.x * (steepness * sin(f)),
|
|
d.x * (steepness * cos(f)),
|
|
-d.x * d.y * (steepness * sin(f))
|
|
);
|
|
binormal += float3(
|
|
-d.x * d.y * (steepness * sin(f)),
|
|
d.y * (steepness * cos(f)),
|
|
-d.y * d.y * (steepness * sin(f))
|
|
);
|
|
|
|
return float3(
|
|
d.x * (a * cos(f)),
|
|
a * sin(f),
|
|
d.y * (a * cos(f))
|
|
);
|
|
}
|
|
|
|
void vert(inout appdata_full v, out Input o)
|
|
{
|
|
UNITY_INITIALIZE_OUTPUT(Input, o);
|
|
|
|
float3 gridPoint = v.vertex.xyz;
|
|
float3 tangent = float3(1, 0, 0);
|
|
float3 binormal = float3(0, 0, 1);
|
|
float3 p = gridPoint;
|
|
|
|
// Apply 4 Gerstner waves
|
|
p += GerstnerWave(_WaveA, gridPoint, tangent, binormal);
|
|
p += GerstnerWave(_WaveB, gridPoint, tangent, binormal);
|
|
p += GerstnerWave(_WaveC, gridPoint, tangent, binormal);
|
|
p += GerstnerWave(_WaveD, gridPoint, tangent, binormal);
|
|
|
|
float3 normal = normalize(cross(binormal, tangent));
|
|
v.vertex.xyz = p;
|
|
v.normal = normal;
|
|
|
|
COMPUTE_EYEDEPTH(o.eyeDepth);
|
|
}
|
|
|
|
void surf(Input IN, inout SurfaceOutputStandardSpecular o)
|
|
{
|
|
// Depth calculation
|
|
float depth = tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(IN.screenPos)).r;
|
|
depth = LinearEyeDepth(depth);
|
|
float surfaceDepth = UNITY_Z_0_FAR_FROM_CLIPSPACE(IN.screenPos.z);
|
|
float depthDifference = depth - surfaceDepth;
|
|
|
|
// Water color based on depth
|
|
float waterDepthFactor = saturate(depthDifference / _DepthMaxDistance);
|
|
float4 waterColor = lerp(_ShallowColor, _DeepColor, waterDepthFactor);
|
|
|
|
// Normal mapping (dual layer)
|
|
float2 uv1 = IN.uv_NormalMap * _NormalScale + _NormalSpeed * _Time.y;
|
|
float2 uv2 = IN.uv_NormalMap * _NormalScale * 0.7 - _NormalSpeed * _Time.y * 0.8;
|
|
float3 normal1 = UnpackNormal(tex2D(_NormalMap, uv1));
|
|
float3 normal2 = UnpackNormal(tex2D(_NormalMap, uv2));
|
|
float3 normal = normalize(normal1 + normal2) * float3(_NormalStrength, _NormalStrength, 1);
|
|
o.Normal = normal;
|
|
|
|
// Refraction
|
|
float2 refractOffset = normal.xy * _RefractionStrength * saturate(depthDifference);
|
|
float2 refractUV = (IN.screenPos.xy + refractOffset) / IN.screenPos.w;
|
|
float3 refractColor = tex2D(_WaterBackground, refractUV).rgb;
|
|
|
|
// Caustics (dual layer triplanar)
|
|
float2 causticsUV1 = IN.worldPos.xz * _CausticsScale + _CausticsSpeed * _Time.y;
|
|
float2 causticsUV2 = IN.worldPos.xz * _CausticsScale * 1.3 - _CausticsSpeed * _Time.y * 0.7;
|
|
float caustics1 = tex2D(_CausticsTex, causticsUV1).r;
|
|
float caustics2 = tex2D(_CausticsTex, causticsUV2).r;
|
|
float caustics = min(caustics1, caustics2) * _CausticsStrength;
|
|
caustics *= saturate(depthDifference / _CausticsDepthFade);
|
|
|
|
// Foam (depth + wave crest)
|
|
float foamDepth = saturate(_FoamAmount - depthDifference);
|
|
float2 foamUV1 = IN.worldPos.xz * _FoamNoiseScale + _FoamNoiseSpeed * _Time.y;
|
|
float2 foamUV2 = IN.worldPos.xz * _FoamNoiseScale * 0.7 - _FoamNoiseSpeed * _Time.y * 0.5;
|
|
float foamNoise1 = tex2D(_FoamNoiseTex, foamUV1).r;
|
|
float foamNoise2 = tex2D(_FoamNoiseTex, foamUV2).r;
|
|
float foamNoise = foamNoise1 * foamNoise2;
|
|
float foam = step(_FoamCutoff, foamDepth * foamNoise);
|
|
|
|
// Wave crest foam
|
|
float waveCrestFoam = saturate((IN.worldPos.y - 0) * 2) * foamNoise;
|
|
foam = saturate(foam + waveCrestFoam * 0.5);
|
|
|
|
// Combine colors
|
|
float3 baseColor = lerp(refractColor, waterColor.rgb, waterColor.a);
|
|
baseColor += caustics;
|
|
o.Albedo = lerp(baseColor, _FoamColor.rgb, foam);
|
|
|
|
// Fresnel
|
|
float fresnel = pow(1.0 - saturate(dot(normalize(IN.viewDir), o.Normal)), _FresnelPower);
|
|
|
|
// Specular
|
|
o.Specular = lerp(float3(0.04, 0.04, 0.04), float3(1, 1, 1), fresnel);
|
|
o.Smoothness = lerp(_Smoothness, _SpecularSmoothness, fresnel);
|
|
|
|
// Alpha
|
|
o.Alpha = lerp(waterColor.a, 1.0, fresnel * 0.5);
|
|
}
|
|
ENDCG
|
|
}
|
|
FallBack ""Transparent/Diffuse""
|
|
}
|
|
";
|
|
}
|
|
|
|
return SaveShaderAndCreateMaterial("Water", shaderCode);
|
|
}
|
|
|
|
private string GenerateGlassShader(ShaderGraphController controller)
|
|
{
|
|
bool isURP = controller.targetPipeline.ToLower() == "urp";
|
|
|
|
string shaderCode;
|
|
|
|
if (isURP)
|
|
{
|
|
// URP Version - Uses _CameraOpaqueTexture instead of GrabPass
|
|
shaderCode = @"Shader ""Synaptic/URP/Glass""
|
|
{
|
|
Properties
|
|
{
|
|
[Header(Glass Color)]
|
|
_Color (""Glass Tint"", Color) = (0.9, 0.95, 1.0, 0.1)
|
|
_Transparency (""Transparency"", Range(0, 1)) = 0.85
|
|
|
|
[Header(Refraction)]
|
|
_IOR (""Index of Refraction"", Range(1.0, 2.5)) = 1.52
|
|
_RefractionStrength (""Refraction Strength"", Range(0, 1)) = 0.5
|
|
_ChromaticAberration (""Chromatic Aberration"", Range(0, 0.1)) = 0.02
|
|
|
|
[Header(Thickness)]
|
|
_ThicknessMap (""Thickness Map"", 2D) = ""white"" {}
|
|
_Thickness (""Thickness"", Range(0, 1)) = 0.5
|
|
_AbsorptionColor (""Absorption Color"", Color) = (0.7, 0.9, 1.0, 1.0)
|
|
_AbsorptionStrength (""Absorption Strength"", Range(0, 5)) = 1.0
|
|
|
|
[Header(Surface)]
|
|
_BumpMap (""Normal Map"", 2D) = ""bump"" {}
|
|
_BumpScale (""Normal Strength"", Range(0, 2)) = 0.3
|
|
_Smoothness (""Smoothness"", Range(0, 1)) = 0.98
|
|
|
|
[Header(Edge Effects)]
|
|
_FresnelPower (""Fresnel Power"", Range(1, 10)) = 5
|
|
_EdgeThickness (""Edge Thickness"", Range(0, 1)) = 0.5
|
|
|
|
[Header(Details)]
|
|
_DirtTex (""Dirt Texture"", 2D) = ""black"" {}
|
|
_DirtStrength (""Dirt Strength"", Range(0, 1)) = 0.0
|
|
_FrostAmount (""Frost Amount"", Range(0, 1)) = 0.0
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
""RenderType"" = ""Transparent""
|
|
""RenderPipeline"" = ""UniversalPipeline""
|
|
""Queue"" = ""Transparent""
|
|
}
|
|
LOD 300
|
|
|
|
Pass
|
|
{
|
|
Name ""GlassForward""
|
|
Tags { ""LightMode"" = ""UniversalForward"" }
|
|
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
ZWrite Off
|
|
Cull Back
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex GlassVert
|
|
#pragma fragment GlassFrag
|
|
#pragma target 4.5
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
|
|
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl""
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl""
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color;
|
|
float _Transparency;
|
|
float _IOR;
|
|
float _RefractionStrength;
|
|
float _ChromaticAberration;
|
|
float _Thickness;
|
|
float4 _AbsorptionColor;
|
|
float _AbsorptionStrength;
|
|
float _BumpScale;
|
|
float _Smoothness;
|
|
float _FresnelPower;
|
|
float _EdgeThickness;
|
|
float _DirtStrength;
|
|
float _FrostAmount;
|
|
float4 _BumpMap_ST;
|
|
float4 _ThicknessMap_ST;
|
|
float4 _DirtTex_ST;
|
|
CBUFFER_END
|
|
|
|
TEXTURE2D(_BumpMap);
|
|
SAMPLER(sampler_BumpMap);
|
|
TEXTURE2D(_ThicknessMap);
|
|
SAMPLER(sampler_ThicknessMap);
|
|
TEXTURE2D(_DirtTex);
|
|
SAMPLER(sampler_DirtTex);
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
float3 positionWS : TEXCOORD1;
|
|
float3 normalWS : TEXCOORD2;
|
|
float4 screenPos : TEXCOORD3;
|
|
float3 viewDirWS : TEXCOORD4;
|
|
float3 tangentWS : TEXCOORD5;
|
|
float3 bitangentWS : TEXCOORD6;
|
|
};
|
|
|
|
// Schlick's Fresnel approximation
|
|
float FresnelSchlick(float3 viewDir, float3 normal, float ior)
|
|
{
|
|
float f0 = pow((1.0 - ior) / (1.0 + ior), 2.0);
|
|
float cosTheta = saturate(dot(viewDir, normal));
|
|
return f0 + (1.0 - f0) * pow(1.0 - cosTheta, _FresnelPower);
|
|
}
|
|
|
|
half3 UnpackNormalScale(half4 packedNormal, half scale)
|
|
{
|
|
half3 normal;
|
|
normal.xy = (packedNormal.xy * 2.0 - 1.0) * scale;
|
|
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
|
|
return normal;
|
|
}
|
|
|
|
Varyings GlassVert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
|
|
output.positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
|
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
|
|
output.positionCS = TransformWorldToHClip(output.positionWS);
|
|
output.screenPos = ComputeScreenPos(output.positionCS);
|
|
output.uv = TRANSFORM_TEX(input.uv, _BumpMap);
|
|
output.viewDirWS = GetWorldSpaceNormalizeViewDir(output.positionWS);
|
|
output.tangentWS = TransformObjectToWorldDir(input.tangentOS.xyz);
|
|
output.bitangentWS = cross(output.normalWS, output.tangentWS) * input.tangentOS.w;
|
|
|
|
return output;
|
|
}
|
|
|
|
half4 GlassFrag(Varyings input) : SV_Target
|
|
{
|
|
// Normal mapping
|
|
half3 normalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, input.uv), _BumpScale);
|
|
float3x3 tangentToWorld = float3x3(input.tangentWS, input.bitangentWS, input.normalWS);
|
|
half3 normalWS = normalize(mul(normalTS, tangentToWorld));
|
|
|
|
// Fresnel effect with IOR
|
|
float fresnel = FresnelSchlick(input.viewDirWS, normalWS, _IOR);
|
|
|
|
// Thickness-based absorption
|
|
float thickness = SAMPLE_TEXTURE2D(_ThicknessMap, sampler_ThicknessMap, input.uv).r * _Thickness;
|
|
half3 absorption = lerp(half3(1,1,1), _AbsorptionColor.rgb, saturate(thickness * _AbsorptionStrength));
|
|
|
|
// Screen UV
|
|
float2 screenUV = input.screenPos.xy / input.screenPos.w;
|
|
|
|
// Refraction with chromatic aberration
|
|
float2 refractOffset = normalWS.xy * _RefractionStrength * (1.0 - fresnel);
|
|
|
|
// Sample RGB channels separately for chromatic aberration
|
|
float2 uvR = screenUV + refractOffset * (1.0 + _ChromaticAberration);
|
|
float2 uvG = screenUV + refractOffset;
|
|
float2 uvB = screenUV + refractOffset * (1.0 - _ChromaticAberration);
|
|
|
|
half r = SampleSceneColor(uvR).r;
|
|
half g = SampleSceneColor(uvG).g;
|
|
half b = SampleSceneColor(uvB).b;
|
|
half3 refractColor = half3(r, g, b);
|
|
|
|
// Apply thickness absorption
|
|
refractColor *= absorption;
|
|
|
|
// Combine with glass tint
|
|
half3 glassColor = lerp(refractColor, _Color.rgb, _Color.a);
|
|
|
|
// Dirt overlay
|
|
half dirt = SAMPLE_TEXTURE2D(_DirtTex, sampler_DirtTex, input.uv).r;
|
|
glassColor = lerp(glassColor, glassColor * 0.5, dirt * _DirtStrength);
|
|
|
|
// Frost effect
|
|
if (_FrostAmount > 0.001)
|
|
{
|
|
float2 frostUV = input.uv * 10;
|
|
half frost = SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, frostUV).r;
|
|
frost = pow(frost, 2);
|
|
glassColor = lerp(glassColor, half3(1,1,1), frost * _FrostAmount);
|
|
}
|
|
|
|
// Lighting
|
|
Light mainLight = GetMainLight();
|
|
half3 halfDir = normalize(mainLight.direction + input.viewDirWS);
|
|
half spec = pow(saturate(dot(normalWS, halfDir)), _Smoothness * 128.0);
|
|
half3 specColor = mainLight.color * spec * fresnel;
|
|
|
|
half3 finalColor = glassColor + specColor;
|
|
|
|
// Edge highlighting with fresnel
|
|
float edgeGlow = pow(fresnel, _EdgeThickness + 1);
|
|
finalColor += _Color.rgb * edgeGlow * 0.1;
|
|
|
|
// Alpha with fresnel edge
|
|
half alpha = lerp(_Transparency, 1.0, fresnel * 0.3);
|
|
|
|
return half4(finalColor, alpha);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
FallBack ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}
|
|
";
|
|
}
|
|
else
|
|
{
|
|
// Built-in RP Version
|
|
shaderCode = @"Shader ""Synaptic/Glass""
|
|
{
|
|
Properties
|
|
{
|
|
[Header(Glass Color)]
|
|
_Color (""Glass Tint"", Color) = (0.9, 0.95, 1.0, 0.1)
|
|
_Transparency (""Transparency"", Range(0, 1)) = 0.85
|
|
|
|
[Header(Refraction)]
|
|
_IOR (""Index of Refraction"", Range(1.0, 2.5)) = 1.52
|
|
_RefractionStrength (""Refraction Strength"", Range(0, 1)) = 0.5
|
|
_ChromaticAberration (""Chromatic Aberration"", Range(0, 0.1)) = 0.02
|
|
|
|
[Header(Thickness)]
|
|
_ThicknessMap (""Thickness Map"", 2D) = ""white"" {}
|
|
_Thickness (""Thickness"", Range(0, 1)) = 0.5
|
|
_AbsorptionColor (""Absorption Color"", Color) = (0.7, 0.9, 1.0, 1.0)
|
|
_AbsorptionStrength (""Absorption Strength"", Range(0, 5)) = 1.0
|
|
|
|
[Header(Surface)]
|
|
_BumpMap (""Normal Map"", 2D) = ""bump"" {}
|
|
_BumpScale (""Normal Strength"", Range(0, 2)) = 0.3
|
|
_Smoothness (""Smoothness"", Range(0, 1)) = 0.98
|
|
|
|
[Header(Edge Effects)]
|
|
_FresnelPower (""Fresnel Power"", Range(1, 10)) = 5
|
|
_EdgeThickness (""Edge Thickness"", Range(0, 1)) = 0.5
|
|
|
|
[Header(Details)]
|
|
_DirtTex (""Dirt Texture"", 2D) = ""black"" {}
|
|
_DirtStrength (""Dirt Strength"", Range(0, 1)) = 0.0
|
|
_FrostAmount (""Frost Amount"", Range(0, 1)) = 0.0
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
""Queue""=""Transparent""
|
|
""RenderType""=""Transparent""
|
|
""IgnoreProjector""=""True""
|
|
}
|
|
LOD 300
|
|
|
|
GrabPass { ""_GlassGrabTexture"" }
|
|
|
|
CGPROGRAM
|
|
#pragma surface surf StandardSpecular alpha:fade vertex:vert
|
|
#pragma target 4.0
|
|
#include ""UnityCG.cginc""
|
|
|
|
// Properties
|
|
float4 _Color;
|
|
float _Transparency;
|
|
float _IOR;
|
|
float _RefractionStrength;
|
|
float _ChromaticAberration;
|
|
|
|
sampler2D _ThicknessMap;
|
|
float _Thickness;
|
|
float4 _AbsorptionColor;
|
|
float _AbsorptionStrength;
|
|
|
|
sampler2D _BumpMap;
|
|
float _BumpScale;
|
|
float _Smoothness;
|
|
|
|
float _FresnelPower;
|
|
float _EdgeThickness;
|
|
|
|
sampler2D _DirtTex;
|
|
float _DirtStrength;
|
|
float _FrostAmount;
|
|
|
|
sampler2D _GlassGrabTexture;
|
|
sampler2D _CameraDepthTexture;
|
|
|
|
struct Input
|
|
{
|
|
float2 uv_BumpMap;
|
|
float2 uv_ThicknessMap;
|
|
float2 uv_DirtTex;
|
|
float4 screenPos;
|
|
float3 viewDir;
|
|
float3 worldNormal;
|
|
INTERNAL_DATA
|
|
};
|
|
|
|
void vert(inout appdata_full v)
|
|
{
|
|
// Vertex shader pass-through
|
|
}
|
|
|
|
// Schlick's Fresnel approximation
|
|
float FresnelSchlick(float3 viewDir, float3 normal, float ior)
|
|
{
|
|
float f0 = pow((1.0 - ior) / (1.0 + ior), 2.0);
|
|
float cosTheta = saturate(dot(viewDir, normal));
|
|
return f0 + (1.0 - f0) * pow(1.0 - cosTheta, _FresnelPower);
|
|
}
|
|
|
|
void surf(Input IN, inout SurfaceOutputStandardSpecular o)
|
|
{
|
|
// Normal mapping
|
|
float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
|
|
normal.xy *= _BumpScale;
|
|
o.Normal = normalize(normal);
|
|
|
|
float3 worldNormal = WorldNormalVector(IN, o.Normal);
|
|
float3 viewDir = normalize(IN.viewDir);
|
|
|
|
// Fresnel effect with IOR
|
|
float fresnel = FresnelSchlick(viewDir, worldNormal, _IOR);
|
|
|
|
// Thickness-based absorption
|
|
float thickness = tex2D(_ThicknessMap, IN.uv_ThicknessMap).r * _Thickness;
|
|
float3 absorption = lerp(float3(1,1,1), _AbsorptionColor.rgb,
|
|
saturate(thickness * _AbsorptionStrength));
|
|
|
|
// Refraction with chromatic aberration
|
|
float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
|
|
float2 refractOffset = worldNormal.xy * _RefractionStrength * (1.0 - fresnel);
|
|
|
|
// Sample RGB channels separately for chromatic aberration
|
|
float2 uvR = screenUV + refractOffset * (1.0 + _ChromaticAberration);
|
|
float2 uvG = screenUV + refractOffset;
|
|
float2 uvB = screenUV + refractOffset * (1.0 - _ChromaticAberration);
|
|
|
|
float r = tex2D(_GlassGrabTexture, uvR).r;
|
|
float g = tex2D(_GlassGrabTexture, uvG).g;
|
|
float b = tex2D(_GlassGrabTexture, uvB).b;
|
|
float3 refractColor = float3(r, g, b);
|
|
|
|
// Apply thickness absorption
|
|
refractColor *= absorption;
|
|
|
|
// Combine with glass tint
|
|
float3 glassColor = lerp(refractColor, _Color.rgb, _Color.a);
|
|
|
|
// Dirt overlay
|
|
float dirt = tex2D(_DirtTex, IN.uv_DirtTex).r;
|
|
glassColor = lerp(glassColor, glassColor * 0.5, dirt * _DirtStrength);
|
|
|
|
// Frost effect
|
|
if (_FrostAmount > 0.001)
|
|
{
|
|
float2 frostUV = IN.uv_BumpMap * 10;
|
|
float frost = tex2D(_BumpMap, frostUV).r;
|
|
frost = pow(frost, 2);
|
|
glassColor = lerp(glassColor, float3(1,1,1), frost * _FrostAmount);
|
|
}
|
|
|
|
o.Albedo = glassColor;
|
|
|
|
// Edge highlighting with fresnel
|
|
float edgeGlow = pow(fresnel, _EdgeThickness + 1);
|
|
o.Emission = _Color.rgb * edgeGlow * 0.1;
|
|
|
|
// Specular
|
|
o.Specular = lerp(float3(0.04, 0.04, 0.04), float3(1, 1, 1), fresnel);
|
|
o.Smoothness = _Smoothness;
|
|
|
|
// Alpha with fresnel edge
|
|
o.Alpha = lerp(_Transparency, 1.0, fresnel * 0.3);
|
|
}
|
|
ENDCG
|
|
}
|
|
FallBack ""Transparent/Diffuse""
|
|
}
|
|
";
|
|
}
|
|
|
|
return SaveShaderAndCreateMaterial("Glass", shaderCode);
|
|
}
|
|
|
|
private string GenerateMetalShader(ShaderGraphController controller)
|
|
{
|
|
bool isURP = controller.targetPipeline.ToLower() == "urp";
|
|
|
|
string shaderCode;
|
|
|
|
if (isURP)
|
|
{
|
|
// URP Version with Anisotropic Reflection and PBR
|
|
shaderCode = @"Shader ""Synaptic/URP/Metal""
|
|
{
|
|
Properties
|
|
{
|
|
[Header(Base Metal)]
|
|
_Color (""Base Color"", Color) = (0.8, 0.8, 0.8, 1.0)
|
|
_MainTex (""Albedo (RGB)"", 2D) = ""white"" {}
|
|
_Metallic (""Metallic"", Range(0, 1)) = 1.0
|
|
_Smoothness (""Smoothness"", Range(0, 1)) = 0.9
|
|
|
|
[Header(PBR Maps)]
|
|
_MetallicGlossMap (""Metallic"", 2D) = ""white"" {}
|
|
_BumpMap (""Normal Map"", 2D) = ""bump"" {}
|
|
_BumpScale (""Normal Strength"", Range(0, 2)) = 1.0
|
|
_OcclusionMap (""Occlusion"", 2D) = ""white"" {}
|
|
_OcclusionStrength (""Occlusion Strength"", Range(0, 1)) = 1.0
|
|
|
|
[Header(Anisotropic Reflection)]
|
|
_Anisotropy (""Anisotropy"", Range(-1, 1)) = 0.8
|
|
_AnisotropyAngle (""Anisotropy Rotation"", Range(0, 360)) = 0
|
|
|
|
[Header(Clearcoat Layer)]
|
|
_ClearCoat (""Clearcoat Strength"", Range(0, 1)) = 0.0
|
|
_ClearCoatSmoothness (""Clearcoat Smoothness"", Range(0, 1)) = 0.95
|
|
_ClearCoatMask (""Clearcoat Mask"", 2D) = ""white"" {}
|
|
|
|
[Header(Reflection)]
|
|
_ReflectionStrength (""Reflection Strength"", Range(0, 1)) = 1.0
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
""RenderType"" = ""Opaque""
|
|
""RenderPipeline"" = ""UniversalPipeline""
|
|
""Queue"" = ""Geometry""
|
|
}
|
|
LOD 300
|
|
|
|
Pass
|
|
{
|
|
Name ""MetalForward""
|
|
Tags { ""LightMode"" = ""UniversalForward"" }
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex MetalVert
|
|
#pragma fragment MetalFrag
|
|
#pragma target 4.5
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl""
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color;
|
|
float _Metallic;
|
|
float _Smoothness;
|
|
float _BumpScale;
|
|
float _OcclusionStrength;
|
|
float _Anisotropy;
|
|
float _AnisotropyAngle;
|
|
float _ClearCoat;
|
|
float _ClearCoatSmoothness;
|
|
float _ReflectionStrength;
|
|
float4 _MainTex_ST;
|
|
float4 _BumpMap_ST;
|
|
CBUFFER_END
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
TEXTURE2D(_MetallicGlossMap);
|
|
SAMPLER(sampler_MetallicGlossMap);
|
|
TEXTURE2D(_BumpMap);
|
|
SAMPLER(sampler_BumpMap);
|
|
TEXTURE2D(_OcclusionMap);
|
|
SAMPLER(sampler_OcclusionMap);
|
|
TEXTURE2D(_ClearCoatMask);
|
|
SAMPLER(sampler_ClearCoatMask);
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
float3 positionWS : TEXCOORD1;
|
|
float3 normalWS : TEXCOORD2;
|
|
float3 tangentWS : TEXCOORD3;
|
|
float3 bitangentWS : TEXCOORD4;
|
|
float3 viewDirWS : TEXCOORD5;
|
|
};
|
|
|
|
half3 UnpackNormalScale(half4 packedNormal, half scale)
|
|
{
|
|
half3 normal;
|
|
normal.xy = (packedNormal.xy * 2.0 - 1.0) * scale;
|
|
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
|
|
return normal;
|
|
}
|
|
|
|
// Anisotropic GGX Distribution
|
|
float D_GGX_Anisotropic(float NoH, float ToH, float BoH, float roughnessT, float roughnessB)
|
|
{
|
|
float a2 = roughnessT * roughnessB;
|
|
float3 v = float3(roughnessB * ToH, roughnessT * BoH, a2 * NoH);
|
|
float v2 = dot(v, v);
|
|
float w2 = a2 / v2;
|
|
return a2 * w2 * w2 * (1.0 / PI);
|
|
}
|
|
|
|
Varyings MetalVert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
|
|
output.positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
|
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
|
|
output.positionCS = TransformWorldToHClip(output.positionWS);
|
|
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
|
|
output.viewDirWS = GetWorldSpaceNormalizeViewDir(output.positionWS);
|
|
output.tangentWS = TransformObjectToWorldDir(input.tangentOS.xyz);
|
|
output.bitangentWS = cross(output.normalWS, output.tangentWS) * input.tangentOS.w;
|
|
|
|
return output;
|
|
}
|
|
|
|
half4 MetalFrag(Varyings input) : SV_Target
|
|
{
|
|
// Albedo
|
|
half4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * _Color;
|
|
|
|
// Metallic & Smoothness
|
|
half4 metalGloss = SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, input.uv);
|
|
half metallic = metalGloss.r * _Metallic;
|
|
half smoothness = metalGloss.a * _Smoothness;
|
|
half roughness = 1.0 - smoothness;
|
|
|
|
// Normal mapping
|
|
half3 normalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, input.uv), _BumpScale);
|
|
float3x3 tangentToWorld = float3x3(input.tangentWS, input.bitangentWS, input.normalWS);
|
|
half3 normalWS = normalize(mul(normalTS, tangentToWorld));
|
|
|
|
// Occlusion
|
|
half occlusion = lerp(1.0, SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, input.uv).g, _OcclusionStrength);
|
|
|
|
// Anisotropic tangent rotation
|
|
float angle = _AnisotropyAngle * PI / 180.0;
|
|
float cosAngle = cos(angle);
|
|
float sinAngle = sin(angle);
|
|
float3 tangentWS = input.tangentWS * cosAngle + input.bitangentWS * sinAngle;
|
|
float3 bitangentWS = cross(normalWS, tangentWS);
|
|
|
|
// Main light
|
|
Light mainLight = GetMainLight();
|
|
half3 lightDir = mainLight.direction;
|
|
half3 lightColor = mainLight.color;
|
|
half3 halfDir = normalize(lightDir + input.viewDirWS);
|
|
|
|
// Anisotropic specular
|
|
float NoH = saturate(dot(normalWS, halfDir));
|
|
float NoV = saturate(dot(normalWS, input.viewDirWS));
|
|
float NoL = saturate(dot(normalWS, lightDir));
|
|
float ToH = dot(tangentWS, halfDir);
|
|
float BoH = dot(bitangentWS, halfDir);
|
|
|
|
float roughnessT = roughness * (1.0 + abs(_Anisotropy));
|
|
float roughnessB = roughness * (1.0 - abs(_Anisotropy));
|
|
if (_Anisotropy < 0)
|
|
{
|
|
float temp = roughnessT;
|
|
roughnessT = roughnessB;
|
|
roughnessB = temp;
|
|
}
|
|
|
|
float D = D_GGX_Anisotropic(NoH, ToH, BoH, roughnessT, roughnessB);
|
|
|
|
// F0 for metals
|
|
half3 f0 = lerp(half3(0.04, 0.04, 0.04), albedo.rgb, metallic);
|
|
|
|
// Fresnel
|
|
half fresnel = pow(1.0 - NoV, 5.0);
|
|
half3 F = f0 + (1.0 - f0) * fresnel;
|
|
|
|
// Diffuse
|
|
half3 diffuse = albedo.rgb * (1.0 - metallic) * lightColor * NoL;
|
|
|
|
// Specular
|
|
half3 specular = D * F * lightColor * NoL;
|
|
|
|
// Clearcoat
|
|
half clearcoatMask = SAMPLE_TEXTURE2D(_ClearCoatMask, sampler_ClearCoatMask, input.uv).r;
|
|
half clearcoat = _ClearCoat * clearcoatMask;
|
|
if (clearcoat > 0.01)
|
|
{
|
|
float clearcoatRoughness = 1.0 - _ClearCoatSmoothness;
|
|
float clearcoatD = (clearcoatRoughness * clearcoatRoughness) / (PI * pow(NoH * NoH * (clearcoatRoughness * clearcoatRoughness - 1.0) + 1.0, 2.0));
|
|
half3 clearcoatSpec = clearcoatD * lightColor * NoL * clearcoat * 0.04;
|
|
specular += clearcoatSpec;
|
|
}
|
|
|
|
// Environment reflection
|
|
half3 reflectDir = reflect(-input.viewDirWS, normalWS);
|
|
half3 envReflection = GlossyEnvironmentReflection(reflectDir, roughness, occlusion);
|
|
half3 indirectSpec = envReflection * F * _ReflectionStrength;
|
|
|
|
// Final color
|
|
half3 finalColor = (diffuse + specular) * occlusion + indirectSpec;
|
|
|
|
return half4(finalColor, 1.0);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
// Shadow caster pass
|
|
Pass
|
|
{
|
|
Name ""ShadowCaster""
|
|
Tags { ""LightMode"" = ""ShadowCaster"" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex ShadowVert
|
|
#pragma fragment ShadowFrag
|
|
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl""
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
};
|
|
|
|
float3 _LightDirection;
|
|
|
|
Varyings ShadowVert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
|
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
|
|
output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
|
|
return output;
|
|
}
|
|
|
|
half4 ShadowFrag(Varyings input) : SV_Target
|
|
{
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
FallBack ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}
|
|
";
|
|
}
|
|
else
|
|
{
|
|
// Built-in RP Version
|
|
shaderCode = @"Shader ""Synaptic/Metal""
|
|
{
|
|
Properties
|
|
{
|
|
[Header(Base Metal)]
|
|
_Color (""Base Color"", Color) = (0.8, 0.8, 0.8, 1.0)
|
|
_MainTex (""Albedo (RGB)"", 2D) = ""white"" {}
|
|
_Metallic (""Metallic"", Range(0, 1)) = 1.0
|
|
_Smoothness (""Smoothness"", Range(0, 1)) = 0.9
|
|
|
|
[Header(PBR Maps)]
|
|
_MetallicGlossMap (""Metallic"", 2D) = ""white"" {}
|
|
_BumpMap (""Normal Map"", 2D) = ""bump"" {}
|
|
_BumpScale (""Normal Strength"", Range(0, 2)) = 1.0
|
|
_OcclusionMap (""Occlusion"", 2D) = ""white"" {}
|
|
_OcclusionStrength (""Occlusion Strength"", Range(0, 1)) = 1.0
|
|
|
|
[Header(Anisotropic Reflection)]
|
|
_Anisotropy (""Anisotropy"", Range(-1, 1)) = 0.8
|
|
_AnisotropyAngle (""Anisotropy Rotation"", Range(0, 360)) = 0
|
|
_AnisotropicTangentMap (""Tangent Map"", 2D) = ""bump"" {}
|
|
|
|
[Header(Clearcoat Layer)]
|
|
_ClearCoat (""Clearcoat Strength"", Range(0, 1)) = 0.0
|
|
_ClearCoatSmoothness (""Clearcoat Smoothness"", Range(0, 1)) = 0.95
|
|
_ClearCoatMask (""Clearcoat Mask"", 2D) = ""white"" {}
|
|
|
|
[Header(Detail Maps)]
|
|
_DetailMask (""Detail Mask"", 2D) = ""white"" {}
|
|
_DetailAlbedoMap (""Detail Albedo"", 2D) = ""grey"" {}
|
|
_DetailNormalMap (""Detail Normal Map"", 2D) = ""bump"" {}
|
|
_DetailNormalMapScale (""Detail Normal Scale"", Range(0, 2)) = 1.0
|
|
|
|
[Header(Reflection)]
|
|
_ReflectionCube (""Reflection Cubemap"", Cube) = ""_Skybox"" {}
|
|
_ReflectionStrength (""Reflection Strength"", Range(0, 1)) = 1.0
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags {""RenderType""=""Opaque""}
|
|
LOD 300
|
|
|
|
CGPROGRAM
|
|
#pragma surface surf StandardAniso fullforwardshadows addshadow
|
|
#pragma target 4.0
|
|
#include ""UnityPBSLighting.cginc""
|
|
|
|
// Properties
|
|
sampler2D _MainTex;
|
|
sampler2D _MetallicGlossMap;
|
|
sampler2D _BumpMap;
|
|
sampler2D _OcclusionMap;
|
|
sampler2D _AnisotropicTangentMap;
|
|
sampler2D _ClearCoatMask;
|
|
sampler2D _DetailMask;
|
|
sampler2D _DetailAlbedoMap;
|
|
sampler2D _DetailNormalMap;
|
|
samplerCUBE _ReflectionCube;
|
|
|
|
fixed4 _Color;
|
|
half _Metallic;
|
|
half _Smoothness;
|
|
float _BumpScale;
|
|
float _OcclusionStrength;
|
|
float _Anisotropy;
|
|
float _AnisotropyAngle;
|
|
half _ClearCoat;
|
|
half _ClearCoatSmoothness;
|
|
float _DetailNormalMapScale;
|
|
half _ReflectionStrength;
|
|
|
|
struct Input
|
|
{
|
|
float2 uv_MainTex;
|
|
float2 uv_BumpMap;
|
|
float2 uv_DetailAlbedoMap;
|
|
float3 worldRefl;
|
|
float3 worldNormal;
|
|
float3 viewDir;
|
|
INTERNAL_DATA
|
|
};
|
|
|
|
struct SurfaceOutputStandardAniso
|
|
{
|
|
fixed3 Albedo;
|
|
fixed3 Normal;
|
|
half3 Emission;
|
|
half Metallic;
|
|
half Smoothness;
|
|
half Occlusion;
|
|
fixed Alpha;
|
|
half Anisotropy;
|
|
float3 AnisotropicDirection;
|
|
half ClearCoat;
|
|
half ClearCoatSmoothness;
|
|
};
|
|
|
|
// Custom lighting model for anisotropic reflection
|
|
inline half4 LightingStandardAniso(SurfaceOutputStandardAniso s, half3 viewDir, UnityGI gi)
|
|
{
|
|
// Base PBR lighting
|
|
s.Normal = normalize(s.Normal);
|
|
half oneMinusReflectivity;
|
|
half3 specColor;
|
|
s.Albedo = DiffuseAndSpecularFromMetallic(s.Albedo, s.Metallic, specColor, oneMinusReflectivity);
|
|
|
|
half4 c = UNITY_BRDF_PBS(s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect);
|
|
|
|
// Anisotropic specular
|
|
if (abs(s.Anisotropy) > 0.01)
|
|
{
|
|
float3 tangent = s.AnisotropicDirection;
|
|
float3 bitangent = cross(s.Normal, tangent);
|
|
|
|
float3 halfDir = normalize(gi.light.dir + viewDir);
|
|
float dotTH = dot(tangent, halfDir);
|
|
float dotBH = dot(bitangent, halfDir);
|
|
float dotNH = dot(s.Normal, halfDir);
|
|
float dotNV = dot(s.Normal, viewDir);
|
|
float dotNL = dot(s.Normal, gi.light.dir);
|
|
|
|
float roughnessT = lerp(1 - s.Smoothness, 0.001, abs(s.Anisotropy));
|
|
float roughnessB = 1 - s.Smoothness;
|
|
|
|
float D = dotTH * dotTH / (roughnessT * roughnessT) + dotBH * dotBH / (roughnessB * roughnessB) + dotNH * dotNH;
|
|
D = 1 / (UNITY_PI * roughnessT * roughnessB * D * D);
|
|
|
|
float anisoSpec = D * gi.light.color * saturate(dotNL);
|
|
c.rgb += specColor * anisoSpec * s.Anisotropy * s.Anisotropy;
|
|
}
|
|
|
|
// Clearcoat layer
|
|
if (s.ClearCoat > 0.01)
|
|
{
|
|
half3 clearcoatSpec = specColor * s.ClearCoat;
|
|
half clearcoatRoughness = 1.0 - s.ClearCoatSmoothness;
|
|
half3 clearcoatRefl = UNITY_BRDF_PBS(half3(0,0,0), clearcoatSpec, 0, s.ClearCoatSmoothness, s.Normal, viewDir, gi.light, gi.indirect);
|
|
c.rgb += clearcoatRefl.rgb * s.ClearCoat;
|
|
}
|
|
|
|
return c;
|
|
}
|
|
|
|
inline void LightingStandardAniso_GI(SurfaceOutputStandardAniso s, UnityGIInput data, inout UnityGI gi)
|
|
{
|
|
Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.Smoothness, data.worldViewDir, s.Normal, lerp(unity_ColorSpaceDielectricSpec.rgb, s.Albedo, s.Metallic));
|
|
gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal, g);
|
|
}
|
|
|
|
void surf(Input IN, inout SurfaceOutputStandardAniso o)
|
|
{
|
|
// Albedo
|
|
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
|
|
half detailMask = tex2D(_DetailMask, IN.uv_MainTex).a;
|
|
half3 detailAlbedo = tex2D(_DetailAlbedoMap, IN.uv_DetailAlbedoMap).rgb;
|
|
c.rgb = lerp(c.rgb, c.rgb * detailAlbedo * 2, detailMask);
|
|
o.Albedo = c.rgb;
|
|
|
|
// Metallic & Smoothness
|
|
half4 metalGloss = tex2D(_MetallicGlossMap, IN.uv_MainTex);
|
|
o.Metallic = metalGloss.r * _Metallic;
|
|
o.Smoothness = metalGloss.a * _Smoothness;
|
|
|
|
// Normal mapping with detail
|
|
half3 normal = UnpackScaleNormal(tex2D(_BumpMap, IN.uv_BumpMap), _BumpScale);
|
|
half3 detailNormal = UnpackScaleNormal(tex2D(_DetailNormalMap, IN.uv_DetailAlbedoMap), _DetailNormalMapScale);
|
|
normal = lerp(normal, BlendNormals(normal, detailNormal), detailMask);
|
|
o.Normal = normal;
|
|
|
|
// Occlusion
|
|
half occ = tex2D(_OcclusionMap, IN.uv_MainTex).g;
|
|
o.Occlusion = lerp(1.0, occ, _OcclusionStrength);
|
|
|
|
// Anisotropic setup
|
|
o.Anisotropy = _Anisotropy;
|
|
float angle = _AnisotropyAngle * UNITY_PI / 180.0;
|
|
float3 tangentWS = normalize(cross(IN.worldNormal, float3(0,0,1)));
|
|
float3x3 rotation = float3x3(
|
|
cos(angle), -sin(angle), 0,
|
|
sin(angle), cos(angle), 0,
|
|
0, 0, 1
|
|
);
|
|
o.AnisotropicDirection = mul(rotation, tangentWS);
|
|
|
|
// Clearcoat
|
|
half clearcoatMask = tex2D(_ClearCoatMask, IN.uv_MainTex).r;
|
|
o.ClearCoat = _ClearCoat * clearcoatMask;
|
|
o.ClearCoatSmoothness = _ClearCoatSmoothness;
|
|
|
|
// Reflection
|
|
float3 worldRefl = WorldReflectionVector(IN, o.Normal);
|
|
half3 reflection = texCUBE(_ReflectionCube, worldRefl).rgb;
|
|
o.Emission = reflection * o.Metallic * _ReflectionStrength * 0.1;
|
|
|
|
o.Alpha = c.a;
|
|
}
|
|
ENDCG
|
|
}
|
|
FallBack ""Standard""
|
|
}
|
|
";
|
|
}
|
|
|
|
return SaveShaderAndCreateMaterial("Metal", shaderCode);
|
|
}
|
|
|
|
private string GenerateFabricShader(ShaderGraphController controller)
|
|
{
|
|
return "// Generated Fabric Shader with subsurface scattering";
|
|
}
|
|
|
|
private string GenerateCustomShader(ShaderGraphController controller)
|
|
{
|
|
return "// Generated Custom Shader";
|
|
}
|
|
|
|
// Phase 1 Shaders (Priority 4-10)
|
|
|
|
private string GenerateHologramShader(ShaderGraphController controller)
|
|
{
|
|
bool isURP = controller.targetPipeline.ToLower() == "urp";
|
|
|
|
string shaderCode;
|
|
|
|
if (isURP)
|
|
{
|
|
// URP Version with Glitch Effects, Vertex Displacement, RGB Separation
|
|
shaderCode = @"Shader ""Synaptic/URP/Hologram""
|
|
{
|
|
Properties
|
|
{
|
|
[Header(Base Hologram)]
|
|
_Color (""Hologram Color"", Color) = (0, 1, 1, 0.5)
|
|
_MainTex (""Base Texture"", 2D) = ""white"" {}
|
|
_Brightness (""Brightness"", Range(0, 5)) = 1.5
|
|
|
|
[Header(Scanlines)]
|
|
_ScanSpeed (""Scan Speed"", Range(0, 10)) = 2.0
|
|
_ScanlineWidth (""Scanline Width"", Range(0, 1)) = 0.1
|
|
_ScanlineDirection (""Scanline Direction"", Vector) = (0, 1, 0, 0)
|
|
_ScanlineFrequency (""Scanline Frequency"", Range(1, 50)) = 10
|
|
|
|
[Header(Glitch Effects)]
|
|
_GlitchIntensity (""Glitch Intensity"", Range(0, 1)) = 0.5
|
|
_GlitchFrequency (""Glitch Frequency"", Range(0, 10)) = 2.0
|
|
_GlitchBlockSize (""Glitch Block Size"", Range(0.01, 0.5)) = 0.1
|
|
_RGBSplitAmount (""RGB Split Amount"", Range(0, 0.1)) = 0.02
|
|
|
|
[Header(Vertex Glitch)]
|
|
_VertexGlitchAmount (""Vertex Glitch Amount"", Range(0, 1)) = 0.3
|
|
_VertexGlitchSpeed (""Vertex Glitch Speed"", Range(0, 10)) = 3.0
|
|
|
|
[Header(Flicker)]
|
|
_FlickerSpeed (""Flicker Speed"", Range(0, 20)) = 5.0
|
|
_FlickerAmount (""Flicker Amount"", Range(0, 1)) = 0.2
|
|
|
|
[Header(Fresnel Rim)]
|
|
_RimPower (""Rim Power"", Range(0.5, 8.0)) = 3.0
|
|
_RimIntensity (""Rim Intensity"", Range(0, 5)) = 2.0
|
|
|
|
[Header(Pixelation Voxelization)]
|
|
_PixelSize (""Pixel Size"", Range(1, 100)) = 1
|
|
_VoxelSize (""Voxel Size"", Range(0, 0.5)) = 0.0
|
|
|
|
[Header(Dot Matrix)]
|
|
_DotMatrixSize (""Dot Matrix Size"", Range(0, 50)) = 20
|
|
_DotMatrixStrength (""Dot Matrix Strength"", Range(0, 1)) = 0.3
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
""RenderType"" = ""Transparent""
|
|
""RenderPipeline"" = ""UniversalPipeline""
|
|
""Queue"" = ""Transparent""
|
|
}
|
|
LOD 300
|
|
|
|
Pass
|
|
{
|
|
Name ""HologramForward""
|
|
Tags { ""LightMode"" = ""UniversalForward"" }
|
|
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
ZWrite Off
|
|
Cull Back
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex HologramVert
|
|
#pragma fragment HologramFrag
|
|
#pragma target 4.5
|
|
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color;
|
|
float _Brightness;
|
|
float _ScanSpeed;
|
|
float _ScanlineWidth;
|
|
float4 _ScanlineDirection;
|
|
float _ScanlineFrequency;
|
|
float _GlitchIntensity;
|
|
float _GlitchFrequency;
|
|
float _GlitchBlockSize;
|
|
float _RGBSplitAmount;
|
|
float _VertexGlitchAmount;
|
|
float _VertexGlitchSpeed;
|
|
float _FlickerSpeed;
|
|
float _FlickerAmount;
|
|
float _RimPower;
|
|
float _RimIntensity;
|
|
float _PixelSize;
|
|
float _VoxelSize;
|
|
float _DotMatrixSize;
|
|
float _DotMatrixStrength;
|
|
float4 _MainTex_ST;
|
|
CBUFFER_END
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
float3 positionWS : TEXCOORD1;
|
|
float3 normalWS : TEXCOORD2;
|
|
float3 viewDirWS : TEXCOORD3;
|
|
float4 screenPos : TEXCOORD4;
|
|
};
|
|
|
|
// Random function
|
|
float rand(float2 co)
|
|
{
|
|
return frac(sin(dot(co, float2(12.9898, 78.233))) * 43758.5453);
|
|
}
|
|
|
|
// Glitch noise
|
|
float glitchNoise(float2 uv, float time, float glitchFreq, float blockSize)
|
|
{
|
|
float block = floor(time * glitchFreq);
|
|
float2 blockUV = floor(uv / blockSize) * blockSize;
|
|
return rand(blockUV + block);
|
|
}
|
|
|
|
Varyings HologramVert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
|
|
float time = _Time.y * _VertexGlitchSpeed;
|
|
float3 posOS = input.positionOS.xyz;
|
|
|
|
// Vertex glitch
|
|
float glitch = glitchNoise(input.uv, time, _GlitchFrequency, _GlitchBlockSize);
|
|
if (glitch > 0.9)
|
|
{
|
|
float3 offset = input.normalOS * _VertexGlitchAmount * (glitch - 0.9) * 10;
|
|
posOS += offset * sin(time * 10);
|
|
}
|
|
|
|
output.positionWS = TransformObjectToWorld(posOS);
|
|
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
|
|
output.positionCS = TransformWorldToHClip(output.positionWS);
|
|
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
|
|
output.viewDirWS = GetWorldSpaceNormalizeViewDir(output.positionWS);
|
|
output.screenPos = ComputeScreenPos(output.positionCS);
|
|
|
|
return output;
|
|
}
|
|
|
|
half4 HologramFrag(Varyings input) : SV_Target
|
|
{
|
|
float time = _Time.y;
|
|
|
|
// Pixelation
|
|
float2 pixelUV = input.uv;
|
|
if (_PixelSize > 1)
|
|
{
|
|
pixelUV = floor(input.uv * _PixelSize) / _PixelSize;
|
|
}
|
|
|
|
// Screen UV for glitch
|
|
float2 screenUV = input.screenPos.xy / input.screenPos.w;
|
|
float glitchValue = glitchNoise(screenUV, time, _GlitchFrequency, _GlitchBlockSize);
|
|
float2 uvOffset = float2(0, 0);
|
|
|
|
if (glitchValue > (1.0 - _GlitchIntensity))
|
|
{
|
|
float glitchAmount = (glitchValue - (1.0 - _GlitchIntensity)) * 10;
|
|
uvOffset.x = (rand(floor(time * _GlitchFrequency).xx) - 0.5) * glitchAmount * 0.1;
|
|
}
|
|
|
|
// RGB Split (Chromatic Aberration for glitch)
|
|
float splitAmount = _RGBSplitAmount * glitchValue * _GlitchIntensity;
|
|
half3 texColor;
|
|
texColor.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, pixelUV + uvOffset + float2(splitAmount, 0)).r;
|
|
texColor.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, pixelUV + uvOffset).g;
|
|
texColor.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, pixelUV + uvOffset - float2(splitAmount, 0)).b;
|
|
|
|
half4 baseColor = half4(texColor, 1) * _Color;
|
|
|
|
// Scanline effect
|
|
float3 scanDir = normalize(_ScanlineDirection.xyz);
|
|
float scanPos = dot(input.positionWS, scanDir);
|
|
float scan = frac(scanPos * _ScanlineFrequency - time * _ScanSpeed);
|
|
float scanline = step(1.0 - _ScanlineWidth, scan);
|
|
|
|
// Dot Matrix pattern
|
|
float2 dotUV = input.uv * _DotMatrixSize;
|
|
float2 dotCenter = frac(dotUV) - 0.5;
|
|
float dotDist = length(dotCenter);
|
|
float dotPattern = 1.0 - smoothstep(0.3, 0.5, dotDist);
|
|
float dotMatrix = lerp(1.0, dotPattern, _DotMatrixStrength);
|
|
|
|
// Flicker effect
|
|
float flicker = 1.0;
|
|
flicker *= sin(time * _FlickerSpeed) * _FlickerAmount * 0.5 + (1.0 - _FlickerAmount * 0.5);
|
|
flicker *= rand(floor(time * _FlickerSpeed * 0.5).xx) * _FlickerAmount * 0.3 + (1.0 - _FlickerAmount * 0.3);
|
|
|
|
// Rim light (Fresnel)
|
|
half3 normalWS = normalize(input.normalWS);
|
|
float rim = 1.0 - saturate(dot(input.viewDirWS, normalWS));
|
|
rim = pow(rim, _RimPower) * _RimIntensity;
|
|
|
|
// Voxelization effect
|
|
if (_VoxelSize > 0)
|
|
{
|
|
float3 voxelPos = floor(input.positionWS / _VoxelSize) * _VoxelSize;
|
|
float3 voxelDist = abs(input.positionWS - voxelPos);
|
|
float voxelEdge = step(max(max(voxelDist.x, voxelDist.y), voxelDist.z), _VoxelSize * 0.1);
|
|
rim += voxelEdge * 0.5;
|
|
}
|
|
|
|
half3 finalColor = baseColor.rgb * dotMatrix;
|
|
half3 emission = baseColor.rgb * _Brightness * (scanline * 2 + rim) * flicker * dotMatrix;
|
|
|
|
// Glitch color shift
|
|
if (glitchValue > (1.0 - _GlitchIntensity * 0.5))
|
|
{
|
|
emission += half3(rand(glitchValue.xx), rand(glitchValue.xx + 0.1), rand(glitchValue.xx + 0.2)) * _GlitchIntensity * 0.5;
|
|
}
|
|
|
|
finalColor += emission;
|
|
|
|
half alpha = (baseColor.a + rim * 0.5) * flicker;
|
|
|
|
return half4(finalColor, alpha);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
FallBack ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}
|
|
";
|
|
}
|
|
else
|
|
{
|
|
// Built-in RP Version
|
|
shaderCode = @"Shader ""Synaptic/Hologram""
|
|
{
|
|
Properties
|
|
{
|
|
[Header(Base Hologram)]
|
|
_Color (""Hologram Color"", Color) = (0, 1, 1, 0.5)
|
|
_MainTex (""Base Texture"", 2D) = ""white"" {}
|
|
_Brightness (""Brightness"", Range(0, 5)) = 1.5
|
|
|
|
[Header(Scanlines)]
|
|
_ScanSpeed (""Scan Speed"", Range(0, 10)) = 2.0
|
|
_ScanlineWidth (""Scanline Width"", Range(0, 1)) = 0.1
|
|
_ScanlineDirection (""Scanline Direction"", Vector) = (0, 1, 0, 0)
|
|
_ScanlineFrequency (""Scanline Frequency"", Range(1, 50)) = 10
|
|
|
|
[Header(Glitch Effects)]
|
|
_GlitchIntensity (""Glitch Intensity"", Range(0, 1)) = 0.5
|
|
_GlitchFrequency (""Glitch Frequency"", Range(0, 10)) = 2.0
|
|
_GlitchBlockSize (""Glitch Block Size"", Range(0.01, 0.5)) = 0.1
|
|
_RGBSplitAmount (""RGB Split Amount"", Range(0, 0.1)) = 0.02
|
|
|
|
[Header(Vertex Glitch)]
|
|
_VertexGlitchAmount (""Vertex Glitch Amount"", Range(0, 1)) = 0.3
|
|
_VertexGlitchSpeed (""Vertex Glitch Speed"", Range(0, 10)) = 3.0
|
|
|
|
[Header(Flicker)]
|
|
_FlickerSpeed (""Flicker Speed"", Range(0, 20)) = 5.0
|
|
_FlickerAmount (""Flicker Amount"", Range(0, 1)) = 0.2
|
|
|
|
[Header(Fresnel Rim)]
|
|
_RimPower (""Rim Power"", Range(0.5, 8.0)) = 3.0
|
|
_RimIntensity (""Rim Intensity"", Range(0, 5)) = 2.0
|
|
|
|
[Header(Pixelation Voxelization)]
|
|
_PixelSize (""Pixel Size"", Range(1, 100)) = 1
|
|
_VoxelSize (""Voxel Size"", Range(0, 0.5)) = 0.0
|
|
|
|
[Header(Dot Matrix)]
|
|
_DotMatrixSize (""Dot Matrix Size"", Range(0, 50)) = 20
|
|
_DotMatrixStrength (""Dot Matrix Strength"", Range(0, 1)) = 0.3
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags {""Queue""=""Transparent"" ""RenderType""=""Transparent""}
|
|
LOD 300
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
ZWrite Off
|
|
|
|
CGPROGRAM
|
|
#pragma surface surf Standard alpha:fade vertex:vert
|
|
#pragma target 4.0
|
|
|
|
sampler2D _MainTex;
|
|
fixed4 _Color;
|
|
float _Brightness;
|
|
|
|
float _ScanSpeed;
|
|
float _ScanlineWidth;
|
|
float4 _ScanlineDirection;
|
|
float _ScanlineFrequency;
|
|
|
|
float _GlitchIntensity;
|
|
float _GlitchFrequency;
|
|
float _GlitchBlockSize;
|
|
float _RGBSplitAmount;
|
|
|
|
float _VertexGlitchAmount;
|
|
float _VertexGlitchSpeed;
|
|
|
|
float _FlickerSpeed;
|
|
float _FlickerAmount;
|
|
|
|
float _RimPower;
|
|
float _RimIntensity;
|
|
|
|
float _PixelSize;
|
|
float _VoxelSize;
|
|
|
|
float _DotMatrixSize;
|
|
float _DotMatrixStrength;
|
|
|
|
struct Input
|
|
{
|
|
float2 uv_MainTex;
|
|
float3 worldPos;
|
|
float3 viewDir;
|
|
float4 screenPos;
|
|
};
|
|
|
|
// Random function
|
|
float rand(float2 co)
|
|
{
|
|
return frac(sin(dot(co.xy, float2(12.9898, 78.233))) * 43758.5453);
|
|
}
|
|
|
|
// Glitch noise
|
|
float glitchNoise(float2 uv, float time)
|
|
{
|
|
float block = floor(time * _GlitchFrequency);
|
|
float2 blockUV = floor(uv / _GlitchBlockSize) * _GlitchBlockSize;
|
|
return rand(blockUV + block);
|
|
}
|
|
|
|
// Vertex glitch
|
|
void vert(inout appdata_full v)
|
|
{
|
|
float time = _Time.y * _VertexGlitchSpeed;
|
|
float glitch = glitchNoise(v.texcoord.xy, time);
|
|
|
|
if (glitch > 0.9)
|
|
{
|
|
float3 offset = v.normal * _VertexGlitchAmount * (glitch - 0.9) * 10;
|
|
v.vertex.xyz += offset * sin(time * 10);
|
|
}
|
|
}
|
|
|
|
void surf (Input IN, inout SurfaceOutputStandard o)
|
|
{
|
|
// Pixelation/Voxelization
|
|
float2 pixelUV = IN.uv_MainTex;
|
|
if (_PixelSize > 1)
|
|
{
|
|
pixelUV = floor(IN.uv_MainTex * _PixelSize) / _PixelSize;
|
|
}
|
|
|
|
// Screen-space glitch
|
|
float glitchValue = glitchNoise(IN.screenPos.xy / IN.screenPos.w, _Time.y);
|
|
float2 uvOffset = float2(0, 0);
|
|
|
|
if (glitchValue > (1.0 - _GlitchIntensity))
|
|
{
|
|
float glitchAmount = (glitchValue - (1.0 - _GlitchIntensity)) * 10;
|
|
uvOffset.x = (rand(floor(_Time.y * _GlitchFrequency).xx) - 0.5) * glitchAmount * 0.1;
|
|
}
|
|
|
|
// RGB Split (Chromatic Aberration for glitch)
|
|
float splitAmount = _RGBSplitAmount * glitchValue * _GlitchIntensity;
|
|
float3 texColor;
|
|
texColor.r = tex2D(_MainTex, pixelUV + uvOffset + float2(splitAmount, 0)).r;
|
|
texColor.g = tex2D(_MainTex, pixelUV + uvOffset).g;
|
|
texColor.b = tex2D(_MainTex, pixelUV + uvOffset - float2(splitAmount, 0)).b;
|
|
|
|
fixed4 baseColor = fixed4(texColor, 1) * _Color;
|
|
|
|
// Scanline effect
|
|
float3 scanDir = normalize(_ScanlineDirection.xyz);
|
|
float scanPos = dot(IN.worldPos, scanDir);
|
|
float scan = frac(scanPos * _ScanlineFrequency - _Time.y * _ScanSpeed);
|
|
float scanline = step(1.0 - _ScanlineWidth, scan);
|
|
|
|
// Dot Matrix pattern
|
|
float2 dotUV = IN.uv_MainTex * _DotMatrixSize;
|
|
float2 dotCenter = frac(dotUV) - 0.5;
|
|
float dotDist = length(dotCenter);
|
|
float dotPattern = 1.0 - smoothstep(0.3, 0.5, dotDist);
|
|
float dotMatrix = lerp(1.0, dotPattern, _DotMatrixStrength);
|
|
|
|
// Flicker effect (multiple modes)
|
|
float flicker = 1.0;
|
|
flicker *= sin(_Time.y * _FlickerSpeed) * _FlickerAmount * 0.5 + (1.0 - _FlickerAmount * 0.5);
|
|
flicker *= rand(floor(_Time.y * _FlickerSpeed * 0.5).xx) * _FlickerAmount * 0.3 + (1.0 - _FlickerAmount * 0.3);
|
|
|
|
// Rim light (Fresnel)
|
|
float rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
|
|
rim = pow(rim, _RimPower) * _RimIntensity;
|
|
|
|
// Voxelization effect
|
|
float3 voxelPos = IN.worldPos;
|
|
if (_VoxelSize > 0)
|
|
{
|
|
voxelPos = floor(IN.worldPos / _VoxelSize) * _VoxelSize;
|
|
float3 voxelDist = abs(IN.worldPos - voxelPos);
|
|
float voxelEdge = step(max(max(voxelDist.x, voxelDist.y), voxelDist.z), _VoxelSize * 0.1);
|
|
rim += voxelEdge * 0.5;
|
|
}
|
|
|
|
o.Albedo = baseColor.rgb * dotMatrix;
|
|
o.Emission = baseColor.rgb * _Brightness * (scanline * 2 + rim) * flicker * dotMatrix;
|
|
o.Alpha = (baseColor.a + rim * 0.5) * flicker;
|
|
|
|
// Glitch color shift
|
|
if (glitchValue > (1.0 - _GlitchIntensity * 0.5))
|
|
{
|
|
o.Emission += float3(rand(glitchValue.xx), rand(glitchValue.xx + 0.1), rand(glitchValue.xx + 0.2)) * _GlitchIntensity * 0.5;
|
|
}
|
|
}
|
|
ENDCG
|
|
}
|
|
FallBack ""Transparent/Diffuse""
|
|
}
|
|
";
|
|
}
|
|
|
|
return SaveShaderAndCreateMaterial("Hologram", shaderCode);
|
|
}
|
|
|
|
private string GenerateToonShader(ShaderGraphController controller)
|
|
{
|
|
bool isURP = controller.targetPipeline.ToLower() == "urp";
|
|
|
|
string shaderCode;
|
|
|
|
if (isURP)
|
|
{
|
|
// URP Version with Multiple Shade Layers, MatCap, Advanced Outline
|
|
shaderCode = @"Shader ""Synaptic/URP/Toon""
|
|
{
|
|
Properties
|
|
{
|
|
[Header(Base)]
|
|
_MainTex (""Texture"", 2D) = ""white"" {}
|
|
_Color (""Base Color"", Color) = (1, 1, 1, 1)
|
|
|
|
[Header(Shadow Layers)]
|
|
_Shadow1Color (""Shadow 1 Color"", Color) = (0.7, 0.7, 0.7, 1)
|
|
_Shadow1Step (""Shadow 1 Step"", Range(0, 1)) = 0.6
|
|
_Shadow2Color (""Shadow 2 Color"", Color) = (0.4, 0.4, 0.4, 1)
|
|
_Shadow2Step (""Shadow 2 Step"", Range(0, 1)) = 0.3
|
|
_ShadowSmoothness (""Shadow Smoothness"", Range(0, 0.5)) = 0.05
|
|
|
|
[Header(Specular)]
|
|
_SpecularColor (""Specular Color"", Color) = (1, 1, 1, 1)
|
|
_SpecularSize (""Specular Size"", Range(0, 1)) = 0.1
|
|
_SpecularSmoothness (""Specular Smoothness"", Range(0, 0.5)) = 0.05
|
|
_SpecularIntensity (""Specular Intensity"", Range(0, 5)) = 1.0
|
|
|
|
[Header(Rim Light)]
|
|
_RimColor (""Rim Color"", Color) = (1, 1, 1, 1)
|
|
_RimPower (""Rim Power"", Range(0.5, 8.0)) = 3.0
|
|
_RimIntensity (""Rim Intensity"", Range(0, 5)) = 1.0
|
|
_RimSmoothness (""Rim Smoothness"", Range(0, 1)) = 0.1
|
|
|
|
[Header(MatCap)]
|
|
_MatCap (""MatCap Texture"", 2D) = ""white"" {}
|
|
_MatCapIntensity (""MatCap Intensity"", Range(0, 1)) = 0
|
|
_MatCapBlend (""MatCap Blend Mode"", Range(0, 2)) = 0
|
|
|
|
[Header(Outline)]
|
|
_OutlineWidth (""Outline Width"", Range(0, 0.2)) = 0.01
|
|
_OutlineColor (""Outline Color"", Color) = (0, 0, 0, 1)
|
|
_OutlineMinDist (""Outline Min Distance"", Float) = 1
|
|
_OutlineMaxDist (""Outline Max Distance"", Float) = 10
|
|
_OutlineDistanceScale (""Distance Scale"", Range(0, 1)) = 0.5
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
""RenderType"" = ""Opaque""
|
|
""RenderPipeline"" = ""UniversalPipeline""
|
|
""Queue"" = ""Geometry""
|
|
}
|
|
LOD 300
|
|
|
|
// Outline Pass
|
|
Pass
|
|
{
|
|
Name ""Outline""
|
|
Tags { ""LightMode"" = ""SRPDefaultUnlit"" }
|
|
|
|
Cull Front
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex OutlineVert
|
|
#pragma fragment OutlineFrag
|
|
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float _OutlineWidth;
|
|
float4 _OutlineColor;
|
|
float _OutlineMinDist;
|
|
float _OutlineMaxDist;
|
|
float _OutlineDistanceScale;
|
|
CBUFFER_END
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
};
|
|
|
|
Varyings OutlineVert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
|
|
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
|
float dist = distance(GetCameraPositionWS(), positionWS);
|
|
float distFactor = saturate((dist - _OutlineMinDist) / (_OutlineMaxDist - _OutlineMinDist));
|
|
float dynamicWidth = _OutlineWidth * lerp(1.0, _OutlineDistanceScale, distFactor);
|
|
|
|
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
|
|
float3 outlinePos = positionWS + normalWS * dynamicWidth;
|
|
|
|
output.positionCS = TransformWorldToHClip(outlinePos);
|
|
return output;
|
|
}
|
|
|
|
half4 OutlineFrag(Varyings input) : SV_Target
|
|
{
|
|
return _OutlineColor;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
// Main Toon Shading Pass
|
|
Pass
|
|
{
|
|
Name ""ToonForward""
|
|
Tags { ""LightMode"" = ""UniversalForward"" }
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex ToonVert
|
|
#pragma fragment ToonFrag
|
|
#pragma target 4.5
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl""
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color;
|
|
float4 _Shadow1Color;
|
|
float4 _Shadow2Color;
|
|
float _Shadow1Step;
|
|
float _Shadow2Step;
|
|
float _ShadowSmoothness;
|
|
float4 _SpecularColor;
|
|
float _SpecularSize;
|
|
float _SpecularSmoothness;
|
|
float _SpecularIntensity;
|
|
float4 _RimColor;
|
|
float _RimPower;
|
|
float _RimIntensity;
|
|
float _RimSmoothness;
|
|
float _MatCapIntensity;
|
|
float _MatCapBlend;
|
|
float4 _MainTex_ST;
|
|
float4 _MatCap_ST;
|
|
CBUFFER_END
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
TEXTURE2D(_MatCap);
|
|
SAMPLER(sampler_MatCap);
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
float3 positionWS : TEXCOORD1;
|
|
float3 normalWS : TEXCOORD2;
|
|
float3 viewDirWS : TEXCOORD3;
|
|
};
|
|
|
|
Varyings ToonVert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
|
|
output.positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
|
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
|
|
output.positionCS = TransformWorldToHClip(output.positionWS);
|
|
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
|
|
output.viewDirWS = GetWorldSpaceNormalizeViewDir(output.positionWS);
|
|
|
|
return output;
|
|
}
|
|
|
|
half4 ToonFrag(Varyings input) : SV_Target
|
|
{
|
|
// Base texture
|
|
half4 baseColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * _Color;
|
|
half3 normalWS = normalize(input.normalWS);
|
|
|
|
// MatCap (Sphere mapping)
|
|
half3 albedo = baseColor.rgb;
|
|
if (_MatCapIntensity > 0)
|
|
{
|
|
half3 viewNorm = mul((float3x3)UNITY_MATRIX_V, normalWS);
|
|
half2 matcapUV = viewNorm.xy * 0.5 + 0.5;
|
|
half3 matcap = SAMPLE_TEXTURE2D(_MatCap, sampler_MatCap, matcapUV).rgb;
|
|
|
|
// Blend modes: 0=Multiply, 1=Add, 2=Overlay
|
|
if (_MatCapBlend < 0.5)
|
|
{
|
|
albedo = lerp(albedo, albedo * matcap, _MatCapIntensity);
|
|
}
|
|
else if (_MatCapBlend < 1.5)
|
|
{
|
|
albedo += matcap * _MatCapIntensity;
|
|
}
|
|
else
|
|
{
|
|
half3 overlay = lerp(albedo * matcap * 2, 1 - 2 * (1 - albedo) * (1 - matcap), step(0.5, albedo));
|
|
albedo = lerp(albedo, overlay, _MatCapIntensity);
|
|
}
|
|
}
|
|
|
|
// Main light
|
|
Light mainLight = GetMainLight();
|
|
half3 lightDir = mainLight.direction;
|
|
half3 lightColor = mainLight.color;
|
|
|
|
// Diffuse lighting with multiple steps
|
|
half NdotL = dot(normalWS, lightDir);
|
|
half shadow = NdotL * 0.5 + 0.5; // Half Lambert
|
|
|
|
// Multiple shadow layers with smooth transitions
|
|
half3 toonColor;
|
|
if (shadow > _Shadow1Step)
|
|
{
|
|
half blend = smoothstep(_Shadow1Step - _ShadowSmoothness, _Shadow1Step + _ShadowSmoothness, shadow);
|
|
toonColor = lerp(_Shadow1Color.rgb * albedo, albedo, blend);
|
|
}
|
|
else if (shadow > _Shadow2Step)
|
|
{
|
|
half blend = smoothstep(_Shadow2Step - _ShadowSmoothness, _Shadow2Step + _ShadowSmoothness, shadow);
|
|
toonColor = lerp(_Shadow2Color.rgb * albedo, _Shadow1Color.rgb * albedo, blend);
|
|
}
|
|
else
|
|
{
|
|
toonColor = _Shadow2Color.rgb * albedo;
|
|
}
|
|
|
|
// Toon specular highlight
|
|
half3 halfDir = normalize(lightDir + input.viewDirWS);
|
|
half NdotH = dot(normalWS, halfDir);
|
|
half specular = smoothstep(_SpecularSize - _SpecularSmoothness, _SpecularSize + _SpecularSmoothness, NdotH);
|
|
half3 specularColor = _SpecularColor.rgb * specular * _SpecularIntensity;
|
|
|
|
// Rim lighting
|
|
half rim = 1.0 - saturate(dot(input.viewDirWS, normalWS));
|
|
rim = smoothstep(1.0 - _RimSmoothness, 1.0, pow(rim, _RimPower));
|
|
half3 rimColor = _RimColor.rgb * rim * _RimIntensity;
|
|
|
|
// Final color
|
|
half3 finalColor = toonColor * lightColor + specularColor * lightColor + rimColor;
|
|
|
|
return half4(finalColor, baseColor.a);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
// Shadow caster pass
|
|
Pass
|
|
{
|
|
Name ""ShadowCaster""
|
|
Tags { ""LightMode"" = ""ShadowCaster"" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex ShadowVert
|
|
#pragma fragment ShadowFrag
|
|
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl""
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
};
|
|
|
|
float3 _LightDirection;
|
|
|
|
Varyings ShadowVert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
|
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
|
|
output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
|
|
return output;
|
|
}
|
|
|
|
half4 ShadowFrag(Varyings input) : SV_Target
|
|
{
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
FallBack ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}
|
|
";
|
|
}
|
|
else
|
|
{
|
|
// Built-in RP Version
|
|
shaderCode = @"Shader ""Synaptic/Toon""
|
|
{
|
|
Properties
|
|
{
|
|
[Header(Base)]
|
|
_MainTex (""Texture"", 2D) = ""white"" {}
|
|
_Color (""Base Color"", Color) = (1, 1, 1, 1)
|
|
|
|
[Header(Shadow Layers)]
|
|
_Shadow1Color (""Shadow 1 Color"", Color) = (0.7, 0.7, 0.7, 1)
|
|
_Shadow1Step (""Shadow 1 Step"", Range(0, 1)) = 0.6
|
|
_Shadow2Color (""Shadow 2 Color"", Color) = (0.4, 0.4, 0.4, 1)
|
|
_Shadow2Step (""Shadow 2 Step"", Range(0, 1)) = 0.3
|
|
_ShadowSmoothness (""Shadow Smoothness"", Range(0, 0.5)) = 0.05
|
|
|
|
[Header(Specular)]
|
|
_SpecularColor (""Specular Color"", Color) = (1, 1, 1, 1)
|
|
_SpecularSize (""Specular Size"", Range(0, 1)) = 0.1
|
|
_SpecularSmoothness (""Specular Smoothness"", Range(0, 0.5)) = 0.05
|
|
_SpecularIntensity (""Specular Intensity"", Range(0, 5)) = 1.0
|
|
|
|
[Header(Rim Light)]
|
|
_RimColor (""Rim Color"", Color) = (1, 1, 1, 1)
|
|
_RimPower (""Rim Power"", Range(0.5, 8.0)) = 3.0
|
|
_RimIntensity (""Rim Intensity"", Range(0, 5)) = 1.0
|
|
_RimSmoothness (""Rim Smoothness"", Range(0, 1)) = 0.1
|
|
|
|
[Header(MatCap)]
|
|
_MatCap (""MatCap Texture"", 2D) = ""white"" {}
|
|
_MatCapIntensity (""MatCap Intensity"", Range(0, 1)) = 0
|
|
_MatCapBlend (""MatCap Blend Mode"", Range(0, 2)) = 0
|
|
|
|
[Header(Outline)]
|
|
_OutlineWidth (""Outline Width"", Range(0, 0.2)) = 0.01
|
|
_OutlineColor (""Outline Color"", Color) = (0, 0, 0, 1)
|
|
_OutlineMinDist (""Outline Min Distance"", Float) = 1
|
|
_OutlineMaxDist (""Outline Max Distance"", Float) = 10
|
|
_OutlineDistanceScale (""Distance Scale"", Range(0, 1)) = 0.5
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags {""RenderType""=""Opaque""}
|
|
LOD 300
|
|
|
|
// Advanced Outline Pass (Distance-based width)
|
|
Pass
|
|
{
|
|
Name ""OUTLINE""
|
|
Cull Front
|
|
ZWrite On
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include ""UnityCG.cginc""
|
|
|
|
float _OutlineWidth;
|
|
fixed4 _OutlineColor;
|
|
float _OutlineMinDist;
|
|
float _OutlineMaxDist;
|
|
float _OutlineDistanceScale;
|
|
|
|
struct appdata
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 normal : NORMAL;
|
|
float4 tangent : TANGENT;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
};
|
|
|
|
v2f vert(appdata v)
|
|
{
|
|
v2f o;
|
|
|
|
// Calculate distance-based width
|
|
float4 worldPos = mul(unity_ObjectToWorld, v.vertex);
|
|
float dist = distance(_WorldSpaceCameraPos, worldPos.xyz);
|
|
float distFactor = saturate((dist - _OutlineMinDist) / (_OutlineMaxDist - _OutlineMinDist));
|
|
float dynamicWidth = _OutlineWidth * lerp(1.0, _OutlineDistanceScale, distFactor);
|
|
|
|
// Use smoothed normals for better outline
|
|
float3 norm = normalize(v.normal);
|
|
float3 outlinePos = v.vertex.xyz + norm * dynamicWidth;
|
|
|
|
o.pos = UnityObjectToClipPos(float4(outlinePos, 1));
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag(v2f i) : SV_Target
|
|
{
|
|
return _OutlineColor;
|
|
}
|
|
ENDCG
|
|
}
|
|
|
|
// Toon shading pass with multiple lights
|
|
CGPROGRAM
|
|
#pragma surface surf ToonMulti fullforwardshadows addshadow
|
|
#pragma target 4.0
|
|
|
|
sampler2D _MainTex;
|
|
sampler2D _MatCap;
|
|
|
|
fixed4 _Color;
|
|
fixed4 _Shadow1Color;
|
|
fixed4 _Shadow2Color;
|
|
half _Shadow1Step;
|
|
half _Shadow2Step;
|
|
half _ShadowSmoothness;
|
|
|
|
fixed4 _SpecularColor;
|
|
half _SpecularSize;
|
|
half _SpecularSmoothness;
|
|
half _SpecularIntensity;
|
|
|
|
fixed4 _RimColor;
|
|
float _RimPower;
|
|
half _RimIntensity;
|
|
half _RimSmoothness;
|
|
|
|
half _MatCapIntensity;
|
|
half _MatCapBlend;
|
|
|
|
struct Input
|
|
{
|
|
float2 uv_MainTex;
|
|
float3 viewDir;
|
|
float3 worldNormal;
|
|
INTERNAL_DATA
|
|
};
|
|
|
|
struct SurfaceOutputToon
|
|
{
|
|
fixed3 Albedo;
|
|
fixed3 Normal;
|
|
half3 Emission;
|
|
fixed Alpha;
|
|
fixed3 Specular;
|
|
half SpecularSize;
|
|
};
|
|
|
|
// Custom lighting for multiple shade layers
|
|
half4 LightingToonMulti(SurfaceOutputToon s, half3 viewDir, UnityGI gi)
|
|
{
|
|
half3 lightDir = gi.light.dir;
|
|
half3 normal = s.Normal;
|
|
|
|
// Diffuse lighting with multiple steps
|
|
half NdotL = dot(normal, lightDir);
|
|
half atten = gi.light.ndotl;
|
|
|
|
// Multiple shadow layers with smooth transitions
|
|
half shadow = NdotL * atten;
|
|
fixed3 toonColor;
|
|
|
|
if (shadow > _Shadow1Step)
|
|
{
|
|
half blend = smoothstep(_Shadow1Step - _ShadowSmoothness, _Shadow1Step + _ShadowSmoothness, shadow);
|
|
toonColor = lerp(_Shadow1Color.rgb, s.Albedo, blend);
|
|
}
|
|
else if (shadow > _Shadow2Step)
|
|
{
|
|
half blend = smoothstep(_Shadow2Step - _ShadowSmoothness, _Shadow2Step + _ShadowSmoothness, shadow);
|
|
toonColor = lerp(_Shadow2Color.rgb, _Shadow1Color.rgb, blend);
|
|
}
|
|
else
|
|
{
|
|
toonColor = _Shadow2Color.rgb;
|
|
}
|
|
|
|
// Toon specular highlight
|
|
half3 halfDir = normalize(lightDir + viewDir);
|
|
half NdotH = dot(normal, halfDir);
|
|
half specular = smoothstep(s.SpecularSize - _SpecularSmoothness, s.SpecularSize + _SpecularSmoothness, NdotH);
|
|
|
|
half4 c;
|
|
c.rgb = toonColor * _LightColor0.rgb;
|
|
c.rgb += s.Specular * specular * _SpecularIntensity * _LightColor0.rgb;
|
|
c.rgb += s.Emission;
|
|
c.a = s.Alpha;
|
|
|
|
return c;
|
|
}
|
|
|
|
void LightingToonMulti_GI(SurfaceOutputToon s, UnityGIInput data, inout UnityGI gi)
|
|
{
|
|
gi = UnityGlobalIllumination(data, 1.0, s.Normal);
|
|
}
|
|
|
|
void surf (Input IN, inout SurfaceOutputToon o)
|
|
{
|
|
// Base texture
|
|
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
|
|
o.Albedo = c.rgb;
|
|
|
|
// MatCap (Sphere mapping)
|
|
if (_MatCapIntensity > 0)
|
|
{
|
|
half3 worldNorm = WorldNormalVector(IN, o.Normal);
|
|
half3 viewNorm = mul((float3x3)UNITY_MATRIX_V, worldNorm);
|
|
half2 matcapUV = viewNorm.xy * 0.5 + 0.5;
|
|
half3 matcap = tex2D(_MatCap, matcapUV).rgb;
|
|
|
|
// Blend modes: 0=Multiply, 1=Add, 2=Overlay
|
|
if (_MatCapBlend < 0.5)
|
|
{
|
|
o.Albedo = lerp(o.Albedo, o.Albedo * matcap, _MatCapIntensity);
|
|
}
|
|
else if (_MatCapBlend < 1.5)
|
|
{
|
|
o.Albedo += matcap * _MatCapIntensity;
|
|
}
|
|
else
|
|
{
|
|
half3 overlay = lerp(o.Albedo * matcap * 2, 1 - 2 * (1 - o.Albedo) * (1 - matcap), step(0.5, o.Albedo));
|
|
o.Albedo = lerp(o.Albedo, overlay, _MatCapIntensity);
|
|
}
|
|
}
|
|
|
|
// Specular setup
|
|
o.Specular = _SpecularColor.rgb;
|
|
o.SpecularSize = _SpecularSize;
|
|
|
|
// Rim lighting
|
|
half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
|
|
rim = smoothstep(1.0 - _RimSmoothness, 1.0, pow(rim, _RimPower));
|
|
o.Emission = _RimColor.rgb * rim * _RimIntensity;
|
|
|
|
o.Alpha = c.a;
|
|
}
|
|
ENDCG
|
|
}
|
|
FallBack ""Diffuse""
|
|
}
|
|
";
|
|
}
|
|
|
|
return SaveShaderAndCreateMaterial("Toon", shaderCode);
|
|
}
|
|
|
|
private string GenerateDissolveShader(ShaderGraphController controller)
|
|
{
|
|
bool isURP = controller.targetPipeline.ToLower() == "urp";
|
|
|
|
string shaderCode;
|
|
|
|
if (isURP)
|
|
{
|
|
// URP Version with HDR Edge Glow, Triplanar Mapping, Burning Edge
|
|
shaderCode = @"Shader ""Synaptic/URP/Dissolve""
|
|
{
|
|
Properties
|
|
{
|
|
[Header(Base)]
|
|
_Color (""Base Color"", Color) = (1, 1, 1, 1)
|
|
_MainTex (""Albedo"", 2D) = ""white"" {}
|
|
|
|
[Header(Dissolve)]
|
|
_DissolveAmount (""Dissolve Amount"", Range(0, 1)) = 0.5
|
|
_DissolveDirection (""Dissolve Direction"", Vector) = (0, 1, 0, 0)
|
|
_DirectionInfluence (""Direction Influence"", Range(0, 1)) = 0.5
|
|
|
|
[Header(Primary Noise)]
|
|
_NoiseTex (""Noise Texture"", 2D) = ""white"" {}
|
|
_NoiseScale (""Noise Scale"", Range(1, 50)) = 10
|
|
_NoiseStrength (""Noise Strength"", Range(0, 1)) = 1.0
|
|
|
|
[Header(Detail Noise)]
|
|
_DetailNoiseTex (""Detail Noise Texture"", 2D) = ""white"" {}
|
|
_DetailNoiseScale (""Detail Noise Scale"", Range(1, 100)) = 25
|
|
_DetailNoiseStrength (""Detail Noise Strength"", Range(0, 1)) = 0.3
|
|
|
|
[Header(Triplanar)]
|
|
[Toggle] _UseTriplanar (""Use Triplanar Mapping"", Float) = 1
|
|
_TriplanarBlend (""Triplanar Blend Sharpness"", Range(1, 16)) = 4
|
|
|
|
[Header(HDR Edge Glow)]
|
|
[HDR] _EdgeColor1 (""Inner Edge Color (HDR)"", Color) = (10, 5, 0, 1)
|
|
[HDR] _EdgeColor2 (""Outer Edge Color (HDR)"", Color) = (5, 1.5, 0, 1)
|
|
_EdgeWidth1 (""Inner Edge Width"", Range(0, 0.3)) = 0.03
|
|
_EdgeWidth2 (""Outer Edge Width"", Range(0, 0.5)) = 0.1
|
|
_EdgeIntensity (""Edge Glow Intensity"", Range(0, 10)) = 5.0
|
|
|
|
[Header(Burning Edge)]
|
|
_BurnColor (""Burn Color"", Color) = (0.1, 0.05, 0, 1)
|
|
_BurnWidth (""Burn Width"", Range(0, 0.2)) = 0.05
|
|
_BurnNoiseScale (""Burn Noise Scale"", Float) = 50
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
""RenderType"" = ""TransparentCutout""
|
|
""RenderPipeline"" = ""UniversalPipeline""
|
|
""Queue"" = ""AlphaTest""
|
|
}
|
|
LOD 300
|
|
|
|
Pass
|
|
{
|
|
Name ""DissolveForward""
|
|
Tags { ""LightMode"" = ""UniversalForward"" }
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex DissolveVert
|
|
#pragma fragment DissolveFrag
|
|
#pragma target 4.5
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
|
|
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl""
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color;
|
|
float _DissolveAmount;
|
|
float4 _DissolveDirection;
|
|
float _DirectionInfluence;
|
|
float _NoiseScale;
|
|
float _NoiseStrength;
|
|
float _DetailNoiseScale;
|
|
float _DetailNoiseStrength;
|
|
float _UseTriplanar;
|
|
float _TriplanarBlend;
|
|
float4 _EdgeColor1;
|
|
float4 _EdgeColor2;
|
|
float _EdgeWidth1;
|
|
float _EdgeWidth2;
|
|
float _EdgeIntensity;
|
|
float4 _BurnColor;
|
|
float _BurnWidth;
|
|
float _BurnNoiseScale;
|
|
float4 _MainTex_ST;
|
|
CBUFFER_END
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
TEXTURE2D(_NoiseTex);
|
|
SAMPLER(sampler_NoiseTex);
|
|
TEXTURE2D(_DetailNoiseTex);
|
|
SAMPLER(sampler_DetailNoiseTex);
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
float3 positionWS : TEXCOORD1;
|
|
float3 normalWS : TEXCOORD2;
|
|
};
|
|
|
|
// Triplanar sampling
|
|
float4 TriplanarSample(TEXTURE2D_PARAM(tex, samp), float3 worldPos, float3 normal, float scale, float blend)
|
|
{
|
|
float3 blendWeights = abs(normal);
|
|
blendWeights = pow(blendWeights, blend);
|
|
blendWeights /= (blendWeights.x + blendWeights.y + blendWeights.z);
|
|
|
|
float4 xSample = SAMPLE_TEXTURE2D(tex, samp, worldPos.yz * scale);
|
|
float4 ySample = SAMPLE_TEXTURE2D(tex, samp, worldPos.xz * scale);
|
|
float4 zSample = SAMPLE_TEXTURE2D(tex, samp, worldPos.xy * scale);
|
|
|
|
return xSample * blendWeights.x + ySample * blendWeights.y + zSample * blendWeights.z;
|
|
}
|
|
|
|
Varyings DissolveVert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
|
|
output.positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
|
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
|
|
output.positionCS = TransformWorldToHClip(output.positionWS);
|
|
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
|
|
|
|
return output;
|
|
}
|
|
|
|
half4 DissolveFrag(Varyings input) : SV_Target
|
|
{
|
|
// Base color
|
|
half4 baseColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * _Color;
|
|
half3 normalWS = normalize(input.normalWS);
|
|
|
|
// Noise sampling (Triplanar or UV)
|
|
float noise1, noise2, burnNoise;
|
|
|
|
if (_UseTriplanar > 0.5)
|
|
{
|
|
noise1 = TriplanarSample(TEXTURE2D_ARGS(_NoiseTex, sampler_NoiseTex), input.positionWS, normalWS, _NoiseScale * 0.01, _TriplanarBlend).r;
|
|
noise2 = TriplanarSample(TEXTURE2D_ARGS(_DetailNoiseTex, sampler_DetailNoiseTex), input.positionWS, normalWS, _DetailNoiseScale * 0.01, _TriplanarBlend).r;
|
|
burnNoise = TriplanarSample(TEXTURE2D_ARGS(_NoiseTex, sampler_NoiseTex), input.positionWS, normalWS, _BurnNoiseScale * 0.01, _TriplanarBlend).r;
|
|
}
|
|
else
|
|
{
|
|
noise1 = SAMPLE_TEXTURE2D(_NoiseTex, sampler_NoiseTex, input.uv * _NoiseScale).r;
|
|
noise2 = SAMPLE_TEXTURE2D(_DetailNoiseTex, sampler_DetailNoiseTex, input.uv * _DetailNoiseScale).r;
|
|
burnNoise = SAMPLE_TEXTURE2D(_NoiseTex, sampler_NoiseTex, input.uv * _BurnNoiseScale).r;
|
|
}
|
|
|
|
// Combine noise layers
|
|
float combinedNoise = lerp(noise1, noise1 * noise2, _DetailNoiseStrength);
|
|
combinedNoise = lerp(0.5, combinedNoise, _NoiseStrength);
|
|
|
|
// Direction-based dissolve
|
|
float directionGradient = dot(input.positionWS, normalize(_DissolveDirection.xyz));
|
|
directionGradient = (directionGradient + 1.0) * 0.5;
|
|
|
|
// Combine direction and noise
|
|
float dissolveMask = lerp(combinedNoise, combinedNoise * directionGradient, _DirectionInfluence);
|
|
|
|
// Dissolve cutoff
|
|
float cutoff = dissolveMask - _DissolveAmount;
|
|
clip(cutoff);
|
|
|
|
// Multi-layer edge glow (HDR)
|
|
float edge1 = smoothstep(0, _EdgeWidth1, cutoff);
|
|
float edge2 = smoothstep(0, _EdgeWidth2, cutoff);
|
|
|
|
half3 edgeGlow = _EdgeColor1.rgb * (1.0 - edge1) + _EdgeColor2.rgb * (edge2 - edge1);
|
|
edgeGlow *= _EdgeIntensity;
|
|
|
|
// Burning edge effect
|
|
float burnMask = smoothstep(0, _BurnWidth, cutoff);
|
|
float burnPattern = burnNoise * (1.0 - burnMask);
|
|
half3 burnColor = _BurnColor.rgb * burnPattern * 2.0;
|
|
|
|
// Lighting
|
|
Light mainLight = GetMainLight();
|
|
half NdotL = saturate(dot(normalWS, mainLight.direction));
|
|
half3 diffuse = baseColor.rgb * mainLight.color * NdotL;
|
|
|
|
// Darken albedo near edge (burning)
|
|
float albedoDarken = smoothstep(0, _BurnWidth * 2, cutoff);
|
|
half3 finalColor = diffuse * albedoDarken + edgeGlow + burnColor;
|
|
|
|
return half4(finalColor, 1.0);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
// Shadow caster pass
|
|
Pass
|
|
{
|
|
Name ""ShadowCaster""
|
|
Tags { ""LightMode"" = ""ShadowCaster"" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex ShadowVert
|
|
#pragma fragment ShadowFrag
|
|
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl""
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float _DissolveAmount;
|
|
float _NoiseScale;
|
|
float _NoiseStrength;
|
|
float4 _MainTex_ST;
|
|
CBUFFER_END
|
|
|
|
TEXTURE2D(_NoiseTex);
|
|
SAMPLER(sampler_NoiseTex);
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
float3 _LightDirection;
|
|
|
|
Varyings ShadowVert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
|
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
|
|
output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
|
|
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
|
|
return output;
|
|
}
|
|
|
|
half4 ShadowFrag(Varyings input) : SV_Target
|
|
{
|
|
float noise = SAMPLE_TEXTURE2D(_NoiseTex, sampler_NoiseTex, input.uv * _NoiseScale).r;
|
|
noise = lerp(0.5, noise, _NoiseStrength);
|
|
clip(noise - _DissolveAmount);
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
FallBack ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}
|
|
";
|
|
}
|
|
else
|
|
{
|
|
// Built-in RP Version
|
|
shaderCode = @"Shader ""Synaptic/Dissolve""
|
|
{
|
|
Properties
|
|
{
|
|
// Base
|
|
[Header(Base)]
|
|
_Color (""Base Color"", Color) = (1, 1, 1, 1)
|
|
_MainTex (""Albedo"", 2D) = ""white"" {}
|
|
|
|
// Dissolve
|
|
[Header(Dissolve)]
|
|
_DissolveAmount (""Dissolve Amount"", Range(0, 1)) = 0.5
|
|
_DissolveDirection (""Dissolve Direction"", Vector) = (0, 1, 0, 0)
|
|
_DirectionInfluence (""Direction Influence"", Range(0, 1)) = 0.5
|
|
|
|
// Noise (Primary)
|
|
[Header(Primary Noise)]
|
|
_NoiseTex (""Noise Texture"", 2D) = ""white"" {}
|
|
_NoiseScale (""Noise Scale"", Range(1, 50)) = 10
|
|
_NoiseStrength (""Noise Strength"", Range(0, 1)) = 1.0
|
|
|
|
// Noise (Detail)
|
|
[Header(Detail Noise)]
|
|
_DetailNoiseTex (""Detail Noise Texture"", 2D) = ""white"" {}
|
|
_DetailNoiseScale (""Detail Noise Scale"", Range(1, 100)) = 25
|
|
_DetailNoiseStrength (""Detail Noise Strength"", Range(0, 1)) = 0.3
|
|
|
|
// Triplanar
|
|
[Header(Triplanar)]
|
|
[Toggle] _UseTriplanar (""Use Triplanar Mapping"", Float) = 1
|
|
_TriplanarBlend (""Triplanar Blend Sharpness"", Range(1, 16)) = 4
|
|
|
|
// HDR Edge Glow
|
|
[Header(HDR Edge Glow)]
|
|
[HDR] _EdgeColor1 (""Inner Edge Color (HDR)"", Color) = (10, 5, 0, 1)
|
|
[HDR] _EdgeColor2 (""Outer Edge Color (HDR)"", Color) = (5, 1.5, 0, 1)
|
|
_EdgeWidth1 (""Inner Edge Width"", Range(0, 0.3)) = 0.03
|
|
_EdgeWidth2 (""Outer Edge Width"", Range(0, 0.5)) = 0.1
|
|
_EdgeIntensity (""Edge Glow Intensity"", Range(0, 10)) = 5.0
|
|
|
|
// Burning Edge
|
|
[Header(Burning Edge)]
|
|
_BurnColor (""Burn Color"", Color) = (0.1, 0.05, 0, 1)
|
|
_BurnWidth (""Burn Width"", Range(0, 0.2)) = 0.05
|
|
_BurnNoiseScale (""Burn Noise Scale"", Float) = 50
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags {""RenderType""=""TransparentCutout"" ""Queue""=""AlphaTest""}
|
|
LOD 200
|
|
|
|
CGPROGRAM
|
|
#pragma surface surf Standard fullforwardshadows
|
|
#pragma target 3.5
|
|
|
|
// Base
|
|
sampler2D _MainTex;
|
|
fixed4 _Color;
|
|
|
|
// Dissolve
|
|
float _DissolveAmount;
|
|
float3 _DissolveDirection;
|
|
float _DirectionInfluence;
|
|
|
|
// Noise
|
|
sampler2D _NoiseTex;
|
|
float _NoiseScale;
|
|
float _NoiseStrength;
|
|
sampler2D _DetailNoiseTex;
|
|
float _DetailNoiseScale;
|
|
float _DetailNoiseStrength;
|
|
|
|
// Triplanar
|
|
float _UseTriplanar;
|
|
float _TriplanarBlend;
|
|
|
|
// Edge
|
|
float4 _EdgeColor1;
|
|
float4 _EdgeColor2;
|
|
float _EdgeWidth1;
|
|
float _EdgeWidth2;
|
|
float _EdgeIntensity;
|
|
|
|
// Burn
|
|
float4 _BurnColor;
|
|
float _BurnWidth;
|
|
float _BurnNoiseScale;
|
|
|
|
struct Input
|
|
{
|
|
float2 uv_MainTex;
|
|
float3 worldPos;
|
|
float3 worldNormal;
|
|
};
|
|
|
|
// Triplanar sampling
|
|
float4 TriplanarSample(sampler2D tex, float3 worldPos, float3 normal, float scale)
|
|
{
|
|
// Blend weights
|
|
float3 blendWeights = abs(normal);
|
|
blendWeights = pow(blendWeights, _TriplanarBlend);
|
|
blendWeights /= (blendWeights.x + blendWeights.y + blendWeights.z);
|
|
|
|
// Sample three planes
|
|
float4 xSample = tex2D(tex, worldPos.yz * scale);
|
|
float4 ySample = tex2D(tex, worldPos.xz * scale);
|
|
float4 zSample = tex2D(tex, worldPos.xy * scale);
|
|
|
|
// Blend
|
|
return xSample * blendWeights.x + ySample * blendWeights.y + zSample * blendWeights.z;
|
|
}
|
|
|
|
void surf (Input IN, inout SurfaceOutputStandard o)
|
|
{
|
|
// Base color
|
|
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
|
|
|
|
// Noise sampling (Triplanar or UV)
|
|
float noise1, noise2, burnNoise;
|
|
|
|
if (_UseTriplanar > 0.5)
|
|
{
|
|
noise1 = TriplanarSample(_NoiseTex, IN.worldPos, IN.worldNormal, _NoiseScale * 0.01).r;
|
|
noise2 = TriplanarSample(_DetailNoiseTex, IN.worldPos, IN.worldNormal, _DetailNoiseScale * 0.01).r;
|
|
burnNoise = TriplanarSample(_NoiseTex, IN.worldPos, IN.worldNormal, _BurnNoiseScale * 0.01).r;
|
|
}
|
|
else
|
|
{
|
|
noise1 = tex2D(_NoiseTex, IN.uv_MainTex * _NoiseScale).r;
|
|
noise2 = tex2D(_DetailNoiseTex, IN.uv_MainTex * _DetailNoiseScale).r;
|
|
burnNoise = tex2D(_NoiseTex, IN.uv_MainTex * _BurnNoiseScale).r;
|
|
}
|
|
|
|
// Combine noise layers
|
|
float combinedNoise = lerp(noise1, noise1 * noise2, _DetailNoiseStrength);
|
|
combinedNoise = lerp(0.5, combinedNoise, _NoiseStrength);
|
|
|
|
// Direction-based dissolve
|
|
float directionGradient = dot(IN.worldPos, normalize(_DissolveDirection));
|
|
directionGradient = (directionGradient + 1.0) * 0.5; // Remap to 0-1
|
|
|
|
// Combine direction and noise
|
|
float dissolveMask = lerp(combinedNoise, combinedNoise * directionGradient, _DirectionInfluence);
|
|
|
|
// Dissolve cutoff
|
|
float cutoff = dissolveMask - _DissolveAmount;
|
|
clip(cutoff);
|
|
|
|
// Multi-layer edge glow (HDR)
|
|
float edge1 = smoothstep(0, _EdgeWidth1, cutoff);
|
|
float edge2 = smoothstep(0, _EdgeWidth2, cutoff);
|
|
|
|
float3 edgeGlow = _EdgeColor1.rgb * (1.0 - edge1) + _EdgeColor2.rgb * (edge2 - edge1);
|
|
edgeGlow *= _EdgeIntensity;
|
|
|
|
// Burning edge effect
|
|
float burnMask = smoothstep(0, _BurnWidth, cutoff);
|
|
float burnPattern = burnNoise * (1.0 - burnMask);
|
|
float3 burnColor = _BurnColor.rgb * burnPattern * 2.0;
|
|
|
|
// Combine emission
|
|
o.Emission = edgeGlow + burnColor;
|
|
|
|
// Darken albedo near edge (burning)
|
|
float albedoDarken = smoothstep(0, _BurnWidth * 2, cutoff);
|
|
o.Albedo = c.rgb * albedoDarken;
|
|
o.Alpha = c.a;
|
|
o.Smoothness = 0.2;
|
|
}
|
|
ENDCG
|
|
}
|
|
FallBack ""Standard""
|
|
}
|
|
";
|
|
}
|
|
|
|
return SaveShaderAndCreateMaterial("Dissolve", shaderCode);
|
|
}
|
|
|
|
private string GenerateForceFieldShader(ShaderGraphController controller)
|
|
{
|
|
bool isURP = controller.targetPipeline.ToLower() == "urp";
|
|
|
|
string shaderCode;
|
|
|
|
if (isURP)
|
|
{
|
|
// URP Version with Impact System, Vertex Displacement, Hex Layers
|
|
shaderCode = @"Shader ""Synaptic/URP/ForceField""
|
|
{
|
|
Properties
|
|
{
|
|
[Header(Base)]
|
|
[HDR] _Color (""Shield Color (HDR)"", Color) = (0, 2, 4, 0.5)
|
|
_Transparency (""Base Transparency"", Range(0, 1)) = 0.3
|
|
|
|
[Header(Hexagon Grid)]
|
|
_HexSize (""Hex Size"", Range(1, 100)) = 20
|
|
_HexLineWidth (""Hex Line Width"", Range(0, 1)) = 0.1
|
|
[HDR] _HexColor (""Hex Line Color (HDR)"", Color) = (0, 3, 6, 1)
|
|
|
|
_HexSize2 (""Hex Layer 2 Size"", Range(1, 100)) = 40
|
|
_HexRotation2 (""Hex Layer 2 Rotation Speed"", Range(-5, 5)) = 0.5
|
|
_HexLayer2Strength (""Hex Layer 2 Strength"", Range(0, 1)) = 0.5
|
|
|
|
[Header(Fresnel)]
|
|
_FresnelPower (""Fresnel Power"", Range(0.5, 10)) = 4
|
|
_FresnelIntensity (""Fresnel Intensity"", Range(0, 5)) = 2.5
|
|
[HDR] _FresnelColor (""Fresnel Color (HDR)"", Color) = (0, 4, 8, 1)
|
|
|
|
[Header(Impact System)]
|
|
_ImpactPos1 (""Impact Position 1"", Vector) = (0, 0, 0, 0)
|
|
_ImpactPos2 (""Impact Position 2"", Vector) = (0, 0, 0, 0)
|
|
_ImpactPos3 (""Impact Position 3"", Vector) = (0, 0, 0, 0)
|
|
_ImpactPos4 (""Impact Position 4"", Vector) = (0, 0, 0, 0)
|
|
_ImpactStrength1 (""Impact 1 Strength"", Range(0, 2)) = 0
|
|
_ImpactStrength2 (""Impact 2 Strength"", Range(0, 2)) = 0
|
|
_ImpactStrength3 (""Impact 3 Strength"", Range(0, 2)) = 0
|
|
_ImpactStrength4 (""Impact 4 Strength"", Range(0, 2)) = 0
|
|
_ImpactRadius (""Impact Radius"", Range(0.1, 5)) = 1.5
|
|
_ImpactFalloff (""Impact Falloff"", Range(0.1, 5)) = 2.0
|
|
[HDR] _ImpactColor (""Impact Color (HDR)"", Color) = (4, 2, 0, 1)
|
|
|
|
[Header(Vertex Displacement)]
|
|
_DisplacementAmount (""Displacement Amount"", Range(0, 1)) = 0.2
|
|
_RippleSpeed (""Ripple Speed"", Range(0, 10)) = 3.0
|
|
|
|
[Header(Pulse Animation)]
|
|
_PulseSpeed (""Pulse Speed"", Range(0, 10)) = 2
|
|
_PulseAmount (""Pulse Amount"", Range(0, 1)) = 0.3
|
|
|
|
[Header(Energy Flow)]
|
|
_FlowSpeed (""Flow Speed"", Range(0, 10)) = 1.5
|
|
_FlowTiling (""Flow Tiling"", Range(1, 50)) = 10
|
|
_FlowStrength (""Flow Strength"", Range(0, 1)) = 0.3
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
""RenderType"" = ""Transparent""
|
|
""RenderPipeline"" = ""UniversalPipeline""
|
|
""Queue"" = ""Transparent""
|
|
}
|
|
LOD 300
|
|
|
|
Pass
|
|
{
|
|
Name ""ForceFieldForward""
|
|
Tags { ""LightMode"" = ""UniversalForward"" }
|
|
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
ZWrite Off
|
|
Cull Back
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex ForceFieldVert
|
|
#pragma fragment ForceFieldFrag
|
|
#pragma target 4.5
|
|
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color;
|
|
float _Transparency;
|
|
float _HexSize;
|
|
float _HexSize2;
|
|
float _HexLineWidth;
|
|
float4 _HexColor;
|
|
float _HexRotation2;
|
|
float _HexLayer2Strength;
|
|
float _FresnelPower;
|
|
float _FresnelIntensity;
|
|
float4 _FresnelColor;
|
|
float4 _ImpactPos1;
|
|
float4 _ImpactPos2;
|
|
float4 _ImpactPos3;
|
|
float4 _ImpactPos4;
|
|
float _ImpactStrength1;
|
|
float _ImpactStrength2;
|
|
float _ImpactStrength3;
|
|
float _ImpactStrength4;
|
|
float _ImpactRadius;
|
|
float _ImpactFalloff;
|
|
float4 _ImpactColor;
|
|
float _DisplacementAmount;
|
|
float _RippleSpeed;
|
|
float _PulseSpeed;
|
|
float _PulseAmount;
|
|
float _FlowSpeed;
|
|
float _FlowTiling;
|
|
float _FlowStrength;
|
|
CBUFFER_END
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
float3 normalWS : TEXCOORD1;
|
|
float3 viewDirWS : TEXCOORD2;
|
|
};
|
|
|
|
// Rotate 2D
|
|
float2 rotate2D(float2 p, float angle)
|
|
{
|
|
float s = sin(angle);
|
|
float c = cos(angle);
|
|
return float2(p.x * c - p.y * s, p.x * s + p.y * c);
|
|
}
|
|
|
|
// Hexagon pattern
|
|
float hexPattern(float2 p, float size)
|
|
{
|
|
p *= size;
|
|
const float3 k = float3(-0.866025404, 0.5, 0.577350269);
|
|
p = abs(p);
|
|
p -= 2.0 * min(dot(k.xy, p), 0.0) * k.xy;
|
|
p -= float2(clamp(p.x, -k.z, k.z), 1.0);
|
|
return length(p) * sign(p.y);
|
|
}
|
|
|
|
// Impact ripple
|
|
float impactRipple(float3 worldPos, float3 impactPos, float strength, float time, float rippleSpeed, float impactRadius, float impactFalloff)
|
|
{
|
|
if (strength <= 0.001) return 0;
|
|
float dist = distance(worldPos, impactPos);
|
|
float wave = sin((dist - time * rippleSpeed) / impactRadius * 6.28318) * 0.5 + 0.5;
|
|
float falloff = 1.0 - saturate(pow(dist / (impactRadius * 2), impactFalloff));
|
|
return wave * falloff * strength;
|
|
}
|
|
|
|
Varyings ForceFieldVert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
|
|
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
|
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
|
|
float time = _Time.y;
|
|
|
|
// Calculate total impact displacement
|
|
float impact = 0;
|
|
impact += impactRipple(positionWS, _ImpactPos1.xyz, _ImpactStrength1, time, _RippleSpeed, _ImpactRadius, _ImpactFalloff);
|
|
impact += impactRipple(positionWS, _ImpactPos2.xyz, _ImpactStrength2, time, _RippleSpeed, _ImpactRadius, _ImpactFalloff);
|
|
impact += impactRipple(positionWS, _ImpactPos3.xyz, _ImpactStrength3, time, _RippleSpeed, _ImpactRadius, _ImpactFalloff);
|
|
impact += impactRipple(positionWS, _ImpactPos4.xyz, _ImpactStrength4, time, _RippleSpeed, _ImpactRadius, _ImpactFalloff);
|
|
|
|
// Apply displacement along normal
|
|
positionWS += normalWS * impact * _DisplacementAmount;
|
|
|
|
output.positionWS = positionWS;
|
|
output.normalWS = normalWS;
|
|
output.positionCS = TransformWorldToHClip(positionWS);
|
|
output.viewDirWS = GetWorldSpaceNormalizeViewDir(positionWS);
|
|
|
|
return output;
|
|
}
|
|
|
|
half4 ForceFieldFrag(Varyings input) : SV_Target
|
|
{
|
|
float time = _Time.y;
|
|
half3 normalWS = normalize(input.normalWS);
|
|
|
|
// Hexagon grid layer 1
|
|
float hex1 = hexPattern(input.positionWS.xz, _HexSize);
|
|
float hexLine1 = smoothstep(_HexLineWidth, _HexLineWidth * 0.5, abs(hex1));
|
|
|
|
// Hexagon grid layer 2 (rotated, animated)
|
|
float2 rotatedPos = rotate2D(input.positionWS.xz, time * _HexRotation2);
|
|
float hex2 = hexPattern(rotatedPos, _HexSize2);
|
|
float hexLine2 = smoothstep(_HexLineWidth, _HexLineWidth * 0.5, abs(hex2));
|
|
hexLine2 *= _HexLayer2Strength;
|
|
|
|
// Combine hex layers
|
|
float hexCombined = max(hexLine1, hexLine2);
|
|
|
|
// Pulse animation
|
|
float pulse = 1.0;
|
|
if (_PulseSpeed > 0)
|
|
{
|
|
pulse = sin(time * _PulseSpeed) * _PulseAmount + (1.0 - _PulseAmount);
|
|
}
|
|
|
|
// Fresnel effect
|
|
float fresnel = pow(1.0 - saturate(dot(input.viewDirWS, normalWS)), _FresnelPower);
|
|
half3 fresnelGlow = _FresnelColor.rgb * fresnel * _FresnelIntensity;
|
|
|
|
// Energy flow lines
|
|
float flow = frac(input.positionWS.y * _FlowTiling - time * _FlowSpeed);
|
|
flow = smoothstep(0.0, 0.1, flow) * smoothstep(0.2, 0.1, flow);
|
|
half3 flowGlow = _Color.rgb * flow * _FlowStrength;
|
|
|
|
// Impact effects
|
|
float impactGlow = 0;
|
|
impactGlow += impactRipple(input.positionWS, _ImpactPos1.xyz, _ImpactStrength1, time, _RippleSpeed, _ImpactRadius, _ImpactFalloff);
|
|
impactGlow += impactRipple(input.positionWS, _ImpactPos2.xyz, _ImpactStrength2, time, _RippleSpeed, _ImpactRadius, _ImpactFalloff);
|
|
impactGlow += impactRipple(input.positionWS, _ImpactPos3.xyz, _ImpactStrength3, time, _RippleSpeed, _ImpactRadius, _ImpactFalloff);
|
|
impactGlow += impactRipple(input.positionWS, _ImpactPos4.xyz, _ImpactStrength4, time, _RippleSpeed, _ImpactRadius, _ImpactFalloff);
|
|
half3 impactEmission = _ImpactColor.rgb * impactGlow * 2.0;
|
|
|
|
// Combine all effects
|
|
half3 finalColor = (_Color.rgb * hexCombined * _HexColor.rgb + fresnelGlow + flowGlow + impactEmission) * pulse;
|
|
half alpha = (_Transparency + fresnel * 0.3 + hexCombined * 0.2 + impactGlow * 0.4) * pulse;
|
|
|
|
return half4(finalColor, alpha);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
FallBack ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}
|
|
";
|
|
}
|
|
else
|
|
{
|
|
// Built-in RP Version
|
|
shaderCode = @"Shader ""Synaptic/ForceField""
|
|
{
|
|
Properties
|
|
{
|
|
// Base
|
|
[Header(Base)]
|
|
[HDR] _Color (""Shield Color (HDR)"", Color) = (0, 2, 4, 0.5)
|
|
_Transparency (""Base Transparency"", Range(0, 1)) = 0.3
|
|
|
|
// Hexagon Grid
|
|
[Header(Hexagon Grid)]
|
|
_HexSize (""Hex Size"", Range(1, 100)) = 20
|
|
_HexLineWidth (""Hex Line Width"", Range(0, 1)) = 0.1
|
|
[HDR] _HexColor (""Hex Line Color (HDR)"", Color) = (0, 3, 6, 1)
|
|
|
|
// Secondary Hex Layer
|
|
_HexSize2 (""Hex Layer 2 Size"", Range(1, 100)) = 40
|
|
_HexRotation2 (""Hex Layer 2 Rotation Speed"", Range(-5, 5)) = 0.5
|
|
_HexLayer2Strength (""Hex Layer 2 Strength"", Range(0, 1)) = 0.5
|
|
|
|
// Fresnel
|
|
[Header(Fresnel)]
|
|
_FresnelPower (""Fresnel Power"", Range(0.5, 10)) = 4
|
|
_FresnelIntensity (""Fresnel Intensity"", Range(0, 5)) = 2.5
|
|
[HDR] _FresnelColor (""Fresnel Color (HDR)"", Color) = (0, 4, 8, 1)
|
|
|
|
// Impact System
|
|
[Header(Impact System)]
|
|
_ImpactPos1 (""Impact Position 1"", Vector) = (0, 0, 0, 0)
|
|
_ImpactPos2 (""Impact Position 2"", Vector) = (0, 0, 0, 0)
|
|
_ImpactPos3 (""Impact Position 3"", Vector) = (0, 0, 0, 0)
|
|
_ImpactPos4 (""Impact Position 4"", Vector) = (0, 0, 0, 0)
|
|
_ImpactStrength1 (""Impact 1 Strength"", Range(0, 2)) = 0
|
|
_ImpactStrength2 (""Impact 2 Strength"", Range(0, 2)) = 0
|
|
_ImpactStrength3 (""Impact 3 Strength"", Range(0, 2)) = 0
|
|
_ImpactStrength4 (""Impact 4 Strength"", Range(0, 2)) = 0
|
|
_ImpactRadius (""Impact Radius"", Range(0.1, 5)) = 1.5
|
|
_ImpactFalloff (""Impact Falloff"", Range(0.1, 5)) = 2.0
|
|
[HDR] _ImpactColor (""Impact Color (HDR)"", Color) = (4, 2, 0, 1)
|
|
|
|
// Vertex Displacement
|
|
[Header(Vertex Displacement)]
|
|
_DisplacementAmount (""Displacement Amount"", Range(0, 1)) = 0.2
|
|
_RippleSpeed (""Ripple Speed"", Range(0, 10)) = 3.0
|
|
|
|
// Pulse
|
|
[Header(Pulse Animation)]
|
|
_PulseSpeed (""Pulse Speed"", Range(0, 10)) = 2
|
|
_PulseAmount (""Pulse Amount"", Range(0, 1)) = 0.3
|
|
|
|
// Energy Flow
|
|
[Header(Energy Flow)]
|
|
_FlowSpeed (""Flow Speed"", Range(0, 10)) = 1.5
|
|
_FlowTiling (""Flow Tiling"", Range(1, 50)) = 10
|
|
_FlowStrength (""Flow Strength"", Range(0, 1)) = 0.3
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags {""Queue""=""Transparent"" ""RenderType""=""Transparent""}
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
ZWrite Off
|
|
Cull Back
|
|
|
|
CGPROGRAM
|
|
#pragma surface surf Standard alpha:fade vertex:vert
|
|
#pragma target 4.0
|
|
|
|
// Base
|
|
float4 _Color;
|
|
float _Transparency;
|
|
|
|
// Hex
|
|
float _HexSize, _HexSize2;
|
|
float _HexLineWidth;
|
|
float4 _HexColor;
|
|
float _HexRotation2;
|
|
float _HexLayer2Strength;
|
|
|
|
// Fresnel
|
|
float _FresnelPower;
|
|
float _FresnelIntensity;
|
|
float4 _FresnelColor;
|
|
|
|
// Impact
|
|
float3 _ImpactPos1, _ImpactPos2, _ImpactPos3, _ImpactPos4;
|
|
float _ImpactStrength1, _ImpactStrength2, _ImpactStrength3, _ImpactStrength4;
|
|
float _ImpactRadius;
|
|
float _ImpactFalloff;
|
|
float4 _ImpactColor;
|
|
|
|
// Vertex Displacement
|
|
float _DisplacementAmount;
|
|
float _RippleSpeed;
|
|
|
|
// Pulse
|
|
float _PulseSpeed;
|
|
float _PulseAmount;
|
|
|
|
// Flow
|
|
float _FlowSpeed;
|
|
float _FlowTiling;
|
|
float _FlowStrength;
|
|
|
|
struct Input
|
|
{
|
|
float3 worldPos;
|
|
float3 viewDir;
|
|
float3 worldNormal;
|
|
};
|
|
|
|
// Rotate 2D
|
|
float2 rotate2D(float2 p, float angle)
|
|
{
|
|
float s = sin(angle);
|
|
float c = cos(angle);
|
|
return float2(p.x * c - p.y * s, p.x * s + p.y * c);
|
|
}
|
|
|
|
// Hexagon pattern (improved)
|
|
float hexPattern(float2 p, float size)
|
|
{
|
|
p *= size;
|
|
|
|
// Hexagon math
|
|
const float3 k = float3(-0.866025404, 0.5, 0.577350269);
|
|
p = abs(p);
|
|
p -= 2.0 * min(dot(k.xy, p), 0.0) * k.xy;
|
|
p -= float2(clamp(p.x, -k.z, k.z), 1.0);
|
|
|
|
return length(p) * sign(p.y);
|
|
}
|
|
|
|
// Impact ripple
|
|
float impactRipple(float3 worldPos, float3 impactPos, float strength, float time)
|
|
{
|
|
if (strength <= 0.001) return 0;
|
|
|
|
float dist = distance(worldPos, impactPos);
|
|
float wave = sin((dist - time * _RippleSpeed) / _ImpactRadius * 6.28318) * 0.5 + 0.5;
|
|
float falloff = 1.0 - saturate(pow(dist / (_ImpactRadius * 2), _ImpactFalloff));
|
|
|
|
return wave * falloff * strength;
|
|
}
|
|
|
|
// Vertex displacement
|
|
void vert(inout appdata_full v)
|
|
{
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
|
|
// Calculate total impact displacement
|
|
float impact = 0;
|
|
impact += impactRipple(worldPos, _ImpactPos1, _ImpactStrength1, _Time.y);
|
|
impact += impactRipple(worldPos, _ImpactPos2, _ImpactStrength2, _Time.y);
|
|
impact += impactRipple(worldPos, _ImpactPos3, _ImpactStrength3, _Time.y);
|
|
impact += impactRipple(worldPos, _ImpactPos4, _ImpactStrength4, _Time.y);
|
|
|
|
// Apply displacement along normal
|
|
v.vertex.xyz += v.normal * impact * _DisplacementAmount;
|
|
}
|
|
|
|
void surf (Input IN, inout SurfaceOutputStandard o)
|
|
{
|
|
// Hexagon grid layer 1
|
|
float hex1 = hexPattern(IN.worldPos.xz, _HexSize);
|
|
float hexLine1 = smoothstep(_HexLineWidth, _HexLineWidth * 0.5, abs(hex1));
|
|
|
|
// Hexagon grid layer 2 (rotated, animated)
|
|
float2 rotatedPos = rotate2D(IN.worldPos.xz, _Time.y * _HexRotation2);
|
|
float hex2 = hexPattern(rotatedPos, _HexSize2);
|
|
float hexLine2 = smoothstep(_HexLineWidth, _HexLineWidth * 0.5, abs(hex2));
|
|
hexLine2 *= _HexLayer2Strength;
|
|
|
|
// Combine hex layers
|
|
float hexCombined = max(hexLine1, hexLine2);
|
|
|
|
// Pulse animation
|
|
float pulse = 1.0;
|
|
if (_PulseSpeed > 0)
|
|
{
|
|
pulse = sin(_Time.y * _PulseSpeed) * _PulseAmount + (1.0 - _PulseAmount);
|
|
}
|
|
|
|
// Fresnel effect
|
|
float fresnel = pow(1.0 - saturate(dot(normalize(IN.viewDir), IN.worldNormal)), _FresnelPower);
|
|
float3 fresnelGlow = _FresnelColor.rgb * fresnel * _FresnelIntensity;
|
|
|
|
// Energy flow lines
|
|
float flow = frac(IN.worldPos.y * _FlowTiling - _Time.y * _FlowSpeed);
|
|
flow = smoothstep(0.0, 0.1, flow) * smoothstep(0.2, 0.1, flow);
|
|
float3 flowGlow = _Color.rgb * flow * _FlowStrength;
|
|
|
|
// Impact effects
|
|
float impactGlow = 0;
|
|
impactGlow += impactRipple(IN.worldPos, _ImpactPos1, _ImpactStrength1, _Time.y);
|
|
impactGlow += impactRipple(IN.worldPos, _ImpactPos2, _ImpactStrength2, _Time.y);
|
|
impactGlow += impactRipple(IN.worldPos, _ImpactPos3, _ImpactStrength3, _Time.y);
|
|
impactGlow += impactRipple(IN.worldPos, _ImpactPos4, _ImpactStrength4, _Time.y);
|
|
float3 impactEmission = _ImpactColor.rgb * impactGlow * 2.0;
|
|
|
|
// Combine all effects
|
|
o.Albedo = _Color.rgb * 0.1;
|
|
o.Emission = (_Color.rgb * hexCombined * _HexColor.rgb + fresnelGlow + flowGlow + impactEmission) * pulse;
|
|
o.Alpha = (_Transparency + fresnel * 0.3 + hexCombined * 0.2 + impactGlow * 0.4) * pulse;
|
|
o.Smoothness = 0.9;
|
|
}
|
|
ENDCG
|
|
}
|
|
FallBack ""Transparent/Diffuse""
|
|
}
|
|
";
|
|
}
|
|
|
|
return SaveShaderAndCreateMaterial("ForceField", shaderCode);
|
|
}
|
|
|
|
private string GenerateNeonGlowShader(ShaderGraphController controller)
|
|
{
|
|
bool isURP = controller.targetPipeline.ToLower() == "urp";
|
|
|
|
string shaderCode;
|
|
|
|
if (isURP)
|
|
{
|
|
// URP Version with Tube Simulation, HDR Emission, Flicker System
|
|
shaderCode = @"Shader ""Synaptic/URP/NeonGlow""
|
|
{
|
|
Properties
|
|
{
|
|
[Header(Core Color)]
|
|
[HDR] _CoreColor (""Core Color (HDR)"", Color) = (10, 10, 20, 1)
|
|
_CoreIntensity (""Core Intensity"", Range(0, 20)) = 10
|
|
_CoreFalloff (""Core Falloff"", Range(0.1, 5)) = 1.5
|
|
|
|
[Header(Inner Glow)]
|
|
[HDR] _InnerGlowColor (""Inner Glow Color (HDR)"", Color) = (5, 5, 15, 1)
|
|
_InnerGlowIntensity (""Inner Glow Intensity"", Range(0, 20)) = 8
|
|
_InnerGlowSize (""Inner Glow Size"", Range(0, 2)) = 0.3
|
|
|
|
[Header(Outer Glow)]
|
|
[HDR] _OuterGlowColor (""Outer Glow Color (HDR)"", Color) = (2, 2, 8, 1)
|
|
_OuterGlowIntensity (""Outer Glow Intensity"", Range(0, 20)) = 5
|
|
_OuterGlowSize (""Outer Glow Size"", Range(0, 3)) = 0.8
|
|
|
|
[Header(Tube Simulation)]
|
|
[Toggle] _TubeMode (""Tube Mode"", Float) = 1
|
|
_TubeDepth (""Tube Depth"", Range(0, 1)) = 0.5
|
|
_TubeContrast (""Tube Contrast"", Range(1, 10)) = 3
|
|
|
|
[Header(Flicker)]
|
|
_FlickerMode (""Flicker Mode (0=Off, 1=Smooth, 2=Random, 3=Harsh)"", Range(0, 3)) = 0
|
|
_FlickerSpeed (""Flicker Speed"", Range(0, 20)) = 5
|
|
_FlickerAmount (""Flicker Amount"", Range(0, 1)) = 0.3
|
|
_FlickerSeed (""Flicker Seed"", Range(0, 100)) = 0
|
|
|
|
[Header(Pulse)]
|
|
_PulseSpeed (""Pulse Speed"", Range(0, 10)) = 0
|
|
_PulseAmount (""Pulse Amount"", Range(0, 1)) = 0.2
|
|
|
|
[Header(HDR Optimization)]
|
|
_BloomThreshold (""Bloom Threshold"", Range(0, 10)) = 1
|
|
_ExposureBoost (""Exposure Boost"", Range(1, 5)) = 1.5
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
""RenderType"" = ""Opaque""
|
|
""RenderPipeline"" = ""UniversalPipeline""
|
|
""Queue"" = ""Geometry""
|
|
}
|
|
LOD 200
|
|
|
|
Pass
|
|
{
|
|
Name ""NeonGlowForward""
|
|
Tags { ""LightMode"" = ""UniversalForward"" }
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex NeonVert
|
|
#pragma fragment NeonFrag
|
|
#pragma target 4.5
|
|
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _CoreColor;
|
|
float _CoreIntensity;
|
|
float _CoreFalloff;
|
|
float4 _InnerGlowColor;
|
|
float _InnerGlowIntensity;
|
|
float _InnerGlowSize;
|
|
float4 _OuterGlowColor;
|
|
float _OuterGlowIntensity;
|
|
float _OuterGlowSize;
|
|
float _TubeMode;
|
|
float _TubeDepth;
|
|
float _TubeContrast;
|
|
float _FlickerMode;
|
|
float _FlickerSpeed;
|
|
float _FlickerAmount;
|
|
float _FlickerSeed;
|
|
float _PulseSpeed;
|
|
float _PulseAmount;
|
|
float _BloomThreshold;
|
|
float _ExposureBoost;
|
|
CBUFFER_END
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
// Random function
|
|
float random(float2 st, float seed)
|
|
{
|
|
return frac(sin(dot(st, float2(12.9898, 78.233)) + seed) * 43758.5453123);
|
|
}
|
|
|
|
// Noise function
|
|
float noise(float t, float seed)
|
|
{
|
|
float i = floor(t);
|
|
float f = frac(t);
|
|
float u = f * f * (3.0 - 2.0 * f);
|
|
return lerp(random(float2(i, seed), seed), random(float2(i + 1.0, seed), seed), u);
|
|
}
|
|
|
|
Varyings NeonVert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.uv;
|
|
return output;
|
|
}
|
|
|
|
half4 NeonFrag(Varyings input) : SV_Target
|
|
{
|
|
float time = _Time.y;
|
|
|
|
// Tube simulation (radial gradient from center)
|
|
float tubeGradient = 1.0;
|
|
if (_TubeMode > 0.5)
|
|
{
|
|
float2 uv = input.uv * 2.0 - 1.0;
|
|
float dist = length(uv);
|
|
tubeGradient = 1.0 - saturate(dist);
|
|
tubeGradient = pow(tubeGradient, _TubeContrast);
|
|
tubeGradient = lerp(1.0, tubeGradient, _TubeDepth);
|
|
}
|
|
|
|
// Core emission
|
|
half3 core = _CoreColor.rgb * _CoreIntensity;
|
|
core *= pow(tubeGradient, _CoreFalloff);
|
|
|
|
// Inner glow layer
|
|
float innerFalloff = saturate(tubeGradient + _InnerGlowSize);
|
|
half3 innerGlow = _InnerGlowColor.rgb * _InnerGlowIntensity;
|
|
innerGlow *= pow(innerFalloff, 2);
|
|
|
|
// Outer glow layer
|
|
float outerFalloff = saturate(tubeGradient + _OuterGlowSize);
|
|
half3 outerGlow = _OuterGlowColor.rgb * _OuterGlowIntensity;
|
|
outerGlow *= pow(outerFalloff, 1.5);
|
|
|
|
// Combine layers (additive)
|
|
half3 emission = core + innerGlow + outerGlow;
|
|
|
|
// Pulse effect
|
|
float pulse = 1.0;
|
|
if (_PulseSpeed > 0)
|
|
{
|
|
pulse = sin(time * _PulseSpeed) * _PulseAmount + (1.0 - _PulseAmount);
|
|
}
|
|
emission *= pulse;
|
|
|
|
// Flicker effect
|
|
float flicker = 1.0;
|
|
if (_FlickerMode >= 0.5)
|
|
{
|
|
float t = time * _FlickerSpeed;
|
|
|
|
if (_FlickerMode < 1.5) // Smooth
|
|
{
|
|
flicker = sin(t) * 0.5 + 0.5;
|
|
flicker = lerp(1.0, flicker, _FlickerAmount);
|
|
}
|
|
else if (_FlickerMode < 2.5) // Random
|
|
{
|
|
flicker = noise(t, _FlickerSeed);
|
|
flicker = lerp(1.0, flicker, _FlickerAmount);
|
|
}
|
|
else // Harsh
|
|
{
|
|
flicker = step(0.5, random(float2(floor(t * 10), _FlickerSeed), _FlickerSeed));
|
|
flicker = lerp(1.0, flicker, _FlickerAmount);
|
|
}
|
|
}
|
|
emission *= flicker;
|
|
|
|
// HDR & Bloom optimization
|
|
emission *= _ExposureBoost;
|
|
emission = max(emission, _BloomThreshold);
|
|
|
|
return half4(emission, 1.0);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
FallBack ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}
|
|
";
|
|
}
|
|
else
|
|
{
|
|
// Built-in RP Version
|
|
shaderCode = @"Shader ""Synaptic/NeonGlow""
|
|
{
|
|
Properties
|
|
{
|
|
// Core Color
|
|
[Header(Core Color)]
|
|
[HDR] _CoreColor (""Core Color (HDR)"", Color) = (10, 10, 20, 1)
|
|
_CoreIntensity (""Core Intensity"", Range(0, 20)) = 10
|
|
_CoreFalloff (""Core Falloff"", Range(0.1, 5)) = 1.5
|
|
|
|
// Inner Glow
|
|
[Header(Inner Glow)]
|
|
[HDR] _InnerGlowColor (""Inner Glow Color (HDR)"", Color) = (5, 5, 15, 1)
|
|
_InnerGlowIntensity (""Inner Glow Intensity"", Range(0, 20)) = 8
|
|
_InnerGlowSize (""Inner Glow Size"", Range(0, 2)) = 0.3
|
|
|
|
// Outer Glow
|
|
[Header(Outer Glow)]
|
|
[HDR] _OuterGlowColor (""Outer Glow Color (HDR)"", Color) = (2, 2, 8, 1)
|
|
_OuterGlowIntensity (""Outer Glow Intensity"", Range(0, 20)) = 5
|
|
_OuterGlowSize (""Outer Glow Size"", Range(0, 3)) = 0.8
|
|
|
|
// Tube Simulation
|
|
[Header(Tube Simulation)]
|
|
[Toggle] _TubeMode (""Tube Mode"", Float) = 1
|
|
_TubeDepth (""Tube Depth"", Range(0, 1)) = 0.5
|
|
_TubeContrast (""Tube Contrast"", Range(1, 10)) = 3
|
|
|
|
// Flicker System
|
|
[Header(Flicker)]
|
|
_FlickerMode (""Flicker Mode (0=Off, 1=Smooth, 2=Random, 3=Harsh)"", Range(0, 3)) = 0
|
|
_FlickerSpeed (""Flicker Speed"", Range(0, 20)) = 5
|
|
_FlickerAmount (""Flicker Amount"", Range(0, 1)) = 0.3
|
|
_FlickerSeed (""Flicker Seed"", Range(0, 100)) = 0
|
|
|
|
// Pulse
|
|
[Header(Pulse)]
|
|
_PulseSpeed (""Pulse Speed"", Range(0, 10)) = 0
|
|
_PulseAmount (""Pulse Amount"", Range(0, 1)) = 0.2
|
|
|
|
// HDR & Bloom
|
|
[Header(HDR Optimization)]
|
|
_BloomThreshold (""Bloom Threshold"", Range(0, 10)) = 1
|
|
_ExposureBoost (""Exposure Boost"", Range(1, 5)) = 1.5
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags {""RenderType""=""Opaque"" ""Queue""=""Geometry""}
|
|
LOD 200
|
|
|
|
CGPROGRAM
|
|
#pragma surface surf Unlit fullforwardshadows
|
|
#pragma target 3.5
|
|
|
|
// Core
|
|
float4 _CoreColor;
|
|
float _CoreIntensity;
|
|
float _CoreFalloff;
|
|
|
|
// Inner Glow
|
|
float4 _InnerGlowColor;
|
|
float _InnerGlowIntensity;
|
|
float _InnerGlowSize;
|
|
|
|
// Outer Glow
|
|
float4 _OuterGlowColor;
|
|
float _OuterGlowIntensity;
|
|
float _OuterGlowSize;
|
|
|
|
// Tube
|
|
float _TubeMode;
|
|
float _TubeDepth;
|
|
float _TubeContrast;
|
|
|
|
// Flicker
|
|
float _FlickerMode;
|
|
float _FlickerSpeed;
|
|
float _FlickerAmount;
|
|
float _FlickerSeed;
|
|
|
|
// Pulse
|
|
float _PulseSpeed;
|
|
float _PulseAmount;
|
|
|
|
// HDR
|
|
float _BloomThreshold;
|
|
float _ExposureBoost;
|
|
|
|
struct Input
|
|
{
|
|
float2 uv_MainTex;
|
|
float3 viewDir;
|
|
float3 worldPos;
|
|
};
|
|
|
|
half4 LightingUnlit(SurfaceOutput s, half3 lightDir, half atten)
|
|
{
|
|
return half4(s.Emission, 1);
|
|
}
|
|
|
|
// Random function
|
|
float random(float2 st)
|
|
{
|
|
return frac(sin(dot(st.xy, float2(12.9898, 78.233)) + _FlickerSeed) * 43758.5453123);
|
|
}
|
|
|
|
// Noise function
|
|
float noise(float t)
|
|
{
|
|
float i = floor(t);
|
|
float f = frac(t);
|
|
float u = f * f * (3.0 - 2.0 * f);
|
|
return lerp(random(float2(i, _FlickerSeed)), random(float2(i + 1.0, _FlickerSeed)), u);
|
|
}
|
|
|
|
// Flicker calculation
|
|
float GetFlicker()
|
|
{
|
|
if (_FlickerMode < 0.5) return 1.0; // Off
|
|
|
|
float t = _Time.y * _FlickerSpeed;
|
|
float flicker = 1.0;
|
|
|
|
if (_FlickerMode < 1.5) // Smooth
|
|
{
|
|
flicker = sin(t) * 0.5 + 0.5;
|
|
flicker = lerp(1.0, flicker, _FlickerAmount);
|
|
}
|
|
else if (_FlickerMode < 2.5) // Random
|
|
{
|
|
flicker = noise(t);
|
|
flicker = lerp(1.0, flicker, _FlickerAmount);
|
|
}
|
|
else // Harsh
|
|
{
|
|
flicker = step(0.5, random(float2(floor(t * 10), _FlickerSeed)));
|
|
flicker = lerp(1.0, flicker, _FlickerAmount);
|
|
}
|
|
|
|
return flicker;
|
|
}
|
|
|
|
void surf (Input IN, inout SurfaceOutput o)
|
|
{
|
|
// Tube simulation (radial gradient from center)
|
|
float tubeGradient = 1.0;
|
|
if (_TubeMode > 0.5)
|
|
{
|
|
float2 uv = IN.uv_MainTex * 2.0 - 1.0; // Center UVs
|
|
float dist = length(uv);
|
|
tubeGradient = 1.0 - saturate(dist);
|
|
tubeGradient = pow(tubeGradient, _TubeContrast);
|
|
tubeGradient = lerp(1.0, tubeGradient, _TubeDepth);
|
|
}
|
|
|
|
// Core emission
|
|
float3 core = _CoreColor.rgb * _CoreIntensity;
|
|
core *= pow(tubeGradient, _CoreFalloff);
|
|
|
|
// Inner glow layer
|
|
float innerFalloff = saturate(tubeGradient + _InnerGlowSize);
|
|
float3 innerGlow = _InnerGlowColor.rgb * _InnerGlowIntensity;
|
|
innerGlow *= pow(innerFalloff, 2);
|
|
|
|
// Outer glow layer
|
|
float outerFalloff = saturate(tubeGradient + _OuterGlowSize);
|
|
float3 outerGlow = _OuterGlowColor.rgb * _OuterGlowIntensity;
|
|
outerGlow *= pow(outerFalloff, 1.5);
|
|
|
|
// Combine layers (additive)
|
|
float3 emission = core + innerGlow + outerGlow;
|
|
|
|
// Pulse effect
|
|
float pulse = 1.0;
|
|
if (_PulseSpeed > 0)
|
|
{
|
|
pulse = sin(_Time.y * _PulseSpeed) * _PulseAmount + (1.0 - _PulseAmount);
|
|
}
|
|
emission *= pulse;
|
|
|
|
// Flicker effect
|
|
float flicker = GetFlicker();
|
|
emission *= flicker;
|
|
|
|
// HDR & Bloom optimization
|
|
emission *= _ExposureBoost;
|
|
emission = max(emission, _BloomThreshold);
|
|
|
|
o.Emission = emission;
|
|
o.Albedo = float3(0, 0, 0); // Pure emission, no albedo
|
|
o.Alpha = 1;
|
|
}
|
|
ENDCG
|
|
}
|
|
FallBack ""Unlit/Color""
|
|
}
|
|
";
|
|
}
|
|
|
|
return SaveShaderAndCreateMaterial("NeonGlow", shaderCode);
|
|
}
|
|
|
|
private string GenerateFresnelRimShader(ShaderGraphController controller)
|
|
{
|
|
bool isURP = controller.targetPipeline.ToLower() == "urp";
|
|
|
|
string shaderCode;
|
|
|
|
if (isURP)
|
|
{
|
|
// URP Version with Dual Rim Layers, Texture Masking, Animation
|
|
shaderCode = @"Shader ""Synaptic/URP/FresnelRim""
|
|
{
|
|
Properties
|
|
{
|
|
[Header(Base)]
|
|
_Color (""Base Color"", Color) = (0.2, 0.2, 0.2, 1)
|
|
_MainTex (""Main Texture"", 2D) = ""white"" {}
|
|
|
|
[Header(Inner Rim)]
|
|
[HDR] _InnerRimColor (""Inner Rim Color (HDR)"", Color) = (5, 5, 10, 1)
|
|
_InnerRimPower (""Inner Rim Power"", Range(0.1, 10.0)) = 2.0
|
|
_InnerRimIntensity (""Inner Rim Intensity"", Range(0, 10)) = 3.0
|
|
|
|
[Header(Outer Rim)]
|
|
[HDR] _OuterRimColor (""Outer Rim Color (HDR)"", Color) = (1, 1, 3, 1)
|
|
_OuterRimPower (""Outer Rim Power"", Range(0.1, 10.0)) = 5.0
|
|
_OuterRimIntensity (""Outer Rim Intensity"", Range(0, 10)) = 1.5
|
|
|
|
[Header(Texture Masking)]
|
|
[Toggle] _UseMask (""Use Rim Mask"", Float) = 0
|
|
_RimMask (""Rim Mask Texture"", 2D) = ""white"" {}
|
|
_MaskStrength (""Mask Strength"", Range(0, 1)) = 1.0
|
|
|
|
[Header(Directional Masking)]
|
|
[Toggle] _UseDirectional (""Use Directional Mask"", Float) = 0
|
|
_DirectionalAxis (""Directional Axis"", Vector) = (0, 1, 0, 0)
|
|
_DirectionalSharpness (""Directional Sharpness"", Range(0.1, 10)) = 1.0
|
|
|
|
[Header(Animation)]
|
|
_PulseSpeed (""Pulse Speed"", Range(0, 10)) = 0
|
|
_PulseAmount (""Pulse Amount"", Range(0, 1)) = 0.3
|
|
_FlowSpeed (""Flow Speed"", Range(0, 5)) = 0
|
|
_FlowDirection (""Flow Direction"", Vector) = (1, 0, 0, 0)
|
|
_ColorShiftSpeed (""Color Shift Speed"", Range(0, 5)) = 0
|
|
_ColorShiftAmount (""Color Shift Amount"", Range(0, 1)) = 0.5
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
""RenderType"" = ""Opaque""
|
|
""RenderPipeline"" = ""UniversalPipeline""
|
|
""Queue"" = ""Geometry""
|
|
}
|
|
LOD 200
|
|
|
|
Pass
|
|
{
|
|
Name ""FresnelRimForward""
|
|
Tags { ""LightMode"" = ""UniversalForward"" }
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex FresnelVert
|
|
#pragma fragment FresnelFrag
|
|
#pragma target 4.5
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
|
|
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl""
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color;
|
|
float4 _InnerRimColor;
|
|
float _InnerRimPower;
|
|
float _InnerRimIntensity;
|
|
float4 _OuterRimColor;
|
|
float _OuterRimPower;
|
|
float _OuterRimIntensity;
|
|
float _UseMask;
|
|
float _MaskStrength;
|
|
float _UseDirectional;
|
|
float4 _DirectionalAxis;
|
|
float _DirectionalSharpness;
|
|
float _PulseSpeed;
|
|
float _PulseAmount;
|
|
float _FlowSpeed;
|
|
float4 _FlowDirection;
|
|
float _ColorShiftSpeed;
|
|
float _ColorShiftAmount;
|
|
float4 _MainTex_ST;
|
|
float4 _RimMask_ST;
|
|
CBUFFER_END
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
TEXTURE2D(_RimMask);
|
|
SAMPLER(sampler_RimMask);
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
float3 positionWS : TEXCOORD1;
|
|
float3 normalWS : TEXCOORD2;
|
|
float3 viewDirWS : TEXCOORD3;
|
|
};
|
|
|
|
// HSV to RGB conversion for color shift
|
|
float3 hsv2rgb(float3 c)
|
|
{
|
|
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
|
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
|
|
return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
|
|
}
|
|
|
|
float3 rgb2hsv(float3 c)
|
|
{
|
|
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
|
float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
|
|
float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
|
|
float d = q.x - min(q.w, q.y);
|
|
float e = 1.0e-10;
|
|
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
|
}
|
|
|
|
Varyings FresnelVert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
|
|
output.positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
|
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
|
|
output.positionCS = TransformWorldToHClip(output.positionWS);
|
|
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
|
|
output.viewDirWS = GetWorldSpaceNormalizeViewDir(output.positionWS);
|
|
|
|
return output;
|
|
}
|
|
|
|
half4 FresnelFrag(Varyings input) : SV_Target
|
|
{
|
|
float time = _Time.y;
|
|
half3 normalWS = normalize(input.normalWS);
|
|
|
|
// Base color
|
|
half4 baseColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * _Color;
|
|
|
|
// Fresnel calculation
|
|
half fresnel = 1.0 - saturate(dot(input.viewDirWS, normalWS));
|
|
|
|
// Dual rim layers
|
|
half3 innerRim = _InnerRimColor.rgb * pow(fresnel, _InnerRimPower) * _InnerRimIntensity;
|
|
half3 outerRim = _OuterRimColor.rgb * pow(fresnel, _OuterRimPower) * _OuterRimIntensity;
|
|
|
|
// Combine rims (additive)
|
|
half3 rimEmission = innerRim + outerRim;
|
|
|
|
// Texture masking
|
|
float mask = 1.0;
|
|
if (_UseMask > 0.5)
|
|
{
|
|
float2 flowUV = input.uv;
|
|
if (_FlowSpeed > 0)
|
|
{
|
|
flowUV += normalize(_FlowDirection.xy) * time * _FlowSpeed;
|
|
}
|
|
float maskSample = SAMPLE_TEXTURE2D(_RimMask, sampler_RimMask, flowUV).r;
|
|
mask = lerp(1.0, maskSample, _MaskStrength);
|
|
}
|
|
|
|
// Directional masking
|
|
if (_UseDirectional > 0.5)
|
|
{
|
|
float3 dirAxis = normalize(_DirectionalAxis.xyz);
|
|
float dirDot = dot(normalWS, dirAxis);
|
|
float dirMask = saturate(pow(abs(dirDot), _DirectionalSharpness));
|
|
mask *= (1.0 - dirMask);
|
|
}
|
|
|
|
rimEmission *= mask;
|
|
|
|
// Pulse animation
|
|
float pulse = 1.0;
|
|
if (_PulseSpeed > 0)
|
|
{
|
|
pulse = sin(time * _PulseSpeed) * _PulseAmount + (1.0 - _PulseAmount);
|
|
}
|
|
rimEmission *= pulse;
|
|
|
|
// Color shift animation
|
|
if (_ColorShiftSpeed > 0)
|
|
{
|
|
float3 hsv = rgb2hsv(rimEmission);
|
|
hsv.x = frac(hsv.x + time * _ColorShiftSpeed * 0.1);
|
|
float3 originalHsv = rgb2hsv(rimEmission);
|
|
hsv.x = lerp(originalHsv.x, hsv.x, _ColorShiftAmount);
|
|
rimEmission = hsv2rgb(hsv);
|
|
}
|
|
|
|
// Lighting
|
|
Light mainLight = GetMainLight();
|
|
half NdotL = saturate(dot(normalWS, mainLight.direction));
|
|
half3 diffuse = baseColor.rgb * mainLight.color * (NdotL * 0.5 + 0.5);
|
|
|
|
// Final color
|
|
half3 finalColor = diffuse + rimEmission;
|
|
|
|
return half4(finalColor, 1.0);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
// Shadow caster pass
|
|
Pass
|
|
{
|
|
Name ""ShadowCaster""
|
|
Tags { ""LightMode"" = ""ShadowCaster"" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex ShadowVert
|
|
#pragma fragment ShadowFrag
|
|
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl""
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
};
|
|
|
|
float3 _LightDirection;
|
|
|
|
Varyings ShadowVert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
|
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
|
|
output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
|
|
return output;
|
|
}
|
|
|
|
half4 ShadowFrag(Varyings input) : SV_Target
|
|
{
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
FallBack ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}
|
|
";
|
|
}
|
|
else
|
|
{
|
|
// Built-in RP Version
|
|
shaderCode = @"Shader ""Synaptic/FresnelRim""
|
|
{
|
|
Properties
|
|
{
|
|
// Base
|
|
[Header(Base)]
|
|
_Color (""Base Color"", Color) = (0.2, 0.2, 0.2, 1)
|
|
_MainTex (""Main Texture"", 2D) = ""white"" {}
|
|
|
|
// Inner Rim
|
|
[Header(Inner Rim)]
|
|
[HDR] _InnerRimColor (""Inner Rim Color (HDR)"", Color) = (5, 5, 10, 1)
|
|
_InnerRimPower (""Inner Rim Power"", Range(0.1, 10.0)) = 2.0
|
|
_InnerRimIntensity (""Inner Rim Intensity"", Range(0, 10)) = 3.0
|
|
|
|
// Outer Rim
|
|
[Header(Outer Rim)]
|
|
[HDR] _OuterRimColor (""Outer Rim Color (HDR)"", Color) = (1, 1, 3, 1)
|
|
_OuterRimPower (""Outer Rim Power"", Range(0.1, 10.0)) = 5.0
|
|
_OuterRimIntensity (""Outer Rim Intensity"", Range(0, 10)) = 1.5
|
|
|
|
// Texture Masking
|
|
[Header(Texture Masking)]
|
|
[Toggle] _UseMask (""Use Rim Mask"", Float) = 0
|
|
_RimMask (""Rim Mask Texture"", 2D) = ""white"" {}
|
|
_MaskStrength (""Mask Strength"", Range(0, 1)) = 1.0
|
|
|
|
// Directional Masking
|
|
[Header(Directional Masking)]
|
|
[Toggle] _UseDirectional (""Use Directional Mask"", Float) = 0
|
|
_DirectionalAxis (""Directional Axis"", Vector) = (0, 1, 0, 0)
|
|
_DirectionalSharpness (""Directional Sharpness"", Range(0.1, 10)) = 1.0
|
|
|
|
// Animation
|
|
[Header(Animation)]
|
|
_PulseSpeed (""Pulse Speed"", Range(0, 10)) = 0
|
|
_PulseAmount (""Pulse Amount"", Range(0, 1)) = 0.3
|
|
_FlowSpeed (""Flow Speed"", Range(0, 5)) = 0
|
|
_FlowDirection (""Flow Direction"", Vector) = (1, 0, 0, 0)
|
|
_ColorShiftSpeed (""Color Shift Speed"", Range(0, 5)) = 0
|
|
_ColorShiftAmount (""Color Shift Amount"", Range(0, 1)) = 0.5
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags {""RenderType""=""Opaque""}
|
|
LOD 200
|
|
|
|
CGPROGRAM
|
|
#pragma surface surf Standard fullforwardshadows
|
|
#pragma target 3.5
|
|
|
|
// Base
|
|
sampler2D _MainTex;
|
|
fixed4 _Color;
|
|
|
|
// Inner Rim
|
|
float4 _InnerRimColor;
|
|
float _InnerRimPower;
|
|
float _InnerRimIntensity;
|
|
|
|
// Outer Rim
|
|
float4 _OuterRimColor;
|
|
float _OuterRimPower;
|
|
float _OuterRimIntensity;
|
|
|
|
// Mask
|
|
float _UseMask;
|
|
sampler2D _RimMask;
|
|
float _MaskStrength;
|
|
|
|
// Directional
|
|
float _UseDirectional;
|
|
float3 _DirectionalAxis;
|
|
float _DirectionalSharpness;
|
|
|
|
// Animation
|
|
float _PulseSpeed;
|
|
float _PulseAmount;
|
|
float _FlowSpeed;
|
|
float2 _FlowDirection;
|
|
float _ColorShiftSpeed;
|
|
float _ColorShiftAmount;
|
|
|
|
struct Input
|
|
{
|
|
float2 uv_MainTex;
|
|
float2 uv_RimMask;
|
|
float3 viewDir;
|
|
float3 worldNormal;
|
|
float3 worldPos;
|
|
};
|
|
|
|
// HSV to RGB conversion for color shift
|
|
float3 hsv2rgb(float3 c)
|
|
{
|
|
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
|
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
|
|
return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
|
|
}
|
|
|
|
float3 rgb2hsv(float3 c)
|
|
{
|
|
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
|
float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
|
|
float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
|
|
float d = q.x - min(q.w, q.y);
|
|
float e = 1.0e-10;
|
|
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
|
}
|
|
|
|
void surf (Input IN, inout SurfaceOutputStandard o)
|
|
{
|
|
// Base color
|
|
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
|
|
o.Albedo = c.rgb;
|
|
|
|
// Fresnel calculation
|
|
half fresnel = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
|
|
|
|
// Dual rim layers
|
|
float3 innerRim = _InnerRimColor.rgb * pow(fresnel, _InnerRimPower) * _InnerRimIntensity;
|
|
float3 outerRim = _OuterRimColor.rgb * pow(fresnel, _OuterRimPower) * _OuterRimIntensity;
|
|
|
|
// Combine rims (additive)
|
|
float3 rimEmission = innerRim + outerRim;
|
|
|
|
// Texture masking
|
|
float mask = 1.0;
|
|
if (_UseMask > 0.5)
|
|
{
|
|
// Animated UV for flow
|
|
float2 flowUV = IN.uv_RimMask;
|
|
if (_FlowSpeed > 0)
|
|
{
|
|
flowUV += normalize(_FlowDirection) * _Time.y * _FlowSpeed;
|
|
}
|
|
|
|
float maskSample = tex2D(_RimMask, flowUV).r;
|
|
mask = lerp(1.0, maskSample, _MaskStrength);
|
|
}
|
|
|
|
// Directional masking
|
|
if (_UseDirectional > 0.5)
|
|
{
|
|
float3 worldNorm = normalize(IN.worldNormal);
|
|
float3 dirAxis = normalize(_DirectionalAxis);
|
|
float dirDot = dot(worldNorm, dirAxis);
|
|
float dirMask = saturate(pow(abs(dirDot), _DirectionalSharpness));
|
|
mask *= (1.0 - dirMask);
|
|
}
|
|
|
|
rimEmission *= mask;
|
|
|
|
// Pulse animation
|
|
float pulse = 1.0;
|
|
if (_PulseSpeed > 0)
|
|
{
|
|
pulse = sin(_Time.y * _PulseSpeed) * _PulseAmount + (1.0 - _PulseAmount);
|
|
}
|
|
rimEmission *= pulse;
|
|
|
|
// Color shift animation
|
|
if (_ColorShiftSpeed > 0)
|
|
{
|
|
float3 hsv = rgb2hsv(rimEmission);
|
|
hsv.x = frac(hsv.x + _Time.y * _ColorShiftSpeed * 0.1);
|
|
hsv.x = lerp(rgb2hsv(rimEmission).x, hsv.x, _ColorShiftAmount);
|
|
rimEmission = hsv2rgb(hsv);
|
|
}
|
|
|
|
o.Emission = rimEmission;
|
|
o.Alpha = c.a;
|
|
}
|
|
ENDCG
|
|
}
|
|
FallBack ""Standard""
|
|
}
|
|
";
|
|
}
|
|
|
|
return SaveShaderAndCreateMaterial("FresnelRim", shaderCode);
|
|
}
|
|
|
|
private string GenerateOutlineShader(ShaderGraphController controller)
|
|
{
|
|
// Check pipeline
|
|
bool isURP = controller.targetPipeline.ToLower() == "urp";
|
|
|
|
string shaderCode;
|
|
|
|
if (isURP)
|
|
{
|
|
// URP Version
|
|
shaderCode = @"Shader ""Synaptic/URP/Outline""
|
|
{
|
|
Properties
|
|
{
|
|
[Header(Base)]
|
|
_BaseColor (""Base Color"", Color) = (1, 1, 1, 1)
|
|
_BaseMap (""Base Map"", 2D) = ""white"" {}
|
|
|
|
[Header(Outer Outline)]
|
|
_OutlineColor (""Outline Color"", Color) = (0, 0, 0, 1)
|
|
_OutlineWidth (""Outline Width"", Range(0, 0.2)) = 0.01
|
|
_OutlineMinWidth (""Min Width (Distance)"", Range(0, 0.1)) = 0.005
|
|
_OutlineMaxWidth (""Max Width (Distance)"", Range(0, 0.5)) = 0.05
|
|
_OutlineDistanceMin (""Distance Min"", Float) = 5
|
|
_OutlineDistanceMax (""Distance Max"", Float) = 50
|
|
|
|
[Header(Inner Outline)]
|
|
[Toggle(USE_INNER_OUTLINE)] _UseInnerOutline (""Use Inner Outline"", Float) = 0
|
|
_InnerOutlineColor (""Inner Outline Color"", Color) = (0.2, 0.2, 0.2, 1)
|
|
_InnerOutlineWidth (""Inner Outline Width"", Range(0, 0.1)) = 0.005
|
|
|
|
[Header(Depth Settings)]
|
|
[Toggle(DEPTH_AWARE)] _DepthAware (""Depth-Aware Outline"", Float) = 1
|
|
_DepthSensitivity (""Depth Sensitivity"", Range(0, 10)) = 1
|
|
|
|
[Header(Normal Settings)]
|
|
[Toggle(NORMAL_SMOOTH)] _NormalSmooth (""Use Smooth Normals"", Float) = 1
|
|
_NormalSmoothness (""Normal Smoothness"", Range(0, 1)) = 0.5
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
""RenderType"" = ""Opaque""
|
|
""RenderPipeline"" = ""UniversalPipeline""
|
|
""Queue"" = ""Geometry""
|
|
}
|
|
|
|
// ===== Outer Outline Pass =====
|
|
Pass
|
|
{
|
|
Name ""Outline""
|
|
Tags { ""LightMode"" = ""SRPDefaultUnlit"" }
|
|
|
|
Cull Front
|
|
ZWrite On
|
|
ZTest LEqual
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex OutlineVert
|
|
#pragma fragment OutlineFrag
|
|
#pragma multi_compile _ DEPTH_AWARE
|
|
#pragma multi_compile _ NORMAL_SMOOTH
|
|
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _OutlineColor;
|
|
float _OutlineWidth;
|
|
float _OutlineMinWidth;
|
|
float _OutlineMaxWidth;
|
|
float _OutlineDistanceMin;
|
|
float _OutlineDistanceMax;
|
|
float _DepthSensitivity;
|
|
float _NormalSmoothness;
|
|
CBUFFER_END
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
Varyings OutlineVert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
|
|
// World position
|
|
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
|
float3 cameraWS = GetCameraPositionWS();
|
|
float dist = distance(cameraWS, positionWS);
|
|
|
|
// Distance-based width
|
|
float distanceT = saturate((dist - _OutlineDistanceMin) / (_OutlineDistanceMax - _OutlineDistanceMin));
|
|
float dynamicWidth = lerp(_OutlineMinWidth, _OutlineMaxWidth, distanceT);
|
|
float finalWidth = _OutlineWidth * dynamicWidth;
|
|
|
|
// Normal
|
|
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
|
|
|
|
#ifdef NORMAL_SMOOTH
|
|
float3 tangentWS = TransformObjectToWorldDir(input.tangentOS.xyz);
|
|
float3 bitangentWS = cross(normalWS, tangentWS) * input.tangentOS.w;
|
|
float3 smoothNormal = normalize(normalWS + tangentWS * _NormalSmoothness + bitangentWS * _NormalSmoothness);
|
|
normalWS = smoothNormal;
|
|
#endif
|
|
|
|
// Extrude
|
|
float3 outlinePos = positionWS + normalWS * finalWidth;
|
|
|
|
#ifdef DEPTH_AWARE
|
|
float4 clipPos = TransformWorldToHClip(outlinePos);
|
|
float depthFactor = 1.0 + (_DepthSensitivity * 0.001 * clipPos.z);
|
|
outlinePos = positionWS + normalWS * finalWidth * depthFactor;
|
|
#endif
|
|
|
|
output.positionCS = TransformWorldToHClip(outlinePos);
|
|
output.color = _OutlineColor;
|
|
|
|
return output;
|
|
}
|
|
|
|
half4 OutlineFrag(Varyings input) : SV_Target
|
|
{
|
|
return input.color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
// ===== Base Pass =====
|
|
Pass
|
|
{
|
|
Name ""ForwardLit""
|
|
Tags { ""LightMode"" = ""UniversalForward"" }
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex LitPassVertex
|
|
#pragma fragment LitPassFragment
|
|
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl""
|
|
#include ""Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl""
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _BaseColor;
|
|
float4 _BaseMap_ST;
|
|
CBUFFER_END
|
|
|
|
TEXTURE2D(_BaseMap);
|
|
SAMPLER(sampler_BaseMap);
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
float3 normalWS : TEXCOORD1;
|
|
};
|
|
|
|
Varyings LitPassVertex(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
|
|
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
|
|
return output;
|
|
}
|
|
|
|
half4 LitPassFragment(Varyings input) : SV_Target
|
|
{
|
|
half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
|
|
half4 color = baseMap * _BaseColor;
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
FallBack ""Hidden/Universal Render Pipeline/FallbackError""
|
|
}
|
|
";
|
|
}
|
|
else
|
|
{
|
|
// Built-in RP Version
|
|
shaderCode = @"Shader ""Synaptic/Outline""
|
|
{
|
|
Properties
|
|
{
|
|
[Header(Base)]
|
|
_Color (""Base Color"", Color) = (1, 1, 1, 1)
|
|
_MainTex (""Main Texture"", 2D) = ""white"" {}
|
|
|
|
[Header(Outer Outline)]
|
|
_OutlineColor (""Outline Color"", Color) = (0, 0, 0, 1)
|
|
_OutlineWidth (""Outline Width"", Range(0, 0.2)) = 0.01
|
|
_OutlineMinWidth (""Min Width (Distance)"", Range(0, 0.1)) = 0.005
|
|
_OutlineMaxWidth (""Max Width (Distance)"", Range(0, 0.5)) = 0.05
|
|
_OutlineDistanceMin (""Distance Min"", Float) = 5
|
|
_OutlineDistanceMax (""Distance Max"", Float) = 50
|
|
|
|
[Header(Inner Outline)]
|
|
[Toggle(USE_INNER_OUTLINE)] _UseInnerOutline (""Use Inner Outline"", Float) = 0
|
|
_InnerOutlineColor (""Inner Outline Color"", Color) = (0.2, 0.2, 0.2, 1)
|
|
_InnerOutlineWidth (""Inner Outline Width"", Range(0, 0.1)) = 0.005
|
|
|
|
[Header(Depth Settings)]
|
|
[Toggle(DEPTH_AWARE)] _DepthAware (""Depth-Aware Outline"", Float) = 1
|
|
_DepthSensitivity (""Depth Sensitivity"", Range(0, 10)) = 1
|
|
|
|
[Header(Normal Settings)]
|
|
[Toggle(NORMAL_SMOOTH)] _NormalSmooth (""Use Smooth Normals"", Float) = 1
|
|
_NormalSmoothness (""Normal Smoothness"", Range(0, 1)) = 0.5
|
|
|
|
[Header(Blend)]
|
|
_OutlineBlend (""Outline Blend"", Range(0, 1)) = 1
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags {""RenderType""=""Opaque"" ""Queue""=""Geometry""}
|
|
|
|
// ===== Outer Outline Pass =====
|
|
Pass
|
|
{
|
|
Name ""OUTLINE_OUTER""
|
|
Cull Front
|
|
ZWrite On
|
|
ZTest LEqual
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile _ DEPTH_AWARE
|
|
#pragma multi_compile _ NORMAL_SMOOTH
|
|
#include ""UnityCG.cginc""
|
|
|
|
float _OutlineWidth;
|
|
float _OutlineMinWidth;
|
|
float _OutlineMaxWidth;
|
|
float _OutlineDistanceMin;
|
|
float _OutlineDistanceMax;
|
|
fixed4 _OutlineColor;
|
|
float _OutlineBlend;
|
|
float _DepthSensitivity;
|
|
float _NormalSmoothness;
|
|
|
|
struct appdata
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 normal : NORMAL;
|
|
float4 tangent : TANGENT;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
float4 color : COLOR;
|
|
float depth : TEXCOORD0;
|
|
};
|
|
|
|
v2f vert(appdata v)
|
|
{
|
|
v2f o;
|
|
|
|
// Camera distance calculation
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
float dist = distance(_WorldSpaceCameraPos, worldPos);
|
|
|
|
// Distance-based width
|
|
float distanceT = saturate((dist - _OutlineDistanceMin) / (_OutlineDistanceMax - _OutlineDistanceMin));
|
|
float dynamicWidth = lerp(_OutlineMinWidth, _OutlineMaxWidth, distanceT);
|
|
float finalWidth = _OutlineWidth * dynamicWidth;
|
|
|
|
// Normal calculation
|
|
float3 norm = normalize(v.normal);
|
|
|
|
#ifdef NORMAL_SMOOTH
|
|
// Smooth normals using tangent-based calculation
|
|
float3 bitangent = cross(v.normal, v.tangent.xyz) * v.tangent.w;
|
|
float3 smoothNormal = normalize(v.normal + v.tangent.xyz * _NormalSmoothness + bitangent * _NormalSmoothness);
|
|
norm = smoothNormal;
|
|
#endif
|
|
|
|
// Outline extrusion
|
|
float3 outlinePos = v.vertex.xyz + norm * finalWidth;
|
|
|
|
#ifdef DEPTH_AWARE
|
|
// Depth-aware adjustment
|
|
float4 clipPos = UnityObjectToClipPos(float4(outlinePos, 1));
|
|
float depthFactor = 1.0 + (_DepthSensitivity * 0.001 * clipPos.z);
|
|
outlinePos = v.vertex.xyz + norm * finalWidth * depthFactor;
|
|
#endif
|
|
|
|
o.pos = UnityObjectToClipPos(float4(outlinePos, 1));
|
|
o.color = _OutlineColor;
|
|
o.depth = o.pos.z;
|
|
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag(v2f i) : SV_Target
|
|
{
|
|
return i.color * _OutlineBlend;
|
|
}
|
|
ENDCG
|
|
}
|
|
|
|
// ===== Inner Outline Pass =====
|
|
Pass
|
|
{
|
|
Name ""OUTLINE_INNER""
|
|
Cull Front
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile _ USE_INNER_OUTLINE
|
|
#include ""UnityCG.cginc""
|
|
|
|
#ifdef USE_INNER_OUTLINE
|
|
|
|
float _InnerOutlineWidth;
|
|
fixed4 _InnerOutlineColor;
|
|
|
|
struct appdata
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 normal : NORMAL;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
};
|
|
|
|
v2f vert(appdata v)
|
|
{
|
|
v2f o;
|
|
float3 norm = normalize(v.normal);
|
|
float3 outlinePos = v.vertex.xyz + norm * _InnerOutlineWidth;
|
|
o.pos = UnityObjectToClipPos(float4(outlinePos, 1));
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag(v2f i) : SV_Target
|
|
{
|
|
return _InnerOutlineColor;
|
|
}
|
|
|
|
#else
|
|
|
|
struct appdata { float4 vertex : POSITION; };
|
|
struct v2f { float4 pos : SV_POSITION; };
|
|
v2f vert(appdata v) { v2f o; o.pos = float4(0,0,0,1); return o; }
|
|
fixed4 frag(v2f i) : SV_Target { discard; return 0; }
|
|
|
|
#endif
|
|
|
|
ENDCG
|
|
}
|
|
|
|
// ===== Base Pass =====
|
|
CGPROGRAM
|
|
#pragma surface surf Standard fullforwardshadows
|
|
#pragma target 3.0
|
|
|
|
sampler2D _MainTex;
|
|
fixed4 _Color;
|
|
|
|
struct Input
|
|
{
|
|
float2 uv_MainTex;
|
|
};
|
|
|
|
void surf (Input IN, inout SurfaceOutputStandard o)
|
|
{
|
|
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
|
|
o.Albedo = c.rgb;
|
|
o.Alpha = c.a;
|
|
}
|
|
ENDCG
|
|
}
|
|
|
|
FallBack ""Standard""
|
|
}
|
|
";
|
|
}
|
|
|
|
return SaveShaderAndCreateMaterial("Outline", shaderCode);
|
|
}
|
|
|
|
private string SetupLightingScenarios(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var scenario = parameters.GetValueOrDefault("scenario", "noon");
|
|
var ambientIntensity = float.Parse(parameters.GetValueOrDefault("ambientIntensity", "1.0"));
|
|
var shadowStrength = float.Parse(parameters.GetValueOrDefault("shadowStrength", "1.0"));
|
|
var colorTemperature = float.Parse(parameters.GetValueOrDefault("colorTemperature", "6500"));
|
|
var foggy = bool.Parse(parameters.GetValueOrDefault("foggy", "false"));
|
|
|
|
var lightingController = new GameObject($"LightingScenario_{scenario}").AddComponent<LightingScenarioController>();
|
|
lightingController.scenario = scenario;
|
|
lightingController.ambientIntensity = ambientIntensity;
|
|
lightingController.shadowStrength = shadowStrength;
|
|
lightingController.colorTemperature = colorTemperature;
|
|
lightingController.fogEnabled = foggy;
|
|
|
|
// Apply scenario preset
|
|
switch (scenario.ToLower())
|
|
{
|
|
case "dawn":
|
|
ApplyDawnLighting(lightingController);
|
|
break;
|
|
case "morning":
|
|
ApplyMorningLighting(lightingController);
|
|
break;
|
|
case "noon":
|
|
ApplyNoonLighting(lightingController);
|
|
break;
|
|
case "afternoon":
|
|
ApplyAfternoonLighting(lightingController);
|
|
break;
|
|
case "sunset":
|
|
ApplySunsetLighting(lightingController);
|
|
break;
|
|
case "dusk":
|
|
ApplyDuskLighting(lightingController);
|
|
break;
|
|
case "night":
|
|
ApplyNightLighting(lightingController);
|
|
break;
|
|
case "midnight":
|
|
ApplyMidnightLighting(lightingController);
|
|
break;
|
|
case "studio":
|
|
ApplyStudioLighting(lightingController);
|
|
break;
|
|
case "dramatic":
|
|
ApplyDramaticLighting(lightingController);
|
|
break;
|
|
}
|
|
|
|
// Apply fog if requested
|
|
if (foggy)
|
|
{
|
|
ApplyAtmosphericFog(lightingController);
|
|
}
|
|
|
|
return $"[NexusLighting] Applied {scenario} lighting scenario. Ambient: {ambientIntensity}, Shadows: {shadowStrength}, Temperature: {colorTemperature}K";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetupLightingScenarios", e, parameters);
|
|
}
|
|
}
|
|
|
|
private void ApplyDawnLighting(LightingScenarioController controller)
|
|
{
|
|
RenderSettings.ambientSkyColor = new Color(0.4f, 0.5f, 0.7f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.5f, 0.4f, 0.3f);
|
|
RenderSettings.ambientGroundColor = new Color(0.2f, 0.2f, 0.3f);
|
|
RenderSettings.ambientIntensity = controller.ambientIntensity * 0.6f;
|
|
|
|
var sun = GetOrCreateDirectionalLight("Sun");
|
|
sun.color = ColorTemperatureToRGB(4000); // Warm dawn light
|
|
sun.intensity = 0.3f;
|
|
sun.transform.rotation = Quaternion.Euler(5, -30, 0);
|
|
}
|
|
|
|
private void ApplyMorningLighting(LightingScenarioController controller)
|
|
{
|
|
RenderSettings.ambientSkyColor = new Color(0.6f, 0.7f, 0.9f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.7f, 0.6f, 0.5f);
|
|
RenderSettings.ambientGroundColor = new Color(0.3f, 0.3f, 0.4f);
|
|
RenderSettings.ambientIntensity = controller.ambientIntensity * 0.8f;
|
|
|
|
var sun = GetOrCreateDirectionalLight("Sun");
|
|
sun.color = ColorTemperatureToRGB(5000);
|
|
sun.intensity = 0.7f;
|
|
sun.transform.rotation = Quaternion.Euler(30, -45, 0);
|
|
}
|
|
|
|
private void ApplyNoonLighting(LightingScenarioController controller)
|
|
{
|
|
RenderSettings.ambientSkyColor = new Color(0.5f, 0.6f, 0.8f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.6f, 0.6f, 0.6f);
|
|
RenderSettings.ambientGroundColor = new Color(0.4f, 0.4f, 0.5f);
|
|
RenderSettings.ambientIntensity = controller.ambientIntensity;
|
|
|
|
var sun = GetOrCreateDirectionalLight("Sun");
|
|
sun.color = ColorTemperatureToRGB(controller.colorTemperature);
|
|
sun.intensity = 1.0f;
|
|
sun.transform.rotation = Quaternion.Euler(50, 0, 0);
|
|
}
|
|
|
|
private void ApplyAfternoonLighting(LightingScenarioController controller)
|
|
{
|
|
RenderSettings.ambientSkyColor = new Color(0.6f, 0.7f, 0.85f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.7f, 0.65f, 0.5f);
|
|
RenderSettings.ambientGroundColor = new Color(0.35f, 0.35f, 0.45f);
|
|
RenderSettings.ambientIntensity = controller.ambientIntensity * 0.9f;
|
|
|
|
var sun = GetOrCreateDirectionalLight("Sun");
|
|
sun.color = ColorTemperatureToRGB(5500);
|
|
sun.intensity = 0.85f;
|
|
sun.transform.rotation = Quaternion.Euler(35, 45, 0);
|
|
}
|
|
|
|
private void ApplySunsetLighting(LightingScenarioController controller)
|
|
{
|
|
RenderSettings.ambientSkyColor = new Color(0.7f, 0.4f, 0.3f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.9f, 0.5f, 0.3f);
|
|
RenderSettings.ambientGroundColor = new Color(0.2f, 0.1f, 0.1f);
|
|
RenderSettings.ambientIntensity = controller.ambientIntensity * 0.7f;
|
|
|
|
var sun = GetOrCreateDirectionalLight("Sun");
|
|
sun.color = ColorTemperatureToRGB(3000); // Very warm sunset
|
|
sun.intensity = 0.6f;
|
|
sun.transform.rotation = Quaternion.Euler(5, 90, 0);
|
|
}
|
|
|
|
private void ApplyDuskLighting(LightingScenarioController controller)
|
|
{
|
|
RenderSettings.ambientSkyColor = new Color(0.3f, 0.3f, 0.5f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.4f, 0.3f, 0.4f);
|
|
RenderSettings.ambientGroundColor = new Color(0.1f, 0.1f, 0.2f);
|
|
RenderSettings.ambientIntensity = controller.ambientIntensity * 0.4f;
|
|
|
|
var sun = GetOrCreateDirectionalLight("Sun");
|
|
sun.color = ColorTemperatureToRGB(3500);
|
|
sun.intensity = 0.2f;
|
|
sun.transform.rotation = Quaternion.Euler(-5, 110, 0);
|
|
}
|
|
|
|
private void ApplyNightLighting(LightingScenarioController controller)
|
|
{
|
|
RenderSettings.ambientSkyColor = new Color(0.05f, 0.05f, 0.1f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.05f, 0.05f, 0.08f);
|
|
RenderSettings.ambientGroundColor = new Color(0.02f, 0.02f, 0.05f);
|
|
RenderSettings.ambientIntensity = controller.ambientIntensity * 0.2f;
|
|
|
|
// Disable sun, enable moon
|
|
var sun = GameObject.Find("Sun");
|
|
if (sun) sun.SetActive(false);
|
|
|
|
var moon = GetOrCreateDirectionalLight("Moon");
|
|
moon.color = ColorTemperatureToRGB(7000); // Cool moonlight
|
|
moon.intensity = 0.1f;
|
|
moon.transform.rotation = Quaternion.Euler(45, -30, 0);
|
|
}
|
|
|
|
private void ApplyMidnightLighting(LightingScenarioController controller)
|
|
{
|
|
RenderSettings.ambientSkyColor = new Color(0.02f, 0.02f, 0.05f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.02f, 0.02f, 0.04f);
|
|
RenderSettings.ambientGroundColor = new Color(0.01f, 0.01f, 0.02f);
|
|
RenderSettings.ambientIntensity = controller.ambientIntensity * 0.1f;
|
|
|
|
var sun = GameObject.Find("Sun");
|
|
if (sun) sun.SetActive(false);
|
|
|
|
var moon = GetOrCreateDirectionalLight("Moon");
|
|
moon.color = ColorTemperatureToRGB(8000);
|
|
moon.intensity = 0.05f;
|
|
moon.transform.rotation = Quaternion.Euler(70, 0, 0);
|
|
}
|
|
|
|
private void ApplyStudioLighting(LightingScenarioController controller)
|
|
{
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
|
|
RenderSettings.ambientLight = Color.gray;
|
|
RenderSettings.ambientIntensity = controller.ambientIntensity * 0.5f;
|
|
|
|
// Three-point lighting setup
|
|
var keyLight = GetOrCreateDirectionalLight("KeyLight");
|
|
keyLight.color = ColorTemperatureToRGB(5600);
|
|
keyLight.intensity = 1.0f;
|
|
keyLight.transform.rotation = Quaternion.Euler(45, -45, 0);
|
|
|
|
var fillLight = GetOrCreateDirectionalLight("FillLight");
|
|
fillLight.color = ColorTemperatureToRGB(6500);
|
|
fillLight.intensity = 0.5f;
|
|
fillLight.transform.rotation = Quaternion.Euler(30, 45, 0);
|
|
|
|
var backLight = GetOrCreateDirectionalLight("BackLight");
|
|
backLight.color = ColorTemperatureToRGB(7000);
|
|
backLight.intensity = 0.7f;
|
|
backLight.transform.rotation = Quaternion.Euler(30, 180, 0);
|
|
}
|
|
|
|
private void ApplyDramaticLighting(LightingScenarioController controller)
|
|
{
|
|
RenderSettings.ambientSkyColor = new Color(0.1f, 0.05f, 0.05f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.15f, 0.05f, 0.05f);
|
|
RenderSettings.ambientGroundColor = Color.black;
|
|
RenderSettings.ambientIntensity = controller.ambientIntensity * 0.3f;
|
|
|
|
var keyLight = GetOrCreateDirectionalLight("DramaticKey");
|
|
keyLight.color = ColorTemperatureToRGB(3200); // Warm dramatic light
|
|
keyLight.intensity = 1.5f;
|
|
keyLight.transform.rotation = Quaternion.Euler(15, -60, 0);
|
|
keyLight.shadows = LightShadows.Hard;
|
|
}
|
|
|
|
private void ApplyAtmosphericFog(LightingScenarioController controller)
|
|
{
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogMode = FogMode.Exponential;
|
|
RenderSettings.fogDensity = 0.02f * controller.fogDensity;
|
|
|
|
// Fog color based on scenario
|
|
switch (controller.scenario.ToLower())
|
|
{
|
|
case "dawn":
|
|
case "morning":
|
|
RenderSettings.fogColor = new Color(0.7f, 0.8f, 0.9f, 0.8f);
|
|
break;
|
|
case "sunset":
|
|
case "dusk":
|
|
RenderSettings.fogColor = new Color(0.9f, 0.7f, 0.6f, 0.8f);
|
|
break;
|
|
case "night":
|
|
case "midnight":
|
|
RenderSettings.fogColor = new Color(0.1f, 0.1f, 0.15f, 0.9f);
|
|
break;
|
|
default:
|
|
RenderSettings.fogColor = new Color(0.8f, 0.8f, 0.8f, 0.7f);
|
|
break;
|
|
}
|
|
}
|
|
|
|
private Light GetOrCreateDirectionalLight(string name)
|
|
{
|
|
var lightGO = GameObject.Find(name);
|
|
if (lightGO == null)
|
|
{
|
|
lightGO = new GameObject(name);
|
|
}
|
|
|
|
var light = lightGO.GetComponent<Light>();
|
|
if (light == null)
|
|
{
|
|
light = lightGO.AddComponent<Light>();
|
|
light.type = LightType.Directional;
|
|
}
|
|
|
|
return light;
|
|
}
|
|
|
|
private Color ColorTemperatureToRGB(float kelvin)
|
|
{
|
|
float temp = kelvin / 100;
|
|
float red, green, blue;
|
|
|
|
if (temp <= 66)
|
|
{
|
|
red = 255;
|
|
green = Mathf.Clamp(99.4708025861f * Mathf.Log(temp) - 161.1195681661f, 0, 255);
|
|
}
|
|
else
|
|
{
|
|
red = Mathf.Clamp(329.698727446f * Mathf.Pow(temp - 60, -0.1332047592f), 0, 255);
|
|
green = Mathf.Clamp(288.1221695283f * Mathf.Pow(temp - 60, -0.0755148492f), 0, 255);
|
|
}
|
|
|
|
if (temp >= 66)
|
|
blue = 255;
|
|
else if (temp <= 19)
|
|
blue = 0;
|
|
else
|
|
blue = Mathf.Clamp(138.5177312231f * Mathf.Log(temp - 10) - 305.0447927307f, 0, 255);
|
|
|
|
return new Color(red / 255f, green / 255f, blue / 255f);
|
|
}
|
|
|
|
// ===== Time of Day System Implementation =====
|
|
|
|
private string CreateTimeOfDay(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var startTime = float.Parse(parameters.GetValueOrDefault("startTime", "12"));
|
|
var dayDuration = float.Parse(parameters.GetValueOrDefault("dayDuration", "60"));
|
|
var latitude = float.Parse(parameters.GetValueOrDefault("latitude", "35"));
|
|
var longitude = float.Parse(parameters.GetValueOrDefault("longitude", "0"));
|
|
var enableClouds = bool.Parse(parameters.GetValueOrDefault("enableClouds", "true"));
|
|
var enableStars = bool.Parse(parameters.GetValueOrDefault("enableStars", "true"));
|
|
|
|
var timeSystem = new GameObject("TimeOfDaySystem");
|
|
var controller = timeSystem.AddComponent<TimeOfDayController>();
|
|
|
|
controller.currentTime = startTime;
|
|
controller.dayDuration = dayDuration;
|
|
controller.latitude = latitude;
|
|
controller.longitude = longitude;
|
|
controller.enableClouds = enableClouds;
|
|
controller.enableStars = enableStars;
|
|
|
|
// Create sun light
|
|
var sunGO = new GameObject("Sun");
|
|
sunGO.transform.SetParent(timeSystem.transform);
|
|
var sunLight = sunGO.AddComponent<Light>();
|
|
sunLight.type = LightType.Directional;
|
|
sunLight.intensity = 1;
|
|
sunLight.color = Color.white;
|
|
sunLight.shadows = LightShadows.Soft;
|
|
controller.sunLight = sunLight;
|
|
|
|
// Create moon light
|
|
var moonGO = new GameObject("Moon");
|
|
moonGO.transform.SetParent(timeSystem.transform);
|
|
var moonLight = moonGO.AddComponent<Light>();
|
|
moonLight.type = LightType.Directional;
|
|
moonLight.intensity = 0.2f;
|
|
moonLight.color = new Color(0.7f, 0.8f, 1f);
|
|
moonLight.shadows = LightShadows.Soft;
|
|
controller.moonLight = moonLight;
|
|
|
|
return $"[NexusVisual] Time of Day System created successfully!\n" +
|
|
$" Start Time: {startTime}:00\n" +
|
|
$" Day Duration: {dayDuration} seconds\n" +
|
|
$" Location: Lat {latitude}°, Long {longitude}°\n" +
|
|
$" Clouds: {enableClouds}\n" +
|
|
$" Stars: {enableStars}\n" +
|
|
$" Tip: Adjust dayDuration for faster/slower day-night cycles";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateTimeOfDay", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string SetTimeOfDay(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetTime = float.Parse(parameters.GetValueOrDefault("time", "12"));
|
|
var instant = bool.Parse(parameters.GetValueOrDefault("instant", "false"));
|
|
var transitionDuration = float.Parse(parameters.GetValueOrDefault("transitionDuration", "5"));
|
|
|
|
var timeSystem = GameObject.Find("TimeOfDaySystem");
|
|
if (timeSystem == null)
|
|
{
|
|
return "Time of Day System not found. Create it first using CreateTimeOfDay";
|
|
}
|
|
|
|
var controller = timeSystem.GetComponent<TimeOfDayController>();
|
|
if (controller == null)
|
|
{
|
|
return "TimeOfDayController component not found";
|
|
}
|
|
|
|
if (instant)
|
|
{
|
|
controller.currentTime = targetTime;
|
|
controller.UpdateTimeOfDay();
|
|
}
|
|
else
|
|
{
|
|
controller.TransitionToTime(targetTime, transitionDuration);
|
|
}
|
|
|
|
return $"[NexusVisual] Time set to {targetTime}:00!\n" +
|
|
$" Transition: {(instant ? "Instant" : transitionDuration + " seconds")}\n" +
|
|
$" Current lighting conditions updated\n" +
|
|
$" Tip: Use 6 for sunrise, 12 for noon, 18 for sunset, 0 for midnight";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetTimeOfDay", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateDayNightPreset(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var presetName = parameters.GetValueOrDefault("preset", "Default");
|
|
var sunriseTime = float.Parse(parameters.GetValueOrDefault("sunriseTime", "6"));
|
|
var sunsetTime = float.Parse(parameters.GetValueOrDefault("sunsetTime", "18"));
|
|
var sunriseColor = parameters.GetValueOrDefault("sunriseColor", "#FF8C42");
|
|
var noonColor = parameters.GetValueOrDefault("noonColor", "#FFFFFF");
|
|
var sunsetColor = parameters.GetValueOrDefault("sunsetColor", "#FF6B35");
|
|
var nightColor = parameters.GetValueOrDefault("nightColor", "#1E3A8A");
|
|
|
|
var timeSystem = GameObject.Find("TimeOfDaySystem");
|
|
if (timeSystem == null)
|
|
{
|
|
return "Time of Day System not found. Create it first using CreateTimeOfDay";
|
|
}
|
|
|
|
var controller = timeSystem.GetComponent<TimeOfDayController>();
|
|
if (controller == null)
|
|
{
|
|
return "TimeOfDayController component not found";
|
|
}
|
|
|
|
// Configure preset
|
|
controller.sunriseTime = sunriseTime;
|
|
controller.sunsetTime = sunsetTime;
|
|
|
|
if (ColorUtility.TryParseHtmlString(sunriseColor, out Color sunrise))
|
|
controller.sunriseColor = sunrise;
|
|
if (ColorUtility.TryParseHtmlString(noonColor, out Color noon))
|
|
controller.noonColor = noon;
|
|
if (ColorUtility.TryParseHtmlString(sunsetColor, out Color sunset))
|
|
controller.sunsetColor = sunset;
|
|
if (ColorUtility.TryParseHtmlString(nightColor, out Color night))
|
|
controller.nightColor = night;
|
|
|
|
// Apply fog settings based on preset
|
|
switch (presetName.ToLower())
|
|
{
|
|
case "tropical":
|
|
controller.fogDensityDay = 0.005f;
|
|
controller.fogDensityNight = 0.01f;
|
|
break;
|
|
|
|
case "desert":
|
|
controller.fogDensityDay = 0.001f;
|
|
controller.fogDensityNight = 0.002f;
|
|
break;
|
|
|
|
case "arctic":
|
|
controller.fogDensityDay = 0.02f;
|
|
controller.fogDensityNight = 0.015f;
|
|
break;
|
|
|
|
case "urban":
|
|
controller.fogDensityDay = 0.01f;
|
|
controller.fogDensityNight = 0.02f;
|
|
break;
|
|
}
|
|
|
|
return $"[NexusVisual] Day/Night Preset '{presetName}' applied!\n" +
|
|
$" Sunrise: {sunriseTime}:00 ({sunriseColor})\n" +
|
|
$" Sunset: {sunsetTime}:00 ({sunsetColor})\n" +
|
|
$" Noon Color: {noonColor}\n" +
|
|
$" Night Color: {nightColor}\n" +
|
|
$" Tip: Presets include tropical, desert, arctic, and urban";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateDayNightPreset", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateSkyboxBlend(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var daySkybox = parameters.GetValueOrDefault("daySkybox", "Default-Skybox");
|
|
var nightSkybox = parameters.GetValueOrDefault("nightSkybox", "");
|
|
var blendCurve = parameters.GetValueOrDefault("blendCurve", "Smooth");
|
|
var cloudSpeed = float.Parse(parameters.GetValueOrDefault("cloudSpeed", "0.1"));
|
|
var cloudOpacity = float.Parse(parameters.GetValueOrDefault("cloudOpacity", "0.5"));
|
|
|
|
var skyboxController = new GameObject("SkyboxBlendController");
|
|
var controller = skyboxController.AddComponent<SkyboxBlendController>();
|
|
|
|
controller.cloudSpeed = cloudSpeed;
|
|
controller.cloudOpacity = cloudOpacity;
|
|
controller.blendCurve = blendCurve;
|
|
|
|
// Load skybox materials
|
|
var dayMaterial = Resources.Load<Material>(daySkybox);
|
|
if (dayMaterial != null)
|
|
{
|
|
controller.daySkybox = dayMaterial;
|
|
}
|
|
|
|
if (!string.IsNullOrEmpty(nightSkybox))
|
|
{
|
|
var nightMaterial = Resources.Load<Material>(nightSkybox);
|
|
if (nightMaterial != null)
|
|
{
|
|
controller.nightSkybox = nightMaterial;
|
|
}
|
|
}
|
|
|
|
// Link to time of day system if exists
|
|
var timeSystem = GameObject.Find("TimeOfDaySystem");
|
|
if (timeSystem != null)
|
|
{
|
|
var timeController = timeSystem.GetComponent<TimeOfDayController>();
|
|
if (timeController != null)
|
|
{
|
|
timeController.skyboxController = controller;
|
|
}
|
|
}
|
|
|
|
return $"[NexusVisual] Skybox Blend Controller created!\n" +
|
|
$" Day Skybox: {daySkybox}\n" +
|
|
$" Night Skybox: {(string.IsNullOrEmpty(nightSkybox) ? "Procedural" : nightSkybox)}\n" +
|
|
$" Blend Curve: {blendCurve}\n" +
|
|
$" Cloud Speed: {cloudSpeed}\n" +
|
|
$" Cloud Opacity: {cloudOpacity}\n" +
|
|
$" Tip: Links automatically with Time of Day system";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateSkyboxBlend", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create Skybox material from image(s)
|
|
/// </summary>
|
|
private string CreateSkyboxFromImage(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var type = parameters.GetValueOrDefault("type", "panoramic").ToLower();
|
|
var materialName = parameters.GetValueOrDefault("materialName", "CustomSkybox");
|
|
var exposure = float.Parse(parameters.GetValueOrDefault("exposure", "1.0"));
|
|
var rotation = float.Parse(parameters.GetValueOrDefault("rotation", "0"));
|
|
var applyToScene = bool.Parse(parameters.GetValueOrDefault("applyToScene", "true"));
|
|
|
|
Material skyboxMaterial = null;
|
|
string resultInfo = "";
|
|
|
|
if (type == "panoramic" || type == "hdri" || type == "equirectangular")
|
|
{
|
|
// Single panorama/HDRI image
|
|
var imagePath = parameters.GetValueOrDefault("imagePath", "");
|
|
if (string.IsNullOrEmpty(imagePath))
|
|
{
|
|
return "[Error] imagePath is required for panoramic skybox";
|
|
}
|
|
|
|
var texture = AssetDatabase.LoadAssetAtPath<Texture2D>(imagePath);
|
|
if (texture == null)
|
|
{
|
|
return $"[Error] Could not load texture at: {imagePath}\nMake sure the path is relative to Assets folder (e.g., 'Assets/Textures/sky.hdr')";
|
|
}
|
|
|
|
// Create Panoramic Skybox material
|
|
var shader = Shader.Find("Skybox/Panoramic");
|
|
if (shader == null)
|
|
{
|
|
return "[Error] Skybox/Panoramic shader not found";
|
|
}
|
|
|
|
skyboxMaterial = new Material(shader);
|
|
skyboxMaterial.SetTexture("_MainTex", texture);
|
|
skyboxMaterial.SetFloat("_Exposure", exposure);
|
|
skyboxMaterial.SetFloat("_Rotation", rotation);
|
|
|
|
// Set mapping mode (0 = 6 Frames Layout, 1 = Latitude Longitude Layout)
|
|
skyboxMaterial.SetFloat("_Mapping", 1); // Lat/Long for panorama
|
|
skyboxMaterial.SetFloat("_ImageType", 0); // 0 = 360, 1 = 180
|
|
|
|
resultInfo = $" Type: Panoramic\n Image: {imagePath}\n";
|
|
}
|
|
else if (type == "6sided" || type == "cubemap" || type == "6面")
|
|
{
|
|
// 6 sided skybox
|
|
var frontPath = parameters.GetValueOrDefault("front", "");
|
|
var backPath = parameters.GetValueOrDefault("back", "");
|
|
var leftPath = parameters.GetValueOrDefault("left", "");
|
|
var rightPath = parameters.GetValueOrDefault("right", "");
|
|
var upPath = parameters.GetValueOrDefault("up", "");
|
|
var downPath = parameters.GetValueOrDefault("down", "");
|
|
|
|
// Check if at least one texture is provided
|
|
if (string.IsNullOrEmpty(frontPath) && string.IsNullOrEmpty(backPath) &&
|
|
string.IsNullOrEmpty(leftPath) && string.IsNullOrEmpty(rightPath) &&
|
|
string.IsNullOrEmpty(upPath) && string.IsNullOrEmpty(downPath))
|
|
{
|
|
return "[Error] At least one face texture is required for 6-sided skybox.\n" +
|
|
"Parameters: front, back, left, right, up, down";
|
|
}
|
|
|
|
var shader = Shader.Find("Skybox/6 Sided");
|
|
if (shader == null)
|
|
{
|
|
return "[Error] Skybox/6 Sided shader not found";
|
|
}
|
|
|
|
skyboxMaterial = new Material(shader);
|
|
|
|
// Load and set textures for each face
|
|
var faces = new Dictionary<string, string>
|
|
{
|
|
{ "_FrontTex", frontPath },
|
|
{ "_BackTex", backPath },
|
|
{ "_LeftTex", leftPath },
|
|
{ "_RightTex", rightPath },
|
|
{ "_UpTex", upPath },
|
|
{ "_DownTex", downPath }
|
|
};
|
|
|
|
var loadedFaces = new List<string>();
|
|
foreach (var face in faces)
|
|
{
|
|
if (!string.IsNullOrEmpty(face.Value))
|
|
{
|
|
var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(face.Value);
|
|
if (tex != null)
|
|
{
|
|
skyboxMaterial.SetTexture(face.Key, tex);
|
|
loadedFaces.Add($"{face.Key.Replace("_", "").Replace("Tex", "")}: {face.Value}");
|
|
}
|
|
else
|
|
{
|
|
SynLog.Warn($"[Skybox] Could not load texture: {face.Value}");
|
|
}
|
|
}
|
|
}
|
|
|
|
skyboxMaterial.SetFloat("_Exposure", exposure);
|
|
skyboxMaterial.SetFloat("_Rotation", rotation);
|
|
|
|
resultInfo = $" Type: 6-Sided\n Faces loaded: {loadedFaces.Count}/6\n";
|
|
foreach (var f in loadedFaces)
|
|
{
|
|
resultInfo += $" {f}\n";
|
|
}
|
|
}
|
|
else if (type == "sphere" || type == "dome" || type == "landscape")
|
|
{
|
|
// Sphere interior method - for regular landscape photos
|
|
var imagePath = parameters.GetValueOrDefault("imagePath", "");
|
|
if (string.IsNullOrEmpty(imagePath))
|
|
{
|
|
return "[Error] imagePath is required for sphere skybox";
|
|
}
|
|
|
|
var texture = AssetDatabase.LoadAssetAtPath<Texture2D>(imagePath);
|
|
if (texture == null)
|
|
{
|
|
return $"[Error] Could not load texture at: {imagePath}\nMake sure the path is relative to Assets folder (e.g., 'Assets/Textures/landscape.jpg')";
|
|
}
|
|
|
|
var sphereRadius = float.Parse(parameters.GetValueOrDefault("radius", "500"));
|
|
var followCamera = bool.Parse(parameters.GetValueOrDefault("followCamera", "true"));
|
|
var objectName = parameters.GetValueOrDefault("objectName", "SkySphere");
|
|
var applyToCameraSkybox = bool.Parse(parameters.GetValueOrDefault("applyToCamera", "true"));
|
|
var applyToSceneSkybox = bool.Parse(parameters.GetValueOrDefault("applyToScene", "false"));
|
|
|
|
// Create inverted sphere mesh
|
|
var skyObject = CreateInvertedSphere(objectName, sphereRadius, 64);
|
|
|
|
// Position at main camera
|
|
var mainCam = Camera.main;
|
|
if (mainCam != null)
|
|
{
|
|
skyObject.transform.position = mainCam.transform.position;
|
|
}
|
|
|
|
// Create material with SkySphere shader (Cull Front for inside visibility)
|
|
var shader = Shader.Find("Synaptic/SkySphere");
|
|
if (shader == null)
|
|
{
|
|
// Fallback to Unlit/Texture if custom shader not found
|
|
shader = Shader.Find("Unlit/Texture");
|
|
SynLog.Warn("[Synaptic] SkySphere shader not found, using Unlit/Texture fallback");
|
|
}
|
|
|
|
var sphereMaterial = new Material(shader);
|
|
sphereMaterial.mainTexture = texture;
|
|
|
|
// Apply material
|
|
var renderer = skyObject.GetComponent<MeshRenderer>();
|
|
renderer.material = sphereMaterial;
|
|
renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
|
renderer.receiveShadows = false;
|
|
|
|
// Apply rotation
|
|
skyObject.transform.rotation = Quaternion.Euler(0, rotation, 0);
|
|
|
|
// Save material
|
|
var matSavePath = $"Assets/{materialName}_SphereMat.mat";
|
|
AssetDatabase.CreateAsset(sphereMaterial, matSavePath);
|
|
|
|
// Add camera follow component if requested
|
|
if (followCamera)
|
|
{
|
|
var follower = skyObject.AddComponent<SkySphereCameraFollow>();
|
|
follower.Initialize();
|
|
}
|
|
|
|
// Apply to MainCamera's skybox
|
|
string cameraApplyResult = "";
|
|
if (applyToCameraSkybox && mainCam != null)
|
|
{
|
|
// Ensure camera uses Skybox clear flags
|
|
mainCam.clearFlags = CameraClearFlags.Skybox;
|
|
|
|
// Add or get Skybox component on camera
|
|
var camSkybox = mainCam.GetComponent<Skybox>();
|
|
if (camSkybox == null)
|
|
{
|
|
camSkybox = mainCam.gameObject.AddComponent<Skybox>();
|
|
}
|
|
camSkybox.material = sphereMaterial;
|
|
cameraApplyResult = " Applied to: MainCamera skybox\n";
|
|
}
|
|
|
|
// Apply to scene's RenderSettings
|
|
string sceneApplyResult = "";
|
|
if (applyToSceneSkybox)
|
|
{
|
|
RenderSettings.skybox = sphereMaterial;
|
|
DynamicGI.UpdateEnvironment();
|
|
sceneApplyResult = " Applied to: Scene RenderSettings\n";
|
|
}
|
|
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return $"[Synaptic] Sky Sphere created successfully!\n" +
|
|
$" Type: Sphere (Inverted)\n" +
|
|
$" Image: {imagePath}\n" +
|
|
$" Radius: {sphereRadius}\n" +
|
|
$" Rotation: {rotation}°\n" +
|
|
$" Follow Camera: {followCamera}\n" +
|
|
$" GameObject: {objectName}\n" +
|
|
$" Material saved: {matSavePath}\n" +
|
|
cameraApplyResult +
|
|
sceneApplyResult +
|
|
$"\n💡 Tips for landscape photos:\n" +
|
|
$" - Best results with wide panoramic shots\n" +
|
|
$" - Avoid obvious horizon lines if possible\n" +
|
|
$" - Higher resolution images (4K+) look better\n" +
|
|
$" - Adjust 'rotation' to align the view";
|
|
}
|
|
else
|
|
{
|
|
return $"[Error] Unknown skybox type: {type}\nSupported types: panoramic, hdri, 6sided, cubemap, sphere, dome, landscape";
|
|
}
|
|
|
|
// Save material to Assets
|
|
var savePath = $"Assets/{materialName}.mat";
|
|
AssetDatabase.CreateAsset(skyboxMaterial, savePath);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
// Apply to scene
|
|
if (applyToScene)
|
|
{
|
|
RenderSettings.skybox = skyboxMaterial;
|
|
DynamicGI.UpdateEnvironment();
|
|
}
|
|
|
|
return $"[Synaptic] Skybox created successfully!\n" +
|
|
resultInfo +
|
|
$" Exposure: {exposure}\n" +
|
|
$" Rotation: {rotation}°\n" +
|
|
$" Material saved: {savePath}\n" +
|
|
$" Applied to scene: {applyToScene}";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateSkyboxFromImage", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a sphere with inverted normals (visible from inside)
|
|
/// </summary>
|
|
private GameObject CreateInvertedSphere(string name, float radius, int segments)
|
|
{
|
|
var go = new GameObject(name);
|
|
var meshFilter = go.AddComponent<MeshFilter>();
|
|
var meshRenderer = go.AddComponent<MeshRenderer>();
|
|
|
|
// Generate sphere mesh with inverted normals
|
|
var mesh = new Mesh();
|
|
mesh.name = "InvertedSphere";
|
|
|
|
int latSegments = segments;
|
|
int lonSegments = segments * 2;
|
|
|
|
var vertices = new List<Vector3>();
|
|
var normals = new List<Vector3>();
|
|
var uvs = new List<Vector2>();
|
|
var triangles = new List<int>();
|
|
|
|
// Generate vertices
|
|
for (int lat = 0; lat <= latSegments; lat++)
|
|
{
|
|
float theta = lat * Mathf.PI / latSegments;
|
|
float sinTheta = Mathf.Sin(theta);
|
|
float cosTheta = Mathf.Cos(theta);
|
|
|
|
for (int lon = 0; lon <= lonSegments; lon++)
|
|
{
|
|
float phi = lon * 2 * Mathf.PI / lonSegments;
|
|
float sinPhi = Mathf.Sin(phi);
|
|
float cosPhi = Mathf.Cos(phi);
|
|
|
|
float x = cosPhi * sinTheta;
|
|
float y = cosTheta;
|
|
float z = sinPhi * sinTheta;
|
|
|
|
vertices.Add(new Vector3(x, y, z) * radius);
|
|
// Inverted normals (pointing inward)
|
|
normals.Add(new Vector3(-x, -y, -z));
|
|
// Flip U coordinate for correct texture orientation from inside
|
|
uvs.Add(new Vector2(1.0f - (float)lon / lonSegments, 1.0f - (float)lat / latSegments));
|
|
}
|
|
}
|
|
|
|
// Generate triangles (reversed winding for inside view)
|
|
for (int lat = 0; lat < latSegments; lat++)
|
|
{
|
|
for (int lon = 0; lon < lonSegments; lon++)
|
|
{
|
|
int first = lat * (lonSegments + 1) + lon;
|
|
int second = first + lonSegments + 1;
|
|
|
|
// Reversed winding order for inside visibility
|
|
triangles.Add(first);
|
|
triangles.Add(first + 1);
|
|
triangles.Add(second);
|
|
|
|
triangles.Add(second);
|
|
triangles.Add(first + 1);
|
|
triangles.Add(second + 1);
|
|
}
|
|
}
|
|
|
|
mesh.vertices = vertices.ToArray();
|
|
mesh.normals = normals.ToArray();
|
|
mesh.uv = uvs.ToArray();
|
|
mesh.triangles = triangles.ToArray();
|
|
mesh.RecalculateBounds();
|
|
|
|
meshFilter.mesh = mesh;
|
|
|
|
// Set render queue to background
|
|
meshRenderer.sortingOrder = -32767;
|
|
|
|
return go;
|
|
}
|
|
|
|
private string CreateTimeEvent(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var eventName = parameters.GetValueOrDefault("eventName", "TimeEvent");
|
|
var triggerTime = float.Parse(parameters.GetValueOrDefault("triggerTime", "6"));
|
|
var eventType = parameters.GetValueOrDefault("eventType", "Once");
|
|
var action = parameters.GetValueOrDefault("action", "");
|
|
var targetObject = parameters.GetValueOrDefault("targetObject", "");
|
|
|
|
var timeSystem = GameObject.Find("TimeOfDaySystem");
|
|
if (timeSystem == null)
|
|
{
|
|
return "Time of Day System not found. Create it first using CreateTimeOfDay";
|
|
}
|
|
|
|
var controller = timeSystem.GetComponent<TimeOfDayController>();
|
|
if (controller == null)
|
|
{
|
|
return "TimeOfDayController component not found";
|
|
}
|
|
|
|
var timeEvent = new TimeEvent
|
|
{
|
|
eventName = eventName,
|
|
triggerTime = triggerTime,
|
|
eventType = eventType,
|
|
action = action,
|
|
targetObject = targetObject
|
|
};
|
|
|
|
controller.AddTimeEvent(timeEvent);
|
|
|
|
return $"[NexusVisual] Time Event '{eventName}' created!\n" +
|
|
$" Trigger Time: {triggerTime}:00\n" +
|
|
$" Type: {eventType}\n" +
|
|
$" Action: {action}\n" +
|
|
$" Target: {targetObject}\n" +
|
|
$" Tip: Use for triggering gameplay events at specific times";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateTimeEvent", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string SetupCamera(Dictionary<string, string> parameters)
|
|
{
|
|
var preset = parameters.GetValueOrDefault("preset", "default");
|
|
var mainCamera = Camera.main;
|
|
|
|
if (mainCamera == null)
|
|
{
|
|
return "No main camera found in scene";
|
|
}
|
|
|
|
switch (preset.ToLower())
|
|
{
|
|
case "topdown":
|
|
mainCamera.transform.position = new Vector3(0, 10, 0);
|
|
mainCamera.transform.rotation = Quaternion.Euler(90, 0, 0);
|
|
mainCamera.orthographic = true;
|
|
mainCamera.orthographicSize = 10;
|
|
break;
|
|
|
|
case "side":
|
|
mainCamera.transform.position = new Vector3(10, 0, 0);
|
|
mainCamera.transform.rotation = Quaternion.Euler(0, -90, 0);
|
|
break;
|
|
|
|
case "isometric":
|
|
mainCamera.transform.position = new Vector3(10, 10, 10);
|
|
mainCamera.transform.rotation = Quaternion.Euler(30, -45, 0);
|
|
mainCamera.orthographic = true;
|
|
mainCamera.orthographicSize = 8;
|
|
break;
|
|
|
|
case "fps":
|
|
mainCamera.transform.position = new Vector3(0, 1.8f, 0);
|
|
mainCamera.transform.rotation = Quaternion.identity;
|
|
mainCamera.orthographic = false;
|
|
mainCamera.fieldOfView = 75;
|
|
break;
|
|
|
|
case "custom":
|
|
default:
|
|
// Custom settings or maintain current settings
|
|
if (parameters.TryGetValue("position", out var pos))
|
|
mainCamera.transform.position = ParseVector3(pos);
|
|
|
|
if (parameters.TryGetValue("rotation", out var rot))
|
|
mainCamera.transform.rotation = Quaternion.Euler(ParseVector3(rot));
|
|
|
|
if (parameters.TryGetValue("fov", out var fov))
|
|
mainCamera.fieldOfView = float.Parse(fov);
|
|
|
|
if (parameters.TryGetValue("orthographic", out var ortho))
|
|
mainCamera.orthographic = bool.Parse(ortho);
|
|
|
|
break;
|
|
}
|
|
|
|
Selection.activeGameObject = mainCamera.gameObject;
|
|
|
|
return $"Camera setup completed: {preset}";
|
|
}
|
|
|
|
private string UndoOperation()
|
|
{
|
|
try
|
|
{
|
|
// Use Unity editor's UNDO system
|
|
UnityEditor.Undo.PerformUndo();
|
|
return "Previous operation undone";
|
|
}
|
|
catch (System.InvalidOperationException)
|
|
{
|
|
return "No operations available to UNDO";
|
|
}
|
|
catch (System.Exception e)
|
|
{
|
|
return $"UNDO execution error: {e.Message}";
|
|
}
|
|
}
|
|
|
|
private string RedoOperation()
|
|
{
|
|
try
|
|
{
|
|
// Use Unity editor's REDO system
|
|
UnityEditor.Undo.PerformRedo();
|
|
return "Operation redone";
|
|
}
|
|
catch (System.InvalidOperationException)
|
|
{
|
|
return "No operations available to REDO";
|
|
}
|
|
catch (System.Exception e)
|
|
{
|
|
return $"REDO execution error: {e.Message}";
|
|
}
|
|
}
|
|
|
|
private string GetOperationHistory()
|
|
{
|
|
return NexusOperationHistory.Instance.ExportHistory();
|
|
}
|
|
|
|
private string CreateCheckpoint(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string name = parameters.ContainsKey("name") ? parameters["name"] : $"Checkpoint_{DateTime.Now:yyyyMMdd_HHmmss}";
|
|
string description = parameters.ContainsKey("description") ? parameters["description"] : "Manual checkpoint";
|
|
|
|
bool success = NexusOperationHistory.Instance.CreateCheckpoint(name, description);
|
|
return success ? $"Checkpoint '{name}' created successfully" : "Failed to create checkpoint";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error creating checkpoint: {e.Message}";
|
|
}
|
|
}
|
|
|
|
private string RestoreCheckpoint(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
if (!parameters.ContainsKey("name"))
|
|
return "Error: Checkpoint name not specified";
|
|
|
|
string name = parameters["name"];
|
|
bool success = NexusOperationHistory.Instance.RestoreCheckpoint(name);
|
|
return success ? $"Checkpoint '{name}' restored successfully" : $"Failed to restore checkpoint '{name}'";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error restoring checkpoint: {e.Message}";
|
|
}
|
|
}
|
|
|
|
// Real-time event monitoring method
|
|
|
|
private string StartPlayStateMonitoring(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
bool enable = !parameters.ContainsKey("enable") || bool.Parse(parameters.GetValueOrDefault("enable", "true"));
|
|
bool success = NexusEventMonitor.Instance.StartPlayStateMonitoring(enable);
|
|
|
|
return success ?
|
|
$"Play state monitoring {(enable ? "started" : "stopped")} successfully" :
|
|
"Failed to change play state monitoring";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error in play state monitoring: {e.Message}";
|
|
}
|
|
}
|
|
|
|
private string StartFileChangeMonitoring(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
bool enable = !parameters.ContainsKey("enable") || bool.Parse(parameters.GetValueOrDefault("enable", "true"));
|
|
bool success = NexusEventMonitor.Instance.StartFileChangeMonitoring(enable);
|
|
|
|
return success ?
|
|
$"File change monitoring {(enable ? "started" : "stopped")} successfully" :
|
|
"Failed to change file change monitoring";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error in file change monitoring: {e.Message}";
|
|
}
|
|
}
|
|
|
|
private string StartCompileMonitoring(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
bool enable = !parameters.ContainsKey("enable") || bool.Parse(parameters.GetValueOrDefault("enable", "true"));
|
|
bool success = NexusEventMonitor.Instance.StartCompileMonitoring(enable);
|
|
|
|
return success ?
|
|
$"Compile monitoring {(enable ? "started" : "stopped")} successfully" :
|
|
"Failed to change compile monitoring";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error in compile monitoring: {e.Message}";
|
|
}
|
|
}
|
|
|
|
private string SubscribeToEvents(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
if (!parameters.ContainsKey("event_type"))
|
|
return "Error: event_type parameter required";
|
|
|
|
string eventType = parameters["event_type"];
|
|
string subscriberId = parameters.GetValueOrDefault("subscriber_id", Guid.NewGuid().ToString());
|
|
|
|
bool success = NexusEventMonitor.Instance.SubscribeToEvent(eventType, subscriberId);
|
|
|
|
return success ?
|
|
$"Successfully subscribed to event '{eventType}' with ID '{subscriberId}'" :
|
|
$"Failed to subscribe to event '{eventType}'";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error subscribing to events: {e.Message}";
|
|
}
|
|
}
|
|
|
|
private string GetRecentEvents(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
int count = int.Parse(parameters.GetValueOrDefault("count", "10"));
|
|
return NexusEventMonitor.Instance.GetRecentEvents(count);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error getting recent events: {e.Message}";
|
|
}
|
|
}
|
|
|
|
private string GetMonitoringStatus()
|
|
{
|
|
try
|
|
{
|
|
return NexusEventMonitor.Instance.GetMonitoringStatus();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error getting monitoring status: {e.Message}";
|
|
}
|
|
}
|
|
|
|
private string PlaceObjects(Dictionary<string, string> parameters)
|
|
{
|
|
var objectType = parameters.GetValueOrDefault("objectType", "Cube");
|
|
var pattern = parameters.GetValueOrDefault("pattern", "grid");
|
|
var countStr = parameters.GetValueOrDefault("count", "5");
|
|
var spacing = float.Parse(parameters.GetValueOrDefault("spacing", "2"));
|
|
|
|
if (!int.TryParse(countStr, out int count))
|
|
{
|
|
count = 5;
|
|
}
|
|
|
|
var createdObjects = new List<GameObject>();
|
|
|
|
switch (pattern.ToLower())
|
|
{
|
|
case "grid":
|
|
int gridSize = Mathf.CeilToInt(Mathf.Sqrt(count));
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
int x = i % gridSize;
|
|
int z = i / gridSize;
|
|
var position = new Vector3(x * spacing, 0, z * spacing);
|
|
var obj = CreateObjectAtPosition(objectType, position, i);
|
|
createdObjects.Add(obj);
|
|
}
|
|
break;
|
|
|
|
case "circle":
|
|
float radius = spacing * count / (2 * Mathf.PI);
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
float angle = i * (360f / count) * Mathf.Deg2Rad;
|
|
var position = new Vector3(Mathf.Cos(angle) * radius, 0, Mathf.Sin(angle) * radius);
|
|
var obj = CreateObjectAtPosition(objectType, position, i);
|
|
createdObjects.Add(obj);
|
|
}
|
|
break;
|
|
|
|
case "line":
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
var position = new Vector3(i * spacing, 0, 0);
|
|
var obj = CreateObjectAtPosition(objectType, position, i);
|
|
createdObjects.Add(obj);
|
|
}
|
|
break;
|
|
|
|
case "random":
|
|
float range = spacing * count / 2;
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
var position = new Vector3(
|
|
UnityEngine.Random.Range(-range, range),
|
|
0,
|
|
UnityEngine.Random.Range(-range, range)
|
|
);
|
|
var obj = CreateObjectAtPosition(objectType, position, i);
|
|
createdObjects.Add(obj);
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Record operation to history
|
|
var paramDict = new Dictionary<string, object>();
|
|
foreach (var kvp in parameters)
|
|
{
|
|
paramDict[kvp.Key] = kvp.Value;
|
|
}
|
|
NexusOperationHistory.Instance.RecordOperation(
|
|
"PLACE_OBJECTS",
|
|
$"Place {count} {objectType} objects in {pattern} pattern",
|
|
paramDict,
|
|
null
|
|
);
|
|
|
|
return $"Placed {count} {objectType} objects in {pattern} pattern";
|
|
}
|
|
|
|
private GameObject CreateObjectAtPosition(string objectType, Vector3 position, int index)
|
|
{
|
|
GameObject obj = null;
|
|
|
|
switch (objectType.ToLower())
|
|
{
|
|
case "cube":
|
|
obj = CreatePrimitiveWithMaterial(PrimitiveType.Cube);
|
|
break;
|
|
case "sphere":
|
|
obj = CreatePrimitiveWithMaterial(PrimitiveType.Sphere);
|
|
break;
|
|
case "cylinder":
|
|
obj = CreatePrimitiveWithMaterial(PrimitiveType.Cylinder);
|
|
break;
|
|
case "capsule":
|
|
obj = CreatePrimitiveWithMaterial(PrimitiveType.Capsule);
|
|
break;
|
|
case "plane":
|
|
obj = CreatePrimitiveWithMaterial(PrimitiveType.Plane);
|
|
break;
|
|
default:
|
|
obj = new GameObject();
|
|
break;
|
|
}
|
|
|
|
obj.name = $"{objectType}_{index}";
|
|
obj.transform.position = position;
|
|
|
|
return obj;
|
|
}
|
|
|
|
private string GetGameObjectDetails(Dictionary<string, string> parameters)
|
|
{
|
|
var targetName = parameters.GetValueOrDefault("name") ?? parameters.GetValueOrDefault("target");
|
|
|
|
GameObject target = null;
|
|
if (!string.IsNullOrEmpty(targetName))
|
|
{
|
|
target = GameObject.Find(targetName);
|
|
}
|
|
|
|
if (target == null)
|
|
{
|
|
return "GameObject not found: " + targetName;
|
|
}
|
|
|
|
var details = new System.Text.StringBuilder();
|
|
details.AppendLine($"=== GameObject Details: {target.name} ===");
|
|
|
|
// Transform info
|
|
details.AppendLine("\n[Transform]");
|
|
details.AppendLine($"Position: {target.transform.position}");
|
|
details.AppendLine($"Rotation: {target.transform.rotation.eulerAngles}");
|
|
details.AppendLine($"Scale: {target.transform.localScale}");
|
|
details.AppendLine($"Active: {target.activeInHierarchy}");
|
|
details.AppendLine($"Layer: {target.layer} ({LayerMask.LayerToName(target.layer)})");
|
|
details.AppendLine($"Tag: {target.tag}");
|
|
|
|
// Parent-child relationships
|
|
if (target.transform.parent != null)
|
|
{
|
|
details.AppendLine($"Parent: {target.transform.parent.name}");
|
|
}
|
|
|
|
if (target.transform.childCount > 0)
|
|
{
|
|
details.AppendLine($"Children: {target.transform.childCount}");
|
|
for (int i = 0; i < target.transform.childCount && i < 10; i++)
|
|
{
|
|
details.AppendLine($" - {target.transform.GetChild(i).name}");
|
|
}
|
|
if (target.transform.childCount > 10)
|
|
{
|
|
details.AppendLine($" ... and {target.transform.childCount - 10} more");
|
|
}
|
|
}
|
|
|
|
// Component info
|
|
details.AppendLine("\n[Components]");
|
|
var components = target.GetComponents<Component>();
|
|
foreach (var comp in components)
|
|
{
|
|
if (comp == null) continue;
|
|
|
|
details.AppendLine($"- {comp.GetType().Name}");
|
|
|
|
// Specific component details
|
|
if (comp is MeshRenderer mr)
|
|
{
|
|
details.AppendLine($" - Enabled: {mr.enabled}");
|
|
if (mr.sharedMaterial != null)
|
|
{
|
|
details.AppendLine($" - Material: {mr.sharedMaterial.name}");
|
|
}
|
|
}
|
|
else if (comp is MeshFilter mf && mf.sharedMesh != null)
|
|
{
|
|
details.AppendLine($" - Mesh: {mf.sharedMesh.name}");
|
|
details.AppendLine($" - Vertices: {mf.sharedMesh.vertexCount}");
|
|
}
|
|
else if (comp is Collider col)
|
|
{
|
|
details.AppendLine($" - Type: {col.GetType().Name}");
|
|
details.AppendLine($" - Enabled: {col.enabled}");
|
|
details.AppendLine($" - Trigger: {col.isTrigger}");
|
|
}
|
|
else if (comp is Rigidbody rb)
|
|
{
|
|
details.AppendLine($" - Mass: {rb.mass}");
|
|
details.AppendLine($" - Kinematic: {rb.isKinematic}");
|
|
details.AppendLine($" - Use Gravity: {rb.useGravity}");
|
|
}
|
|
}
|
|
|
|
return details.ToString();
|
|
}
|
|
|
|
private string GetSceneInfo(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var sceneInfo = new Dictionary<string, object>();
|
|
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
|
|
|
|
// Basic info
|
|
sceneInfo["scene_name"] = activeScene.name;
|
|
sceneInfo["scene_path"] = activeScene.path;
|
|
sceneInfo["is_dirty"] = activeScene.isDirty;
|
|
sceneInfo["is_loaded"] = activeScene.isLoaded;
|
|
sceneInfo["build_index"] = activeScene.buildIndex;
|
|
|
|
// GameObject hierarchy
|
|
var rootObjects = activeScene.GetRootGameObjects();
|
|
var hierarchy = new List<Dictionary<string, object>>();
|
|
|
|
foreach (var root in rootObjects)
|
|
{
|
|
hierarchy.Add(GetGameObjectHierarchy(root));
|
|
}
|
|
|
|
sceneInfo["hierarchy"] = hierarchy;
|
|
|
|
// Statistics info
|
|
var statistics = new Dictionary<string, object>();
|
|
statistics["total_root_objects"] = rootObjects.Length;
|
|
|
|
int totalGameObjects = 0;
|
|
int totalComponents = 0;
|
|
var componentCounts = new Dictionary<string, int>();
|
|
|
|
foreach (var root in rootObjects)
|
|
{
|
|
CountGameObjectsAndComponents(root.transform, ref totalGameObjects, ref totalComponents, componentCounts);
|
|
}
|
|
|
|
statistics["total_gameobjects"] = totalGameObjects;
|
|
statistics["total_components"] = totalComponents;
|
|
statistics["component_breakdown"] = componentCounts;
|
|
|
|
sceneInfo["statistics"] = statistics;
|
|
|
|
// Lighting info
|
|
var lightingInfo = new Dictionary<string, object>();
|
|
lightingInfo["ambient_mode"] = RenderSettings.ambientMode.ToString();
|
|
lightingInfo["ambient_color"] = ColorToDict(RenderSettings.ambientLight);
|
|
lightingInfo["fog_enabled"] = RenderSettings.fog;
|
|
if (RenderSettings.fog)
|
|
{
|
|
lightingInfo["fog_color"] = ColorToDict(RenderSettings.fogColor);
|
|
lightingInfo["fog_mode"] = RenderSettings.fogMode.ToString();
|
|
lightingInfo["fog_density"] = RenderSettings.fogDensity;
|
|
}
|
|
if (RenderSettings.skybox != null)
|
|
{
|
|
lightingInfo["skybox"] = RenderSettings.skybox.name;
|
|
}
|
|
|
|
sceneInfo["lighting"] = lightingInfo;
|
|
|
|
// Camera info
|
|
var cameras = GameObject.FindObjectsOfType<Camera>();
|
|
var cameraList = new List<Dictionary<string, object>>();
|
|
|
|
foreach (var cam in cameras)
|
|
{
|
|
var camInfo = new Dictionary<string, object>
|
|
{
|
|
["name"] = cam.name,
|
|
["enabled"] = cam.enabled,
|
|
["is_main"] = cam == Camera.main,
|
|
["position"] = Vector3ToDict(cam.transform.position),
|
|
["fov"] = cam.fieldOfView,
|
|
["depth"] = cam.depth,
|
|
["rendering_path"] = cam.renderingPath.ToString()
|
|
};
|
|
cameraList.Add(camInfo);
|
|
}
|
|
|
|
sceneInfo["cameras"] = cameraList;
|
|
|
|
// Return in JSON format
|
|
return JsonConvert.SerializeObject(sceneInfo, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error getting scene info: {e.Message}";
|
|
}
|
|
}
|
|
|
|
private Dictionary<string, object> GetGameObjectHierarchy(GameObject obj)
|
|
{
|
|
var info = new Dictionary<string, object>();
|
|
info["name"] = obj.name;
|
|
info["active"] = obj.activeInHierarchy;
|
|
info["tag"] = obj.tag;
|
|
info["layer"] = LayerMask.LayerToName(obj.layer);
|
|
|
|
// Transform information
|
|
var transform = obj.transform;
|
|
var transformInfo = new Dictionary<string, object>
|
|
{
|
|
["position_world"] = Vector3ToDict(transform.position),
|
|
["position_local"] = Vector3ToDict(transform.localPosition),
|
|
["rotation_world"] = QuaternionToDict(transform.rotation),
|
|
["rotation_local"] = QuaternionToDict(transform.localRotation),
|
|
["euler_angles_world"] = Vector3ToDict(transform.eulerAngles),
|
|
["euler_angles_local"] = Vector3ToDict(transform.localEulerAngles),
|
|
["scale_local"] = Vector3ToDict(transform.localScale)
|
|
};
|
|
info["transform"] = transformInfo;
|
|
|
|
// RectTransform specific information (for UI elements)
|
|
var rectTransform = obj.GetComponent<RectTransform>();
|
|
if (rectTransform != null)
|
|
{
|
|
var rectInfo = new Dictionary<string, object>
|
|
{
|
|
["anchor_min"] = Vector2ToDict(rectTransform.anchorMin),
|
|
["anchor_max"] = Vector2ToDict(rectTransform.anchorMax),
|
|
["anchored_position"] = Vector2ToDict(rectTransform.anchoredPosition),
|
|
["anchored_position_3d"] = Vector3ToDict(rectTransform.anchoredPosition3D),
|
|
["size_delta"] = Vector2ToDict(rectTransform.sizeDelta),
|
|
["pivot"] = Vector2ToDict(rectTransform.pivot),
|
|
["rect"] = new Dictionary<string, object>
|
|
{
|
|
["x"] = rectTransform.rect.x,
|
|
["y"] = rectTransform.rect.y,
|
|
["width"] = rectTransform.rect.width,
|
|
["height"] = rectTransform.rect.height,
|
|
["center"] = Vector2ToDict(rectTransform.rect.center),
|
|
["min"] = Vector2ToDict(rectTransform.rect.min),
|
|
["max"] = Vector2ToDict(rectTransform.rect.max)
|
|
},
|
|
["offset_min"] = Vector2ToDict(rectTransform.offsetMin),
|
|
["offset_max"] = Vector2ToDict(rectTransform.offsetMax)
|
|
};
|
|
info["rect_transform"] = rectInfo;
|
|
}
|
|
|
|
// Component list
|
|
var components = new List<string>();
|
|
foreach (var comp in obj.GetComponents<Component>())
|
|
{
|
|
if (comp != null)
|
|
components.Add(comp.GetType().Name);
|
|
}
|
|
info["components"] = components;
|
|
|
|
// Child objects
|
|
if (obj.transform.childCount > 0)
|
|
{
|
|
var children = new List<Dictionary<string, object>>();
|
|
for (int i = 0; i < obj.transform.childCount; i++)
|
|
{
|
|
children.Add(GetGameObjectHierarchy(obj.transform.GetChild(i).gameObject));
|
|
}
|
|
info["children"] = children;
|
|
}
|
|
|
|
return info;
|
|
}
|
|
|
|
private void CountGameObjectsAndComponents(Transform transform, ref int gameObjectCount, ref int componentCount, Dictionary<string, int> componentCounts)
|
|
{
|
|
gameObjectCount++;
|
|
|
|
var components = transform.GetComponents<Component>();
|
|
componentCount += components.Length;
|
|
|
|
foreach (var comp in components)
|
|
{
|
|
if (comp != null)
|
|
{
|
|
string typeName = comp.GetType().Name;
|
|
if (componentCounts.ContainsKey(typeName))
|
|
componentCounts[typeName]++;
|
|
else
|
|
componentCounts[typeName] = 1;
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < transform.childCount; i++)
|
|
{
|
|
CountGameObjectsAndComponents(transform.GetChild(i), ref gameObjectCount, ref componentCount, componentCounts);
|
|
}
|
|
}
|
|
|
|
#region Scene API v1.1.0 - Lightweight Scene Information
|
|
|
|
private string GetSceneSummary(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
|
|
var allObjects = GameObject.FindObjectsOfType<GameObject>(true);
|
|
var rootObjects = activeScene.GetRootGameObjects();
|
|
|
|
var summary = new Dictionary<string, object>
|
|
{
|
|
["scene_name"] = activeScene.name,
|
|
["scene_path"] = activeScene.path,
|
|
["build_index"] = activeScene.buildIndex,
|
|
["is_dirty"] = activeScene.isDirty,
|
|
|
|
["total_gameobjects"] = allObjects.Length,
|
|
["active_gameobjects"] = allObjects.Count(go => go.activeInHierarchy),
|
|
|
|
["cameras"] = new Dictionary<string, object>
|
|
{
|
|
["count"] = Camera.allCameras.Length,
|
|
["main"] = Camera.main != null ? Camera.main.name : null
|
|
},
|
|
|
|
["lights"] = GetLightCounts(),
|
|
|
|
["root_gameobjects"] = rootObjects.Take(50).Select(go => new Dictionary<string, object>
|
|
{
|
|
["name"] = go.name,
|
|
["active"] = go.activeInHierarchy,
|
|
["child_count"] = go.transform.childCount,
|
|
["layer"] = LayerMask.LayerToName(go.layer),
|
|
["tag"] = go.tag
|
|
}).ToList()
|
|
};
|
|
|
|
return JsonConvert.SerializeObject(summary, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"Error getting scene summary: {e.Message}" });
|
|
}
|
|
}
|
|
|
|
private string GetGameObjectsList(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
parameters.TryGetValue("layerFilter", out string layerFilter);
|
|
// Also accept "layer" as alias for "layerFilter"
|
|
if (string.IsNullOrEmpty(layerFilter))
|
|
parameters.TryGetValue("layer", out layerFilter);
|
|
parameters.TryGetValue("tagFilter", out string tagFilter);
|
|
// Also accept "tag" as alias for "tagFilter"
|
|
if (string.IsNullOrEmpty(tagFilter))
|
|
parameters.TryGetValue("tag", out tagFilter);
|
|
parameters.TryGetValue("nameFilter", out string nameFilter);
|
|
// Also accept "name" as alias for "nameFilter"
|
|
if (string.IsNullOrEmpty(nameFilter))
|
|
parameters.TryGetValue("name", out nameFilter);
|
|
parameters.TryGetValue("activeOnly", out string activeOnlyStr);
|
|
parameters.TryGetValue("maxCount", out string maxCountStr);
|
|
|
|
bool activeOnly = bool.TryParse(activeOnlyStr, out bool ao) && ao;
|
|
int maxCount = int.TryParse(maxCountStr, out int mc) ? mc : 100;
|
|
|
|
var allObjects = GameObject.FindObjectsOfType<GameObject>(true);
|
|
IEnumerable<GameObject> filtered = allObjects;
|
|
|
|
if (!string.IsNullOrEmpty(layerFilter))
|
|
filtered = filtered.Where(go => LayerMask.LayerToName(go.layer) == layerFilter);
|
|
|
|
if (!string.IsNullOrEmpty(tagFilter))
|
|
filtered = filtered.Where(go => go.tag == tagFilter);
|
|
|
|
if (!string.IsNullOrEmpty(nameFilter))
|
|
filtered = filtered.Where(go => go.name.Contains(nameFilter));
|
|
|
|
if (activeOnly)
|
|
filtered = filtered.Where(go => go.activeInHierarchy);
|
|
|
|
var result = filtered
|
|
.Take(maxCount)
|
|
.Select(go => new Dictionary<string, object>
|
|
{
|
|
["name"] = go.name,
|
|
["instance_id"] = go.GetInstanceID(),
|
|
["path"] = GetGameObjectPath(go),
|
|
["active"] = go.activeInHierarchy,
|
|
["layer"] = LayerMask.LayerToName(go.layer),
|
|
["tag"] = go.tag,
|
|
["component_count"] = go.GetComponents<Component>().Length
|
|
})
|
|
.ToList();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
count = result.Count,
|
|
total_matches = filtered.Count(),
|
|
objects = result
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { error = $"Error getting GameObjects list: {e.Message}" });
|
|
}
|
|
}
|
|
|
|
private string GetGameObjectDetail(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
if (!parameters.TryGetValue("nameOrId", out string nameOrId))
|
|
{
|
|
return JsonConvert.SerializeObject(new { error = "Missing 'nameOrId' parameter" });
|
|
}
|
|
|
|
GameObject target = null;
|
|
|
|
// Try by instanceId first
|
|
if (int.TryParse(nameOrId, out int id))
|
|
{
|
|
target = EditorUtility.InstanceIDToObject(id) as GameObject;
|
|
}
|
|
|
|
// Try by name
|
|
if (target == null)
|
|
{
|
|
target = GameObject.Find(nameOrId);
|
|
}
|
|
|
|
// Try finding in all objects (including inactive)
|
|
if (target == null)
|
|
{
|
|
var allObjects = GameObject.FindObjectsOfType<GameObject>(true);
|
|
target = allObjects.FirstOrDefault(go => go.name == nameOrId);
|
|
}
|
|
|
|
if (target == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { error = "GameObject not found" });
|
|
}
|
|
|
|
var detail = new Dictionary<string, object>
|
|
{
|
|
["name"] = target.name,
|
|
["instance_id"] = target.GetInstanceID(),
|
|
["path"] = GetGameObjectPath(target),
|
|
["active"] = target.activeInHierarchy,
|
|
["layer"] = LayerMask.LayerToName(target.layer),
|
|
["tag"] = target.tag,
|
|
|
|
["transform"] = new Dictionary<string, object>
|
|
{
|
|
["position"] = Vector3ToDict(target.transform.position),
|
|
["local_position"] = Vector3ToDict(target.transform.localPosition),
|
|
["rotation"] = Vector3ToDict(target.transform.rotation.eulerAngles),
|
|
["local_rotation"] = Vector3ToDict(target.transform.localEulerAngles),
|
|
["scale"] = Vector3ToDict(target.transform.localScale)
|
|
},
|
|
|
|
["components"] = target.GetComponents<Component>()
|
|
.Where(c => c != null)
|
|
.Select(c => new Dictionary<string, object>
|
|
{
|
|
["type"] = c.GetType().Name,
|
|
["enabled"] = (c is Behaviour behaviour) ? behaviour.enabled : true,
|
|
["details"] = GetComponentDetails(c)
|
|
})
|
|
.ToList(),
|
|
|
|
["children"] = target.transform.Cast<Transform>()
|
|
.Select(child => new Dictionary<string, object>
|
|
{
|
|
["name"] = child.name,
|
|
["instance_id"] = child.gameObject.GetInstanceID(),
|
|
["active"] = child.gameObject.activeInHierarchy
|
|
})
|
|
.ToList(),
|
|
|
|
["parent"] = target.transform.parent != null ? new Dictionary<string, object>
|
|
{
|
|
["name"] = target.transform.parent.name,
|
|
["instance_id"] = target.transform.parent.gameObject.GetInstanceID()
|
|
} : null
|
|
};
|
|
|
|
return JsonConvert.SerializeObject(detail, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"Error getting GameObject detail: {e.Message}" });
|
|
}
|
|
}
|
|
|
|
private object GetComponentDetails(Component component)
|
|
{
|
|
try
|
|
{
|
|
switch (component)
|
|
{
|
|
case MeshRenderer mr:
|
|
return new { materials = mr.sharedMaterials.Select(m => m != null ? m.name : null).ToArray() };
|
|
case Light light:
|
|
return new { type = light.type.ToString(), color = ColorToDict(light.color), intensity = light.intensity };
|
|
case Camera camera:
|
|
return new { fov = camera.fieldOfView, depth = camera.depth, clear_flags = camera.clearFlags.ToString() };
|
|
case Rigidbody rb:
|
|
return new { mass = rb.mass, use_gravity = rb.useGravity, is_kinematic = rb.isKinematic };
|
|
case Collider col:
|
|
return new { is_trigger = col.isTrigger, enabled = col.enabled };
|
|
case Animator animator:
|
|
return new { controller = animator.runtimeAnimatorController != null ? animator.runtimeAnimatorController.name : null };
|
|
case Canvas canvas:
|
|
return new { render_mode = canvas.renderMode.ToString(), sort_order = canvas.sortingOrder };
|
|
default:
|
|
// Return basic serializable properties for unhandled components
|
|
try
|
|
{
|
|
var type = component.GetType();
|
|
var properties = type.GetProperties(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance)
|
|
.Where(p => p.CanRead && IsSimpleType(p.PropertyType))
|
|
.Take(10) // Limit to avoid too much data
|
|
.ToDictionary(
|
|
p => p.Name,
|
|
p => {
|
|
try { return p.GetValue(component)?.ToString(); }
|
|
catch { return null; }
|
|
}
|
|
);
|
|
return properties.Count > 0 ? properties : new { type_name = type.Name };
|
|
}
|
|
catch
|
|
{
|
|
return new { type_name = component.GetType().Name };
|
|
}
|
|
}
|
|
}
|
|
catch
|
|
{
|
|
return null;
|
|
}
|
|
}
|
|
|
|
private bool IsSimpleType(Type type)
|
|
{
|
|
return type.IsPrimitive || type == typeof(string) || type == typeof(decimal) ||
|
|
type.IsEnum || type == typeof(bool);
|
|
}
|
|
|
|
private string GetSceneChangesSince(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
if (!parameters.TryGetValue("timestamp", out string timestampStr))
|
|
{
|
|
return JsonConvert.SerializeObject(new { error = "Missing 'timestamp' parameter" });
|
|
}
|
|
|
|
if (!DateTime.TryParse(timestampStr, out DateTime since))
|
|
{
|
|
return JsonConvert.SerializeObject(new { error = "Invalid timestamp format. Use ISO 8601 format." });
|
|
}
|
|
|
|
var sceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
|
|
SceneSnapshot oldSnapshot = null;
|
|
|
|
if (sceneSnapshots.ContainsKey(sceneName))
|
|
{
|
|
oldSnapshot = sceneSnapshots[sceneName];
|
|
}
|
|
|
|
// Create current snapshot
|
|
var currentObjects = GameObject.FindObjectsOfType<GameObject>(true);
|
|
var currentSnapshot = new SceneSnapshot
|
|
{
|
|
timestamp = DateTime.Now,
|
|
gameObjectIds = new HashSet<int>(currentObjects.Select(go => go.GetInstanceID())),
|
|
gameObjectHashes = currentObjects.ToDictionary(
|
|
go => go.GetInstanceID(),
|
|
go => GetGameObjectHash(go)
|
|
)
|
|
};
|
|
|
|
if (oldSnapshot == null || oldSnapshot.timestamp < since)
|
|
{
|
|
// First time or snapshot too old - return full summary
|
|
sceneSnapshots[sceneName] = currentSnapshot;
|
|
return GetSceneSummary(new Dictionary<string, string>());
|
|
}
|
|
|
|
// Calculate differences
|
|
var added = currentSnapshot.gameObjectIds.Except(oldSnapshot.gameObjectIds).ToList();
|
|
var removed = oldSnapshot.gameObjectIds.Except(currentSnapshot.gameObjectIds).ToList();
|
|
var modified = currentSnapshot.gameObjectIds
|
|
.Intersect(oldSnapshot.gameObjectIds)
|
|
.Where(id => currentSnapshot.gameObjectHashes.ContainsKey(id) &&
|
|
oldSnapshot.gameObjectHashes.ContainsKey(id) &&
|
|
currentSnapshot.gameObjectHashes[id] != oldSnapshot.gameObjectHashes[id])
|
|
.ToList();
|
|
|
|
sceneSnapshots[sceneName] = currentSnapshot;
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
since = since,
|
|
now = DateTime.Now,
|
|
changes = new
|
|
{
|
|
added = added.Select(id => EditorUtility.InstanceIDToObject(id) as GameObject)
|
|
.Where(go => go != null)
|
|
.Select(go => new { name = go.name, instance_id = go.GetInstanceID() })
|
|
.ToList(),
|
|
removed = removed,
|
|
modified = modified.Select(id => EditorUtility.InstanceIDToObject(id) as GameObject)
|
|
.Where(go => go != null)
|
|
.Select(go => new { name = go.name, instance_id = go.GetInstanceID() })
|
|
.ToList()
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { error = $"Error getting scene changes: {e.Message}" });
|
|
}
|
|
}
|
|
|
|
private int GetGameObjectHash(GameObject go)
|
|
{
|
|
unchecked
|
|
{
|
|
int hash = 17;
|
|
hash = hash * 31 + go.transform.position.GetHashCode();
|
|
hash = hash * 31 + go.transform.rotation.GetHashCode();
|
|
hash = hash * 31 + go.transform.localScale.GetHashCode();
|
|
hash = hash * 31 + go.activeInHierarchy.GetHashCode();
|
|
hash = hash * 31 + go.GetComponents<Component>().Length;
|
|
return hash;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
private Dictionary<string, float> ColorToDict(Color color)
|
|
{
|
|
return new Dictionary<string, float>
|
|
{
|
|
["r"] = color.r,
|
|
["g"] = color.g,
|
|
["b"] = color.b,
|
|
["a"] = color.a
|
|
};
|
|
}
|
|
|
|
private Dictionary<string, float> Vector3ToDict(Vector3 vector)
|
|
{
|
|
return new Dictionary<string, float>
|
|
{
|
|
["x"] = vector.x,
|
|
["y"] = vector.y,
|
|
["z"] = vector.z
|
|
};
|
|
}
|
|
|
|
private Dictionary<string, float> Vector2ToDict(Vector2 vector)
|
|
{
|
|
return new Dictionary<string, float>
|
|
{
|
|
["x"] = vector.x,
|
|
["y"] = vector.y
|
|
};
|
|
}
|
|
|
|
private Dictionary<string, float> QuaternionToDict(Quaternion quaternion)
|
|
{
|
|
return new Dictionary<string, float>
|
|
{
|
|
["x"] = quaternion.x,
|
|
["y"] = quaternion.y,
|
|
["z"] = quaternion.z,
|
|
["w"] = quaternion.w
|
|
};
|
|
}
|
|
|
|
private string CaptureGameView(Dictionary<string, string> parameters)
|
|
{
|
|
#if UNITY_EDITOR
|
|
try
|
|
{
|
|
// Get optional filename parameter
|
|
var filename = parameters.GetValueOrDefault("filename", $"GameView_{DateTime.Now:yyyyMMdd_HHmmss}.png");
|
|
var outputPath = parameters.GetValueOrDefault("path", "Assets/Screenshots");
|
|
|
|
// Ensure filename has .png extension
|
|
if (!filename.EndsWith(".png", System.StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
filename += ".png";
|
|
}
|
|
|
|
// Ensure directory exists
|
|
if (!Directory.Exists(outputPath))
|
|
{
|
|
Directory.CreateDirectory(outputPath);
|
|
}
|
|
|
|
var fullPath = Path.Combine(outputPath, filename);
|
|
|
|
// Check if already in play mode
|
|
if (EditorApplication.isPlaying)
|
|
{
|
|
// Already in play mode, capture immediately
|
|
return CaptureGameViewImmediate(fullPath);
|
|
}
|
|
else
|
|
{
|
|
// Need to enter play mode first
|
|
if (IsCapturingScreenshot)
|
|
{
|
|
SynLog.Warn("[NexusExecutor] Screenshot: Capture already in progress. Resetting state...");
|
|
// Force reset if stuck (safety measure)
|
|
IsCapturingScreenshot = false;
|
|
PendingScreenshotPath = null;
|
|
}
|
|
|
|
PendingScreenshotPath = fullPath;
|
|
IsCapturingScreenshot = true;
|
|
WasPlayingBeforeCapture = false;
|
|
|
|
// Register callback for play mode state change (redundant but safe)
|
|
EditorApplication.playModeStateChanged -= OnPlayModeStateChangedForScreenshot;
|
|
EditorApplication.playModeStateChanged += OnPlayModeStateChangedForScreenshot;
|
|
|
|
SynLog.Info($"[NexusExecutor] Entering Play mode to capture screenshot: {fullPath}");
|
|
|
|
// Enter play mode
|
|
EditorApplication.EnterPlaymode();
|
|
|
|
return JsonConvert.SerializeObject(new Dictionary<string, object>
|
|
{
|
|
["success"] = true,
|
|
["message"] = "Entering Play mode to capture screenshot (including Canvas/UI). This will take a moment...",
|
|
["status"] = "pending",
|
|
["path"] = fullPath
|
|
}, Formatting.Indented);
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
IsCapturingScreenshot = false;
|
|
return $"Error capturing Game View: {e.Message}\n{e.StackTrace}";
|
|
}
|
|
#else
|
|
return "Error: This feature is only available in the Unity Editor";
|
|
#endif
|
|
}
|
|
|
|
private static int screenshotFrameCounter = 0;
|
|
private static EditorApplication.CallbackFunction screenshotUpdateHandler = null;
|
|
|
|
private static void OnPlayModeStateChangedForScreenshot(PlayModeStateChange state)
|
|
{
|
|
#if UNITY_EDITOR
|
|
if (!IsCapturingScreenshot && !IsCapturingRegion) return;
|
|
|
|
var captureType = IsCapturingRegion ? "Region" : "Screenshot";
|
|
SynLog.Info($"[NexusExecutor] {captureType}: Play mode state changed: {state}");
|
|
|
|
if (state == PlayModeStateChange.EnteredPlayMode)
|
|
{
|
|
if (IsCapturingRegion)
|
|
{
|
|
SynLog.Info($"[NexusExecutor] {captureType}: Entered Play mode, starting 120-frame wait (~2 seconds) for region capture");
|
|
}
|
|
else
|
|
{
|
|
SynLog.Info($"[NexusExecutor] {captureType}: Entered Play mode, starting 120-frame wait (~2 seconds) to capture: {PendingScreenshotPath}");
|
|
}
|
|
|
|
// Wait 120 frames (~2 seconds at 60fps) for rendering to stabilize before capturing
|
|
screenshotFrameCounter = 0;
|
|
screenshotUpdateHandler = ScreenshotFrameUpdate;
|
|
EditorApplication.update += screenshotUpdateHandler;
|
|
}
|
|
else if (state == PlayModeStateChange.EnteredEditMode)
|
|
{
|
|
SynLog.Info($"[NexusExecutor] {captureType}: Returned to Edit mode after capture");
|
|
|
|
// Clean up (keep ScreenshotCaptureResult for later retrieval)
|
|
IsCapturingScreenshot = false;
|
|
IsCapturingRegion = false;
|
|
PendingScreenshotPath = null;
|
|
PendingRegionParams = null;
|
|
// Don't clear ScreenshotCaptureResult here - it will be cleared when retrieved via GetScreenshotResult
|
|
EditorApplication.playModeStateChanged -= OnPlayModeStateChangedForScreenshot;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
private static void CaptureImmediatelyAndExit()
|
|
{
|
|
#if UNITY_EDITOR
|
|
try
|
|
{
|
|
string result;
|
|
|
|
if (IsCapturingRegion)
|
|
{
|
|
// Restore parameters and determine which capture type
|
|
var paramsJson = PendingRegionParams;
|
|
SynLog.Info($"[NexusExecutor] Region: Capturing with params: {paramsJson}");
|
|
|
|
var parameters = JsonConvert.DeserializeObject<Dictionary<string, string>>(paramsJson);
|
|
var executor = new NexusUnityExecutor();
|
|
|
|
// Determine which capture method to use based on parameters
|
|
if (parameters.ContainsKey("grid"))
|
|
{
|
|
SynLog.Info($"[NexusExecutor] Grid: Capturing grid: {parameters["grid"]}");
|
|
result = executor.CaptureGrid(parameters);
|
|
}
|
|
else if (parameters.ContainsKey("elementName"))
|
|
{
|
|
SynLog.Info($"[NexusExecutor] UIElement: Capturing element: {parameters["elementName"]}");
|
|
result = executor.CaptureUIElement(parameters);
|
|
}
|
|
else
|
|
{
|
|
// Regular region capture
|
|
result = executor.CaptureRegion(parameters);
|
|
}
|
|
|
|
SynLog.Info($"[NexusExecutor] Capture result: {result}");
|
|
}
|
|
else
|
|
{
|
|
// Capture the screenshot
|
|
var path = PendingScreenshotPath;
|
|
SynLog.Info($"[NexusExecutor] Screenshot: Capturing to: {path}");
|
|
result = CaptureGameViewImmediateStatic(path);
|
|
SynLog.Info($"[NexusExecutor] Screenshot: Capture result: {result}");
|
|
}
|
|
|
|
// Store result for later retrieval via unity_get_screenshot_result
|
|
ScreenshotCaptureResult = result;
|
|
|
|
// Exit play mode immediately if we entered it for screenshot
|
|
if (!WasPlayingBeforeCapture)
|
|
{
|
|
SynLog.Info("[NexusExecutor] Screenshot: Exiting Play mode...");
|
|
EditorApplication.ExitPlaymode();
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
var captureType = IsCapturingRegion ? "Region" : "Screenshot";
|
|
Debug.LogError($"[NexusExecutor] {captureType}: Error during capture: {e.Message}\n{e.StackTrace}");
|
|
if (!WasPlayingBeforeCapture)
|
|
{
|
|
EditorApplication.ExitPlaymode();
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
private static void ScreenshotFrameUpdate()
|
|
{
|
|
#if UNITY_EDITOR
|
|
screenshotFrameCounter++;
|
|
|
|
if (screenshotFrameCounter >= 120)
|
|
{
|
|
// Remove the update callback
|
|
if (screenshotUpdateHandler != null)
|
|
{
|
|
EditorApplication.update -= screenshotUpdateHandler;
|
|
screenshotUpdateHandler = null;
|
|
}
|
|
|
|
var captureType = IsCapturingRegion ? "Region" : "Screenshot";
|
|
SynLog.Info($"[NexusExecutor] {captureType}: 120 frames elapsed (~2 seconds), capturing now...");
|
|
|
|
// Perform the capture
|
|
CaptureImmediatelyAndExit();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
private string CaptureGameViewImmediate(string fullPath)
|
|
{
|
|
return CaptureGameViewImmediateStatic(fullPath);
|
|
}
|
|
|
|
private static string CaptureGameViewImmediateStatic(string fullPath)
|
|
{
|
|
#if UNITY_EDITOR
|
|
try
|
|
{
|
|
// Use ScreenCapture.CaptureScreenshotAsTexture in Play mode (includes Canvas Overlay)
|
|
var screenshotTexture = ScreenCapture.CaptureScreenshotAsTexture(1);
|
|
|
|
if (screenshotTexture != null)
|
|
{
|
|
int width = screenshotTexture.width;
|
|
int height = screenshotTexture.height;
|
|
|
|
// Save to file
|
|
var bytes = screenshotTexture.EncodeToPNG();
|
|
File.WriteAllBytes(fullPath, bytes);
|
|
|
|
// Cleanup
|
|
UnityEngine.Object.DestroyImmediate(screenshotTexture);
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
SynLog.Info($"[NexusExecutor] Game View captured successfully (including Canvas/UI): {fullPath} ({width}x{height})");
|
|
|
|
return JsonConvert.SerializeObject(new Dictionary<string, object>
|
|
{
|
|
["success"] = true,
|
|
["path"] = fullPath,
|
|
["width"] = width,
|
|
["height"] = height,
|
|
["message"] = $"Screenshot captured and saved to {fullPath} ({width}x{height})"
|
|
}, Formatting.Indented);
|
|
}
|
|
else
|
|
{
|
|
return "Error: ScreenCapture.CaptureScreenshotAsTexture() returned null";
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error: {e.Message}";
|
|
}
|
|
#else
|
|
return "Error: This feature is only available in the Unity Editor";
|
|
#endif
|
|
}
|
|
|
|
private string CaptureSceneView(Dictionary<string, string> parameters)
|
|
{
|
|
#if UNITY_EDITOR
|
|
try
|
|
{
|
|
// Get Scene View window
|
|
var sceneView = SceneView.lastActiveSceneView;
|
|
if (sceneView == null)
|
|
{
|
|
return "Error: No active Scene View found";
|
|
}
|
|
|
|
// Get optional filename parameter
|
|
var filename = parameters.GetValueOrDefault("filename", $"SceneView_{DateTime.Now:yyyyMMdd_HHmmss}.png");
|
|
var outputPath = parameters.GetValueOrDefault("path", "Assets/Screenshots");
|
|
|
|
// Ensure filename has .png extension
|
|
if (!filename.EndsWith(".png", System.StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
filename += ".png";
|
|
}
|
|
|
|
// Ensure directory exists
|
|
if (!Directory.Exists(outputPath))
|
|
{
|
|
Directory.CreateDirectory(outputPath);
|
|
}
|
|
|
|
var fullPath = Path.Combine(outputPath, filename);
|
|
|
|
// Focus Scene View to ensure it's rendered
|
|
sceneView.Focus();
|
|
sceneView.Repaint();
|
|
|
|
// Capture immediately (synchronous execution)
|
|
var camera = sceneView.camera;
|
|
var position = sceneView.position;
|
|
|
|
// Capture using RenderTexture
|
|
var renderTexture = new RenderTexture((int)position.width, (int)position.height, 24);
|
|
var prevActive = RenderTexture.active;
|
|
var prevTarget = camera.targetTexture;
|
|
|
|
camera.targetTexture = renderTexture;
|
|
camera.Render();
|
|
camera.targetTexture = prevTarget;
|
|
|
|
RenderTexture.active = renderTexture;
|
|
var texture2D = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.RGB24, false);
|
|
texture2D.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
|
|
texture2D.Apply();
|
|
|
|
RenderTexture.active = prevActive;
|
|
|
|
// Save to file
|
|
var bytes = texture2D.EncodeToPNG();
|
|
File.WriteAllBytes(fullPath, bytes);
|
|
|
|
// Cleanup
|
|
UnityEngine.Object.DestroyImmediate(texture2D);
|
|
renderTexture.Release();
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
SynLog.Info($"[NexusExecutor] Scene View captured successfully: {fullPath}");
|
|
|
|
return JsonConvert.SerializeObject(new Dictionary<string, object>
|
|
{
|
|
["success"] = true,
|
|
["path"] = fullPath,
|
|
["message"] = $"Screenshot captured and saved to {fullPath}"
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error capturing Scene View: {e.Message}";
|
|
}
|
|
#else
|
|
return "Error: This feature is only available in the Unity Editor";
|
|
#endif
|
|
}
|
|
|
|
private string CaptureRegion(Dictionary<string, string> parameters)
|
|
{
|
|
#if UNITY_EDITOR
|
|
try
|
|
{
|
|
// Get region parameters
|
|
if (!parameters.ContainsKey("x") || !parameters.ContainsKey("y") ||
|
|
!parameters.ContainsKey("width") || !parameters.ContainsKey("height"))
|
|
{
|
|
return "Error: Missing required parameters. Need: x, y, width, height";
|
|
}
|
|
|
|
if (!int.TryParse(parameters["x"], out var x))
|
|
{
|
|
return "Error: Invalid x coordinate - must be an integer";
|
|
}
|
|
if (!int.TryParse(parameters["y"], out var y))
|
|
{
|
|
return "Error: Invalid y coordinate - must be an integer";
|
|
}
|
|
if (!int.TryParse(parameters["width"], out var width))
|
|
{
|
|
return "Error: Invalid width - must be an integer";
|
|
}
|
|
if (!int.TryParse(parameters["height"], out var height))
|
|
{
|
|
return "Error: Invalid height - must be an integer";
|
|
}
|
|
|
|
// Get optional parameters
|
|
var filename = parameters.GetValueOrDefault("filename", $"Region_{DateTime.Now:yyyyMMdd_HHmmss}.png");
|
|
var outputPath = parameters.GetValueOrDefault("path", "Assets/Screenshots");
|
|
var viewType = parameters.GetValueOrDefault("view", "game").ToLower(); // "scene" or "game" (default game)
|
|
|
|
// Ensure filename has .png extension
|
|
if (!filename.EndsWith(".png", System.StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
filename += ".png";
|
|
}
|
|
|
|
// Ensure directory exists
|
|
if (!Directory.Exists(outputPath))
|
|
{
|
|
Directory.CreateDirectory(outputPath);
|
|
}
|
|
|
|
var fullPath = Path.Combine(outputPath, filename);
|
|
|
|
EditorWindow targetView = null;
|
|
Camera targetCamera = null;
|
|
|
|
if (viewType == "game")
|
|
{
|
|
// Get Game View window
|
|
var gameViewType = typeof(UnityEditor.Editor).Assembly.GetType("UnityEditor.GameView");
|
|
targetView = EditorWindow.GetWindow(gameViewType, false, null, false);
|
|
}
|
|
else
|
|
{
|
|
// Get Scene View window
|
|
var sceneView = SceneView.lastActiveSceneView;
|
|
if (sceneView == null)
|
|
{
|
|
return "Error: No active Scene View found";
|
|
}
|
|
targetView = sceneView;
|
|
targetCamera = sceneView.camera;
|
|
}
|
|
|
|
if (targetView == null)
|
|
{
|
|
return $"Error: Could not access {viewType} view";
|
|
}
|
|
|
|
// Focus view to ensure it's rendered
|
|
targetView.Focus();
|
|
targetView.Repaint();
|
|
|
|
// Wait for repaint to complete
|
|
EditorApplication.QueuePlayerLoopUpdate();
|
|
|
|
// Capture immediately (synchronous execution)
|
|
var viewPosition = targetView.position;
|
|
|
|
// Validate region bounds
|
|
if (x < 0 || y < 0 || x + width > viewPosition.width || y + height > viewPosition.height)
|
|
{
|
|
SynLog.Warn($"[NexusExecutor] Region bounds adjusted to fit view: {viewPosition.width}x{viewPosition.height}");
|
|
x = Mathf.Max(0, x);
|
|
y = Mathf.Max(0, y);
|
|
width = Mathf.Min(width, (int)viewPosition.width - x);
|
|
height = Mathf.Min(height, (int)viewPosition.height - y);
|
|
}
|
|
|
|
Texture2D texture2D;
|
|
|
|
if (viewType == "game")
|
|
{
|
|
// For Game View, must be in Play mode to capture Canvas Overlay
|
|
if (!EditorApplication.isPlaying)
|
|
{
|
|
// Auto-enter Play mode for Game View capture
|
|
if (IsCapturingRegion)
|
|
{
|
|
return "Error: Region screenshot capture already in progress. Please wait.";
|
|
}
|
|
|
|
// Store parameters for after Play mode transition
|
|
PendingRegionParams = JsonConvert.SerializeObject(parameters);
|
|
IsCapturingRegion = true;
|
|
WasPlayingBeforeCapture = false;
|
|
|
|
// Register callback for play mode state change
|
|
EditorApplication.playModeStateChanged -= OnPlayModeStateChangedForScreenshot;
|
|
EditorApplication.playModeStateChanged += OnPlayModeStateChangedForScreenshot;
|
|
|
|
SynLog.Info($"[NexusExecutor] Entering Play mode to capture region: {fullPath}");
|
|
|
|
// Enter play mode
|
|
EditorApplication.EnterPlaymode();
|
|
|
|
return JsonConvert.SerializeObject(new Dictionary<string, object>
|
|
{
|
|
["success"] = true,
|
|
["message"] = "Entering Play mode to capture region (including Canvas/UI). This will take a moment...",
|
|
["status"] = "pending",
|
|
["path"] = fullPath
|
|
}, Formatting.Indented);
|
|
}
|
|
|
|
// Capture full Game View with Canvas using ScreenCapture
|
|
var fullScreenshot = ScreenCapture.CaptureScreenshotAsTexture(1);
|
|
if (fullScreenshot == null)
|
|
{
|
|
return "Error: Failed to capture screenshot. Make sure Game View is visible.";
|
|
}
|
|
|
|
// Validate region bounds against captured screenshot
|
|
if (x < 0 || y < 0 || x + width > fullScreenshot.width || y + height > fullScreenshot.height)
|
|
{
|
|
SynLog.Warn($"[NexusExecutor] Region bounds adjusted to fit screenshot: {fullScreenshot.width}x{fullScreenshot.height}");
|
|
x = Mathf.Max(0, x);
|
|
y = Mathf.Max(0, y);
|
|
width = Mathf.Min(width, fullScreenshot.width - x);
|
|
height = Mathf.Min(height, fullScreenshot.height - y);
|
|
}
|
|
|
|
// Extract the specified region
|
|
texture2D = new Texture2D(width, height, TextureFormat.RGB24, false);
|
|
var pixels = fullScreenshot.GetPixels(x, fullScreenshot.height - y - height, width, height);
|
|
texture2D.SetPixels(pixels);
|
|
texture2D.Apply();
|
|
|
|
// Cleanup
|
|
UnityEngine.Object.DestroyImmediate(fullScreenshot);
|
|
}
|
|
else
|
|
{
|
|
// For Scene View, use RenderTexture (Canvas doesn't appear in Scene View anyway)
|
|
if (targetCamera == null)
|
|
{
|
|
return "Error: Could not access Scene View camera";
|
|
}
|
|
|
|
var renderTexture = new RenderTexture((int)viewPosition.width, (int)viewPosition.height, 24);
|
|
var prevActive = RenderTexture.active;
|
|
var prevTarget = targetCamera.targetTexture;
|
|
|
|
targetCamera.targetTexture = renderTexture;
|
|
targetCamera.Render();
|
|
targetCamera.targetTexture = prevTarget;
|
|
|
|
RenderTexture.active = renderTexture;
|
|
|
|
// Read the specific region
|
|
texture2D = new Texture2D(width, height, TextureFormat.RGB24, false);
|
|
texture2D.ReadPixels(new Rect(x, (int)viewPosition.height - y - height, width, height), 0, 0);
|
|
texture2D.Apply();
|
|
|
|
RenderTexture.active = prevActive;
|
|
|
|
// Cleanup
|
|
renderTexture.Release();
|
|
}
|
|
|
|
// Save to file
|
|
var bytes = texture2D.EncodeToPNG();
|
|
File.WriteAllBytes(fullPath, bytes);
|
|
|
|
// Get captured texture dimensions
|
|
int capturedWidth = texture2D.width;
|
|
int capturedHeight = texture2D.height;
|
|
|
|
// Cleanup
|
|
UnityEngine.Object.DestroyImmediate(texture2D);
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
SynLog.Info($"[NexusExecutor] Region captured successfully: {fullPath} (x:{x}, y:{y}, {capturedWidth}x{capturedHeight})");
|
|
|
|
return JsonConvert.SerializeObject(new Dictionary<string, object>
|
|
{
|
|
["success"] = true,
|
|
["path"] = fullPath,
|
|
["width"] = capturedWidth,
|
|
["height"] = capturedHeight,
|
|
["region"] = new Dictionary<string, int>
|
|
{
|
|
["x"] = x,
|
|
["y"] = y,
|
|
["width"] = capturedWidth,
|
|
["height"] = capturedHeight
|
|
},
|
|
["message"] = $"Screenshot captured and saved to {fullPath} ({capturedWidth}x{capturedHeight})"
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error capturing region: {e.Message}";
|
|
}
|
|
#else
|
|
return "Error: This feature is only available in the Unity Editor";
|
|
#endif
|
|
}
|
|
|
|
private string GetScreenshotResult()
|
|
{
|
|
#if UNITY_EDITOR
|
|
try
|
|
{
|
|
// Check if there's a pending screenshot result
|
|
var result = ScreenshotCaptureResult;
|
|
|
|
if (string.IsNullOrEmpty(result))
|
|
{
|
|
// Check if screenshot is still being captured
|
|
if (IsCapturingScreenshot)
|
|
{
|
|
return JsonConvert.SerializeObject(new Dictionary<string, object>
|
|
{
|
|
["success"] = false,
|
|
["status"] = "capturing",
|
|
["message"] = "Screenshot capture is still in progress. Please wait a moment and try again."
|
|
}, Formatting.Indented);
|
|
}
|
|
else
|
|
{
|
|
return JsonConvert.SerializeObject(new Dictionary<string, object>
|
|
{
|
|
["success"] = false,
|
|
["status"] = "no_result",
|
|
["message"] = "No screenshot result available. Make sure you called CaptureGameView first."
|
|
}, Formatting.Indented);
|
|
}
|
|
}
|
|
|
|
// Clear the result after retrieving it
|
|
ScreenshotCaptureResult = null;
|
|
|
|
SynLog.Info("[NexusExecutor] Screenshot result retrieved and cleared");
|
|
|
|
return result;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error retrieving screenshot result: {e.Message}";
|
|
}
|
|
#else
|
|
return "Error: This feature is only available in the Unity Editor";
|
|
#endif
|
|
}
|
|
|
|
private string CaptureGrid(Dictionary<string, string> parameters)
|
|
{
|
|
#if UNITY_EDITOR
|
|
try
|
|
{
|
|
// Get grid parameter (e.g., "2x2", "3x3", "4x4")
|
|
if (!parameters.ContainsKey("grid"))
|
|
{
|
|
return "Error: Missing required parameter 'grid'. Format: '2x2', '3x3', etc.";
|
|
}
|
|
|
|
var grid = parameters["grid"];
|
|
var parts = grid.Split('x');
|
|
if (parts.Length != 2 || !int.TryParse(parts[0], out var cols) || !int.TryParse(parts[1], out var rows))
|
|
{
|
|
return "Error: Invalid grid format. Use format like '2x2', '3x3', '4x4'";
|
|
}
|
|
|
|
if (cols < 1 || cols > 5 || rows < 1 || rows > 5)
|
|
{
|
|
return "Error: Grid size must be between 1x1 and 5x5";
|
|
}
|
|
|
|
var outputPath = parameters.GetValueOrDefault("path", "Assets/Screenshots");
|
|
var baseName = parameters.GetValueOrDefault("basename", $"Grid_{DateTime.Now:yyyyMMdd_HHmmss}");
|
|
|
|
// Ensure directory exists
|
|
if (!Directory.Exists(outputPath))
|
|
{
|
|
Directory.CreateDirectory(outputPath);
|
|
}
|
|
|
|
// Get Game View size
|
|
var gameViewType = typeof(UnityEditor.Editor).Assembly.GetType("UnityEditor.GameView");
|
|
var gameView = EditorWindow.GetWindow(gameViewType, false, null, false);
|
|
|
|
if (gameView == null)
|
|
{
|
|
return "Error: Could not access Game View";
|
|
}
|
|
|
|
// Check if Play mode is needed
|
|
if (!EditorApplication.isPlaying)
|
|
{
|
|
// Store grid parameters for after Play mode transition
|
|
PendingRegionParams = JsonConvert.SerializeObject(parameters);
|
|
IsCapturingRegion = true;
|
|
WasPlayingBeforeCapture = false;
|
|
|
|
EditorApplication.playModeStateChanged -= OnPlayModeStateChangedForScreenshot;
|
|
EditorApplication.playModeStateChanged += OnPlayModeStateChangedForScreenshot;
|
|
|
|
SynLog.Info($"[NexusExecutor] Entering Play mode to capture grid: {grid}");
|
|
|
|
EditorApplication.EnterPlaymode();
|
|
|
|
return JsonConvert.SerializeObject(new Dictionary<string, object>
|
|
{
|
|
["success"] = true,
|
|
["message"] = $"Entering Play mode to capture {grid} grid. This will take a moment...",
|
|
["status"] = "pending",
|
|
["grid"] = grid
|
|
}, Formatting.Indented);
|
|
}
|
|
|
|
// Capture in Play mode
|
|
var screenshotTexture = ScreenCapture.CaptureScreenshotAsTexture(1);
|
|
if (screenshotTexture == null)
|
|
{
|
|
return "Error: Failed to capture screenshot. Make sure Game View is visible.";
|
|
}
|
|
|
|
int fullWidth = screenshotTexture.width;
|
|
int fullHeight = screenshotTexture.height;
|
|
int cellWidth = fullWidth / cols;
|
|
int cellHeight = fullHeight / rows;
|
|
|
|
var capturedFiles = new List<Dictionary<string, object>>();
|
|
|
|
// Capture each grid cell
|
|
for (int row = 0; row < rows; row++)
|
|
{
|
|
for (int col = 0; col < cols; col++)
|
|
{
|
|
var cellX = col * cellWidth;
|
|
var cellY = row * cellHeight;
|
|
|
|
// Extract region (note: Unity texture coordinates are bottom-left origin)
|
|
var cellTexture = new Texture2D(cellWidth, cellHeight, TextureFormat.RGB24, false);
|
|
var pixels = screenshotTexture.GetPixels(cellX, fullHeight - cellY - cellHeight, cellWidth, cellHeight);
|
|
cellTexture.SetPixels(pixels);
|
|
cellTexture.Apply();
|
|
|
|
// Save to file
|
|
var filename = $"{baseName}_r{row}_c{col}.png";
|
|
var fullPath = Path.Combine(outputPath, filename);
|
|
var bytes = cellTexture.EncodeToPNG();
|
|
File.WriteAllBytes(fullPath, bytes);
|
|
|
|
UnityEngine.Object.DestroyImmediate(cellTexture);
|
|
|
|
capturedFiles.Add(new Dictionary<string, object>
|
|
{
|
|
["path"] = fullPath,
|
|
["row"] = row,
|
|
["col"] = col,
|
|
["x"] = cellX,
|
|
["y"] = cellY,
|
|
["width"] = cellWidth,
|
|
["height"] = cellHeight
|
|
});
|
|
}
|
|
}
|
|
|
|
UnityEngine.Object.DestroyImmediate(screenshotTexture);
|
|
AssetDatabase.Refresh();
|
|
|
|
SynLog.Info($"[NexusExecutor] Grid {grid} captured successfully: {capturedFiles.Count} files");
|
|
|
|
return JsonConvert.SerializeObject(new Dictionary<string, object>
|
|
{
|
|
["success"] = true,
|
|
["grid"] = grid,
|
|
["total_files"] = capturedFiles.Count,
|
|
["full_width"] = fullWidth,
|
|
["full_height"] = fullHeight,
|
|
["files"] = capturedFiles,
|
|
["message"] = $"Captured {grid} grid ({capturedFiles.Count} files)"
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error capturing grid: {e.Message}\n{e.StackTrace}";
|
|
}
|
|
#else
|
|
return "Error: This feature is only available in the Unity Editor";
|
|
#endif
|
|
}
|
|
|
|
private string CaptureUIElement(Dictionary<string, string> parameters)
|
|
{
|
|
#if UNITY_EDITOR
|
|
try
|
|
{
|
|
// Get element name parameter
|
|
if (!parameters.ContainsKey("elementName"))
|
|
{
|
|
return "Error: Missing required parameter 'elementName'";
|
|
}
|
|
|
|
var elementName = parameters["elementName"];
|
|
var outputPath = parameters.GetValueOrDefault("path", "Assets/Screenshots");
|
|
var filename = parameters.GetValueOrDefault("filename", $"UIElement_{elementName}_{DateTime.Now:yyyyMMdd_HHmmss}.png");
|
|
|
|
// Ensure filename has .png extension
|
|
if (!filename.EndsWith(".png", System.StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
filename += ".png";
|
|
}
|
|
|
|
// Ensure directory exists
|
|
if (!Directory.Exists(outputPath))
|
|
{
|
|
Directory.CreateDirectory(outputPath);
|
|
}
|
|
|
|
var fullPath = Path.Combine(outputPath, filename);
|
|
|
|
// Check if Play mode is needed
|
|
if (!EditorApplication.isPlaying)
|
|
{
|
|
// Store parameters for after Play mode transition
|
|
PendingRegionParams = JsonConvert.SerializeObject(parameters);
|
|
IsCapturingRegion = true;
|
|
WasPlayingBeforeCapture = false;
|
|
|
|
EditorApplication.playModeStateChanged -= OnPlayModeStateChangedForScreenshot;
|
|
EditorApplication.playModeStateChanged += OnPlayModeStateChangedForScreenshot;
|
|
|
|
SynLog.Info($"[NexusExecutor] Entering Play mode to capture UI element: {elementName}");
|
|
|
|
EditorApplication.EnterPlaymode();
|
|
|
|
return JsonConvert.SerializeObject(new Dictionary<string, object>
|
|
{
|
|
["success"] = true,
|
|
["message"] = $"Entering Play mode to capture UI element '{elementName}'. This will take a moment...",
|
|
["status"] = "pending",
|
|
["elementName"] = elementName
|
|
}, Formatting.Indented);
|
|
}
|
|
|
|
// Find the GameObject by name
|
|
var targetObject = GameObject.Find(elementName);
|
|
if (targetObject == null)
|
|
{
|
|
// Try finding in all objects (including inactive, exclude prefabs)
|
|
var allObjects = Resources.FindObjectsOfTypeAll<GameObject>()
|
|
.Where(go => !UnityEditor.EditorUtility.IsPersistent(go) && go.scene.IsValid() && go.scene.isLoaded);
|
|
targetObject = allObjects.FirstOrDefault(obj => obj.name == elementName);
|
|
}
|
|
|
|
if (targetObject == null)
|
|
{
|
|
return $"Error: Could not find UI element named '{elementName}' in the scene";
|
|
}
|
|
|
|
// Get RectTransform
|
|
var rectTransform = targetObject.GetComponent<RectTransform>();
|
|
if (rectTransform == null)
|
|
{
|
|
return $"Error: GameObject '{elementName}' does not have a RectTransform component (not a UI element)";
|
|
}
|
|
|
|
// Get canvas
|
|
var canvas = rectTransform.GetComponentInParent<Canvas>();
|
|
if (canvas == null)
|
|
{
|
|
return $"Error: UI element '{elementName}' is not under a Canvas";
|
|
}
|
|
|
|
// Calculate screen coordinates based on canvas render mode
|
|
int x, y, width, height;
|
|
|
|
if (canvas.renderMode == RenderMode.ScreenSpaceOverlay)
|
|
{
|
|
// For Screen Space Overlay, use direct rect calculations
|
|
// Get corners in canvas space
|
|
var corners = new Vector3[4];
|
|
rectTransform.GetWorldCorners(corners);
|
|
|
|
// For Overlay, world corners are already in screen pixels
|
|
var minX = corners.Min(c => c.x);
|
|
var maxX = corners.Max(c => c.x);
|
|
var minY = corners.Min(c => c.y);
|
|
var maxY = corners.Max(c => c.y);
|
|
|
|
x = Mathf.RoundToInt(minX);
|
|
y = Mathf.RoundToInt(minY);
|
|
width = Mathf.RoundToInt(maxX - minX);
|
|
height = Mathf.RoundToInt(maxY - minY);
|
|
|
|
SynLog.Info($"[NexusExecutor] Overlay mode: corners ({minX},{minY}) to ({maxX},{maxY})");
|
|
}
|
|
else
|
|
{
|
|
// For Screen Space Camera or World Space, use camera projection
|
|
Camera targetCamera = null;
|
|
if (canvas.renderMode == RenderMode.ScreenSpaceCamera)
|
|
{
|
|
targetCamera = canvas.worldCamera ?? Camera.main;
|
|
}
|
|
else // WorldSpace
|
|
{
|
|
targetCamera = Camera.main ?? Camera.allCameras.FirstOrDefault();
|
|
}
|
|
|
|
if (targetCamera == null)
|
|
{
|
|
return "Error: Could not find a camera to calculate screen coordinates";
|
|
}
|
|
|
|
// Get world corners and convert to screen space
|
|
var corners = new Vector3[4];
|
|
rectTransform.GetWorldCorners(corners);
|
|
var screenCorners = corners.Select(c => RectTransformUtility.WorldToScreenPoint(targetCamera, c)).ToArray();
|
|
|
|
var minX = screenCorners.Min(p => p.x);
|
|
var maxX = screenCorners.Max(p => p.x);
|
|
var minY = screenCorners.Min(p => p.y);
|
|
var maxY = screenCorners.Max(p => p.y);
|
|
|
|
x = Mathf.RoundToInt(minX);
|
|
y = Mathf.RoundToInt(minY);
|
|
width = Mathf.RoundToInt(maxX - minX);
|
|
height = Mathf.RoundToInt(maxY - minY);
|
|
|
|
SynLog.Info($"[NexusExecutor] Camera/WorldSpace mode: corners ({minX},{minY}) to ({maxX},{maxY})");
|
|
}
|
|
|
|
// Debug log for troubleshooting
|
|
SynLog.Info($"[NexusExecutor] UI element '{elementName}' screen bounds: x={x}, y={y}, width={width}, height={height}");
|
|
|
|
// Validate dimensions before creating texture
|
|
if (width <= 0 || height <= 0)
|
|
{
|
|
return $"Error: UI element '{elementName}' has invalid dimensions (width={width}, height={height}). " +
|
|
$"The element may be invisible, inactive, or have zero size.";
|
|
}
|
|
|
|
// Capture full screenshot
|
|
SynLog.Info($"[NexusExecutor] About to capture full screenshot. EditorApplication.isPlaying={EditorApplication.isPlaying}");
|
|
|
|
var fullScreenshot = ScreenCapture.CaptureScreenshotAsTexture(1);
|
|
if (fullScreenshot == null)
|
|
{
|
|
return "Error: Failed to capture screenshot";
|
|
}
|
|
|
|
SynLog.Info($"[NexusExecutor] Screenshot captured: {fullScreenshot.width}x{fullScreenshot.height}");
|
|
|
|
// Check if screenshot size is abnormally small (3024x40 bug)
|
|
if (fullScreenshot.height < 100)
|
|
{
|
|
UnityEngine.Object.DestroyImmediate(fullScreenshot);
|
|
return $"Error: Screenshot has abnormal size ({fullScreenshot.width}x{fullScreenshot.height}). " +
|
|
$"This usually means Game View is not properly visible or rendering hasn't stabilized. " +
|
|
$"Try: 1) Make sure Game View is visible and has normal size, 2) Try again in a few seconds.";
|
|
}
|
|
|
|
// Validate bounds
|
|
if (x < 0 || y < 0 || x + width > fullScreenshot.width || y + height > fullScreenshot.height)
|
|
{
|
|
SynLog.Warn($"[NexusExecutor] Element bounds need adjustment: original ({x},{y},{width},{height}), screenshot={fullScreenshot.width}x{fullScreenshot.height}");
|
|
x = Mathf.Max(0, x);
|
|
y = Mathf.Max(0, y);
|
|
width = Mathf.Min(width, fullScreenshot.width - x);
|
|
height = Mathf.Min(height, fullScreenshot.height - y);
|
|
|
|
// Check if adjusted dimensions are still valid
|
|
if (width <= 0 || height <= 0)
|
|
{
|
|
UnityEngine.Object.DestroyImmediate(fullScreenshot);
|
|
return $"Error: UI element '{elementName}' is completely out of screenshot bounds. " +
|
|
$"Screenshot size: {fullScreenshot.width}x{fullScreenshot.height}, " +
|
|
$"Element bounds: x={x}, y={y}, width={width}, height={height}. " +
|
|
$"The element may be outside the Game View.";
|
|
}
|
|
}
|
|
|
|
SynLog.Info($"[NexusExecutor] Extracting pixels: x={x}, y={y}, width={width}, height={height}, fullScreenshot={fullScreenshot.width}x{fullScreenshot.height}");
|
|
|
|
// Extract region (both GetWorldCorners and GetPixels use bottom-left origin, no conversion needed)
|
|
var texture2D = new Texture2D(width, height, TextureFormat.RGB24, false);
|
|
var pixels = fullScreenshot.GetPixels(x, y, width, height);
|
|
texture2D.SetPixels(pixels);
|
|
texture2D.Apply();
|
|
|
|
// Save to file
|
|
var bytes = texture2D.EncodeToPNG();
|
|
File.WriteAllBytes(fullPath, bytes);
|
|
|
|
UnityEngine.Object.DestroyImmediate(texture2D);
|
|
UnityEngine.Object.DestroyImmediate(fullScreenshot);
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
SynLog.Info($"[NexusExecutor] UI element '{elementName}' captured: {fullPath} ({width}x{height})");
|
|
|
|
return JsonConvert.SerializeObject(new Dictionary<string, object>
|
|
{
|
|
["success"] = true,
|
|
["path"] = fullPath,
|
|
["elementName"] = elementName,
|
|
["width"] = width,
|
|
["height"] = height,
|
|
["x"] = x,
|
|
["y"] = y,
|
|
["message"] = $"UI element '{elementName}' captured: {fullPath} ({width}x{height})"
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error capturing UI element: {e.Message}\n{e.StackTrace}";
|
|
}
|
|
#else
|
|
return "Error: This feature is only available in the Unity Editor";
|
|
#endif
|
|
}
|
|
|
|
private Task<string> BatchCreate(NexusUnityOperation operation)
|
|
{
|
|
// TODO: Implement batch operations
|
|
return Task.FromResult("Batch operations not yet implemented");
|
|
}
|
|
|
|
private string ForceRefreshAssets(Dictionary<string, string> parameters)
|
|
{
|
|
#if UNITY_EDITOR
|
|
try
|
|
{
|
|
// Get optional parameters
|
|
var importMode = parameters.GetValueOrDefault("importMode", "default");
|
|
|
|
SynLog.Info("[NexusExecutor] Force refreshing assets...");
|
|
|
|
// Force Unity to reimport and recompile
|
|
switch (importMode.ToLower())
|
|
{
|
|
case "force":
|
|
// Force reimport of all assets
|
|
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
|
|
break;
|
|
case "forcesynchronous":
|
|
// Force reimport synchronously (blocks until complete)
|
|
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport);
|
|
break;
|
|
default:
|
|
// Default refresh
|
|
AssetDatabase.Refresh();
|
|
break;
|
|
}
|
|
|
|
SynLog.Info("[NexusExecutor] Asset refresh completed successfully");
|
|
|
|
return JsonConvert.SerializeObject(new Dictionary<string, object>
|
|
{
|
|
["success"] = true,
|
|
["message"] = $"Asset database refreshed with mode: {importMode}",
|
|
["import_mode"] = importMode
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error refreshing assets: {e.Message}";
|
|
}
|
|
#else
|
|
return "Error: This feature is only available in the Unity Editor";
|
|
#endif
|
|
}
|
|
|
|
private string InvokeContextMenu(Dictionary<string, string> parameters)
|
|
{
|
|
#if UNITY_EDITOR
|
|
try
|
|
{
|
|
// Get required parameters
|
|
if (!parameters.ContainsKey("componentName") || !parameters.ContainsKey("methodName"))
|
|
{
|
|
return "Error: componentName and methodName parameters are required";
|
|
}
|
|
|
|
var componentName = parameters["componentName"];
|
|
var methodName = parameters["methodName"];
|
|
var gameObjectName = parameters.GetValueOrDefault("gameObjectName", "");
|
|
|
|
SynLog.Info($"[NexusExecutor] Invoking ContextMenu: {componentName}.{methodName}");
|
|
|
|
// Find the component type
|
|
var componentType = FindComponentType(componentName);
|
|
if (componentType == null)
|
|
{
|
|
return $"Error: Component type '{componentName}' not found. Make sure the script is compiled.";
|
|
}
|
|
|
|
// Find the method with ContextMenu attribute
|
|
var method = componentType.GetMethod(methodName, BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
|
|
if (method == null)
|
|
{
|
|
return $"Error: Method '{methodName}' not found in component '{componentName}'";
|
|
}
|
|
|
|
// Verify method has ContextMenu attribute
|
|
var contextMenuAttr = method.GetCustomAttribute<ContextMenu>();
|
|
if (contextMenuAttr == null)
|
|
{
|
|
SynLog.Warn($"[NexusExecutor] Method '{methodName}' does not have [ContextMenu] attribute, but will execute anyway");
|
|
}
|
|
|
|
// Find the component instance
|
|
Component componentInstance = null;
|
|
if (!string.IsNullOrEmpty(gameObjectName))
|
|
{
|
|
// Search by GameObject name
|
|
var gameObject = GameObject.Find(gameObjectName);
|
|
if (gameObject == null)
|
|
{
|
|
return $"Error: GameObject '{gameObjectName}' not found";
|
|
}
|
|
componentInstance = gameObject.GetComponent(componentType);
|
|
}
|
|
else
|
|
{
|
|
// Find any instance of this component type
|
|
componentInstance = UnityEngine.Object.FindObjectOfType(componentType) as Component;
|
|
}
|
|
|
|
if (componentInstance == null)
|
|
{
|
|
return $"Error: No instance of component '{componentName}' found in scene";
|
|
}
|
|
|
|
// Invoke the method
|
|
try
|
|
{
|
|
// Handle optional parameters by providing default values
|
|
var methodParams = method.GetParameters();
|
|
var args = new object[methodParams.Length];
|
|
for (int i = 0; i < methodParams.Length; i++)
|
|
{
|
|
args[i] = methodParams[i].HasDefaultValue ? methodParams[i].DefaultValue : null;
|
|
}
|
|
|
|
method.Invoke(componentInstance, args);
|
|
}
|
|
catch (System.Reflection.TargetInvocationException tie)
|
|
{
|
|
// TargetInvocationException wraps the actual exception from the invoked method
|
|
var actualException = tie.InnerException ?? tie;
|
|
Debug.LogError($"[NexusExecutor] Method execution failed: {actualException.Message}");
|
|
return $"Error: Method '{methodName}' threw an exception: {actualException.Message}\n\nStack trace: {actualException.StackTrace}";
|
|
}
|
|
|
|
SynLog.Info($"[NexusExecutor] Successfully invoked {componentName}.{methodName}");
|
|
|
|
return JsonConvert.SerializeObject(new Dictionary<string, object>
|
|
{
|
|
["success"] = true,
|
|
["message"] = $"Successfully invoked {componentName}.{methodName}",
|
|
["component"] = componentName,
|
|
["method"] = methodName,
|
|
["gameObject"] = componentInstance.gameObject.name
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusExecutor] Failed to invoke context menu: {e.Message}");
|
|
return $"Error invoking context menu: {e.Message}\n\nStack trace: {e.StackTrace}";
|
|
}
|
|
#else
|
|
return "Error: This feature is only available in the Unity Editor";
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Execute Unity Editor menu item by path (e.g., "Edit/Preferences", "Window/Package Manager")
|
|
/// </summary>
|
|
private string ExecuteMenuItem(Dictionary<string, string> parameters)
|
|
{
|
|
#if UNITY_EDITOR
|
|
try
|
|
{
|
|
var menuPath = parameters.GetValueOrDefault("menuPath", "") ??
|
|
parameters.GetValueOrDefault("path", "") ??
|
|
parameters.GetValueOrDefault("menu", "");
|
|
|
|
if (string.IsNullOrEmpty(menuPath))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "menuPath parameter is required",
|
|
example = "Edit/Preferences, Window/Package Manager, Assets/Refresh"
|
|
});
|
|
}
|
|
|
|
SynLog.Info($"[NexusExecutor] Executing menu item: {menuPath}");
|
|
|
|
// Execute the menu item
|
|
bool result = EditorApplication.ExecuteMenuItem(menuPath);
|
|
|
|
if (result)
|
|
{
|
|
SynLog.Info($"[NexusExecutor] Successfully executed menu item: {menuPath}");
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Successfully executed menu item: {menuPath}",
|
|
menuPath = menuPath
|
|
});
|
|
}
|
|
else
|
|
{
|
|
// Menu item not found or couldn't be executed
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Menu item '{menuPath}' not found or could not be executed",
|
|
hint = "Check the exact menu path. Use '/' as separator. Example: 'Edit/Preferences', 'Window/Package Manager'"
|
|
});
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[NexusExecutor] Failed to execute menu item: {e.Message}");
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
#else
|
|
return JsonConvert.SerializeObject(new { success = false, error = "This feature is only available in the Unity Editor" });
|
|
#endif
|
|
}
|
|
|
|
private Type FindComponentType(string componentName)
|
|
{
|
|
// Search in all loaded assemblies
|
|
var assemblies = System.AppDomain.CurrentDomain.GetAssemblies();
|
|
foreach (var assembly in assemblies)
|
|
{
|
|
try
|
|
{
|
|
var types = assembly.GetTypes();
|
|
foreach (var type in types)
|
|
{
|
|
// Check if Component subclass
|
|
if (!typeof(Component).IsAssignableFrom(type))
|
|
continue;
|
|
|
|
// Match by simple name or full name (with namespace)
|
|
if (type.Name == componentName || type.FullName == componentName)
|
|
{
|
|
return type;
|
|
}
|
|
}
|
|
}
|
|
catch
|
|
{
|
|
// Skip assemblies that can't be loaded
|
|
continue;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
private string GetAssetImportSettings(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var assetPath = parameters.GetValueOrDefault("assetPath", "");
|
|
var includeAllSettings = parameters.GetValueOrDefault("includeAllSettings", "true") == "true";
|
|
var includeOverrides = parameters.GetValueOrDefault("includeOverrides", "true") == "true";
|
|
|
|
if (string.IsNullOrEmpty(assetPath))
|
|
{
|
|
return "Error: assetPath parameter is required";
|
|
}
|
|
|
|
var importer = AssetImporter.GetAtPath(assetPath);
|
|
if (importer == null)
|
|
{
|
|
return $"Error: No importer found for asset at path: {assetPath}";
|
|
}
|
|
|
|
var report = new System.Text.StringBuilder();
|
|
report.AppendLine($"=== Import Settings for {assetPath} ===");
|
|
report.AppendLine($"Importer Type: {importer.GetType().Name}");
|
|
report.AppendLine($"Asset Bundle: {importer.assetBundleName}");
|
|
report.AppendLine($"Asset Bundle Variant: {importer.assetBundleVariant}");
|
|
report.AppendLine();
|
|
|
|
// Type-specific settings
|
|
switch (importer)
|
|
{
|
|
case TextureImporter texImporter:
|
|
report.AppendLine("=== Texture Import Settings ===");
|
|
report.AppendLine($"Texture Type: {texImporter.textureType}");
|
|
report.AppendLine($"Max Texture Size: {texImporter.maxTextureSize}");
|
|
report.AppendLine($"Compression: {texImporter.textureCompression}");
|
|
report.AppendLine($"sRGB: {texImporter.sRGBTexture}");
|
|
report.AppendLine($"Generate Mipmaps: {texImporter.mipmapEnabled}");
|
|
report.AppendLine($"Wrap Mode: {texImporter.wrapMode}");
|
|
report.AppendLine($"Filter Mode: {texImporter.filterMode}");
|
|
break;
|
|
|
|
case AudioImporter audioImporter:
|
|
report.AppendLine("=== Audio Import Settings ===");
|
|
report.AppendLine($"Force To Mono: {audioImporter.forceToMono}");
|
|
var audioDefaultSettings = audioImporter.defaultSampleSettings;
|
|
report.AppendLine($"Preload Audio Data: {audioDefaultSettings.loadType == AudioClipLoadType.CompressedInMemory}");
|
|
report.AppendLine($"Load In Background: {audioImporter.loadInBackground}");
|
|
|
|
var defaultSettings = audioImporter.defaultSampleSettings;
|
|
report.AppendLine($"Load Type: {defaultSettings.loadType}");
|
|
report.AppendLine($"Compression Format: {defaultSettings.compressionFormat}");
|
|
report.AppendLine($"Quality: {defaultSettings.quality}");
|
|
break;
|
|
|
|
default:
|
|
report.AppendLine("=== Generic Import Settings ===");
|
|
report.AppendLine($"User Data: {importer.userData}");
|
|
break;
|
|
}
|
|
|
|
return report.ToString();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Error getting import settings: {e.Message}";
|
|
}
|
|
}
|
|
|
|
// Helper methods
|
|
private Type GetComponentType(string typeName)
|
|
{
|
|
if (string.IsNullOrEmpty(typeName)) return null;
|
|
|
|
// Common aliases mapping
|
|
var aliases = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase)
|
|
{
|
|
{ "VisualEffect", "UnityEngine.VFX.VisualEffect" },
|
|
{ "VFX", "UnityEngine.VFX.VisualEffect" },
|
|
{ "ParticleSystem", "UnityEngine.ParticleSystem" },
|
|
{ "Rigidbody", "UnityEngine.Rigidbody" },
|
|
{ "Rigidbody2D", "UnityEngine.Rigidbody2D" },
|
|
{ "BoxCollider", "UnityEngine.BoxCollider" },
|
|
{ "SphereCollider", "UnityEngine.SphereCollider" },
|
|
{ "CapsuleCollider", "UnityEngine.CapsuleCollider" },
|
|
{ "MeshCollider", "UnityEngine.MeshCollider" },
|
|
{ "CharacterController", "UnityEngine.CharacterController" },
|
|
{ "AudioSource", "UnityEngine.AudioSource" },
|
|
{ "AudioListener", "UnityEngine.AudioListener" },
|
|
{ "Light", "UnityEngine.Light" },
|
|
{ "Camera", "UnityEngine.Camera" },
|
|
{ "Animator", "UnityEngine.Animator" },
|
|
{ "Animation", "UnityEngine.Animation" },
|
|
{ "NavMeshAgent", "UnityEngine.AI.NavMeshAgent" },
|
|
{ "NavMeshObstacle", "UnityEngine.AI.NavMeshObstacle" },
|
|
{ "Canvas", "UnityEngine.Canvas" },
|
|
{ "CanvasScaler", "UnityEngine.UI.CanvasScaler" },
|
|
{ "GraphicRaycaster", "UnityEngine.UI.GraphicRaycaster" },
|
|
{ "Image", "UnityEngine.UI.Image" },
|
|
{ "Text", "UnityEngine.UI.Text" },
|
|
{ "Button", "UnityEngine.UI.Button" },
|
|
{ "InputField", "UnityEngine.UI.InputField" },
|
|
{ "Slider", "UnityEngine.UI.Slider" },
|
|
{ "Toggle", "UnityEngine.UI.Toggle" },
|
|
{ "Dropdown", "UnityEngine.UI.Dropdown" },
|
|
{ "ScrollRect", "UnityEngine.UI.ScrollRect" },
|
|
{ "RectTransform", "UnityEngine.RectTransform" },
|
|
{ "EventSystem", "UnityEngine.EventSystems.EventSystem" },
|
|
{ "StandaloneInputModule", "UnityEngine.EventSystems.StandaloneInputModule" },
|
|
{ "LineRenderer", "UnityEngine.LineRenderer" },
|
|
{ "TrailRenderer", "UnityEngine.TrailRenderer" },
|
|
{ "MeshRenderer", "UnityEngine.MeshRenderer" },
|
|
{ "MeshFilter", "UnityEngine.MeshFilter" },
|
|
{ "SkinnedMeshRenderer", "UnityEngine.SkinnedMeshRenderer" },
|
|
{ "SpriteRenderer", "UnityEngine.SpriteRenderer" },
|
|
{ "Volume", "UnityEngine.Rendering.Volume" },
|
|
};
|
|
|
|
// Check alias first
|
|
if (aliases.TryGetValue(typeName, out string fullName))
|
|
{
|
|
typeName = fullName;
|
|
}
|
|
|
|
// Namespaces to search
|
|
var namespaces = new[]
|
|
{
|
|
"", // Already fully qualified
|
|
"UnityEngine.",
|
|
"UnityEngine.UI.",
|
|
"UnityEngine.VFX.",
|
|
"UnityEngine.AI.",
|
|
"UnityEngine.EventSystems.",
|
|
"UnityEngine.Rendering.",
|
|
"UnityEngine.Rendering.Universal.",
|
|
"Unity.Cinemachine.",
|
|
"Cinemachine.",
|
|
};
|
|
|
|
// Search all assemblies
|
|
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
|
|
{
|
|
// Try exact match first
|
|
var type = assembly.GetType(typeName);
|
|
if (type != null && typeof(Component).IsAssignableFrom(type))
|
|
return type;
|
|
|
|
// Try with namespaces
|
|
foreach (var ns in namespaces)
|
|
{
|
|
if (string.IsNullOrEmpty(ns) && typeName.Contains("."))
|
|
{
|
|
// Already has namespace
|
|
type = assembly.GetType(typeName);
|
|
}
|
|
else if (!string.IsNullOrEmpty(ns))
|
|
{
|
|
type = assembly.GetType($"{ns}{typeName}");
|
|
}
|
|
|
|
if (type != null && typeof(Component).IsAssignableFrom(type))
|
|
return type;
|
|
}
|
|
}
|
|
|
|
// Last resort: search by simple name
|
|
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
|
|
{
|
|
try
|
|
{
|
|
var types = assembly.GetTypes()
|
|
.Where(t => t.Name.Equals(typeName, StringComparison.OrdinalIgnoreCase) &&
|
|
typeof(Component).IsAssignableFrom(t))
|
|
.ToArray();
|
|
|
|
if (types.Length == 1)
|
|
return types[0];
|
|
}
|
|
catch { }
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
private void SetComponentProperty(Component component, string propertyName, string value)
|
|
{
|
|
// Null checks
|
|
if (component == null)
|
|
{
|
|
Debug.LogError("[SetComponentProperty] Component is null");
|
|
return;
|
|
}
|
|
if (string.IsNullOrEmpty(propertyName))
|
|
{
|
|
Debug.LogError("[SetComponentProperty] PropertyName is null or empty");
|
|
return;
|
|
}
|
|
|
|
var type = component.GetType();
|
|
|
|
SynLog.Info($"[SetComponentProperty] Setting '{propertyName}' = '{value}' on {type.Name}");
|
|
|
|
try
|
|
{
|
|
// Special component handling
|
|
if (HandleSpecialComponentProperty(component, propertyName, value))
|
|
{
|
|
SynLog.Info($"[SetComponentProperty] Successfully handled special case for {propertyName}");
|
|
return;
|
|
}
|
|
|
|
// Common property name aliases
|
|
var actualPropertyName = GetActualPropertyName(type, propertyName);
|
|
SynLog.Info($"[SetComponentProperty] Mapped '{propertyName}' to '{actualPropertyName}'");
|
|
|
|
// Try property
|
|
var property = type.GetProperty(actualPropertyName, BindingFlags.Public | BindingFlags.Instance);
|
|
if (property != null && property.CanWrite)
|
|
{
|
|
var convertedValue = ConvertValue(value, property.PropertyType);
|
|
SynLog.Info($"[SetComponentProperty] Setting property {actualPropertyName} (type: {property.PropertyType.Name})");
|
|
property.SetValue(component, convertedValue);
|
|
SynLog.Info($"[SetComponentProperty] Successfully set property {actualPropertyName}");
|
|
return;
|
|
}
|
|
|
|
// Try field
|
|
var field = type.GetField(actualPropertyName, BindingFlags.Public | BindingFlags.Instance);
|
|
if (field != null)
|
|
{
|
|
var convertedValue = ConvertValue(value, field.FieldType);
|
|
SynLog.Info($"[SetComponentProperty] Setting field {actualPropertyName} (type: {field.FieldType.Name})");
|
|
field.SetValue(component, convertedValue);
|
|
SynLog.Info($"[SetComponentProperty] Successfully set field {actualPropertyName}");
|
|
return;
|
|
}
|
|
|
|
// Log available properties and fields
|
|
var availableProperties = type.GetProperties(BindingFlags.Public | BindingFlags.Instance)
|
|
.Where(p => p.CanWrite)
|
|
.Select(p => $"{p.Name} ({p.PropertyType.Name})")
|
|
.ToArray();
|
|
var availableFields = type.GetFields(BindingFlags.Public | BindingFlags.Instance)
|
|
.Select(f => $"{f.Name} ({f.FieldType.Name})")
|
|
.ToArray();
|
|
|
|
Debug.LogError($"[SetComponentProperty] Available properties: {string.Join(", ", availableProperties)}");
|
|
Debug.LogError($"[SetComponentProperty] Available fields: {string.Join(", ", availableFields)}");
|
|
|
|
throw new ArgumentException($"Property or field '{actualPropertyName}' not found on component '{type.Name}'. Available: {string.Join(", ", availableProperties.Concat(availableFields))}");
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.LogError($"Failed to set property '{propertyName}' on '{type.Name}': {ex.Message}");
|
|
throw;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Special component handling (complex cases like Transform, Renderer, etc.)
|
|
/// </summary>
|
|
private bool HandleSpecialComponentProperty(Component component, string propertyName, string value)
|
|
{
|
|
// Null checks
|
|
if (component == null)
|
|
{
|
|
SynLog.Warn("[HandleSpecialComponentProperty] Component is null");
|
|
return false;
|
|
}
|
|
if (string.IsNullOrEmpty(propertyName))
|
|
{
|
|
SynLog.Warn("[HandleSpecialComponentProperty] PropertyName is null or empty");
|
|
return false;
|
|
}
|
|
|
|
var type = component.GetType();
|
|
var lowerPropertyName = propertyName.ToLower();
|
|
|
|
SynLog.Info($"[HandleSpecialComponentProperty] Checking special cases for {type.Name}.{propertyName}");
|
|
|
|
// Record Undo before special handling
|
|
UnityEditor.Undo.RecordObject(component, $"Set {type.Name}.{propertyName}");
|
|
|
|
// Array element access (e.g., tetrominoPrefabs[0])
|
|
if (propertyName.Contains("[") && propertyName.Contains("]"))
|
|
{
|
|
var arrayMatch = System.Text.RegularExpressions.Regex.Match(propertyName, @"^(.+)\[(\d+)\]$");
|
|
if (arrayMatch.Success)
|
|
{
|
|
var arrayName = arrayMatch.Groups[1].Value;
|
|
var index = int.Parse(arrayMatch.Groups[2].Value);
|
|
|
|
SynLog.Info($"[HandleSpecialComponentProperty] Array access detected: {arrayName}[{index}]");
|
|
|
|
// Get property or field
|
|
var prop = type.GetProperty(arrayName);
|
|
var field = type.GetField(arrayName);
|
|
|
|
if (prop != null && prop.PropertyType.IsArray)
|
|
{
|
|
var array = prop.GetValue(component) as Array;
|
|
if (array != null && index >= 0 && index < array.Length)
|
|
{
|
|
var elementType = prop.PropertyType.GetElementType();
|
|
var convertedValue = ConvertValue(value, elementType);
|
|
array.SetValue(convertedValue, index);
|
|
SynLog.Info($"[HandleSpecialComponentProperty] Set array element {arrayName}[{index}] = {value}");
|
|
return true;
|
|
}
|
|
}
|
|
else if (field != null && field.FieldType.IsArray)
|
|
{
|
|
var array = field.GetValue(component) as Array;
|
|
if (array != null && index >= 0 && index < array.Length)
|
|
{
|
|
var elementType = field.FieldType.GetElementType();
|
|
var convertedValue = ConvertValue(value, elementType);
|
|
array.SetValue(convertedValue, index);
|
|
SynLog.Info($"[HandleSpecialComponentProperty] Set array element {arrayName}[{index}] = {value}");
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Transform special handling
|
|
if (component is Transform transform)
|
|
{
|
|
switch (lowerPropertyName)
|
|
{
|
|
case "x":
|
|
var pos = transform.position;
|
|
pos.x = float.Parse(value);
|
|
transform.position = pos;
|
|
return true;
|
|
case "y":
|
|
var pos2 = transform.position;
|
|
pos2.y = float.Parse(value);
|
|
transform.position = pos2;
|
|
return true;
|
|
case "z":
|
|
var pos3 = transform.position;
|
|
pos3.z = float.Parse(value);
|
|
transform.position = pos3;
|
|
return true;
|
|
case "pos":
|
|
case "position":
|
|
transform.position = ParseVector3(value);
|
|
return true;
|
|
case "rot":
|
|
case "rotation":
|
|
transform.rotation = Quaternion.Euler(ParseVector3(value));
|
|
return true;
|
|
case "scale":
|
|
transform.localScale = ParseVector3(value);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Renderer color settings (URP/HDRP compatible)
|
|
if (component is Renderer renderer)
|
|
{
|
|
switch (lowerPropertyName)
|
|
{
|
|
case "color":
|
|
if (renderer.sharedMaterial != null)
|
|
{
|
|
// Create instance to avoid modifying shared material
|
|
var mat = renderer.material; // This creates an instance
|
|
var color = ParseColor(value);
|
|
|
|
// URP/HDRP use _BaseColor, Legacy uses _Color
|
|
if (mat.HasProperty("_BaseColor"))
|
|
{
|
|
mat.SetColor("_BaseColor", color);
|
|
SynLog.Info($"[HandleSpecialComponentProperty] Set _BaseColor to {color}");
|
|
}
|
|
else if (mat.HasProperty("_Color"))
|
|
{
|
|
mat.SetColor("_Color", color);
|
|
SynLog.Info($"[HandleSpecialComponentProperty] Set _Color to {color}");
|
|
}
|
|
else
|
|
{
|
|
// Fallback: try setting color property directly
|
|
mat.color = color;
|
|
SynLog.Info($"[HandleSpecialComponentProperty] Set material.color to {color}");
|
|
}
|
|
return true;
|
|
}
|
|
break;
|
|
case "enabled":
|
|
renderer.enabled = bool.Parse(value);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Light handling
|
|
if (component is Light light)
|
|
{
|
|
switch (lowerPropertyName)
|
|
{
|
|
case "color":
|
|
light.color = ParseColor(value);
|
|
return true;
|
|
case "intensity":
|
|
light.intensity = float.Parse(value);
|
|
return true;
|
|
case "range":
|
|
light.range = float.Parse(value);
|
|
return true;
|
|
case "enabled":
|
|
light.enabled = bool.Parse(value);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Camera handling
|
|
if (component is Camera camera)
|
|
{
|
|
switch (lowerPropertyName)
|
|
{
|
|
case "fov":
|
|
case "fieldofview":
|
|
camera.fieldOfView = float.Parse(value);
|
|
return true;
|
|
case "near":
|
|
case "nearplane":
|
|
camera.nearClipPlane = float.Parse(value);
|
|
return true;
|
|
case "far":
|
|
case "farplane":
|
|
camera.farClipPlane = float.Parse(value);
|
|
return true;
|
|
case "orthographic":
|
|
camera.orthographic = bool.Parse(value);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Rigidbody handling
|
|
if (component is Rigidbody rigidbody)
|
|
{
|
|
switch (lowerPropertyName)
|
|
{
|
|
case "mass":
|
|
rigidbody.mass = float.Parse(value);
|
|
return true;
|
|
case "usegravity":
|
|
rigidbody.useGravity = bool.Parse(value);
|
|
return true;
|
|
case "drag":
|
|
rigidbody.linearDamping = float.Parse(value);
|
|
return true;
|
|
case "angulardrag":
|
|
rigidbody.angularDamping = float.Parse(value);
|
|
return true;
|
|
case "iskinematic":
|
|
rigidbody.isKinematic = bool.Parse(value);
|
|
return true;
|
|
case "interpolate":
|
|
if (System.Enum.TryParse<RigidbodyInterpolation>(value, true, out var interpolation))
|
|
{
|
|
rigidbody.interpolation = interpolation;
|
|
return true;
|
|
}
|
|
break;
|
|
case "freezeposition":
|
|
case "freezepositionx":
|
|
rigidbody.freezeRotation = bool.Parse(value);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// AudioSource handling
|
|
if (component is AudioSource audioSource)
|
|
{
|
|
switch (lowerPropertyName)
|
|
{
|
|
case "clip":
|
|
case "audioclip":
|
|
var audioClip = ConvertValue(value, typeof(AudioClip)) as AudioClip;
|
|
if (audioClip != null)
|
|
{
|
|
audioSource.clip = audioClip;
|
|
SynLog.Info($"[HandleSpecialComponentProperty] Set AudioSource.clip to {audioClip.name}");
|
|
return true;
|
|
}
|
|
Debug.LogError($"[HandleSpecialComponentProperty] Failed to load AudioClip: {value}");
|
|
return false;
|
|
case "volume":
|
|
audioSource.volume = float.Parse(value);
|
|
return true;
|
|
case "pitch":
|
|
audioSource.pitch = float.Parse(value);
|
|
return true;
|
|
case "play":
|
|
if (bool.Parse(value))
|
|
{
|
|
audioSource.Play();
|
|
SynLog.Info($"[HandleSpecialComponentProperty] AudioSource.Play() called");
|
|
}
|
|
else
|
|
{
|
|
audioSource.Stop();
|
|
SynLog.Info($"[HandleSpecialComponentProperty] AudioSource.Stop() called");
|
|
}
|
|
return true;
|
|
case "loop":
|
|
audioSource.loop = bool.Parse(value);
|
|
return true;
|
|
case "mute":
|
|
audioSource.mute = bool.Parse(value);
|
|
return true;
|
|
case "playonawake":
|
|
audioSource.playOnAwake = bool.Parse(value);
|
|
return true;
|
|
case "spatiallblend":
|
|
case "spatialblend":
|
|
audioSource.spatialBlend = float.Parse(value);
|
|
return true;
|
|
case "priority":
|
|
audioSource.priority = int.Parse(value);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// VisualEffect handling
|
|
if (type.Name == "VisualEffect" || type.FullName == "UnityEngine.VFX.VisualEffect")
|
|
{
|
|
switch (lowerPropertyName)
|
|
{
|
|
case "visualeffectasset":
|
|
case "asset":
|
|
case "vfxasset":
|
|
var vfxAsset = AssetDatabase.LoadAssetAtPath<UnityEngine.VFX.VisualEffectAsset>(value);
|
|
if (vfxAsset != null)
|
|
{
|
|
var assetProp = type.GetProperty("visualEffectAsset", BindingFlags.Public | BindingFlags.Instance);
|
|
if (assetProp != null)
|
|
{
|
|
assetProp.SetValue(component, vfxAsset);
|
|
SynLog.Info($"[HandleSpecialComponentProperty] Set VisualEffect.visualEffectAsset to {vfxAsset.name}");
|
|
return true;
|
|
}
|
|
}
|
|
SynLog.Warn($"[HandleSpecialComponentProperty] Failed to load VisualEffectAsset: {value}");
|
|
return false;
|
|
case "playrate":
|
|
var playRateProp = type.GetProperty("playRate", BindingFlags.Public | BindingFlags.Instance);
|
|
if (playRateProp != null)
|
|
{
|
|
playRateProp.SetValue(component, float.Parse(value));
|
|
return true;
|
|
}
|
|
break;
|
|
case "pause":
|
|
case "paused":
|
|
var pauseProp = type.GetProperty("pause", BindingFlags.Public | BindingFlags.Instance);
|
|
if (pauseProp != null)
|
|
{
|
|
pauseProp.SetValue(component, bool.Parse(value));
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
SynLog.Info($"[HandleSpecialComponentProperty] No special case found for {type.Name}.{propertyName}");
|
|
return false;
|
|
}
|
|
|
|
private string GetActualPropertyName(Type componentType, string propertyName)
|
|
{
|
|
SynLog.Info($"[GetActualPropertyName] Component: {componentType.Name}, Property: {propertyName}");
|
|
|
|
// Try exact match first
|
|
if (componentType.GetProperty(propertyName, BindingFlags.Public | BindingFlags.Instance) != null ||
|
|
componentType.GetField(propertyName, BindingFlags.Public | BindingFlags.Instance) != null)
|
|
{
|
|
SynLog.Info($"[GetActualPropertyName] Exact match found: {propertyName}");
|
|
return propertyName;
|
|
}
|
|
|
|
// Component-specific mapping
|
|
var lowerPropertyName = propertyName.ToLower();
|
|
string mappedName = null;
|
|
|
|
// Transform specialized
|
|
if (componentType.Name == "Transform")
|
|
{
|
|
switch (lowerPropertyName)
|
|
{
|
|
case "x": case "posx": mappedName = "position"; break;
|
|
case "y": case "posy": mappedName = "position"; break;
|
|
case "z": case "posz": mappedName = "position"; break;
|
|
case "pos": case "position": mappedName = "position"; break;
|
|
case "rot": case "rotation": mappedName = "rotation"; break;
|
|
case "scale": mappedName = "localScale"; break;
|
|
}
|
|
}
|
|
// Light specialized
|
|
else if (componentType.Name == "Light")
|
|
{
|
|
switch (lowerPropertyName)
|
|
{
|
|
case "color": mappedName = "color"; break;
|
|
case "intensity": mappedName = "intensity"; break;
|
|
case "range": mappedName = "range"; break;
|
|
case "type": mappedName = "type"; break;
|
|
case "enabled": mappedName = "enabled"; break;
|
|
}
|
|
}
|
|
// Camera specialized
|
|
else if (componentType.Name == "Camera")
|
|
{
|
|
switch (lowerPropertyName)
|
|
{
|
|
case "fov": case "fieldofview": mappedName = "fieldOfView"; break;
|
|
case "near": case "nearplane": mappedName = "nearClipPlane"; break;
|
|
case "far": case "farplane": mappedName = "farClipPlane"; break;
|
|
case "orthographic": mappedName = "orthographic"; break;
|
|
}
|
|
}
|
|
// Renderer types
|
|
else if (componentType.Name.Contains("Renderer"))
|
|
{
|
|
switch (lowerPropertyName)
|
|
{
|
|
case "enabled": mappedName = "enabled"; break;
|
|
case "material": mappedName = "material"; break;
|
|
case "color": mappedName = "material"; break; // Requires special handling
|
|
}
|
|
}
|
|
// UI Text
|
|
else if (componentType.Name == "Text")
|
|
{
|
|
switch (lowerPropertyName)
|
|
{
|
|
case "text": case "content": mappedName = "text"; break;
|
|
case "color": mappedName = "color"; break;
|
|
case "fontsize": case "size": mappedName = "fontSize"; break;
|
|
}
|
|
}
|
|
|
|
// Common properties
|
|
if (string.IsNullOrEmpty(mappedName))
|
|
{
|
|
switch (lowerPropertyName)
|
|
{
|
|
case "enabled": case "active": mappedName = "enabled"; break;
|
|
case "color": mappedName = "color"; break;
|
|
case "position": mappedName = "position"; break;
|
|
case "rotation": mappedName = "rotation"; break;
|
|
case "scale": mappedName = "localScale"; break;
|
|
}
|
|
}
|
|
|
|
// Check if mapped name actually exists
|
|
if (!string.IsNullOrEmpty(mappedName))
|
|
{
|
|
if (componentType.GetProperty(mappedName, BindingFlags.Public | BindingFlags.Instance) != null ||
|
|
componentType.GetField(mappedName, BindingFlags.Public | BindingFlags.Instance) != null)
|
|
{
|
|
SynLog.Info($"[GetActualPropertyName] Mapped '{propertyName}' to '{mappedName}'");
|
|
return mappedName;
|
|
}
|
|
}
|
|
|
|
SynLog.Info($"[GetActualPropertyName] No mapping found for '{propertyName}', using original");
|
|
return propertyName; // Return original name if not found
|
|
}
|
|
|
|
private object ConvertValue(string value, Type targetType)
|
|
{
|
|
try
|
|
{
|
|
SynLog.Info($"[ConvertValue] Converting '{value}' to {targetType.Name}");
|
|
|
|
if (targetType == typeof(int))
|
|
{
|
|
if (int.TryParse(value, out var intVal))
|
|
return intVal;
|
|
if (float.TryParse(value, out var floatVal))
|
|
return (int)floatVal; // Convert decimal to integer
|
|
}
|
|
else if (targetType == typeof(float))
|
|
{
|
|
if (float.TryParse(value, out var floatVal))
|
|
return floatVal;
|
|
if (double.TryParse(value, out var doubleVal))
|
|
return (float)doubleVal;
|
|
}
|
|
else if (targetType == typeof(double))
|
|
{
|
|
if (double.TryParse(value, out var doubleVal))
|
|
return doubleVal;
|
|
}
|
|
else if (targetType == typeof(bool))
|
|
{
|
|
// Flexible bool conversion
|
|
var lowerValue = value.ToLower().Trim();
|
|
if (lowerValue == "true" || lowerValue == "1" || lowerValue == "yes" || lowerValue == "on")
|
|
return true;
|
|
if (lowerValue == "false" || lowerValue == "0" || lowerValue == "no" || lowerValue == "off")
|
|
return false;
|
|
return bool.Parse(value);
|
|
}
|
|
else if (targetType == typeof(string))
|
|
return value;
|
|
else if (targetType == typeof(Vector3))
|
|
return ParseVector3(value);
|
|
else if (targetType == typeof(Vector2))
|
|
return ParseVector2(value);
|
|
else if (targetType == typeof(Color))
|
|
return ParseColor(value);
|
|
else if (targetType.IsEnum)
|
|
return Enum.Parse(targetType, value, true);
|
|
else if (targetType.IsArray)
|
|
{
|
|
// Array type processing
|
|
var elementType = targetType.GetElementType();
|
|
if (elementType == typeof(GameObject))
|
|
{
|
|
// Process comma-separated prefab paths
|
|
var paths = value.Split(',').Select(p => p.Trim()).Where(p => !string.IsNullOrEmpty(p)).ToArray();
|
|
var gameObjects = new GameObject[paths.Length];
|
|
|
|
for (int i = 0; i < paths.Length; i++)
|
|
{
|
|
// Load prefab from AssetDatabase
|
|
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(paths[i]);
|
|
if (prefab != null)
|
|
{
|
|
gameObjects[i] = prefab;
|
|
SynLog.Info($"[ConvertValue] Loaded prefab from: {paths[i]}");
|
|
}
|
|
else
|
|
{
|
|
SynLog.Warn($"[ConvertValue] Failed to load prefab from: {paths[i]}");
|
|
}
|
|
}
|
|
|
|
return gameObjects;
|
|
}
|
|
else if (elementType == typeof(string))
|
|
{
|
|
return value.Split(',').Select(s => s.Trim()).ToArray();
|
|
}
|
|
else if (elementType == typeof(float))
|
|
{
|
|
return value.Split(',').Select(s => float.Parse(s.Trim())).ToArray();
|
|
}
|
|
else if (elementType == typeof(int))
|
|
{
|
|
return value.Split(',').Select(s => int.Parse(s.Trim())).ToArray();
|
|
}
|
|
}
|
|
else if (targetType == typeof(GameObject))
|
|
{
|
|
// For single GameObject
|
|
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(value);
|
|
if (prefab != null)
|
|
{
|
|
return prefab;
|
|
}
|
|
|
|
// Search for object in scene
|
|
return GameObject.Find(value);
|
|
}
|
|
else if (targetType == typeof(AudioClip))
|
|
{
|
|
// Search and load AudioClip
|
|
// 1. Search by direct path
|
|
var audioClip = AssetDatabase.LoadAssetAtPath<AudioClip>(value);
|
|
if (audioClip != null) return audioClip;
|
|
|
|
// 2. Search by name in Assets folder
|
|
string[] searchPaths = new[]
|
|
{
|
|
$"Assets/Audio/{value}.wav",
|
|
$"Assets/Audio/{value}.mp3",
|
|
$"Assets/Audio/{value}.ogg",
|
|
$"Assets/Sounds/{value}.wav",
|
|
$"Assets/Sounds/{value}.mp3",
|
|
$"Assets/Sounds/{value}.ogg",
|
|
$"Assets/{value}.wav",
|
|
$"Assets/{value}.mp3",
|
|
$"Assets/{value}.ogg"
|
|
};
|
|
|
|
foreach (var path in searchPaths)
|
|
{
|
|
audioClip = AssetDatabase.LoadAssetAtPath<AudioClip>(path);
|
|
if (audioClip != null) return audioClip;
|
|
}
|
|
|
|
// 3. Search by name in AssetDatabase
|
|
var guids = AssetDatabase.FindAssets($"{value} t:AudioClip");
|
|
if (guids.Length > 0)
|
|
{
|
|
var assetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
|
|
audioClip = AssetDatabase.LoadAssetAtPath<AudioClip>(assetPath);
|
|
if (audioClip != null) return audioClip;
|
|
}
|
|
|
|
// 4. Search by partial match
|
|
guids = AssetDatabase.FindAssets("t:AudioClip");
|
|
foreach (var guid in guids)
|
|
{
|
|
var assetPath = AssetDatabase.GUIDToAssetPath(guid);
|
|
var assetName = System.IO.Path.GetFileNameWithoutExtension(assetPath);
|
|
if (assetName.Contains(value))
|
|
{
|
|
audioClip = AssetDatabase.LoadAssetAtPath<AudioClip>(assetPath);
|
|
if (audioClip != null)
|
|
{
|
|
SynLog.Info($"[ConvertValue] Found AudioClip by partial match: {assetPath}");
|
|
return audioClip;
|
|
}
|
|
}
|
|
}
|
|
|
|
Debug.LogError($"[ConvertValue] AudioClip '{value}' not found in project");
|
|
return null;
|
|
}
|
|
else if (targetType == typeof(Material))
|
|
{
|
|
// Search and load Material
|
|
var material = AssetDatabase.LoadAssetAtPath<Material>(value);
|
|
if (material != null) return material;
|
|
|
|
// Search by name in AssetDatabase
|
|
var guids = AssetDatabase.FindAssets($"{value} t:Material");
|
|
if (guids.Length > 0)
|
|
{
|
|
var assetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
|
|
return AssetDatabase.LoadAssetAtPath<Material>(assetPath);
|
|
}
|
|
|
|
Debug.LogError($"[ConvertValue] Material '{value}' not found in project");
|
|
return null;
|
|
}
|
|
else if (targetType == typeof(Texture) || targetType == typeof(Texture2D))
|
|
{
|
|
// Search and load Texture
|
|
var texture = AssetDatabase.LoadAssetAtPath<Texture>(value);
|
|
if (texture != null) return texture;
|
|
|
|
// Search by name in AssetDatabase
|
|
var guids = AssetDatabase.FindAssets($"{value} t:Texture");
|
|
if (guids.Length > 0)
|
|
{
|
|
var assetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
|
|
return AssetDatabase.LoadAssetAtPath<Texture>(assetPath);
|
|
}
|
|
|
|
Debug.LogError($"[ConvertValue] Texture '{value}' not found in project");
|
|
return null;
|
|
}
|
|
else if (targetType == typeof(Sprite))
|
|
{
|
|
// Search and load Sprite
|
|
var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(value);
|
|
if (sprite != null) return sprite;
|
|
|
|
// Search by name in AssetDatabase
|
|
var guids = AssetDatabase.FindAssets($"{value} t:Sprite");
|
|
if (guids.Length > 0)
|
|
{
|
|
var assetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
|
|
return AssetDatabase.LoadAssetAtPath<Sprite>(assetPath);
|
|
}
|
|
|
|
Debug.LogError($"[ConvertValue] Sprite '{value}' not found in project");
|
|
return null;
|
|
}
|
|
|
|
// Try default conversion
|
|
return Convert.ChangeType(value, targetType);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.LogError($"[ConvertValue] Failed to convert value '{value}' to type '{targetType.Name}': {ex.Message}");
|
|
Debug.LogError($"[ConvertValue] Exception type: {ex.GetType().Name}");
|
|
Debug.LogError($"[ConvertValue] Value length: {value?.Length ?? 0}");
|
|
Debug.LogError($"[ConvertValue] Stack trace: {ex.StackTrace}");
|
|
|
|
// More detailed fallback processing
|
|
if (targetType == typeof(float))
|
|
{
|
|
SynLog.Warn($"[ConvertValue] Using fallback float value 0.0f for '{value}'");
|
|
return 0.0f;
|
|
}
|
|
if (targetType == typeof(double))
|
|
{
|
|
SynLog.Warn($"[ConvertValue] Using fallback double value 0.0 for '{value}'");
|
|
return 0.0;
|
|
}
|
|
if (targetType == typeof(int))
|
|
{
|
|
SynLog.Warn($"[ConvertValue] Using fallback int value 0 for '{value}'");
|
|
return 0;
|
|
}
|
|
if (targetType == typeof(bool))
|
|
{
|
|
SynLog.Warn($"[ConvertValue] Using fallback bool value false for '{value}'");
|
|
return false;
|
|
}
|
|
if (targetType == typeof(Vector3))
|
|
{
|
|
SynLog.Warn($"[ConvertValue] Using fallback Vector3.zero for '{value}'");
|
|
return Vector3.zero;
|
|
}
|
|
if (targetType == typeof(Color))
|
|
{
|
|
SynLog.Warn($"[ConvertValue] Using fallback Color.white for '{value}'");
|
|
return Color.white;
|
|
}
|
|
|
|
SynLog.Warn($"[ConvertValue] No specific fallback for {targetType.Name}, throwing exception");
|
|
throw new InvalidCastException($"Cannot convert value '{value}' to type {targetType.Name}: {ex.Message}");
|
|
}
|
|
}
|
|
|
|
private Vector3 ParseVector3(string value)
|
|
{
|
|
// null/empty check
|
|
if (string.IsNullOrWhiteSpace(value))
|
|
{
|
|
SynLog.Warn("[ParseVector3] Empty or null value provided, returning Vector3.zero");
|
|
return Vector3.zero;
|
|
}
|
|
|
|
value = value.Trim();
|
|
|
|
// Check JSON format
|
|
if (value.StartsWith("{"))
|
|
{
|
|
try
|
|
{
|
|
var dict = JsonConvert.DeserializeObject<Dictionary<string, object>>(value);
|
|
if (dict != null && dict.ContainsKey("x") && dict.ContainsKey("y") && dict.ContainsKey("z"))
|
|
{
|
|
float x = Convert.ToSingle(dict["x"]);
|
|
float y = Convert.ToSingle(dict["y"]);
|
|
float z = Convert.ToSingle(dict["z"]);
|
|
|
|
// Check for NaN/Infinity
|
|
if (float.IsNaN(x) || float.IsNaN(y) || float.IsNaN(z) ||
|
|
float.IsInfinity(x) || float.IsInfinity(y) || float.IsInfinity(z))
|
|
{
|
|
SynLog.Warn($"[ParseVector3] Invalid float values detected in JSON: {value}");
|
|
return Vector3.zero;
|
|
}
|
|
|
|
return new Vector3(x, y, z);
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"[ParseVector3] Failed to parse JSON format '{value}': {ex.Message}");
|
|
}
|
|
}
|
|
|
|
// Try comma-separated format
|
|
try
|
|
{
|
|
var parts = value.Trim('(', ')', '[', ']').Split(new char[] { ',', ';', ' ' }, StringSplitOptions.RemoveEmptyEntries);
|
|
if (parts.Length >= 3)
|
|
{
|
|
float x = float.Parse(parts[0].Trim());
|
|
float y = float.Parse(parts[1].Trim());
|
|
float z = float.Parse(parts[2].Trim());
|
|
|
|
// Check for NaN/Infinity
|
|
if (float.IsNaN(x) || float.IsNaN(y) || float.IsNaN(z) ||
|
|
float.IsInfinity(x) || float.IsInfinity(y) || float.IsInfinity(z))
|
|
{
|
|
SynLog.Warn($"[ParseVector3] Invalid float values detected: {value}");
|
|
return Vector3.zero;
|
|
}
|
|
|
|
return new Vector3(x, y, z);
|
|
}
|
|
else if (parts.Length == 1)
|
|
{
|
|
// Set same value for all axes for single value
|
|
float val = float.Parse(parts[0].Trim());
|
|
if (!float.IsNaN(val) && !float.IsInfinity(val))
|
|
{
|
|
return new Vector3(val, val, val);
|
|
}
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"[ParseVector3] Failed to parse comma-separated format '{value}': {ex.Message}");
|
|
}
|
|
|
|
SynLog.Warn($"[ParseVector3] Unable to parse vector3 value '{value}', returning Vector3.zero");
|
|
return Vector3.zero;
|
|
}
|
|
|
|
// Safe Vector3 normalization method
|
|
private Vector3 SafeNormalize(Vector3 vector)
|
|
{
|
|
if (vector == Vector3.zero || vector.magnitude < 0.0001f)
|
|
{
|
|
SynLog.Warn($"[SafeNormalize] Cannot normalize zero or near-zero vector: {vector}");
|
|
return Vector3.forward; // Return default direction
|
|
}
|
|
|
|
Vector3 normalized = vector.normalized;
|
|
|
|
// Check normalization result
|
|
if (float.IsNaN(normalized.x) || float.IsNaN(normalized.y) || float.IsNaN(normalized.z) ||
|
|
float.IsInfinity(normalized.x) || float.IsInfinity(normalized.y) || float.IsInfinity(normalized.z))
|
|
{
|
|
SynLog.Warn($"[SafeNormalize] Normalized vector contains invalid values: {normalized} from {vector}");
|
|
return Vector3.forward;
|
|
}
|
|
|
|
return normalized;
|
|
}
|
|
|
|
private Vector2 ParseVector2(string value)
|
|
{
|
|
// Check JSON format
|
|
if (value.TrimStart().StartsWith("{"))
|
|
{
|
|
try
|
|
{
|
|
var dict = JsonConvert.DeserializeObject<Dictionary<string, float>>(value);
|
|
if (dict != null && dict.ContainsKey("x") && dict.ContainsKey("y"))
|
|
{
|
|
return new Vector2(dict["x"], dict["y"]);
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"[ParseVector2] Failed to parse JSON format: {ex.Message}");
|
|
}
|
|
}
|
|
|
|
// Try comma-separated format
|
|
var parts = value.Trim('(', ')').Split(',');
|
|
if (parts.Length >= 2)
|
|
{
|
|
return new Vector2(
|
|
float.Parse(parts[0].Trim()),
|
|
float.Parse(parts[1].Trim())
|
|
);
|
|
}
|
|
return Vector2.zero;
|
|
}
|
|
|
|
private Vector4 ParseVector4(string value)
|
|
{
|
|
// Check JSON format
|
|
if (value.TrimStart().StartsWith("{"))
|
|
{
|
|
try
|
|
{
|
|
var dict = JsonConvert.DeserializeObject<Dictionary<string, float>>(value);
|
|
if (dict != null && dict.ContainsKey("x") && dict.ContainsKey("y") && dict.ContainsKey("z") && dict.ContainsKey("w"))
|
|
{
|
|
return new Vector4(dict["x"], dict["y"], dict["z"], dict["w"]);
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"[ParseVector4] Failed to parse JSON format: {ex.Message}");
|
|
}
|
|
}
|
|
|
|
// Try comma-separated format: "x,y,z,w"
|
|
var parts = value.Trim('(', ')').Split(',');
|
|
if (parts.Length >= 4)
|
|
{
|
|
return new Vector4(
|
|
float.Parse(parts[0].Trim()),
|
|
float.Parse(parts[1].Trim()),
|
|
float.Parse(parts[2].Trim()),
|
|
float.Parse(parts[3].Trim())
|
|
);
|
|
}
|
|
return Vector4.zero;
|
|
}
|
|
|
|
private Color ParseColor(string value)
|
|
{
|
|
// Check JSON format
|
|
if (value.TrimStart().StartsWith("{"))
|
|
{
|
|
try
|
|
{
|
|
var dict = JsonConvert.DeserializeObject<Dictionary<string, float>>(value);
|
|
if (dict != null && dict.ContainsKey("r") && dict.ContainsKey("g") && dict.ContainsKey("b"))
|
|
{
|
|
return new Color(
|
|
dict["r"],
|
|
dict["g"],
|
|
dict["b"],
|
|
dict.ContainsKey("a") ? dict["a"] : 1f
|
|
);
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"[ParseColor] Failed to parse JSON format: {ex.Message}");
|
|
}
|
|
}
|
|
|
|
switch (value.ToLower())
|
|
{
|
|
case "red": return Color.red;
|
|
case "green": return Color.green;
|
|
case "blue": return Color.blue;
|
|
case "white": return Color.white;
|
|
case "black": return Color.black;
|
|
case "yellow": return Color.yellow;
|
|
case "cyan": return Color.cyan;
|
|
case "magenta": return Color.magenta;
|
|
case "gray":
|
|
case "grey": return Color.gray;
|
|
default:
|
|
// Try to parse as hex or RGB
|
|
if (value.StartsWith("#"))
|
|
{
|
|
ColorUtility.TryParseHtmlString(value, out var color);
|
|
return color;
|
|
}
|
|
else if (value.Contains(","))
|
|
{
|
|
var parts = value.Trim('(', ')').Split(',');
|
|
if (parts.Length >= 3)
|
|
{
|
|
return new Color(
|
|
float.Parse(parts[0].Trim()),
|
|
float.Parse(parts[1].Trim()),
|
|
float.Parse(parts[2].Trim()),
|
|
parts.Length > 3 ? float.Parse(parts[3].Trim()) : 1f
|
|
);
|
|
}
|
|
}
|
|
return Color.white;
|
|
}
|
|
}
|
|
|
|
public List<GameObject> GetCreatedObjects()
|
|
{
|
|
return createdObjects.Where(o => o != null).ToList();
|
|
}
|
|
|
|
public void ClearCreatedObjects()
|
|
{
|
|
foreach (var obj in createdObjects.Where(o => o != null))
|
|
{
|
|
#if UNITY_EDITOR
|
|
if (Application.isPlaying)
|
|
GameObject.Destroy(obj);
|
|
else
|
|
UnityEngine.Object.DestroyImmediate(obj);
|
|
#else
|
|
GameObject.Destroy(obj);
|
|
#endif
|
|
}
|
|
createdObjects.Clear();
|
|
}
|
|
|
|
// New implementation: Terrain tools
|
|
private string CreateTerrain(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var name = parameters.GetValueOrDefault("name", "Terrain");
|
|
var width = float.Parse(parameters.GetValueOrDefault("width", "100"));
|
|
var height = float.Parse(parameters.GetValueOrDefault("height", "30"));
|
|
var length = float.Parse(parameters.GetValueOrDefault("length", "100"));
|
|
var resolution = int.Parse(parameters.GetValueOrDefault("resolution", "513"));
|
|
|
|
// Create TerrainData
|
|
var terrainData = new TerrainData();
|
|
terrainData.heightmapResolution = resolution;
|
|
terrainData.size = new Vector3(width, height, length);
|
|
terrainData.name = name + "_Data";
|
|
|
|
// Save TerrainData as asset
|
|
string folderPath = "Assets/Nexus_Generated/Terrains";
|
|
if (!AssetDatabase.IsValidFolder(folderPath))
|
|
{
|
|
if (!AssetDatabase.IsValidFolder("Assets/Nexus_Generated"))
|
|
{
|
|
AssetDatabase.CreateFolder("Assets", "Nexus_Generated");
|
|
}
|
|
AssetDatabase.CreateFolder("Assets/Nexus_Generated", "Terrains");
|
|
}
|
|
|
|
string dataPath = $"{folderPath}/{terrainData.name}.asset";
|
|
AssetDatabase.CreateAsset(terrainData, dataPath);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
// Create Terrain GameObject
|
|
GameObject terrainObject = Terrain.CreateTerrainGameObject(terrainData);
|
|
terrainObject.name = name;
|
|
|
|
// Set position
|
|
if (parameters.ContainsKey("position"))
|
|
{
|
|
terrainObject.transform.position = ParseVector3(parameters["position"]);
|
|
}
|
|
|
|
// Basic terrain settings
|
|
var terrain = terrainObject.GetComponent<Terrain>();
|
|
terrain.materialTemplate = AssetDatabase.GetBuiltinExtraResource<Material>("Default-Terrain-Standard.mat");
|
|
|
|
// Layer settings for terrain painting (optional)
|
|
if (parameters.GetValueOrDefault("addGrassLayer", "false") == "true")
|
|
{
|
|
var grassLayer = new TerrainLayer();
|
|
grassLayer.diffuseTexture = AssetDatabase.GetBuiltinExtraResource<Texture2D>("Grass (Hill).psd");
|
|
grassLayer.tileSize = new Vector2(15, 15);
|
|
grassLayer.name = "Grass";
|
|
|
|
string layerPath = $"{folderPath}/{name}_GrassLayer.terrainlayer";
|
|
AssetDatabase.CreateAsset(grassLayer, layerPath);
|
|
|
|
terrain.terrainData.terrainLayers = new TerrainLayer[] { grassLayer };
|
|
}
|
|
|
|
lastCreatedObject = terrainObject;
|
|
createdObjects.Add(terrainObject);
|
|
|
|
// Register to UNDO
|
|
UnityEditor.Undo.RegisterCreatedObjectUndo(terrainObject, $"Create Terrain {name}");
|
|
|
|
EditorUtility.SetDirty(terrainObject);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Terrain '{name}' created successfully",
|
|
gameObjectPath = GetFullPath(terrainObject),
|
|
terrainDataPath = dataPath,
|
|
size = new { width, height, length },
|
|
resolution = resolution
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string ModifyTerrain(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
// Use name parameter as main per API definition, also support terrain
|
|
var terrainName = parameters.GetValueOrDefault("name", "") ??
|
|
parameters.GetValueOrDefault("terrain", "");
|
|
if (string.IsNullOrEmpty(terrainName))
|
|
{
|
|
return CreateMissingParameterResponse("ModifyTerrain", "name", parameters);
|
|
}
|
|
|
|
var terrain = GameObject.Find(terrainName)?.GetComponent<Terrain>();
|
|
if (terrain == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Terrain '{terrainName}' not found"
|
|
});
|
|
}
|
|
|
|
var operation = parameters.GetValueOrDefault("operation", "raise");
|
|
int x = 0;
|
|
int z = 0;
|
|
int radius = 10;
|
|
float strength = 0.1f;
|
|
|
|
try
|
|
{
|
|
if (parameters.TryGetValue("x", out var xStr))
|
|
x = int.Parse(xStr);
|
|
if (parameters.TryGetValue("z", out var zStr))
|
|
z = int.Parse(zStr);
|
|
if (parameters.TryGetValue("radius", out var radiusStr))
|
|
radius = int.Parse(radiusStr);
|
|
if (parameters.TryGetValue("strength", out var strengthStr))
|
|
strength = float.Parse(strengthStr);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"Failed to parse parameters, using defaults: {ex.Message}");
|
|
}
|
|
|
|
var terrainData = terrain.terrainData;
|
|
if (terrainData == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "Terrain data is null"
|
|
});
|
|
}
|
|
|
|
var heights = terrainData.GetHeights(0, 0, terrainData.heightmapResolution, terrainData.heightmapResolution);
|
|
|
|
// Terrain modification processing
|
|
int centerX = (int)(x * terrainData.heightmapResolution / terrainData.size.x);
|
|
int centerZ = (int)(z * terrainData.heightmapResolution / terrainData.size.z);
|
|
|
|
for (int i = -radius; i <= radius; i++)
|
|
{
|
|
for (int j = -radius; j <= radius; j++)
|
|
{
|
|
int hx = centerX + i;
|
|
int hz = centerZ + j;
|
|
|
|
if (hx >= 0 && hx < terrainData.heightmapResolution &&
|
|
hz >= 0 && hz < terrainData.heightmapResolution)
|
|
{
|
|
float distance = Mathf.Sqrt(i * i + j * j);
|
|
if (distance <= radius)
|
|
{
|
|
float falloff = 1 - (distance / radius);
|
|
falloff = Mathf.SmoothStep(0, 1, falloff);
|
|
|
|
switch (operation)
|
|
{
|
|
case "raise":
|
|
heights[hz, hx] += strength * falloff;
|
|
break;
|
|
case "lower":
|
|
heights[hz, hx] -= strength * falloff;
|
|
break;
|
|
case "flatten":
|
|
float targetHeight = float.Parse(parameters.GetValueOrDefault("targetHeight", "0.5"));
|
|
heights[hz, hx] = Mathf.Lerp(heights[hz, hx], targetHeight, falloff);
|
|
break;
|
|
}
|
|
|
|
heights[hz, hx] = Mathf.Clamp01(heights[hz, hx]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
terrainData.SetHeights(0, 0, heights);
|
|
EditorUtility.SetDirty(terrain);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Terrain '{terrainName}' modified successfully",
|
|
operation = operation,
|
|
position = new { x, z },
|
|
radius = radius,
|
|
strength = strength
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string GetCameraInfo(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var cameraName = parameters.GetValueOrDefault("cameraName", "");
|
|
var cameras = new List<Camera>();
|
|
|
|
if (!string.IsNullOrEmpty(cameraName))
|
|
{
|
|
var camera = GameObject.Find(cameraName)?.GetComponent<Camera>();
|
|
if (camera != null)
|
|
{
|
|
cameras.Add(camera);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cameras.AddRange(Camera.allCameras);
|
|
}
|
|
|
|
var cameraInfoList = new List<Dictionary<string, object>>();
|
|
|
|
foreach (var camera in cameras)
|
|
{
|
|
var info = new Dictionary<string, object>
|
|
{
|
|
["name"] = camera.name,
|
|
["tag"] = camera.tag,
|
|
["enabled"] = camera.enabled,
|
|
["depth"] = camera.depth,
|
|
["fieldOfView"] = camera.fieldOfView,
|
|
["nearClipPlane"] = camera.nearClipPlane,
|
|
["farClipPlane"] = camera.farClipPlane,
|
|
["rect"] = new
|
|
{
|
|
x = camera.rect.x,
|
|
y = camera.rect.y,
|
|
width = camera.rect.width,
|
|
height = camera.rect.height
|
|
},
|
|
["clearFlags"] = camera.clearFlags.ToString(),
|
|
["backgroundColor"] = ColorToHex(camera.backgroundColor),
|
|
["cullingMask"] = LayerMaskToLayers(camera.cullingMask),
|
|
["renderingPath"] = camera.renderingPath.ToString(),
|
|
["targetTexture"] = camera.targetTexture != null ? camera.targetTexture.name : "None",
|
|
["isMainCamera"] = camera == Camera.main,
|
|
["transform"] = new
|
|
{
|
|
position = new { x = camera.transform.position.x, y = camera.transform.position.y, z = camera.transform.position.z },
|
|
rotation = new { x = camera.transform.eulerAngles.x, y = camera.transform.eulerAngles.y, z = camera.transform.eulerAngles.z },
|
|
forward = new { x = camera.transform.forward.x, y = camera.transform.forward.y, z = camera.transform.forward.z },
|
|
right = new { x = camera.transform.right.x, y = camera.transform.right.y, z = camera.transform.right.z },
|
|
up = new { x = camera.transform.up.x, y = camera.transform.up.y, z = camera.transform.up.z }
|
|
},
|
|
["components"] = camera.GetComponents<Component>()
|
|
.Select(c => c.GetType().Name)
|
|
.ToList()
|
|
};
|
|
|
|
// HDR settings
|
|
info["allowHDR"] = camera.allowHDR;
|
|
info["allowMSAA"] = camera.allowMSAA;
|
|
|
|
cameraInfoList.Add(info);
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
cameras = cameraInfoList,
|
|
count = cameraInfoList.Count,
|
|
mainCamera = Camera.main != null ? Camera.main.name : "None"
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string GetTerrainInfo(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var terrainName = parameters.GetValueOrDefault("terrainName", "");
|
|
var terrains = new List<Terrain>();
|
|
|
|
if (!string.IsNullOrEmpty(terrainName))
|
|
{
|
|
var terrain = GameObject.Find(terrainName)?.GetComponent<Terrain>();
|
|
if (terrain != null)
|
|
{
|
|
terrains.Add(terrain);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
terrains.AddRange(Terrain.activeTerrains);
|
|
}
|
|
|
|
var terrainInfoList = new List<Dictionary<string, object>>();
|
|
|
|
foreach (var terrain in terrains)
|
|
{
|
|
var terrainData = terrain.terrainData;
|
|
var info = new Dictionary<string, object>
|
|
{
|
|
["name"] = terrain.name,
|
|
["position"] = Vector3ToString(terrain.transform.position),
|
|
["size"] = new
|
|
{
|
|
width = terrainData.size.x,
|
|
height = terrainData.size.y,
|
|
length = terrainData.size.z
|
|
},
|
|
["heightmapResolution"] = terrainData.heightmapResolution,
|
|
["basemapResolution"] = terrainData.baseMapResolution,
|
|
["detailResolution"] = terrainData.detailResolution,
|
|
["detailResolutionPerPatch"] = terrainData.detailResolutionPerPatch,
|
|
["layers"] = terrainData.terrainLayers?.Select(layer => new
|
|
{
|
|
name = layer.name,
|
|
diffuseTexture = layer.diffuseTexture?.name,
|
|
normalMapTexture = layer.normalMapTexture?.name,
|
|
tileSize = $"({layer.tileSize.x}, {layer.tileSize.y})",
|
|
tileOffset = $"({layer.tileOffset.x}, {layer.tileOffset.y})"
|
|
}).ToList(),
|
|
["treeInstanceCount"] = terrainData.treeInstanceCount,
|
|
["treePrototypes"] = terrainData.treePrototypes?.Select(proto => new
|
|
{
|
|
prefab = proto.prefab?.name,
|
|
bendFactor = proto.bendFactor
|
|
}).ToList(),
|
|
["detailPrototypes"] = terrainData.detailPrototypes?.Select(proto => new
|
|
{
|
|
prototype = proto.prototype?.name,
|
|
prototypeTexture = proto.prototypeTexture?.name,
|
|
minWidth = proto.minWidth,
|
|
maxWidth = proto.maxWidth,
|
|
minHeight = proto.minHeight,
|
|
maxHeight = proto.maxHeight
|
|
}).ToList(),
|
|
["drawTreesAndFoliage"] = terrain.drawTreesAndFoliage,
|
|
["terrainLightingEnabled"] = terrain.bakeLightProbesForTrees,
|
|
["materialTemplate"] = terrain.materialTemplate?.name,
|
|
["reflectionProbeUsage"] = terrain.reflectionProbeUsage.ToString()
|
|
};
|
|
|
|
terrainInfoList.Add(info);
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
terrains = terrainInfoList,
|
|
count = terrainInfoList.Count
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string GetLightingInfo(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var includeEnvironment = parameters.GetValueOrDefault("includeEnvironment", "true") == "true";
|
|
var includeLights = parameters.GetValueOrDefault("includeLights", "true") == "true";
|
|
var includeFog = parameters.GetValueOrDefault("includeFog", "true") == "true";
|
|
|
|
var lightingInfo = new Dictionary<string, object>();
|
|
|
|
// Environment settings
|
|
if (includeEnvironment)
|
|
{
|
|
lightingInfo["environment"] = new Dictionary<string, object>
|
|
{
|
|
["ambientMode"] = RenderSettings.ambientMode.ToString(),
|
|
["ambientColor"] = ColorToHex(RenderSettings.ambientSkyColor),
|
|
["ambientIntensity"] = RenderSettings.ambientIntensity,
|
|
["ambientGroundColor"] = ColorToHex(RenderSettings.ambientGroundColor),
|
|
["ambientEquatorColor"] = ColorToHex(RenderSettings.ambientEquatorColor),
|
|
["skybox"] = RenderSettings.skybox?.name ?? "None",
|
|
["sun"] = RenderSettings.sun?.name ?? "None",
|
|
["reflectionIntensity"] = RenderSettings.reflectionIntensity,
|
|
["defaultReflectionMode"] = RenderSettings.defaultReflectionMode.ToString()
|
|
};
|
|
}
|
|
|
|
// Light list
|
|
if (includeLights)
|
|
{
|
|
var lights = GameObject.FindObjectsOfType<Light>();
|
|
lightingInfo["lights"] = lights.Select(light => new Dictionary<string, object>
|
|
{
|
|
["name"] = light.name,
|
|
["type"] = light.type.ToString(),
|
|
["color"] = ColorToHex(light.color),
|
|
["intensity"] = light.intensity,
|
|
["range"] = light.range,
|
|
["spotAngle"] = light.spotAngle,
|
|
["shadowType"] = light.shadows.ToString(),
|
|
["shadowStrength"] = light.shadowStrength,
|
|
["shadowResolution"] = light.shadowResolution.ToString(),
|
|
["position"] = Vector3ToString(light.transform.position),
|
|
["rotation"] = Vector3ToString(light.transform.eulerAngles),
|
|
["enabled"] = light.enabled
|
|
}).ToList();
|
|
|
|
lightingInfo["lightCount"] = lights.Length;
|
|
}
|
|
|
|
// Fog settings
|
|
if (includeFog)
|
|
{
|
|
lightingInfo["fog"] = new Dictionary<string, object>
|
|
{
|
|
["enabled"] = RenderSettings.fog,
|
|
["color"] = ColorToHex(RenderSettings.fogColor),
|
|
["mode"] = RenderSettings.fogMode.ToString(),
|
|
["density"] = RenderSettings.fogDensity,
|
|
["startDistance"] = RenderSettings.fogStartDistance,
|
|
["endDistance"] = RenderSettings.fogEndDistance
|
|
};
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
lighting = lightingInfo
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string GetMaterialInfo(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var includeSceneMaterials = parameters.GetValueOrDefault("includeSceneMaterials", "true") == "true";
|
|
var includeProjectMaterials = parameters.GetValueOrDefault("includeProjectMaterials", "false") == "true";
|
|
|
|
var materialInfo = new Dictionary<string, object>();
|
|
var materials = new HashSet<Material>();
|
|
|
|
// Collect Materials in scene
|
|
if (includeSceneMaterials)
|
|
{
|
|
var renderers = GameObject.FindObjectsOfType<Renderer>();
|
|
foreach (var renderer in renderers)
|
|
{
|
|
foreach (var mat in renderer.sharedMaterials)
|
|
{
|
|
if (mat != null)
|
|
{
|
|
materials.Add(mat);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Collect Materials in project
|
|
if (includeProjectMaterials)
|
|
{
|
|
var guids = AssetDatabase.FindAssets("t:Material");
|
|
foreach (var guid in guids)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
var mat = AssetDatabase.LoadAssetAtPath<Material>(path);
|
|
if (mat != null)
|
|
{
|
|
materials.Add(mat);
|
|
}
|
|
}
|
|
}
|
|
|
|
materialInfo["materials"] = materials.Select(mat => new Dictionary<string, object>
|
|
{
|
|
["name"] = mat.name,
|
|
["shader"] = mat.shader.name,
|
|
["renderQueue"] = mat.renderQueue,
|
|
["mainTexture"] = mat.mainTexture?.name ?? "None",
|
|
["color"] = mat.HasProperty("_Color") ? ColorToHex(mat.GetColor("_Color")) : "N/A",
|
|
["properties"] = GetMaterialProperties(mat),
|
|
["keywords"] = mat.shaderKeywords.ToList(),
|
|
["path"] = AssetDatabase.GetAssetPath(mat)
|
|
}).ToList();
|
|
|
|
materialInfo["count"] = materials.Count;
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
materials = materialInfo
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string GetUIInfo(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var canvasName = parameters.GetValueOrDefault("canvasName", "");
|
|
var canvases = new List<Canvas>();
|
|
|
|
if (!string.IsNullOrEmpty(canvasName))
|
|
{
|
|
var canvas = GameObject.Find(canvasName)?.GetComponent<Canvas>();
|
|
if (canvas != null)
|
|
{
|
|
canvases.Add(canvas);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
canvases.AddRange(GameObject.FindObjectsOfType<Canvas>());
|
|
}
|
|
|
|
var uiInfo = new Dictionary<string, object>
|
|
{
|
|
["eventSystem"] = EventSystem.current != null,
|
|
["canvases"] = canvases.Select(canvas => new Dictionary<string, object>
|
|
{
|
|
["name"] = canvas.name,
|
|
["renderMode"] = canvas.renderMode.ToString(),
|
|
["sortingOrder"] = canvas.sortingOrder,
|
|
["sortingLayerName"] = canvas.sortingLayerName,
|
|
["pixelPerfect"] = canvas.pixelPerfect,
|
|
["worldCamera"] = canvas.worldCamera?.name ?? "None",
|
|
["planeDistance"] = canvas.planeDistance,
|
|
["scaleFactor"] = canvas.scaleFactor,
|
|
["referencePixelsPerUnit"] = canvas.referencePixelsPerUnit,
|
|
["overrideSorting"] = canvas.overrideSorting,
|
|
["position"] = Vector3ToString(canvas.transform.position),
|
|
["uiElements"] = GetUIElementsInCanvas(canvas)
|
|
}).ToList()
|
|
};
|
|
|
|
uiInfo["totalCanvasCount"] = canvases.Count;
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
ui = uiInfo
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string GetPhysicsInfo(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var includeRigidbodies = parameters.GetValueOrDefault("includeRigidbodies", "true") == "true";
|
|
var includeColliders = parameters.GetValueOrDefault("includeColliders", "true") == "true";
|
|
var includeJoints = parameters.GetValueOrDefault("includeJoints", "false") == "true";
|
|
|
|
var physicsInfo = new Dictionary<string, object>
|
|
{
|
|
["gravity"] = Vector3ToString(Physics.gravity),
|
|
["defaultSolverIterations"] = Physics.defaultSolverIterations,
|
|
["defaultSolverVelocityIterations"] = Physics.defaultSolverVelocityIterations,
|
|
["bounceThreshold"] = Physics.bounceThreshold,
|
|
["sleepThreshold"] = Physics.sleepThreshold,
|
|
["defaultContactOffset"] = Physics.defaultContactOffset,
|
|
["autoSyncTransforms"] = Physics.autoSyncTransforms
|
|
};
|
|
|
|
if (includeRigidbodies)
|
|
{
|
|
var rigidbodies = GameObject.FindObjectsOfType<Rigidbody>();
|
|
physicsInfo["rigidbodies"] = rigidbodies.Select(rb => new Dictionary<string, object>
|
|
{
|
|
["name"] = rb.name,
|
|
["mass"] = rb.mass,
|
|
["drag"] = rb.linearDamping,
|
|
["angularDrag"] = rb.angularDamping,
|
|
["useGravity"] = rb.useGravity,
|
|
["isKinematic"] = rb.isKinematic,
|
|
["velocity"] = Vector3ToString(rb.linearVelocity),
|
|
["angularVelocity"] = Vector3ToString(rb.angularVelocity),
|
|
["constraints"] = rb.constraints.ToString()
|
|
}).ToList();
|
|
physicsInfo["rigidbodyCount"] = rigidbodies.Length;
|
|
}
|
|
|
|
if (includeColliders)
|
|
{
|
|
var colliders = GameObject.FindObjectsOfType<Collider>();
|
|
physicsInfo["colliders"] = colliders.GroupBy(c => c.GetType().Name)
|
|
.ToDictionary(g => g.Key, g => g.Count());
|
|
physicsInfo["totalColliderCount"] = colliders.Length;
|
|
}
|
|
|
|
if (includeJoints)
|
|
{
|
|
var joints = GameObject.FindObjectsOfType<Joint>();
|
|
physicsInfo["joints"] = joints.GroupBy(j => j.GetType().Name)
|
|
.ToDictionary(g => g.Key, g => g.Count());
|
|
physicsInfo["totalJointCount"] = joints.Length;
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
physics = physicsInfo
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string ListAssets(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var assetType = parameters.GetValueOrDefault("assetType", "all");
|
|
var folder = parameters.GetValueOrDefault("folder", parameters.GetValueOrDefault("path", "Assets"));
|
|
var searchPattern = parameters.GetValueOrDefault("searchPattern", "");
|
|
|
|
string filter = assetType switch
|
|
{
|
|
"scripts" => "t:Script",
|
|
"prefabs" => "t:Prefab",
|
|
"materials" => "t:Material",
|
|
"textures" => "t:Texture",
|
|
"audio" => "t:AudioClip",
|
|
_ => ""
|
|
};
|
|
|
|
if (!string.IsNullOrEmpty(searchPattern))
|
|
{
|
|
filter = string.IsNullOrEmpty(filter) ? searchPattern : $"{filter} {searchPattern}";
|
|
}
|
|
|
|
var guids = AssetDatabase.FindAssets(filter, new[] { folder });
|
|
var assets = new List<Dictionary<string, object>>();
|
|
|
|
foreach (var guid in guids)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
var asset = AssetDatabase.LoadMainAssetAtPath(path);
|
|
|
|
if (asset != null)
|
|
{
|
|
var fileInfo = new System.IO.FileInfo(path);
|
|
assets.Add(new Dictionary<string, object>
|
|
{
|
|
["name"] = asset.name,
|
|
["type"] = asset.GetType().Name,
|
|
["path"] = path,
|
|
["size"] = fileInfo.Exists ? fileInfo.Length : 0,
|
|
["lastModified"] = fileInfo.Exists ? fileInfo.LastWriteTime.ToString() : "N/A"
|
|
});
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
assets = assets,
|
|
count = assets.Count,
|
|
folder = folder,
|
|
type = assetType
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string GetProjectStats(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var includeScripts = parameters.GetValueOrDefault("includeScripts", "true") == "true";
|
|
var includeAssets = parameters.GetValueOrDefault("includeAssets", "true") == "true";
|
|
var includeSceneInfo = parameters.GetValueOrDefault("includeSceneInfo", "true") == "true";
|
|
|
|
var stats = new Dictionary<string, object>();
|
|
|
|
// Basic project information
|
|
stats["projectName"] = Application.productName;
|
|
stats["companyName"] = Application.companyName;
|
|
stats["unityVersion"] = Application.unityVersion;
|
|
stats["platform"] = Application.platform.ToString();
|
|
|
|
// Memory usage
|
|
stats["memory"] = new Dictionary<string, object>
|
|
{
|
|
["totalAllocatedMemory"] = Profiler.GetTotalAllocatedMemoryLong() / (1024 * 1024) + " MB",
|
|
["totalReservedMemory"] = Profiler.GetTotalReservedMemoryLong() / (1024 * 1024) + " MB",
|
|
["monoHeapSize"] = Profiler.GetMonoHeapSizeLong() / (1024 * 1024) + " MB",
|
|
["monoUsedSize"] = Profiler.GetMonoUsedSizeLong() / (1024 * 1024) + " MB"
|
|
};
|
|
|
|
// Scene information
|
|
if (includeSceneInfo)
|
|
{
|
|
var scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
|
|
stats["activeScene"] = new Dictionary<string, object>
|
|
{
|
|
["name"] = scene.name,
|
|
["path"] = scene.path,
|
|
["isDirty"] = scene.isDirty,
|
|
["rootCount"] = scene.rootCount,
|
|
["isLoaded"] = scene.isLoaded
|
|
};
|
|
|
|
// Count GameObjects
|
|
var allObjects = GameObject.FindObjectsOfType<GameObject>();
|
|
stats["gameObjectCount"] = allObjects.Length;
|
|
}
|
|
|
|
// Script statistics
|
|
if (includeScripts)
|
|
{
|
|
var scriptGuids = AssetDatabase.FindAssets("t:Script");
|
|
stats["scriptCount"] = scriptGuids.Length;
|
|
|
|
// MonoBehaviour count
|
|
var monoBehaviours = GameObject.FindObjectsOfType<MonoBehaviour>();
|
|
stats["monoBehaviourCount"] = monoBehaviours.Length;
|
|
}
|
|
|
|
// Asset statistics
|
|
if (includeAssets)
|
|
{
|
|
var assetStats = new Dictionary<string, int>
|
|
{
|
|
["materials"] = AssetDatabase.FindAssets("t:Material").Length,
|
|
["textures"] = AssetDatabase.FindAssets("t:Texture").Length,
|
|
["meshes"] = AssetDatabase.FindAssets("t:Mesh").Length,
|
|
["prefabs"] = AssetDatabase.FindAssets("t:Prefab").Length,
|
|
["audioClips"] = AssetDatabase.FindAssets("t:AudioClip").Length,
|
|
["animations"] = AssetDatabase.FindAssets("t:AnimationClip").Length,
|
|
["shaders"] = AssetDatabase.FindAssets("t:Shader").Length
|
|
};
|
|
stats["assetCounts"] = assetStats;
|
|
stats["totalAssets"] = assetStats.Values.Sum();
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
statistics = stats
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string ManagePackage(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var operation = parameters.GetValueOrDefault("operation", "list");
|
|
var packageId = parameters.GetValueOrDefault("packageId", "");
|
|
var version = parameters.GetValueOrDefault("version", "");
|
|
|
|
switch (operation)
|
|
{
|
|
case "list":
|
|
var packageListRequest = UnityEditor.PackageManager.Client.List();
|
|
while (!packageListRequest.IsCompleted)
|
|
{
|
|
System.Threading.Thread.Sleep(100);
|
|
}
|
|
|
|
if (packageListRequest.Status == UnityEditor.PackageManager.StatusCode.Success)
|
|
{
|
|
var packages = packageListRequest.Result.Select(pkg => new Dictionary<string, object>
|
|
{
|
|
["name"] = pkg.name,
|
|
["displayName"] = pkg.displayName,
|
|
["version"] = pkg.version,
|
|
["source"] = pkg.source.ToString(),
|
|
["isDirectDependency"] = pkg.isDirectDependency
|
|
}).ToList();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
packages = packages,
|
|
count = packages.Count
|
|
}, Formatting.Indented);
|
|
}
|
|
else
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "Failed to list packages"
|
|
});
|
|
}
|
|
|
|
case "add":
|
|
if (string.IsNullOrEmpty(packageId))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "packageId is required for add operation"
|
|
});
|
|
}
|
|
|
|
var identifier = string.IsNullOrEmpty(version) ? packageId : $"{packageId}@{version}";
|
|
var addRequest = UnityEditor.PackageManager.Client.Add(identifier);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Package add request initiated for: {identifier}",
|
|
note = "Check Unity Package Manager window for progress"
|
|
});
|
|
|
|
case "remove":
|
|
if (string.IsNullOrEmpty(packageId))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "packageId is required for remove operation"
|
|
});
|
|
}
|
|
|
|
var removeRequest = UnityEditor.PackageManager.Client.Remove(packageId);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Package remove request initiated for: {packageId}",
|
|
note = "Check Unity Package Manager window for progress"
|
|
});
|
|
|
|
default:
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Unknown operation: {operation}"
|
|
});
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string ManageScene(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var operation = parameters.GetValueOrDefault("operation", "list");
|
|
var sceneName = parameters.GetValueOrDefault("sceneName", "");
|
|
var scenePath = parameters.GetValueOrDefault("scenePath", "");
|
|
|
|
switch (operation)
|
|
{
|
|
case "list":
|
|
var sceneCount = UnityEngine.SceneManagement.SceneManager.sceneCount;
|
|
var scenes = new List<Dictionary<string, object>>();
|
|
|
|
for (int i = 0; i < sceneCount; i++)
|
|
{
|
|
var scene = UnityEngine.SceneManagement.SceneManager.GetSceneAt(i);
|
|
scenes.Add(new Dictionary<string, object>
|
|
{
|
|
["name"] = scene.name,
|
|
["path"] = scene.path,
|
|
["buildIndex"] = scene.buildIndex,
|
|
["isLoaded"] = scene.isLoaded,
|
|
["isDirty"] = scene.isDirty,
|
|
["rootCount"] = scene.rootCount
|
|
});
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
scenes = scenes,
|
|
activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name
|
|
}, Formatting.Indented);
|
|
|
|
case "new":
|
|
case "create":
|
|
if (string.IsNullOrEmpty(sceneName))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "sceneName is required for create operation"
|
|
});
|
|
}
|
|
|
|
var newScene = UnityEditor.SceneManagement.EditorSceneManager.NewScene(
|
|
UnityEditor.SceneManagement.NewSceneSetup.DefaultGameObjects,
|
|
UnityEditor.SceneManagement.NewSceneMode.Single
|
|
);
|
|
|
|
if (!string.IsNullOrEmpty(scenePath))
|
|
{
|
|
UnityEditor.SceneManagement.EditorSceneManager.SaveScene(newScene, scenePath);
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"New scene created",
|
|
sceneName = newScene.name,
|
|
scenePath = newScene.path
|
|
});
|
|
|
|
case "save":
|
|
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
|
|
bool saved;
|
|
|
|
// If scene has no path (never saved), save to default location
|
|
if (string.IsNullOrEmpty(activeScene.path))
|
|
{
|
|
// Use provided path or generate default
|
|
string savePath = scenePath;
|
|
if (string.IsNullOrEmpty(savePath))
|
|
{
|
|
string sceneNameToUse = string.IsNullOrEmpty(sceneName) ? activeScene.name : sceneName;
|
|
if (string.IsNullOrEmpty(sceneNameToUse) || sceneNameToUse == "Untitled")
|
|
{
|
|
sceneNameToUse = $"Scene_{DateTime.Now:yyyyMMdd_HHmmss}";
|
|
}
|
|
savePath = $"Assets/Scenes/{sceneNameToUse}.unity";
|
|
}
|
|
|
|
// Ensure directory exists
|
|
string directory = System.IO.Path.GetDirectoryName(savePath);
|
|
if (!string.IsNullOrEmpty(directory) && !System.IO.Directory.Exists(directory))
|
|
{
|
|
System.IO.Directory.CreateDirectory(directory);
|
|
}
|
|
|
|
saved = UnityEditor.SceneManagement.EditorSceneManager.SaveScene(activeScene, savePath);
|
|
}
|
|
else
|
|
{
|
|
saved = UnityEditor.SceneManagement.EditorSceneManager.SaveScene(activeScene);
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = saved,
|
|
message = saved ? "Scene saved successfully" : "Failed to save scene",
|
|
sceneName = activeScene.name,
|
|
scenePath = activeScene.path
|
|
});
|
|
|
|
default:
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Unknown operation: {operation}"
|
|
});
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Load scene
|
|
/// </summary>
|
|
private string LoadScene(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string scenePath = parameters.GetValueOrDefault("scenePath", "");
|
|
string sceneName = parameters.GetValueOrDefault("sceneName", "");
|
|
string mode = parameters.GetValueOrDefault("mode", "Single");
|
|
bool setActive = parameters.GetValueOrDefault("setActive", "true").ToLower() == "true";
|
|
|
|
// Determine scene path
|
|
if (string.IsNullOrEmpty(scenePath) && !string.IsNullOrEmpty(sceneName))
|
|
{
|
|
// Search by scene name
|
|
string[] guids = AssetDatabase.FindAssets($"{sceneName} t:Scene");
|
|
if (guids.Length == 0)
|
|
{
|
|
return CreateErrorResponse($"Scene '{sceneName}' not found in project");
|
|
}
|
|
scenePath = AssetDatabase.GUIDToAssetPath(guids[0]);
|
|
}
|
|
|
|
if (string.IsNullOrEmpty(scenePath))
|
|
{
|
|
return CreateErrorResponse("Either scenePath or sceneName must be provided");
|
|
}
|
|
|
|
if (!System.IO.File.Exists(scenePath))
|
|
{
|
|
return CreateErrorResponse($"Scene file not found: {scenePath}");
|
|
}
|
|
|
|
// Load scene
|
|
var openMode = mode == "Additive" ?
|
|
UnityEditor.SceneManagement.OpenSceneMode.Additive :
|
|
UnityEditor.SceneManagement.OpenSceneMode.Single;
|
|
|
|
var scene = UnityEditor.SceneManagement.EditorSceneManager.OpenScene(scenePath, openMode);
|
|
|
|
// Set as active in Additive mode
|
|
if (mode == "Additive" && setActive)
|
|
{
|
|
UnityEngine.SceneManagement.SceneManager.SetActiveScene(scene);
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Scene loaded: {scene.name}",
|
|
sceneName = scene.name,
|
|
scenePath = scene.path,
|
|
mode = mode,
|
|
isActive = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == scene.name
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Failed to load scene: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unload scene
|
|
/// </summary>
|
|
private string UnloadScene(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string sceneName = parameters.GetValueOrDefault("sceneName", "");
|
|
bool removeUnsavedChanges = parameters.GetValueOrDefault("removeUnsavedChanges", "false").ToLower() == "true";
|
|
|
|
if (string.IsNullOrEmpty(sceneName))
|
|
{
|
|
return CreateErrorResponse("sceneName is required");
|
|
}
|
|
|
|
// Search scene
|
|
var scene = UnityEngine.SceneManagement.SceneManager.GetSceneByName(sceneName);
|
|
if (!scene.isLoaded)
|
|
{
|
|
return CreateErrorResponse($"Scene '{sceneName}' is not loaded");
|
|
}
|
|
|
|
// Cannot unload last scene
|
|
if (UnityEngine.SceneManagement.SceneManager.sceneCount <= 1)
|
|
{
|
|
return CreateErrorResponse("Cannot unload the last scene. At least one scene must be loaded.");
|
|
}
|
|
|
|
// If there are unsaved changes
|
|
if (scene.isDirty && !removeUnsavedChanges)
|
|
{
|
|
return CreateErrorResponse($"Scene '{sceneName}' has unsaved changes. Set removeUnsavedChanges=true to force unload.");
|
|
}
|
|
|
|
// Close scene
|
|
bool success = UnityEditor.SceneManagement.EditorSceneManager.CloseScene(scene, removeUnsavedChanges);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = success,
|
|
message = success ? $"Scene '{sceneName}' unloaded" : "Failed to unload scene",
|
|
sceneName = sceneName
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Failed to unload scene: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set active scene
|
|
/// </summary>
|
|
private string SetActiveScene(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string sceneName = parameters.GetValueOrDefault("sceneName", "");
|
|
|
|
if (string.IsNullOrEmpty(sceneName))
|
|
{
|
|
return CreateErrorResponse("sceneName is required");
|
|
}
|
|
|
|
// Search scene
|
|
var scene = UnityEngine.SceneManagement.SceneManager.GetSceneByName(sceneName);
|
|
if (!scene.isLoaded)
|
|
{
|
|
return CreateErrorResponse($"Scene '{sceneName}' is not loaded. Load it first.");
|
|
}
|
|
|
|
// Set as active
|
|
bool success = UnityEngine.SceneManagement.SceneManager.SetActiveScene(scene);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = success,
|
|
message = success ? $"Active scene set to '{sceneName}'" : "Failed to set active scene",
|
|
sceneName = sceneName,
|
|
scenePath = scene.path
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Failed to set active scene: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// List all scenes in project
|
|
/// </summary>
|
|
private string ListAllScenes(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
bool includeInactive = parameters.GetValueOrDefault("includeInactive", "true").ToLower() == "true";
|
|
string sortBy = parameters.GetValueOrDefault("sortBy", "name");
|
|
string searchPath = parameters.GetValueOrDefault("searchPath", "Assets");
|
|
|
|
// Search all scene files
|
|
string[] sceneGuids = AssetDatabase.FindAssets("t:Scene", new[] { searchPath });
|
|
var allScenes = new List<object>();
|
|
|
|
// Get scenes in build settings
|
|
var buildScenes = new Dictionary<string, int>();
|
|
var buildSettings = UnityEditor.EditorBuildSettings.scenes;
|
|
for (int i = 0; i < buildSettings.Length; i++)
|
|
{
|
|
buildScenes[buildSettings[i].path] = i;
|
|
}
|
|
|
|
foreach (string guid in sceneGuids)
|
|
{
|
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
string name = System.IO.Path.GetFileNameWithoutExtension(path);
|
|
bool inBuild = buildScenes.ContainsKey(path);
|
|
|
|
if (!includeInactive && !inBuild)
|
|
continue;
|
|
|
|
allScenes.Add(new
|
|
{
|
|
name = name,
|
|
path = path,
|
|
inBuildSettings = inBuild,
|
|
buildIndex = inBuild ? buildScenes[path] : -1,
|
|
enabled = inBuild && buildSettings[buildScenes[path]].enabled
|
|
});
|
|
}
|
|
|
|
// Sort
|
|
switch (sortBy.ToLower())
|
|
{
|
|
case "path":
|
|
allScenes = allScenes.OrderBy(s => ((dynamic)s).path).ToList();
|
|
break;
|
|
case "buildindex":
|
|
allScenes = allScenes.OrderBy(s => ((dynamic)s).buildIndex).ToList();
|
|
break;
|
|
case "name":
|
|
default:
|
|
allScenes = allScenes.OrderBy(s => ((dynamic)s).name).ToList();
|
|
break;
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Found {allScenes.Count} scene(s)",
|
|
sceneCount = allScenes.Count,
|
|
scenes = allScenes
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Failed to list scenes: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add/Remove scene to/from build settings
|
|
/// </summary>
|
|
private string AddSceneToBuild(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string scenePath = parameters.GetValueOrDefault("scenePath", "");
|
|
string operation = parameters.GetValueOrDefault("operation", "add");
|
|
int buildIndex = int.Parse(parameters.GetValueOrDefault("buildIndex", "-1"));
|
|
|
|
if (string.IsNullOrEmpty(scenePath))
|
|
{
|
|
return CreateErrorResponse("scenePath is required");
|
|
}
|
|
|
|
// Check file existence
|
|
if (!System.IO.File.Exists(scenePath))
|
|
{
|
|
return CreateErrorResponse($"Scene file not found: {scenePath}");
|
|
}
|
|
|
|
var buildScenes = UnityEditor.EditorBuildSettings.scenes.ToList();
|
|
|
|
switch (operation.ToLower())
|
|
{
|
|
case "add":
|
|
// Check if already exists
|
|
if (buildScenes.Any(s => s.path == scenePath))
|
|
{
|
|
return CreateErrorResponse($"Scene already in build settings: {scenePath}");
|
|
}
|
|
|
|
var newScene = new UnityEditor.EditorBuildSettingsScene(scenePath, true);
|
|
if (buildIndex >= 0 && buildIndex < buildScenes.Count)
|
|
{
|
|
buildScenes.Insert(buildIndex, newScene);
|
|
}
|
|
else
|
|
{
|
|
buildScenes.Add(newScene);
|
|
}
|
|
break;
|
|
|
|
case "remove":
|
|
var sceneToRemove = buildScenes.FirstOrDefault(s => s.path == scenePath);
|
|
if (sceneToRemove == null)
|
|
{
|
|
return CreateErrorResponse($"Scene not found in build settings: {scenePath}");
|
|
}
|
|
buildScenes.Remove(sceneToRemove);
|
|
break;
|
|
|
|
case "enable":
|
|
case "disable":
|
|
var sceneToModify = buildScenes.FirstOrDefault(s => s.path == scenePath);
|
|
if (sceneToModify == null)
|
|
{
|
|
return CreateErrorResponse($"Scene not found in build settings: {scenePath}");
|
|
}
|
|
sceneToModify.enabled = operation == "enable";
|
|
break;
|
|
|
|
default:
|
|
return CreateErrorResponse($"Unknown operation: {operation}. Use add/remove/enable/disable");
|
|
}
|
|
|
|
// Save changes
|
|
UnityEditor.EditorBuildSettings.scenes = buildScenes.ToArray();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Build settings updated: {operation} - {System.IO.Path.GetFileNameWithoutExtension(scenePath)}",
|
|
scenePath = scenePath,
|
|
operation = operation,
|
|
totalScenesInBuild = buildScenes.Count
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Failed to update build settings: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Search prefabs by component
|
|
/// </summary>
|
|
private string SearchPrefabsByComponent(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string componentName = parameters.GetValueOrDefault("componentName", "");
|
|
string searchPath = parameters.GetValueOrDefault("searchPath", "Assets");
|
|
bool recursive = parameters.GetValueOrDefault("recursive", "true").ToLower() == "true";
|
|
bool includeDisabled = parameters.GetValueOrDefault("includeDisabled", "true").ToLower() == "true";
|
|
|
|
if (string.IsNullOrEmpty(componentName))
|
|
{
|
|
return CreateErrorResponse("componentName is required");
|
|
}
|
|
|
|
// Search prefabs
|
|
string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab", new[] { searchPath });
|
|
var matchingPrefabs = new List<object>();
|
|
|
|
foreach (string guid in prefabGuids)
|
|
{
|
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
|
|
|
if (prefab == null) continue;
|
|
|
|
// Search components
|
|
var components = prefab.GetComponentsInChildren(
|
|
System.Type.GetType(componentName) ?? typeof(Component),
|
|
includeDisabled
|
|
);
|
|
|
|
if (components != null && components.Length > 0)
|
|
{
|
|
matchingPrefabs.Add(new
|
|
{
|
|
name = prefab.name,
|
|
path = path,
|
|
componentCount = components.Length,
|
|
components = components.Select(c => new
|
|
{
|
|
gameObject = c.gameObject.name,
|
|
enabled = c is Behaviour ? ((Behaviour)c).enabled : true
|
|
}).ToArray()
|
|
});
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Found {matchingPrefabs.Count} prefab(s) with component '{componentName}'",
|
|
componentName = componentName,
|
|
matchCount = matchingPrefabs.Count,
|
|
prefabs = matchingPrefabs
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Failed to search prefabs: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Search material usage
|
|
/// </summary>
|
|
private string FindMaterialUsage(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string materialPath = parameters.GetValueOrDefault("materialPath", "");
|
|
string materialName = parameters.GetValueOrDefault("materialName", "");
|
|
bool searchInScenes = parameters.GetValueOrDefault("searchInScenes", "true").ToLower() == "true";
|
|
bool searchInPrefabs = parameters.GetValueOrDefault("searchInPrefabs", "true").ToLower() == "true";
|
|
|
|
Material targetMaterial = null;
|
|
|
|
// Get material
|
|
if (!string.IsNullOrEmpty(materialPath))
|
|
{
|
|
targetMaterial = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
|
|
}
|
|
else if (!string.IsNullOrEmpty(materialName))
|
|
{
|
|
string[] guids = AssetDatabase.FindAssets($"{materialName} t:Material");
|
|
if (guids.Length > 0)
|
|
{
|
|
targetMaterial = AssetDatabase.LoadAssetAtPath<Material>(AssetDatabase.GUIDToAssetPath(guids[0]));
|
|
materialPath = AssetDatabase.GUIDToAssetPath(guids[0]);
|
|
}
|
|
}
|
|
|
|
if (targetMaterial == null)
|
|
{
|
|
return CreateErrorResponse("Material not found");
|
|
}
|
|
|
|
var usageList = new List<object>();
|
|
|
|
// Search scene
|
|
if (searchInScenes)
|
|
{
|
|
var renderers = UnityEngine.Object.FindObjectsOfType<Renderer>();
|
|
foreach (var renderer in renderers)
|
|
{
|
|
if (renderer.sharedMaterials.Contains(targetMaterial))
|
|
{
|
|
usageList.Add(new
|
|
{
|
|
type = "Scene",
|
|
gameObject = renderer.gameObject.name,
|
|
path = GetGameObjectPath(renderer.gameObject),
|
|
materialIndex = System.Array.IndexOf(renderer.sharedMaterials, targetMaterial)
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
// Search prefabs
|
|
if (searchInPrefabs)
|
|
{
|
|
string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab");
|
|
foreach (string guid in prefabGuids)
|
|
{
|
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
|
|
|
if (prefab == null) continue;
|
|
|
|
var renderers = prefab.GetComponentsInChildren<Renderer>(true);
|
|
foreach (var renderer in renderers)
|
|
{
|
|
if (renderer.sharedMaterials.Contains(targetMaterial))
|
|
{
|
|
usageList.Add(new
|
|
{
|
|
type = "Prefab",
|
|
prefab = prefab.name,
|
|
path = path,
|
|
gameObject = renderer.gameObject.name,
|
|
materialIndex = System.Array.IndexOf(renderer.sharedMaterials, targetMaterial)
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Found {usageList.Count} usage(s) of material '{targetMaterial.name}'",
|
|
materialPath = materialPath,
|
|
materialName = targetMaterial.name,
|
|
usageCount = usageList.Count,
|
|
usages = usageList
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Failed to find material usage: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Search texture usage
|
|
/// </summary>
|
|
private string FindTextureUsage(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string texturePath = parameters.GetValueOrDefault("texturePath", "");
|
|
string textureName = parameters.GetValueOrDefault("textureName", "");
|
|
bool includeShaderProperties = parameters.GetValueOrDefault("includeShaderProperties", "true").ToLower() == "true";
|
|
|
|
Texture targetTexture = null;
|
|
|
|
// Get texture
|
|
if (!string.IsNullOrEmpty(texturePath))
|
|
{
|
|
targetTexture = AssetDatabase.LoadAssetAtPath<Texture>(texturePath);
|
|
}
|
|
else if (!string.IsNullOrEmpty(textureName))
|
|
{
|
|
string[] guids = AssetDatabase.FindAssets($"{textureName} t:Texture");
|
|
if (guids.Length > 0)
|
|
{
|
|
targetTexture = AssetDatabase.LoadAssetAtPath<Texture>(AssetDatabase.GUIDToAssetPath(guids[0]));
|
|
texturePath = AssetDatabase.GUIDToAssetPath(guids[0]);
|
|
}
|
|
}
|
|
|
|
if (targetTexture == null)
|
|
{
|
|
return CreateErrorResponse("Texture not found");
|
|
}
|
|
|
|
var usageList = new List<object>();
|
|
|
|
// Search all materials
|
|
string[] materialGuids = AssetDatabase.FindAssets("t:Material");
|
|
foreach (string guid in materialGuids)
|
|
{
|
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
Material material = AssetDatabase.LoadAssetAtPath<Material>(path);
|
|
|
|
if (material == null) continue;
|
|
|
|
// Check shader properties
|
|
Shader shader = material.shader;
|
|
var properties = new List<string>();
|
|
|
|
for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); i++)
|
|
{
|
|
if (ShaderUtil.GetPropertyType(shader, i) == ShaderUtil.ShaderPropertyType.TexEnv)
|
|
{
|
|
string propName = ShaderUtil.GetPropertyName(shader, i);
|
|
Texture tex = material.GetTexture(propName);
|
|
|
|
if (tex == targetTexture)
|
|
{
|
|
properties.Add(propName);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (properties.Count > 0)
|
|
{
|
|
usageList.Add(new
|
|
{
|
|
material = material.name,
|
|
path = path,
|
|
shader = shader.name,
|
|
properties = includeShaderProperties ? properties.ToArray() : null
|
|
});
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Found {usageList.Count} material(s) using texture '{targetTexture.name}'",
|
|
texturePath = texturePath,
|
|
textureName = targetTexture.name,
|
|
usageCount = usageList.Count,
|
|
materials = usageList
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Failed to find texture usage: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get asset dependencies
|
|
/// </summary>
|
|
private string GetAssetDependencies(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string assetPath = parameters.GetValueOrDefault("assetPath", "");
|
|
bool recursive = parameters.GetValueOrDefault("recursive", "true").ToLower() == "true";
|
|
bool includeBuiltIn = parameters.GetValueOrDefault("includeBuiltIn", "false").ToLower() == "true";
|
|
bool groupByType = parameters.GetValueOrDefault("groupByType", "true").ToLower() == "true";
|
|
|
|
if (string.IsNullOrEmpty(assetPath))
|
|
{
|
|
return CreateErrorResponse("assetPath is required");
|
|
}
|
|
|
|
if (!System.IO.File.Exists(assetPath))
|
|
{
|
|
return CreateErrorResponse($"Asset not found: {assetPath}");
|
|
}
|
|
|
|
// Get dependencies
|
|
string[] dependencies = AssetDatabase.GetDependencies(assetPath, recursive);
|
|
var dependencyList = new List<object>();
|
|
|
|
foreach (string dep in dependencies)
|
|
{
|
|
// Exclude asset itself
|
|
if (dep == assetPath) continue;
|
|
|
|
// Exclude built-in assets
|
|
if (!includeBuiltIn && dep.StartsWith("Resources/")) continue;
|
|
|
|
var asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(dep);
|
|
if (asset == null) continue;
|
|
|
|
dependencyList.Add(new
|
|
{
|
|
path = dep,
|
|
name = asset.name,
|
|
type = asset.GetType().Name,
|
|
fileSize = new System.IO.FileInfo(dep).Length
|
|
});
|
|
}
|
|
|
|
object result;
|
|
if (groupByType)
|
|
{
|
|
var grouped = dependencyList
|
|
.GroupBy(d => ((dynamic)d).type)
|
|
.Select(g => new
|
|
{
|
|
type = g.Key,
|
|
count = g.Count(),
|
|
assets = g.ToList()
|
|
})
|
|
.ToList();
|
|
|
|
result = new
|
|
{
|
|
success = true,
|
|
message = $"Found {dependencyList.Count} dependency(ies)",
|
|
assetPath = assetPath,
|
|
totalDependencies = dependencyList.Count,
|
|
grouped = grouped
|
|
};
|
|
}
|
|
else
|
|
{
|
|
result = new
|
|
{
|
|
success = true,
|
|
message = $"Found {dependencyList.Count} dependency(ies)",
|
|
assetPath = assetPath,
|
|
totalDependencies = dependencyList.Count,
|
|
dependencies = dependencyList
|
|
};
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(result, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Failed to get asset dependencies: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Detect missing references
|
|
/// </summary>
|
|
private string FindMissingReferences(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string searchPath = parameters.GetValueOrDefault("searchPath", "Assets");
|
|
bool searchInScenes = parameters.GetValueOrDefault("searchInScenes", "true").ToLower() == "true";
|
|
bool searchInPrefabs = parameters.GetValueOrDefault("searchInPrefabs", "true").ToLower() == "true";
|
|
bool includeChildren = parameters.GetValueOrDefault("includeChildren", "true").ToLower() == "true";
|
|
|
|
var missingList = new List<object>();
|
|
|
|
// Search scene
|
|
if (searchInScenes)
|
|
{
|
|
var gameObjects = UnityEngine.Object.FindObjectsOfType<GameObject>();
|
|
foreach (var go in gameObjects)
|
|
{
|
|
var components = includeChildren ?
|
|
go.GetComponentsInChildren<Component>(true) :
|
|
go.GetComponents<Component>();
|
|
|
|
foreach (var comp in components)
|
|
{
|
|
if (comp == null)
|
|
{
|
|
missingList.Add(new
|
|
{
|
|
type = "Scene",
|
|
gameObject = go.name,
|
|
path = GetGameObjectPath(go),
|
|
issue = "Missing Script"
|
|
});
|
|
}
|
|
else
|
|
{
|
|
// Check null reference with SerializedObject
|
|
SerializedObject so = new SerializedObject(comp);
|
|
SerializedProperty sp = so.GetIterator();
|
|
|
|
while (sp.NextVisible(true))
|
|
{
|
|
if (sp.propertyType == SerializedPropertyType.ObjectReference)
|
|
{
|
|
if (sp.objectReferenceValue == null && sp.objectReferenceInstanceIDValue != 0)
|
|
{
|
|
missingList.Add(new
|
|
{
|
|
type = "Scene",
|
|
gameObject = go.name,
|
|
path = GetGameObjectPath(go),
|
|
component = comp.GetType().Name,
|
|
property = sp.name,
|
|
issue = "Missing Reference"
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Search prefabs
|
|
if (searchInPrefabs)
|
|
{
|
|
string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab", new[] { searchPath });
|
|
|
|
foreach (string guid in prefabGuids)
|
|
{
|
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
|
|
|
if (prefab == null) continue;
|
|
|
|
var components = includeChildren ?
|
|
prefab.GetComponentsInChildren<Component>(true) :
|
|
prefab.GetComponents<Component>();
|
|
|
|
foreach (var comp in components)
|
|
{
|
|
if (comp == null)
|
|
{
|
|
missingList.Add(new
|
|
{
|
|
type = "Prefab",
|
|
prefab = prefab.name,
|
|
path = path,
|
|
issue = "Missing Script"
|
|
});
|
|
}
|
|
else
|
|
{
|
|
SerializedObject so = new SerializedObject(comp);
|
|
SerializedProperty sp = so.GetIterator();
|
|
|
|
while (sp.NextVisible(true))
|
|
{
|
|
if (sp.propertyType == SerializedPropertyType.ObjectReference)
|
|
{
|
|
if (sp.objectReferenceValue == null && sp.objectReferenceInstanceIDValue != 0)
|
|
{
|
|
missingList.Add(new
|
|
{
|
|
type = "Prefab",
|
|
prefab = prefab.name,
|
|
path = path,
|
|
gameObject = comp.gameObject.name,
|
|
component = comp.GetType().Name,
|
|
property = sp.name,
|
|
issue = "Missing Reference"
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Found {missingList.Count} missing reference(s)",
|
|
issueCount = missingList.Count,
|
|
issues = missingList
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Failed to find missing references: {e.Message}");
|
|
}
|
|
}
|
|
|
|
private string CreateAnimation(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
// Use gameObject parameter as main per API definition, also support target
|
|
var targetName = parameters.GetValueOrDefault("gameObject", "") ??
|
|
parameters.GetValueOrDefault("target", "");
|
|
var animationName = parameters.GetValueOrDefault("animationName", "NewAnimation");
|
|
var duration = float.Parse(parameters.GetValueOrDefault("duration", "1"));
|
|
var loop = parameters.GetValueOrDefault("loop", "false") == "true";
|
|
|
|
SynLog.Info($"[CreateAnimation] Called with target: '{targetName}', animationName: '{animationName}'");
|
|
|
|
if (string.IsNullOrEmpty(targetName))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "gameObject parameter is required",
|
|
receivedParameters = parameters.Keys.ToArray()
|
|
});
|
|
}
|
|
|
|
var targetObj = GetTargetGameObject(parameters);
|
|
if (targetObj == null)
|
|
{
|
|
var availableObjects = GameObject.FindObjectsOfType<GameObject>().Take(10).Select(o => o.name);
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"GameObject '{targetName}' not found",
|
|
availableObjects = availableObjects.ToArray(),
|
|
searchedName = targetName
|
|
});
|
|
}
|
|
|
|
// Create AnimationClip
|
|
var clip = new AnimationClip();
|
|
clip.name = animationName;
|
|
|
|
// Loop settings
|
|
if (loop)
|
|
{
|
|
var settings = AnimationUtility.GetAnimationClipSettings(clip);
|
|
settings.loopTime = true;
|
|
AnimationUtility.SetAnimationClipSettings(clip, settings);
|
|
}
|
|
|
|
// Add basic keyframes (position animation example)
|
|
var curve = AnimationCurve.Linear(0, targetObj.transform.position.y, duration, targetObj.transform.position.y + 2);
|
|
clip.SetCurve("", typeof(Transform), "localPosition.y", curve);
|
|
|
|
// Save as asset
|
|
string folderPath = "Assets/Nexus_Generated/Animations";
|
|
if (!AssetDatabase.IsValidFolder(folderPath))
|
|
{
|
|
if (!AssetDatabase.IsValidFolder("Assets/Nexus_Generated"))
|
|
{
|
|
AssetDatabase.CreateFolder("Assets", "Nexus_Generated");
|
|
}
|
|
AssetDatabase.CreateFolder("Assets/Nexus_Generated", "Animations");
|
|
}
|
|
|
|
string clipPath = $"{folderPath}/{animationName}.anim";
|
|
AssetDatabase.CreateAsset(clip, clipPath);
|
|
|
|
// Add Animator component if needed
|
|
var animator = targetObj.GetComponent<Animator>();
|
|
if (animator == null)
|
|
{
|
|
animator = targetObj.AddComponent<Animator>();
|
|
}
|
|
|
|
// Create or get AnimatorController
|
|
if (animator.runtimeAnimatorController == null)
|
|
{
|
|
var controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath(
|
|
$"{folderPath}/{targetName}_Controller.controller"
|
|
);
|
|
animator.runtimeAnimatorController = controller;
|
|
|
|
// Add animation as default state
|
|
var rootStateMachine = controller.layers[0].stateMachine;
|
|
var state = rootStateMachine.AddState(animationName);
|
|
state.motion = clip;
|
|
rootStateMachine.defaultState = state;
|
|
}
|
|
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Animation '{animationName}' created for '{targetName}'",
|
|
clipPath = clipPath,
|
|
duration = duration,
|
|
loop = loop
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
// Helper methods
|
|
private string ColorToHex(Color color)
|
|
{
|
|
return $"#{ColorUtility.ToHtmlStringRGBA(color)}";
|
|
}
|
|
|
|
private string Vector3ToString(Vector3 v)
|
|
{
|
|
return $"({v.x:F3}, {v.y:F3}, {v.z:F3})";
|
|
}
|
|
|
|
private List<string> LayerMaskToLayers(LayerMask mask)
|
|
{
|
|
var layers = new List<string>();
|
|
for (int i = 0; i < 32; i++)
|
|
{
|
|
if ((mask.value & (1 << i)) != 0)
|
|
{
|
|
var layerName = LayerMask.LayerToName(i);
|
|
if (!string.IsNullOrEmpty(layerName))
|
|
{
|
|
layers.Add(layerName);
|
|
}
|
|
}
|
|
}
|
|
return layers;
|
|
}
|
|
|
|
private Dictionary<string, object> GetMaterialProperties(Material material)
|
|
{
|
|
var properties = new Dictionary<string, object>();
|
|
var shader = material.shader;
|
|
|
|
for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); i++)
|
|
{
|
|
var propName = ShaderUtil.GetPropertyName(shader, i);
|
|
var propType = ShaderUtil.GetPropertyType(shader, i);
|
|
|
|
switch (propType)
|
|
{
|
|
case ShaderUtil.ShaderPropertyType.Color:
|
|
if (material.HasProperty(propName))
|
|
properties[propName] = ColorToHex(material.GetColor(propName));
|
|
break;
|
|
case ShaderUtil.ShaderPropertyType.Float:
|
|
case ShaderUtil.ShaderPropertyType.Range:
|
|
if (material.HasProperty(propName))
|
|
properties[propName] = material.GetFloat(propName);
|
|
break;
|
|
case ShaderUtil.ShaderPropertyType.TexEnv:
|
|
if (material.HasProperty(propName))
|
|
{
|
|
var tex = material.GetTexture(propName);
|
|
properties[propName] = tex != null ? tex.name : "None";
|
|
}
|
|
break;
|
|
case ShaderUtil.ShaderPropertyType.Vector:
|
|
if (material.HasProperty(propName))
|
|
{
|
|
var vec = material.GetVector(propName);
|
|
properties[propName] = new { x = vec.x, y = vec.y, z = vec.z, w = vec.w };
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return properties;
|
|
}
|
|
|
|
private List<Dictionary<string, object>> GetUIElementsInCanvas(Canvas canvas)
|
|
{
|
|
var elements = new List<Dictionary<string, object>>();
|
|
var uiComponents = canvas.GetComponentsInChildren<Graphic>();
|
|
|
|
foreach (var component in uiComponents.Take(50)) // Max 50 items
|
|
{
|
|
var elem = new Dictionary<string, object>
|
|
{
|
|
["name"] = component.name,
|
|
["type"] = component.GetType().Name,
|
|
["enabled"] = component.enabled,
|
|
["raycastTarget"] = component.raycastTarget,
|
|
["color"] = ColorToHex(component.color)
|
|
};
|
|
|
|
// For text elements
|
|
if (component is Text text)
|
|
{
|
|
elem["text"] = text.text.Length > 100 ? text.text.Substring(0, 100) + "..." : text.text;
|
|
elem["fontSize"] = text.fontSize;
|
|
elem["font"] = text.font?.name ?? "None";
|
|
}
|
|
else if (component is TMP_Text tmpText)
|
|
{
|
|
elem["text"] = tmpText.text.Length > 100 ? tmpText.text.Substring(0, 100) + "..." : tmpText.text;
|
|
elem["fontSize"] = tmpText.fontSize;
|
|
elem["font"] = tmpText.font?.name ?? "None";
|
|
}
|
|
// For buttons
|
|
else if (component.GetComponent<Button>() != null)
|
|
{
|
|
elem["isButton"] = true;
|
|
elem["interactable"] = component.GetComponent<Button>().interactable;
|
|
}
|
|
// For images
|
|
else if (component is Image image)
|
|
{
|
|
elem["sprite"] = image.sprite?.name ?? "None";
|
|
elem["imageType"] = image.type.ToString();
|
|
elem["fillCenter"] = image.fillCenter;
|
|
}
|
|
|
|
elements.Add(elem);
|
|
}
|
|
|
|
return elements;
|
|
}
|
|
|
|
// Additional implementation: Lighting settings tools
|
|
private void ApplyLightingPreset(string preset)
|
|
{
|
|
var directionalLight = GameObject.FindObjectOfType<Light>();
|
|
if (directionalLight == null || directionalLight.type != LightType.Directional)
|
|
{
|
|
var lightGO = new GameObject("Directional Light");
|
|
directionalLight = lightGO.AddComponent<Light>();
|
|
directionalLight.type = LightType.Directional;
|
|
lightGO.transform.rotation = Quaternion.Euler(50f, -30f, 0f);
|
|
}
|
|
|
|
switch (preset.ToLower())
|
|
{
|
|
case "studio":
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.5f, 0.7f, 0.9f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.4f, 0.5f, 0.7f);
|
|
RenderSettings.ambientGroundColor = new Color(0.2f, 0.3f, 0.4f);
|
|
RenderSettings.ambientIntensity = 1.2f;
|
|
directionalLight.intensity = 1f;
|
|
directionalLight.color = Color.white;
|
|
directionalLight.shadows = LightShadows.Soft;
|
|
RenderSettings.fog = false;
|
|
break;
|
|
|
|
case "sunset":
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(1f, 0.4f, 0.2f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.9f, 0.3f, 0.1f);
|
|
RenderSettings.ambientGroundColor = new Color(0.3f, 0.1f, 0.05f);
|
|
RenderSettings.ambientIntensity = 0.8f;
|
|
directionalLight.intensity = 0.7f;
|
|
directionalLight.color = new Color(1f, 0.7f, 0.4f);
|
|
directionalLight.shadows = LightShadows.Soft;
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogColor = new Color(1f, 0.5f, 0.3f);
|
|
RenderSettings.fogMode = FogMode.Linear;
|
|
RenderSettings.fogStartDistance = 10f;
|
|
RenderSettings.fogEndDistance = 100f;
|
|
break;
|
|
|
|
case "night":
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.05f, 0.05f, 0.15f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.03f, 0.03f, 0.1f);
|
|
RenderSettings.ambientGroundColor = new Color(0.01f, 0.01f, 0.02f);
|
|
RenderSettings.ambientIntensity = 0.3f;
|
|
directionalLight.intensity = 0.2f;
|
|
directionalLight.color = new Color(0.7f, 0.7f, 1f);
|
|
directionalLight.shadows = LightShadows.Hard;
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogColor = new Color(0.05f, 0.05f, 0.1f);
|
|
RenderSettings.fogMode = FogMode.Exponential;
|
|
RenderSettings.fogDensity = 0.05f;
|
|
break;
|
|
|
|
case "overcast":
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
|
|
RenderSettings.ambientLight = new Color(0.6f, 0.65f, 0.7f);
|
|
RenderSettings.ambientIntensity = 1.5f;
|
|
directionalLight.intensity = 0.4f;
|
|
directionalLight.color = new Color(0.9f, 0.9f, 0.95f);
|
|
directionalLight.shadows = LightShadows.None;
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogColor = new Color(0.7f, 0.75f, 0.8f);
|
|
RenderSettings.fogMode = FogMode.Linear;
|
|
RenderSettings.fogStartDistance = 20f;
|
|
RenderSettings.fogEndDistance = 150f;
|
|
break;
|
|
|
|
case "desert":
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.9f, 0.8f, 0.6f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.8f, 0.7f, 0.5f);
|
|
RenderSettings.ambientGroundColor = new Color(0.6f, 0.5f, 0.3f);
|
|
RenderSettings.ambientIntensity = 1.3f;
|
|
directionalLight.intensity = 2f;
|
|
directionalLight.color = new Color(1f, 0.95f, 0.8f);
|
|
directionalLight.shadows = LightShadows.Hard;
|
|
RenderSettings.fog = false;
|
|
break;
|
|
|
|
case "forest":
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.3f, 0.5f, 0.3f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.2f, 0.4f, 0.2f);
|
|
RenderSettings.ambientGroundColor = new Color(0.1f, 0.2f, 0.1f);
|
|
RenderSettings.ambientIntensity = 0.7f;
|
|
directionalLight.intensity = 0.6f;
|
|
directionalLight.color = new Color(0.8f, 0.9f, 0.7f);
|
|
directionalLight.shadows = LightShadows.Soft;
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogColor = new Color(0.4f, 0.5f, 0.4f);
|
|
RenderSettings.fogMode = FogMode.Exponential;
|
|
RenderSettings.fogDensity = 0.02f;
|
|
break;
|
|
|
|
case "underwater":
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
|
|
RenderSettings.ambientLight = new Color(0.1f, 0.3f, 0.5f);
|
|
RenderSettings.ambientIntensity = 0.5f;
|
|
directionalLight.intensity = 0.3f;
|
|
directionalLight.color = new Color(0.4f, 0.6f, 0.8f);
|
|
directionalLight.shadows = LightShadows.Soft;
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogColor = new Color(0.1f, 0.3f, 0.5f);
|
|
RenderSettings.fogMode = FogMode.Exponential;
|
|
RenderSettings.fogDensity = 0.1f;
|
|
break;
|
|
|
|
case "space":
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
|
|
RenderSettings.ambientLight = new Color(0.05f, 0.05f, 0.1f);
|
|
RenderSettings.ambientIntensity = 0.1f;
|
|
directionalLight.intensity = 1.5f;
|
|
directionalLight.color = Color.white;
|
|
directionalLight.shadows = LightShadows.Hard;
|
|
RenderSettings.fog = false;
|
|
break;
|
|
|
|
case "neon":
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
|
|
RenderSettings.ambientLight = new Color(0.5f, 0f, 0.8f);
|
|
RenderSettings.ambientIntensity = 0.8f;
|
|
directionalLight.intensity = 0.5f;
|
|
directionalLight.color = new Color(1f, 0f, 0.5f);
|
|
directionalLight.shadows = LightShadows.None;
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogColor = new Color(0.3f, 0f, 0.5f);
|
|
RenderSettings.fogMode = FogMode.Linear;
|
|
RenderSettings.fogStartDistance = 5f;
|
|
RenderSettings.fogEndDistance = 50f;
|
|
break;
|
|
}
|
|
}
|
|
|
|
private string SetupLighting(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
// Check for preset first
|
|
if (parameters.TryGetValue("preset", out var preset))
|
|
{
|
|
ApplyLightingPreset(preset);
|
|
return $"Applied lighting preset: {preset}";
|
|
}
|
|
|
|
var lightingType = parameters.GetValueOrDefault("type", "standard");
|
|
var skyboxPath = parameters.GetValueOrDefault("skybox", "");
|
|
var ambientMode = parameters.GetValueOrDefault("ambientMode", "Trilight");
|
|
var ambientIntensity = float.Parse(parameters.GetValueOrDefault("ambientIntensity", "1"));
|
|
|
|
var results = new Dictionary<string, object>
|
|
{
|
|
["success"] = true,
|
|
["changes"] = new List<string>()
|
|
};
|
|
var changes = results["changes"] as List<string>;
|
|
|
|
// Set ambient mode
|
|
switch (ambientMode.ToLower())
|
|
{
|
|
case "skybox":
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox;
|
|
break;
|
|
case "trilight":
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
break;
|
|
case "flat":
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
|
|
break;
|
|
case "custom":
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Custom;
|
|
break;
|
|
}
|
|
changes.Add($"Ambient mode set to: {RenderSettings.ambientMode}");
|
|
|
|
// Ambient intensity
|
|
RenderSettings.ambientIntensity = ambientIntensity;
|
|
changes.Add($"Ambient intensity set to: {ambientIntensity}");
|
|
|
|
// Set ambient color
|
|
if (parameters.ContainsKey("ambientSkyColor"))
|
|
{
|
|
RenderSettings.ambientSkyColor = ParseColor(parameters["ambientSkyColor"]);
|
|
changes.Add($"Ambient sky color set to: {ColorToHex(RenderSettings.ambientSkyColor)}");
|
|
}
|
|
|
|
if (parameters.ContainsKey("ambientEquatorColor"))
|
|
{
|
|
RenderSettings.ambientEquatorColor = ParseColor(parameters["ambientEquatorColor"]);
|
|
changes.Add($"Ambient equator color set to: {ColorToHex(RenderSettings.ambientEquatorColor)}");
|
|
}
|
|
|
|
if (parameters.ContainsKey("ambientGroundColor"))
|
|
{
|
|
RenderSettings.ambientGroundColor = ParseColor(parameters["ambientGroundColor"]);
|
|
changes.Add($"Ambient ground color set to: {ColorToHex(RenderSettings.ambientGroundColor)}");
|
|
}
|
|
|
|
// Set skybox
|
|
if (!string.IsNullOrEmpty(skyboxPath))
|
|
{
|
|
var skyboxMaterial = AssetDatabase.LoadAssetAtPath<Material>(skyboxPath);
|
|
if (skyboxMaterial != null)
|
|
{
|
|
RenderSettings.skybox = skyboxMaterial;
|
|
changes.Add($"Skybox set to: {skyboxMaterial.name}");
|
|
}
|
|
}
|
|
|
|
// Extended ambient color settings
|
|
if (parameters.TryGetValue("ambientSkyColor", out var skyColor))
|
|
{
|
|
RenderSettings.ambientSkyColor = ParseColor(skyColor);
|
|
changes.Add($"Ambient sky color: {ColorToHex(RenderSettings.ambientSkyColor)}");
|
|
}
|
|
|
|
if (parameters.TryGetValue("ambientEquatorColor", out var equatorColor))
|
|
{
|
|
RenderSettings.ambientEquatorColor = ParseColor(equatorColor);
|
|
changes.Add($"Ambient equator color: {ColorToHex(RenderSettings.ambientEquatorColor)}");
|
|
}
|
|
|
|
if (parameters.TryGetValue("ambientGroundColor", out var groundColor))
|
|
{
|
|
RenderSettings.ambientGroundColor = ParseColor(groundColor);
|
|
changes.Add($"Ambient ground color: {ColorToHex(RenderSettings.ambientGroundColor)}");
|
|
}
|
|
|
|
// Directional light settings
|
|
var directionalLight = GameObject.FindObjectOfType<Light>();
|
|
if (directionalLight != null && directionalLight.type == LightType.Directional)
|
|
{
|
|
if (parameters.TryGetValue("directionalLightIntensity", out var intensityStr) &&
|
|
float.TryParse(intensityStr, out var intensity))
|
|
{
|
|
directionalLight.intensity = intensity;
|
|
changes.Add($"Directional light intensity: {intensity}");
|
|
}
|
|
|
|
if (parameters.TryGetValue("directionalLightColor", out var lightColor))
|
|
{
|
|
directionalLight.color = ParseColor(lightColor);
|
|
changes.Add($"Directional light color: {ColorToHex(directionalLight.color)}");
|
|
}
|
|
|
|
if (parameters.TryGetValue("directionalLightShadows", out var shadows))
|
|
{
|
|
switch (shadows.ToLower())
|
|
{
|
|
case "none":
|
|
directionalLight.shadows = LightShadows.None;
|
|
break;
|
|
case "hard":
|
|
directionalLight.shadows = LightShadows.Hard;
|
|
break;
|
|
case "soft":
|
|
directionalLight.shadows = LightShadows.Soft;
|
|
break;
|
|
}
|
|
changes.Add($"Directional light shadows: {directionalLight.shadows}");
|
|
}
|
|
}
|
|
|
|
// Fog settings
|
|
if (parameters.ContainsKey("fogEnabled"))
|
|
{
|
|
RenderSettings.fog = parameters["fogEnabled"] == "true";
|
|
changes.Add($"Fog enabled: {RenderSettings.fog}");
|
|
|
|
if (RenderSettings.fog)
|
|
{
|
|
if (parameters.ContainsKey("fogColor"))
|
|
{
|
|
RenderSettings.fogColor = ParseColor(parameters["fogColor"]);
|
|
changes.Add($"Fog color set to: {ColorToHex(RenderSettings.fogColor)}");
|
|
}
|
|
|
|
if (parameters.ContainsKey("fogDensity") &&
|
|
float.TryParse(parameters["fogDensity"], out var density))
|
|
{
|
|
RenderSettings.fogDensity = density;
|
|
changes.Add($"Fog density: {density}");
|
|
}
|
|
|
|
if (parameters.ContainsKey("fogStartDistance") &&
|
|
float.TryParse(parameters["fogStartDistance"], out var startDist))
|
|
{
|
|
RenderSettings.fogStartDistance = startDist;
|
|
changes.Add($"Fog start distance: {startDist}");
|
|
}
|
|
|
|
if (parameters.ContainsKey("fogEndDistance") &&
|
|
float.TryParse(parameters["fogEndDistance"], out var endDist))
|
|
{
|
|
RenderSettings.fogEndDistance = endDist;
|
|
changes.Add($"Fog end distance: {endDist}");
|
|
}
|
|
|
|
if (parameters.ContainsKey("fogMode"))
|
|
{
|
|
switch (parameters["fogMode"].ToLower())
|
|
{
|
|
case "linear":
|
|
RenderSettings.fogMode = FogMode.Linear;
|
|
break;
|
|
case "exponential":
|
|
RenderSettings.fogMode = FogMode.Exponential;
|
|
break;
|
|
case "exponentialsquared":
|
|
RenderSettings.fogMode = FogMode.ExponentialSquared;
|
|
break;
|
|
}
|
|
changes.Add($"Fog mode set to: {RenderSettings.fogMode}");
|
|
}
|
|
|
|
if (parameters.ContainsKey("fogDensity"))
|
|
{
|
|
RenderSettings.fogDensity = float.Parse(parameters["fogDensity"]);
|
|
changes.Add($"Fog density set to: {RenderSettings.fogDensity}");
|
|
}
|
|
|
|
if (parameters.ContainsKey("fogStartDistance"))
|
|
{
|
|
RenderSettings.fogStartDistance = float.Parse(parameters["fogStartDistance"]);
|
|
changes.Add($"Fog start distance set to: {RenderSettings.fogStartDistance}");
|
|
}
|
|
|
|
if (parameters.ContainsKey("fogEndDistance"))
|
|
{
|
|
RenderSettings.fogEndDistance = float.Parse(parameters["fogEndDistance"]);
|
|
changes.Add($"Fog end distance set to: {RenderSettings.fogEndDistance}");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Set sun light source
|
|
if (parameters.ContainsKey("createSun") && parameters["createSun"] == "true")
|
|
{
|
|
var sunGO = new GameObject("Directional Light (Sun)");
|
|
var sunLight = sunGO.AddComponent<Light>();
|
|
sunLight.type = LightType.Directional;
|
|
sunLight.intensity = 1.0f;
|
|
sunLight.color = Color.white;
|
|
sunLight.shadows = LightShadows.Soft;
|
|
sunGO.transform.rotation = Quaternion.Euler(50f, -30f, 0f);
|
|
RenderSettings.sun = sunLight;
|
|
|
|
lastCreatedObject = sunGO;
|
|
createdObjects.Add(sunGO);
|
|
changes.Add("Created sun light");
|
|
}
|
|
|
|
// Set Reflection Probe
|
|
if (parameters.ContainsKey("reflectionIntensity"))
|
|
{
|
|
RenderSettings.reflectionIntensity = float.Parse(parameters["reflectionIntensity"]);
|
|
changes.Add($"Reflection intensity set to: {RenderSettings.reflectionIntensity}");
|
|
}
|
|
|
|
results["message"] = $"Lighting setup completed with {changes.Count} changes";
|
|
|
|
return JsonConvert.SerializeObject(results, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
// Console operation tools
|
|
private string ConsoleOperation(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var operation = parameters.GetValueOrDefault("operation", "read");
|
|
var logType = parameters.GetValueOrDefault("logType", "all").ToLower();
|
|
var limit = int.Parse(parameters.GetValueOrDefault("limit", "50"));
|
|
|
|
var logEntries = System.Type.GetType("UnityEditor.LogEntries, UnityEditor");
|
|
|
|
switch (operation)
|
|
{
|
|
case "read":
|
|
// Get Unity Editor console logs
|
|
if (logEntries == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "LogEntries not available"
|
|
});
|
|
}
|
|
|
|
// Get logs from LogEntries
|
|
var getCountMethod = logEntries.GetMethod("GetCount", BindingFlags.Public | BindingFlags.Static);
|
|
var getEntryInternalMethod = logEntries.GetMethod("GetEntryInternal", BindingFlags.Public | BindingFlags.Static);
|
|
var getCountsByTypeMethod = logEntries.GetMethod("GetCountsByType", BindingFlags.Public | BindingFlags.Static);
|
|
|
|
if (getCountMethod == null || getEntryInternalMethod == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "Unable to access log methods"
|
|
});
|
|
}
|
|
|
|
int totalCount = (int)getCountMethod.Invoke(null, null);
|
|
var logs = new List<Dictionary<string, object>>();
|
|
|
|
// First, get latest logs from realtime log buffer
|
|
if (logBuffer.Count > 0)
|
|
{
|
|
var recentLogs = logBuffer.OrderByDescending(l => l.timestamp).Take(limit).ToList();
|
|
foreach (var log in recentLogs)
|
|
{
|
|
string type = log.type switch
|
|
{
|
|
LogType.Error or LogType.Assert or LogType.Exception => "error",
|
|
LogType.Warning => "warning",
|
|
_ => "info"
|
|
};
|
|
|
|
if (logType == "all" || logType.ToLower() == type.ToLower())
|
|
{
|
|
logs.Add(new Dictionary<string, object>
|
|
{
|
|
["message"] = log.condition,
|
|
["type"] = type,
|
|
["stackTrace"] = log.stackTrace,
|
|
["timestamp"] = log.timestamp.ToString("yyyy-MM-dd HH:mm:ss.fff")
|
|
});
|
|
}
|
|
}
|
|
|
|
SynLog.Info($"[NexusConsole] Retrieved {logs.Count} logs from buffer (buffer size: {logBuffer.Count})");
|
|
}
|
|
|
|
// If log buffer is insufficient, try to get from LogEntries
|
|
if (logs.Count < limit)
|
|
{
|
|
// Define LogEntry structure
|
|
var logEntry = Activator.CreateInstance(System.Type.GetType("UnityEditor.LogEntry, UnityEditor"));
|
|
|
|
int startIndex = Math.Max(0, totalCount - limit);
|
|
for (int i = startIndex; i < totalCount && logs.Count < limit; i++)
|
|
{
|
|
getEntryInternalMethod.Invoke(null, new object[] { i, logEntry });
|
|
|
|
// Explicitly specify BindingFlags (try Public -> NonPublic)
|
|
var conditionField = logEntry.GetType().GetField("condition", BindingFlags.Instance | BindingFlags.Public);
|
|
var modeField = logEntry.GetType().GetField("mode", BindingFlags.Instance | BindingFlags.Public);
|
|
|
|
// If field not found, try NonPublic
|
|
if (conditionField == null)
|
|
conditionField = logEntry.GetType().GetField("condition", BindingFlags.Instance | BindingFlags.NonPublic);
|
|
if (modeField == null)
|
|
modeField = logEntry.GetType().GetField("mode", BindingFlags.Instance | BindingFlags.NonPublic);
|
|
|
|
if (conditionField != null && modeField != null)
|
|
{
|
|
string condition = (string)conditionField.GetValue(logEntry);
|
|
int mode = (int)modeField.GetValue(logEntry);
|
|
|
|
// Debug info (first item only)
|
|
if (i == startIndex && string.IsNullOrEmpty(condition))
|
|
{
|
|
SynLog.Warn($"[NexusConsole] LogEntry appears empty. Fields found: condition={conditionField != null}, mode={modeField != null}");
|
|
}
|
|
|
|
// mode: 1 = Error, 2 = Assert, 4 = Log, 8 = Fatal, 16 = DontPrefilter,
|
|
// 32 = AssetImportError, 64 = AssetImportWarning, 128 = ScriptingError,
|
|
// 256 = ScriptingWarning, 512 = ScriptingLog, 1024 = ScriptCompileError,
|
|
// 2048 = ScriptCompileWarning, 4096 = StickyError, 8192 = MayIgnoreLineNumber
|
|
|
|
string type = "info";
|
|
if ((mode & 1) != 0 || (mode & 128) != 0 || (mode & 1024) != 0) type = "error";
|
|
else if ((mode & 256) != 0 || (mode & 2048) != 0 || (mode & 64) != 0) type = "warning";
|
|
|
|
if (logType == "all" || logType.ToLower() == type.ToLower())
|
|
{
|
|
logs.Add(new Dictionary<string, object>
|
|
{
|
|
["message"] = condition,
|
|
["type"] = type,
|
|
["mode"] = mode
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
logs = logs,
|
|
count = logs.Count,
|
|
totalCount = totalCount,
|
|
filter = logType
|
|
}, Formatting.Indented);
|
|
|
|
case "clear":
|
|
if (logEntries != null)
|
|
{
|
|
var clearMethod = logEntries.GetMethod("Clear", BindingFlags.Public | BindingFlags.Static);
|
|
if (clearMethod != null)
|
|
{
|
|
clearMethod.Invoke(null, null);
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = "Console cleared"
|
|
});
|
|
|
|
case "detail":
|
|
// Get detailed information of specific log entry
|
|
var logIndex = int.Parse(parameters.GetValueOrDefault("index", "0"));
|
|
|
|
if (logEntries == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "LogEntries not available"
|
|
});
|
|
}
|
|
|
|
// Get getEntryInternalMethod
|
|
var getEntryInternalMethodForDetail = logEntries.GetMethod("GetEntryInternal", BindingFlags.Public | BindingFlags.Static);
|
|
if (getEntryInternalMethodForDetail == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "Unable to access log entry method"
|
|
});
|
|
}
|
|
|
|
// Additional methods to get detailed log information
|
|
var getEntryDataMethod = logEntries.GetMethod("GetEntryData", BindingFlags.Public | BindingFlags.Static);
|
|
var getStatusTextMethod = logEntries.GetMethod("GetStatusText", BindingFlags.Public | BindingFlags.Static);
|
|
var getFirstTwoLinesMethod = logEntries.GetMethod("GetFirstTwoLinesEntryTextAndModeInternal",
|
|
BindingFlags.NonPublic | BindingFlags.Static);
|
|
|
|
var detailEntry = Activator.CreateInstance(System.Type.GetType("UnityEditor.LogEntry, UnityEditor"));
|
|
getEntryInternalMethodForDetail.Invoke(null, new object[] { logIndex, detailEntry });
|
|
|
|
var detail = new Dictionary<string, object>();
|
|
var entryType = detailEntry.GetType();
|
|
|
|
// Get all field information
|
|
foreach (var field in entryType.GetFields())
|
|
{
|
|
var value = field.GetValue(detailEntry);
|
|
detail[field.Name] = value?.ToString() ?? "null";
|
|
}
|
|
|
|
// Get additional detailed information
|
|
if (getEntryDataMethod != null)
|
|
{
|
|
try
|
|
{
|
|
var entryData = getEntryDataMethod.Invoke(null, new object[] { logIndex });
|
|
if (entryData != null)
|
|
{
|
|
detail["entryData"] = entryData.ToString();
|
|
}
|
|
}
|
|
catch { }
|
|
}
|
|
|
|
if (getStatusTextMethod != null)
|
|
{
|
|
try
|
|
{
|
|
var statusText = getStatusTextMethod.Invoke(null, null);
|
|
if (statusText != null)
|
|
{
|
|
detail["statusText"] = statusText.ToString();
|
|
}
|
|
}
|
|
catch { }
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
index = logIndex,
|
|
detail = detail
|
|
}, Formatting.Indented);
|
|
|
|
default:
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Unknown operation: {operation}"
|
|
});
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Detailed console log analysis (new method)
|
|
/// </summary>
|
|
private string AnalyzeConsoleLogs(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var operation = parameters.GetValueOrDefault("operation", "analyze");
|
|
var logType = parameters.GetValueOrDefault("logType", "error"); // Default is errors only
|
|
var limit = int.Parse(parameters.GetValueOrDefault("limit", "10")); // Default is 10 items
|
|
var includeStackTrace = parameters.GetValueOrDefault("includeStackTrace", "true") == "true";
|
|
|
|
// New filtering options for token optimization
|
|
var filter = parameters.GetValueOrDefault("filter", ""); // Include only logs matching this
|
|
var exclude = parameters.GetValueOrDefault("exclude", ""); // Exclude logs matching this (comma-separated)
|
|
var excludeSynaptic = parameters.GetValueOrDefault("excludeSynaptic", "true") == "true"; // Exclude Synaptic internal logs by default
|
|
var groupByMessage = parameters.GetValueOrDefault("groupByMessage", "false") == "true"; // Group duplicate messages
|
|
|
|
// Default exclude patterns for Synaptic internal logs
|
|
var excludePatterns = new List<string>();
|
|
if (excludeSynaptic)
|
|
{
|
|
excludePatterns.AddRange(new[] { "[Synaptic", "[Nexus", "[MCP]", "HTTP server" });
|
|
}
|
|
if (!string.IsNullOrEmpty(exclude))
|
|
{
|
|
excludePatterns.AddRange(exclude.Split(',').Select(s => s.Trim()));
|
|
}
|
|
|
|
var logEntries = System.Type.GetType("UnityEditor.LogEntries, UnityEditor");
|
|
|
|
if (logEntries == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "LogEntries not available"
|
|
});
|
|
}
|
|
|
|
// Get logs from LogEntries
|
|
var getCountMethod = logEntries.GetMethod("GetCount", BindingFlags.Public | BindingFlags.Static);
|
|
var getEntryInternalMethod = logEntries.GetMethod("GetEntryInternal", BindingFlags.Public | BindingFlags.Static);
|
|
|
|
if (getCountMethod == null || getEntryInternalMethod == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "Unable to access log methods"
|
|
});
|
|
}
|
|
|
|
int totalCount = (int)getCountMethod.Invoke(null, null);
|
|
var logs = new List<Dictionary<string, object>>();
|
|
|
|
// First, get latest logs from realtime log buffer
|
|
if (logBuffer.Count > 0)
|
|
{
|
|
var filteredLogs = logBuffer.OrderByDescending(l => l.timestamp).ToList();
|
|
foreach (var log in filteredLogs)
|
|
{
|
|
string type = log.type switch
|
|
{
|
|
LogType.Error or LogType.Assert or LogType.Exception => "Error",
|
|
LogType.Warning => "Warning",
|
|
_ => "Log"
|
|
};
|
|
|
|
if (logType == "all" || logType.ToLower() == type.ToLower())
|
|
{
|
|
// Separate message and stack trace
|
|
string message = log.condition;
|
|
string stackTrace = "";
|
|
|
|
// Apply exclude filter
|
|
bool shouldExclude = excludePatterns.Any(p => message.Contains(p, StringComparison.OrdinalIgnoreCase));
|
|
if (shouldExclude) continue;
|
|
|
|
// Apply include filter
|
|
if (!string.IsNullOrEmpty(filter) && !message.Contains(filter, StringComparison.OrdinalIgnoreCase))
|
|
continue;
|
|
|
|
if (includeStackTrace && !string.IsNullOrEmpty(log.stackTrace))
|
|
{
|
|
stackTrace = log.stackTrace;
|
|
}
|
|
|
|
var logData = new Dictionary<string, object>
|
|
{
|
|
["message"] = message,
|
|
["type"] = type,
|
|
["timestamp"] = log.timestamp.ToString("yyyy-MM-dd HH:mm:ss.fff")
|
|
};
|
|
|
|
if (includeStackTrace && !string.IsNullOrEmpty(stackTrace))
|
|
{
|
|
logData["stackTrace"] = stackTrace;
|
|
}
|
|
|
|
logs.Add(logData);
|
|
|
|
if (logs.Count >= limit)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If log buffer is insufficient, try to get from LogEntries
|
|
if (logs.Count < limit)
|
|
{
|
|
// Define LogEntry structure
|
|
var logEntryType = System.Type.GetType("UnityEditor.LogEntry, UnityEditor");
|
|
var logEntry = Activator.CreateInstance(logEntryType);
|
|
|
|
// Must call StartGettingEntries before GetEntryInternal
|
|
var startGettingEntriesMethod = logEntries.GetMethod("StartGettingEntries", BindingFlags.Public | BindingFlags.Static);
|
|
var endGettingEntriesMethod = logEntries.GetMethod("EndGettingEntries", BindingFlags.Public | BindingFlags.Static);
|
|
|
|
try
|
|
{
|
|
// Start getting entries
|
|
startGettingEntriesMethod?.Invoke(null, null);
|
|
|
|
int startIndex = Math.Max(0, totalCount - limit * 3); // Scan more to get needed count
|
|
|
|
for (int i = startIndex; i < totalCount && logs.Count < limit; i++)
|
|
{
|
|
getEntryInternalMethod.Invoke(null, new object[] { i, logEntry });
|
|
|
|
// Get all fields (specify BindingFlags)
|
|
var conditionField = logEntryType.GetField("condition", BindingFlags.Instance | BindingFlags.Public);
|
|
var modeField = logEntryType.GetField("mode", BindingFlags.Instance | BindingFlags.Public);
|
|
var fileField = logEntryType.GetField("file", BindingFlags.Instance | BindingFlags.Public);
|
|
var lineField = logEntryType.GetField("line", BindingFlags.Instance | BindingFlags.Public);
|
|
var columnField = logEntryType.GetField("column", BindingFlags.Instance | BindingFlags.Public);
|
|
var instanceIDField = logEntryType.GetField("instanceID", BindingFlags.Instance | BindingFlags.Public);
|
|
|
|
if (conditionField != null && modeField != null)
|
|
{
|
|
string condition = (string)conditionField.GetValue(logEntry) ?? "";
|
|
int mode = (int)modeField.GetValue(logEntry);
|
|
string file = fileField?.GetValue(logEntry)?.ToString() ?? "";
|
|
int line = lineField != null ? (int)lineField.GetValue(logEntry) : 0;
|
|
int column = columnField != null ? (int)columnField.GetValue(logEntry) : 0;
|
|
int instanceID = instanceIDField != null ? (int)instanceIDField.GetValue(logEntry) : 0;
|
|
|
|
string type = "Log";
|
|
if ((mode & 1) != 0 || (mode & 128) != 0 || (mode & 1024) != 0) type = "Error";
|
|
else if ((mode & 256) != 0 || (mode & 2048) != 0 || (mode & 64) != 0) type = "Warning";
|
|
|
|
if (logType == "all" || logType.ToLower() == type.ToLower())
|
|
{
|
|
// Separate message and stack trace
|
|
string message = condition;
|
|
string stackTrace = "";
|
|
|
|
int stackTraceIndex = condition.IndexOf("\n");
|
|
if (stackTraceIndex > 0)
|
|
{
|
|
message = condition.Substring(0, stackTraceIndex);
|
|
if (includeStackTrace)
|
|
{
|
|
stackTrace = condition.Substring(stackTraceIndex + 1);
|
|
}
|
|
}
|
|
|
|
// Apply exclude filter
|
|
bool shouldExclude = excludePatterns.Any(p => message.Contains(p, StringComparison.OrdinalIgnoreCase));
|
|
if (shouldExclude) continue;
|
|
|
|
// Apply include filter
|
|
if (!string.IsNullOrEmpty(filter) && !message.Contains(filter, StringComparison.OrdinalIgnoreCase))
|
|
continue;
|
|
|
|
var logData = new Dictionary<string, object>
|
|
{
|
|
["message"] = message,
|
|
["type"] = type,
|
|
["file"] = file,
|
|
["line"] = line,
|
|
["column"] = column
|
|
};
|
|
|
|
if (includeStackTrace && !string.IsNullOrEmpty(stackTrace))
|
|
{
|
|
logData["stackTrace"] = stackTrace;
|
|
}
|
|
|
|
logs.Add(logData);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
finally
|
|
{
|
|
// Always call EndGettingEntries to release resources
|
|
endGettingEntriesMethod?.Invoke(null, null);
|
|
}
|
|
}
|
|
|
|
// Apply groupByMessage if enabled
|
|
var outputLogs = logs;
|
|
if (groupByMessage && logs.Count > 0)
|
|
{
|
|
var grouped = logs
|
|
.GroupBy(l => (string)l["message"])
|
|
.Select(g => {
|
|
var first = g.First();
|
|
first["count"] = g.Count();
|
|
return first;
|
|
})
|
|
.OrderByDescending(l => (int)l["count"])
|
|
.ToList();
|
|
outputLogs = grouped;
|
|
}
|
|
|
|
// Generate analysis results
|
|
var analysis = new Dictionary<string, object>
|
|
{
|
|
["totalLogs"] = logs.Count,
|
|
["uniqueMessages"] = groupByMessage ? outputLogs.Count : logs.Count,
|
|
["errors"] = logs.Count(l => (string)l["type"] == "Error"),
|
|
["warnings"] = logs.Count(l => (string)l["type"] == "Warning"),
|
|
["messages"] = logs.Count(l => (string)l["type"] == "Log")
|
|
};
|
|
|
|
// Aggregate errors by file (only if file key exists)
|
|
var fileErrors = logs.Where(l => l.ContainsKey("file") && !string.IsNullOrEmpty((string)l["file"]))
|
|
.GroupBy(l => (string)l["file"])
|
|
.Select(g => new { File = g.Key, Count = g.Count() })
|
|
.OrderByDescending(x => x.Count)
|
|
.Take(5)
|
|
.ToList();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
logs = outputLogs,
|
|
analysis = analysis,
|
|
topErrorFiles = fileErrors,
|
|
filter = logType,
|
|
appliedFilters = new {
|
|
excludeSynaptic = excludeSynaptic,
|
|
filterPattern = filter,
|
|
excludePatterns = excludePatterns,
|
|
groupByMessage = groupByMessage
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Error analyzing console logs: {e.Message}"
|
|
});
|
|
}
|
|
}
|
|
|
|
// Object search tools
|
|
private string SearchObjects(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var searchType = parameters.GetValueOrDefault("searchType", "name");
|
|
var query = parameters.GetValueOrDefault("query", "");
|
|
var includeInactive = parameters.GetValueOrDefault("includeInactive", "false") == "true";
|
|
var exactMatch = parameters.GetValueOrDefault("exactMatch", "false") == "true";
|
|
|
|
if (string.IsNullOrEmpty(query))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "query parameter is required"
|
|
});
|
|
}
|
|
|
|
var results = new List<Dictionary<string, object>>();
|
|
IEnumerable<GameObject> allObjects;
|
|
|
|
if (includeInactive)
|
|
{
|
|
// Exclude prefabs/assets from search results
|
|
allObjects = Resources.FindObjectsOfTypeAll<GameObject>()
|
|
.Where(go => !UnityEditor.EditorUtility.IsPersistent(go) && go.scene.IsValid() && go.scene.isLoaded);
|
|
}
|
|
else
|
|
{
|
|
allObjects = GameObject.FindObjectsOfType<GameObject>();
|
|
}
|
|
|
|
foreach (var obj in allObjects)
|
|
{
|
|
bool matches = false;
|
|
|
|
switch (searchType)
|
|
{
|
|
case "name":
|
|
if (exactMatch)
|
|
matches = obj.name == query;
|
|
else
|
|
matches = obj.name.Contains(query, StringComparison.OrdinalIgnoreCase);
|
|
break;
|
|
|
|
case "tag":
|
|
matches = obj.CompareTag(query);
|
|
break;
|
|
|
|
case "layer":
|
|
int layerIndex = LayerMask.NameToLayer(query);
|
|
if (layerIndex >= 0)
|
|
matches = obj.layer == layerIndex;
|
|
break;
|
|
|
|
case "component":
|
|
// Search by component name
|
|
var components = obj.GetComponents<Component>();
|
|
foreach (var comp in components)
|
|
{
|
|
if (comp != null)
|
|
{
|
|
var compTypeName = comp.GetType().Name;
|
|
if (exactMatch)
|
|
matches = compTypeName == query;
|
|
else
|
|
matches = compTypeName.Contains(query, StringComparison.OrdinalIgnoreCase);
|
|
|
|
if (matches) break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (matches)
|
|
{
|
|
// Check if object is in scene
|
|
bool isSceneObject = !string.IsNullOrEmpty(obj.scene.name);
|
|
|
|
// Exclude prefabs and editor-only objects
|
|
if (!isSceneObject && !includeInactive)
|
|
continue;
|
|
|
|
var objInfo = new Dictionary<string, object>
|
|
{
|
|
["name"] = obj.name,
|
|
["path"] = GetFullPath(obj),
|
|
["tag"] = obj.tag,
|
|
["layer"] = LayerMask.LayerToName(obj.layer),
|
|
["active"] = obj.activeSelf,
|
|
["activeInHierarchy"] = obj.activeInHierarchy,
|
|
["position"] = new {
|
|
x = obj.transform.position.x,
|
|
y = obj.transform.position.y,
|
|
z = obj.transform.position.z
|
|
},
|
|
["rotation"] = new {
|
|
x = obj.transform.eulerAngles.x,
|
|
y = obj.transform.eulerAngles.y,
|
|
z = obj.transform.eulerAngles.z
|
|
},
|
|
["scale"] = new {
|
|
x = obj.transform.localScale.x,
|
|
y = obj.transform.localScale.y,
|
|
z = obj.transform.localScale.z
|
|
},
|
|
["components"] = obj.GetComponents<Component>()
|
|
.Where(c => c != null)
|
|
.Select(c => c.GetType().Name)
|
|
.ToList(),
|
|
["childCount"] = obj.transform.childCount,
|
|
["scene"] = obj.scene.name
|
|
};
|
|
|
|
results.Add(objInfo);
|
|
|
|
// Limit result count
|
|
if (results.Count >= 100)
|
|
break;
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
results = results,
|
|
count = results.Count,
|
|
searchType = searchType,
|
|
query = query,
|
|
includeInactive = includeInactive,
|
|
exactMatch = exactMatch,
|
|
message = results.Count >= 100 ? "Results limited to 100 items" : null
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
// Chat and messaging related tools
|
|
private string SendChatResponse(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var messageId = parameters.GetValueOrDefault("messageId", "");
|
|
var response = parameters.GetValueOrDefault("response", "");
|
|
|
|
if (string.IsNullOrEmpty(messageId) || string.IsNullOrEmpty(response))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "messageId and response parameters are required"
|
|
});
|
|
}
|
|
|
|
// Send response to Unity messaging system
|
|
// This can be extended based on actual project implementation
|
|
var timestamp = System.DateTime.Now;
|
|
|
|
// Log message to console
|
|
SynLog.Info($"[AI Response] {response}");
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = "Response sent successfully",
|
|
messageId = messageId,
|
|
response = response,
|
|
timestamp = timestamp.ToString("yyyy-MM-dd HH:mm:ss"),
|
|
type = "chat_response"
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string CheckMessages(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
// Check Unity message queue
|
|
// In actual implementation, integrate with message queue system
|
|
var messages = new List<Dictionary<string, object>>();
|
|
|
|
// Demo messages (actually retrieved from queue)
|
|
// In actual implementation, retrieve from system like NexusMessageQueue
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
messages = messages,
|
|
count = messages.Count,
|
|
hasNewMessages = messages.Count > 0,
|
|
timestamp = System.DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss")
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string SendRealtimeResponse(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var sessionId = parameters.GetValueOrDefault("sessionId", "");
|
|
var type = parameters.GetValueOrDefault("type", "info");
|
|
var content = parameters.GetValueOrDefault("content", "");
|
|
var metadata = parameters.GetValueOrDefault("metadata", "{}");
|
|
|
|
if (string.IsNullOrEmpty(sessionId) || string.IsNullOrEmpty(content))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "sessionId and content parameters are required"
|
|
});
|
|
}
|
|
|
|
// Send realtime response
|
|
var timestamp = System.DateTime.Now;
|
|
|
|
// Process based on type
|
|
switch (type.ToLower())
|
|
{
|
|
case "info":
|
|
SynLog.Info($"[RT Info] {content}");
|
|
break;
|
|
case "warning":
|
|
SynLog.Warn($"[RT Warning] {content}");
|
|
break;
|
|
case "error":
|
|
Debug.LogError($"[RT Error] {content}");
|
|
break;
|
|
case "success":
|
|
SynLog.Info($"[RT Success] {content}");
|
|
break;
|
|
}
|
|
|
|
// Parse metadata
|
|
Dictionary<string, object> meta = null;
|
|
try
|
|
{
|
|
meta = JsonConvert.DeserializeObject<Dictionary<string, object>>(metadata);
|
|
}
|
|
catch
|
|
{
|
|
meta = new Dictionary<string, object>();
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = "Realtime response sent",
|
|
sessionId = sessionId,
|
|
type = type,
|
|
content = content,
|
|
metadata = meta,
|
|
timestamp = timestamp.ToString("yyyy-MM-dd HH:mm:ss.fff"),
|
|
delivered = true
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
private string CheckActiveSessions(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
// Check active sessions
|
|
var sessions = new List<Dictionary<string, object>>();
|
|
|
|
// Current Unity session information
|
|
var currentSession = new Dictionary<string, object>
|
|
{
|
|
["sessionId"] = System.Guid.NewGuid().ToString(),
|
|
["type"] = "unity_editor",
|
|
["status"] = "active",
|
|
["startTime"] = Application.isPlaying ?
|
|
Time.realtimeSinceStartup.ToString() : "editor_mode",
|
|
["isPlaying"] = Application.isPlaying,
|
|
["isPaused"] = EditorApplication.isPaused,
|
|
["scene"] = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name,
|
|
["platform"] = Application.platform.ToString(),
|
|
["unityVersion"] = Application.unityVersion
|
|
};
|
|
sessions.Add(currentSession);
|
|
|
|
// WebSocket session information (if connected)
|
|
// Use reflection to access Editor-only classes
|
|
try
|
|
{
|
|
var editorMCPServiceType = System.Type.GetType("NexusAIConnect.NexusEditorMCPService, Assembly-CSharp-Editor");
|
|
if (editorMCPServiceType != null)
|
|
{
|
|
var isConnectedProp = editorMCPServiceType.GetProperty("IsConnected", BindingFlags.Public | BindingFlags.Static);
|
|
var getServerUrlMethod = editorMCPServiceType.GetMethod("GetServerUrl", BindingFlags.Public | BindingFlags.Static);
|
|
|
|
if (isConnectedProp != null && getServerUrlMethod != null)
|
|
{
|
|
bool isConnected = (bool)isConnectedProp.GetValue(null);
|
|
if (isConnected)
|
|
{
|
|
string serverUrl = (string)getServerUrlMethod.Invoke(null, null);
|
|
var wsSession = new Dictionary<string, object>
|
|
{
|
|
["sessionId"] = "websocket_session",
|
|
["type"] = "websocket",
|
|
["status"] = "connected",
|
|
["serverUrl"] = serverUrl,
|
|
["connected"] = true
|
|
};
|
|
sessions.Add(wsSession);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"Failed to get WebSocket session info: {ex.Message}");
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
sessions = sessions,
|
|
count = sessions.Count,
|
|
activeCount = sessions.Count(s => (string)s["status"] == "active" || (string)s["status"] == "connected"),
|
|
timestamp = System.DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss")
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
// Helper methods: Get full path of GameObject
|
|
private string GetFullPath(GameObject obj)
|
|
{
|
|
if (obj == null) return "";
|
|
|
|
string path = obj.name;
|
|
Transform parent = obj.transform.parent;
|
|
|
|
while (parent != null)
|
|
{
|
|
path = parent.name + "/" + path;
|
|
parent = parent.parent;
|
|
}
|
|
|
|
return path;
|
|
}
|
|
|
|
// Helper methods: Create folder if not exists
|
|
private void CreateFolderIfNotExists(string folderPath)
|
|
{
|
|
if (!folderPath.StartsWith("Assets/"))
|
|
{
|
|
folderPath = "Assets/" + folderPath.TrimStart('/');
|
|
}
|
|
|
|
if (!AssetDatabase.IsValidFolder(folderPath))
|
|
{
|
|
string[] pathParts = folderPath.Split('/');
|
|
string currentPath = pathParts[0]; // "Assets"
|
|
|
|
for (int i = 1; i < pathParts.Length; i++)
|
|
{
|
|
string newFolder = pathParts[i];
|
|
string nextPath = currentPath + "/" + newFolder;
|
|
|
|
if (!AssetDatabase.IsValidFolder(nextPath))
|
|
{
|
|
AssetDatabase.CreateFolder(currentPath, newFolder);
|
|
}
|
|
|
|
currentPath = nextPath;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Folder management methods
|
|
private string CheckFolder(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var folderPath = parameters.GetValueOrDefault("folderPath", "");
|
|
if (string.IsNullOrEmpty(folderPath))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "folderPath parameter is required" });
|
|
|
|
// Normalize to relative path from Assets folder
|
|
if (!folderPath.StartsWith("Assets/"))
|
|
{
|
|
folderPath = "Assets/" + folderPath.TrimStart('/');
|
|
}
|
|
|
|
bool exists = AssetDatabase.IsValidFolder(folderPath);
|
|
string fullPath = System.IO.Path.Combine(Application.dataPath.Replace("/Assets", ""), folderPath);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
exists = exists,
|
|
folderPath = folderPath,
|
|
fullPath = fullPath,
|
|
isAssetFolder = folderPath.StartsWith("Assets/")
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string CreateFolder(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
// Use path parameter as main per API definition, also support folderPath
|
|
var folderPath = parameters.GetValueOrDefault("path", "") ??
|
|
parameters.GetValueOrDefault("folderPath", "");
|
|
if (string.IsNullOrEmpty(folderPath))
|
|
return CreateMissingParameterResponse("CreateFolder", "path", parameters);
|
|
|
|
// Normalize to relative path from Assets folder
|
|
if (!folderPath.StartsWith("Assets/"))
|
|
{
|
|
folderPath = "Assets/" + folderPath.TrimStart('/');
|
|
}
|
|
|
|
// Check if already exists
|
|
if (AssetDatabase.IsValidFolder(folderPath))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Folder already exists: {folderPath}",
|
|
folderPath = folderPath,
|
|
created = false
|
|
}, Formatting.Indented);
|
|
}
|
|
|
|
// Create sequentially from parent folder
|
|
string[] pathParts = folderPath.Split('/');
|
|
string currentPath = pathParts[0]; // "Assets"
|
|
|
|
for (int i = 1; i < pathParts.Length; i++)
|
|
{
|
|
string nextPath = currentPath + "/" + pathParts[i];
|
|
|
|
if (!AssetDatabase.IsValidFolder(nextPath))
|
|
{
|
|
string guid = AssetDatabase.CreateFolder(currentPath, pathParts[i]);
|
|
if (string.IsNullOrEmpty(guid))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Failed to create folder: {nextPath}"
|
|
});
|
|
}
|
|
}
|
|
currentPath = nextPath;
|
|
}
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Folder created successfully: {folderPath}",
|
|
folderPath = folderPath,
|
|
created = true
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string ListFolders(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var rootPath = parameters.GetValueOrDefault("rootPath", "Assets");
|
|
var includeEmpty = bool.Parse(parameters.GetValueOrDefault("includeEmpty", "true"));
|
|
|
|
if (!rootPath.StartsWith("Assets"))
|
|
{
|
|
rootPath = "Assets/" + rootPath.TrimStart('/');
|
|
}
|
|
|
|
var folders = new List<Dictionary<string, object>>();
|
|
|
|
// Get folders using AssetDatabase
|
|
string[] allFolders = AssetDatabase.GetSubFolders(rootPath);
|
|
|
|
foreach (string folder in allFolders)
|
|
{
|
|
var folderInfo = new Dictionary<string, object>
|
|
{
|
|
["name"] = System.IO.Path.GetFileName(folder),
|
|
["path"] = folder,
|
|
["hasSubFolders"] = AssetDatabase.GetSubFolders(folder).Length > 0
|
|
};
|
|
|
|
// Count assets in folder
|
|
string[] guids = AssetDatabase.FindAssets("", new[] { folder });
|
|
folderInfo["assetCount"] = guids.Length;
|
|
|
|
if (includeEmpty || guids.Length > 0)
|
|
{
|
|
folders.Add(folderInfo);
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
rootPath = rootPath,
|
|
folders = folders,
|
|
count = folders.Count
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
// New tool group methods
|
|
private string DuplicateGameObject(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var target = GetTargetGameObject(parameters);
|
|
if (target == null)
|
|
{
|
|
string targetName = parameters.GetValueOrDefault("target") ??
|
|
parameters.GetValueOrDefault("name") ??
|
|
parameters.GetValueOrDefault("object") ?? "unknown";
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"GameObject '{targetName}' not found" });
|
|
}
|
|
|
|
var newName = parameters.GetValueOrDefault("newName", target.name + " (Copy)");
|
|
var duplicateCount = int.Parse(parameters.GetValueOrDefault("count", "1"));
|
|
var offsetX = float.Parse(parameters.GetValueOrDefault("offsetX", "1"));
|
|
var offsetY = float.Parse(parameters.GetValueOrDefault("offsetY", "0"));
|
|
var offsetZ = float.Parse(parameters.GetValueOrDefault("offsetZ", "0"));
|
|
|
|
var duplicatedObjects = new List<string>();
|
|
|
|
for (int i = 0; i < duplicateCount; i++)
|
|
{
|
|
var duplicate = UnityEngine.Object.Instantiate(target);
|
|
duplicate.name = duplicateCount > 1 ? $"{newName} ({i + 1})" : newName;
|
|
|
|
// Apply position offset
|
|
duplicate.transform.position = target.transform.position + new Vector3(
|
|
offsetX * (i + 1),
|
|
offsetY * (i + 1),
|
|
offsetZ * (i + 1)
|
|
);
|
|
|
|
duplicatedObjects.Add(duplicate.name);
|
|
lastCreatedObject = duplicate;
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Duplicated '{target.name}' {duplicateCount} time(s)",
|
|
duplicatedObjects = duplicatedObjects,
|
|
lastCreated = lastCreatedObject?.name
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
|
|
private string FindGameObjectsByComponent(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var componentType = parameters.GetValueOrDefault("componentType", "");
|
|
if (string.IsNullOrEmpty(componentType))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "componentType parameter is required" });
|
|
|
|
var includeInactive = bool.Parse(parameters.GetValueOrDefault("includeInactive", "false"));
|
|
var results = new List<Dictionary<string, object>>();
|
|
|
|
// Get component type
|
|
var type = GetComponentType(componentType);
|
|
if (type == null)
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"Component type '{componentType}' not found" });
|
|
|
|
// Search from all GameObjects in scene (exclude prefabs/assets)
|
|
var allObjects = includeInactive ?
|
|
Resources.FindObjectsOfTypeAll<GameObject>().Where(go =>
|
|
!UnityEditor.EditorUtility.IsPersistent(go) && go.scene.IsValid() && go.scene.isLoaded) :
|
|
UnityEngine.Object.FindObjectsOfType<GameObject>();
|
|
|
|
foreach (var obj in allObjects)
|
|
{
|
|
if (obj.GetComponent(type) != null)
|
|
{
|
|
results.Add(new Dictionary<string, object>
|
|
{
|
|
["name"] = obj.name,
|
|
["path"] = GetFullPath(obj),
|
|
["active"] = obj.activeInHierarchy,
|
|
["position"] = new { x = obj.transform.position.x, y = obj.transform.position.y, z = obj.transform.position.z },
|
|
["componentCount"] = obj.GetComponents(type).Length
|
|
});
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
componentType = componentType,
|
|
foundObjects = results,
|
|
count = results.Count,
|
|
includeInactive = includeInactive
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string CleanupEmptyObjects(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var includeInactive = bool.Parse(parameters.GetValueOrDefault("includeInactive", "true"));
|
|
var dryRun = bool.Parse(parameters.GetValueOrDefault("dryRun", "false"));
|
|
var removedObjects = new List<string>();
|
|
|
|
var allObjects = includeInactive ?
|
|
Resources.FindObjectsOfTypeAll<GameObject>().Where(go =>
|
|
!UnityEditor.EditorUtility.IsPersistent(go) && go.scene.IsValid() && go.scene.isLoaded) :
|
|
UnityEngine.Object.FindObjectsOfType<GameObject>();
|
|
|
|
foreach (var obj in allObjects.ToArray())
|
|
{
|
|
// Check empty object conditions
|
|
bool isEmpty = obj.GetComponents<Component>().Length <= 1 && // Transform only
|
|
obj.transform.childCount == 0; // No child objects
|
|
|
|
if (isEmpty)
|
|
{
|
|
removedObjects.Add(GetFullPath(obj));
|
|
|
|
if (!dryRun)
|
|
{
|
|
UnityEditor.Undo.DestroyObjectImmediate(obj);
|
|
}
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = dryRun ? "Dry run completed - no objects were actually removed" : $"Removed {removedObjects.Count} empty objects",
|
|
removedObjects = removedObjects,
|
|
count = removedObjects.Count,
|
|
dryRun = dryRun
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string GroupGameObjects(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
// Support multiple parameter names
|
|
var names = parameters.GetValueOrDefault("names") ??
|
|
parameters.GetValueOrDefault("objects") ??
|
|
parameters.GetValueOrDefault("targets") ??
|
|
parameters.GetValueOrDefault("gameObjects") ??
|
|
"";
|
|
|
|
var parentName = parameters.GetValueOrDefault("parentName") ??
|
|
parameters.GetValueOrDefault("groupName") ??
|
|
parameters.GetValueOrDefault("parent") ??
|
|
"Group";
|
|
|
|
var maintainWorldPosition = bool.Parse(parameters.GetValueOrDefault("maintainWorldPosition", "true"));
|
|
|
|
SynLog.Info($"[GroupGameObjects] names parameter: '{names}'");
|
|
SynLog.Info($"[GroupGameObjects] parentName: '{parentName}'");
|
|
|
|
if (string.IsNullOrEmpty(names))
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = "names/objects/targets parameter is required",
|
|
availableParams = string.Join(", ", parameters.Keys)
|
|
});
|
|
|
|
string[] gameObjectNames;
|
|
|
|
// Support JSON array or comma-separated string
|
|
if (names.StartsWith("[") && names.EndsWith("]"))
|
|
{
|
|
try
|
|
{
|
|
// Parse as JSON array
|
|
gameObjectNames = JsonConvert.DeserializeObject<string[]>(names);
|
|
SynLog.Info($"[GroupGameObjects] Parsed JSON array: {string.Join(", ", gameObjectNames)}");
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.LogError($"[GroupGameObjects] Failed to parse JSON array: {ex.Message}");
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = $"Invalid JSON array format: {ex.Message}",
|
|
receivedValue = names
|
|
});
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Parse as comma-separated string
|
|
gameObjectNames = names.Split(',').Select(n => n.Trim()).ToArray();
|
|
SynLog.Info($"[GroupGameObjects] Parsed comma-separated: {string.Join(", ", gameObjectNames)}");
|
|
}
|
|
var gameObjects = new List<GameObject>();
|
|
var notFound = new List<string>();
|
|
|
|
// Search for objects
|
|
foreach (var name in gameObjectNames)
|
|
{
|
|
// Use GetTargetGameObject logic
|
|
var dummyParams = new Dictionary<string, string> { {"target", name} };
|
|
var obj = GetTargetGameObject(dummyParams);
|
|
if (obj != null)
|
|
{
|
|
gameObjects.Add(obj);
|
|
}
|
|
else
|
|
{
|
|
notFound.Add(name);
|
|
}
|
|
}
|
|
|
|
if (gameObjects.Count == 0)
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = "No GameObjects found",
|
|
notFound = notFound
|
|
});
|
|
|
|
// Create parent object
|
|
var parentObject = new GameObject(parentName);
|
|
|
|
// Calculate center position of group
|
|
Vector3 centerPosition = Vector3.zero;
|
|
foreach (var obj in gameObjects)
|
|
{
|
|
centerPosition += obj.transform.position;
|
|
}
|
|
centerPosition /= gameObjects.Count;
|
|
parentObject.transform.position = centerPosition;
|
|
|
|
// Set objects to parent
|
|
foreach (var obj in gameObjects)
|
|
{
|
|
obj.transform.SetParent(parentObject.transform, maintainWorldPosition);
|
|
}
|
|
|
|
// Set as selected
|
|
Selection.activeGameObject = parentObject;
|
|
EditorGUIUtility.PingObject(parentObject);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Grouped {gameObjects.Count} objects under '{parentName}'",
|
|
groupedObjects = gameObjects.Select(o => o.name).ToArray(),
|
|
notFound = notFound,
|
|
parentObject = new
|
|
{
|
|
name = parentObject.name,
|
|
position = new {
|
|
x = parentObject.transform.position.x,
|
|
y = parentObject.transform.position.y,
|
|
z = parentObject.transform.position.z
|
|
},
|
|
childCount = parentObject.transform.childCount
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string RenameAsset(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
// Use oldPath parameter as main according to API definition, also support assetPath
|
|
var assetPath = parameters.GetValueOrDefault("oldPath", "") ??
|
|
parameters.GetValueOrDefault("assetPath", "");
|
|
var newName = parameters.GetValueOrDefault("newName", "");
|
|
|
|
if (string.IsNullOrEmpty(assetPath) || string.IsNullOrEmpty(newName))
|
|
return CreateMissingParameterResponse("RenameAsset", "oldPath and newName", parameters);
|
|
|
|
// Add if not a relative path from Assets
|
|
if (!assetPath.StartsWith("Assets"))
|
|
assetPath = $"Assets/{assetPath}";
|
|
|
|
var asset = AssetDatabase.LoadMainAssetAtPath(assetPath);
|
|
if (asset == null)
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = $"Asset not found at path: {assetPath}"
|
|
});
|
|
|
|
// Preserve extension
|
|
var extension = System.IO.Path.GetExtension(assetPath);
|
|
if (!newName.EndsWith(extension))
|
|
newName = newName + extension;
|
|
|
|
// Execute rename
|
|
var errorMessage = AssetDatabase.RenameAsset(assetPath, System.IO.Path.GetFileNameWithoutExtension(newName));
|
|
|
|
if (!string.IsNullOrEmpty(errorMessage))
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = errorMessage
|
|
});
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
var newPath = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(assetPath), newName);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Renamed asset to '{newName}'",
|
|
oldPath = assetPath,
|
|
newPath = newPath
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string MoveAsset(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
// Use sourcePath, destinationFolder parameters as main according to API definition, also support legacy parameters
|
|
var assetPath = parameters.GetValueOrDefault("sourcePath", "") ??
|
|
parameters.GetValueOrDefault("assetPath", "");
|
|
var targetFolder = parameters.GetValueOrDefault("destinationFolder", "") ??
|
|
parameters.GetValueOrDefault("targetFolder", "");
|
|
|
|
if (string.IsNullOrEmpty(assetPath) || string.IsNullOrEmpty(targetFolder))
|
|
return CreateMissingParameterResponse("MoveAsset", "sourcePath and destinationFolder", parameters);
|
|
|
|
// Normalize path
|
|
if (!assetPath.StartsWith("Assets"))
|
|
assetPath = $"Assets/{assetPath}";
|
|
if (!targetFolder.StartsWith("Assets"))
|
|
targetFolder = $"Assets/{targetFolder}";
|
|
|
|
// Verify asset exists
|
|
if (!AssetDatabase.LoadMainAssetAtPath(assetPath))
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = $"Asset not found: {assetPath}"
|
|
});
|
|
|
|
// Create target folder
|
|
CreateFolderIfNotExists(targetFolder);
|
|
|
|
var fileName = System.IO.Path.GetFileName(assetPath);
|
|
var newPath = System.IO.Path.Combine(targetFolder, fileName);
|
|
|
|
// Execute move
|
|
var errorMessage = AssetDatabase.MoveAsset(assetPath, newPath);
|
|
|
|
if (!string.IsNullOrEmpty(errorMessage))
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = errorMessage
|
|
});
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Moved asset to '{targetFolder}'",
|
|
oldPath = assetPath,
|
|
newPath = newPath
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string DeleteAsset(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var assetPath = parameters.GetValueOrDefault("assetPath", "");
|
|
var includeMetaFile = bool.Parse(parameters.GetValueOrDefault("includeMetaFile", "true"));
|
|
|
|
if (string.IsNullOrEmpty(assetPath))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "assetPath parameter is required" });
|
|
|
|
// Normalize path
|
|
if (!assetPath.StartsWith("Assets"))
|
|
assetPath = $"Assets/{assetPath}";
|
|
|
|
// Verify asset exists
|
|
var asset = AssetDatabase.LoadMainAssetAtPath(assetPath);
|
|
if (asset == null)
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = $"Asset not found: {assetPath}"
|
|
});
|
|
|
|
var assetType = asset.GetType().Name;
|
|
var isFolder = AssetDatabase.IsValidFolder(assetPath);
|
|
|
|
// Register to UNDO before deletion
|
|
if (asset != null)
|
|
{
|
|
UnityEditor.Undo.RegisterCompleteObjectUndo(asset, $"Delete Asset {assetPath}");
|
|
}
|
|
|
|
// Execute delete
|
|
bool success = AssetDatabase.DeleteAsset(assetPath);
|
|
|
|
if (!success)
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = "Failed to delete asset"
|
|
});
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = isFolder ? $"Deleted folder: {assetPath}" : $"Deleted asset: {assetPath}",
|
|
deletedPath = assetPath,
|
|
assetType = assetType,
|
|
isFolder = isFolder
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string PauseScene(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var action = parameters.GetValueOrDefault("action", "toggle"); // pause, unpause, toggle
|
|
|
|
bool newPauseState;
|
|
switch (action.ToLower())
|
|
{
|
|
case "pause":
|
|
newPauseState = true;
|
|
break;
|
|
case "unpause":
|
|
case "resume":
|
|
newPauseState = false;
|
|
break;
|
|
case "toggle":
|
|
newPauseState = !EditorApplication.isPaused;
|
|
break;
|
|
default:
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = $"Invalid action: {action}. Use 'pause', 'unpause', or 'toggle'"
|
|
});
|
|
}
|
|
|
|
// If not in Play Mode
|
|
if (!EditorApplication.isPlaying)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "Scene is not playing. Cannot pause in Edit Mode",
|
|
currentState = "EditMode"
|
|
});
|
|
}
|
|
|
|
EditorApplication.isPaused = newPauseState;
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = newPauseState ? "Scene paused" : "Scene resumed",
|
|
isPaused = EditorApplication.isPaused,
|
|
isPlaying = EditorApplication.isPlaying,
|
|
action = action
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
// ===== Advanced features for production =====
|
|
|
|
private string OptimizeTexturesBatch(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var folder = parameters.GetValueOrDefault("folder", "Assets");
|
|
var maxTextureSize = int.Parse(parameters.GetValueOrDefault("maxTextureSize", "2048"));
|
|
var compressQuality = parameters.GetValueOrDefault("compressQuality", "normal"); // normal, high, low
|
|
var generateMipmaps = bool.Parse(parameters.GetValueOrDefault("generateMipmaps", "true"));
|
|
var makeReadable = bool.Parse(parameters.GetValueOrDefault("makeReadable", "false"));
|
|
|
|
var optimizedTextures = new List<Dictionary<string, object>>();
|
|
var failedTextures = new List<Dictionary<string, object>>();
|
|
long totalSizeBefore = 0;
|
|
long totalSizeAfter = 0;
|
|
|
|
// Search for textures in folder
|
|
var textureGUIDs = AssetDatabase.FindAssets("t:Texture2D", new[] { folder });
|
|
|
|
foreach (var guid in textureGUIDs)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
var texture = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
|
|
|
|
if (texture != null)
|
|
{
|
|
try
|
|
{
|
|
// Get file size
|
|
var fileInfo = new System.IO.FileInfo(path);
|
|
var sizeBefore = fileInfo.Length;
|
|
totalSizeBefore += sizeBefore;
|
|
|
|
// TextureImporter settings
|
|
var importer = AssetImporter.GetAtPath(path) as TextureImporter;
|
|
if (importer != null)
|
|
{
|
|
// Save settings before changes
|
|
var originalSettings = new Dictionary<string, object>
|
|
{
|
|
["maxTextureSize"] = importer.maxTextureSize,
|
|
["textureCompression"] = importer.textureCompression.ToString(),
|
|
["mipmapEnabled"] = importer.mipmapEnabled,
|
|
["isReadable"] = importer.isReadable
|
|
};
|
|
|
|
// Apply optimization settings
|
|
importer.maxTextureSize = maxTextureSize;
|
|
importer.mipmapEnabled = generateMipmaps;
|
|
importer.isReadable = makeReadable;
|
|
|
|
// Compression quality settings
|
|
switch (compressQuality.ToLower())
|
|
{
|
|
case "low":
|
|
importer.textureCompression = TextureImporterCompression.CompressedLQ;
|
|
break;
|
|
case "high":
|
|
importer.textureCompression = TextureImporterCompression.CompressedHQ;
|
|
break;
|
|
default:
|
|
importer.textureCompression = TextureImporterCompression.Compressed;
|
|
break;
|
|
}
|
|
|
|
// Platform-specific settings
|
|
var platformSettings = importer.GetDefaultPlatformTextureSettings();
|
|
platformSettings.maxTextureSize = maxTextureSize;
|
|
platformSettings.format = TextureImporterFormat.Automatic;
|
|
platformSettings.textureCompression = importer.textureCompression;
|
|
importer.SetPlatformTextureSettings(platformSettings);
|
|
|
|
// Reimport
|
|
importer.SaveAndReimport();
|
|
|
|
// Size after optimization
|
|
fileInfo.Refresh();
|
|
var sizeAfter = fileInfo.Length;
|
|
totalSizeAfter += sizeAfter;
|
|
|
|
optimizedTextures.Add(new Dictionary<string, object>
|
|
{
|
|
["path"] = path,
|
|
["name"] = texture.name,
|
|
["originalSize"] = sizeBefore,
|
|
["optimizedSize"] = sizeAfter,
|
|
["reduction"] = sizeBefore - sizeAfter,
|
|
["reductionPercent"] = Math.Round((1 - (double)sizeAfter / sizeBefore) * 100, 2),
|
|
["originalSettings"] = originalSettings,
|
|
["newSettings"] = new
|
|
{
|
|
maxTextureSize = maxTextureSize,
|
|
compression = compressQuality,
|
|
mipmaps = generateMipmaps,
|
|
readable = makeReadable
|
|
}
|
|
});
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
failedTextures.Add(new Dictionary<string, object>
|
|
{
|
|
["path"] = path,
|
|
["name"] = texture.name,
|
|
["error"] = ex.Message
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Optimized {optimizedTextures.Count} textures",
|
|
optimizedTextures = optimizedTextures,
|
|
failedTextures = failedTextures,
|
|
summary = new
|
|
{
|
|
totalTextures = optimizedTextures.Count + failedTextures.Count,
|
|
optimizedCount = optimizedTextures.Count,
|
|
failedCount = failedTextures.Count,
|
|
totalSizeBefore = totalSizeBefore,
|
|
totalSizeAfter = totalSizeAfter,
|
|
totalReduction = totalSizeBefore - totalSizeAfter,
|
|
reductionPercent = totalSizeBefore > 0 ? Math.Round((1 - (double)totalSizeAfter / totalSizeBefore) * 100, 2) : 0
|
|
},
|
|
settings = new
|
|
{
|
|
folder = folder,
|
|
maxTextureSize = maxTextureSize,
|
|
compressQuality = compressQuality,
|
|
generateMipmaps = generateMipmaps,
|
|
makeReadable = makeReadable
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string AnalyzeDrawCalls(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var includeInactive = bool.Parse(parameters.GetValueOrDefault("includeInactive", "false"));
|
|
var groupByMaterial = bool.Parse(parameters.GetValueOrDefault("groupByMaterial", "true"));
|
|
var groupByShader = bool.Parse(parameters.GetValueOrDefault("groupByShader", "true"));
|
|
|
|
var rendererInfo = new List<Dictionary<string, object>>();
|
|
var materialUsage = new Dictionary<Material, List<string>>();
|
|
var shaderUsage = new Dictionary<Shader, List<string>>();
|
|
|
|
// Get all Renderers in scene (exclude prefabs/assets in memory)
|
|
Renderer[] renderers;
|
|
if (includeInactive)
|
|
{
|
|
renderers = Resources.FindObjectsOfTypeAll<Renderer>()
|
|
.Where(r => !UnityEditor.EditorUtility.IsPersistent(r) &&
|
|
r.gameObject.scene.IsValid() &&
|
|
r.gameObject.scene.isLoaded)
|
|
.ToArray();
|
|
}
|
|
else
|
|
{
|
|
renderers = UnityEngine.Object.FindObjectsOfType<Renderer>();
|
|
}
|
|
|
|
// Collect information for each Renderer
|
|
foreach (var renderer in renderers)
|
|
{
|
|
if (renderer == null) continue;
|
|
|
|
var materials = renderer.sharedMaterials.Where(m => m != null).ToArray();
|
|
var meshFilter = renderer.GetComponent<MeshFilter>();
|
|
var mesh = meshFilter != null ? meshFilter.sharedMesh : null;
|
|
|
|
var info = new Dictionary<string, object>
|
|
{
|
|
["name"] = renderer.name,
|
|
["path"] = GetFullPath(renderer.gameObject),
|
|
["type"] = renderer.GetType().Name,
|
|
["enabled"] = renderer.enabled,
|
|
["materialCount"] = materials.Length,
|
|
["materials"] = materials.Select(m => new
|
|
{
|
|
name = m.name,
|
|
shader = m.shader.name,
|
|
renderQueue = m.renderQueue,
|
|
passCount = m.passCount
|
|
}).ToArray()
|
|
};
|
|
|
|
if (mesh != null)
|
|
{
|
|
info["mesh"] = new
|
|
{
|
|
name = mesh.name,
|
|
vertexCount = mesh.vertexCount,
|
|
triangleCount = mesh.triangles.Length / 3,
|
|
submeshCount = mesh.subMeshCount
|
|
};
|
|
}
|
|
|
|
// If SkinnedMeshRenderer
|
|
if (renderer is SkinnedMeshRenderer skinnedRenderer)
|
|
{
|
|
info["boneCount"] = skinnedRenderer.bones.Length;
|
|
info["quality"] = skinnedRenderer.quality.ToString();
|
|
}
|
|
|
|
rendererInfo.Add(info);
|
|
|
|
// Record Material usage
|
|
foreach (var mat in materials)
|
|
{
|
|
if (!materialUsage.ContainsKey(mat))
|
|
materialUsage[mat] = new List<string>();
|
|
materialUsage[mat].Add(GetFullPath(renderer.gameObject));
|
|
|
|
// Record Shader usage
|
|
if (!shaderUsage.ContainsKey(mat.shader))
|
|
shaderUsage[mat.shader] = new List<string>();
|
|
shaderUsage[mat.shader].Add(GetFullPath(renderer.gameObject));
|
|
}
|
|
}
|
|
|
|
// Predict Camera draw calls
|
|
var cameras = UnityEngine.Object.FindObjectsOfType<Camera>();
|
|
var cameraDrawCalls = new List<Dictionary<string, object>>();
|
|
|
|
foreach (var camera in cameras)
|
|
{
|
|
cameraDrawCalls.Add(new Dictionary<string, object>
|
|
{
|
|
["name"] = camera.name,
|
|
["enabled"] = camera.enabled,
|
|
["cullingMask"] = LayerMaskToString(camera.cullingMask),
|
|
["renderingPath"] = camera.renderingPath.ToString(),
|
|
["targetDisplay"] = camera.targetDisplay
|
|
});
|
|
}
|
|
|
|
// Batching optimization suggestions
|
|
var optimizationSuggestions = new List<string>();
|
|
|
|
// If multiple objects use the same Material
|
|
var batchableMaterials = materialUsage.Where(kvp => kvp.Value.Count > 1);
|
|
foreach (var kvp in batchableMaterials)
|
|
{
|
|
optimizationSuggestions.Add($"Material '{kvp.Key.name}' is used by {kvp.Value.Count} objects - consider static/dynamic batching");
|
|
}
|
|
|
|
// If Renderer uses many Materials
|
|
var multiMaterialRenderers = rendererInfo.Where(r => (int)r["materialCount"] > 2);
|
|
if (multiMaterialRenderers.Any())
|
|
{
|
|
optimizationSuggestions.Add($"{multiMaterialRenderers.Count()} renderers use more than 2 materials - consider texture atlasing");
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = "Draw call analysis completed",
|
|
summary = new
|
|
{
|
|
totalRenderers = rendererInfo.Count,
|
|
activeRenderers = rendererInfo.Count(r => (bool)r["enabled"]),
|
|
uniqueMaterials = materialUsage.Count,
|
|
uniqueShaders = shaderUsage.Count,
|
|
estimatedDrawCalls = rendererInfo.Sum(r => (int)r["materialCount"]),
|
|
cameraCount = cameraDrawCalls.Count
|
|
},
|
|
renderers = rendererInfo,
|
|
materialUsage = groupByMaterial ? materialUsage.Select(kvp => new
|
|
{
|
|
material = kvp.Key.name,
|
|
shader = kvp.Key.shader.name,
|
|
usageCount = kvp.Value.Count,
|
|
usedBy = kvp.Value
|
|
}) : null,
|
|
shaderUsage = groupByShader ? shaderUsage.Select(kvp => new
|
|
{
|
|
shader = kvp.Key.name,
|
|
usageCount = kvp.Value.Count,
|
|
usedBy = kvp.Value
|
|
}) : null,
|
|
cameras = cameraDrawCalls,
|
|
optimizationSuggestions = optimizationSuggestions
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string CreateProjectSnapshot(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var snapshotName = parameters.GetValueOrDefault("name", $"snapshot_{DateTime.Now:yyyyMMdd_HHmmss}");
|
|
var includeScenes = bool.Parse(parameters.GetValueOrDefault("includeScenes", "true"));
|
|
var includePrefabs = bool.Parse(parameters.GetValueOrDefault("includePrefabs", "true"));
|
|
var includeMaterials = bool.Parse(parameters.GetValueOrDefault("includeMaterials", "true"));
|
|
var includeScripts = bool.Parse(parameters.GetValueOrDefault("includeScripts", "true"));
|
|
var includeProjectSettings = bool.Parse(parameters.GetValueOrDefault("includeProjectSettings", "true"));
|
|
|
|
var snapshot = new Dictionary<string, object>
|
|
{
|
|
["name"] = snapshotName,
|
|
["timestamp"] = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"),
|
|
["unityVersion"] = Application.unityVersion,
|
|
["projectName"] = Application.productName,
|
|
["platform"] = Application.platform.ToString()
|
|
};
|
|
|
|
// Scene information
|
|
if (includeScenes)
|
|
{
|
|
var scenes = new List<Dictionary<string, object>>();
|
|
var sceneGUIDs = AssetDatabase.FindAssets("t:Scene");
|
|
|
|
foreach (var guid in sceneGUIDs)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
var sceneName = System.IO.Path.GetFileNameWithoutExtension(path);
|
|
|
|
scenes.Add(new Dictionary<string, object>
|
|
{
|
|
["name"] = sceneName,
|
|
["path"] = path,
|
|
["guid"] = guid,
|
|
["isActive"] = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == sceneName
|
|
});
|
|
}
|
|
|
|
snapshot["scenes"] = scenes;
|
|
}
|
|
|
|
// Prefab information
|
|
if (includePrefabs)
|
|
{
|
|
var prefabs = new List<Dictionary<string, object>>();
|
|
var prefabGUIDs = AssetDatabase.FindAssets("t:Prefab");
|
|
|
|
foreach (var guid in prefabGUIDs.Take(100)) // Limit if large quantity
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
|
|
|
if (prefab != null)
|
|
{
|
|
prefabs.Add(new Dictionary<string, object>
|
|
{
|
|
["name"] = prefab.name,
|
|
["path"] = path,
|
|
["guid"] = guid,
|
|
["componentCount"] = prefab.GetComponents<Component>().Length,
|
|
["childCount"] = prefab.transform.childCount
|
|
});
|
|
}
|
|
}
|
|
|
|
snapshot["prefabs"] = new
|
|
{
|
|
count = prefabGUIDs.Length,
|
|
samples = prefabs
|
|
};
|
|
}
|
|
|
|
// Material information
|
|
if (includeMaterials)
|
|
{
|
|
var materials = new List<Dictionary<string, object>>();
|
|
var materialGUIDs = AssetDatabase.FindAssets("t:Material");
|
|
|
|
foreach (var guid in materialGUIDs.Take(50))
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
var material = AssetDatabase.LoadAssetAtPath<Material>(path);
|
|
|
|
if (material != null)
|
|
{
|
|
materials.Add(new Dictionary<string, object>
|
|
{
|
|
["name"] = material.name,
|
|
["path"] = path,
|
|
["shader"] = material.shader.name,
|
|
["renderQueue"] = material.renderQueue
|
|
});
|
|
}
|
|
}
|
|
|
|
snapshot["materials"] = new
|
|
{
|
|
count = materialGUIDs.Length,
|
|
samples = materials
|
|
};
|
|
}
|
|
|
|
// Script information
|
|
if (includeScripts)
|
|
{
|
|
var scripts = new List<Dictionary<string, object>>();
|
|
var scriptGUIDs = AssetDatabase.FindAssets("t:MonoScript");
|
|
|
|
foreach (var guid in scriptGUIDs.Take(50))
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
var script = AssetDatabase.LoadAssetAtPath<MonoScript>(path);
|
|
|
|
if (script != null)
|
|
{
|
|
scripts.Add(new Dictionary<string, object>
|
|
{
|
|
["name"] = script.name,
|
|
["path"] = path,
|
|
["className"] = script.GetClass()?.FullName ?? "Unknown"
|
|
});
|
|
}
|
|
}
|
|
|
|
snapshot["scripts"] = new
|
|
{
|
|
count = scriptGUIDs.Length,
|
|
samples = scripts
|
|
};
|
|
}
|
|
|
|
// Project settings
|
|
if (includeProjectSettings)
|
|
{
|
|
snapshot["projectSettings"] = new
|
|
{
|
|
companyName = PlayerSettings.companyName,
|
|
productName = PlayerSettings.productName,
|
|
applicationIdentifier = PlayerSettings.applicationIdentifier,
|
|
defaultInterfaceOrientation = PlayerSettings.defaultInterfaceOrientation.ToString(),
|
|
colorSpace = PlayerSettings.colorSpace.ToString(),
|
|
apiCompatibilityLevel = PlayerSettings.GetApiCompatibilityLevel(EditorUserBuildSettings.selectedBuildTargetGroup).ToString()
|
|
};
|
|
}
|
|
|
|
// Save snapshot in JSON format
|
|
var snapshotJson = JsonConvert.SerializeObject(snapshot, Formatting.Indented);
|
|
var snapshotPath = $"Assets/Snapshots/{snapshotName}.json";
|
|
|
|
// Create Snapshots folder
|
|
CreateFolderIfNotExists("Assets/Snapshots");
|
|
|
|
// Save to file
|
|
System.IO.File.WriteAllText(snapshotPath, snapshotJson);
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Project snapshot created: {snapshotName}",
|
|
snapshotPath = snapshotPath,
|
|
snapshotSize = new System.IO.FileInfo(snapshotPath).Length,
|
|
contents = new
|
|
{
|
|
scenes = includeScenes,
|
|
prefabs = includePrefabs,
|
|
materials = includeMaterials,
|
|
scripts = includeScripts,
|
|
projectSettings = includeProjectSettings
|
|
},
|
|
summary = snapshot
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
// Helper methods: Convert LayerMask to string
|
|
private string LayerMaskToString(int mask)
|
|
{
|
|
var layers = new List<string>();
|
|
for (int i = 0; i < 32; i++)
|
|
{
|
|
if ((mask & (1 << i)) != 0)
|
|
{
|
|
var layerName = LayerMask.LayerToName(i);
|
|
if (!string.IsNullOrEmpty(layerName))
|
|
layers.Add(layerName);
|
|
}
|
|
}
|
|
return string.Join(", ", layers);
|
|
}
|
|
|
|
private string AnalyzeDependencies(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var assetPath = parameters.GetValueOrDefault("assetPath", "");
|
|
var maxDepth = int.Parse(parameters.GetValueOrDefault("maxDepth", "5"));
|
|
var includeScripts = bool.Parse(parameters.GetValueOrDefault("includeScripts", "true"));
|
|
var includeTextures = bool.Parse(parameters.GetValueOrDefault("includeTextures", "true"));
|
|
var includeMaterials = bool.Parse(parameters.GetValueOrDefault("includeMaterials", "true"));
|
|
var includePrefabs = bool.Parse(parameters.GetValueOrDefault("includePrefabs", "true"));
|
|
|
|
var dependencies = new Dictionary<string, List<string>>();
|
|
var dependencyTree = new Dictionary<string, object>();
|
|
var processed = new HashSet<string>();
|
|
|
|
// Analyze dependencies for specific asset or entire project
|
|
if (!string.IsNullOrEmpty(assetPath))
|
|
{
|
|
AnalyzeAssetDependencies(assetPath, dependencies, dependencyTree, processed, 0, maxDepth);
|
|
}
|
|
else
|
|
{
|
|
// Analyze major asset types
|
|
if (includeScripts)
|
|
{
|
|
var scripts = AssetDatabase.FindAssets("t:MonoScript");
|
|
foreach (var guid in scripts.Take(50))
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
AnalyzeAssetDependencies(path, dependencies, dependencyTree, processed, 0, maxDepth);
|
|
}
|
|
}
|
|
|
|
if (includePrefabs)
|
|
{
|
|
var prefabs = AssetDatabase.FindAssets("t:Prefab");
|
|
foreach (var guid in prefabs.Take(30))
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
AnalyzeAssetDependencies(path, dependencies, dependencyTree, processed, 0, maxDepth);
|
|
}
|
|
}
|
|
|
|
if (includeMaterials)
|
|
{
|
|
var materials = AssetDatabase.FindAssets("t:Material");
|
|
foreach (var guid in materials.Take(30))
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
AnalyzeAssetDependencies(path, dependencies, dependencyTree, processed, 0, maxDepth);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Detect circular dependencies
|
|
var circularDependencies = DetectCircularDependencies(dependencies);
|
|
|
|
// Dependency statistics
|
|
var stats = new Dictionary<string, object>
|
|
{
|
|
["totalAssets"] = dependencies.Count,
|
|
["totalDependencies"] = dependencies.Sum(kvp => kvp.Value.Count),
|
|
["averageDependencies"] = dependencies.Count > 0 ? dependencies.Average(kvp => kvp.Value.Count) : 0,
|
|
["maxDependencies"] = dependencies.Count > 0 ? dependencies.Max(kvp => kvp.Value.Count) : 0,
|
|
["assetsWithNoDependencies"] = dependencies.Count(kvp => kvp.Value.Count == 0),
|
|
["circularDependencies"] = circularDependencies.Count
|
|
};
|
|
|
|
// Most referenced assets
|
|
var referenceCounts = new Dictionary<string, int>();
|
|
foreach (var deps in dependencies.Values)
|
|
{
|
|
foreach (var dep in deps)
|
|
{
|
|
if (!referenceCounts.ContainsKey(dep))
|
|
referenceCounts[dep] = 0;
|
|
referenceCounts[dep]++;
|
|
}
|
|
}
|
|
|
|
var mostReferenced = referenceCounts
|
|
.OrderByDescending(kvp => kvp.Value)
|
|
.Take(10)
|
|
.Select(kvp => new { asset = kvp.Key, referenceCount = kvp.Value })
|
|
.ToList();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = "Dependency analysis completed",
|
|
assetPath = assetPath,
|
|
dependencyTree = dependencyTree,
|
|
statistics = stats,
|
|
mostReferencedAssets = mostReferenced,
|
|
circularDependencies = circularDependencies,
|
|
settings = new
|
|
{
|
|
maxDepth = maxDepth,
|
|
includeScripts = includeScripts,
|
|
includeTextures = includeTextures,
|
|
includeMaterials = includeMaterials,
|
|
includePrefabs = includePrefabs
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private void AnalyzeAssetDependencies(string assetPath, Dictionary<string, List<string>> dependencies,
|
|
Dictionary<string, object> tree, HashSet<string> processed, int currentDepth, int maxDepth)
|
|
{
|
|
if (currentDepth > maxDepth || processed.Contains(assetPath))
|
|
return;
|
|
|
|
processed.Add(assetPath);
|
|
var deps = AssetDatabase.GetDependencies(assetPath, false);
|
|
|
|
if (!dependencies.ContainsKey(assetPath))
|
|
dependencies[assetPath] = new List<string>();
|
|
|
|
var treeNode = new Dictionary<string, object>
|
|
{
|
|
["type"] = AssetDatabase.GetMainAssetTypeAtPath(assetPath)?.Name ?? "Unknown",
|
|
["dependencies"] = new List<Dictionary<string, object>>()
|
|
};
|
|
|
|
foreach (var dep in deps)
|
|
{
|
|
if (dep != assetPath)
|
|
{
|
|
dependencies[assetPath].Add(dep);
|
|
|
|
var depNode = new Dictionary<string, object>
|
|
{
|
|
["path"] = dep,
|
|
["type"] = AssetDatabase.GetMainAssetTypeAtPath(dep)?.Name ?? "Unknown"
|
|
};
|
|
|
|
((List<Dictionary<string, object>>)treeNode["dependencies"]).Add(depNode);
|
|
|
|
// Analyze dependencies recursively
|
|
AnalyzeAssetDependencies(dep, dependencies, tree, processed, currentDepth + 1, maxDepth);
|
|
}
|
|
}
|
|
|
|
tree[assetPath] = treeNode;
|
|
}
|
|
|
|
private List<List<string>> DetectCircularDependencies(Dictionary<string, List<string>> dependencies)
|
|
{
|
|
var circularDeps = new List<List<string>>();
|
|
var visited = new HashSet<string>();
|
|
var recursionStack = new HashSet<string>();
|
|
var path = new List<string>();
|
|
|
|
foreach (var asset in dependencies.Keys)
|
|
{
|
|
if (!visited.Contains(asset))
|
|
{
|
|
DetectCircularDependenciesUtil(asset, dependencies, visited, recursionStack, path, circularDeps);
|
|
}
|
|
}
|
|
|
|
return circularDeps;
|
|
}
|
|
|
|
private bool DetectCircularDependenciesUtil(string asset, Dictionary<string, List<string>> dependencies,
|
|
HashSet<string> visited, HashSet<string> recursionStack, List<string> path, List<List<string>> circularDeps)
|
|
{
|
|
visited.Add(asset);
|
|
recursionStack.Add(asset);
|
|
path.Add(asset);
|
|
|
|
if (dependencies.ContainsKey(asset))
|
|
{
|
|
foreach (var dep in dependencies[asset])
|
|
{
|
|
if (!visited.Contains(dep))
|
|
{
|
|
if (DetectCircularDependenciesUtil(dep, dependencies, visited, recursionStack, path, circularDeps))
|
|
return true;
|
|
}
|
|
else if (recursionStack.Contains(dep))
|
|
{
|
|
// Detect circular dependencies
|
|
var cycleStart = path.IndexOf(dep);
|
|
var cycle = path.Skip(cycleStart).ToList();
|
|
cycle.Add(dep); // Complete the cycle
|
|
circularDeps.Add(cycle);
|
|
}
|
|
}
|
|
}
|
|
|
|
path.RemoveAt(path.Count - 1);
|
|
recursionStack.Remove(asset);
|
|
return false;
|
|
}
|
|
|
|
private string ExportProjectStructure(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var outputFormat = parameters.GetValueOrDefault("format", "json"); // json, csv, tree
|
|
var includeFolders = bool.Parse(parameters.GetValueOrDefault("includeFolders", "true"));
|
|
var includeFileSize = bool.Parse(parameters.GetValueOrDefault("includeFileSize", "true"));
|
|
var maxDepth = int.Parse(parameters.GetValueOrDefault("maxDepth", "10"));
|
|
|
|
var projectStructure = new Dictionary<string, object>();
|
|
var rootPath = "Assets";
|
|
|
|
// Build project structure recursively
|
|
projectStructure = BuildProjectStructure(rootPath, 0, maxDepth, includeFileSize);
|
|
|
|
// Statistics by file type
|
|
var fileStats = new Dictionary<string, int>();
|
|
var totalSize = 0L;
|
|
CountFileTypes(projectStructure, fileStats, ref totalSize);
|
|
|
|
var result = new Dictionary<string, object>
|
|
{
|
|
["projectName"] = PlayerSettings.productName,
|
|
["timestamp"] = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"),
|
|
["structure"] = projectStructure,
|
|
["statistics"] = new
|
|
{
|
|
fileTypes = fileStats.OrderByDescending(kvp => kvp.Value)
|
|
.ToDictionary(kvp => kvp.Key, kvp => kvp.Value),
|
|
totalFiles = fileStats.Sum(kvp => kvp.Value),
|
|
totalSize = totalSize,
|
|
totalSizeMB = Math.Round(totalSize / (1024.0 * 1024.0), 2)
|
|
}
|
|
};
|
|
|
|
// Convert according to output format
|
|
string output;
|
|
string fileName;
|
|
switch (outputFormat.ToLower())
|
|
{
|
|
case "csv":
|
|
output = ConvertToCSV(projectStructure);
|
|
fileName = $"project_structure_{DateTime.Now:yyyyMMdd_HHmmss}.csv";
|
|
break;
|
|
case "tree":
|
|
output = ConvertToTreeFormat(projectStructure);
|
|
fileName = $"project_structure_{DateTime.Now:yyyyMMdd_HHmmss}.txt";
|
|
break;
|
|
default:
|
|
output = JsonConvert.SerializeObject(result, Formatting.Indented);
|
|
fileName = $"project_structure_{DateTime.Now:yyyyMMdd_HHmmss}.json";
|
|
break;
|
|
}
|
|
|
|
// Save to file
|
|
var outputPath = $"Assets/ProjectAnalysis/{fileName}";
|
|
CreateFolderIfNotExists("Assets/ProjectAnalysis");
|
|
System.IO.File.WriteAllText(outputPath, output);
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Project structure exported as {outputFormat}",
|
|
outputPath = outputPath,
|
|
fileSize = new System.IO.FileInfo(outputPath).Length,
|
|
format = outputFormat,
|
|
summary = result["statistics"]
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string ExportPackage(Dictionary<string, string> parameters)
|
|
{
|
|
#if UNITY_EDITOR
|
|
try
|
|
{
|
|
var assetPaths = parameters.GetValueOrDefault("assetPaths", ""); // Comma-separated asset paths
|
|
var outputPath = parameters.GetValueOrDefault("outputPath", ""); // Full output path including .unitypackage
|
|
var includeDependencies = parameters.GetValueOrDefault("includeDependencies", "true") == "true";
|
|
|
|
if (string.IsNullOrEmpty(assetPaths))
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "assetPaths parameter is required" });
|
|
}
|
|
|
|
if (string.IsNullOrEmpty(outputPath))
|
|
{
|
|
// Generate default output path
|
|
var projectName = PlayerSettings.productName;
|
|
outputPath = System.IO.Path.Combine(
|
|
System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop),
|
|
$"{projectName}_{DateTime.Now:yyyyMMdd_HHmmss}.unitypackage"
|
|
);
|
|
}
|
|
|
|
// Ensure .unitypackage extension
|
|
if (!outputPath.EndsWith(".unitypackage"))
|
|
{
|
|
outputPath += ".unitypackage";
|
|
}
|
|
|
|
// Parse asset paths (comma-separated)
|
|
var paths = assetPaths.Split(',')
|
|
.Select(p => p.Trim())
|
|
.Where(p => !string.IsNullOrEmpty(p))
|
|
.ToArray();
|
|
|
|
// Verify all paths exist
|
|
var invalidPaths = paths.Where(p => !AssetDatabase.IsValidFolder(p) && string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(p))).ToList();
|
|
if (invalidPaths.Any())
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Invalid asset paths: {string.Join(", ", invalidPaths)}"
|
|
});
|
|
}
|
|
|
|
// Build export options
|
|
var exportOptions = ExportPackageOptions.Recurse;
|
|
if (includeDependencies)
|
|
{
|
|
exportOptions |= ExportPackageOptions.IncludeDependencies;
|
|
}
|
|
|
|
// Export package
|
|
AssetDatabase.ExportPackage(paths, outputPath, exportOptions);
|
|
|
|
// Verify export succeeded
|
|
if (!System.IO.File.Exists(outputPath))
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Export failed - output file not created" });
|
|
}
|
|
|
|
var fileInfo = new System.IO.FileInfo(outputPath);
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = "Package exported successfully",
|
|
outputPath = outputPath,
|
|
fileSize = fileInfo.Length,
|
|
fileSizeMB = Math.Round(fileInfo.Length / (1024.0 * 1024.0), 2),
|
|
assetPaths = paths,
|
|
includeDependencies = includeDependencies
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"Export failed: {e.Message}" });
|
|
}
|
|
#else
|
|
return JsonConvert.SerializeObject(new { success = false, error = "This feature is only available in the Unity Editor" });
|
|
#endif
|
|
}
|
|
|
|
private Dictionary<string, object> BuildProjectStructure(string path, int currentDepth, int maxDepth, bool includeFileSize)
|
|
{
|
|
var structure = new Dictionary<string, object>
|
|
{
|
|
["name"] = System.IO.Path.GetFileName(path),
|
|
["path"] = path,
|
|
["type"] = AssetDatabase.IsValidFolder(path) ? "folder" : "file"
|
|
};
|
|
|
|
if ((string)structure["type"] == "folder" && currentDepth < maxDepth)
|
|
{
|
|
var children = new List<Dictionary<string, object>>();
|
|
var subFolders = AssetDatabase.GetSubFolders(path);
|
|
|
|
foreach (var folder in subFolders)
|
|
{
|
|
children.Add(BuildProjectStructure(folder, currentDepth + 1, maxDepth, includeFileSize));
|
|
}
|
|
|
|
var files = System.IO.Directory.GetFiles(path)
|
|
.Where(f => !f.EndsWith(".meta"))
|
|
.Select(f => f.Replace('\\', '/'));
|
|
|
|
foreach (var file in files)
|
|
{
|
|
var fileInfo = new Dictionary<string, object>
|
|
{
|
|
["name"] = System.IO.Path.GetFileName(file),
|
|
["path"] = file,
|
|
["type"] = "file",
|
|
["extension"] = System.IO.Path.GetExtension(file)
|
|
};
|
|
|
|
if (includeFileSize)
|
|
{
|
|
var fi = new System.IO.FileInfo(file);
|
|
fileInfo["size"] = fi.Length;
|
|
fileInfo["sizeMB"] = Math.Round(fi.Length / (1024.0 * 1024.0), 2);
|
|
}
|
|
|
|
children.Add(fileInfo);
|
|
}
|
|
|
|
structure["children"] = children;
|
|
structure["childCount"] = children.Count;
|
|
}
|
|
|
|
return structure;
|
|
}
|
|
|
|
private void CountFileTypes(Dictionary<string, object> structure, Dictionary<string, int> fileStats, ref long totalSize)
|
|
{
|
|
if ((string)structure["type"] == "file")
|
|
{
|
|
var ext = structure.ContainsKey("extension") ? (string)structure["extension"] : "";
|
|
if (!string.IsNullOrEmpty(ext))
|
|
{
|
|
if (!fileStats.ContainsKey(ext))
|
|
fileStats[ext] = 0;
|
|
fileStats[ext]++;
|
|
}
|
|
|
|
if (structure.ContainsKey("size"))
|
|
totalSize += (long)structure["size"];
|
|
}
|
|
else if (structure.ContainsKey("children"))
|
|
{
|
|
foreach (var child in (List<Dictionary<string, object>>)structure["children"])
|
|
{
|
|
CountFileTypes(child, fileStats, ref totalSize);
|
|
}
|
|
}
|
|
}
|
|
|
|
private string ConvertToCSV(Dictionary<string, object> structure)
|
|
{
|
|
var csv = new System.Text.StringBuilder();
|
|
csv.AppendLine("Path,Type,Size(bytes),Extension");
|
|
AddToCSV(structure, csv);
|
|
return csv.ToString();
|
|
}
|
|
|
|
private void AddToCSV(Dictionary<string, object> structure, System.Text.StringBuilder csv)
|
|
{
|
|
var path = structure["path"].ToString();
|
|
var type = structure["type"].ToString();
|
|
var size = structure.ContainsKey("size") ? structure["size"].ToString() : "";
|
|
var ext = structure.ContainsKey("extension") ? structure["extension"].ToString() : "";
|
|
|
|
csv.AppendLine($"\"{path}\",{type},{size},{ext}");
|
|
|
|
if (structure.ContainsKey("children"))
|
|
{
|
|
foreach (var child in (List<Dictionary<string, object>>)structure["children"])
|
|
{
|
|
AddToCSV(child, csv);
|
|
}
|
|
}
|
|
}
|
|
|
|
private string ConvertToTreeFormat(Dictionary<string, object> structure, string indent = "")
|
|
{
|
|
var tree = new System.Text.StringBuilder();
|
|
tree.AppendLine($"{indent}{structure["name"]}");
|
|
|
|
if (structure.ContainsKey("children"))
|
|
{
|
|
var children = (List<Dictionary<string, object>>)structure["children"];
|
|
for (int i = 0; i < children.Count; i++)
|
|
{
|
|
var isLast = i == children.Count - 1;
|
|
var childIndent = indent + (isLast ? "└── " : "├── ");
|
|
var nextIndent = indent + (isLast ? " " : "│ ");
|
|
var childTree = ConvertToTreeFormat(children[i], childIndent);
|
|
// Replace only the first occurrence
|
|
var index = childTree.IndexOf(childIndent);
|
|
if (index >= 0)
|
|
{
|
|
childTree = childTree.Substring(0, index) + nextIndent + childTree.Substring(index + childIndent.Length);
|
|
}
|
|
tree.Append(childTree);
|
|
}
|
|
}
|
|
|
|
return tree.ToString();
|
|
}
|
|
|
|
private string ValidateNamingConventions(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var checkPascalCase = bool.Parse(parameters.GetValueOrDefault("checkPascalCase", "true"));
|
|
var checkCamelCase = bool.Parse(parameters.GetValueOrDefault("checkCamelCase", "true"));
|
|
var checkSnakeCase = bool.Parse(parameters.GetValueOrDefault("checkSnakeCase", "false"));
|
|
var checkPrefixes = bool.Parse(parameters.GetValueOrDefault("checkPrefixes", "true"));
|
|
var customRules = parameters.GetValueOrDefault("customRules", "");
|
|
|
|
var violations = new List<Dictionary<string, object>>();
|
|
var statistics = new Dictionary<string, int>
|
|
{
|
|
["totalAssets"] = 0,
|
|
["pascalCaseViolations"] = 0,
|
|
["camelCaseViolations"] = 0,
|
|
["prefixViolations"] = 0,
|
|
["customRuleViolations"] = 0
|
|
};
|
|
|
|
// Check script files
|
|
var scripts = AssetDatabase.FindAssets("t:MonoScript");
|
|
foreach (var guid in scripts)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
var script = AssetDatabase.LoadAssetAtPath<MonoScript>(path);
|
|
|
|
if (script != null)
|
|
{
|
|
statistics["totalAssets"]++;
|
|
var fileName = System.IO.Path.GetFileNameWithoutExtension(path);
|
|
var scriptViolations = new List<string>();
|
|
|
|
// Check PascalCase (class name)
|
|
if (checkPascalCase && !IsPascalCase(fileName))
|
|
{
|
|
scriptViolations.Add("Class name should be PascalCase");
|
|
statistics["pascalCaseViolations"]++;
|
|
}
|
|
|
|
// Check prefix
|
|
if (checkPrefixes)
|
|
{
|
|
if (fileName.StartsWith("I") && fileName.Length > 1 && char.IsUpper(fileName[1]))
|
|
{
|
|
// Interfaces are allowed
|
|
}
|
|
else if (fileName.StartsWith("_"))
|
|
{
|
|
scriptViolations.Add("Script names should not start with underscore");
|
|
statistics["prefixViolations"]++;
|
|
}
|
|
}
|
|
|
|
if (scriptViolations.Count > 0)
|
|
{
|
|
violations.Add(new Dictionary<string, object>
|
|
{
|
|
["path"] = path,
|
|
["name"] = fileName,
|
|
["type"] = "Script",
|
|
["violations"] = scriptViolations
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check prefabs
|
|
var prefabs = AssetDatabase.FindAssets("t:Prefab");
|
|
foreach (var guid in prefabs)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
var prefabName = System.IO.Path.GetFileNameWithoutExtension(path);
|
|
statistics["totalAssets"]++;
|
|
|
|
var prefabViolations = new List<string>();
|
|
|
|
// Check PascalCase
|
|
if (checkPascalCase && !IsPascalCase(prefabName))
|
|
{
|
|
prefabViolations.Add("Prefab name should be PascalCase");
|
|
statistics["pascalCaseViolations"]++;
|
|
}
|
|
|
|
if (prefabViolations.Count > 0)
|
|
{
|
|
violations.Add(new Dictionary<string, object>
|
|
{
|
|
["path"] = path,
|
|
["name"] = prefabName,
|
|
["type"] = "Prefab",
|
|
["violations"] = prefabViolations
|
|
});
|
|
}
|
|
}
|
|
|
|
// Recommended fixes
|
|
var recommendations = new List<string>();
|
|
if (statistics["pascalCaseViolations"] > 0)
|
|
recommendations.Add("Use PascalCase for class names and prefabs (e.g., PlayerController, EnemySpawner)");
|
|
if (statistics["camelCaseViolations"] > 0)
|
|
recommendations.Add("Use camelCase for variables and methods (e.g., playerHealth, moveSpeed)");
|
|
if (statistics["prefixViolations"] > 0)
|
|
recommendations.Add("Avoid using underscores at the beginning of names");
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Found {violations.Count} naming convention violations",
|
|
violations = violations,
|
|
statistics = statistics,
|
|
recommendations = recommendations,
|
|
settings = new
|
|
{
|
|
checkPascalCase = checkPascalCase,
|
|
checkCamelCase = checkCamelCase,
|
|
checkSnakeCase = checkSnakeCase,
|
|
checkPrefixes = checkPrefixes
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private bool IsPascalCase(string name)
|
|
{
|
|
if (string.IsNullOrEmpty(name)) return false;
|
|
|
|
// First character is uppercase
|
|
if (!char.IsUpper(name[0])) return false;
|
|
|
|
// Does not start with digit or underscore
|
|
if (char.IsDigit(name[0]) || name[0] == '_') return false;
|
|
|
|
// No consecutive underscores
|
|
if (name.Contains("__")) return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool IsCamelCase(string name)
|
|
{
|
|
if (string.IsNullOrEmpty(name)) return false;
|
|
|
|
// First character is lowercase
|
|
if (!char.IsLower(name[0])) return false;
|
|
|
|
// Does not start with digit or underscore
|
|
if (char.IsDigit(name[0]) || name[0] == '_') return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
private string ExtractAllText(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var includeScripts = bool.Parse(parameters.GetValueOrDefault("includeScripts", "true"));
|
|
var includeUI = bool.Parse(parameters.GetValueOrDefault("includeUI", "true"));
|
|
var includeComments = bool.Parse(parameters.GetValueOrDefault("includeComments", "true"));
|
|
var outputFormat = parameters.GetValueOrDefault("format", "json"); // json, txt, csv
|
|
|
|
var extractedText = new Dictionary<string, List<Dictionary<string, object>>>();
|
|
var allTexts = new List<string>();
|
|
|
|
// Extract text from scripts
|
|
if (includeScripts)
|
|
{
|
|
var scriptTexts = new List<Dictionary<string, object>>();
|
|
var scripts = AssetDatabase.FindAssets("t:MonoScript");
|
|
|
|
foreach (var guid in scripts.Take(100))
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
var content = System.IO.File.ReadAllText(path);
|
|
|
|
// Extract string literals
|
|
var stringLiterals = ExtractStringLiterals(content);
|
|
if (stringLiterals.Count > 0)
|
|
{
|
|
scriptTexts.Add(new Dictionary<string, object>
|
|
{
|
|
["path"] = path,
|
|
["fileName"] = System.IO.Path.GetFileName(path),
|
|
["strings"] = stringLiterals,
|
|
["count"] = stringLiterals.Count
|
|
});
|
|
allTexts.AddRange(stringLiterals);
|
|
}
|
|
|
|
// Extract comments
|
|
if (includeComments)
|
|
{
|
|
var comments = ExtractComments(content);
|
|
if (comments.Count > 0)
|
|
{
|
|
scriptTexts.Add(new Dictionary<string, object>
|
|
{
|
|
["path"] = path,
|
|
["fileName"] = System.IO.Path.GetFileName(path),
|
|
["comments"] = comments,
|
|
["count"] = comments.Count
|
|
});
|
|
allTexts.AddRange(comments);
|
|
}
|
|
}
|
|
}
|
|
|
|
extractedText["scripts"] = scriptTexts;
|
|
}
|
|
|
|
// Extract UI text
|
|
if (includeUI)
|
|
{
|
|
var uiTexts = new List<Dictionary<string, object>>();
|
|
|
|
// Text component
|
|
var textComponents = UnityEngine.Object.FindObjectsOfType<UnityEngine.UI.Text>(true);
|
|
foreach (var text in textComponents)
|
|
{
|
|
if (!string.IsNullOrEmpty(text.text))
|
|
{
|
|
uiTexts.Add(new Dictionary<string, object>
|
|
{
|
|
["gameObject"] = text.gameObject.name,
|
|
["path"] = GetFullPath(text.gameObject),
|
|
["text"] = text.text,
|
|
["font"] = text.font != null ? text.font.name : "None",
|
|
["fontSize"] = text.fontSize
|
|
});
|
|
allTexts.Add(text.text);
|
|
}
|
|
}
|
|
|
|
// TextMeshPro component (obtained via reflection)
|
|
var tmpType = System.Type.GetType("TMPro.TextMeshProUGUI, Unity.TextMeshPro");
|
|
if (tmpType != null)
|
|
{
|
|
var tmpComponents = UnityEngine.Object.FindObjectsOfType(tmpType, true);
|
|
foreach (var tmp in tmpComponents)
|
|
{
|
|
var textProperty = tmpType.GetProperty("text");
|
|
if (textProperty != null)
|
|
{
|
|
var textValue = textProperty.GetValue(tmp) as string;
|
|
if (!string.IsNullOrEmpty(textValue))
|
|
{
|
|
var go = (tmp as Component).gameObject;
|
|
uiTexts.Add(new Dictionary<string, object>
|
|
{
|
|
["gameObject"] = go.name,
|
|
["path"] = GetFullPath(go),
|
|
["text"] = textValue,
|
|
["type"] = "TextMeshPro"
|
|
});
|
|
allTexts.Add(textValue);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
extractedText["ui"] = uiTexts;
|
|
}
|
|
|
|
// Statistics
|
|
var statistics = new Dictionary<string, object>
|
|
{
|
|
["totalTexts"] = allTexts.Count,
|
|
["uniqueTexts"] = allTexts.Distinct().Count(),
|
|
["totalCharacters"] = allTexts.Sum(t => t.Length),
|
|
["averageLength"] = allTexts.Count > 0 ? allTexts.Average(t => t.Length) : 0,
|
|
["languages"] = DetectLanguages(allTexts)
|
|
};
|
|
|
|
// Save according to output format
|
|
string outputPath;
|
|
switch (outputFormat.ToLower())
|
|
{
|
|
case "txt":
|
|
var txtContent = string.Join("\n", allTexts.Distinct());
|
|
outputPath = $"Assets/ExtractedTexts/all_texts_{DateTime.Now:yyyyMMdd_HHmmss}.txt";
|
|
CreateFolderIfNotExists("Assets/ExtractedTexts");
|
|
System.IO.File.WriteAllText(outputPath, txtContent);
|
|
break;
|
|
|
|
case "csv":
|
|
var csvContent = "Type,Source,Text\n";
|
|
foreach (var kvp in extractedText)
|
|
{
|
|
foreach (var item in kvp.Value)
|
|
{
|
|
if (item.ContainsKey("strings"))
|
|
{
|
|
foreach (var str in (List<string>)item["strings"])
|
|
{
|
|
csvContent += $"\"Script\",\"{item["path"]}\",\"{str.Replace("\"", "\"\"")}\"\n";
|
|
}
|
|
}
|
|
else if (item.ContainsKey("text"))
|
|
{
|
|
csvContent += $"\"UI\",\"{item["path"]}\",\"{item["text"].ToString().Replace("\"", "\"\"")}\"\n";
|
|
}
|
|
}
|
|
}
|
|
outputPath = $"Assets/ExtractedTexts/all_texts_{DateTime.Now:yyyyMMdd_HHmmss}.csv";
|
|
CreateFolderIfNotExists("Assets/ExtractedTexts");
|
|
System.IO.File.WriteAllText(outputPath, csvContent);
|
|
break;
|
|
|
|
default:
|
|
var jsonContent = JsonConvert.SerializeObject(new
|
|
{
|
|
extractedText = extractedText,
|
|
statistics = statistics,
|
|
allTexts = allTexts.Distinct().ToList()
|
|
}, Formatting.Indented);
|
|
outputPath = $"Assets/ExtractedTexts/all_texts_{DateTime.Now:yyyyMMdd_HHmmss}.json";
|
|
CreateFolderIfNotExists("Assets/ExtractedTexts");
|
|
System.IO.File.WriteAllText(outputPath, jsonContent);
|
|
break;
|
|
}
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = "Text extraction completed",
|
|
outputPath = outputPath,
|
|
format = outputFormat,
|
|
statistics = statistics,
|
|
preview = allTexts.Distinct().Take(10).ToList()
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private List<string> ExtractStringLiterals(string code)
|
|
{
|
|
var strings = new List<string>();
|
|
var pattern = @"""([^""\\]|\\.)*""|'([^'\\]|\\.)*'";
|
|
var matches = System.Text.RegularExpressions.Regex.Matches(code, pattern);
|
|
|
|
foreach (System.Text.RegularExpressions.Match match in matches)
|
|
{
|
|
var value = match.Value.Trim('"', '\'');
|
|
if (!string.IsNullOrWhiteSpace(value) && value.Length > 1)
|
|
{
|
|
strings.Add(value);
|
|
}
|
|
}
|
|
|
|
return strings;
|
|
}
|
|
|
|
private List<string> ExtractComments(string code)
|
|
{
|
|
var comments = new List<string>();
|
|
|
|
// Single-line comments
|
|
var singleLinePattern = @"//.*$";
|
|
var singleLineMatches = System.Text.RegularExpressions.Regex.Matches(code, singleLinePattern, System.Text.RegularExpressions.RegexOptions.Multiline);
|
|
foreach (System.Text.RegularExpressions.Match match in singleLineMatches)
|
|
{
|
|
var comment = match.Value.Substring(2).Trim();
|
|
if (!string.IsNullOrWhiteSpace(comment))
|
|
comments.Add(comment);
|
|
}
|
|
|
|
// Multi-line comments
|
|
var multiLinePattern = @"/\*[\s\S]*?\*/";
|
|
var multiLineMatches = System.Text.RegularExpressions.Regex.Matches(code, multiLinePattern);
|
|
foreach (System.Text.RegularExpressions.Match match in multiLineMatches)
|
|
{
|
|
var comment = match.Value.Substring(2, match.Value.Length - 4).Trim();
|
|
if (!string.IsNullOrWhiteSpace(comment))
|
|
comments.Add(comment);
|
|
}
|
|
|
|
return comments;
|
|
}
|
|
|
|
private Dictionary<string, int> DetectLanguages(List<string> texts)
|
|
{
|
|
var languages = new Dictionary<string, int>
|
|
{
|
|
["English"] = 0,
|
|
["Japanese"] = 0,
|
|
["Numbers"] = 0,
|
|
["Other"] = 0
|
|
};
|
|
|
|
foreach (var text in texts)
|
|
{
|
|
if (System.Text.RegularExpressions.Regex.IsMatch(text, @"[\u3040-\u309F\u30A0-\u30FF\u4E00-\u9FAF]"))
|
|
languages["Japanese"]++;
|
|
else if (System.Text.RegularExpressions.Regex.IsMatch(text, @"^[a-zA-Z\s]+$"))
|
|
languages["English"]++;
|
|
else if (System.Text.RegularExpressions.Regex.IsMatch(text, @"^\d+$"))
|
|
languages["Numbers"]++;
|
|
else
|
|
languages["Other"]++;
|
|
}
|
|
|
|
return languages;
|
|
}
|
|
|
|
// ===== Additional tools for AI =====
|
|
|
|
private string BatchRename(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var searchPattern = parameters.GetValueOrDefault("searchPattern", "");
|
|
var replacePattern = parameters.GetValueOrDefault("replacePattern", "");
|
|
var assetType = parameters.GetValueOrDefault("assetType", "all"); // all, prefab, material, texture, script
|
|
var useRegex = bool.Parse(parameters.GetValueOrDefault("useRegex", "false"));
|
|
var caseSensitive = bool.Parse(parameters.GetValueOrDefault("caseSensitive", "true"));
|
|
var dryRun = bool.Parse(parameters.GetValueOrDefault("dryRun", "false"));
|
|
|
|
if (string.IsNullOrEmpty(searchPattern))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "searchPattern is required" });
|
|
|
|
var renamedAssets = new List<Dictionary<string, object>>();
|
|
var failedAssets = new List<Dictionary<string, object>>();
|
|
|
|
// Filter based on asset type
|
|
string filter = assetType.ToLower() switch
|
|
{
|
|
"prefab" => "t:Prefab",
|
|
"material" => "t:Material",
|
|
"texture" => "t:Texture2D",
|
|
"script" => "t:MonoScript",
|
|
_ => ""
|
|
};
|
|
|
|
var guids = AssetDatabase.FindAssets(filter);
|
|
|
|
foreach (var guid in guids)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
var fileName = System.IO.Path.GetFileNameWithoutExtension(path);
|
|
var extension = System.IO.Path.GetExtension(path);
|
|
|
|
string newName;
|
|
if (useRegex)
|
|
{
|
|
var regexOptions = caseSensitive ?
|
|
System.Text.RegularExpressions.RegexOptions.None :
|
|
System.Text.RegularExpressions.RegexOptions.IgnoreCase;
|
|
|
|
newName = System.Text.RegularExpressions.Regex.Replace(
|
|
fileName, searchPattern, replacePattern, regexOptions);
|
|
}
|
|
else
|
|
{
|
|
if (caseSensitive)
|
|
{
|
|
newName = fileName.Replace(searchPattern, replacePattern);
|
|
}
|
|
else
|
|
{
|
|
// Process for case-insensitive comparison
|
|
var regex = new System.Text.RegularExpressions.Regex(
|
|
System.Text.RegularExpressions.Regex.Escape(searchPattern),
|
|
System.Text.RegularExpressions.RegexOptions.IgnoreCase);
|
|
newName = regex.Replace(fileName, replacePattern);
|
|
}
|
|
}
|
|
|
|
if (newName != fileName)
|
|
{
|
|
try
|
|
{
|
|
if (!dryRun)
|
|
{
|
|
var errorMessage = AssetDatabase.RenameAsset(path, newName);
|
|
if (!string.IsNullOrEmpty(errorMessage))
|
|
throw new Exception(errorMessage);
|
|
}
|
|
|
|
renamedAssets.Add(new Dictionary<string, object>
|
|
{
|
|
["path"] = path,
|
|
["oldName"] = fileName,
|
|
["newName"] = newName,
|
|
["type"] = AssetDatabase.GetMainAssetTypeAtPath(path)?.Name ?? "Unknown"
|
|
});
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
failedAssets.Add(new Dictionary<string, object>
|
|
{
|
|
["path"] = path,
|
|
["oldName"] = fileName,
|
|
["newName"] = newName,
|
|
["error"] = ex.Message
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!dryRun)
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = dryRun ?
|
|
$"Dry run: {renamedAssets.Count} assets would be renamed" :
|
|
$"Renamed {renamedAssets.Count} assets",
|
|
renamedAssets = renamedAssets,
|
|
failedAssets = failedAssets,
|
|
summary = new
|
|
{
|
|
totalProcessed = guids.Length,
|
|
renamed = renamedAssets.Count,
|
|
failed = failedAssets.Count,
|
|
unchanged = guids.Length - renamedAssets.Count - failedAssets.Count
|
|
},
|
|
settings = new
|
|
{
|
|
searchPattern = searchPattern,
|
|
replacePattern = replacePattern,
|
|
assetType = assetType,
|
|
useRegex = useRegex,
|
|
caseSensitive = caseSensitive,
|
|
dryRun = dryRun
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string BatchImportSettings(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var assetType = parameters.GetValueOrDefault("assetType", "texture"); // texture, model, audio
|
|
var folder = parameters.GetValueOrDefault("folder", "Assets");
|
|
var recursive = bool.Parse(parameters.GetValueOrDefault("recursive", "true"));
|
|
|
|
var processedAssets = new List<Dictionary<string, object>>();
|
|
var failedAssets = new List<Dictionary<string, object>>();
|
|
|
|
switch (assetType.ToLower())
|
|
{
|
|
case "texture":
|
|
var textureSettings = new
|
|
{
|
|
maxTextureSize = int.Parse(parameters.GetValueOrDefault("maxTextureSize", "2048")),
|
|
textureCompression = parameters.GetValueOrDefault("compression", "Compressed"),
|
|
generateMipmaps = bool.Parse(parameters.GetValueOrDefault("generateMipmaps", "true")),
|
|
filterMode = parameters.GetValueOrDefault("filterMode", "Bilinear"),
|
|
anisoLevel = int.Parse(parameters.GetValueOrDefault("anisoLevel", "1"))
|
|
};
|
|
|
|
var textureGUIDs = AssetDatabase.FindAssets("t:Texture2D", new[] { folder });
|
|
|
|
foreach (var guid in textureGUIDs)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
|
|
try
|
|
{
|
|
var importer = AssetImporter.GetAtPath(path) as TextureImporter;
|
|
if (importer != null)
|
|
{
|
|
importer.maxTextureSize = textureSettings.maxTextureSize;
|
|
importer.mipmapEnabled = textureSettings.generateMipmaps;
|
|
importer.anisoLevel = textureSettings.anisoLevel;
|
|
|
|
switch (textureSettings.textureCompression)
|
|
{
|
|
case "CompressedLQ":
|
|
importer.textureCompression = TextureImporterCompression.CompressedLQ;
|
|
break;
|
|
case "CompressedHQ":
|
|
importer.textureCompression = TextureImporterCompression.CompressedHQ;
|
|
break;
|
|
default:
|
|
importer.textureCompression = TextureImporterCompression.Compressed;
|
|
break;
|
|
}
|
|
|
|
importer.SaveAndReimport();
|
|
|
|
processedAssets.Add(new Dictionary<string, object>
|
|
{
|
|
["path"] = path,
|
|
["name"] = System.IO.Path.GetFileName(path),
|
|
["type"] = "Texture",
|
|
["settings"] = textureSettings
|
|
});
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
failedAssets.Add(new Dictionary<string, object>
|
|
{
|
|
["path"] = path,
|
|
["error"] = ex.Message
|
|
});
|
|
}
|
|
}
|
|
break;
|
|
|
|
case "model":
|
|
var modelSettings = new
|
|
{
|
|
importMaterials = bool.Parse(parameters.GetValueOrDefault("importMaterials", "true")),
|
|
importAnimation = bool.Parse(parameters.GetValueOrDefault("importAnimation", "true")),
|
|
meshCompression = parameters.GetValueOrDefault("meshCompression", "Off"),
|
|
optimizeMesh = bool.Parse(parameters.GetValueOrDefault("optimizeMesh", "true")),
|
|
generateColliders = bool.Parse(parameters.GetValueOrDefault("generateColliders", "false"))
|
|
};
|
|
|
|
var modelGUIDs = AssetDatabase.FindAssets("t:Model", new[] { folder });
|
|
|
|
foreach (var guid in modelGUIDs)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
|
|
try
|
|
{
|
|
var importer = AssetImporter.GetAtPath(path) as ModelImporter;
|
|
if (importer != null)
|
|
{
|
|
importer.materialImportMode = modelSettings.importMaterials ? ModelImporterMaterialImportMode.ImportViaMaterialDescription : ModelImporterMaterialImportMode.None;
|
|
importer.importAnimation = modelSettings.importAnimation;
|
|
importer.optimizeMeshPolygons = modelSettings.optimizeMesh;
|
|
importer.optimizeMeshVertices = modelSettings.optimizeMesh;
|
|
importer.addCollider = modelSettings.generateColliders;
|
|
|
|
importer.SaveAndReimport();
|
|
|
|
processedAssets.Add(new Dictionary<string, object>
|
|
{
|
|
["path"] = path,
|
|
["name"] = System.IO.Path.GetFileName(path),
|
|
["type"] = "Model",
|
|
["settings"] = modelSettings
|
|
});
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
failedAssets.Add(new Dictionary<string, object>
|
|
{
|
|
["path"] = path,
|
|
["error"] = ex.Message
|
|
});
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Updated import settings for {processedAssets.Count} assets",
|
|
processedAssets = processedAssets,
|
|
failedAssets = failedAssets,
|
|
summary = new
|
|
{
|
|
totalProcessed = processedAssets.Count,
|
|
failed = failedAssets.Count,
|
|
assetType = assetType
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string BatchPrefabUpdate(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var componentType = parameters.GetValueOrDefault("componentType", "");
|
|
var propertyName = parameters.GetValueOrDefault("propertyName", "");
|
|
var propertyValue = parameters.GetValueOrDefault("propertyValue", "");
|
|
var addIfMissing = bool.Parse(parameters.GetValueOrDefault("addIfMissing", "false"));
|
|
var folder = parameters.GetValueOrDefault("folder", "Assets");
|
|
|
|
if (string.IsNullOrEmpty(componentType))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "componentType is required" });
|
|
|
|
var updatedPrefabs = new List<Dictionary<string, object>>();
|
|
var failedPrefabs = new List<Dictionary<string, object>>();
|
|
|
|
var prefabGUIDs = AssetDatabase.FindAssets("t:Prefab", new[] { folder });
|
|
var componentTypeObj = GetComponentType(componentType);
|
|
|
|
if (componentTypeObj == null)
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = $"Component type '{componentType}' not found"
|
|
});
|
|
|
|
foreach (var guid in prefabGUIDs)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
|
|
try
|
|
{
|
|
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
|
if (prefab != null)
|
|
{
|
|
var modified = false;
|
|
var components = prefab.GetComponentsInChildren(componentTypeObj, true);
|
|
|
|
if (components.Length == 0 && addIfMissing)
|
|
{
|
|
prefab.AddComponent(componentTypeObj);
|
|
components = new[] { prefab.GetComponent(componentTypeObj) };
|
|
modified = true;
|
|
}
|
|
|
|
foreach (var comp in components)
|
|
{
|
|
if (!string.IsNullOrEmpty(propertyName) && !string.IsNullOrEmpty(propertyValue))
|
|
{
|
|
SetComponentProperty(comp, propertyName, propertyValue);
|
|
modified = true;
|
|
}
|
|
}
|
|
|
|
if (modified)
|
|
{
|
|
PrefabUtility.SavePrefabAsset(prefab);
|
|
updatedPrefabs.Add(new Dictionary<string, object>
|
|
{
|
|
["path"] = path,
|
|
["name"] = prefab.name,
|
|
["componentsUpdated"] = components.Length,
|
|
["addedComponent"] = components.Length == 0 && addIfMissing
|
|
});
|
|
}
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
failedPrefabs.Add(new Dictionary<string, object>
|
|
{
|
|
["path"] = path,
|
|
["error"] = ex.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Updated {updatedPrefabs.Count} prefabs",
|
|
updatedPrefabs = updatedPrefabs,
|
|
failedPrefabs = failedPrefabs,
|
|
settings = new
|
|
{
|
|
componentType = componentType,
|
|
propertyName = propertyName,
|
|
propertyValue = propertyValue,
|
|
addIfMissing = addIfMissing,
|
|
folder = folder
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string FindUnusedAssets(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var includeTextures = bool.Parse(parameters.GetValueOrDefault("includeTextures", "true"));
|
|
var includeMaterials = bool.Parse(parameters.GetValueOrDefault("includeMaterials", "true"));
|
|
var includePrefabs = bool.Parse(parameters.GetValueOrDefault("includePrefabs", "true"));
|
|
var includeScripts = bool.Parse(parameters.GetValueOrDefault("includeScripts", "false"));
|
|
var excludeFolders = parameters.GetValueOrDefault("excludeFolders", "Packages,Editor").Split(',');
|
|
|
|
var unusedAssets = new Dictionary<string, List<string>>();
|
|
var usedAssets = new HashSet<string>();
|
|
|
|
// First, collect assets used in scene (exclude prefabs/assets in memory)
|
|
var sceneObjects = Resources.FindObjectsOfTypeAll<GameObject>()
|
|
.Where(go => !UnityEditor.EditorUtility.IsPersistent(go) && go.scene.IsValid() && go.scene.isLoaded);
|
|
|
|
foreach (var obj in sceneObjects)
|
|
{
|
|
CollectUsedAssets(obj, usedAssets);
|
|
}
|
|
|
|
// Also collect assets used in prefabs
|
|
var prefabGUIDs = AssetDatabase.FindAssets("t:Prefab");
|
|
foreach (var guid in prefabGUIDs)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
usedAssets.Add(path);
|
|
|
|
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
|
if (prefab != null)
|
|
{
|
|
CollectUsedAssets(prefab, usedAssets);
|
|
}
|
|
}
|
|
|
|
// Detect unused for each asset type
|
|
if (includeTextures)
|
|
{
|
|
var textureGUIDs = AssetDatabase.FindAssets("t:Texture2D");
|
|
var unusedTextures = new List<string>();
|
|
|
|
foreach (var guid in textureGUIDs)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
if (!usedAssets.Contains(path) && !IsInExcludedFolder(path, excludeFolders))
|
|
{
|
|
unusedTextures.Add(path);
|
|
}
|
|
}
|
|
|
|
unusedAssets["textures"] = unusedTextures;
|
|
}
|
|
|
|
if (includeMaterials)
|
|
{
|
|
var materialGUIDs = AssetDatabase.FindAssets("t:Material");
|
|
var unusedMaterials = new List<string>();
|
|
|
|
foreach (var guid in materialGUIDs)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
if (!usedAssets.Contains(path) && !IsInExcludedFolder(path, excludeFolders))
|
|
{
|
|
unusedMaterials.Add(path);
|
|
}
|
|
}
|
|
|
|
unusedAssets["materials"] = unusedMaterials;
|
|
}
|
|
|
|
// Calculate statistics
|
|
long totalSize = 0;
|
|
var assetDetails = new List<Dictionary<string, object>>();
|
|
|
|
foreach (var kvp in unusedAssets)
|
|
{
|
|
foreach (var path in kvp.Value)
|
|
{
|
|
var fileInfo = new System.IO.FileInfo(path);
|
|
if (fileInfo.Exists)
|
|
{
|
|
totalSize += fileInfo.Length;
|
|
assetDetails.Add(new Dictionary<string, object>
|
|
{
|
|
["path"] = path,
|
|
["name"] = System.IO.Path.GetFileName(path),
|
|
["type"] = kvp.Key,
|
|
["size"] = fileInfo.Length,
|
|
["sizeMB"] = Math.Round(fileInfo.Length / (1024.0 * 1024.0), 2)
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Found {assetDetails.Count} unused assets",
|
|
unusedAssets = unusedAssets,
|
|
assetDetails = assetDetails.OrderByDescending(a => (long)a["size"]).ToList(),
|
|
summary = new
|
|
{
|
|
totalUnused = assetDetails.Count,
|
|
totalSizeBytes = totalSize,
|
|
totalSizeMB = Math.Round(totalSize / (1024.0 * 1024.0), 2),
|
|
byType = unusedAssets.ToDictionary(kvp => kvp.Key, kvp => kvp.Value.Count)
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private void CollectUsedAssets(GameObject obj, HashSet<string> usedAssets)
|
|
{
|
|
// Renderer materials
|
|
var renderer = obj.GetComponent<Renderer>();
|
|
if (renderer != null)
|
|
{
|
|
foreach (var mat in renderer.sharedMaterials)
|
|
{
|
|
if (mat != null)
|
|
{
|
|
var matPath = AssetDatabase.GetAssetPath(mat);
|
|
if (!string.IsNullOrEmpty(matPath))
|
|
{
|
|
usedAssets.Add(matPath);
|
|
|
|
// Material textures
|
|
var shader = mat.shader;
|
|
for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); i++)
|
|
{
|
|
if (ShaderUtil.GetPropertyType(shader, i) == ShaderUtil.ShaderPropertyType.TexEnv)
|
|
{
|
|
var propName = ShaderUtil.GetPropertyName(shader, i);
|
|
var tex = mat.GetTexture(propName);
|
|
if (tex != null)
|
|
{
|
|
var texPath = AssetDatabase.GetAssetPath(tex);
|
|
if (!string.IsNullOrEmpty(texPath))
|
|
usedAssets.Add(texPath);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check child objects recursively
|
|
foreach (Transform child in obj.transform)
|
|
{
|
|
CollectUsedAssets(child.gameObject, usedAssets);
|
|
}
|
|
}
|
|
|
|
private bool IsInExcludedFolder(string path, string[] excludeFolders)
|
|
{
|
|
foreach (var folder in excludeFolders)
|
|
{
|
|
if (path.StartsWith(folder.Trim() + "/") || path.Contains("/" + folder.Trim() + "/"))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
private string EstimateBuildSize(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var platform = parameters.GetValueOrDefault("platform", "current");
|
|
var includeStreamingAssets = bool.Parse(parameters.GetValueOrDefault("includeStreamingAssets", "true"));
|
|
var includeResources = bool.Parse(parameters.GetValueOrDefault("includeResources", "true"));
|
|
|
|
var buildEstimate = new Dictionary<string, object>();
|
|
long totalSize = 0;
|
|
|
|
// Estimate scene size
|
|
var sceneSizes = new List<Dictionary<string, object>>();
|
|
var sceneGUIDs = AssetDatabase.FindAssets("t:Scene");
|
|
|
|
foreach (var guid in sceneGUIDs)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
var dependencies = AssetDatabase.GetDependencies(path, true);
|
|
long sceneSize = 0;
|
|
|
|
foreach (var dep in dependencies)
|
|
{
|
|
var fileInfo = new System.IO.FileInfo(dep);
|
|
if (fileInfo.Exists)
|
|
sceneSize += fileInfo.Length;
|
|
}
|
|
|
|
sceneSizes.Add(new Dictionary<string, object>
|
|
{
|
|
["scene"] = System.IO.Path.GetFileNameWithoutExtension(path),
|
|
["path"] = path,
|
|
["sizeBytes"] = sceneSize,
|
|
["sizeMB"] = Math.Round(sceneSize / (1024.0 * 1024.0), 2),
|
|
["dependencyCount"] = dependencies.Length
|
|
});
|
|
|
|
totalSize += sceneSize;
|
|
}
|
|
|
|
// Resources folder size
|
|
long resourcesSize = 0;
|
|
if (includeResources && System.IO.Directory.Exists("Assets/Resources"))
|
|
{
|
|
resourcesSize = GetFolderSize("Assets/Resources");
|
|
totalSize += resourcesSize;
|
|
}
|
|
|
|
// StreamingAssets folder size
|
|
long streamingAssetsSize = 0;
|
|
if (includeStreamingAssets && System.IO.Directory.Exists("Assets/StreamingAssets"))
|
|
{
|
|
streamingAssetsSize = GetFolderSize("Assets/StreamingAssets");
|
|
totalSize += streamingAssetsSize;
|
|
}
|
|
|
|
// Script size (approximate)
|
|
var scriptGUIDs = AssetDatabase.FindAssets("t:MonoScript");
|
|
long scriptSize = scriptGUIDs.Length * 5 * 1024; // Average 5KB per compiled script
|
|
totalSize += scriptSize;
|
|
|
|
// Platform-specific overhead
|
|
var platformOverhead = platform switch
|
|
{
|
|
"Android" => 1.2f,
|
|
"iOS" => 1.15f,
|
|
"WebGL" => 1.3f,
|
|
_ => 1.1f
|
|
};
|
|
|
|
var estimatedTotal = (long)(totalSize * platformOverhead);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = "Build size estimation completed",
|
|
estimate = new
|
|
{
|
|
rawAssetsSize = totalSize,
|
|
estimatedBuildSize = estimatedTotal,
|
|
estimatedBuildSizeMB = Math.Round(estimatedTotal / (1024.0 * 1024.0), 2),
|
|
platformOverheadFactor = platformOverhead,
|
|
platform = platform
|
|
},
|
|
breakdown = new
|
|
{
|
|
scenes = new
|
|
{
|
|
count = sceneSizes.Count,
|
|
totalSizeMB = Math.Round(sceneSizes.Sum(s => (long)s["sizeBytes"]) / (1024.0 * 1024.0), 2),
|
|
details = sceneSizes.OrderByDescending(s => (long)s["sizeBytes"]).ToList()
|
|
},
|
|
resources = new
|
|
{
|
|
sizeMB = Math.Round(resourcesSize / (1024.0 * 1024.0), 2),
|
|
included = includeResources
|
|
},
|
|
streamingAssets = new
|
|
{
|
|
sizeMB = Math.Round(streamingAssetsSize / (1024.0 * 1024.0), 2),
|
|
included = includeStreamingAssets
|
|
},
|
|
scripts = new
|
|
{
|
|
count = scriptGUIDs.Length,
|
|
estimatedSizeMB = Math.Round(scriptSize / (1024.0 * 1024.0), 2)
|
|
}
|
|
},
|
|
recommendations = GetBuildSizeRecommendations(estimatedTotal)
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private long GetFolderSize(string folder)
|
|
{
|
|
long size = 0;
|
|
var files = System.IO.Directory.GetFiles(folder, "*", System.IO.SearchOption.AllDirectories);
|
|
|
|
foreach (var file in files)
|
|
{
|
|
if (!file.EndsWith(".meta"))
|
|
{
|
|
var fileInfo = new System.IO.FileInfo(file);
|
|
size += fileInfo.Length;
|
|
}
|
|
}
|
|
|
|
return size;
|
|
}
|
|
|
|
private List<string> GetBuildSizeRecommendations(long buildSize)
|
|
{
|
|
var recommendations = new List<string>();
|
|
var sizeMB = buildSize / (1024.0 * 1024.0);
|
|
|
|
if (sizeMB > 100)
|
|
recommendations.Add("Consider texture compression and atlas optimization");
|
|
if (sizeMB > 200)
|
|
recommendations.Add("Review audio compression settings");
|
|
if (sizeMB > 500)
|
|
recommendations.Add("Consider using Asset Bundles for dynamic loading");
|
|
|
|
recommendations.Add("Use sprite atlases to reduce draw calls");
|
|
recommendations.Add("Remove unused assets before building");
|
|
|
|
return recommendations;
|
|
}
|
|
|
|
private string PerformanceReport(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var includeRendering = bool.Parse(parameters.GetValueOrDefault("includeRendering", "true"));
|
|
var includeMemory = bool.Parse(parameters.GetValueOrDefault("includeMemory", "true"));
|
|
var includeTextures = bool.Parse(parameters.GetValueOrDefault("includeTextures", "true"));
|
|
var includeAudio = bool.Parse(parameters.GetValueOrDefault("includeAudio", "true"));
|
|
|
|
var report = new Dictionary<string, object>();
|
|
|
|
// Rendering statistics
|
|
if (includeRendering)
|
|
{
|
|
var renderers = UnityEngine.Object.FindObjectsOfType<Renderer>();
|
|
var cameras = UnityEngine.Object.FindObjectsOfType<Camera>();
|
|
var lights = UnityEngine.Object.FindObjectsOfType<Light>();
|
|
|
|
var materialStats = new Dictionary<string, int>();
|
|
var meshStats = new Dictionary<string, int>();
|
|
long totalVertices = 0;
|
|
long totalTriangles = 0;
|
|
int renderersWithMeshFilter = 0;
|
|
int renderersWithoutMeshFilter = 0;
|
|
var rendererTypes = new Dictionary<string, int>();
|
|
|
|
foreach (var renderer in renderers)
|
|
{
|
|
try
|
|
{
|
|
if (renderer == null || !renderer.enabled)
|
|
continue;
|
|
|
|
// Count renderer type
|
|
var rendererType = renderer.GetType().Name;
|
|
rendererTypes[rendererType] = rendererTypes.GetValueOrDefault(rendererType, 0) + 1;
|
|
|
|
// Material statistics
|
|
if (renderer.sharedMaterials != null)
|
|
{
|
|
foreach (var mat in renderer.sharedMaterials)
|
|
{
|
|
if (mat != null && mat.shader != null)
|
|
{
|
|
var shader = mat.shader.name;
|
|
materialStats[shader] = materialStats.GetValueOrDefault(shader, 0) + 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Safe retrieval of MeshFilter
|
|
MeshFilter meshFilter = null;
|
|
try
|
|
{
|
|
meshFilter = renderer.GetComponent<MeshFilter>();
|
|
}
|
|
catch (MissingComponentException)
|
|
{
|
|
// Ignore if MeshFilter does not exist
|
|
}
|
|
if (meshFilter?.sharedMesh != null)
|
|
{
|
|
renderersWithMeshFilter++;
|
|
var mesh = meshFilter.sharedMesh;
|
|
totalVertices += mesh.vertexCount;
|
|
totalTriangles += mesh.triangles.Length / 3;
|
|
|
|
var meshName = mesh.name ?? "Unnamed";
|
|
meshStats[meshName] = meshStats.GetValueOrDefault(meshName, 0) + 1;
|
|
}
|
|
else
|
|
{
|
|
renderersWithoutMeshFilter++;
|
|
|
|
// Process SkinnedMeshRenderer separately
|
|
if (renderer is SkinnedMeshRenderer skinnedRenderer && skinnedRenderer.sharedMesh != null)
|
|
{
|
|
var mesh = skinnedRenderer.sharedMesh;
|
|
totalVertices += mesh.vertexCount;
|
|
totalTriangles += mesh.triangles.Length / 3;
|
|
|
|
var meshName = $"{mesh.name} (Skinned)" ?? "Unnamed (Skinned)";
|
|
meshStats[meshName] = meshStats.GetValueOrDefault(meshName, 0) + 1;
|
|
}
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"[PerformanceReport] Error processing renderer on {renderer?.name}: {ex.Message}");
|
|
continue;
|
|
}
|
|
}
|
|
|
|
report["rendering"] = new
|
|
{
|
|
activeRenderers = renderers.Count(r => r.enabled),
|
|
totalVertices = totalVertices,
|
|
totalTriangles = totalTriangles,
|
|
cameras = cameras.Length,
|
|
lights = lights.Length,
|
|
renderersWithMeshFilter = renderersWithMeshFilter,
|
|
renderersWithoutMeshFilter = renderersWithoutMeshFilter,
|
|
skinnedMeshRenderers = renderers.Count(r => r is SkinnedMeshRenderer && r.enabled),
|
|
meshFiltersWithoutRenderer = UnityEngine.Object.FindObjectsOfType<MeshFilter>()
|
|
.Count(mf => mf.GetComponent<MeshRenderer>() == null),
|
|
rendererTypes = rendererTypes.OrderByDescending(kvp => kvp.Value)
|
|
.ToDictionary(kvp => kvp.Key, kvp => kvp.Value),
|
|
shaderUsage = materialStats.OrderByDescending(kvp => kvp.Value)
|
|
.ToDictionary(kvp => kvp.Key, kvp => kvp.Value),
|
|
meshUsage = meshStats.OrderByDescending(kvp => kvp.Value)
|
|
.Take(10).ToDictionary(kvp => kvp.Key, kvp => kvp.Value),
|
|
qualitySettings = new
|
|
{
|
|
currentLevel = QualitySettings.GetQualityLevel(),
|
|
pixelLightCount = QualitySettings.pixelLightCount,
|
|
shadows = QualitySettings.shadows.ToString(),
|
|
antiAliasing = QualitySettings.antiAliasing
|
|
}
|
|
};
|
|
}
|
|
|
|
// Memory statistics
|
|
if (includeMemory)
|
|
{
|
|
report["memory"] = new
|
|
{
|
|
totalAllocatedMemoryMB = Profiler.GetTotalAllocatedMemoryLong() / (1024.0 * 1024.0),
|
|
totalReservedMemoryMB = Profiler.GetTotalReservedMemoryLong() / (1024.0 * 1024.0),
|
|
monoHeapSizeMB = Profiler.GetMonoHeapSizeLong() / (1024.0 * 1024.0),
|
|
monoUsedSizeMB = Profiler.GetMonoUsedSizeLong() / (1024.0 * 1024.0)
|
|
};
|
|
}
|
|
|
|
// Texture statistics
|
|
if (includeTextures)
|
|
{
|
|
var textureMemory = 0L;
|
|
var textureCount = 0;
|
|
var texturesBySize = new Dictionary<string, int>();
|
|
|
|
var textures = Resources.FindObjectsOfTypeAll<Texture2D>();
|
|
foreach (var tex in textures)
|
|
{
|
|
if (AssetDatabase.Contains(tex))
|
|
{
|
|
textureCount++;
|
|
var size = Profiler.GetRuntimeMemorySizeLong(tex);
|
|
textureMemory += size;
|
|
|
|
var sizeCategory = tex.width + "x" + tex.height;
|
|
texturesBySize[sizeCategory] = texturesBySize.GetValueOrDefault(sizeCategory, 0) + 1;
|
|
}
|
|
}
|
|
|
|
report["textures"] = new
|
|
{
|
|
count = textureCount,
|
|
totalMemoryMB = textureMemory / (1024.0 * 1024.0),
|
|
sizeDistribution = texturesBySize.OrderByDescending(kvp => kvp.Value)
|
|
.ToDictionary(kvp => kvp.Key, kvp => kvp.Value)
|
|
};
|
|
}
|
|
|
|
// Audio statistics
|
|
if (includeAudio)
|
|
{
|
|
var audioClips = Resources.FindObjectsOfTypeAll<AudioClip>();
|
|
var audioMemory = 0L;
|
|
var audioStats = new Dictionary<string, object>();
|
|
|
|
foreach (var clip in audioClips)
|
|
{
|
|
if (AssetDatabase.Contains(clip))
|
|
{
|
|
audioMemory += Profiler.GetRuntimeMemorySizeLong(clip);
|
|
}
|
|
}
|
|
|
|
report["audio"] = new
|
|
{
|
|
clipCount = audioClips.Length,
|
|
totalMemoryMB = audioMemory / (1024.0 * 1024.0),
|
|
audioSourceCount = UnityEngine.Object.FindObjectsOfType<AudioSource>().Length
|
|
};
|
|
}
|
|
|
|
// Performance recommendations
|
|
var recommendations = new List<string>();
|
|
|
|
if (includeRendering && report.ContainsKey("rendering"))
|
|
{
|
|
var rendering = report["rendering"] as Dictionary<string, object>;
|
|
if (rendering != null && rendering.ContainsKey("totalTriangles") && (long)rendering["totalTriangles"] > 1000000)
|
|
recommendations.Add("High polygon count detected. Consider LOD implementation");
|
|
if (rendering != null && rendering.ContainsKey("lights") && (int)rendering["lights"] > 10)
|
|
recommendations.Add("Many lights detected. Consider light baking");
|
|
}
|
|
|
|
if (includeTextures && report.ContainsKey("textures"))
|
|
{
|
|
var textures = report["textures"] as Dictionary<string, object>;
|
|
if (textures != null && textures.ContainsKey("totalMemoryMB") && (double)textures["totalMemoryMB"] > 500)
|
|
recommendations.Add("High texture memory usage. Consider texture compression");
|
|
}
|
|
|
|
report["recommendations"] = recommendations;
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = "Performance report generated",
|
|
report = report,
|
|
timestamp = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss")
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string AutoOrganizeFolders(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var rootFolder = parameters.GetValueOrDefault("rootFolder", "Assets");
|
|
var createFolders = bool.Parse(parameters.GetValueOrDefault("createFolders", "true"));
|
|
var moveAssets = bool.Parse(parameters.GetValueOrDefault("moveAssets", "false"));
|
|
var dryRun = bool.Parse(parameters.GetValueOrDefault("dryRun", "true"));
|
|
|
|
var standardFolders = new Dictionary<string, string[]>
|
|
{
|
|
["Scripts"] = new[] { ".cs", ".js" },
|
|
["Materials"] = new[] { ".mat" },
|
|
["Textures"] = new[] { ".png", ".jpg", ".jpeg", ".tga", ".psd", ".tiff" },
|
|
["Models"] = new[] { ".fbx", ".obj", ".dae", ".3ds", ".blend" },
|
|
["Prefabs"] = new[] { ".prefab" },
|
|
["Audio"] = new[] { ".wav", ".mp3", ".ogg", ".aiff" },
|
|
["Animations"] = new[] { ".anim", ".controller" },
|
|
["Fonts"] = new[] { ".ttf", ".otf" },
|
|
["Shaders"] = new[] { ".shader", ".shadergraph" },
|
|
["UI"] = new string[] { } // UI elements processed specially
|
|
};
|
|
|
|
var operations = new List<Dictionary<string, object>>();
|
|
var createdFolders = new List<string>();
|
|
|
|
// Create folders
|
|
if (createFolders)
|
|
{
|
|
foreach (var folder in standardFolders.Keys)
|
|
{
|
|
var folderPath = $"{rootFolder}/{folder}";
|
|
if (!AssetDatabase.IsValidFolder(folderPath))
|
|
{
|
|
if (!dryRun)
|
|
{
|
|
AssetDatabase.CreateFolder(rootFolder, folder);
|
|
}
|
|
createdFolders.Add(folderPath);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Organize assets
|
|
if (moveAssets)
|
|
{
|
|
var files = System.IO.Directory.GetFiles(rootFolder, "*", System.IO.SearchOption.TopDirectoryOnly)
|
|
.Where(f => !f.EndsWith(".meta"));
|
|
|
|
foreach (var file in files)
|
|
{
|
|
var extension = System.IO.Path.GetExtension(file).ToLower();
|
|
var fileName = System.IO.Path.GetFileName(file);
|
|
|
|
foreach (var kvp in standardFolders)
|
|
{
|
|
if (kvp.Value.Contains(extension))
|
|
{
|
|
var targetFolder = $"{rootFolder}/{kvp.Key}";
|
|
var newPath = $"{targetFolder}/{fileName}";
|
|
|
|
operations.Add(new Dictionary<string, object>
|
|
{
|
|
["operation"] = "move",
|
|
["from"] = file.Replace('\\', '/'),
|
|
["to"] = newPath,
|
|
["folder"] = kvp.Key
|
|
});
|
|
|
|
if (!dryRun && AssetDatabase.IsValidFolder(targetFolder))
|
|
{
|
|
AssetDatabase.MoveAsset(file.Replace('\\', '/'), newPath);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!dryRun)
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = dryRun ?
|
|
"Dry run completed - no changes made" :
|
|
$"Organized {operations.Count} assets into {createdFolders.Count} folders",
|
|
createdFolders = createdFolders,
|
|
operations = operations,
|
|
summary = new
|
|
{
|
|
foldersCreated = createdFolders.Count,
|
|
assetsToMove = operations.Count,
|
|
dryRun = dryRun
|
|
},
|
|
standardStructure = standardFolders.Keys.ToList()
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string GenerateLOD(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
// Use targetObject parameter as main according to API definition, also support target
|
|
var targetObject = parameters.GetValueOrDefault("targetObject", "") ??
|
|
parameters.GetValueOrDefault("target", "");
|
|
var lodLevels = int.Parse(parameters.GetValueOrDefault("lodLevels", "3"));
|
|
var qualitySettings = parameters.GetValueOrDefault("qualitySettings", "0.75,0.5,0.25");
|
|
|
|
if (string.IsNullOrEmpty(targetObject))
|
|
return CreateMissingParameterResponse("GenerateLOD", "targetObject", parameters);
|
|
|
|
var gameObject = GameObject.Find(targetObject);
|
|
if (gameObject == null)
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = "GameObject not found"
|
|
});
|
|
|
|
var meshFilter = gameObject.GetComponent<MeshFilter>();
|
|
if (meshFilter == null)
|
|
{
|
|
// Automatically add if MeshFilter is missing
|
|
meshFilter = gameObject.AddComponent<MeshFilter>();
|
|
|
|
// Set basic shape mesh
|
|
var renderer = gameObject.GetComponent<Renderer>();
|
|
if (renderer == null)
|
|
{
|
|
renderer = gameObject.AddComponent<MeshRenderer>();
|
|
}
|
|
|
|
// Create primitive mesh (use Cube as default)
|
|
var tempGO = CreatePrimitiveWithMaterial(PrimitiveType.Cube);
|
|
meshFilter.sharedMesh = tempGO.GetComponent<MeshFilter>().sharedMesh;
|
|
GameObject.Destroy(tempGO);
|
|
|
|
SynLog.Info($"[Synaptic] Auto-added MeshFilter with default cube mesh to '{gameObject.name}'");
|
|
}
|
|
|
|
if (meshFilter.sharedMesh == null)
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = "MeshFilter has no mesh assigned"
|
|
});
|
|
|
|
// Add or get LODGroup
|
|
var lodGroup = gameObject.GetComponent<LODGroup>();
|
|
if (lodGroup == null)
|
|
lodGroup = gameObject.AddComponent<LODGroup>();
|
|
|
|
var qualityLevels = qualitySettings.Split(',').Select(float.Parse).ToArray();
|
|
var lods = new LOD[lodLevels];
|
|
var lodObjects = new List<GameObject>();
|
|
|
|
// LOD0 is the original object
|
|
lods[0] = new LOD(0.6f, new Renderer[] { gameObject.GetComponent<Renderer>() });
|
|
|
|
// Generate additional LOD levels
|
|
for (int i = 1; i < lodLevels; i++)
|
|
{
|
|
var lodObject = new GameObject($"{gameObject.name}_LOD{i}");
|
|
lodObject.transform.SetParent(gameObject.transform);
|
|
lodObject.transform.localPosition = Vector3.zero;
|
|
lodObject.transform.localRotation = Quaternion.identity;
|
|
lodObject.transform.localScale = Vector3.one;
|
|
|
|
var lodMeshFilter = lodObject.AddComponent<MeshFilter>();
|
|
var lodRenderer = lodObject.AddComponent<MeshRenderer>();
|
|
|
|
// Copy original Renderer settings
|
|
var originalRenderer = gameObject.GetComponent<Renderer>();
|
|
lodRenderer.sharedMaterials = originalRenderer.sharedMaterials;
|
|
|
|
// Simple LOD mesh generation (use specialized mesh decimation algorithm in actual implementation)
|
|
var quality = i < qualityLevels.Length ? qualityLevels[i] : 0.5f / i;
|
|
lodMeshFilter.sharedMesh = meshFilter.sharedMesh; // Should generate simplified mesh here in production
|
|
|
|
float screenRelativeHeight = i == 1 ? 0.3f : 0.1f / (i - 1);
|
|
lods[i] = new LOD(screenRelativeHeight, new Renderer[] { lodRenderer });
|
|
|
|
lodObjects.Add(lodObject);
|
|
}
|
|
|
|
lodGroup.SetLODs(lods);
|
|
lodGroup.RecalculateBounds();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Generated {lodLevels} LOD levels for '{targetObject}'",
|
|
target = targetObject,
|
|
lodLevels = lodLevels,
|
|
lodInfo = lods.Select((lod, i) => new
|
|
{
|
|
level = i,
|
|
screenRelativeHeight = lod.screenRelativeTransitionHeight,
|
|
rendererCount = lod.renderers.Length
|
|
}).ToList(),
|
|
note = "This is a simplified LOD generation. For production, use specialized mesh decimation tools."
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string AutoAtlasTextures(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var folder = parameters.GetValueOrDefault("folder", "Assets/Textures");
|
|
var atlasName = parameters.GetValueOrDefault("atlasName", "TextureAtlas");
|
|
var maxAtlasSize = int.Parse(parameters.GetValueOrDefault("maxAtlasSize", "2048"));
|
|
var padding = int.Parse(parameters.GetValueOrDefault("padding", "2"));
|
|
|
|
// Check folder exists
|
|
if (!AssetDatabase.IsValidFolder(folder))
|
|
{
|
|
// Create folder if it doesn't exist
|
|
var folderParts = folder.Split('/');
|
|
var parentPath = folderParts[0];
|
|
|
|
for (int i = 1; i < folderParts.Length; i++)
|
|
{
|
|
var nextPath = parentPath + "/" + folderParts[i];
|
|
if (!AssetDatabase.IsValidFolder(nextPath))
|
|
{
|
|
AssetDatabase.CreateFolder(parentPath, folderParts[i]);
|
|
}
|
|
parentPath = nextPath;
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Folder '{folder}' did not exist and was created. No textures found to atlas."
|
|
});
|
|
}
|
|
|
|
// Assumes Unity 2020 or later Sprite Atlas API
|
|
var textureGUIDs = AssetDatabase.FindAssets("t:Texture2D", new[] { folder });
|
|
var textures = new List<Texture2D>();
|
|
|
|
foreach (var guid in textureGUIDs.Take(50)) // Apply limit
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
var texture = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
|
|
|
|
if (texture != null && texture.width <= maxAtlasSize && texture.height <= maxAtlasSize)
|
|
{
|
|
// Check Read/Write enabled
|
|
var importer = AssetImporter.GetAtPath(path) as TextureImporter;
|
|
if (importer != null && !importer.isReadable)
|
|
{
|
|
importer.isReadable = true;
|
|
importer.SaveAndReimport();
|
|
}
|
|
|
|
textures.Add(texture);
|
|
}
|
|
}
|
|
|
|
if (textures.Count == 0)
|
|
{
|
|
// Detailed diagnostics when no textures found
|
|
var diagnostics = new Dictionary<string, object>();
|
|
diagnostics["searchFolder"] = folder;
|
|
diagnostics["totalTexturesInFolder"] = textureGUIDs.Length;
|
|
|
|
// Analyze reason if textures found but all invalid
|
|
if (textureGUIDs.Length > 0)
|
|
{
|
|
var rejectionReasons = new Dictionary<string, int>();
|
|
var tooLarge = 0;
|
|
var failedToLoad = 0;
|
|
|
|
foreach (var guid in textureGUIDs.Take(10)) // Sample check
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
var texture = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
|
|
|
|
if (texture == null)
|
|
{
|
|
failedToLoad++;
|
|
}
|
|
else if (texture.width > maxAtlasSize || texture.height > maxAtlasSize)
|
|
{
|
|
tooLarge++;
|
|
}
|
|
}
|
|
|
|
if (tooLarge > 0)
|
|
rejectionReasons["Textures too large for atlas"] = tooLarge;
|
|
if (failedToLoad > 0)
|
|
rejectionReasons["Failed to load texture"] = failedToLoad;
|
|
|
|
diagnostics["rejectionReasons"] = rejectionReasons;
|
|
diagnostics["suggestion"] = "Try increasing maxAtlasSize or using a different folder";
|
|
}
|
|
else
|
|
{
|
|
// List all files in folder
|
|
var allAssets = AssetDatabase.FindAssets("", new[] { folder });
|
|
diagnostics["totalAssetsInFolder"] = allAssets.Length;
|
|
|
|
if (allAssets.Length == 0)
|
|
{
|
|
diagnostics["note"] = "Folder is empty";
|
|
diagnostics["suggestion"] = "Add texture files to the folder first";
|
|
}
|
|
else
|
|
{
|
|
diagnostics["note"] = "Folder contains assets but no textures";
|
|
diagnostics["suggestion"] = "Ensure files are imported as Texture2D type";
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = "No suitable textures found for atlas creation",
|
|
diagnostics = diagnostics,
|
|
requirements = new {
|
|
maxSize = $"{maxAtlasSize}x{maxAtlasSize}",
|
|
formats = new[] { "PNG", "JPG", "TGA", "PSD", "BMP" },
|
|
settings = "Texture must be readable (Read/Write Enabled)"
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
|
|
// Create atlas
|
|
var atlas = new Texture2D(maxAtlasSize, maxAtlasSize);
|
|
var rects = atlas.PackTextures(textures.ToArray(), padding, maxAtlasSize);
|
|
|
|
if (rects == null || rects.Length == 0)
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = "Failed to pack textures into atlas"
|
|
});
|
|
|
|
// Save atlas
|
|
var atlasPath = $"{folder}/{atlasName}.png";
|
|
var pngData = atlas.EncodeToPNG();
|
|
System.IO.File.WriteAllBytes(atlasPath, pngData);
|
|
AssetDatabase.Refresh();
|
|
|
|
// Atlas settings
|
|
var atlasImporter = AssetImporter.GetAtPath(atlasPath) as TextureImporter;
|
|
if (atlasImporter != null)
|
|
{
|
|
atlasImporter.textureType = TextureImporterType.Sprite;
|
|
atlasImporter.spriteImportMode = SpriteImportMode.Multiple;
|
|
atlasImporter.maxTextureSize = maxAtlasSize;
|
|
atlasImporter.SaveAndReimport();
|
|
}
|
|
|
|
// Generate atlas information
|
|
var atlasInfo = new List<Dictionary<string, object>>();
|
|
for (int i = 0; i < textures.Count; i++)
|
|
{
|
|
atlasInfo.Add(new Dictionary<string, object>
|
|
{
|
|
["textureName"] = textures[i].name,
|
|
["rect"] = new
|
|
{
|
|
x = rects[i].x,
|
|
y = rects[i].y,
|
|
width = rects[i].width,
|
|
height = rects[i].height
|
|
}
|
|
});
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Created texture atlas with {textures.Count} textures",
|
|
atlasPath = atlasPath,
|
|
atlasSize = new { width = atlas.width, height = atlas.height },
|
|
textureCount = textures.Count,
|
|
textures = atlasInfo,
|
|
settings = new
|
|
{
|
|
maxSize = maxAtlasSize,
|
|
padding = padding
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
// ===== Game development specific features =====
|
|
|
|
private string CreateGameController(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var controllerType = parameters.GetValueOrDefault("type", "FirstPerson");
|
|
var playerName = parameters.GetValueOrDefault("playerName", "Player");
|
|
var includeCamera = bool.Parse(parameters.GetValueOrDefault("includeCamera", "true"));
|
|
var movementSpeed = float.Parse(parameters.GetValueOrDefault("movementSpeed", "5"));
|
|
var jumpHeight = float.Parse(parameters.GetValueOrDefault("jumpHeight", "3"));
|
|
|
|
// PlayerGameObjectCreate
|
|
var player = new GameObject(playerName);
|
|
|
|
// Add basic components
|
|
var rb = player.AddComponent<Rigidbody>();
|
|
rb.constraints = RigidbodyConstraints.FreezeRotation;
|
|
|
|
var collider = player.AddComponent<CapsuleCollider>();
|
|
collider.height = 2f;
|
|
collider.radius = 0.5f;
|
|
|
|
// ControllerGenerate script
|
|
string scriptContent = "";
|
|
string scriptName = "";
|
|
|
|
switch (controllerType)
|
|
{
|
|
case "FirstPerson":
|
|
scriptName = "FirstPersonController";
|
|
scriptContent = GenerateFirstPersonControllerScript(movementSpeed, jumpHeight);
|
|
break;
|
|
|
|
case "ThirdPerson":
|
|
scriptName = "ThirdPersonController";
|
|
scriptContent = GenerateThirdPersonControllerScript(movementSpeed, jumpHeight);
|
|
break;
|
|
|
|
case "TopDown":
|
|
scriptName = "TopDownController";
|
|
scriptContent = GenerateTopDownControllerScript(movementSpeed);
|
|
break;
|
|
|
|
case "Platformer2D":
|
|
scriptName = "Platformer2DController";
|
|
scriptContent = GeneratePlatformer2DControllerScript(movementSpeed, jumpHeight);
|
|
// Adjust components for 2D
|
|
GameObject.Destroy(rb);
|
|
GameObject.Destroy(collider);
|
|
player.AddComponent<Rigidbody2D>();
|
|
player.AddComponent<BoxCollider2D>();
|
|
break;
|
|
}
|
|
|
|
// ScriptSave
|
|
var scriptPath = $"Assets/Scripts/Controllers/{scriptName}.cs";
|
|
var scriptDir = System.IO.Path.GetDirectoryName(scriptPath);
|
|
if (!System.IO.Directory.Exists(scriptDir))
|
|
{
|
|
System.IO.Directory.CreateDirectory(scriptDir);
|
|
}
|
|
System.IO.File.WriteAllText(scriptPath, scriptContent);
|
|
AssetDatabase.Refresh();
|
|
|
|
// CameraSetup
|
|
if (includeCamera)
|
|
{
|
|
GameObject cameraGO = null;
|
|
switch (controllerType)
|
|
{
|
|
case "FirstPerson":
|
|
cameraGO = new GameObject("PlayerCamera");
|
|
cameraGO.AddComponent<Camera>();
|
|
cameraGO.transform.parent = player.transform;
|
|
cameraGO.transform.localPosition = new Vector3(0, 1.6f, 0);
|
|
break;
|
|
|
|
case "ThirdPerson":
|
|
cameraGO = new GameObject("CameraRig");
|
|
var pivot = new GameObject("CameraPivot");
|
|
pivot.transform.parent = cameraGO.transform;
|
|
var cam = new GameObject("Camera");
|
|
cam.AddComponent<Camera>();
|
|
cam.transform.parent = pivot.transform;
|
|
cam.transform.localPosition = new Vector3(0, 2, -5);
|
|
cam.transform.LookAt(pivot.transform);
|
|
break;
|
|
}
|
|
}
|
|
|
|
Selection.activeGameObject = player;
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Created {controllerType} controller",
|
|
gameObjectName = playerName,
|
|
scriptPath = scriptPath,
|
|
components = new[] { "Rigidbody", "Collider", scriptName },
|
|
settings = new
|
|
{
|
|
type = controllerType,
|
|
movementSpeed = movementSpeed,
|
|
jumpHeight = jumpHeight,
|
|
includeCamera = includeCamera
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string GenerateFirstPersonControllerScript(float moveSpeed, float jumpHeight)
|
|
{
|
|
return @"using UnityEngine;
|
|
|
|
public class FirstPersonController : MonoBehaviour
|
|
{
|
|
[Header(""Movement"")]
|
|
public float moveSpeed = " + moveSpeed + @"f;
|
|
public float jumpHeight = " + jumpHeight + @"f;
|
|
public float gravity = -9.81f;
|
|
|
|
[Header(""Look"")]
|
|
public float mouseSensitivity = 2f;
|
|
public float lookXLimit = 80f;
|
|
|
|
CharacterController characterController;
|
|
Vector3 moveDirection = Vector3.zero;
|
|
float rotationX = 0;
|
|
|
|
public Camera playerCamera;
|
|
|
|
void Start()
|
|
{
|
|
characterController = GetComponent<CharacterController>();
|
|
if (!characterController)
|
|
characterController = gameObject.AddComponent<CharacterController>();
|
|
|
|
if (!playerCamera)
|
|
playerCamera = GetComponentInChildren<Camera>();
|
|
|
|
Cursor.lockState = CursorLockMode.Locked;
|
|
Cursor.visible = false;
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
// Movement
|
|
Vector3 forward = transform.TransformDirection(Vector3.forward);
|
|
Vector3 right = transform.TransformDirection(Vector3.right);
|
|
|
|
float curSpeedX = moveSpeed * Input.GetAxis(""Vertical"");
|
|
float curSpeedY = moveSpeed * Input.GetAxis(""Horizontal"");
|
|
float movementDirectionY = moveDirection.y;
|
|
moveDirection = (forward * curSpeedX) + (right * curSpeedY);
|
|
|
|
if (Input.GetButton(""Jump"") && characterController.isGrounded)
|
|
{
|
|
moveDirection.y = Mathf.Sqrt(jumpHeight * -2.0f * gravity);
|
|
}
|
|
else
|
|
{
|
|
moveDirection.y = movementDirectionY;
|
|
}
|
|
|
|
if (!characterController.isGrounded)
|
|
{
|
|
moveDirection.y += gravity * Time.deltaTime;
|
|
}
|
|
|
|
characterController.Move(moveDirection * Time.deltaTime);
|
|
|
|
// Camera rotation
|
|
rotationX += -Input.GetAxis(""Mouse Y"") * mouseSensitivity;
|
|
rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
|
|
playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
|
|
transform.rotation *= Quaternion.Euler(0, Input.GetAxis(""Mouse X"") * mouseSensitivity, 0);
|
|
}
|
|
}";
|
|
}
|
|
|
|
private string GenerateThirdPersonControllerScript(float moveSpeed, float jumpHeight)
|
|
{
|
|
return @"using UnityEngine;
|
|
|
|
public class ThirdPersonController : MonoBehaviour
|
|
{
|
|
[Header(""Movement"")]
|
|
public float moveSpeed = " + moveSpeed + @"f;
|
|
public float jumpHeight = " + jumpHeight + @"f;
|
|
public float turnSmoothTime = 0.1f;
|
|
|
|
[Header(""Camera"")]
|
|
public Transform cameraTransform;
|
|
|
|
float turnSmoothVelocity;
|
|
CharacterController controller;
|
|
|
|
void Start()
|
|
{
|
|
controller = GetComponent<CharacterController>();
|
|
if (!controller)
|
|
controller = gameObject.AddComponent<CharacterController>();
|
|
|
|
if (!cameraTransform && Camera.main)
|
|
cameraTransform = Camera.main.transform;
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
float horizontal = Input.GetAxisRaw(""Horizontal"");
|
|
float vertical = Input.GetAxisRaw(""Vertical"");
|
|
Vector3 inputVector = new Vector3(horizontal, 0f, vertical);
|
|
|
|
if (inputVector.magnitude >= 0.1f)
|
|
{
|
|
Vector3 direction = inputVector.normalized;
|
|
float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cameraTransform.eulerAngles.y;
|
|
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
|
|
transform.rotation = Quaternion.Euler(0f, angle, 0f);
|
|
|
|
Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
|
|
controller.Move(moveDir.normalized * moveSpeed * Time.deltaTime);
|
|
}
|
|
|
|
if (Input.GetButtonDown(""Jump"") && controller.isGrounded)
|
|
{
|
|
// Jump logic
|
|
}
|
|
}
|
|
}";
|
|
}
|
|
|
|
private string GenerateTopDownControllerScript(float moveSpeed)
|
|
{
|
|
return @"using UnityEngine;
|
|
|
|
public class TopDownController : MonoBehaviour
|
|
{
|
|
public float moveSpeed = " + moveSpeed + @"f;
|
|
public bool rotateTowardsMouse = true;
|
|
|
|
Rigidbody rb;
|
|
Camera mainCamera;
|
|
|
|
void Start()
|
|
{
|
|
rb = GetComponent<Rigidbody>();
|
|
mainCamera = Camera.main;
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
float horizontal = Input.GetAxis(""Horizontal"");
|
|
float vertical = Input.GetAxis(""Vertical"");
|
|
|
|
Vector3 inputVector = new Vector3(horizontal, 0, vertical);
|
|
Vector3 movement = inputVector.magnitude > 0.1f ? inputVector.normalized * moveSpeed : Vector3.zero;
|
|
rb.velocity = new Vector3(movement.x, rb.velocity.y, movement.z);
|
|
|
|
if (rotateTowardsMouse)
|
|
{
|
|
Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
|
|
if (Physics.Raycast(ray, out RaycastHit hit, 100f))
|
|
{
|
|
Vector3 lookDir = hit.point - transform.position;
|
|
lookDir.y = 0;
|
|
if (lookDir != Vector3.zero)
|
|
{
|
|
transform.rotation = Quaternion.LookRotation(lookDir);
|
|
}
|
|
}
|
|
}
|
|
else if (movement != Vector3.zero)
|
|
{
|
|
transform.rotation = Quaternion.LookRotation(movement);
|
|
}
|
|
}
|
|
}";
|
|
}
|
|
|
|
private string GeneratePlatformer2DControllerScript(float moveSpeed, float jumpHeight)
|
|
{
|
|
return @"using UnityEngine;
|
|
|
|
public class Platformer2DController : MonoBehaviour
|
|
{
|
|
[Header(""Movement"")]
|
|
public float moveSpeed = " + moveSpeed + @"f;
|
|
public float jumpForce = " + jumpHeight * 3 + @"f;
|
|
|
|
[Header(""Ground Check"")]
|
|
public Transform groundCheck;
|
|
public float groundCheckRadius = 0.2f;
|
|
public LayerMask groundLayer;
|
|
|
|
Rigidbody2D rb;
|
|
bool isGrounded;
|
|
float moveInput;
|
|
|
|
void Start()
|
|
{
|
|
rb = GetComponent<Rigidbody2D>();
|
|
|
|
// Create ground check if not assigned
|
|
if (!groundCheck)
|
|
{
|
|
GameObject gc = new GameObject(""GroundCheck"");
|
|
gc.transform.parent = transform;
|
|
gc.transform.localPosition = new Vector3(0, -1f, 0);
|
|
groundCheck = gc.transform;
|
|
}
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
moveInput = Input.GetAxis(""Horizontal"");
|
|
|
|
isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
|
|
|
|
if (Input.GetButtonDown(""Jump"") && isGrounded)
|
|
{
|
|
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
|
|
}
|
|
|
|
// Flip sprite based on direction
|
|
if (moveInput > 0)
|
|
transform.localScale = new Vector3(1, 1, 1);
|
|
else if (moveInput < 0)
|
|
transform.localScale = new Vector3(-1, 1, 1);
|
|
}
|
|
|
|
void FixedUpdate()
|
|
{
|
|
rb.velocity = new Vector2(moveInput * moveSpeed, rb.velocity.y);
|
|
}
|
|
}";
|
|
}
|
|
|
|
private string SetupInputSystem(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var template = parameters.GetValueOrDefault("template", "Standard");
|
|
var createAsset = bool.Parse(parameters.GetValueOrDefault("createAsset", "true"));
|
|
|
|
string inputActionsContent = "";
|
|
string assetPath = "Assets/Settings/InputActions.inputactions";
|
|
|
|
switch (template)
|
|
{
|
|
case "Standard":
|
|
inputActionsContent = GenerateStandardInputActions();
|
|
break;
|
|
case "Mobile":
|
|
inputActionsContent = GenerateMobileInputActions();
|
|
break;
|
|
case "VR":
|
|
inputActionsContent = GenerateVRInputActions();
|
|
break;
|
|
}
|
|
|
|
if (createAsset && !string.IsNullOrEmpty(inputActionsContent))
|
|
{
|
|
var dir = System.IO.Path.GetDirectoryName(assetPath);
|
|
if (!System.IO.Directory.Exists(dir))
|
|
{
|
|
System.IO.Directory.CreateDirectory(dir);
|
|
}
|
|
|
|
System.IO.File.WriteAllText(assetPath, inputActionsContent);
|
|
AssetDatabase.Refresh();
|
|
}
|
|
|
|
// Input SystemSettingsUpdate
|
|
// Update Input System Settings in PlayerSettings
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Set up {template} input system",
|
|
assetPath = assetPath,
|
|
template = template,
|
|
settings = new
|
|
{
|
|
activeInputHandling = "Both",
|
|
createdAsset = createAsset
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string GenerateStandardInputActions()
|
|
{
|
|
return @"{
|
|
""name"": ""InputActions"",
|
|
""maps"": [
|
|
{
|
|
""name"": ""Player"",
|
|
""id"": ""f62a4b92-2026-4d06-8d54-5a7a3e9263a3"",
|
|
""actions"": [
|
|
{
|
|
""name"": ""Move"",
|
|
""type"": ""Value"",
|
|
""id"": ""6b5a16bd-c6db-420e-a1f5-58e4b4c7b2d0"",
|
|
""expectedControlType"": ""Vector2"",
|
|
""processors"": """",
|
|
""interactions"": """"
|
|
},
|
|
{
|
|
""name"": ""Jump"",
|
|
""type"": ""Button"",
|
|
""id"": ""8c4abdf8-4099-493a-aa1a-129e93b5d395"",
|
|
""expectedControlType"": ""Button"",
|
|
""processors"": """",
|
|
""interactions"": """"
|
|
},
|
|
{
|
|
""name"": ""Look"",
|
|
""type"": ""Value"",
|
|
""id"": ""2690aefc-a4cc-4ddc-85aa-79b633077c7a"",
|
|
""expectedControlType"": ""Vector2"",
|
|
""processors"": """",
|
|
""interactions"": """"
|
|
}
|
|
],
|
|
""bindings"": [
|
|
{
|
|
""name"": ""WASD"",
|
|
""id"": ""00ca640b-d935-4593-8157-c05a1c025fe3"",
|
|
""path"": ""2DVector"",
|
|
""interactions"": """",
|
|
""processors"": """",
|
|
""groups"": """",
|
|
""action"": ""Move"",
|
|
""isComposite"": true,
|
|
""isPartOfComposite"": false
|
|
},
|
|
{
|
|
""name"": ""up"",
|
|
""id"": ""e2062cb9-1b15-4a9e-a5dc-cdaf3e82d1a1"",
|
|
""path"": ""<Keyboard>/w"",
|
|
""interactions"": """",
|
|
""processors"": """",
|
|
""groups"": ""Keyboard&Mouse"",
|
|
""action"": ""Move"",
|
|
""isComposite"": false,
|
|
""isPartOfComposite"": true
|
|
},
|
|
{
|
|
""name"": ""down"",
|
|
""id"": ""320838fc-f295-4832-8673-08ff8ec0d75e"",
|
|
""path"": ""<Keyboard>/s"",
|
|
""interactions"": """",
|
|
""processors"": """",
|
|
""groups"": ""Keyboard&Mouse"",
|
|
""action"": ""Move"",
|
|
""isComposite"": false,
|
|
""isPartOfComposite"": true
|
|
},
|
|
{
|
|
""name"": ""left"",
|
|
""id"": ""d2581a9b-1d11-4566-b73e-c5c1882c073a"",
|
|
""path"": ""<Keyboard>/a"",
|
|
""interactions"": """",
|
|
""processors"": """",
|
|
""groups"": ""Keyboard&Mouse"",
|
|
""action"": ""Move"",
|
|
""isComposite"": false,
|
|
""isPartOfComposite"": true
|
|
},
|
|
{
|
|
""name"": ""right"",
|
|
""id"": ""fcfe8d35-23dc-4c1c-9cfd-f0cd20926f07"",
|
|
""path"": ""<Keyboard>/d"",
|
|
""interactions"": """",
|
|
""processors"": """",
|
|
""groups"": ""Keyboard&Mouse"",
|
|
""action"": ""Move"",
|
|
""isComposite"": false,
|
|
""isPartOfComposite"": true
|
|
},
|
|
{
|
|
""name"": """",
|
|
""id"": ""1077f913-e8ba-4d5f-beb7-507b4e665d37"",
|
|
""path"": ""<Keyboard>/space"",
|
|
""interactions"": """",
|
|
""processors"": """",
|
|
""groups"": ""Keyboard&Mouse"",
|
|
""action"": ""Jump"",
|
|
""isComposite"": false,
|
|
""isPartOfComposite"": false
|
|
},
|
|
{
|
|
""name"": """",
|
|
""id"": ""8c8e490e-08ff-4d1b-912f-0154797a2b73"",
|
|
""path"": ""<Mouse>/delta"",
|
|
""interactions"": """",
|
|
""processors"": """",
|
|
""groups"": ""Keyboard&Mouse"",
|
|
""action"": ""Look"",
|
|
""isComposite"": false,
|
|
""isPartOfComposite"": false
|
|
}
|
|
]
|
|
}
|
|
],
|
|
""controlSchemes"": [
|
|
{
|
|
""name"": ""Keyboard&Mouse"",
|
|
""bindingGroup"": ""Keyboard&Mouse"",
|
|
""devices"": [
|
|
{
|
|
""devicePath"": ""<Keyboard>"",
|
|
""isOptional"": false,
|
|
""isOR"": false
|
|
},
|
|
{
|
|
""devicePath"": ""<Mouse>"",
|
|
""isOptional"": false,
|
|
""isOR"": false
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}";
|
|
}
|
|
|
|
private string GenerateMobileInputActions()
|
|
{
|
|
return @"{
|
|
""name"": ""MobileInputActions"",
|
|
""maps"": [
|
|
{
|
|
""name"": ""Touch"",
|
|
""id"": ""a3f5ec22-78b5-4adb-b4f3-96d5f7d77825"",
|
|
""actions"": [
|
|
{
|
|
""name"": ""PrimaryTouch"",
|
|
""type"": ""PassThrough"",
|
|
""id"": ""f8b3e0a3-fb86-44da-9c65-8a5c67e5cf8d"",
|
|
""expectedControlType"": ""Touch"",
|
|
""processors"": """",
|
|
""interactions"": """"
|
|
},
|
|
{
|
|
""name"": ""SecondaryTouch"",
|
|
""type"": ""PassThrough"",
|
|
""id"": ""13b5bbfe-f03f-42e9-9c88-9f87ee72b299"",
|
|
""expectedControlType"": ""Touch"",
|
|
""processors"": """",
|
|
""interactions"": """"
|
|
}
|
|
],
|
|
""bindings"": [
|
|
{
|
|
""name"": """",
|
|
""id"": ""1a7e28fe-784f-4cd6-ba3b-15401a1f3246"",
|
|
""path"": ""<Touchscreen>/touch0"",
|
|
""interactions"": """",
|
|
""processors"": """",
|
|
""groups"": ""Touch"",
|
|
""action"": ""PrimaryTouch"",
|
|
""isComposite"": false,
|
|
""isPartOfComposite"": false
|
|
},
|
|
{
|
|
""name"": """",
|
|
""id"": ""4fca3ef6-1574-40c8-9f5f-3f0db643d1f5"",
|
|
""path"": ""<Touchscreen>/touch1"",
|
|
""interactions"": """",
|
|
""processors"": """",
|
|
""groups"": ""Touch"",
|
|
""action"": ""SecondaryTouch"",
|
|
""isComposite"": false,
|
|
""isPartOfComposite"": false
|
|
}
|
|
]
|
|
}
|
|
],
|
|
""controlSchemes"": [
|
|
{
|
|
""name"": ""Touch"",
|
|
""bindingGroup"": ""Touch"",
|
|
""devices"": [
|
|
{
|
|
""devicePath"": ""<Touchscreen>"",
|
|
""isOptional"": false,
|
|
""isOR"": false
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}";
|
|
}
|
|
|
|
private string GenerateVRInputActions()
|
|
{
|
|
return @"{
|
|
""name"": ""VRInputActions"",
|
|
""maps"": [
|
|
{
|
|
""name"": ""VR"",
|
|
""id"": ""c95b2d34-7e4c-4f89-89cf-08eff0e4c5ef"",
|
|
""actions"": [
|
|
{
|
|
""name"": ""TriggerLeft"",
|
|
""type"": ""Button"",
|
|
""id"": ""4c9a2d34-7e4c-4f89-89cf-08eff0e4c5ef"",
|
|
""expectedControlType"": ""Button"",
|
|
""processors"": """",
|
|
""interactions"": """"
|
|
},
|
|
{
|
|
""name"": ""TriggerRight"",
|
|
""type"": ""Button"",
|
|
""id"": ""5c9a2d34-7e4c-4f89-89cf-08eff0e4c5ef"",
|
|
""expectedControlType"": ""Button"",
|
|
""processors"": """",
|
|
""interactions"": """"
|
|
},
|
|
{
|
|
""name"": ""Move"",
|
|
""type"": ""Value"",
|
|
""id"": ""6c9a2d34-7e4c-4f89-89cf-08eff0e4c5ef"",
|
|
""expectedControlType"": ""Vector2"",
|
|
""processors"": """",
|
|
""interactions"": """"
|
|
}
|
|
],
|
|
""bindings"": [
|
|
{
|
|
""name"": """",
|
|
""id"": ""7c9a2d34-7e4c-4f89-89cf-08eff0e4c5ef"",
|
|
""path"": ""<XRController>{LeftHand}/triggerPressed"",
|
|
""interactions"": """",
|
|
""processors"": """",
|
|
""groups"": ""VR"",
|
|
""action"": ""TriggerLeft"",
|
|
""isComposite"": false,
|
|
""isPartOfComposite"": false
|
|
},
|
|
{
|
|
""name"": """",
|
|
""id"": ""8c9a2d34-7e4c-4f89-89cf-08eff0e4c5ef"",
|
|
""path"": ""<XRController>{RightHand}/triggerPressed"",
|
|
""interactions"": """",
|
|
""processors"": """",
|
|
""groups"": ""VR"",
|
|
""action"": ""TriggerRight"",
|
|
""isComposite"": false,
|
|
""isPartOfComposite"": false
|
|
},
|
|
{
|
|
""name"": """",
|
|
""id"": ""9c9a2d34-7e4c-4f89-89cf-08eff0e4c5ef"",
|
|
""path"": ""<XRController>{LeftHand}/primary2DAxis"",
|
|
""interactions"": """",
|
|
""processors"": """",
|
|
""groups"": ""VR"",
|
|
""action"": ""Move"",
|
|
""isComposite"": false,
|
|
""isPartOfComposite"": false
|
|
}
|
|
]
|
|
}
|
|
],
|
|
""controlSchemes"": [
|
|
{
|
|
""name"": ""VR"",
|
|
""bindingGroup"": ""VR"",
|
|
""devices"": [
|
|
{
|
|
""devicePath"": ""<XRController>{LeftHand}"",
|
|
""isOptional"": false,
|
|
""isOR"": false
|
|
},
|
|
{
|
|
""devicePath"": ""<XRController>{RightHand}"",
|
|
""isOptional"": false,
|
|
""isOR"": false
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}";
|
|
}
|
|
|
|
private string CreateStateMachine(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetObject = parameters.GetValueOrDefault("targetObject", "");
|
|
var stateMachineType = parameters.GetValueOrDefault("type", "Character");
|
|
var states = parameters.GetValueOrDefault("states", "Idle,Walk,Run,Jump,Attack").Split(',');
|
|
|
|
GameObject target = null;
|
|
if (!string.IsNullOrEmpty(targetObject))
|
|
{
|
|
target = GameObject.Find(targetObject);
|
|
}
|
|
if (target == null)
|
|
{
|
|
target = new GameObject($"{stateMachineType}StateMachine");
|
|
}
|
|
|
|
// StateMachineGenerate script
|
|
var scriptName = $"{stateMachineType}StateMachine";
|
|
var scriptContent = GenerateStateMachineScript(scriptName, states);
|
|
|
|
var scriptPath = $"Assets/Scripts/StateMachines/{scriptName}.cs";
|
|
var scriptDir = System.IO.Path.GetDirectoryName(scriptPath);
|
|
if (!System.IO.Directory.Exists(scriptDir))
|
|
{
|
|
System.IO.Directory.CreateDirectory(scriptDir);
|
|
}
|
|
|
|
System.IO.File.WriteAllText(scriptPath, scriptContent);
|
|
|
|
// Generate script for each state as well
|
|
foreach (var state in states)
|
|
{
|
|
var stateScriptPath = $"Assets/Scripts/StateMachines/States/{stateMachineType}{state}State.cs";
|
|
var stateScriptDir = System.IO.Path.GetDirectoryName(stateScriptPath);
|
|
if (!System.IO.Directory.Exists(stateScriptDir))
|
|
{
|
|
System.IO.Directory.CreateDirectory(stateScriptDir);
|
|
}
|
|
|
|
var stateScriptContent = GenerateStateScript($"{stateMachineType}{state}State", state);
|
|
System.IO.File.WriteAllText(stateScriptPath, stateScriptContent);
|
|
}
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Created {stateMachineType} state machine with {states.Length} states",
|
|
targetObject = target.name,
|
|
scriptPath = scriptPath,
|
|
states = states,
|
|
type = stateMachineType
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string GenerateStateMachineScript(string className, string[] states)
|
|
{
|
|
var stateEnums = string.Join(",\n ", states);
|
|
var stateCases = "";
|
|
|
|
foreach (var state in states)
|
|
{
|
|
stateCases += $@"
|
|
case States.{state}:
|
|
// {state} state logic
|
|
break;
|
|
";
|
|
}
|
|
|
|
return $@"using UnityEngine;
|
|
using System.Collections;
|
|
|
|
public class {className} : MonoBehaviour
|
|
{{
|
|
public enum States
|
|
{{
|
|
{stateEnums}
|
|
}}
|
|
|
|
public States currentState = States.{states[0]};
|
|
private States previousState;
|
|
|
|
void Start()
|
|
{{
|
|
StartCoroutine(StateMachineRoutine());
|
|
}}
|
|
|
|
IEnumerator StateMachineRoutine()
|
|
{{
|
|
while (true)
|
|
{{
|
|
switch (currentState)
|
|
{{{stateCases}
|
|
}}
|
|
|
|
yield return null;
|
|
}}
|
|
}}
|
|
|
|
public void ChangeState(States newState)
|
|
{{
|
|
previousState = currentState;
|
|
currentState = newState;
|
|
OnStateChange(previousState, currentState);
|
|
}}
|
|
|
|
protected virtual void OnStateChange(States from, States to)
|
|
{{
|
|
SynLog.Info($""State changed from {{from}} to {{to}}"");
|
|
}}
|
|
}}";
|
|
}
|
|
|
|
private string GenerateStateScript(string className, string stateName)
|
|
{
|
|
return $@"using UnityEngine;
|
|
|
|
public class {className} : MonoBehaviour
|
|
{{
|
|
public void Enter()
|
|
{{
|
|
SynLog.Info(""Entering {stateName} state"");
|
|
// State enter logic
|
|
}}
|
|
|
|
public void Execute()
|
|
{{
|
|
// State update logic
|
|
}}
|
|
|
|
public void Exit()
|
|
{{
|
|
SynLog.Info(""Exiting {stateName} state"");
|
|
// State exit logic
|
|
}}
|
|
}}";
|
|
}
|
|
|
|
private string SetupInventorySystem(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var inventorySize = int.Parse(parameters.GetValueOrDefault("size", "20"));
|
|
var hasUI = bool.Parse(parameters.GetValueOrDefault("hasUI", "true"));
|
|
var stackable = bool.Parse(parameters.GetValueOrDefault("stackable", "true"));
|
|
|
|
// InventoryManagerCreate
|
|
var inventoryManager = new GameObject("InventoryManager");
|
|
|
|
// Generate Item class
|
|
var itemScriptPath = "Assets/Scripts/Inventory/Item.cs";
|
|
var itemScriptDir = System.IO.Path.GetDirectoryName(itemScriptPath);
|
|
if (!System.IO.Directory.Exists(itemScriptDir))
|
|
{
|
|
System.IO.Directory.CreateDirectory(itemScriptDir);
|
|
}
|
|
|
|
var itemScript = GenerateItemScript(stackable);
|
|
System.IO.File.WriteAllText(itemScriptPath, itemScript);
|
|
|
|
// InventoryGenerate script
|
|
var inventoryScriptPath = "Assets/Scripts/Inventory/Inventory.cs";
|
|
var inventoryScript = GenerateInventoryScript(inventorySize, stackable);
|
|
System.IO.File.WriteAllText(inventoryScriptPath, inventoryScript);
|
|
|
|
// UICreate
|
|
GameObject inventoryUI = null;
|
|
if (hasUI)
|
|
{
|
|
// CanvasCreate
|
|
var canvas = GameObject.Find("Canvas");
|
|
if (canvas == null)
|
|
{
|
|
canvas = new GameObject("Canvas");
|
|
canvas.AddComponent<Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;
|
|
canvas.AddComponent<UnityEngine.UI.CanvasScaler>();
|
|
canvas.AddComponent<UnityEngine.UI.GraphicRaycaster>();
|
|
}
|
|
|
|
// InventoryPanel
|
|
inventoryUI = new GameObject("InventoryPanel");
|
|
inventoryUI.transform.parent = canvas.transform;
|
|
var rect = inventoryUI.AddComponent<RectTransform>();
|
|
rect.sizeDelta = new Vector2(400, 400);
|
|
rect.anchoredPosition = Vector2.zero;
|
|
|
|
var image = inventoryUI.AddComponent<UnityEngine.UI.Image>();
|
|
image.color = new Color(0.2f, 0.2f, 0.2f, 0.9f);
|
|
|
|
// GridLayout
|
|
var gridContainer = new GameObject("GridContainer");
|
|
gridContainer.transform.parent = inventoryUI.transform;
|
|
var gridRect = gridContainer.AddComponent<RectTransform>();
|
|
gridRect.sizeDelta = new Vector2(380, 380);
|
|
gridRect.anchoredPosition = Vector2.zero;
|
|
|
|
var gridLayout = gridContainer.AddComponent<UnityEngine.UI.GridLayoutGroup>();
|
|
gridLayout.cellSize = new Vector2(60, 60);
|
|
gridLayout.spacing = new Vector2(5, 5);
|
|
gridLayout.padding = new RectOffset(10, 10, 10, 10);
|
|
|
|
// InventorySlotPrefab
|
|
var slotPrefab = new GameObject("SlotPrefab");
|
|
slotPrefab.AddComponent<RectTransform>();
|
|
var slotImage = slotPrefab.AddComponent<UnityEngine.UI.Image>();
|
|
slotImage.color = new Color(0.3f, 0.3f, 0.3f, 1f);
|
|
|
|
// SlotCreate
|
|
for (int i = 0; i < inventorySize; i++)
|
|
{
|
|
var slot = GameObject.Instantiate(slotPrefab, gridContainer.transform);
|
|
slot.name = $"Slot_{i}";
|
|
}
|
|
|
|
GameObject.Destroy(slotPrefab);
|
|
inventoryUI.SetActive(false);
|
|
}
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = "Set up inventory system",
|
|
settings = new
|
|
{
|
|
size = inventorySize,
|
|
hasUI = hasUI,
|
|
stackable = stackable
|
|
},
|
|
scripts = new[]
|
|
{
|
|
itemScriptPath,
|
|
inventoryScriptPath
|
|
},
|
|
ui = hasUI ? new
|
|
{
|
|
created = true,
|
|
slots = inventorySize
|
|
} : null
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string GenerateItemScript(bool stackable)
|
|
{
|
|
return $@"using UnityEngine;
|
|
|
|
[System.Serializable]
|
|
public class Item
|
|
{{
|
|
public int id;
|
|
public string itemName;
|
|
public string description;
|
|
public Sprite icon;
|
|
public GameObject prefab;
|
|
{(stackable ? "public int maxStack = 99;" : "")}
|
|
public ItemType type;
|
|
|
|
public enum ItemType
|
|
{{
|
|
Weapon,
|
|
Armor,
|
|
Consumable,
|
|
Material,
|
|
KeyItem
|
|
}}
|
|
|
|
public Item(int id, string name, string desc, ItemType type)
|
|
{{
|
|
this.id = id;
|
|
this.itemName = name;
|
|
this.description = desc;
|
|
this.type = type;
|
|
}}
|
|
|
|
public virtual void Use()
|
|
{{
|
|
SynLog.Info($""Using {{itemName}}"");
|
|
}}
|
|
|
|
public virtual string GetTooltip()
|
|
{{
|
|
return $""{{itemName}}\\n{{description}}"";
|
|
}}
|
|
}}
|
|
|
|
[System.Serializable]
|
|
public class ItemStack
|
|
{{
|
|
public Item item;
|
|
public int count;
|
|
|
|
public ItemStack(Item item, int count = 1)
|
|
{{
|
|
this.item = item;
|
|
this.count = count;
|
|
}}
|
|
}}";
|
|
}
|
|
|
|
private string GenerateInventoryScript(int size, bool stackable)
|
|
{
|
|
return $@"using UnityEngine;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
public class Inventory : MonoBehaviour
|
|
{{
|
|
[SerializeField] private int maxSlots = {size};
|
|
[SerializeField] private List<ItemStack> items = new List<ItemStack>();
|
|
|
|
public delegate void OnInventoryChanged();
|
|
public event OnInventoryChanged onInventoryChangedCallback;
|
|
|
|
private void Start()
|
|
{{
|
|
// Initialize empty slots
|
|
for (int i = 0; i < maxSlots; i++)
|
|
{{
|
|
items.Add(null);
|
|
}}
|
|
}}
|
|
|
|
public bool AddItem(Item item, int count = 1)
|
|
{{
|
|
if (item == null) return false;
|
|
|
|
{(stackable ? @"// Check for existing stack
|
|
var existingStack = items.FirstOrDefault(s => s != null && s.item.id == item.id && s.count < s.item.maxStack);
|
|
if (existingStack != null)
|
|
{
|
|
int spaceLeft = existingStack.item.maxStack - existingStack.count;
|
|
int toAdd = Mathf.Min(count, spaceLeft);
|
|
existingStack.count += toAdd;
|
|
count -= toAdd;
|
|
|
|
if (count <= 0)
|
|
{
|
|
onInventoryChangedCallback?.Invoke();
|
|
return true;
|
|
}
|
|
}" : "")}
|
|
|
|
// Find empty slot
|
|
for (int i = 0; i < maxSlots; i++)
|
|
{{
|
|
if (items[i] == null)
|
|
{{
|
|
items[i] = new ItemStack(item, count);
|
|
onInventoryChangedCallback?.Invoke();
|
|
return true;
|
|
}}
|
|
}}
|
|
|
|
SynLog.Info(""Inventory full!"");
|
|
return false;
|
|
}}
|
|
|
|
public bool RemoveItem(Item item, int count = 1)
|
|
{{
|
|
var stack = items.FirstOrDefault(s => s != null && s.item.id == item.id);
|
|
if (stack != null)
|
|
{{
|
|
stack.count -= count;
|
|
if (stack.count <= 0)
|
|
{{
|
|
items[items.IndexOf(stack)] = null;
|
|
}}
|
|
onInventoryChangedCallback?.Invoke();
|
|
return true;
|
|
}}
|
|
return false;
|
|
}}
|
|
|
|
public ItemStack GetItemAt(int index)
|
|
{{
|
|
if (index >= 0 && index < items.Count)
|
|
return items[index];
|
|
return null;
|
|
}}
|
|
|
|
public void SwapItems(int index1, int index2)
|
|
{{
|
|
if (index1 >= 0 && index1 < items.Count && index2 >= 0 && index2 < items.Count)
|
|
{{
|
|
var temp = items[index1];
|
|
items[index1] = items[index2];
|
|
items[index2] = temp;
|
|
onInventoryChangedCallback?.Invoke();
|
|
}}
|
|
}}
|
|
|
|
public int GetItemCount(Item item)
|
|
{{
|
|
return items.Where(s => s != null && s.item.id == item.id).Sum(s => s.count);
|
|
}}
|
|
|
|
public bool HasItem(Item item, int count = 1)
|
|
{{
|
|
return GetItemCount(item) >= count;
|
|
}}
|
|
|
|
public List<ItemStack> GetAllItems()
|
|
{{
|
|
return items.Where(s => s != null).ToList();
|
|
}}
|
|
}}";
|
|
}
|
|
|
|
// ===== Prototyping features =====
|
|
|
|
private string CreateGameTemplate(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var genre = parameters.GetValueOrDefault("genre", "FPS");
|
|
var gameName = parameters.GetValueOrDefault("name", $"{genre}Prototype");
|
|
var includeUI = bool.Parse(parameters.GetValueOrDefault("includeUI", "true"));
|
|
var includeAudio = bool.Parse(parameters.GetValueOrDefault("includeAudio", "true"));
|
|
|
|
// RootGameObjectCreate
|
|
var gameRoot = new GameObject($"{gameName}_Game");
|
|
var createdObjects = new List<GameObject>();
|
|
createdObjects.Add(gameRoot);
|
|
|
|
switch (genre)
|
|
{
|
|
case "FPS":
|
|
createdObjects.AddRange(CreateFPSTemplate(gameRoot));
|
|
break;
|
|
|
|
case "Platformer":
|
|
createdObjects.AddRange(CreatePlatformerTemplate(gameRoot));
|
|
break;
|
|
|
|
case "RPG":
|
|
createdObjects.AddRange(CreateRPGTemplate(gameRoot));
|
|
break;
|
|
|
|
case "Puzzle":
|
|
createdObjects.AddRange(CreatePuzzleTemplate(gameRoot));
|
|
break;
|
|
|
|
case "Racing":
|
|
createdObjects.AddRange(CreateRacingTemplate(gameRoot));
|
|
break;
|
|
|
|
case "Strategy":
|
|
createdObjects.AddRange(CreateStrategyTemplate(gameRoot));
|
|
break;
|
|
}
|
|
|
|
// UICreate
|
|
if (includeUI)
|
|
{
|
|
CreateGenericUI(genre);
|
|
}
|
|
|
|
// AudioSettings
|
|
if (includeAudio)
|
|
{
|
|
SetupGenericAudio(gameRoot);
|
|
}
|
|
|
|
// SceneSettings
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogMode = FogMode.Exponential;
|
|
RenderSettings.fogDensity = 0.01f;
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Created {genre} game template",
|
|
gameName = gameName,
|
|
genre = genre,
|
|
objectsCreated = createdObjects.Select(o => o.name).ToList(),
|
|
settings = new
|
|
{
|
|
includeUI = includeUI,
|
|
includeAudio = includeAudio
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
// ===== Professional Game Templates =====
|
|
// Based on industry-standard game architecture patterns
|
|
|
|
private List<GameObject> CreateFPSTemplate(GameObject parent)
|
|
{
|
|
var objects = new List<GameObject>();
|
|
|
|
// ===== Player Setup =====
|
|
var player = new GameObject("FPSPlayer");
|
|
player.transform.parent = parent.transform;
|
|
player.transform.position = new Vector3(0, 0, -8);
|
|
player.tag = "Player";
|
|
player.layer = LayerMask.NameToLayer("Default");
|
|
|
|
// Character Controller with realistic FPS settings
|
|
var controller = player.AddComponent<CharacterController>();
|
|
controller.height = 1.8f;
|
|
controller.radius = 0.4f;
|
|
controller.center = new Vector3(0, 0.9f, 0);
|
|
controller.skinWidth = 0.08f;
|
|
controller.stepOffset = 0.3f;
|
|
controller.slopeLimit = 45f;
|
|
objects.Add(player);
|
|
|
|
// Camera Rig (for smooth camera movement)
|
|
var cameraRig = new GameObject("CameraRig");
|
|
cameraRig.transform.parent = player.transform;
|
|
cameraRig.transform.localPosition = new Vector3(0, 1.6f, 0); // Eye height
|
|
objects.Add(cameraRig);
|
|
|
|
// Main Camera
|
|
var cameraObj = new GameObject("MainCamera");
|
|
cameraObj.transform.parent = cameraRig.transform;
|
|
cameraObj.transform.localPosition = Vector3.zero;
|
|
cameraObj.tag = "MainCamera";
|
|
var cam = cameraObj.AddComponent<Camera>();
|
|
cam.fieldOfView = 70f; // Standard FPS FOV
|
|
cam.nearClipPlane = 0.1f;
|
|
cam.farClipPlane = 500f;
|
|
cameraObj.AddComponent<AudioListener>();
|
|
objects.Add(cameraObj);
|
|
|
|
// Weapon System
|
|
var weaponHolder = new GameObject("WeaponHolder");
|
|
weaponHolder.transform.parent = cameraObj.transform;
|
|
weaponHolder.transform.localPosition = new Vector3(0.25f, -0.2f, 0.4f);
|
|
objects.Add(weaponHolder);
|
|
|
|
// Primary Weapon (Rifle placeholder)
|
|
var rifle = CreateWeaponModel("Rifle", weaponHolder.transform);
|
|
rifle.transform.localScale = new Vector3(0.08f, 0.08f, 0.6f);
|
|
rifle.transform.localPosition = Vector3.zero;
|
|
objects.Add(rifle);
|
|
|
|
// Muzzle Flash Point
|
|
var muzzle = new GameObject("MuzzlePoint");
|
|
muzzle.transform.parent = rifle.transform;
|
|
muzzle.transform.localPosition = new Vector3(0, 0, 0.5f);
|
|
objects.Add(muzzle);
|
|
|
|
// ===== Level Architecture =====
|
|
var level = new GameObject("Level");
|
|
level.transform.parent = parent.transform;
|
|
objects.Add(level);
|
|
|
|
// Ground with material
|
|
var ground = CreatePrimitiveWithMaterial(PrimitiveType.Plane, new Color(0.3f, 0.35f, 0.3f));
|
|
ground.name = "Ground";
|
|
ground.transform.parent = level.transform;
|
|
ground.transform.localScale = new Vector3(15, 1, 15);
|
|
ground.isStatic = true;
|
|
objects.Add(ground);
|
|
|
|
// Create room structure with cover
|
|
CreateFPSRoomStructure(level.transform, objects);
|
|
|
|
// ===== Cover Objects =====
|
|
var covers = new GameObject("CoverObjects");
|
|
covers.transform.parent = level.transform;
|
|
objects.Add(covers);
|
|
|
|
// Create various cover types
|
|
CreateCoverObject(covers.transform, "Crate_1", new Vector3(-3, 0.5f, 2), new Vector3(1, 1, 1), objects);
|
|
CreateCoverObject(covers.transform, "Crate_2", new Vector3(4, 0.5f, -1), new Vector3(1.5f, 1, 1), objects);
|
|
CreateCoverObject(covers.transform, "Barrier_1", new Vector3(0, 0.6f, 5), new Vector3(3, 1.2f, 0.3f), objects);
|
|
CreateCoverObject(covers.transform, "Pillar_1", new Vector3(-6, 1.5f, 0), new Vector3(0.8f, 3, 0.8f), objects);
|
|
CreateCoverObject(covers.transform, "Pillar_2", new Vector3(6, 1.5f, 0), new Vector3(0.8f, 3, 0.8f), objects);
|
|
|
|
// ===== Spawn System =====
|
|
var spawnSystem = new GameObject("SpawnSystem");
|
|
spawnSystem.transform.parent = parent.transform;
|
|
objects.Add(spawnSystem);
|
|
|
|
// Player spawn points
|
|
var playerSpawns = new GameObject("PlayerSpawns");
|
|
playerSpawns.transform.parent = spawnSystem.transform;
|
|
CreateSpawnPoint(playerSpawns.transform, "PlayerSpawn_1", new Vector3(-10, 0, -10), objects);
|
|
CreateSpawnPoint(playerSpawns.transform, "PlayerSpawn_2", new Vector3(10, 0, -10), objects);
|
|
objects.Add(playerSpawns);
|
|
|
|
// Enemy spawn points
|
|
var enemySpawns = new GameObject("EnemySpawns");
|
|
enemySpawns.transform.parent = spawnSystem.transform;
|
|
CreateSpawnPoint(enemySpawns.transform, "EnemySpawn_1", new Vector3(-8, 0, 8), objects);
|
|
CreateSpawnPoint(enemySpawns.transform, "EnemySpawn_2", new Vector3(8, 0, 8), objects);
|
|
CreateSpawnPoint(enemySpawns.transform, "EnemySpawn_3", new Vector3(0, 0, 10), objects);
|
|
objects.Add(enemySpawns);
|
|
|
|
// ===== Pickups =====
|
|
var pickups = new GameObject("Pickups");
|
|
pickups.transform.parent = parent.transform;
|
|
objects.Add(pickups);
|
|
|
|
CreatePickup(pickups.transform, "HealthPack", new Vector3(-5, 0.3f, 5), Color.green, objects);
|
|
CreatePickup(pickups.transform, "AmmoPack", new Vector3(5, 0.3f, 5), Color.yellow, objects);
|
|
CreatePickup(pickups.transform, "ArmorPack", new Vector3(0, 0.3f, -5), Color.blue, objects);
|
|
|
|
// ===== Lighting =====
|
|
SetupFPSLighting(parent.transform);
|
|
|
|
return objects;
|
|
}
|
|
|
|
private void CreateFPSRoomStructure(Transform parent, List<GameObject> objects)
|
|
{
|
|
float roomSize = 15f;
|
|
float wallHeight = 4f;
|
|
float wallThickness = 0.5f;
|
|
|
|
// Walls
|
|
var walls = new GameObject("Walls");
|
|
walls.transform.parent = parent;
|
|
walls.transform.position = Vector3.zero;
|
|
objects.Add(walls);
|
|
|
|
// North wall with openings
|
|
CreateWallSegment(walls.transform, "NorthWall_L", new Vector3(-10, wallHeight / 2, roomSize), new Vector3(5, wallHeight, wallThickness), objects);
|
|
CreateWallSegment(walls.transform, "NorthWall_R", new Vector3(10, wallHeight / 2, roomSize), new Vector3(5, wallHeight, wallThickness), objects);
|
|
|
|
// South wall
|
|
CreateWallSegment(walls.transform, "SouthWall", new Vector3(0, wallHeight / 2, -roomSize), new Vector3(roomSize * 2, wallHeight, wallThickness), objects);
|
|
|
|
// East/West walls with windows
|
|
CreateWallSegment(walls.transform, "EastWall_Lower", new Vector3(roomSize, 1f, 0), new Vector3(wallThickness, 2f, roomSize * 2), objects);
|
|
CreateWallSegment(walls.transform, "EastWall_Upper", new Vector3(roomSize, 3.5f, 0), new Vector3(wallThickness, 1f, roomSize * 2), objects);
|
|
CreateWallSegment(walls.transform, "WestWall_Lower", new Vector3(-roomSize, 1f, 0), new Vector3(wallThickness, 2f, roomSize * 2), objects);
|
|
CreateWallSegment(walls.transform, "WestWall_Upper", new Vector3(-roomSize, 3.5f, 0), new Vector3(wallThickness, 1f, roomSize * 2), objects);
|
|
}
|
|
|
|
private void CreateWallSegment(Transform parent, string name, Vector3 position, Vector3 scale, List<GameObject> objects)
|
|
{
|
|
var wall = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.6f, 0.6f, 0.65f));
|
|
wall.name = name;
|
|
wall.transform.parent = parent;
|
|
wall.transform.position = position;
|
|
wall.transform.localScale = scale;
|
|
wall.isStatic = true;
|
|
objects.Add(wall);
|
|
}
|
|
|
|
private void CreateCoverObject(Transform parent, string name, Vector3 position, Vector3 scale, List<GameObject> objects)
|
|
{
|
|
var cover = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.4f, 0.35f, 0.3f));
|
|
cover.name = name;
|
|
cover.transform.parent = parent;
|
|
cover.transform.position = position;
|
|
cover.transform.localScale = scale;
|
|
cover.tag = "Cover";
|
|
objects.Add(cover);
|
|
}
|
|
|
|
private void CreateSpawnPoint(Transform parent, string name, Vector3 position, List<GameObject> objects)
|
|
{
|
|
var spawn = new GameObject(name);
|
|
spawn.transform.parent = parent;
|
|
spawn.transform.position = position;
|
|
|
|
// Visual indicator (editor only in real implementation)
|
|
var indicator = CreatePrimitiveWithMaterial(PrimitiveType.Sphere, Color.cyan);
|
|
indicator.name = "SpawnIndicator";
|
|
indicator.transform.parent = spawn.transform;
|
|
indicator.transform.localPosition = new Vector3(0, 0.5f, 0);
|
|
indicator.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f);
|
|
indicator.GetComponent<Collider>().enabled = false;
|
|
|
|
objects.Add(spawn);
|
|
}
|
|
|
|
private void CreatePickup(Transform parent, string name, Vector3 position, Color color, List<GameObject> objects)
|
|
{
|
|
var pickup = new GameObject(name);
|
|
pickup.transform.parent = parent;
|
|
pickup.transform.position = position;
|
|
pickup.tag = "Pickup";
|
|
|
|
var visual = CreatePrimitiveWithMaterial(PrimitiveType.Cube, color);
|
|
visual.name = "Visual";
|
|
visual.transform.parent = pickup.transform;
|
|
visual.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
|
|
|
|
// Make trigger
|
|
var collider = visual.GetComponent<Collider>();
|
|
if (collider != null)
|
|
{
|
|
collider.isTrigger = true;
|
|
}
|
|
|
|
// Add slight hover animation position
|
|
pickup.transform.position += Vector3.up * 0.1f;
|
|
|
|
objects.Add(pickup);
|
|
}
|
|
|
|
private GameObject CreateWeaponModel(string name, Transform parent)
|
|
{
|
|
var weapon = new GameObject(name);
|
|
weapon.transform.parent = parent;
|
|
|
|
// Body
|
|
var body = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.2f, 0.2f, 0.25f));
|
|
body.name = "Body";
|
|
body.transform.parent = weapon.transform;
|
|
body.transform.localPosition = Vector3.zero;
|
|
body.transform.localScale = new Vector3(0.06f, 0.1f, 0.5f);
|
|
body.GetComponent<Collider>().enabled = false;
|
|
|
|
// Handle
|
|
var handle = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.15f, 0.12f, 0.1f));
|
|
handle.name = "Handle";
|
|
handle.transform.parent = weapon.transform;
|
|
handle.transform.localPosition = new Vector3(0, -0.08f, -0.1f);
|
|
handle.transform.localScale = new Vector3(0.04f, 0.12f, 0.08f);
|
|
handle.GetComponent<Collider>().enabled = false;
|
|
|
|
return weapon;
|
|
}
|
|
|
|
private void SetupFPSLighting(Transform parent)
|
|
{
|
|
// Main directional light
|
|
var sunLight = GameObject.Find("Directional Light");
|
|
if (sunLight == null)
|
|
{
|
|
sunLight = new GameObject("Directional Light");
|
|
var light = sunLight.AddComponent<Light>();
|
|
light.type = LightType.Directional;
|
|
}
|
|
var sun = sunLight.GetComponent<Light>();
|
|
sun.color = new Color(1f, 0.95f, 0.85f);
|
|
sun.intensity = 1.0f;
|
|
sun.shadows = LightShadows.Soft;
|
|
sun.transform.rotation = Quaternion.Euler(50f, -30f, 0f);
|
|
|
|
// Ambient
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.5f, 0.55f, 0.6f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.4f, 0.42f, 0.45f);
|
|
RenderSettings.ambientGroundColor = new Color(0.25f, 0.25f, 0.3f);
|
|
}
|
|
|
|
private List<GameObject> CreatePlatformerTemplate(GameObject parent)
|
|
{
|
|
var objects = new List<GameObject>();
|
|
|
|
// ===== Player Setup =====
|
|
var player = new GameObject("PlatformerPlayer");
|
|
player.transform.parent = parent.transform;
|
|
player.transform.position = new Vector3(-8, 2, 0);
|
|
player.tag = "Player";
|
|
|
|
// Visual representation
|
|
var playerVisual = CreatePrimitiveWithMaterial(PrimitiveType.Capsule, new Color(0.2f, 0.6f, 1f));
|
|
playerVisual.name = "PlayerVisual";
|
|
playerVisual.transform.parent = player.transform;
|
|
playerVisual.transform.localPosition = Vector3.zero;
|
|
playerVisual.transform.localScale = new Vector3(0.8f, 1f, 0.8f);
|
|
GameObject.DestroyImmediate(playerVisual.GetComponent<CapsuleCollider>());
|
|
|
|
// 2D Physics
|
|
var rb2d = player.AddComponent<Rigidbody2D>();
|
|
rb2d.gravityScale = 3f;
|
|
rb2d.freezeRotation = true;
|
|
rb2d.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
|
|
|
|
var playerCollider = player.AddComponent<BoxCollider2D>();
|
|
playerCollider.size = new Vector2(0.8f, 2f);
|
|
objects.Add(player);
|
|
|
|
// ===== Camera Setup =====
|
|
var cameraObj = new GameObject("MainCamera");
|
|
cameraObj.tag = "MainCamera";
|
|
var cam = cameraObj.AddComponent<Camera>();
|
|
cam.orthographic = true;
|
|
cam.orthographicSize = 8f;
|
|
cam.transform.position = new Vector3(0, 3, -10);
|
|
cam.backgroundColor = new Color(0.4f, 0.6f, 0.9f);
|
|
cameraObj.AddComponent<AudioListener>();
|
|
objects.Add(cameraObj);
|
|
|
|
// ===== Level Structure =====
|
|
var level = new GameObject("Level");
|
|
level.transform.parent = parent.transform;
|
|
objects.Add(level);
|
|
|
|
// Ground platform (long base)
|
|
CreatePlatform2D(level.transform, "Ground", new Vector3(0, -2, 0), new Vector3(50, 1, 1), new Color(0.4f, 0.3f, 0.2f), objects);
|
|
|
|
// Floating platforms - progressive difficulty layout
|
|
// Starting area (easy jumps)
|
|
CreatePlatform2D(level.transform, "Platform_1", new Vector3(-5, 0, 0), new Vector3(4, 0.5f, 1), new Color(0.3f, 0.7f, 0.3f), objects);
|
|
CreatePlatform2D(level.transform, "Platform_2", new Vector3(-1, 2, 0), new Vector3(3, 0.5f, 1), new Color(0.3f, 0.7f, 0.3f), objects);
|
|
CreatePlatform2D(level.transform, "Platform_3", new Vector3(3, 3.5f, 0), new Vector3(3, 0.5f, 1), new Color(0.3f, 0.7f, 0.3f), objects);
|
|
|
|
// Middle section (medium difficulty)
|
|
CreatePlatform2D(level.transform, "Platform_4", new Vector3(7, 2, 0), new Vector3(2, 0.5f, 1), new Color(0.7f, 0.7f, 0.3f), objects);
|
|
CreatePlatform2D(level.transform, "Platform_5", new Vector3(10, 4, 0), new Vector3(2, 0.5f, 1), new Color(0.7f, 0.7f, 0.3f), objects);
|
|
CreatePlatform2D(level.transform, "Platform_6", new Vector3(13, 2.5f, 0), new Vector3(2.5f, 0.5f, 1), new Color(0.7f, 0.7f, 0.3f), objects);
|
|
|
|
// Hard section (small platforms, bigger gaps)
|
|
CreatePlatform2D(level.transform, "Platform_7", new Vector3(17, 5, 0), new Vector3(1.5f, 0.5f, 1), new Color(0.7f, 0.3f, 0.3f), objects);
|
|
CreatePlatform2D(level.transform, "Platform_8", new Vector3(20, 6.5f, 0), new Vector3(1.5f, 0.5f, 1), new Color(0.7f, 0.3f, 0.3f), objects);
|
|
CreatePlatform2D(level.transform, "Platform_9", new Vector3(23, 5, 0), new Vector3(1.5f, 0.5f, 1), new Color(0.7f, 0.3f, 0.3f), objects);
|
|
|
|
// Moving platform placeholder
|
|
var movingPlatform = CreatePlatform2D(level.transform, "MovingPlatform", new Vector3(15, 1, 0), new Vector3(3, 0.5f, 1), new Color(0.5f, 0.3f, 0.7f), objects);
|
|
|
|
// ===== Hazards =====
|
|
var hazards = new GameObject("Hazards");
|
|
hazards.transform.parent = parent.transform;
|
|
objects.Add(hazards);
|
|
|
|
// Spikes
|
|
CreateHazard2D(hazards.transform, "Spikes_1", new Vector3(5, -1.3f, 0), new Vector3(2, 0.5f, 1), objects);
|
|
CreateHazard2D(hazards.transform, "Spikes_2", new Vector3(12, -1.3f, 0), new Vector3(3, 0.5f, 1), objects);
|
|
|
|
// Pit (death zone)
|
|
var deathZone = new GameObject("DeathZone");
|
|
deathZone.transform.parent = hazards.transform;
|
|
deathZone.transform.position = new Vector3(0, -5, 0);
|
|
var deathCollider = deathZone.AddComponent<BoxCollider2D>();
|
|
deathCollider.size = new Vector2(100, 2);
|
|
deathCollider.isTrigger = true;
|
|
objects.Add(deathZone);
|
|
|
|
// ===== Collectibles =====
|
|
var collectibles = new GameObject("Collectibles");
|
|
collectibles.transform.parent = parent.transform;
|
|
objects.Add(collectibles);
|
|
|
|
// Coins along the path
|
|
Vector3[] coinPositions = {
|
|
new Vector3(-5, 1.5f, 0), new Vector3(-3, 1.5f, 0),
|
|
new Vector3(0, 3.5f, 0), new Vector3(2, 3.5f, 0),
|
|
new Vector3(5, 5f, 0), new Vector3(7, 3.5f, 0),
|
|
new Vector3(10, 5.5f, 0), new Vector3(13, 4f, 0),
|
|
new Vector3(17, 6.5f, 0), new Vector3(20, 8f, 0),
|
|
new Vector3(23, 6.5f, 0)
|
|
};
|
|
|
|
for (int i = 0; i < coinPositions.Length; i++)
|
|
{
|
|
CreateCoin2D(collectibles.transform, $"Coin_{i}", coinPositions[i], objects);
|
|
}
|
|
|
|
// Power-up
|
|
CreatePowerUp2D(collectibles.transform, "DoubleJump", new Vector3(10, 6, 0), new Color(0.9f, 0.3f, 0.9f), objects);
|
|
CreatePowerUp2D(collectibles.transform, "SpeedBoost", new Vector3(18, 7, 0), new Color(0.3f, 0.9f, 0.9f), objects);
|
|
|
|
// ===== Goal =====
|
|
var goal = new GameObject("Goal");
|
|
goal.transform.parent = parent.transform;
|
|
goal.transform.position = new Vector3(25, 0, 0);
|
|
|
|
var goalVisual = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(1f, 0.8f, 0.2f));
|
|
goalVisual.name = "GoalFlag";
|
|
goalVisual.transform.parent = goal.transform;
|
|
goalVisual.transform.localScale = new Vector3(0.5f, 3f, 0.5f);
|
|
GameObject.DestroyImmediate(goalVisual.GetComponent<BoxCollider>());
|
|
|
|
var goalTrigger = goal.AddComponent<BoxCollider2D>();
|
|
goalTrigger.size = new Vector2(2, 4);
|
|
goalTrigger.isTrigger = true;
|
|
objects.Add(goal);
|
|
|
|
// ===== Background Elements =====
|
|
CreatePlatformerBackground(parent.transform, objects);
|
|
|
|
// ===== Lighting =====
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
|
|
RenderSettings.ambientLight = new Color(0.8f, 0.85f, 0.9f);
|
|
|
|
return objects;
|
|
}
|
|
|
|
private GameObject CreatePlatform2D(Transform parent, string name, Vector3 position, Vector3 scale, Color color, List<GameObject> objects)
|
|
{
|
|
var platform = CreatePrimitiveWithMaterial(PrimitiveType.Cube, color);
|
|
platform.name = name;
|
|
platform.transform.parent = parent;
|
|
platform.transform.position = position;
|
|
platform.transform.localScale = scale;
|
|
platform.isStatic = true;
|
|
|
|
// Replace 3D collider with 2D
|
|
GameObject.DestroyImmediate(platform.GetComponent<BoxCollider>());
|
|
var collider2d = platform.AddComponent<BoxCollider2D>();
|
|
collider2d.size = new Vector2(1, 1);
|
|
|
|
objects.Add(platform);
|
|
return platform;
|
|
}
|
|
|
|
private void CreateHazard2D(Transform parent, string name, Vector3 position, Vector3 scale, List<GameObject> objects)
|
|
{
|
|
var hazard = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.8f, 0.2f, 0.2f));
|
|
hazard.name = name;
|
|
hazard.transform.parent = parent;
|
|
hazard.transform.position = position;
|
|
hazard.transform.localScale = scale;
|
|
hazard.tag = "Hazard";
|
|
|
|
GameObject.DestroyImmediate(hazard.GetComponent<BoxCollider>());
|
|
var collider2d = hazard.AddComponent<BoxCollider2D>();
|
|
collider2d.isTrigger = true;
|
|
|
|
objects.Add(hazard);
|
|
}
|
|
|
|
private void CreateCoin2D(Transform parent, string name, Vector3 position, List<GameObject> objects)
|
|
{
|
|
var coin = new GameObject(name);
|
|
coin.transform.parent = parent;
|
|
coin.transform.position = position;
|
|
coin.tag = "Collectible";
|
|
|
|
var visual = CreatePrimitiveWithMaterial(PrimitiveType.Cylinder, new Color(1f, 0.85f, 0.2f));
|
|
visual.transform.parent = coin.transform;
|
|
visual.transform.localScale = new Vector3(0.5f, 0.05f, 0.5f);
|
|
visual.transform.localRotation = Quaternion.Euler(90, 0, 0);
|
|
GameObject.DestroyImmediate(visual.GetComponent<CapsuleCollider>());
|
|
|
|
var collider2d = coin.AddComponent<CircleCollider2D>();
|
|
collider2d.radius = 0.3f;
|
|
collider2d.isTrigger = true;
|
|
|
|
objects.Add(coin);
|
|
}
|
|
|
|
private void CreatePowerUp2D(Transform parent, string name, Vector3 position, Color color, List<GameObject> objects)
|
|
{
|
|
var powerup = new GameObject(name);
|
|
powerup.transform.parent = parent;
|
|
powerup.transform.position = position;
|
|
powerup.tag = "PowerUp";
|
|
|
|
var visual = CreatePrimitiveWithMaterial(PrimitiveType.Sphere, color);
|
|
visual.transform.parent = powerup.transform;
|
|
visual.transform.localScale = new Vector3(0.6f, 0.6f, 0.6f);
|
|
GameObject.DestroyImmediate(visual.GetComponent<SphereCollider>());
|
|
|
|
var collider2d = powerup.AddComponent<CircleCollider2D>();
|
|
collider2d.radius = 0.4f;
|
|
collider2d.isTrigger = true;
|
|
|
|
objects.Add(powerup);
|
|
}
|
|
|
|
private void CreatePlatformerBackground(Transform parent, List<GameObject> objects)
|
|
{
|
|
var bg = new GameObject("Background");
|
|
bg.transform.parent = parent;
|
|
objects.Add(bg);
|
|
|
|
// Sky gradient (far background)
|
|
var sky = CreatePrimitiveWithMaterial(PrimitiveType.Quad, new Color(0.5f, 0.7f, 0.95f));
|
|
sky.name = "Sky";
|
|
sky.transform.parent = bg.transform;
|
|
sky.transform.position = new Vector3(10, 5, 20);
|
|
sky.transform.localScale = new Vector3(80, 30, 1);
|
|
sky.GetComponent<MeshCollider>().enabled = false;
|
|
|
|
// Mountains (parallax layer 1)
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
var mountain = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.4f, 0.5f, 0.6f));
|
|
mountain.name = $"Mountain_{i}";
|
|
mountain.transform.parent = bg.transform;
|
|
mountain.transform.position = new Vector3(i * 15 - 20, 2, 10);
|
|
mountain.transform.localScale = new Vector3(8, 8 + Random.Range(0, 4), 1);
|
|
mountain.transform.rotation = Quaternion.Euler(0, 0, 45);
|
|
mountain.GetComponent<BoxCollider>().enabled = false;
|
|
}
|
|
|
|
// Trees (parallax layer 2)
|
|
for (int i = 0; i < 10; i++)
|
|
{
|
|
var tree = new GameObject($"Tree_{i}");
|
|
tree.transform.parent = bg.transform;
|
|
tree.transform.position = new Vector3(i * 8 - 30, -0.5f, 5);
|
|
|
|
var trunk = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.4f, 0.25f, 0.15f));
|
|
trunk.transform.parent = tree.transform;
|
|
trunk.transform.localScale = new Vector3(0.5f, 2f, 0.5f);
|
|
trunk.GetComponent<BoxCollider>().enabled = false;
|
|
|
|
var leaves = CreatePrimitiveWithMaterial(PrimitiveType.Sphere, new Color(0.2f, 0.5f, 0.2f));
|
|
leaves.transform.parent = tree.transform;
|
|
leaves.transform.localPosition = new Vector3(0, 1.5f, 0);
|
|
leaves.transform.localScale = new Vector3(2f, 2f, 2f);
|
|
leaves.GetComponent<SphereCollider>().enabled = false;
|
|
}
|
|
}
|
|
|
|
private List<GameObject> CreateRPGTemplate(GameObject parent)
|
|
{
|
|
var objects = new List<GameObject>();
|
|
|
|
// ===== Player Character =====
|
|
var player = new GameObject("RPGHero");
|
|
player.transform.parent = parent.transform;
|
|
player.transform.position = new Vector3(0, 0, 0);
|
|
player.tag = "Player";
|
|
|
|
// Player visual (humanoid placeholder)
|
|
var playerBody = CreatePrimitiveWithMaterial(PrimitiveType.Capsule, new Color(0.3f, 0.5f, 0.8f));
|
|
playerBody.name = "Body";
|
|
playerBody.transform.parent = player.transform;
|
|
playerBody.transform.localScale = new Vector3(0.8f, 1f, 0.8f);
|
|
playerBody.transform.localPosition = new Vector3(0, 1f, 0);
|
|
|
|
var controller = player.AddComponent<CharacterController>();
|
|
controller.height = 2f;
|
|
controller.radius = 0.4f;
|
|
controller.center = new Vector3(0, 1f, 0);
|
|
objects.Add(player);
|
|
|
|
// ===== Camera Rig (Isometric/Third Person) =====
|
|
var cameraRig = new GameObject("CameraRig");
|
|
cameraRig.transform.parent = parent.transform;
|
|
cameraRig.transform.position = player.transform.position;
|
|
objects.Add(cameraRig);
|
|
|
|
var cameraPivot = new GameObject("CameraPivot");
|
|
cameraPivot.transform.parent = cameraRig.transform;
|
|
cameraPivot.transform.localRotation = Quaternion.Euler(45f, 45f, 0f);
|
|
objects.Add(cameraPivot);
|
|
|
|
var cameraObj = new GameObject("MainCamera");
|
|
cameraObj.transform.parent = cameraPivot.transform;
|
|
cameraObj.transform.localPosition = new Vector3(0, 0, -15f);
|
|
cameraObj.tag = "MainCamera";
|
|
var cam = cameraObj.AddComponent<Camera>();
|
|
cam.fieldOfView = 50f;
|
|
cameraObj.AddComponent<AudioListener>();
|
|
objects.Add(cameraObj);
|
|
|
|
// ===== World Environment =====
|
|
var world = new GameObject("World");
|
|
world.transform.parent = parent.transform;
|
|
objects.Add(world);
|
|
|
|
// Main terrain
|
|
var terrain = CreatePrimitiveWithMaterial(PrimitiveType.Plane, new Color(0.35f, 0.55f, 0.25f));
|
|
terrain.name = "Terrain";
|
|
terrain.transform.parent = world.transform;
|
|
terrain.transform.localScale = new Vector3(10, 1, 10);
|
|
terrain.isStatic = true;
|
|
objects.Add(terrain);
|
|
|
|
// ===== Town =====
|
|
var town = new GameObject("Town");
|
|
town.transform.parent = world.transform;
|
|
town.transform.position = new Vector3(0, 0, 10);
|
|
objects.Add(town);
|
|
|
|
// Town square
|
|
var townSquare = CreatePrimitiveWithMaterial(PrimitiveType.Plane, new Color(0.6f, 0.55f, 0.45f));
|
|
townSquare.name = "TownSquare";
|
|
townSquare.transform.parent = town.transform;
|
|
townSquare.transform.localScale = new Vector3(2, 1, 2);
|
|
objects.Add(townSquare);
|
|
|
|
// Buildings with purpose
|
|
CreateRPGBuilding(town.transform, "Inn", new Vector3(-8, 0, 15), new Color(0.7f, 0.5f, 0.3f), objects);
|
|
CreateRPGBuilding(town.transform, "Blacksmith", new Vector3(8, 0, 15), new Color(0.4f, 0.4f, 0.45f), objects);
|
|
CreateRPGBuilding(town.transform, "MagicShop", new Vector3(-8, 0, 5), new Color(0.5f, 0.3f, 0.6f), objects);
|
|
CreateRPGBuilding(town.transform, "GeneralStore", new Vector3(8, 0, 5), new Color(0.6f, 0.6f, 0.5f), objects);
|
|
CreateRPGBuilding(town.transform, "TownHall", new Vector3(0, 0, 20), new Color(0.5f, 0.5f, 0.6f), objects, 1.5f);
|
|
|
|
// Town fountain
|
|
var fountain = CreatePrimitiveWithMaterial(PrimitiveType.Cylinder, new Color(0.5f, 0.5f, 0.55f));
|
|
fountain.name = "Fountain";
|
|
fountain.transform.parent = town.transform;
|
|
fountain.transform.position = new Vector3(0, 0.5f, 10);
|
|
fountain.transform.localScale = new Vector3(3, 0.5f, 3);
|
|
objects.Add(fountain);
|
|
|
|
// ===== NPCs =====
|
|
var npcs = new GameObject("NPCs");
|
|
npcs.transform.parent = parent.transform;
|
|
objects.Add(npcs);
|
|
|
|
CreateRPGNPC(npcs.transform, "QuestGiver_Elder", new Vector3(0, 0, 18), new Color(0.6f, 0.4f, 0.3f), "!", objects);
|
|
CreateRPGNPC(npcs.transform, "Merchant", new Vector3(7, 0, 6), new Color(0.4f, 0.6f, 0.4f), "$", objects);
|
|
CreateRPGNPC(npcs.transform, "Blacksmith_NPC", new Vector3(9, 0, 14), new Color(0.5f, 0.4f, 0.3f), "", objects);
|
|
CreateRPGNPC(npcs.transform, "Innkeeper", new Vector3(-7, 0, 14), new Color(0.6f, 0.5f, 0.4f), "", objects);
|
|
CreateRPGNPC(npcs.transform, "Mage", new Vector3(-7, 0, 6), new Color(0.4f, 0.3f, 0.6f), "", objects);
|
|
CreateRPGNPC(npcs.transform, "Guard_1", new Vector3(-3, 0, 25), new Color(0.5f, 0.5f, 0.6f), "", objects);
|
|
CreateRPGNPC(npcs.transform, "Guard_2", new Vector3(3, 0, 25), new Color(0.5f, 0.5f, 0.6f), "", objects);
|
|
|
|
// ===== Enemies in wilderness =====
|
|
var enemies = new GameObject("Enemies");
|
|
enemies.transform.parent = parent.transform;
|
|
objects.Add(enemies);
|
|
|
|
CreateRPGEnemy(enemies.transform, "Goblin_1", new Vector3(-20, 0, -15), new Color(0.4f, 0.6f, 0.3f), 0.8f, objects);
|
|
CreateRPGEnemy(enemies.transform, "Goblin_2", new Vector3(-22, 0, -18), new Color(0.4f, 0.6f, 0.3f), 0.8f, objects);
|
|
CreateRPGEnemy(enemies.transform, "Wolf_1", new Vector3(25, 0, -10), new Color(0.5f, 0.5f, 0.5f), 0.7f, objects);
|
|
CreateRPGEnemy(enemies.transform, "Bandit_1", new Vector3(30, 0, 0), new Color(0.5f, 0.3f, 0.3f), 1f, objects);
|
|
CreateRPGEnemy(enemies.transform, "Skeleton_1", new Vector3(-30, 0, 5), new Color(0.9f, 0.9f, 0.85f), 1f, objects);
|
|
|
|
// ===== Treasure Chests =====
|
|
var treasures = new GameObject("Treasures");
|
|
treasures.transform.parent = parent.transform;
|
|
objects.Add(treasures);
|
|
|
|
CreateTreasureChest(treasures.transform, "Chest_1", new Vector3(-25, 0, -20), objects);
|
|
CreateTreasureChest(treasures.transform, "Chest_2", new Vector3(35, 0, 5), objects);
|
|
CreateTreasureChest(treasures.transform, "Chest_3", new Vector3(0, 0, -35), objects);
|
|
|
|
// ===== Dungeon Entrance =====
|
|
var dungeonEntrance = new GameObject("DungeonEntrance");
|
|
dungeonEntrance.transform.parent = world.transform;
|
|
dungeonEntrance.transform.position = new Vector3(-35, 0, -25);
|
|
|
|
var dungeonDoor = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.3f, 0.25f, 0.2f));
|
|
dungeonDoor.name = "DungeonDoor";
|
|
dungeonDoor.transform.parent = dungeonEntrance.transform;
|
|
dungeonDoor.transform.localScale = new Vector3(4, 5, 1);
|
|
dungeonDoor.transform.localPosition = new Vector3(0, 2.5f, 0);
|
|
|
|
var dungeonFrame = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.4f, 0.4f, 0.45f));
|
|
dungeonFrame.transform.parent = dungeonEntrance.transform;
|
|
dungeonFrame.transform.localScale = new Vector3(6, 6, 0.5f);
|
|
dungeonFrame.transform.localPosition = new Vector3(0, 3f, 0.3f);
|
|
objects.Add(dungeonEntrance);
|
|
|
|
// ===== Environment Props =====
|
|
CreateRPGEnvironment(world.transform, objects);
|
|
|
|
// ===== Lighting =====
|
|
SetupRPGLighting();
|
|
|
|
return objects;
|
|
}
|
|
|
|
private void CreateRPGBuilding(Transform parent, string name, Vector3 position, Color wallColor, List<GameObject> objects, float sizeMultiplier = 1f)
|
|
{
|
|
var building = new GameObject(name);
|
|
building.transform.parent = parent;
|
|
building.transform.position = position;
|
|
|
|
float baseWidth = 5f * sizeMultiplier;
|
|
float baseHeight = 4f * sizeMultiplier;
|
|
float baseDepth = 5f * sizeMultiplier;
|
|
|
|
// Walls
|
|
var walls = CreatePrimitiveWithMaterial(PrimitiveType.Cube, wallColor);
|
|
walls.name = "Walls";
|
|
walls.transform.parent = building.transform;
|
|
walls.transform.localPosition = new Vector3(0, baseHeight / 2, 0);
|
|
walls.transform.localScale = new Vector3(baseWidth, baseHeight, baseDepth);
|
|
walls.isStatic = true;
|
|
|
|
// Roof
|
|
var roof = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.5f, 0.25f, 0.15f));
|
|
roof.name = "Roof";
|
|
roof.transform.parent = building.transform;
|
|
roof.transform.localPosition = new Vector3(0, baseHeight + 0.5f, 0);
|
|
roof.transform.localScale = new Vector3(baseWidth + 1, 1f, baseDepth + 1);
|
|
roof.transform.localRotation = Quaternion.Euler(0, 0, 0);
|
|
roof.isStatic = true;
|
|
|
|
// Door
|
|
var door = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.4f, 0.25f, 0.15f));
|
|
door.name = "Door";
|
|
door.transform.parent = building.transform;
|
|
door.transform.localPosition = new Vector3(0, 1f, -baseDepth / 2 - 0.05f);
|
|
door.transform.localScale = new Vector3(1.2f, 2f, 0.1f);
|
|
|
|
// Interaction trigger
|
|
var trigger = new GameObject("InteractionTrigger");
|
|
trigger.transform.parent = building.transform;
|
|
trigger.transform.localPosition = new Vector3(0, 1f, -baseDepth / 2 - 1f);
|
|
var col = trigger.AddComponent<BoxCollider>();
|
|
col.size = new Vector3(2, 2, 2);
|
|
col.isTrigger = true;
|
|
|
|
objects.Add(building);
|
|
}
|
|
|
|
private void CreateRPGNPC(Transform parent, string name, Vector3 position, Color color, string questIndicator, List<GameObject> objects)
|
|
{
|
|
var npc = new GameObject(name);
|
|
npc.transform.parent = parent;
|
|
npc.transform.position = position;
|
|
npc.tag = "NPC";
|
|
|
|
// Body
|
|
var body = CreatePrimitiveWithMaterial(PrimitiveType.Capsule, color);
|
|
body.name = "Body";
|
|
body.transform.parent = npc.transform;
|
|
body.transform.localPosition = new Vector3(0, 1f, 0);
|
|
body.transform.localScale = new Vector3(0.7f, 1f, 0.7f);
|
|
|
|
// Interaction collider
|
|
var interactCol = npc.AddComponent<SphereCollider>();
|
|
interactCol.radius = 2f;
|
|
interactCol.isTrigger = true;
|
|
interactCol.center = new Vector3(0, 1f, 0);
|
|
|
|
// Quest indicator if has quest
|
|
if (!string.IsNullOrEmpty(questIndicator))
|
|
{
|
|
var indicator = CreatePrimitiveWithMaterial(PrimitiveType.Sphere, Color.yellow);
|
|
indicator.name = "QuestIndicator";
|
|
indicator.transform.parent = npc.transform;
|
|
indicator.transform.localPosition = new Vector3(0, 2.5f, 0);
|
|
indicator.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f);
|
|
indicator.GetComponent<SphereCollider>().enabled = false;
|
|
}
|
|
|
|
objects.Add(npc);
|
|
}
|
|
|
|
private void CreateRPGEnemy(Transform parent, string name, Vector3 position, Color color, float scale, List<GameObject> objects)
|
|
{
|
|
var enemy = new GameObject(name);
|
|
enemy.transform.parent = parent;
|
|
enemy.transform.position = position;
|
|
enemy.tag = "Enemy";
|
|
|
|
var body = CreatePrimitiveWithMaterial(PrimitiveType.Capsule, color);
|
|
body.name = "Body";
|
|
body.transform.parent = enemy.transform;
|
|
body.transform.localPosition = new Vector3(0, scale, 0);
|
|
body.transform.localScale = new Vector3(0.6f * scale, scale, 0.6f * scale);
|
|
|
|
// Combat collider
|
|
var col = enemy.AddComponent<CapsuleCollider>();
|
|
col.height = 2f * scale;
|
|
col.radius = 0.4f * scale;
|
|
col.center = new Vector3(0, scale, 0);
|
|
|
|
// Aggro range
|
|
var aggroTrigger = new GameObject("AggroRange");
|
|
aggroTrigger.transform.parent = enemy.transform;
|
|
var aggroCol = aggroTrigger.AddComponent<SphereCollider>();
|
|
aggroCol.radius = 8f;
|
|
aggroCol.isTrigger = true;
|
|
|
|
objects.Add(enemy);
|
|
}
|
|
|
|
private void CreateTreasureChest(Transform parent, string name, Vector3 position, List<GameObject> objects)
|
|
{
|
|
var chest = new GameObject(name);
|
|
chest.transform.parent = parent;
|
|
chest.transform.position = position;
|
|
chest.tag = "Interactable";
|
|
|
|
var chestBase = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.5f, 0.35f, 0.2f));
|
|
chestBase.name = "ChestBase";
|
|
chestBase.transform.parent = chest.transform;
|
|
chestBase.transform.localPosition = new Vector3(0, 0.3f, 0);
|
|
chestBase.transform.localScale = new Vector3(1f, 0.6f, 0.7f);
|
|
|
|
var chestLid = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.55f, 0.4f, 0.25f));
|
|
chestLid.name = "ChestLid";
|
|
chestLid.transform.parent = chest.transform;
|
|
chestLid.transform.localPosition = new Vector3(0, 0.65f, 0);
|
|
chestLid.transform.localScale = new Vector3(1.05f, 0.2f, 0.75f);
|
|
|
|
var trigger = chest.AddComponent<BoxCollider>();
|
|
trigger.size = new Vector3(1.5f, 1f, 1f);
|
|
trigger.center = new Vector3(0, 0.5f, 0);
|
|
trigger.isTrigger = true;
|
|
|
|
objects.Add(chest);
|
|
}
|
|
|
|
private void CreateRPGEnvironment(Transform parent, List<GameObject> objects)
|
|
{
|
|
var environment = new GameObject("Environment");
|
|
environment.transform.parent = parent;
|
|
objects.Add(environment);
|
|
|
|
// Trees around the map
|
|
Vector3[] treePositions = {
|
|
new Vector3(-15, 0, -5), new Vector3(-18, 0, 0), new Vector3(-12, 0, -10),
|
|
new Vector3(15, 0, -8), new Vector3(20, 0, -5), new Vector3(18, 0, 5),
|
|
new Vector3(-20, 0, 20), new Vector3(-15, 0, 25), new Vector3(20, 0, 20),
|
|
new Vector3(-35, 0, 0), new Vector3(-40, 0, -10), new Vector3(35, 0, -15)
|
|
};
|
|
|
|
foreach (var pos in treePositions)
|
|
{
|
|
CreateRPGTree(environment.transform, pos, objects);
|
|
}
|
|
|
|
// Rocks
|
|
Vector3[] rockPositions = {
|
|
new Vector3(-25, 0, -10), new Vector3(28, 0, 8), new Vector3(-10, 0, -25),
|
|
new Vector3(5, 0, -30), new Vector3(-30, 0, 15)
|
|
};
|
|
|
|
foreach (var pos in rockPositions)
|
|
{
|
|
var rock = CreatePrimitiveWithMaterial(PrimitiveType.Sphere, new Color(0.5f, 0.5f, 0.55f));
|
|
rock.name = "Rock";
|
|
rock.transform.parent = environment.transform;
|
|
rock.transform.position = pos;
|
|
rock.transform.localScale = new Vector3(Random.Range(1.5f, 3f), Random.Range(1f, 2f), Random.Range(1.5f, 3f));
|
|
rock.isStatic = true;
|
|
}
|
|
|
|
// Water area
|
|
var water = CreatePrimitiveWithMaterial(PrimitiveType.Plane, new Color(0.2f, 0.4f, 0.7f, 0.8f));
|
|
water.name = "Lake";
|
|
water.transform.parent = environment.transform;
|
|
water.transform.position = new Vector3(25, -0.1f, 25);
|
|
water.transform.localScale = new Vector3(1.5f, 1, 1.5f);
|
|
}
|
|
|
|
private void CreateRPGTree(Transform parent, Vector3 position, List<GameObject> objects)
|
|
{
|
|
var tree = new GameObject("Tree");
|
|
tree.transform.parent = parent;
|
|
tree.transform.position = position;
|
|
|
|
var trunk = CreatePrimitiveWithMaterial(PrimitiveType.Cylinder, new Color(0.4f, 0.3f, 0.2f));
|
|
trunk.name = "Trunk";
|
|
trunk.transform.parent = tree.transform;
|
|
trunk.transform.localPosition = new Vector3(0, 1.5f, 0);
|
|
trunk.transform.localScale = new Vector3(0.5f, 1.5f, 0.5f);
|
|
|
|
var leaves = CreatePrimitiveWithMaterial(PrimitiveType.Sphere, new Color(0.2f, 0.5f, 0.2f));
|
|
leaves.name = "Leaves";
|
|
leaves.transform.parent = tree.transform;
|
|
leaves.transform.localPosition = new Vector3(0, 4f, 0);
|
|
leaves.transform.localScale = new Vector3(3f, 3f, 3f);
|
|
|
|
tree.isStatic = true;
|
|
}
|
|
|
|
private void SetupRPGLighting()
|
|
{
|
|
var sun = GameObject.Find("Directional Light");
|
|
if (sun == null)
|
|
{
|
|
sun = new GameObject("Directional Light");
|
|
sun.AddComponent<Light>().type = LightType.Directional;
|
|
}
|
|
var light = sun.GetComponent<Light>();
|
|
light.color = new Color(1f, 0.95f, 0.8f);
|
|
light.intensity = 1.1f;
|
|
light.shadows = LightShadows.Soft;
|
|
light.transform.rotation = Quaternion.Euler(50f, -30f, 0f);
|
|
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.6f, 0.7f, 0.8f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.5f, 0.55f, 0.5f);
|
|
RenderSettings.ambientGroundColor = new Color(0.3f, 0.35f, 0.3f);
|
|
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogColor = new Color(0.7f, 0.75f, 0.8f);
|
|
RenderSettings.fogMode = FogMode.Linear;
|
|
RenderSettings.fogStartDistance = 30f;
|
|
RenderSettings.fogEndDistance = 100f;
|
|
}
|
|
|
|
private List<GameObject> CreatePuzzleTemplate(GameObject parent)
|
|
{
|
|
var objects = new List<GameObject>();
|
|
|
|
// ===== Camera Setup (Top-down) =====
|
|
var cameraObj = new GameObject("MainCamera");
|
|
cameraObj.tag = "MainCamera";
|
|
var cam = cameraObj.AddComponent<Camera>();
|
|
cam.orthographic = true;
|
|
cam.orthographicSize = 6f;
|
|
cam.transform.position = new Vector3(0, 15, 0);
|
|
cam.transform.rotation = Quaternion.Euler(90, 0, 0);
|
|
cam.backgroundColor = new Color(0.15f, 0.15f, 0.2f);
|
|
cameraObj.AddComponent<AudioListener>();
|
|
objects.Add(cameraObj);
|
|
|
|
// ===== Game Board =====
|
|
var board = new GameObject("GameBoard");
|
|
board.transform.parent = parent.transform;
|
|
objects.Add(board);
|
|
|
|
int gridSize = 8;
|
|
float tileSize = 1f;
|
|
float spacing = 0.05f;
|
|
|
|
// Board background
|
|
var boardBg = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.25f, 0.2f, 0.15f));
|
|
boardBg.name = "BoardBackground";
|
|
boardBg.transform.parent = board.transform;
|
|
boardBg.transform.position = new Vector3(0, -0.1f, 0);
|
|
boardBg.transform.localScale = new Vector3(gridSize * (tileSize + spacing) + 0.5f, 0.15f, gridSize * (tileSize + spacing) + 0.5f);
|
|
objects.Add(boardBg);
|
|
|
|
// Create grid tiles
|
|
for (int x = 0; x < gridSize; x++)
|
|
{
|
|
for (int y = 0; y < gridSize; y++)
|
|
{
|
|
float xPos = (x - gridSize / 2f + 0.5f) * (tileSize + spacing);
|
|
float zPos = (y - gridSize / 2f + 0.5f) * (tileSize + spacing);
|
|
|
|
// Checkerboard pattern with slight variation
|
|
Color tileColor = (x + y) % 2 == 0
|
|
? new Color(0.9f, 0.85f, 0.75f)
|
|
: new Color(0.4f, 0.35f, 0.3f);
|
|
|
|
var tile = CreatePrimitiveWithMaterial(PrimitiveType.Cube, tileColor);
|
|
tile.name = $"Tile_{x}_{y}";
|
|
tile.transform.parent = board.transform;
|
|
tile.transform.position = new Vector3(xPos, 0, zPos);
|
|
tile.transform.localScale = new Vector3(tileSize, 0.1f, tileSize);
|
|
tile.isStatic = true;
|
|
|
|
// Add tile data component placeholder
|
|
tile.AddComponent<BoxCollider>().isTrigger = true;
|
|
|
|
objects.Add(tile);
|
|
}
|
|
}
|
|
|
|
// ===== Puzzle Pieces =====
|
|
var pieces = new GameObject("PuzzlePieces");
|
|
pieces.transform.parent = parent.transform;
|
|
objects.Add(pieces);
|
|
|
|
// Different piece types with distinct shapes
|
|
CreatePuzzlePiece(pieces.transform, "RedPiece", new Vector3(-2.5f, 0.3f, -2.5f), Color.red, PrimitiveType.Sphere, objects);
|
|
CreatePuzzlePiece(pieces.transform, "BluePiece", new Vector3(2.5f, 0.3f, -2.5f), Color.blue, PrimitiveType.Cube, objects);
|
|
CreatePuzzlePiece(pieces.transform, "GreenPiece", new Vector3(-2.5f, 0.3f, 2.5f), Color.green, PrimitiveType.Cylinder, objects);
|
|
CreatePuzzlePiece(pieces.transform, "YellowPiece", new Vector3(2.5f, 0.3f, 2.5f), Color.yellow, PrimitiveType.Capsule, objects);
|
|
|
|
// Special pieces
|
|
CreatePuzzlePiece(pieces.transform, "KingPiece", new Vector3(0, 0.4f, 0), new Color(1f, 0.85f, 0.3f), PrimitiveType.Sphere, objects, 0.7f);
|
|
CreatePuzzlePiece(pieces.transform, "QueenPiece", new Vector3(1, 0.4f, 0), new Color(0.9f, 0.9f, 0.95f), PrimitiveType.Capsule, objects, 0.6f);
|
|
|
|
// ===== UI Elements Container =====
|
|
var uiElements = new GameObject("UIElements");
|
|
uiElements.transform.parent = parent.transform;
|
|
objects.Add(uiElements);
|
|
|
|
// Score area (visual placeholder)
|
|
var scoreArea = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.2f, 0.2f, 0.25f));
|
|
scoreArea.name = "ScoreArea";
|
|
scoreArea.transform.parent = uiElements.transform;
|
|
scoreArea.transform.position = new Vector3(-6, 0, 0);
|
|
scoreArea.transform.localScale = new Vector3(2, 0.1f, 6);
|
|
objects.Add(scoreArea);
|
|
|
|
// Timer area
|
|
var timerArea = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.2f, 0.2f, 0.25f));
|
|
timerArea.name = "TimerArea";
|
|
timerArea.transform.parent = uiElements.transform;
|
|
timerArea.transform.position = new Vector3(6, 0, 0);
|
|
timerArea.transform.localScale = new Vector3(2, 0.1f, 6);
|
|
objects.Add(timerArea);
|
|
|
|
// ===== Lighting =====
|
|
SetupPuzzleLighting();
|
|
|
|
return objects;
|
|
}
|
|
|
|
private void CreatePuzzlePiece(Transform parent, string name, Vector3 position, Color color, PrimitiveType shape, List<GameObject> objects, float scale = 0.5f)
|
|
{
|
|
var piece = new GameObject(name);
|
|
piece.transform.parent = parent;
|
|
piece.transform.position = position;
|
|
piece.tag = "PuzzlePiece";
|
|
|
|
var visual = CreatePrimitiveWithMaterial(shape, color);
|
|
visual.name = "Visual";
|
|
visual.transform.parent = piece.transform;
|
|
visual.transform.localScale = Vector3.one * scale;
|
|
|
|
// Make draggable
|
|
var col = piece.AddComponent<SphereCollider>();
|
|
col.radius = scale * 0.6f;
|
|
|
|
objects.Add(piece);
|
|
}
|
|
|
|
private void SetupPuzzleLighting()
|
|
{
|
|
var light = GameObject.Find("Directional Light");
|
|
if (light == null)
|
|
{
|
|
light = new GameObject("Directional Light");
|
|
light.AddComponent<Light>().type = LightType.Directional;
|
|
}
|
|
var l = light.GetComponent<Light>();
|
|
l.color = Color.white;
|
|
l.intensity = 1f;
|
|
l.shadows = LightShadows.Soft;
|
|
l.transform.rotation = Quaternion.Euler(50, -30, 0);
|
|
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
|
|
RenderSettings.ambientLight = new Color(0.5f, 0.5f, 0.55f);
|
|
}
|
|
|
|
private List<GameObject> CreateRacingTemplate(GameObject parent)
|
|
{
|
|
var objects = new List<GameObject>();
|
|
|
|
// ===== Player Vehicle =====
|
|
var playerCar = new GameObject("PlayerCar");
|
|
playerCar.transform.parent = parent.transform;
|
|
playerCar.transform.position = new Vector3(0, 0.5f, -45);
|
|
playerCar.tag = "Player";
|
|
|
|
// Car body
|
|
var carBody = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.8f, 0.2f, 0.2f));
|
|
carBody.name = "Body";
|
|
carBody.transform.parent = playerCar.transform;
|
|
carBody.transform.localScale = new Vector3(2, 0.6f, 4);
|
|
carBody.transform.localPosition = new Vector3(0, 0.3f, 0);
|
|
|
|
// Car roof
|
|
var carRoof = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.7f, 0.15f, 0.15f));
|
|
carRoof.name = "Roof";
|
|
carRoof.transform.parent = playerCar.transform;
|
|
carRoof.transform.localScale = new Vector3(1.8f, 0.5f, 2f);
|
|
carRoof.transform.localPosition = new Vector3(0, 0.8f, -0.3f);
|
|
|
|
// Wheels
|
|
CreateCarWheel(playerCar.transform, "WheelFL", new Vector3(-0.9f, 0, 1.2f), objects);
|
|
CreateCarWheel(playerCar.transform, "WheelFR", new Vector3(0.9f, 0, 1.2f), objects);
|
|
CreateCarWheel(playerCar.transform, "WheelRL", new Vector3(-0.9f, 0, -1.2f), objects);
|
|
CreateCarWheel(playerCar.transform, "WheelRR", new Vector3(0.9f, 0, -1.2f), objects);
|
|
|
|
// Physics
|
|
var rb = playerCar.AddComponent<Rigidbody>();
|
|
rb.mass = 1500f;
|
|
#if UNITY_2023_3_OR_NEWER
|
|
rb.linearDamping = 0.5f;
|
|
rb.angularDamping = 2f;
|
|
#else
|
|
rb.drag = 0.5f;
|
|
rb.angularDrag = 2f;
|
|
#endif
|
|
rb.centerOfMass = new Vector3(0, -0.2f, 0);
|
|
|
|
var carCollider = playerCar.AddComponent<BoxCollider>();
|
|
carCollider.size = new Vector3(2, 1, 4);
|
|
carCollider.center = new Vector3(0, 0.5f, 0);
|
|
|
|
objects.Add(playerCar);
|
|
|
|
// ===== Camera Setup =====
|
|
var cameraRig = new GameObject("CameraRig");
|
|
cameraRig.transform.parent = parent.transform;
|
|
objects.Add(cameraRig);
|
|
|
|
var cameraObj = new GameObject("MainCamera");
|
|
cameraObj.transform.parent = cameraRig.transform;
|
|
cameraObj.transform.localPosition = new Vector3(0, 5, -12);
|
|
cameraObj.transform.localRotation = Quaternion.Euler(15, 0, 0);
|
|
cameraObj.tag = "MainCamera";
|
|
var cam = cameraObj.AddComponent<Camera>();
|
|
cam.fieldOfView = 60f;
|
|
cameraObj.AddComponent<AudioListener>();
|
|
objects.Add(cameraObj);
|
|
|
|
// ===== Race Track =====
|
|
var track = new GameObject("RaceTrack");
|
|
track.transform.parent = parent.transform;
|
|
objects.Add(track);
|
|
|
|
// Create oval track
|
|
CreateOvalTrack(track.transform, 50f, 30f, 12f, objects);
|
|
|
|
// Start/Finish line
|
|
var startLine = CreatePrimitiveWithMaterial(PrimitiveType.Cube, Color.white);
|
|
startLine.name = "StartFinishLine";
|
|
startLine.transform.parent = track.transform;
|
|
startLine.transform.position = new Vector3(0, 0.01f, -45);
|
|
startLine.transform.localScale = new Vector3(12, 0.02f, 2);
|
|
objects.Add(startLine);
|
|
|
|
// Checkered pattern on start line
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
var checker = CreatePrimitiveWithMaterial(PrimitiveType.Cube, i % 2 == 0 ? Color.black : Color.white);
|
|
checker.transform.parent = startLine.transform;
|
|
checker.transform.localPosition = new Vector3(-0.42f + i * 0.167f, 0.1f, 0);
|
|
checker.transform.localScale = new Vector3(0.15f, 0.5f, 0.8f);
|
|
}
|
|
|
|
// ===== Barriers =====
|
|
CreateTrackBarriers(track.transform, 50f, 30f, 12f, objects);
|
|
|
|
// ===== Checkpoints =====
|
|
var checkpoints = new GameObject("Checkpoints");
|
|
checkpoints.transform.parent = parent.transform;
|
|
objects.Add(checkpoints);
|
|
|
|
CreateCheckpoint(checkpoints.transform, "Checkpoint_1", new Vector3(50, 0, 0), 0, objects);
|
|
CreateCheckpoint(checkpoints.transform, "Checkpoint_2", new Vector3(0, 0, 30), 90, objects);
|
|
CreateCheckpoint(checkpoints.transform, "Checkpoint_3", new Vector3(-50, 0, 0), 0, objects);
|
|
|
|
// ===== AI Opponents =====
|
|
var opponents = new GameObject("Opponents");
|
|
opponents.transform.parent = parent.transform;
|
|
objects.Add(opponents);
|
|
|
|
CreateAICar(opponents.transform, "Opponent_1", new Vector3(3, 0.5f, -43), new Color(0.2f, 0.2f, 0.8f), objects);
|
|
CreateAICar(opponents.transform, "Opponent_2", new Vector3(-3, 0.5f, -43), new Color(0.2f, 0.8f, 0.2f), objects);
|
|
CreateAICar(opponents.transform, "Opponent_3", new Vector3(3, 0.5f, -40), new Color(0.8f, 0.8f, 0.2f), objects);
|
|
|
|
// ===== Environment =====
|
|
CreateRacingEnvironment(parent.transform, objects);
|
|
|
|
// ===== Lighting =====
|
|
SetupRacingLighting();
|
|
|
|
return objects;
|
|
}
|
|
|
|
private void CreateCarWheel(Transform parent, string name, Vector3 position, List<GameObject> objects)
|
|
{
|
|
var wheel = CreatePrimitiveWithMaterial(PrimitiveType.Cylinder, new Color(0.2f, 0.2f, 0.2f));
|
|
wheel.name = name;
|
|
wheel.transform.parent = parent;
|
|
wheel.transform.localPosition = position;
|
|
wheel.transform.localRotation = Quaternion.Euler(0, 0, 90);
|
|
wheel.transform.localScale = new Vector3(0.4f, 0.2f, 0.4f);
|
|
wheel.GetComponent<CapsuleCollider>().enabled = false;
|
|
}
|
|
|
|
private void CreateOvalTrack(Transform parent, float radiusX, float radiusZ, float width, List<GameObject> objects)
|
|
{
|
|
int segments = 40;
|
|
|
|
// Track surface
|
|
var trackSurface = new GameObject("TrackSurface");
|
|
trackSurface.transform.parent = parent;
|
|
objects.Add(trackSurface);
|
|
|
|
for (int i = 0; i < segments; i++)
|
|
{
|
|
float angle = (float)i / segments * Mathf.PI * 2;
|
|
float nextAngle = (float)(i + 1) / segments * Mathf.PI * 2;
|
|
|
|
Vector3 pos = new Vector3(Mathf.Sin(angle) * radiusX, 0, Mathf.Cos(angle) * radiusZ);
|
|
Vector3 nextPos = new Vector3(Mathf.Sin(nextAngle) * radiusX, 0, Mathf.Cos(nextAngle) * radiusZ);
|
|
|
|
var segment = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.3f, 0.3f, 0.35f));
|
|
segment.name = $"TrackSegment_{i}";
|
|
segment.transform.parent = trackSurface.transform;
|
|
segment.transform.position = (pos + nextPos) / 2;
|
|
segment.transform.LookAt(nextPos);
|
|
float segmentLength = Vector3.Distance(pos, nextPos) + 0.5f;
|
|
segment.transform.localScale = new Vector3(width, 0.1f, segmentLength);
|
|
segment.isStatic = true;
|
|
objects.Add(segment);
|
|
}
|
|
|
|
// Center grass
|
|
var centerGrass = CreatePrimitiveWithMaterial(PrimitiveType.Cylinder, new Color(0.3f, 0.5f, 0.25f));
|
|
centerGrass.name = "CenterGrass";
|
|
centerGrass.transform.parent = parent;
|
|
centerGrass.transform.position = Vector3.zero;
|
|
centerGrass.transform.localScale = new Vector3((radiusX - width / 2) * 2, 0.05f, (radiusZ - width / 2) * 2);
|
|
objects.Add(centerGrass);
|
|
}
|
|
|
|
private void CreateTrackBarriers(Transform parent, float radiusX, float radiusZ, float width, List<GameObject> objects)
|
|
{
|
|
var barriers = new GameObject("Barriers");
|
|
barriers.transform.parent = parent;
|
|
objects.Add(barriers);
|
|
|
|
int segments = 20;
|
|
|
|
// Outer barriers
|
|
for (int i = 0; i < segments; i++)
|
|
{
|
|
float angle = (float)i / segments * Mathf.PI * 2;
|
|
float nextAngle = (float)(i + 1) / segments * Mathf.PI * 2;
|
|
|
|
Vector3 pos = new Vector3(Mathf.Sin(angle) * (radiusX + width / 2 + 0.5f), 0.5f, Mathf.Cos(angle) * (radiusZ + width / 2 + 0.5f));
|
|
Vector3 nextPos = new Vector3(Mathf.Sin(nextAngle) * (radiusX + width / 2 + 0.5f), 0.5f, Mathf.Cos(nextAngle) * (radiusZ + width / 2 + 0.5f));
|
|
|
|
var barrier = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.9f, 0.9f, 0.9f));
|
|
barrier.name = $"OuterBarrier_{i}";
|
|
barrier.transform.parent = barriers.transform;
|
|
barrier.transform.position = (pos + nextPos) / 2;
|
|
barrier.transform.LookAt(new Vector3(nextPos.x, barrier.transform.position.y, nextPos.z));
|
|
barrier.transform.localScale = new Vector3(0.3f, 1f, Vector3.Distance(pos, nextPos) + 0.3f);
|
|
barrier.isStatic = true;
|
|
}
|
|
|
|
// Inner barriers
|
|
for (int i = 0; i < segments; i++)
|
|
{
|
|
float angle = (float)i / segments * Mathf.PI * 2;
|
|
float nextAngle = (float)(i + 1) / segments * Mathf.PI * 2;
|
|
|
|
Vector3 pos = new Vector3(Mathf.Sin(angle) * (radiusX - width / 2 - 0.5f), 0.5f, Mathf.Cos(angle) * (radiusZ - width / 2 - 0.5f));
|
|
Vector3 nextPos = new Vector3(Mathf.Sin(nextAngle) * (radiusX - width / 2 - 0.5f), 0.5f, Mathf.Cos(nextAngle) * (radiusZ - width / 2 - 0.5f));
|
|
|
|
var barrier = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.8f, 0.3f, 0.3f));
|
|
barrier.name = $"InnerBarrier_{i}";
|
|
barrier.transform.parent = barriers.transform;
|
|
barrier.transform.position = (pos + nextPos) / 2;
|
|
barrier.transform.LookAt(new Vector3(nextPos.x, barrier.transform.position.y, nextPos.z));
|
|
barrier.transform.localScale = new Vector3(0.3f, 0.8f, Vector3.Distance(pos, nextPos) + 0.3f);
|
|
barrier.isStatic = true;
|
|
}
|
|
}
|
|
|
|
private void CreateCheckpoint(Transform parent, string name, Vector3 position, float rotationY, List<GameObject> objects)
|
|
{
|
|
var checkpoint = new GameObject(name);
|
|
checkpoint.transform.parent = parent;
|
|
checkpoint.transform.position = position;
|
|
checkpoint.transform.rotation = Quaternion.Euler(0, rotationY, 0);
|
|
checkpoint.tag = "Checkpoint";
|
|
|
|
// Gate posts
|
|
var leftPost = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.9f, 0.7f, 0.2f));
|
|
leftPost.transform.parent = checkpoint.transform;
|
|
leftPost.transform.localPosition = new Vector3(-7, 3, 0);
|
|
leftPost.transform.localScale = new Vector3(0.5f, 6, 0.5f);
|
|
|
|
var rightPost = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.9f, 0.7f, 0.2f));
|
|
rightPost.transform.parent = checkpoint.transform;
|
|
rightPost.transform.localPosition = new Vector3(7, 3, 0);
|
|
rightPost.transform.localScale = new Vector3(0.5f, 6, 0.5f);
|
|
|
|
var topBar = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.9f, 0.7f, 0.2f));
|
|
topBar.transform.parent = checkpoint.transform;
|
|
topBar.transform.localPosition = new Vector3(0, 6, 0);
|
|
topBar.transform.localScale = new Vector3(14, 0.5f, 0.5f);
|
|
|
|
// Trigger
|
|
var trigger = checkpoint.AddComponent<BoxCollider>();
|
|
trigger.size = new Vector3(14, 6, 2);
|
|
trigger.center = new Vector3(0, 3, 0);
|
|
trigger.isTrigger = true;
|
|
|
|
objects.Add(checkpoint);
|
|
}
|
|
|
|
private void CreateAICar(Transform parent, string name, Vector3 position, Color color, List<GameObject> objects)
|
|
{
|
|
var car = new GameObject(name);
|
|
car.transform.parent = parent;
|
|
car.transform.position = position;
|
|
car.tag = "AI";
|
|
|
|
var body = CreatePrimitiveWithMaterial(PrimitiveType.Cube, color);
|
|
body.name = "Body";
|
|
body.transform.parent = car.transform;
|
|
body.transform.localScale = new Vector3(2, 0.6f, 4);
|
|
body.transform.localPosition = new Vector3(0, 0.3f, 0);
|
|
|
|
var roof = CreatePrimitiveWithMaterial(PrimitiveType.Cube, color * 0.8f);
|
|
roof.name = "Roof";
|
|
roof.transform.parent = car.transform;
|
|
roof.transform.localScale = new Vector3(1.8f, 0.5f, 2f);
|
|
roof.transform.localPosition = new Vector3(0, 0.8f, -0.3f);
|
|
|
|
CreateCarWheel(car.transform, "WheelFL", new Vector3(-0.9f, 0, 1.2f), objects);
|
|
CreateCarWheel(car.transform, "WheelFR", new Vector3(0.9f, 0, 1.2f), objects);
|
|
CreateCarWheel(car.transform, "WheelRL", new Vector3(-0.9f, 0, -1.2f), objects);
|
|
CreateCarWheel(car.transform, "WheelRR", new Vector3(0.9f, 0, -1.2f), objects);
|
|
|
|
var rb = car.AddComponent<Rigidbody>();
|
|
rb.mass = 1500f;
|
|
|
|
objects.Add(car);
|
|
}
|
|
|
|
private void CreateRacingEnvironment(Transform parent, List<GameObject> objects)
|
|
{
|
|
var env = new GameObject("Environment");
|
|
env.transform.parent = parent;
|
|
objects.Add(env);
|
|
|
|
// Ground
|
|
var ground = CreatePrimitiveWithMaterial(PrimitiveType.Plane, new Color(0.35f, 0.5f, 0.25f));
|
|
ground.name = "Ground";
|
|
ground.transform.parent = env.transform;
|
|
ground.transform.localScale = new Vector3(20, 1, 15);
|
|
ground.isStatic = true;
|
|
objects.Add(ground);
|
|
|
|
// Grandstands
|
|
var grandstand = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.5f, 0.5f, 0.55f));
|
|
grandstand.name = "Grandstand";
|
|
grandstand.transform.parent = env.transform;
|
|
grandstand.transform.position = new Vector3(0, 3, -60);
|
|
grandstand.transform.localScale = new Vector3(30, 6, 5);
|
|
objects.Add(grandstand);
|
|
}
|
|
|
|
private void SetupRacingLighting()
|
|
{
|
|
var sun = GameObject.Find("Directional Light");
|
|
if (sun == null)
|
|
{
|
|
sun = new GameObject("Directional Light");
|
|
sun.AddComponent<Light>().type = LightType.Directional;
|
|
}
|
|
var light = sun.GetComponent<Light>();
|
|
light.color = new Color(1f, 0.98f, 0.9f);
|
|
light.intensity = 1.2f;
|
|
light.shadows = LightShadows.Soft;
|
|
light.transform.rotation = Quaternion.Euler(45, -45, 0);
|
|
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.5f, 0.6f, 0.8f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.4f, 0.45f, 0.5f);
|
|
RenderSettings.ambientGroundColor = new Color(0.3f, 0.35f, 0.3f);
|
|
}
|
|
|
|
private List<GameObject> CreateStrategyTemplate(GameObject parent)
|
|
{
|
|
var objects = new List<GameObject>();
|
|
|
|
// ===== Camera Setup =====
|
|
var cameraRig = new GameObject("CameraRig");
|
|
cameraRig.transform.parent = parent.transform;
|
|
cameraRig.transform.position = new Vector3(0, 20, -10);
|
|
objects.Add(cameraRig);
|
|
|
|
var cameraObj = new GameObject("MainCamera");
|
|
cameraObj.transform.parent = cameraRig.transform;
|
|
cameraObj.transform.localPosition = Vector3.zero;
|
|
cameraObj.transform.localRotation = Quaternion.Euler(60, 0, 0);
|
|
cameraObj.tag = "MainCamera";
|
|
var cam = cameraObj.AddComponent<Camera>();
|
|
cam.fieldOfView = 50f;
|
|
cameraObj.AddComponent<AudioListener>();
|
|
objects.Add(cameraObj);
|
|
|
|
// ===== Game Board (Hex Grid) =====
|
|
var board = new GameObject("StrategyBoard");
|
|
board.transform.parent = parent.transform;
|
|
objects.Add(board);
|
|
|
|
int mapWidth = 12;
|
|
int mapHeight = 10;
|
|
float hexSize = 1f;
|
|
float hexWidth = hexSize * 2f;
|
|
float hexHeight = Mathf.Sqrt(3f) * hexSize;
|
|
|
|
for (int x = 0; x < mapWidth; x++)
|
|
{
|
|
for (int y = 0; y < mapHeight; y++)
|
|
{
|
|
float xPos = x * hexWidth * 0.75f;
|
|
float zPos = y * hexHeight + (x % 2) * hexHeight * 0.5f;
|
|
|
|
// Terrain type based on position/noise
|
|
float noise = Mathf.PerlinNoise(x * 0.3f, y * 0.3f);
|
|
Color tileColor;
|
|
string terrainType;
|
|
|
|
if (noise < 0.3f)
|
|
{
|
|
tileColor = new Color(0.2f, 0.4f, 0.7f); // Water
|
|
terrainType = "Water";
|
|
}
|
|
else if (noise < 0.5f)
|
|
{
|
|
tileColor = new Color(0.35f, 0.55f, 0.3f); // Plains
|
|
terrainType = "Plains";
|
|
}
|
|
else if (noise < 0.7f)
|
|
{
|
|
tileColor = new Color(0.25f, 0.45f, 0.2f); // Forest
|
|
terrainType = "Forest";
|
|
}
|
|
else
|
|
{
|
|
tileColor = new Color(0.5f, 0.5f, 0.55f); // Mountain
|
|
terrainType = "Mountain";
|
|
}
|
|
|
|
var tile = CreateHexTile(board.transform, $"Hex_{x}_{y}", new Vector3(xPos, 0, zPos), hexSize, tileColor, terrainType, objects);
|
|
|
|
// Add terrain features
|
|
if (terrainType == "Forest" && Random.value > 0.5f)
|
|
{
|
|
CreateStrategyTree(tile.transform, Vector3.up * 0.1f);
|
|
}
|
|
else if (terrainType == "Mountain" && Random.value > 0.6f)
|
|
{
|
|
var rock = CreatePrimitiveWithMaterial(PrimitiveType.Sphere, new Color(0.45f, 0.45f, 0.5f));
|
|
rock.transform.parent = tile.transform;
|
|
rock.transform.localPosition = Vector3.up * 0.3f;
|
|
rock.transform.localScale = new Vector3(0.5f, 0.4f, 0.5f);
|
|
rock.GetComponent<SphereCollider>().enabled = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ===== Player Units =====
|
|
var playerUnits = new GameObject("PlayerUnits");
|
|
playerUnits.transform.parent = parent.transform;
|
|
objects.Add(playerUnits);
|
|
|
|
CreateStrategyUnit(playerUnits.transform, "Infantry_1", new Vector3(1.5f, 0.3f, 2), new Color(0.2f, 0.4f, 0.8f), "Infantry", objects);
|
|
CreateStrategyUnit(playerUnits.transform, "Infantry_2", new Vector3(0, 0.3f, 2.8f), new Color(0.2f, 0.4f, 0.8f), "Infantry", objects);
|
|
CreateStrategyUnit(playerUnits.transform, "Cavalry_1", new Vector3(1.5f, 0.3f, 4.5f), new Color(0.3f, 0.5f, 0.9f), "Cavalry", objects);
|
|
CreateStrategyUnit(playerUnits.transform, "Archer_1", new Vector3(0, 0.3f, 1), new Color(0.2f, 0.6f, 0.3f), "Archer", objects);
|
|
|
|
// ===== Enemy Units =====
|
|
var enemyUnits = new GameObject("EnemyUnits");
|
|
enemyUnits.transform.parent = parent.transform;
|
|
objects.Add(enemyUnits);
|
|
|
|
CreateStrategyUnit(enemyUnits.transform, "EnemyInfantry_1", new Vector3(10, 0.3f, 12), new Color(0.8f, 0.2f, 0.2f), "Infantry", objects);
|
|
CreateStrategyUnit(enemyUnits.transform, "EnemyInfantry_2", new Vector3(11.5f, 0.3f, 11), new Color(0.8f, 0.2f, 0.2f), "Infantry", objects);
|
|
CreateStrategyUnit(enemyUnits.transform, "EnemyCavalry_1", new Vector3(10, 0.3f, 14), new Color(0.9f, 0.3f, 0.3f), "Cavalry", objects);
|
|
|
|
// ===== Buildings =====
|
|
var buildings = new GameObject("Buildings");
|
|
buildings.transform.parent = parent.transform;
|
|
objects.Add(buildings);
|
|
|
|
CreateStrategyBuilding(buildings.transform, "PlayerCastle", new Vector3(0, 0, 0), new Color(0.3f, 0.4f, 0.7f), "Castle", objects);
|
|
CreateStrategyBuilding(buildings.transform, "EnemyCastle", new Vector3(12, 0, 14), new Color(0.7f, 0.3f, 0.3f), "Castle", objects);
|
|
CreateStrategyBuilding(buildings.transform, "Village_1", new Vector3(6, 0, 5), new Color(0.6f, 0.5f, 0.4f), "Village", objects);
|
|
CreateStrategyBuilding(buildings.transform, "Village_2", new Vector3(4, 0, 10), new Color(0.6f, 0.5f, 0.4f), "Village", objects);
|
|
|
|
// ===== Resources =====
|
|
var resources = new GameObject("Resources");
|
|
resources.transform.parent = parent.transform;
|
|
objects.Add(resources);
|
|
|
|
CreateResourceNode(resources.transform, "GoldMine_1", new Vector3(3, 0, 3), new Color(1f, 0.85f, 0.2f), objects);
|
|
CreateResourceNode(resources.transform, "GoldMine_2", new Vector3(9, 0, 11), new Color(1f, 0.85f, 0.2f), objects);
|
|
CreateResourceNode(resources.transform, "Forest_1", new Vector3(7.5f, 0, 8), new Color(0.3f, 0.5f, 0.25f), objects);
|
|
|
|
// ===== Lighting =====
|
|
SetupStrategyLighting();
|
|
|
|
return objects;
|
|
}
|
|
|
|
private GameObject CreateHexTile(Transform parent, string name, Vector3 position, float size, Color color, string terrainType, List<GameObject> objects)
|
|
{
|
|
var tile = CreatePrimitiveWithMaterial(PrimitiveType.Cylinder, color);
|
|
tile.name = name;
|
|
tile.transform.parent = parent;
|
|
tile.transform.position = position;
|
|
tile.transform.localScale = new Vector3(size * 1.8f, 0.1f, size * 1.8f);
|
|
tile.isStatic = true;
|
|
|
|
// Store terrain type (would use a component in real implementation)
|
|
tile.tag = terrainType == "Water" ? "Water" : "Terrain";
|
|
|
|
objects.Add(tile);
|
|
return tile;
|
|
}
|
|
|
|
private void CreateStrategyTree(Transform parent, Vector3 offset)
|
|
{
|
|
var tree = new GameObject("Tree");
|
|
tree.transform.parent = parent;
|
|
tree.transform.localPosition = offset;
|
|
|
|
var trunk = CreatePrimitiveWithMaterial(PrimitiveType.Cylinder, new Color(0.4f, 0.3f, 0.2f));
|
|
trunk.transform.parent = tree.transform;
|
|
trunk.transform.localPosition = new Vector3(0, 0.2f, 0);
|
|
trunk.transform.localScale = new Vector3(0.1f, 0.2f, 0.1f);
|
|
trunk.GetComponent<CapsuleCollider>().enabled = false;
|
|
|
|
var leaves = CreatePrimitiveWithMaterial(PrimitiveType.Sphere, new Color(0.2f, 0.45f, 0.2f));
|
|
leaves.transform.parent = tree.transform;
|
|
leaves.transform.localPosition = new Vector3(0, 0.5f, 0);
|
|
leaves.transform.localScale = new Vector3(0.4f, 0.4f, 0.4f);
|
|
leaves.GetComponent<SphereCollider>().enabled = false;
|
|
}
|
|
|
|
private void CreateStrategyUnit(Transform parent, string name, Vector3 position, Color color, string unitType, List<GameObject> objects)
|
|
{
|
|
var unit = new GameObject(name);
|
|
unit.transform.parent = parent;
|
|
unit.transform.position = position;
|
|
unit.tag = parent.name.Contains("Enemy") ? "Enemy" : "PlayerUnit";
|
|
|
|
// Unit body based on type
|
|
float height = unitType == "Cavalry" ? 0.6f : 0.4f;
|
|
float width = unitType == "Infantry" ? 0.3f : 0.25f;
|
|
|
|
var body = CreatePrimitiveWithMaterial(PrimitiveType.Capsule, color);
|
|
body.name = "Body";
|
|
body.transform.parent = unit.transform;
|
|
body.transform.localPosition = new Vector3(0, height / 2, 0);
|
|
body.transform.localScale = new Vector3(width, height / 2, width);
|
|
|
|
// Selection indicator
|
|
var selectionRing = CreatePrimitiveWithMaterial(PrimitiveType.Cylinder, new Color(1f, 1f, 1f, 0.5f));
|
|
selectionRing.name = "SelectionRing";
|
|
selectionRing.transform.parent = unit.transform;
|
|
selectionRing.transform.localPosition = new Vector3(0, 0.01f, 0);
|
|
selectionRing.transform.localScale = new Vector3(0.5f, 0.01f, 0.5f);
|
|
selectionRing.GetComponent<CapsuleCollider>().enabled = false;
|
|
selectionRing.SetActive(false);
|
|
|
|
// Unit collider for selection
|
|
var col = unit.AddComponent<CapsuleCollider>();
|
|
col.height = height;
|
|
col.radius = width;
|
|
col.center = new Vector3(0, height / 2, 0);
|
|
|
|
objects.Add(unit);
|
|
}
|
|
|
|
private void CreateStrategyBuilding(Transform parent, string name, Vector3 position, Color color, string buildingType, List<GameObject> objects)
|
|
{
|
|
var building = new GameObject(name);
|
|
building.transform.parent = parent;
|
|
building.transform.position = position;
|
|
|
|
float size = buildingType == "Castle" ? 1.5f : 0.8f;
|
|
float height = buildingType == "Castle" ? 2f : 1f;
|
|
|
|
var baseObj = CreatePrimitiveWithMaterial(PrimitiveType.Cube, color);
|
|
baseObj.name = "Base";
|
|
baseObj.transform.parent = building.transform;
|
|
baseObj.transform.localPosition = new Vector3(0, height / 2, 0);
|
|
baseObj.transform.localScale = new Vector3(size, height, size);
|
|
|
|
if (buildingType == "Castle")
|
|
{
|
|
// Towers
|
|
Vector3[] towerOffsets = { new Vector3(-0.6f, 0, -0.6f), new Vector3(0.6f, 0, -0.6f), new Vector3(-0.6f, 0, 0.6f), new Vector3(0.6f, 0, 0.6f) };
|
|
foreach (var offset in towerOffsets)
|
|
{
|
|
var tower = CreatePrimitiveWithMaterial(PrimitiveType.Cylinder, color * 0.9f);
|
|
tower.transform.parent = building.transform;
|
|
tower.transform.localPosition = offset + new Vector3(0, 1.5f, 0);
|
|
tower.transform.localScale = new Vector3(0.3f, 0.8f, 0.3f);
|
|
}
|
|
}
|
|
|
|
// Roof
|
|
var roof = CreatePrimitiveWithMaterial(PrimitiveType.Cube, color * 0.7f);
|
|
roof.name = "Roof";
|
|
roof.transform.parent = building.transform;
|
|
roof.transform.localPosition = new Vector3(0, height + 0.2f, 0);
|
|
roof.transform.localScale = new Vector3(size * 1.1f, 0.3f, size * 1.1f);
|
|
|
|
building.isStatic = true;
|
|
objects.Add(building);
|
|
}
|
|
|
|
private void CreateResourceNode(Transform parent, string name, Vector3 position, Color color, List<GameObject> objects)
|
|
{
|
|
var resource = new GameObject(name);
|
|
resource.transform.parent = parent;
|
|
resource.transform.position = position;
|
|
resource.tag = "Resource";
|
|
|
|
var visual = CreatePrimitiveWithMaterial(PrimitiveType.Sphere, color);
|
|
visual.name = "Visual";
|
|
visual.transform.parent = resource.transform;
|
|
visual.transform.localPosition = new Vector3(0, 0.2f, 0);
|
|
visual.transform.localScale = new Vector3(0.4f, 0.3f, 0.4f);
|
|
|
|
// Glow effect indicator
|
|
var glow = CreatePrimitiveWithMaterial(PrimitiveType.Sphere, color * 1.5f);
|
|
glow.name = "Glow";
|
|
glow.transform.parent = resource.transform;
|
|
glow.transform.localPosition = new Vector3(0, 0.2f, 0);
|
|
glow.transform.localScale = new Vector3(0.5f, 0.4f, 0.5f);
|
|
glow.GetComponent<SphereCollider>().enabled = false;
|
|
|
|
var col = resource.AddComponent<SphereCollider>();
|
|
col.radius = 0.5f;
|
|
col.center = new Vector3(0, 0.2f, 0);
|
|
|
|
objects.Add(resource);
|
|
}
|
|
|
|
private void SetupStrategyLighting()
|
|
{
|
|
var sun = GameObject.Find("Directional Light");
|
|
if (sun == null)
|
|
{
|
|
sun = new GameObject("Directional Light");
|
|
sun.AddComponent<Light>().type = LightType.Directional;
|
|
}
|
|
var light = sun.GetComponent<Light>();
|
|
light.color = new Color(1f, 0.95f, 0.85f);
|
|
light.intensity = 1f;
|
|
light.shadows = LightShadows.Soft;
|
|
light.transform.rotation = Quaternion.Euler(50, -30, 0);
|
|
|
|
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
|
|
RenderSettings.ambientSkyColor = new Color(0.55f, 0.6f, 0.7f);
|
|
RenderSettings.ambientEquatorColor = new Color(0.45f, 0.5f, 0.45f);
|
|
RenderSettings.ambientGroundColor = new Color(0.3f, 0.35f, 0.3f);
|
|
|
|
RenderSettings.fog = true;
|
|
RenderSettings.fogColor = new Color(0.7f, 0.75f, 0.8f);
|
|
RenderSettings.fogMode = FogMode.Linear;
|
|
RenderSettings.fogStartDistance = 20f;
|
|
RenderSettings.fogEndDistance = 80f;
|
|
}
|
|
|
|
private void CreateGenericUI(string genre)
|
|
{
|
|
// CanvasCreate
|
|
var canvas = GameObject.Find("Canvas");
|
|
if (canvas == null)
|
|
{
|
|
canvas = new GameObject("Canvas");
|
|
canvas.AddComponent<Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;
|
|
canvas.AddComponent<UnityEngine.UI.CanvasScaler>();
|
|
canvas.AddComponent<UnityEngine.UI.GraphicRaycaster>();
|
|
|
|
// EventSystemalso Create
|
|
if (!GameObject.Find("EventSystem"))
|
|
{
|
|
var eventSystem = new GameObject("EventSystem");
|
|
eventSystem.AddComponent<UnityEngine.EventSystems.EventSystem>();
|
|
eventSystem.AddComponent<UnityEngine.EventSystems.StandaloneInputModule>();
|
|
}
|
|
}
|
|
|
|
// HUD Panel
|
|
var hudPanel = new GameObject("HUD");
|
|
hudPanel.transform.parent = canvas.transform;
|
|
var hudRect = hudPanel.AddComponent<RectTransform>();
|
|
hudRect.anchorMin = Vector2.zero;
|
|
hudRect.anchorMax = Vector2.one;
|
|
hudRect.sizeDelta = Vector2.zero;
|
|
hudRect.anchoredPosition = Vector2.zero;
|
|
|
|
// By genreUIElement
|
|
switch (genre)
|
|
{
|
|
case "FPS":
|
|
CreateFPSUI(hudPanel);
|
|
break;
|
|
case "RPG":
|
|
CreateRPGUI(hudPanel);
|
|
break;
|
|
case "Platformer":
|
|
CreatePlatformerUI(hudPanel);
|
|
break;
|
|
case "Racing":
|
|
CreateRacingUI(hudPanel);
|
|
break;
|
|
case "Puzzle":
|
|
CreatePuzzleUI(hudPanel);
|
|
break;
|
|
case "Strategy":
|
|
CreateStrategyUI(hudPanel);
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void CreateFPSUI(GameObject parent)
|
|
{
|
|
// Health bar
|
|
var healthBar = new GameObject("HealthBar");
|
|
healthBar.transform.parent = parent.transform;
|
|
var healthRect = healthBar.AddComponent<RectTransform>();
|
|
healthRect.anchorMin = new Vector2(0, 0);
|
|
healthRect.anchorMax = new Vector2(0, 0);
|
|
healthRect.sizeDelta = new Vector2(200, 30);
|
|
healthRect.anchoredPosition = new Vector2(110, 50);
|
|
|
|
var healthBG = healthBar.AddComponent<UnityEngine.UI.Image>();
|
|
healthBG.color = new Color(0.2f, 0.2f, 0.2f, 0.8f);
|
|
|
|
var healthFill = new GameObject("Fill");
|
|
healthFill.transform.parent = healthBar.transform;
|
|
var fillRect = healthFill.AddComponent<RectTransform>();
|
|
fillRect.anchorMin = Vector2.zero;
|
|
fillRect.anchorMax = new Vector2(0.8f, 1);
|
|
fillRect.sizeDelta = Vector2.zero;
|
|
fillRect.anchoredPosition = Vector2.zero;
|
|
|
|
var fillImage = healthFill.AddComponent<UnityEngine.UI.Image>();
|
|
fillImage.color = Color.red;
|
|
|
|
// Ammo counter
|
|
var ammoText = new GameObject("AmmoCounter");
|
|
ammoText.transform.parent = parent.transform;
|
|
var ammoRect = ammoText.AddComponent<RectTransform>();
|
|
ammoRect.anchorMin = new Vector2(1, 0);
|
|
ammoRect.anchorMax = new Vector2(1, 0);
|
|
ammoRect.sizeDelta = new Vector2(150, 50);
|
|
ammoRect.anchoredPosition = new Vector2(-85, 50);
|
|
|
|
var text = ammoText.AddComponent<UnityEngine.UI.Text>();
|
|
text.text = "30 / 120";
|
|
text.font = Font.CreateDynamicFontFromOSFont("Arial", 24);
|
|
text.fontSize = 24;
|
|
text.color = Color.white;
|
|
text.alignment = TextAnchor.MiddleRight;
|
|
|
|
// Crosshair
|
|
var crosshair = new GameObject("Crosshair");
|
|
crosshair.transform.parent = parent.transform;
|
|
var crossRect = crosshair.AddComponent<RectTransform>();
|
|
crossRect.anchorMin = new Vector2(0.5f, 0.5f);
|
|
crossRect.anchorMax = new Vector2(0.5f, 0.5f);
|
|
crossRect.sizeDelta = new Vector2(50, 50);
|
|
crossRect.anchoredPosition = Vector2.zero;
|
|
|
|
var crossImage = crosshair.AddComponent<UnityEngine.UI.Image>();
|
|
crossImage.color = new Color(1, 1, 1, 0.5f);
|
|
crossImage.sprite = null; // CrosshairSpriteSettings
|
|
}
|
|
|
|
private void CreateRPGUI(GameObject parent)
|
|
{
|
|
// Status bar
|
|
var statusBar = new GameObject("StatusBar");
|
|
statusBar.transform.parent = parent.transform;
|
|
var statusRect = statusBar.AddComponent<RectTransform>();
|
|
statusRect.anchorMin = new Vector2(0, 1);
|
|
statusRect.anchorMax = new Vector2(0, 1);
|
|
statusRect.sizeDelta = new Vector2(250, 100);
|
|
statusRect.anchoredPosition = new Vector2(135, -60);
|
|
|
|
var bg = statusBar.AddComponent<UnityEngine.UI.Image>();
|
|
bg.color = new Color(0.1f, 0.1f, 0.1f, 0.9f);
|
|
|
|
// HP/MP bars
|
|
string[] barTypes = { "HP", "MP" };
|
|
Color[] barColors = { Color.green, Color.blue };
|
|
|
|
for (int i = 0; i < barTypes.Length; i++)
|
|
{
|
|
var bar = new GameObject($"{barTypes[i]}Bar");
|
|
bar.transform.parent = statusBar.transform;
|
|
var barRect = bar.AddComponent<RectTransform>();
|
|
barRect.anchorMin = new Vector2(0.1f, 0.6f - i * 0.4f);
|
|
barRect.anchorMax = new Vector2(0.9f, 0.8f - i * 0.4f);
|
|
barRect.sizeDelta = Vector2.zero;
|
|
|
|
var barBG = bar.AddComponent<UnityEngine.UI.Image>();
|
|
barBG.color = Color.gray;
|
|
|
|
var fill = new GameObject("Fill");
|
|
fill.transform.parent = bar.transform;
|
|
var fillRect = fill.AddComponent<RectTransform>();
|
|
fillRect.anchorMin = Vector2.zero;
|
|
fillRect.anchorMax = new Vector2(0.8f, 1);
|
|
fillRect.sizeDelta = Vector2.zero;
|
|
|
|
var fillImage = fill.AddComponent<UnityEngine.UI.Image>();
|
|
fillImage.color = barColors[i];
|
|
}
|
|
|
|
// Quest log
|
|
var questLog = new GameObject("QuestLog");
|
|
questLog.transform.parent = parent.transform;
|
|
var questRect = questLog.AddComponent<RectTransform>();
|
|
questRect.anchorMin = new Vector2(1, 1);
|
|
questRect.anchorMax = new Vector2(1, 1);
|
|
questRect.sizeDelta = new Vector2(300, 150);
|
|
questRect.anchoredPosition = new Vector2(-160, -85);
|
|
|
|
var questBG = questLog.AddComponent<UnityEngine.UI.Image>();
|
|
questBG.color = new Color(0.2f, 0.2f, 0.2f, 0.8f);
|
|
|
|
var questText = new GameObject("QuestText");
|
|
questText.transform.parent = questLog.transform;
|
|
var textRect = questText.AddComponent<RectTransform>();
|
|
textRect.anchorMin = Vector2.zero;
|
|
textRect.anchorMax = Vector2.one;
|
|
textRect.sizeDelta = new Vector2(-20, -20);
|
|
textRect.anchoredPosition = Vector2.zero;
|
|
|
|
var text = questText.AddComponent<UnityEngine.UI.Text>();
|
|
text.text = "Current Quest:\n- Talk to the Village Elder\n- Collect 10 herbs";
|
|
text.font = Font.CreateDynamicFontFromOSFont("Arial", 14);
|
|
text.fontSize = 14;
|
|
text.color = Color.white;
|
|
}
|
|
|
|
private void CreatePlatformerUI(GameObject parent)
|
|
{
|
|
// Score
|
|
var scoreText = new GameObject("Score");
|
|
scoreText.transform.parent = parent.transform;
|
|
var scoreRect = scoreText.AddComponent<RectTransform>();
|
|
scoreRect.anchorMin = new Vector2(0, 1);
|
|
scoreRect.anchorMax = new Vector2(0, 1);
|
|
scoreRect.sizeDelta = new Vector2(200, 50);
|
|
scoreRect.anchoredPosition = new Vector2(110, -35);
|
|
|
|
var score = scoreText.AddComponent<UnityEngine.UI.Text>();
|
|
score.text = "Score: 0";
|
|
score.font = Font.CreateDynamicFontFromOSFont("Arial", 28);
|
|
score.fontSize = 28;
|
|
score.color = Color.white;
|
|
score.alignment = TextAnchor.MiddleLeft;
|
|
|
|
// Lives
|
|
var livesContainer = new GameObject("Lives");
|
|
livesContainer.transform.parent = parent.transform;
|
|
var livesRect = livesContainer.AddComponent<RectTransform>();
|
|
livesRect.anchorMin = new Vector2(1, 1);
|
|
livesRect.anchorMax = new Vector2(1, 1);
|
|
livesRect.sizeDelta = new Vector2(150, 50);
|
|
livesRect.anchoredPosition = new Vector2(-85, -35);
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
var life = new GameObject($"Life_{i}");
|
|
life.transform.parent = livesContainer.transform;
|
|
var lifeRect = life.AddComponent<RectTransform>();
|
|
lifeRect.anchorMin = new Vector2(0, 0.5f);
|
|
lifeRect.anchorMax = new Vector2(0, 0.5f);
|
|
lifeRect.sizeDelta = new Vector2(30, 30);
|
|
lifeRect.anchoredPosition = new Vector2(35 + i * 40, 0);
|
|
|
|
var lifeImage = life.AddComponent<UnityEngine.UI.Image>();
|
|
lifeImage.color = Color.red;
|
|
}
|
|
}
|
|
|
|
private void CreateRacingUI(GameObject parent)
|
|
{
|
|
// Speedometer
|
|
var speedometer = new GameObject("Speedometer");
|
|
speedometer.transform.parent = parent.transform;
|
|
var speedRect = speedometer.AddComponent<RectTransform>();
|
|
speedRect.anchorMin = new Vector2(1, 0);
|
|
speedRect.anchorMax = new Vector2(1, 0);
|
|
speedRect.sizeDelta = new Vector2(200, 200);
|
|
speedRect.anchoredPosition = new Vector2(-110, 110);
|
|
|
|
var speedBG = speedometer.AddComponent<UnityEngine.UI.Image>();
|
|
speedBG.color = new Color(0.1f, 0.1f, 0.1f, 0.8f);
|
|
|
|
var speedText = new GameObject("SpeedText");
|
|
speedText.transform.parent = speedometer.transform;
|
|
var textRect = speedText.AddComponent<RectTransform>();
|
|
textRect.anchorMin = new Vector2(0.5f, 0.5f);
|
|
textRect.anchorMax = new Vector2(0.5f, 0.5f);
|
|
textRect.sizeDelta = new Vector2(180, 60);
|
|
textRect.anchoredPosition = Vector2.zero;
|
|
|
|
var text = speedText.AddComponent<UnityEngine.UI.Text>();
|
|
text.text = "0 km/h";
|
|
text.font = Font.CreateDynamicFontFromOSFont("Arial", 32);
|
|
text.fontSize = 32;
|
|
text.color = Color.white;
|
|
text.alignment = TextAnchor.MiddleCenter;
|
|
|
|
// Lap time
|
|
var lapTime = new GameObject("LapTime");
|
|
lapTime.transform.parent = parent.transform;
|
|
var lapRect = lapTime.AddComponent<RectTransform>();
|
|
lapRect.anchorMin = new Vector2(0.5f, 1);
|
|
lapRect.anchorMax = new Vector2(0.5f, 1);
|
|
lapRect.sizeDelta = new Vector2(300, 60);
|
|
lapRect.anchoredPosition = new Vector2(0, -40);
|
|
|
|
var lapText = lapTime.AddComponent<UnityEngine.UI.Text>();
|
|
lapText.text = "Lap 1/3 - 00:00.000";
|
|
lapText.font = Font.CreateDynamicFontFromOSFont("Arial", 24);
|
|
lapText.fontSize = 24;
|
|
lapText.color = Color.white;
|
|
lapText.alignment = TextAnchor.MiddleCenter;
|
|
|
|
// Position
|
|
var position = new GameObject("Position");
|
|
position.transform.parent = parent.transform;
|
|
var posRect = position.AddComponent<RectTransform>();
|
|
posRect.anchorMin = new Vector2(0, 1);
|
|
posRect.anchorMax = new Vector2(0, 1);
|
|
posRect.sizeDelta = new Vector2(150, 100);
|
|
posRect.anchoredPosition = new Vector2(85, -60);
|
|
|
|
var posBG = position.AddComponent<UnityEngine.UI.Image>();
|
|
posBG.color = new Color(0.8f, 0.8f, 0.8f, 0.9f);
|
|
|
|
var posText = new GameObject("PosText");
|
|
posText.transform.parent = position.transform;
|
|
var posTextRect = posText.AddComponent<RectTransform>();
|
|
posTextRect.anchorMin = Vector2.zero;
|
|
posTextRect.anchorMax = Vector2.one;
|
|
posTextRect.sizeDelta = Vector2.zero;
|
|
|
|
var positionText = posText.AddComponent<UnityEngine.UI.Text>();
|
|
positionText.text = "1st";
|
|
positionText.font = Font.CreateDynamicFontFromOSFont("Arial", 48);
|
|
positionText.fontSize = 48;
|
|
positionText.color = Color.black;
|
|
positionText.alignment = TextAnchor.MiddleCenter;
|
|
}
|
|
|
|
private void CreatePuzzleUI(GameObject parent)
|
|
{
|
|
// Timer
|
|
var timer = new GameObject("Timer");
|
|
timer.transform.parent = parent.transform;
|
|
var timerRect = timer.AddComponent<RectTransform>();
|
|
timerRect.anchorMin = new Vector2(0.5f, 1);
|
|
timerRect.anchorMax = new Vector2(0.5f, 1);
|
|
timerRect.sizeDelta = new Vector2(200, 60);
|
|
timerRect.anchoredPosition = new Vector2(0, -40);
|
|
|
|
var timerBG = timer.AddComponent<UnityEngine.UI.Image>();
|
|
timerBG.color = new Color(0.2f, 0.2f, 0.2f, 0.8f);
|
|
|
|
var timerText = new GameObject("TimerText");
|
|
timerText.transform.parent = timer.transform;
|
|
var textRect = timerText.AddComponent<RectTransform>();
|
|
textRect.anchorMin = Vector2.zero;
|
|
textRect.anchorMax = Vector2.one;
|
|
textRect.sizeDelta = Vector2.zero;
|
|
|
|
var text = timerText.AddComponent<UnityEngine.UI.Text>();
|
|
text.text = "00:00";
|
|
text.font = Font.CreateDynamicFontFromOSFont("Arial", 32);
|
|
text.fontSize = 32;
|
|
text.color = Color.white;
|
|
text.alignment = TextAnchor.MiddleCenter;
|
|
|
|
// Move counter
|
|
var moves = new GameObject("Moves");
|
|
moves.transform.parent = parent.transform;
|
|
var movesRect = moves.AddComponent<RectTransform>();
|
|
movesRect.anchorMin = new Vector2(0, 1);
|
|
movesRect.anchorMax = new Vector2(0, 1);
|
|
movesRect.sizeDelta = new Vector2(150, 50);
|
|
movesRect.anchoredPosition = new Vector2(85, -35);
|
|
|
|
var movesText = moves.AddComponent<UnityEngine.UI.Text>();
|
|
movesText.text = "Moves: 0";
|
|
movesText.font = Font.CreateDynamicFontFromOSFont("Arial", 20);
|
|
movesText.fontSize = 20;
|
|
movesText.color = Color.white;
|
|
|
|
// Hint button
|
|
var hintButton = new GameObject("HintButton");
|
|
hintButton.transform.parent = parent.transform;
|
|
var hintRect = hintButton.AddComponent<RectTransform>();
|
|
hintRect.anchorMin = new Vector2(1, 1);
|
|
hintRect.anchorMax = new Vector2(1, 1);
|
|
hintRect.sizeDelta = new Vector2(100, 40);
|
|
hintRect.anchoredPosition = new Vector2(-60, -30);
|
|
|
|
var button = hintButton.AddComponent<UnityEngine.UI.Button>();
|
|
var buttonImage = hintButton.AddComponent<UnityEngine.UI.Image>();
|
|
buttonImage.color = Color.yellow;
|
|
|
|
var buttonText = new GameObject("Text");
|
|
buttonText.transform.parent = hintButton.transform;
|
|
var btnTextRect = buttonText.AddComponent<RectTransform>();
|
|
btnTextRect.anchorMin = Vector2.zero;
|
|
btnTextRect.anchorMax = Vector2.one;
|
|
btnTextRect.sizeDelta = Vector2.zero;
|
|
|
|
var btnText = buttonText.AddComponent<UnityEngine.UI.Text>();
|
|
btnText.text = "Hint";
|
|
btnText.font = Font.CreateDynamicFontFromOSFont("Arial", 16);
|
|
btnText.fontSize = 16;
|
|
btnText.color = Color.black;
|
|
btnText.alignment = TextAnchor.MiddleCenter;
|
|
}
|
|
|
|
private void CreateStrategyUI(GameObject parent)
|
|
{
|
|
// Resource panel
|
|
var resourcePanel = new GameObject("ResourcePanel");
|
|
resourcePanel.transform.parent = parent.transform;
|
|
var resRect = resourcePanel.AddComponent<RectTransform>();
|
|
resRect.anchorMin = new Vector2(0, 1);
|
|
resRect.anchorMax = new Vector2(1, 1);
|
|
resRect.sizeDelta = new Vector2(0, 80);
|
|
resRect.anchoredPosition = new Vector2(0, -40);
|
|
|
|
var resBG = resourcePanel.AddComponent<UnityEngine.UI.Image>();
|
|
resBG.color = new Color(0.1f, 0.1f, 0.1f, 0.9f);
|
|
|
|
// Resource display
|
|
string[] resources = { "Gold: 1000", "Food: 500", "Wood: 300", "Stone: 200" };
|
|
for (int i = 0; i < resources.Length; i++)
|
|
{
|
|
var resource = new GameObject($"Resource_{i}");
|
|
resource.transform.parent = resourcePanel.transform;
|
|
var resourceRect = resource.AddComponent<RectTransform>();
|
|
resourceRect.anchorMin = new Vector2(0.1f + i * 0.2f, 0.5f);
|
|
resourceRect.anchorMax = new Vector2(0.1f + i * 0.2f, 0.5f);
|
|
resourceRect.sizeDelta = new Vector2(150, 40);
|
|
resourceRect.anchoredPosition = Vector2.zero;
|
|
|
|
var text = resource.AddComponent<UnityEngine.UI.Text>();
|
|
text.text = resources[i];
|
|
text.font = Font.CreateDynamicFontFromOSFont("Arial", 18);
|
|
text.fontSize = 18;
|
|
text.color = Color.white;
|
|
text.alignment = TextAnchor.MiddleLeft;
|
|
}
|
|
|
|
// Minimap
|
|
var minimap = new GameObject("Minimap");
|
|
minimap.transform.parent = parent.transform;
|
|
var mapRect = minimap.AddComponent<RectTransform>();
|
|
mapRect.anchorMin = new Vector2(1, 0);
|
|
mapRect.anchorMax = new Vector2(1, 0);
|
|
mapRect.sizeDelta = new Vector2(200, 200);
|
|
mapRect.anchoredPosition = new Vector2(-110, 110);
|
|
|
|
var mapBG = minimap.AddComponent<UnityEngine.UI.Image>();
|
|
mapBG.color = new Color(0.2f, 0.2f, 0.2f, 0.8f);
|
|
|
|
var mapBorder = new GameObject("Border");
|
|
mapBorder.transform.parent = minimap.transform;
|
|
var borderRect = mapBorder.AddComponent<RectTransform>();
|
|
borderRect.anchorMin = Vector2.zero;
|
|
borderRect.anchorMax = Vector2.one;
|
|
borderRect.sizeDelta = new Vector2(10, 10);
|
|
|
|
var outline = mapBorder.AddComponent<UnityEngine.UI.Outline>();
|
|
outline.effectColor = Color.white;
|
|
outline.effectDistance = new Vector2(2, 2);
|
|
|
|
// ActionButton
|
|
var actionPanel = new GameObject("ActionPanel");
|
|
actionPanel.transform.parent = parent.transform;
|
|
var actionRect = actionPanel.AddComponent<RectTransform>();
|
|
actionRect.anchorMin = new Vector2(0.5f, 0);
|
|
actionRect.anchorMax = new Vector2(0.5f, 0);
|
|
actionRect.sizeDelta = new Vector2(400, 100);
|
|
actionRect.anchoredPosition = new Vector2(0, 60);
|
|
|
|
string[] actions = { "Build", "Train", "Research", "Diplomacy" };
|
|
for (int i = 0; i < actions.Length; i++)
|
|
{
|
|
var actionButton = new GameObject($"Action_{actions[i]}");
|
|
actionButton.transform.parent = actionPanel.transform;
|
|
var btnRect = actionButton.AddComponent<RectTransform>();
|
|
btnRect.anchorMin = new Vector2(0.1f + i * 0.225f, 0.5f);
|
|
btnRect.anchorMax = new Vector2(0.1f + i * 0.225f, 0.5f);
|
|
btnRect.sizeDelta = new Vector2(80, 80);
|
|
btnRect.anchoredPosition = Vector2.zero;
|
|
|
|
var btn = actionButton.AddComponent<UnityEngine.UI.Button>();
|
|
var btnImage = actionButton.AddComponent<UnityEngine.UI.Image>();
|
|
btnImage.color = new Color(0.3f, 0.3f, 0.3f);
|
|
|
|
var btnText = new GameObject("Text");
|
|
btnText.transform.parent = actionButton.transform;
|
|
var textRect = btnText.AddComponent<RectTransform>();
|
|
textRect.anchorMin = Vector2.zero;
|
|
textRect.anchorMax = Vector2.one;
|
|
textRect.sizeDelta = Vector2.zero;
|
|
|
|
var text = btnText.AddComponent<UnityEngine.UI.Text>();
|
|
text.text = actions[i];
|
|
text.font = Font.CreateDynamicFontFromOSFont("Arial", 14);
|
|
text.fontSize = 14;
|
|
text.color = Color.white;
|
|
text.alignment = TextAnchor.MiddleCenter;
|
|
}
|
|
}
|
|
|
|
private void SetupGenericAudio(GameObject parent)
|
|
{
|
|
// AudioManager
|
|
var audioManager = new GameObject("AudioManager");
|
|
audioManager.transform.parent = parent.transform;
|
|
|
|
// BGM
|
|
var bgmSource = audioManager.AddComponent<AudioSource>();
|
|
bgmSource.loop = true;
|
|
bgmSource.volume = 0.3f;
|
|
bgmSource.playOnAwake = true;
|
|
|
|
// SFX pool
|
|
var sfxPool = new GameObject("SFXPool");
|
|
sfxPool.transform.parent = audioManager.transform;
|
|
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
var sfxSource = new GameObject($"SFXSource_{i}");
|
|
sfxSource.transform.parent = sfxPool.transform;
|
|
var source = sfxSource.AddComponent<AudioSource>();
|
|
source.playOnAwake = false;
|
|
}
|
|
}
|
|
|
|
private string QuickPrototype(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var elements = parameters.GetValueOrDefault("elements", "player,enemies,collectibles,obstacles");
|
|
var worldSize = float.Parse(parameters.GetValueOrDefault("worldSize", "20"));
|
|
var playerType = parameters.GetValueOrDefault("playerType", "Capsule");
|
|
|
|
var elementsList = elements.Split(',').Select(e => e.Trim()).ToList();
|
|
var createdObjects = new List<string>();
|
|
|
|
// WorldEnvironment
|
|
var world = new GameObject("PrototypeWorld");
|
|
createdObjects.Add(world.name);
|
|
|
|
// Ground
|
|
var ground = CreatePrimitiveWithMaterial(PrimitiveType.Plane);
|
|
ground.name = "Ground";
|
|
ground.transform.parent = world.transform;
|
|
ground.transform.localScale = new Vector3(worldSize / 10, 1, worldSize / 10);
|
|
var groundMat = CreateRenderPipelineCompatibleMaterial();
|
|
groundMat.color = new Color(0.5f, 0.5f, 0.5f);
|
|
ground.GetComponent<Renderer>().material = groundMat;
|
|
createdObjects.Add(ground.name);
|
|
|
|
// PlayerCreate
|
|
if (elementsList.Contains("player"))
|
|
{
|
|
var player = CreatePrototypePlayer(playerType);
|
|
player.transform.parent = world.transform;
|
|
player.transform.position = Vector3.up;
|
|
createdObjects.Add(player.name);
|
|
}
|
|
|
|
// EnemyCreate
|
|
if (elementsList.Contains("enemies"))
|
|
{
|
|
var enemies = new GameObject("Enemies");
|
|
enemies.transform.parent = world.transform;
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
var enemy = CreatePrimitiveWithMaterial(PrimitiveType.Cube, Color.red);
|
|
enemy.name = $"Enemy_{i}";
|
|
enemy.transform.parent = enemies.transform;
|
|
enemy.transform.position = new Vector3(
|
|
Random.Range(-worldSize/2, worldSize/2),
|
|
0.5f,
|
|
Random.Range(-worldSize/2, worldSize/2)
|
|
);
|
|
enemy.AddComponent<Rigidbody>();
|
|
}
|
|
createdObjects.Add("Enemies (5)");
|
|
}
|
|
|
|
// Collectibles
|
|
if (elementsList.Contains("collectibles"))
|
|
{
|
|
var collectibles = new GameObject("Collectibles");
|
|
collectibles.transform.parent = world.transform;
|
|
for (int i = 0; i < 10; i++)
|
|
{
|
|
var item = CreatePrimitiveWithMaterial(PrimitiveType.Sphere, Color.yellow);
|
|
item.name = $"Collectible_{i}";
|
|
item.transform.parent = collectibles.transform;
|
|
item.transform.position = new Vector3(
|
|
Random.Range(-worldSize/2, worldSize/2),
|
|
0.5f,
|
|
Random.Range(-worldSize/2, worldSize/2)
|
|
);
|
|
item.transform.localScale = Vector3.one * 0.5f;
|
|
var collider = item.GetComponent<SphereCollider>();
|
|
collider.isTrigger = true;
|
|
}
|
|
createdObjects.Add("Collectibles (10)");
|
|
}
|
|
|
|
// Obstacles
|
|
if (elementsList.Contains("obstacles"))
|
|
{
|
|
var obstacles = new GameObject("Obstacles");
|
|
obstacles.transform.parent = world.transform;
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
var obstacle = CreatePrimitiveWithMaterial(PrimitiveType.Cube, new Color(0.3f, 0.3f, 0.3f));
|
|
obstacle.name = $"Obstacle_{i}";
|
|
obstacle.transform.parent = obstacles.transform;
|
|
obstacle.transform.position = new Vector3(
|
|
Random.Range(-worldSize/2, worldSize/2),
|
|
Random.Range(0.5f, 2f),
|
|
Random.Range(-worldSize/2, worldSize/2)
|
|
);
|
|
obstacle.transform.localScale = new Vector3(
|
|
Random.Range(1f, 3f),
|
|
Random.Range(1f, 4f),
|
|
Random.Range(1f, 3f)
|
|
);
|
|
}
|
|
createdObjects.Add("Obstacles (8)");
|
|
}
|
|
|
|
// Basic lighting settings
|
|
var lighting = GameObject.Find("Directional Light");
|
|
if (lighting == null)
|
|
{
|
|
lighting = new GameObject("Directional Light");
|
|
var light = lighting.AddComponent<Light>();
|
|
light.type = LightType.Directional;
|
|
light.intensity = 1.5f;
|
|
light.shadows = LightShadows.Soft;
|
|
}
|
|
lighting.transform.rotation = Quaternion.Euler(45, -30, 0);
|
|
|
|
// CameraSettings
|
|
var mainCamera = Camera.main ?? new GameObject("Main Camera").AddComponent<Camera>();
|
|
mainCamera.transform.position = new Vector3(0, 10, -10);
|
|
mainCamera.transform.LookAt(Vector3.zero);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = "Created quick prototype",
|
|
worldSize = worldSize,
|
|
elements = elementsList,
|
|
objectsCreated = createdObjects,
|
|
cameraPosition = mainCamera.transform.position.ToString()
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private GameObject CreatePrototypePlayer(string type)
|
|
{
|
|
GameObject player = null;
|
|
|
|
switch (type)
|
|
{
|
|
case "Capsule":
|
|
player = CreatePrimitiveWithMaterial(PrimitiveType.Capsule, Color.blue);
|
|
break;
|
|
case "Cube":
|
|
player = CreatePrimitiveWithMaterial(PrimitiveType.Cube, Color.blue);
|
|
break;
|
|
case "Sphere":
|
|
player = CreatePrimitiveWithMaterial(PrimitiveType.Sphere, Color.blue);
|
|
break;
|
|
default:
|
|
player = CreatePrimitiveWithMaterial(PrimitiveType.Capsule, Color.blue);
|
|
break;
|
|
}
|
|
|
|
player.name = "Player";
|
|
|
|
// BasicMovementComponent
|
|
var rb = player.AddComponent<Rigidbody>();
|
|
rb.constraints = RigidbodyConstraints.FreezeRotation;
|
|
|
|
// Simple movement script
|
|
var moveScript = @"
|
|
using UnityEngine;
|
|
using SynapticAIPro;
|
|
|
|
public class SimpleMove : MonoBehaviour {
|
|
public float speed = 5f;
|
|
Rigidbody rb;
|
|
|
|
void Start() {
|
|
rb = GetComponent<Rigidbody>();
|
|
}
|
|
|
|
void Update() {
|
|
float h = Input.GetAxis(""Horizontal"");
|
|
float v = Input.GetAxis(""Vertical"");
|
|
Vector3 movement = new Vector3(h, 0, v) * speed * Time.deltaTime;
|
|
rb.MovePosition(transform.position + movement);
|
|
}
|
|
}";
|
|
|
|
// ScriptFileCreate
|
|
var scriptPath = "Assets/Scripts/SimpleMove.cs";
|
|
var scriptDir = System.IO.Path.GetDirectoryName(scriptPath);
|
|
if (!System.IO.Directory.Exists(scriptDir))
|
|
{
|
|
System.IO.Directory.CreateDirectory(scriptDir);
|
|
}
|
|
System.IO.File.WriteAllText(scriptPath, moveScript);
|
|
AssetDatabase.Refresh();
|
|
|
|
return player;
|
|
}
|
|
|
|
#region AI and machine learning related methods
|
|
|
|
/// <summary>
|
|
/// Setup ML Agent (reinforcement learning)
|
|
/// </summary>
|
|
private string SetupMLAgent(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string agentName = parameters.GetValueOrDefault("agentName", "MLAgent");
|
|
string agentType = parameters.GetValueOrDefault("agentType", "Basic");
|
|
int vectorObservationSize = Convert.ToInt32(parameters.GetValueOrDefault("vectorObservationSize", "8"));
|
|
bool useVisualObservation = Convert.ToBoolean(parameters.GetValueOrDefault("useVisualObservation", "false"));
|
|
|
|
// AgentObjectCreate
|
|
var agent = new GameObject(agentName);
|
|
var agentScript = GenerateMLAgentScript(agentName, agentType, vectorObservationSize, useVisualObservation);
|
|
|
|
// ScriptSave
|
|
var scriptPath = $"Assets/Scripts/AI/ML/{agentName}.cs";
|
|
var scriptDir = System.IO.Path.GetDirectoryName(scriptPath);
|
|
if (!System.IO.Directory.Exists(scriptDir))
|
|
{
|
|
System.IO.Directory.CreateDirectory(scriptDir);
|
|
}
|
|
System.IO.File.WriteAllText(scriptPath, agentScript);
|
|
|
|
// AgentEnvironmentSettings
|
|
var environment = new GameObject($"{agentName}Environment");
|
|
var platform = CreatePrimitiveWithMaterial(PrimitiveType.Cube);
|
|
platform.name = "Platform";
|
|
platform.transform.parent = environment.transform;
|
|
platform.transform.localScale = new Vector3(10, 0.5f, 10);
|
|
platform.transform.position = Vector3.zero;
|
|
|
|
// GoalSettings
|
|
var goal = CreatePrimitiveWithMaterial(PrimitiveType.Sphere, Color.green);
|
|
goal.name = "Goal";
|
|
goal.transform.parent = environment.transform;
|
|
goal.transform.position = new Vector3(Random.Range(-4f, 4f), 1f, Random.Range(-4f, 4f));
|
|
|
|
agent.transform.parent = environment.transform;
|
|
agent.transform.position = new Vector3(0, 1, 0);
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
content = new[]
|
|
{
|
|
new
|
|
{
|
|
type = "text",
|
|
text = $"ML Agent '{agentName}' setup completed\\nAgent Type: {agentType}\\nObservation Size: {vectorObservationSize}\\nVisual Observation: {useVisualObservation}\\nScript: {scriptPath}"
|
|
}
|
|
}
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
content = new[]
|
|
{
|
|
new
|
|
{
|
|
type = "text",
|
|
text = $"Error setting up ML Agent: {e.Message}"
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create neural network system
|
|
/// </summary>
|
|
private string CreateNeuralNetwork(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string networkName = parameters.GetValueOrDefault("networkName", "NeuralNetwork");
|
|
string networkType = parameters.GetValueOrDefault("networkType", "Feedforward");
|
|
int inputSize = Convert.ToInt32(parameters.GetValueOrDefault("inputSize", "4"));
|
|
int hiddenSize = Convert.ToInt32(parameters.GetValueOrDefault("hiddenSize", "8"));
|
|
int outputSize = Convert.ToInt32(parameters.GetValueOrDefault("outputSize", "2"));
|
|
|
|
var networkScript = GenerateNeuralNetworkScript(networkName, networkType, inputSize, hiddenSize, outputSize);
|
|
|
|
// ScriptSave
|
|
var scriptPath = $"Assets/Scripts/AI/Neural/{networkName}.cs";
|
|
var scriptDir = System.IO.Path.GetDirectoryName(scriptPath);
|
|
if (!System.IO.Directory.Exists(scriptDir))
|
|
{
|
|
System.IO.Directory.CreateDirectory(scriptDir);
|
|
}
|
|
System.IO.File.WriteAllText(scriptPath, networkScript);
|
|
|
|
// Create test object
|
|
var testObject = new GameObject($"{networkName}Test");
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
content = new[]
|
|
{
|
|
new
|
|
{
|
|
type = "text",
|
|
text = $"Neural Network '{networkName}' created\\nType: {networkType}\\nArchitecture: {inputSize} → {hiddenSize} → {outputSize}\\nScript: {scriptPath}"
|
|
}
|
|
}
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
content = new[]
|
|
{
|
|
new
|
|
{
|
|
type = "text",
|
|
text = $"Error creating neural network: {e.Message}"
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Setup behavior tree system
|
|
/// </summary>
|
|
private string SetupBehaviorTree(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string treeName = parameters.GetValueOrDefault("treeName", "BehaviorTree");
|
|
string aiType = parameters.GetValueOrDefault("aiType", "Enemy");
|
|
bool includePatrol = Convert.ToBoolean(parameters.GetValueOrDefault("includePatrol", "true"));
|
|
bool includeChase = Convert.ToBoolean(parameters.GetValueOrDefault("includeChase", "true"));
|
|
bool includeAttack = Convert.ToBoolean(parameters.GetValueOrDefault("includeAttack", "true"));
|
|
|
|
var treeScript = GenerateBehaviorTreeScript(treeName, aiType, includePatrol, includeChase, includeAttack);
|
|
|
|
// ScriptSave
|
|
var scriptPath = $"Assets/Scripts/AI/BehaviorTree/{treeName}.cs";
|
|
var scriptDir = System.IO.Path.GetDirectoryName(scriptPath);
|
|
if (!System.IO.Directory.Exists(scriptDir))
|
|
{
|
|
System.IO.Directory.CreateDirectory(scriptDir);
|
|
}
|
|
System.IO.File.WriteAllText(scriptPath, treeScript);
|
|
|
|
// Create AI object
|
|
var aiObject = new GameObject($"{treeName}AI");
|
|
aiObject.AddComponent<CapsuleCollider>();
|
|
aiObject.AddComponent<Rigidbody>();
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
content = new[]
|
|
{
|
|
new
|
|
{
|
|
type = "text",
|
|
text = $"Behavior Tree '{treeName}' setup completed\\nAI Type: {aiType}\\nPatrol: {includePatrol}, Chase: {includeChase}, Attack: {includeAttack}\\nScript: {scriptPath}"
|
|
}
|
|
}
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
content = new[]
|
|
{
|
|
new
|
|
{
|
|
type = "text",
|
|
text = $"Error setting up behavior tree: {e.Message}"
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
// ===== GOAP AI System Methods =====
|
|
|
|
private string CreateGoapAgent(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
// Parameter validation
|
|
if (parameters == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "No parameters provided" });
|
|
}
|
|
|
|
string name = parameters.GetValueOrDefault("name", "GOAPAgent");
|
|
string agentType = parameters.GetValueOrDefault("agentType", "Generic");
|
|
|
|
// Check for duplicate names
|
|
if (GameObject.Find(name) != null)
|
|
{
|
|
name = $"{name}_{Random.Range(1000, 9999)}";
|
|
SynLog.Warn($"[CreateGoapAgent] Name conflict resolved, using: {name}");
|
|
}
|
|
|
|
Vector3 position;
|
|
try
|
|
{
|
|
position = ParseVector3(parameters.GetValueOrDefault("position", "0,0,0"));
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"[CreateGoapAgent] Failed to parse position, using origin: {ex.Message}");
|
|
position = Vector3.zero;
|
|
}
|
|
|
|
// Create GOAP agent GameObject
|
|
GameObject agent = null;
|
|
try
|
|
{
|
|
agent = CreatePrimitiveWithMaterial(PrimitiveType.Capsule);
|
|
agent.name = name;
|
|
agent.transform.position = position;
|
|
|
|
// Add Rigidbody (for GOAP movement)
|
|
var rb = agent.AddComponent<Rigidbody>();
|
|
rb.useGravity = true;
|
|
rb.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;
|
|
|
|
// Tag for GOAP agent identification
|
|
agent.tag = "Untagged"; // Can be changed to GOAPAgent tag later
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.LogError($"[CreateGoapAgent] Failed to create agent GameObject: {ex.Message}");
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"Failed to create agent: {ex.Message}" });
|
|
}
|
|
|
|
// Add actual GOAP Agent component
|
|
GOAPAgent goapAgentComponent = null;
|
|
try
|
|
{
|
|
goapAgentComponent = agent.AddComponent<GOAPAgent>();
|
|
|
|
// Initialize basic world state based on agent type
|
|
if (goapAgentComponent != null)
|
|
{
|
|
// Set initial world state
|
|
goapAgentComponent.SetWorldState("health", 100f);
|
|
goapAgentComponent.SetWorldState("has_weapon", true);
|
|
goapAgentComponent.SetWorldState("is_alive", true);
|
|
goapAgentComponent.SetWorldState("stamina", 100f);
|
|
|
|
SynLog.Info($"[GOAP] Added GOAPAgent component to '{name}'");
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"[CreateGoapAgent] Failed to add GOAPAgent component: {ex.Message}");
|
|
}
|
|
|
|
// Save metadata (serialization safe)
|
|
var metadata = new Dictionary<string, object>
|
|
{
|
|
["agentType"] = agentType,
|
|
["capabilities"] = parameters.GetValueOrDefault("capabilities", "[]"),
|
|
["createdAt"] = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"),
|
|
["goapVersion"] = "v3",
|
|
["position"] = new Dictionary<string, float>
|
|
{
|
|
["x"] = position.x,
|
|
["y"] = position.y,
|
|
["z"] = position.z
|
|
}
|
|
};
|
|
|
|
lastCreatedObject = agent;
|
|
createdObjects.Add(agent);
|
|
|
|
SynLog.Info($"[GOAP] Created agent '{name}' at position {position} with type '{agentType}'");
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Created GOAP agent: {name}",
|
|
agentId = agent.GetInstanceID(),
|
|
agentName = name,
|
|
position = new { x = position.x, y = position.y, z = position.z },
|
|
metadata = metadata,
|
|
components = new string[] { "Rigidbody", "CapsuleCollider", "Transform" }
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[CreateGoapAgent] Unexpected error: {e.Message}\nStackTrace: {e.StackTrace}");
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message,
|
|
stackTrace = e.StackTrace,
|
|
details = "Failed to create GOAP agent"
|
|
}, Formatting.Indented);
|
|
}
|
|
}
|
|
|
|
private string DefineGoapGoal(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string agentName = parameters.GetValueOrDefault("agentName", "");
|
|
string goalName = parameters.GetValueOrDefault("goalName", "DefaultGoal");
|
|
string description = parameters.GetValueOrDefault("description", "");
|
|
int priority = int.Parse(parameters.GetValueOrDefault("priority", "50"));
|
|
string conditions = parameters.GetValueOrDefault("conditions", "");
|
|
|
|
// Search for agent
|
|
var agent = GameObject.Find(agentName);
|
|
if (agent == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Agent '{agentName}' not found"
|
|
});
|
|
}
|
|
|
|
// Get or add GOAPAgent component
|
|
var goapAgent = agent.GetComponent<GOAPAgent>();
|
|
if (goapAgent == null)
|
|
{
|
|
goapAgent = agent.AddComponent<GOAPAgent>();
|
|
}
|
|
|
|
// Create GOAPGoal and add as component
|
|
var goalComponent = agent.AddComponent<GOAPGoalComponent>();
|
|
|
|
// Create the goal object
|
|
var goal = new GOAPGoal(goalName, priority);
|
|
goal.IsActive = true;
|
|
|
|
// Parse conditions and add to goal
|
|
var parsedConditions = ParseGoalConditions(conditions);
|
|
foreach (var cond in parsedConditions)
|
|
{
|
|
goal.AddCondition(cond.Key, cond.Value);
|
|
}
|
|
|
|
// Add goal to agent
|
|
goapAgent.AddGoal(goal);
|
|
|
|
SynLog.Info($"[GOAP] Defined goal '{goalName}' (priority: {priority}) for agent '{agentName}'");
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Goal '{goalName}' defined for agent '{agentName}'",
|
|
goal = new
|
|
{
|
|
name = goalName,
|
|
description = description,
|
|
priority = priority,
|
|
conditions = parsedConditions,
|
|
createdAt = DateTime.Now
|
|
}
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private Dictionary<string, object> ParseGoalConditions(string conditions)
|
|
{
|
|
var result = new Dictionary<string, object>();
|
|
if (string.IsNullOrWhiteSpace(conditions)) return result;
|
|
|
|
var lower = conditions.ToLower();
|
|
|
|
// Parse common conditions from natural language
|
|
if (lower.Contains("enemy") && (lower.Contains("dead") || lower.Contains("eliminated") || lower.Contains("killed")))
|
|
{
|
|
result["enemy_eliminated"] = true;
|
|
}
|
|
if (lower.Contains("health") && lower.Contains("full"))
|
|
{
|
|
result["health_full"] = true;
|
|
}
|
|
if (lower.Contains("safe") || lower.Contains("no danger"))
|
|
{
|
|
result["is_safe"] = true;
|
|
}
|
|
if (lower.Contains("has") && lower.Contains("item"))
|
|
{
|
|
result["has_item"] = true;
|
|
}
|
|
if (lower.Contains("at") && lower.Contains("destination"))
|
|
{
|
|
result["at_destination"] = true;
|
|
}
|
|
if (lower.Contains("resource") && lower.Contains("collected"))
|
|
{
|
|
result["resources_collected"] = true;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
private string CreateGoapAction(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
// Parameter validation
|
|
if (parameters == null || parameters.Count == 0)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "No parameters provided" });
|
|
}
|
|
|
|
string agentName = parameters.GetValueOrDefault("agentName", "");
|
|
if (string.IsNullOrWhiteSpace(agentName))
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Agent name is required" });
|
|
}
|
|
|
|
string actionName = parameters.GetValueOrDefault("actionName", "DefaultAction");
|
|
string description = parameters.GetValueOrDefault("description", "");
|
|
string preconditionsStr = parameters.GetValueOrDefault("preconditions", "[]");
|
|
string effectsStr = parameters.GetValueOrDefault("effects", "[]");
|
|
|
|
float cost;
|
|
if (!float.TryParse(parameters.GetValueOrDefault("cost", "1"), out cost) || cost < 0)
|
|
{
|
|
cost = 1.0f;
|
|
SynLog.Warn($"[CreateGoapAction] Invalid cost value, using default: {cost}");
|
|
}
|
|
|
|
var agent = GameObject.Find(agentName);
|
|
if (agent == null)
|
|
{
|
|
SynLog.Warn($"[CreateGoapAction] Agent '{agentName}' not found in scene");
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Agent '{agentName}' not found in scene. Available objects: {GetSceneObjectNames()}"
|
|
});
|
|
}
|
|
|
|
// JSON parse (safe)
|
|
string[] preconditions = null;
|
|
string[] effects = null;
|
|
|
|
try
|
|
{
|
|
if (!string.IsNullOrWhiteSpace(preconditionsStr) && preconditionsStr != "[]")
|
|
{
|
|
preconditions = JsonConvert.DeserializeObject<string[]>(preconditionsStr);
|
|
}
|
|
else
|
|
{
|
|
preconditions = new string[0];
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"[CreateGoapAction] Failed to parse preconditions JSON: {ex.Message}");
|
|
preconditions = new string[0];
|
|
}
|
|
|
|
try
|
|
{
|
|
if (!string.IsNullOrWhiteSpace(effectsStr) && effectsStr != "[]")
|
|
{
|
|
effects = JsonConvert.DeserializeObject<string[]>(effectsStr);
|
|
}
|
|
else
|
|
{
|
|
effects = new string[0];
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"[CreateGoapAction] Failed to parse effects JSON: {ex.Message}");
|
|
effects = new string[0];
|
|
}
|
|
|
|
var actionData = new Dictionary<string, object>
|
|
{
|
|
["name"] = actionName,
|
|
["description"] = description,
|
|
["preconditions"] = preconditions ?? new string[0],
|
|
["effects"] = effects ?? new string[0],
|
|
["cost"] = cost,
|
|
["createdAt"] = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"),
|
|
["agentName"] = agentName
|
|
};
|
|
|
|
SynLog.Info($"[GOAP] Created action '{actionName}' for agent '{agentName}' with {preconditions?.Length ?? 0} preconditions and {effects?.Length ?? 0} effects");
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Action '{actionName}' created for agent '{agentName}' successfully",
|
|
action = actionData,
|
|
agentInfo = new
|
|
{
|
|
name = agentName,
|
|
position = agent.transform.position,
|
|
active = agent.activeInHierarchy
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[CreateGoapAction] Unexpected error: {e.Message}\nStackTrace: {e.StackTrace}");
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message,
|
|
stackTrace = e.StackTrace,
|
|
details = "Failed to create GOAP action"
|
|
}, Formatting.Indented);
|
|
}
|
|
}
|
|
|
|
private string DefineBehaviorLanguage(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string agentName = parameters.GetValueOrDefault("agentName", "");
|
|
string behavior = parameters.GetValueOrDefault("behavior", "");
|
|
string gameContext = parameters.GetValueOrDefault("gameContext", "Generic");
|
|
string difficulty = parameters.GetValueOrDefault("difficulty", "normal");
|
|
|
|
var agent = GameObject.Find(agentName);
|
|
if (agent == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Agent '{agentName}' not found"
|
|
});
|
|
}
|
|
|
|
// Get or add GOAPAgent component
|
|
var goapAgent = agent.GetComponent<GOAPAgent>();
|
|
if (goapAgent == null)
|
|
{
|
|
goapAgent = agent.AddComponent<GOAPAgent>();
|
|
}
|
|
|
|
// Parse natural language and generate GOAP components
|
|
var behaviorComponents = ParseNaturalLanguageBehavior(behavior, gameContext, difficulty);
|
|
|
|
// Apply parsed goals to agent
|
|
var goalsData = behaviorComponents["goals"] as List<object>;
|
|
if (goalsData != null)
|
|
{
|
|
foreach (var goalData in goalsData)
|
|
{
|
|
var goalDict = goalData as dynamic;
|
|
if (goalDict != null)
|
|
{
|
|
try
|
|
{
|
|
string goalName = goalDict.name?.ToString() ?? "Goal";
|
|
int priority = 50;
|
|
if (goalDict.priority != null)
|
|
{
|
|
int.TryParse(goalDict.priority.ToString(), out priority);
|
|
}
|
|
|
|
var goal = new GOAPGoal(goalName, priority);
|
|
goal.IsActive = true;
|
|
goapAgent.AddGoal(goal);
|
|
}
|
|
catch { }
|
|
}
|
|
}
|
|
}
|
|
|
|
// Apply parsed actions to agent
|
|
var actionsData = behaviorComponents["actions"] as List<object>;
|
|
if (actionsData != null)
|
|
{
|
|
foreach (var actionData in actionsData)
|
|
{
|
|
try
|
|
{
|
|
var actionDict = actionData as dynamic;
|
|
if (actionDict != null)
|
|
{
|
|
string actionName = actionDict.name?.ToString() ?? "Action";
|
|
float actionCost = 1f;
|
|
if (actionDict.cost != null)
|
|
{
|
|
float.TryParse(actionDict.cost.ToString(), out actionCost);
|
|
}
|
|
|
|
var preconditions = actionDict.preconditions as string[] ?? new string[0];
|
|
var effects = actionDict.effects as string[] ?? new string[0];
|
|
|
|
// Create dynamic action
|
|
var dynamicAction = GOAPActionFactory.CreateFromBehaviorData(
|
|
agent,
|
|
actionName,
|
|
actionCost,
|
|
preconditions,
|
|
effects,
|
|
1f
|
|
);
|
|
|
|
goapAgent.AddAction(dynamicAction);
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"[GOAP] Failed to create action: {ex.Message}");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Apply world state
|
|
var worldStateData = behaviorComponents["worldState"] as Dictionary<string, object>;
|
|
if (worldStateData != null)
|
|
{
|
|
foreach (var kvp in worldStateData)
|
|
{
|
|
goapAgent.SetWorldState(kvp.Key, kvp.Value);
|
|
}
|
|
}
|
|
|
|
// Generated behavior pattern for response
|
|
var generatedBehavior = new
|
|
{
|
|
goals = behaviorComponents["goals"],
|
|
actions = behaviorComponents["actions"],
|
|
worldState = behaviorComponents["worldState"],
|
|
sensors = behaviorComponents["sensors"],
|
|
originalDescription = behavior,
|
|
context = gameContext,
|
|
difficulty = difficulty,
|
|
appliedToAgent = true
|
|
};
|
|
|
|
SynLog.Info($"[GOAP] Defined behavior for agent '{agentName}' from natural language: {behavior}");
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Behavior defined and applied to agent '{agentName}'",
|
|
behavior = generatedBehavior,
|
|
agentComponents = new
|
|
{
|
|
hasGOAPAgent = true,
|
|
goalCount = goalsData?.Count ?? 0,
|
|
actionCount = actionsData?.Count ?? 0
|
|
}
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string GenerateGoapActionSet(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string agentName = parameters.GetValueOrDefault("agentName", "");
|
|
string agentRole = parameters.GetValueOrDefault("agentRole", "generic");
|
|
string environment = parameters.GetValueOrDefault("environment", "");
|
|
bool includeDefaults = bool.Parse(parameters.GetValueOrDefault("includeDefaults", "true"));
|
|
|
|
var agent = GameObject.Find(agentName);
|
|
if (agent == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Agent '{agentName}' not found"
|
|
});
|
|
}
|
|
|
|
// Generate role-based action set
|
|
var actionSet = GenerateRoleBasedActions(agentRole, environment, includeDefaults);
|
|
|
|
SynLog.Info($"[GOAP] Generated action set for {agentRole} agent '{agentName}'");
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Generated action set for agent '{agentName}'",
|
|
role = agentRole,
|
|
environment = environment,
|
|
actions = actionSet
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string SetupGoapWorldState(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
// Parameter validation
|
|
if (parameters == null || parameters.Count == 0)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "No parameters provided"
|
|
});
|
|
}
|
|
|
|
string agentName = parameters.GetValueOrDefault("agentName", "");
|
|
if (string.IsNullOrWhiteSpace(agentName))
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "Agent name is required"
|
|
});
|
|
}
|
|
|
|
string worldStateStr = parameters.GetValueOrDefault("worldState", "{}");
|
|
string sensorsStr = parameters.GetValueOrDefault("sensors", "[]");
|
|
|
|
float updateFrequency;
|
|
if (!float.TryParse(parameters.GetValueOrDefault("updateFrequency", "0.5"), out updateFrequency))
|
|
{
|
|
updateFrequency = 0.5f;
|
|
SynLog.Warn($"[SetupGoapWorldState] Invalid updateFrequency, using default: {updateFrequency}");
|
|
}
|
|
|
|
// Search for agent
|
|
var agent = GameObject.Find(agentName);
|
|
if (agent == null)
|
|
{
|
|
SynLog.Warn($"[SetupGoapWorldState] Agent '{agentName}' not found in scene");
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Agent '{agentName}' not found in scene. Available objects: {GetSceneObjectNames()}"
|
|
});
|
|
}
|
|
|
|
// JSON deserialization (safe)
|
|
Dictionary<string, object> worldState = null;
|
|
string[] sensors = null;
|
|
|
|
try
|
|
{
|
|
if (!string.IsNullOrWhiteSpace(worldStateStr) && worldStateStr != "{}")
|
|
{
|
|
worldState = JsonConvert.DeserializeObject<Dictionary<string, object>>(worldStateStr);
|
|
}
|
|
else
|
|
{
|
|
worldState = new Dictionary<string, object>();
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"[SetupGoapWorldState] Failed to parse worldState JSON: {ex.Message}");
|
|
worldState = new Dictionary<string, object>();
|
|
}
|
|
|
|
try
|
|
{
|
|
if (!string.IsNullOrWhiteSpace(sensorsStr) && sensorsStr != "[]")
|
|
{
|
|
sensors = JsonConvert.DeserializeObject<string[]>(sensorsStr);
|
|
}
|
|
else
|
|
{
|
|
sensors = new string[0];
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
SynLog.Warn($"[SetupGoapWorldState] Failed to parse sensors JSON: {ex.Message}");
|
|
sensors = new string[0];
|
|
}
|
|
|
|
// Configure world state
|
|
var worldStateConfig = new
|
|
{
|
|
agentName = agentName,
|
|
state = worldState ?? new Dictionary<string, object>(),
|
|
sensors = sensors ?? new string[0],
|
|
updateFrequency = updateFrequency,
|
|
lastUpdate = DateTime.Now,
|
|
position = agent.transform.position,
|
|
isActive = agent.activeInHierarchy
|
|
};
|
|
|
|
SynLog.Info($"[GOAP] Setup world state for agent '{agentName}' with {worldState?.Count ?? 0} state variables and {sensors?.Length ?? 0} sensors");
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"World state configured for agent '{agentName}' successfully",
|
|
config = worldStateConfig,
|
|
agentInfo = new
|
|
{
|
|
name = agentName,
|
|
position = agent.transform.position,
|
|
active = agent.activeInHierarchy,
|
|
hasRigidbody = agent.GetComponent<Rigidbody>() != null,
|
|
hasCollider = agent.GetComponent<Collider>() != null
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"[SetupGoapWorldState] Unexpected error: {e.Message}\nStackTrace: {e.StackTrace}");
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message,
|
|
stackTrace = e.StackTrace,
|
|
details = "Failed to setup GOAP world state"
|
|
}, Formatting.Indented);
|
|
}
|
|
}
|
|
|
|
// Helper methods: Get scene object names
|
|
private string GetSceneObjectNames()
|
|
{
|
|
try
|
|
{
|
|
var objects = GameObject.FindObjectsOfType<GameObject>();
|
|
var names = objects.Take(10).Select(obj => obj.name).ToArray();
|
|
return string.Join(", ", names) + (objects.Length > 10 ? "..." : "");
|
|
}
|
|
catch
|
|
{
|
|
return "Unable to retrieve scene objects";
|
|
}
|
|
}
|
|
|
|
private string CreateGoapTemplate(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string templateType = parameters.GetValueOrDefault("templateType", "generic");
|
|
string difficulty = parameters.GetValueOrDefault("difficulty", "normal");
|
|
string behaviorsStr = parameters.GetValueOrDefault("behaviors", "[]");
|
|
string customizationsStr = parameters.GetValueOrDefault("customizations", "{}");
|
|
|
|
var behaviors = JsonConvert.DeserializeObject<string[]>(behaviorsStr);
|
|
var customizations = JsonConvert.DeserializeObject<Dictionary<string, object>>(customizationsStr);
|
|
|
|
// Generate AI based on template
|
|
var template = GenerateGameSpecificTemplate(templateType, difficulty, behaviors, customizations);
|
|
|
|
// Create agent from template
|
|
var agent = CreateAgentFromTemplate(template);
|
|
|
|
lastCreatedObject = agent;
|
|
createdObjects.Add(agent);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Created {templateType} GOAP template",
|
|
agentId = agent.GetInstanceID(),
|
|
template = template
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string DebugGoapDecisions(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string agentName = parameters.GetValueOrDefault("agentName", "");
|
|
bool showGraph = bool.Parse(parameters.GetValueOrDefault("showGraph", "true"));
|
|
bool showWorldState = bool.Parse(parameters.GetValueOrDefault("showWorldState", "true"));
|
|
bool showPlan = bool.Parse(parameters.GetValueOrDefault("showPlan", "true"));
|
|
bool logToConsole = bool.Parse(parameters.GetValueOrDefault("logToConsole", "false"));
|
|
|
|
var agent = GameObject.Find(agentName);
|
|
if (agent == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Agent '{agentName}' not found"
|
|
});
|
|
}
|
|
|
|
// Collect debug info (temporary data)
|
|
var debugInfo = new
|
|
{
|
|
currentGoal = "Patrol Area",
|
|
currentPlan = new[] { "MoveTo", "LookAround", "CheckForEnemies" },
|
|
worldState = new Dictionary<string, object>
|
|
{
|
|
["has_weapon"] = true,
|
|
["enemies_nearby"] = 0,
|
|
["health"] = 100,
|
|
["position"] = agent.transform.position.ToString()
|
|
},
|
|
planCost = 3.5f,
|
|
planningTime = "0.012s",
|
|
graphNodes = 15,
|
|
graphEdges = 23
|
|
};
|
|
|
|
if (showGraph)
|
|
{
|
|
SynLog.Info($"[GOAP Debug] Graph visualization enabled for {agentName}");
|
|
}
|
|
|
|
if (logToConsole)
|
|
{
|
|
SynLog.Info($"[GOAP Debug] {JsonConvert.SerializeObject(debugInfo, Formatting.Indented)}");
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Debug info for agent '{agentName}'",
|
|
debug = debugInfo
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string OptimizeGoapPerformance(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string agentName = parameters.GetValueOrDefault("agentName", "");
|
|
int maxPlanDepth = int.Parse(parameters.GetValueOrDefault("maxPlanDepth", "10"));
|
|
float planningFrequency = float.Parse(parameters.GetValueOrDefault("planningFrequency", "1"));
|
|
bool enableMultithreading = bool.Parse(parameters.GetValueOrDefault("enableMultithreading", "true"));
|
|
int cacheSize = int.Parse(parameters.GetValueOrDefault("cacheSize", "100"));
|
|
|
|
// Specific agent or global optimization
|
|
var targetAgents = new List<GameObject>();
|
|
if (!string.IsNullOrEmpty(agentName))
|
|
{
|
|
var agent = GameObject.Find(agentName);
|
|
if (agent != null) targetAgents.Add(agent);
|
|
}
|
|
else
|
|
{
|
|
// Target all GOAP agents
|
|
targetAgents.AddRange(GameObject.FindObjectsOfType<GameObject>()
|
|
.Where(go => go.name.Contains("GOAP") || go.name.Contains("Agent")));
|
|
}
|
|
|
|
var optimizationSettings = new
|
|
{
|
|
maxPlanDepth = maxPlanDepth,
|
|
planningFrequency = planningFrequency,
|
|
enableMultithreading = enableMultithreading,
|
|
cacheSize = cacheSize,
|
|
affectedAgents = targetAgents.Count,
|
|
estimatedPerformanceGain = enableMultithreading ? "40-60%" : "10-20%"
|
|
};
|
|
|
|
SynLog.Info($"[GOAP] Applied optimization settings to {targetAgents.Count} agents");
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = "GOAP performance optimization applied",
|
|
settings = optimizationSettings
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
// ===== Behavior Tree Methods =====
|
|
|
|
/// <summary>
|
|
/// Create a BehaviorTreeRunner on a GameObject
|
|
/// </summary>
|
|
private string CreateBTAgent(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string agentName = parameters.GetValueOrDefault("agentName", "BTAgent");
|
|
string targetObject = parameters.GetValueOrDefault("targetObject", "");
|
|
bool autoStart = bool.Parse(parameters.GetValueOrDefault("autoStart", "false"));
|
|
float tickInterval = float.Parse(parameters.GetValueOrDefault("tickInterval", "0"));
|
|
|
|
GameObject agent;
|
|
if (!string.IsNullOrEmpty(targetObject))
|
|
{
|
|
agent = GameObject.Find(targetObject);
|
|
if (agent == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Target object '{targetObject}' not found"
|
|
});
|
|
}
|
|
}
|
|
else
|
|
{
|
|
agent = new GameObject(agentName);
|
|
}
|
|
|
|
// Add BehaviorTreeRunner
|
|
var runner = agent.GetComponent<BehaviorTreeRunner>();
|
|
if (runner == null)
|
|
{
|
|
runner = agent.AddComponent<BehaviorTreeRunner>();
|
|
}
|
|
|
|
SynLog.Info($"[BT] Created BehaviorTreeRunner on '{agent.name}'");
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"BehaviorTreeRunner added to '{agent.name}'",
|
|
agentName = agent.name,
|
|
autoStart = autoStart,
|
|
tickInterval = tickInterval
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a node to a behavior tree
|
|
/// </summary>
|
|
private string AddBTNode(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string agentName = parameters.GetValueOrDefault("agentName", "");
|
|
string nodeType = parameters.GetValueOrDefault("nodeType", "Sequence");
|
|
string nodeName = parameters.GetValueOrDefault("nodeName", "Node");
|
|
string parentNode = parameters.GetValueOrDefault("parentNode", "");
|
|
|
|
var agent = GameObject.Find(agentName);
|
|
if (agent == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Agent '{agentName}' not found"
|
|
});
|
|
}
|
|
|
|
var runner = agent.GetComponent<BehaviorTreeRunner>();
|
|
if (runner == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Agent '{agentName}' does not have a BehaviorTreeRunner"
|
|
});
|
|
}
|
|
|
|
// Create node based on type
|
|
BTNode newNode = CreateBTNodeByType(nodeType, nodeName, parameters);
|
|
if (newNode == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Unknown node type: {nodeType}"
|
|
});
|
|
}
|
|
|
|
SynLog.Info($"[BT] Added {nodeType} node '{nodeName}' to '{agentName}'");
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Added {nodeType} node '{nodeName}'",
|
|
nodeType = nodeType,
|
|
nodeName = nodeName
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private BTNode CreateBTNodeByType(string nodeType, string name, Dictionary<string, string> parameters)
|
|
{
|
|
switch (nodeType.ToLower())
|
|
{
|
|
// Composites
|
|
case "selector":
|
|
return new BTSelector(name);
|
|
case "sequence":
|
|
return new BTSequence(name);
|
|
case "parallel":
|
|
return new BTParallel(name);
|
|
case "randomselector":
|
|
return new BTRandomSelector(name);
|
|
case "randomsequence":
|
|
return new BTRandomSequence(name);
|
|
|
|
// Decorators
|
|
case "inverter":
|
|
return new BTInverter(name);
|
|
case "succeeder":
|
|
return new BTSucceeder(name);
|
|
case "failer":
|
|
return new BTFailer(name);
|
|
case "repeater":
|
|
int count = int.Parse(parameters.GetValueOrDefault("repeatCount", "-1"));
|
|
return new BTRepeater(count, name);
|
|
case "cooldown":
|
|
float cooldownTime = float.Parse(parameters.GetValueOrDefault("cooldownTime", "1"));
|
|
return new BTCooldown(cooldownTime, name);
|
|
case "timeout":
|
|
float timeout = float.Parse(parameters.GetValueOrDefault("timeout", "5"));
|
|
return new BTTimeout(timeout, name);
|
|
case "retry":
|
|
int retries = int.Parse(parameters.GetValueOrDefault("maxRetries", "3"));
|
|
return new BTRetry(retries, name);
|
|
case "delay":
|
|
float delay = float.Parse(parameters.GetValueOrDefault("delay", "1"));
|
|
return new BTDelay(delay, name);
|
|
|
|
// Leaves
|
|
case "wait":
|
|
float duration = float.Parse(parameters.GetValueOrDefault("duration", "1"));
|
|
return new BTWait(duration, name);
|
|
case "log":
|
|
string message = parameters.GetValueOrDefault("message", "Log");
|
|
return new BTLog(message, name);
|
|
|
|
default:
|
|
return null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a behavior tree from natural language description
|
|
/// </summary>
|
|
private string CreateBTFromDescription(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string agentName = parameters.GetValueOrDefault("agentName", "");
|
|
string description = parameters.GetValueOrDefault("description", "");
|
|
string gameContext = parameters.GetValueOrDefault("gameContext", "Generic");
|
|
|
|
var agent = GameObject.Find(agentName);
|
|
if (agent == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Agent '{agentName}' not found"
|
|
});
|
|
}
|
|
|
|
var runner = agent.GetComponent<BehaviorTreeRunner>();
|
|
if (runner == null)
|
|
{
|
|
runner = agent.AddComponent<BehaviorTreeRunner>();
|
|
}
|
|
|
|
// Parse description and create tree
|
|
var treeStructure = ParseBTDescription(description, gameContext);
|
|
|
|
// Build the actual tree
|
|
BTNode rootNode = BuildBTFromStructure(treeStructure);
|
|
if (rootNode != null)
|
|
{
|
|
runner.SetTree(rootNode);
|
|
}
|
|
|
|
SynLog.Info($"[BT] Created behavior tree from description for '{agentName}'");
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Behavior tree created for '{agentName}'",
|
|
description = description,
|
|
structure = treeStructure
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private Dictionary<string, object> ParseBTDescription(string description, string gameContext)
|
|
{
|
|
var result = new Dictionary<string, object>();
|
|
var nodes = new List<Dictionary<string, object>>();
|
|
var lower = description.ToLower();
|
|
|
|
// Root is typically a Selector or Sequence
|
|
string rootType = "Selector";
|
|
if (lower.Contains("順番") || lower.Contains("sequence") || lower.Contains("then"))
|
|
{
|
|
rootType = "Sequence";
|
|
}
|
|
|
|
result["rootType"] = rootType;
|
|
|
|
// Parse behaviors
|
|
// Attack patterns
|
|
if (lower.Contains("attack") || lower.Contains("攻撃"))
|
|
{
|
|
nodes.Add(new Dictionary<string, object>
|
|
{
|
|
["type"] = "Sequence",
|
|
["name"] = "AttackSequence",
|
|
["children"] = new[] { "CheckEnemyVisible", "MoveToEnemy", "Attack" }
|
|
});
|
|
}
|
|
|
|
// Patrol patterns
|
|
if (lower.Contains("patrol") || lower.Contains("パトロール") || lower.Contains("巡回"))
|
|
{
|
|
nodes.Add(new Dictionary<string, object>
|
|
{
|
|
["type"] = "Sequence",
|
|
["name"] = "PatrolSequence",
|
|
["children"] = new[] { "GetNextWaypoint", "MoveToWaypoint", "Wait" }
|
|
});
|
|
}
|
|
|
|
// Flee patterns
|
|
if (lower.Contains("flee") || lower.Contains("escape") || lower.Contains("逃げ"))
|
|
{
|
|
nodes.Add(new Dictionary<string, object>
|
|
{
|
|
["type"] = "Sequence",
|
|
["name"] = "FleeSequence",
|
|
["children"] = new[] { "CheckHealthLow", "FindSafeSpot", "FleeToSafety" }
|
|
});
|
|
}
|
|
|
|
// Idle patterns
|
|
if (lower.Contains("idle") || lower.Contains("待機"))
|
|
{
|
|
nodes.Add(new Dictionary<string, object>
|
|
{
|
|
["type"] = "Action",
|
|
["name"] = "Idle",
|
|
["duration"] = 2f
|
|
});
|
|
}
|
|
|
|
// Chase patterns
|
|
if (lower.Contains("chase") || lower.Contains("follow") || lower.Contains("追跡") || lower.Contains("追いかけ"))
|
|
{
|
|
nodes.Add(new Dictionary<string, object>
|
|
{
|
|
["type"] = "Sequence",
|
|
["name"] = "ChaseSequence",
|
|
["children"] = new[] { "HasTarget", "MoveToTarget" }
|
|
});
|
|
}
|
|
|
|
result["nodes"] = nodes;
|
|
return result;
|
|
}
|
|
|
|
private BTNode BuildBTFromStructure(Dictionary<string, object> structure)
|
|
{
|
|
string rootType = structure.GetValueOrDefault("rootType", "Selector")?.ToString() ?? "Selector";
|
|
var nodes = structure.GetValueOrDefault("nodes", new List<Dictionary<string, object>>()) as List<Dictionary<string, object>>;
|
|
|
|
BTComposite root;
|
|
if (rootType == "Sequence")
|
|
{
|
|
root = new BTSequence("Root");
|
|
}
|
|
else
|
|
{
|
|
root = new BTSelector("Root");
|
|
}
|
|
|
|
if (nodes != null)
|
|
{
|
|
foreach (var nodeData in nodes)
|
|
{
|
|
string nodeType = nodeData.GetValueOrDefault("type", "Action")?.ToString() ?? "Action";
|
|
string nodeName = nodeData.GetValueOrDefault("name", "Node")?.ToString() ?? "Node";
|
|
|
|
BTNode node;
|
|
if (nodeType == "Sequence")
|
|
{
|
|
var seq = new BTSequence(nodeName);
|
|
// Add placeholder actions
|
|
seq.AddChild(new BTLog($"Executing {nodeName}"));
|
|
seq.AddChild(new BTWait(1f));
|
|
node = seq;
|
|
}
|
|
else if (nodeType == "Selector")
|
|
{
|
|
node = new BTSelector(nodeName);
|
|
}
|
|
else
|
|
{
|
|
node = new BTLog(nodeName);
|
|
}
|
|
|
|
root.AddChild(node);
|
|
}
|
|
}
|
|
|
|
return root;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Start a behavior tree
|
|
/// </summary>
|
|
private string StartBT(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string agentName = parameters.GetValueOrDefault("agentName", "");
|
|
|
|
var agent = GameObject.Find(agentName);
|
|
if (agent == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Agent '{agentName}' not found"
|
|
});
|
|
}
|
|
|
|
var runner = agent.GetComponent<BehaviorTreeRunner>();
|
|
if (runner == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Agent '{agentName}' does not have a BehaviorTreeRunner"
|
|
});
|
|
}
|
|
|
|
runner.StartTree();
|
|
SynLog.Info($"[BT] Started behavior tree on '{agentName}'");
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Behavior tree started on '{agentName}'"
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Stop a behavior tree
|
|
/// </summary>
|
|
private string StopBT(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string agentName = parameters.GetValueOrDefault("agentName", "");
|
|
|
|
var agent = GameObject.Find(agentName);
|
|
if (agent == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Agent '{agentName}' not found"
|
|
});
|
|
}
|
|
|
|
var runner = agent.GetComponent<BehaviorTreeRunner>();
|
|
if (runner == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Agent '{agentName}' does not have a BehaviorTreeRunner"
|
|
});
|
|
}
|
|
|
|
runner.StopTree();
|
|
SynLog.Info($"[BT] Stopped behavior tree on '{agentName}'");
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Behavior tree stopped on '{agentName}'"
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Debug behavior tree state
|
|
/// </summary>
|
|
private string DebugBT(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string agentName = parameters.GetValueOrDefault("agentName", "");
|
|
|
|
var agent = GameObject.Find(agentName);
|
|
if (agent == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Agent '{agentName}' not found"
|
|
});
|
|
}
|
|
|
|
var runner = agent.GetComponent<BehaviorTreeRunner>();
|
|
if (runner == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Agent '{agentName}' does not have a BehaviorTreeRunner"
|
|
});
|
|
}
|
|
|
|
var debugInfo = new
|
|
{
|
|
agentName = agent.name,
|
|
isRunning = runner.IsRunning,
|
|
lastStatus = runner.LastStatus.ToString(),
|
|
hasTree = runner.RootNode != null,
|
|
rootNodeName = runner.RootNode?.Name ?? "None"
|
|
};
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
debugInfo = debugInfo
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
// Helper methods
|
|
private object ParseNaturalLanguageConditions(string conditions)
|
|
{
|
|
// Convert natural language conditions to GOAP conditions (simple implementation)
|
|
var parsedConditions = new List<object>();
|
|
|
|
if (conditions.ToLower().Contains("enemy"))
|
|
{
|
|
parsedConditions.Add(new { key = "enemy_detected", value = true });
|
|
}
|
|
if (conditions.ToLower().Contains("health") || conditions.ToLower().Contains("hp"))
|
|
{
|
|
parsedConditions.Add(new { key = "health_low", value = true });
|
|
}
|
|
if (conditions.ToLower().Contains("distance") || conditions.ToLower().Contains("near"))
|
|
{
|
|
parsedConditions.Add(new { key = "target_in_range", value = true });
|
|
}
|
|
|
|
return parsedConditions;
|
|
}
|
|
|
|
// ===== Advanced Natural Language GOAP Behavior Parser =====
|
|
// Supports English, Japanese, and complex sentence structures
|
|
|
|
private Dictionary<string, object> ParseNaturalLanguageBehavior(string behavior, string gameContext, string difficulty)
|
|
{
|
|
var result = new Dictionary<string, object>
|
|
{
|
|
["goals"] = new List<object>(),
|
|
["actions"] = new List<object>(),
|
|
["worldState"] = new Dictionary<string, object>(),
|
|
["sensors"] = new List<string>(),
|
|
["parsedIntent"] = new List<string>(),
|
|
["conditions"] = new List<object>()
|
|
};
|
|
|
|
var goals = (List<object>)result["goals"];
|
|
var actions = (List<object>)result["actions"];
|
|
var worldState = (Dictionary<string, object>)result["worldState"];
|
|
var sensors = (List<string>)result["sensors"];
|
|
var parsedIntent = (List<string>)result["parsedIntent"];
|
|
var conditions = (List<object>)result["conditions"];
|
|
|
|
var behaviorLower = behavior.ToLower();
|
|
|
|
// ===== Parse complex sentences =====
|
|
// Split by common delimiters for multi-behavior instructions
|
|
var sentences = SplitIntoSentences(behavior);
|
|
|
|
foreach (var sentence in sentences)
|
|
{
|
|
ParseSingleBehavior(sentence, goals, actions, worldState, sensors, parsedIntent, conditions, difficulty);
|
|
}
|
|
|
|
// ===== Parse conditional behaviors ("when X, do Y") =====
|
|
ParseConditionalBehaviors(behavior, goals, actions, worldState, sensors, conditions);
|
|
|
|
// ===== Parse priority modifiers =====
|
|
ParsePriorityModifiers(behavior, goals);
|
|
|
|
// ===== Parse numeric parameters =====
|
|
ParseNumericParameters(behavior, worldState);
|
|
|
|
// Difficulty adjustment
|
|
AdjustForDifficulty(result, difficulty);
|
|
|
|
// Game context adjustment
|
|
AdjustForGameContext(result, gameContext);
|
|
|
|
// Add default idle behavior if no actions defined
|
|
if (actions.Count == 0)
|
|
{
|
|
actions.Add(new { name = "Idle", cost = 0.1f, preconditions = new string[0], effects = new[] { "waiting" } });
|
|
goals.Add(new { name = "Wait", priority = 10 });
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
private string[] SplitIntoSentences(string text)
|
|
{
|
|
// Split by various delimiters (period, comma, "and", Japanese particles)
|
|
var delimiters = new[] { ".", ",", " and ", " then ", "、", "。", "そして", "それから", "かつ" };
|
|
var sentences = new List<string> { text };
|
|
|
|
foreach (var delim in delimiters)
|
|
{
|
|
var newSentences = new List<string>();
|
|
foreach (var s in sentences)
|
|
{
|
|
newSentences.AddRange(s.Split(new[] { delim }, StringSplitOptions.RemoveEmptyEntries));
|
|
}
|
|
sentences = newSentences;
|
|
}
|
|
|
|
return sentences.Select(s => s.Trim()).Where(s => !string.IsNullOrEmpty(s)).ToArray();
|
|
}
|
|
|
|
private void ParseSingleBehavior(string sentence, List<object> goals, List<object> actions,
|
|
Dictionary<string, object> worldState, List<string> sensors, List<string> parsedIntent,
|
|
List<object> conditions, string difficulty)
|
|
{
|
|
var lower = sentence.ToLower();
|
|
|
|
// ===== Movement & Navigation =====
|
|
if (MatchesAny(lower, "patrol", "巡回", "パトロール", "見回り", "wander", "roam"))
|
|
{
|
|
parsedIntent.Add("patrol");
|
|
goals.Add(new { name = "PatrolArea", priority = 80 });
|
|
actions.Add(new { name = "MoveTo", cost = 1f, preconditions = new[] { "has_path" }, effects = new[] { "at_waypoint" } });
|
|
actions.Add(new { name = "LookAround", cost = 0.5f, preconditions = new[] { "at_waypoint" }, effects = new[] { "area_scanned" } });
|
|
actions.Add(new { name = "NextWaypoint", cost = 0.2f, preconditions = new[] { "area_scanned" }, effects = new[] { "has_path" } });
|
|
sensors.AddRange(new[] { "position_sensor", "waypoint_manager", "threat_detector" });
|
|
worldState["patrol_route"] = "defined";
|
|
}
|
|
|
|
if (MatchesAny(lower, "follow", "chase", "pursue", "追跡", "追いかける", "ついていく", "尾行", "track"))
|
|
{
|
|
parsedIntent.Add("follow");
|
|
int priority = lower.Contains("aggressive") || lower.Contains("積極") ? 95 : 85;
|
|
goals.Add(new { name = "FollowTarget", priority = priority });
|
|
actions.Add(new { name = "AcquireTarget", cost = 0.5f, preconditions = new[] { "target_exists" }, effects = new[] { "target_acquired" } });
|
|
actions.Add(new { name = "TrackTarget", cost = 0.5f, preconditions = new[] { "target_acquired" }, effects = new[] { "target_tracked" } });
|
|
actions.Add(new { name = "MoveToTarget", cost = 1f, preconditions = new[] { "target_tracked" }, effects = new[] { "near_target" } });
|
|
actions.Add(new { name = "MaintainDistance", cost = 0.3f, preconditions = new[] { "near_target" }, effects = new[] { "optimal_distance" } });
|
|
sensors.AddRange(new[] { "target_tracker", "distance_sensor", "line_of_sight" });
|
|
|
|
// Extract follow distance if specified
|
|
var distMatch = System.Text.RegularExpressions.Regex.Match(lower, @"(\d+)\s*(m|meter|メートル|距離)");
|
|
if (distMatch.Success)
|
|
{
|
|
worldState["follow_distance"] = float.Parse(distMatch.Groups[1].Value);
|
|
}
|
|
}
|
|
|
|
if (MatchesAny(lower, "go to", "move to", "navigate", "移動", "向かう", "行く"))
|
|
{
|
|
parsedIntent.Add("navigate");
|
|
goals.Add(new { name = "ReachDestination", priority = 75 });
|
|
actions.Add(new { name = "PlanPath", cost = 0.5f, preconditions = new[] { "destination_set" }, effects = new[] { "path_planned" } });
|
|
actions.Add(new { name = "FollowPath", cost = 1f, preconditions = new[] { "path_planned" }, effects = new[] { "at_destination" } });
|
|
sensors.AddRange(new[] { "pathfinding_sensor", "obstacle_detector" });
|
|
}
|
|
|
|
// ===== Combat & Attack =====
|
|
if (MatchesAny(lower, "attack", "fight", "combat", "battle", "攻撃", "戦う", "戦闘", "倒す", "kill", "eliminate"))
|
|
{
|
|
parsedIntent.Add("combat");
|
|
int priority = lower.Contains("priority") || lower.Contains("優先") ? 100 : 90;
|
|
goals.Add(new { name = "EliminateEnemy", priority = priority });
|
|
|
|
// Determine combat style
|
|
if (MatchesAny(lower, "melee", "close", "近接", "剣", "sword", "knife", "殴る"))
|
|
{
|
|
actions.Add(new { name = "CloseDistance", cost = 1f, preconditions = new[] { "enemy_detected" }, effects = new[] { "in_melee_range" } });
|
|
actions.Add(new { name = "MeleeAttack", cost = 1.5f, preconditions = new[] { "in_melee_range", "has_melee_weapon" }, effects = new[] { "damage_dealt" } });
|
|
actions.Add(new { name = "Combo", cost = 2f, preconditions = new[] { "in_melee_range", "combo_ready" }, effects = new[] { "heavy_damage" } });
|
|
worldState["combat_style"] = "melee";
|
|
worldState["has_melee_weapon"] = true;
|
|
}
|
|
else if (MatchesAny(lower, "ranged", "shoot", "snipe", "gun", "射撃", "撃つ", "銃", "弓", "bow", "magic", "魔法"))
|
|
{
|
|
actions.Add(new { name = "TakeAim", cost = 0.5f, preconditions = new[] { "enemy_in_sight", "has_ranged_weapon" }, effects = new[] { "aiming" } });
|
|
actions.Add(new { name = "RangedAttack", cost = 1f, preconditions = new[] { "aiming", "has_ammo" }, effects = new[] { "damage_dealt" } });
|
|
actions.Add(new { name = "Reload", cost = 2f, preconditions = new[] { "ammo_low" }, effects = new[] { "ammo_full" } });
|
|
actions.Add(new { name = "FindCover", cost = 1f, preconditions = new[] { "under_fire" }, effects = new[] { "in_cover" } });
|
|
worldState["combat_style"] = "ranged";
|
|
worldState["has_ranged_weapon"] = true;
|
|
sensors.Add("ammo_counter");
|
|
}
|
|
else
|
|
{
|
|
// Generic combat
|
|
actions.Add(new { name = "EngageEnemy", cost = 1f, preconditions = new[] { "enemy_detected" }, effects = new[] { "in_combat_range" } });
|
|
actions.Add(new { name = "Attack", cost = 1.5f, preconditions = new[] { "in_combat_range", "has_weapon" }, effects = new[] { "damage_dealt" } });
|
|
worldState["has_weapon"] = true;
|
|
}
|
|
|
|
actions.Add(new { name = "ChaseEnemy", cost = 1.5f, preconditions = new[] { "enemy_fleeing" }, effects = new[] { "enemy_in_range" } });
|
|
sensors.AddRange(new[] { "enemy_detector", "weapon_status", "health_monitor" });
|
|
}
|
|
|
|
// ===== Defense & Protection =====
|
|
if (MatchesAny(lower, "defend", "protect", "guard", "防御", "守る", "護衛", "防衛", "shield"))
|
|
{
|
|
parsedIntent.Add("defend");
|
|
goals.Add(new { name = "DefendPosition", priority = 90 });
|
|
|
|
// What to defend
|
|
if (MatchesAny(lower, "base", "拠点", "home", "本拠地"))
|
|
{
|
|
actions.Add(new { name = "TakeDefensivePosition", cost = 0.5f, preconditions = new[] { "at_base" }, effects = new[] { "in_defensive_position" } });
|
|
worldState["defend_target"] = "base";
|
|
}
|
|
else if (MatchesAny(lower, "ally", "allies", "味方", "仲間", "team"))
|
|
{
|
|
actions.Add(new { name = "StayNearAlly", cost = 0.5f, preconditions = new[] { "ally_exists" }, effects = new[] { "near_ally" } });
|
|
actions.Add(new { name = "InterceptThreat", cost = 1f, preconditions = new[] { "threat_to_ally" }, effects = new[] { "threat_engaged" } });
|
|
worldState["defend_target"] = "ally";
|
|
sensors.Add("ally_tracker");
|
|
}
|
|
else if (MatchesAny(lower, "objective", "目標", "point", "ポイント"))
|
|
{
|
|
actions.Add(new { name = "GuardObjective", cost = 0.5f, preconditions = new[] { "at_objective" }, effects = new[] { "objective_guarded" } });
|
|
worldState["defend_target"] = "objective";
|
|
}
|
|
|
|
actions.Add(new { name = "HoldPosition", cost = 0.3f, preconditions = new[] { "in_defensive_position" }, effects = new[] { "position_held" } });
|
|
actions.Add(new { name = "RepelAttack", cost = 1f, preconditions = new[] { "under_attack" }, effects = new[] { "attack_repelled" } });
|
|
actions.Add(new { name = "RaiseAlarm", cost = 0.2f, preconditions = new[] { "enemy_detected", "alarm_available" }, effects = new[] { "alarm_raised" } });
|
|
sensors.AddRange(new[] { "threat_detector", "perimeter_sensor" });
|
|
}
|
|
|
|
// ===== Stealth & Evasion =====
|
|
if (MatchesAny(lower, "stealth", "sneak", "hide", "invisible", "ステルス", "隠れる", "忍ぶ", "潜む", "covert"))
|
|
{
|
|
parsedIntent.Add("stealth");
|
|
goals.Add(new { name = "RemainUndetected", priority = 95 });
|
|
actions.Add(new { name = "Hide", cost = 0.5f, preconditions = new[] { "hiding_spot_available" }, effects = new[] { "hidden" } });
|
|
actions.Add(new { name = "Sneak", cost = 1f, preconditions = new[] { "not_detected" }, effects = new[] { "position_changed_quietly" } });
|
|
actions.Add(new { name = "WaitInShadow", cost = 0.3f, preconditions = new[] { "in_shadow" }, effects = new[] { "detection_chance_reduced" } });
|
|
actions.Add(new { name = "Distract", cost = 1.5f, preconditions = new[] { "has_distraction_item" }, effects = new[] { "enemy_distracted" } });
|
|
actions.Add(new { name = "SilentTakedown", cost = 2f, preconditions = new[] { "behind_enemy", "not_detected" }, effects = new[] { "enemy_eliminated_quietly" } });
|
|
sensors.AddRange(new[] { "visibility_checker", "noise_monitor", "light_detector", "enemy_awareness" });
|
|
worldState["noise_level"] = 0;
|
|
worldState["visibility"] = 0;
|
|
}
|
|
|
|
if (MatchesAny(lower, "flee", "escape", "retreat", "run away", "逃げる", "退却", "撤退", "逃走"))
|
|
{
|
|
parsedIntent.Add("flee");
|
|
goals.Add(new { name = "Survive", priority = 120 });
|
|
actions.Add(new { name = "FindEscapeRoute", cost = 0.5f, preconditions = new[] { "threatened" }, effects = new[] { "escape_route_found" } });
|
|
actions.Add(new { name = "Retreat", cost = 0.5f, preconditions = new[] { "escape_route_found" }, effects = new[] { "distance_increased" } });
|
|
actions.Add(new { name = "FindCover", cost = 1f, preconditions = new[] { "cover_nearby" }, effects = new[] { "in_cover" } });
|
|
actions.Add(new { name = "CallForHelp", cost = 0.3f, preconditions = new[] { "allies_nearby" }, effects = new[] { "help_requested" } });
|
|
actions.Add(new { name = "Dodge", cost = 0.5f, preconditions = new[] { "attack_incoming" }, effects = new[] { "attack_dodged" } });
|
|
sensors.AddRange(new[] { "health_monitor", "escape_route_finder", "threat_level" });
|
|
}
|
|
|
|
// ===== Resource Management =====
|
|
if (MatchesAny(lower, "collect", "gather", "harvest", "collect resources", "収集", "集める", "採取", "回収", "loot"))
|
|
{
|
|
parsedIntent.Add("gather");
|
|
goals.Add(new { name = "GatherResources", priority = 70 });
|
|
actions.Add(new { name = "ScanForResources", cost = 0.5f, preconditions = new string[0], effects = new[] { "resources_located" } });
|
|
actions.Add(new { name = "MoveToResource", cost = 1f, preconditions = new[] { "resources_located" }, effects = new[] { "at_resource" } });
|
|
actions.Add(new { name = "CollectResource", cost = 1.5f, preconditions = new[] { "at_resource", "inventory_not_full" }, effects = new[] { "resource_collected" } });
|
|
actions.Add(new { name = "ReturnToBase", cost = 1f, preconditions = new[] { "inventory_full" }, effects = new[] { "at_base" } });
|
|
actions.Add(new { name = "DepositResources", cost = 0.5f, preconditions = new[] { "at_base", "has_resources" }, effects = new[] { "resources_deposited" } });
|
|
sensors.AddRange(new[] { "resource_detector", "inventory_monitor", "base_locator" });
|
|
}
|
|
|
|
// ===== Social & Interaction =====
|
|
if (MatchesAny(lower, "talk", "interact", "trade", "negotiate", "会話", "話す", "交渉", "取引", "communicate"))
|
|
{
|
|
parsedIntent.Add("social");
|
|
goals.Add(new { name = "SocialInteraction", priority = 60 });
|
|
actions.Add(new { name = "ApproachNPC", cost = 0.5f, preconditions = new[] { "npc_nearby" }, effects = new[] { "near_npc" } });
|
|
actions.Add(new { name = "InitiateDialogue", cost = 0.3f, preconditions = new[] { "near_npc" }, effects = new[] { "in_dialogue" } });
|
|
actions.Add(new { name = "Trade", cost = 1f, preconditions = new[] { "in_dialogue", "has_items" }, effects = new[] { "trade_complete" } });
|
|
actions.Add(new { name = "GetInformation", cost = 0.5f, preconditions = new[] { "in_dialogue" }, effects = new[] { "info_obtained" } });
|
|
sensors.AddRange(new[] { "npc_detector", "dialogue_state", "reputation_tracker" });
|
|
}
|
|
|
|
if (MatchesAny(lower, "help", "assist", "support", "aid", "助ける", "手伝う", "援護", "サポート", "heal ally"))
|
|
{
|
|
parsedIntent.Add("support");
|
|
goals.Add(new { name = "AssistAllies", priority = 85 });
|
|
actions.Add(new { name = "LocateAllyInNeed", cost = 0.5f, preconditions = new string[0], effects = new[] { "ally_located" } });
|
|
actions.Add(new { name = "MoveToAlly", cost = 1f, preconditions = new[] { "ally_located" }, effects = new[] { "near_ally" } });
|
|
actions.Add(new { name = "ProvideSupport", cost = 1f, preconditions = new[] { "near_ally" }, effects = new[] { "ally_supported" } });
|
|
actions.Add(new { name = "HealAlly", cost = 1.5f, preconditions = new[] { "near_ally", "has_healing" }, effects = new[] { "ally_healed" } });
|
|
actions.Add(new { name = "CoverAlly", cost = 1f, preconditions = new[] { "near_ally", "enemy_present" }, effects = new[] { "ally_protected" } });
|
|
sensors.AddRange(new[] { "ally_status_monitor", "team_health_tracker" });
|
|
}
|
|
|
|
// ===== Investigation & Exploration =====
|
|
if (MatchesAny(lower, "search", "investigate", "explore", "scout", "捜索", "調査", "探索", "偵察", "look for"))
|
|
{
|
|
parsedIntent.Add("investigate");
|
|
goals.Add(new { name = "InvestigateArea", priority = 65 });
|
|
actions.Add(new { name = "ScanArea", cost = 0.5f, preconditions = new string[0], effects = new[] { "area_scanned" } });
|
|
actions.Add(new { name = "MoveToPointOfInterest", cost = 1f, preconditions = new[] { "poi_detected" }, effects = new[] { "at_poi" } });
|
|
actions.Add(new { name = "ExamineObject", cost = 0.5f, preconditions = new[] { "at_poi" }, effects = new[] { "object_examined" } });
|
|
actions.Add(new { name = "MarkLocation", cost = 0.2f, preconditions = new[] { "important_find" }, effects = new[] { "location_marked" } });
|
|
actions.Add(new { name = "ReportFindings", cost = 0.3f, preconditions = new[] { "has_intel" }, effects = new[] { "intel_reported" } });
|
|
sensors.AddRange(new[] { "environment_scanner", "anomaly_detector", "memory_system" });
|
|
}
|
|
|
|
// ===== Survival =====
|
|
if (MatchesAny(lower, "survive", "survival", "stay alive", "生存", "生き残る", "サバイバル"))
|
|
{
|
|
parsedIntent.Add("survival");
|
|
goals.Add(new { name = "Survive", priority = 100 });
|
|
actions.Add(new { name = "FindFood", cost = 2f, preconditions = new[] { "hungry" }, effects = new[] { "has_food" } });
|
|
actions.Add(new { name = "Eat", cost = 0.5f, preconditions = new[] { "has_food" }, effects = new[] { "hunger_satisfied" } });
|
|
actions.Add(new { name = "FindWater", cost = 2f, preconditions = new[] { "thirsty" }, effects = new[] { "has_water" } });
|
|
actions.Add(new { name = "Drink", cost = 0.5f, preconditions = new[] { "has_water" }, effects = new[] { "thirst_satisfied" } });
|
|
actions.Add(new { name = "FindShelter", cost = 3f, preconditions = new[] { "exposed" }, effects = new[] { "in_shelter" } });
|
|
actions.Add(new { name = "Rest", cost = 2f, preconditions = new[] { "safe", "tired" }, effects = new[] { "rested" } });
|
|
sensors.AddRange(new[] { "hunger_monitor", "thirst_monitor", "fatigue_monitor", "danger_detector" });
|
|
worldState["hunger"] = 50;
|
|
worldState["thirst"] = 50;
|
|
worldState["fatigue"] = 0;
|
|
}
|
|
|
|
// ===== Work & Production =====
|
|
if (MatchesAny(lower, "build", "construct", "craft", "create", "建築", "建設", "作る", "製作", "クラフト"))
|
|
{
|
|
parsedIntent.Add("build");
|
|
goals.Add(new { name = "ConstructStructure", priority = 75 });
|
|
actions.Add(new { name = "GatherMaterials", cost = 2f, preconditions = new[] { "materials_needed" }, effects = new[] { "has_materials" } });
|
|
actions.Add(new { name = "MoveToBuildSite", cost = 1f, preconditions = new[] { "build_site_set" }, effects = new[] { "at_build_site" } });
|
|
actions.Add(new { name = "Build", cost = 3f, preconditions = new[] { "at_build_site", "has_materials" }, effects = new[] { "structure_progress" } });
|
|
actions.Add(new { name = "FinishConstruction", cost = 1f, preconditions = new[] { "structure_nearly_complete" }, effects = new[] { "structure_complete" } });
|
|
sensors.AddRange(new[] { "material_detector", "construction_progress", "blueprint_manager" });
|
|
}
|
|
|
|
// ===== Special Behaviors =====
|
|
if (MatchesAny(lower, "aggressive", "攻撃的", "好戦的", "hostile"))
|
|
{
|
|
worldState["aggression"] = 0.9f;
|
|
worldState["engagement_distance"] = "far";
|
|
}
|
|
|
|
if (MatchesAny(lower, "cautious", "careful", "慎重", "注意深い", "defensive"))
|
|
{
|
|
worldState["aggression"] = 0.3f;
|
|
worldState["risk_tolerance"] = 0.2f;
|
|
}
|
|
|
|
if (MatchesAny(lower, "smart", "intelligent", "clever", "賢い", "知的", "tactical"))
|
|
{
|
|
actions.Add(new { name = "AnalyzeSituation", cost = 0.5f, preconditions = new string[0], effects = new[] { "situation_analyzed" } });
|
|
actions.Add(new { name = "PlanStrategy", cost = 1f, preconditions = new[] { "situation_analyzed" }, effects = new[] { "strategy_planned" } });
|
|
sensors.Add("tactical_analyzer");
|
|
worldState["intelligence"] = "high";
|
|
}
|
|
|
|
if (MatchesAny(lower, "coward", "fearful", "臆病", "怖がり"))
|
|
{
|
|
worldState["fear_threshold"] = 0.3f;
|
|
worldState["flee_priority"] = 1.5f;
|
|
}
|
|
|
|
if (MatchesAny(lower, "berserk", "rage", "狂暴", "暴走", "frenzy"))
|
|
{
|
|
actions.Add(new { name = "EnterBerserkMode", cost = 0.5f, preconditions = new[] { "health_low" }, effects = new[] { "berserk_active" } });
|
|
actions.Add(new { name = "RecklessAttack", cost = 1f, preconditions = new[] { "berserk_active" }, effects = new[] { "massive_damage" } });
|
|
worldState["berserk_threshold"] = 0.3f;
|
|
}
|
|
}
|
|
|
|
private void ParseConditionalBehaviors(string behavior, List<object> goals, List<object> actions,
|
|
Dictionary<string, object> worldState, List<string> sensors, List<object> conditions)
|
|
{
|
|
var lower = behavior.ToLower();
|
|
|
|
// Parse "when X, do Y" patterns
|
|
var whenPatterns = new[]
|
|
{
|
|
@"when\s+(.+?),?\s+(do|then|start)\s+(.+)",
|
|
@"if\s+(.+?),?\s+(do|then)\s+(.+)",
|
|
@"(.+?)の時[はに]?\s*(.+)",
|
|
@"(.+?)したら\s*(.+)",
|
|
@"(.+?)なら\s*(.+)"
|
|
};
|
|
|
|
foreach (var pattern in whenPatterns)
|
|
{
|
|
var matches = System.Text.RegularExpressions.Regex.Matches(lower, pattern);
|
|
foreach (System.Text.RegularExpressions.Match match in matches)
|
|
{
|
|
if (match.Groups.Count >= 3)
|
|
{
|
|
var condition = match.Groups[1].Value.Trim();
|
|
var action = match.Groups[match.Groups.Count - 1].Value.Trim();
|
|
|
|
conditions.Add(new
|
|
{
|
|
trigger = ParseCondition(condition),
|
|
response = action,
|
|
priority = DetermineConditionPriority(condition)
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
// Parse health-based conditions
|
|
if (MatchesAny(lower, "when health low", "health below", "hp低い", "体力が少ない", "dying"))
|
|
{
|
|
conditions.Add(new { trigger = "health_below_30", response = "flee_or_heal", priority = 100 });
|
|
actions.Add(new { name = "EmergencyHeal", cost = 0.5f, preconditions = new[] { "health_critical", "has_healing" }, effects = new[] { "health_restored" } });
|
|
}
|
|
|
|
if (MatchesAny(lower, "when detected", "if spotted", "見つかったら", "発見されたら"))
|
|
{
|
|
conditions.Add(new { trigger = "detected", response = "react_to_detection", priority = 90 });
|
|
}
|
|
|
|
if (MatchesAny(lower, "when outnumbered", "多勢に無勢", "数で負けてる"))
|
|
{
|
|
conditions.Add(new { trigger = "outnumbered", response = "retreat_or_call_backup", priority = 85 });
|
|
actions.Add(new { name = "CallReinforcements", cost = 0.5f, preconditions = new[] { "outnumbered", "comms_available" }, effects = new[] { "reinforcements_called" } });
|
|
}
|
|
}
|
|
|
|
private string ParseCondition(string condition)
|
|
{
|
|
var lower = condition.ToLower();
|
|
|
|
if (MatchesAny(lower, "health", "hp", "体力", "ライフ"))
|
|
return "health_condition";
|
|
if (MatchesAny(lower, "enemy", "敵", "エネミー", "threat"))
|
|
return "enemy_detected";
|
|
if (MatchesAny(lower, "ally", "味方", "仲間"))
|
|
return "ally_condition";
|
|
if (MatchesAny(lower, "ammo", "弾", "弾薬"))
|
|
return "ammo_condition";
|
|
if (MatchesAny(lower, "detected", "spotted", "見つかった", "発見"))
|
|
return "detection_condition";
|
|
|
|
return "generic_condition";
|
|
}
|
|
|
|
private int DetermineConditionPriority(string condition)
|
|
{
|
|
var lower = condition.ToLower();
|
|
|
|
if (MatchesAny(lower, "critical", "emergency", "危険", "緊急"))
|
|
return 100;
|
|
if (MatchesAny(lower, "health", "hp", "dying"))
|
|
return 95;
|
|
if (MatchesAny(lower, "enemy", "threat", "攻撃"))
|
|
return 90;
|
|
|
|
return 70;
|
|
}
|
|
|
|
private void ParsePriorityModifiers(string behavior, List<object> goals)
|
|
{
|
|
var lower = behavior.ToLower();
|
|
|
|
// Modify priorities based on keywords
|
|
if (MatchesAny(lower, "priority", "important", "優先", "重要", "main"))
|
|
{
|
|
// Increase priority of recently added goals
|
|
// This is handled in goal creation
|
|
}
|
|
|
|
if (MatchesAny(lower, "secondary", "backup", "副次", "サブ", "optional"))
|
|
{
|
|
// Decrease priority
|
|
}
|
|
}
|
|
|
|
private void ParseNumericParameters(string behavior, Dictionary<string, object> worldState)
|
|
{
|
|
// Extract numeric values from natural language
|
|
var patterns = new Dictionary<string, string>
|
|
{
|
|
[@"(\d+)\s*%?\s*(health|hp|体力)"] = "health_threshold",
|
|
[@"(\d+)\s*(m|meter|メートル)\s*(range|距離|範囲)"] = "detection_range",
|
|
[@"(\d+)\s*(second|sec|秒)\s*(cooldown|クールダウン|待機)"] = "action_cooldown",
|
|
[@"speed\s*[:\s]*(\d+)"] = "movement_speed",
|
|
[@"(\d+)\s*(体|人|enemies|targets)"] = "max_targets"
|
|
};
|
|
|
|
foreach (var pattern in patterns)
|
|
{
|
|
var match = System.Text.RegularExpressions.Regex.Match(behavior.ToLower(), pattern.Key);
|
|
if (match.Success)
|
|
{
|
|
worldState[pattern.Value] = float.Parse(match.Groups[1].Value);
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool MatchesAny(string text, params string[] keywords)
|
|
{
|
|
return keywords.Any(k => text.Contains(k.ToLower()));
|
|
}
|
|
|
|
private void AdjustForDifficulty(Dictionary<string, object> result, string difficulty)
|
|
{
|
|
var actions = (List<object>)result["actions"];
|
|
var worldState = (Dictionary<string, object>)result["worldState"];
|
|
var sensors = (List<string>)result["sensors"];
|
|
|
|
switch (difficulty.ToLower())
|
|
{
|
|
case "easy":
|
|
// Reduce action cost
|
|
foreach (var actionObj in actions)
|
|
{
|
|
var action = actionObj as Dictionary<string, object>;
|
|
if (action != null && action.ContainsKey("cost"))
|
|
{
|
|
action["cost"] = Convert.ToSingle(action["cost"]) * 0.8f;
|
|
}
|
|
}
|
|
worldState["reaction_time"] = 1.5f;
|
|
worldState["accuracy"] = 0.6f;
|
|
break;
|
|
|
|
case "hard":
|
|
// Reduce action cost and optimize efficiency
|
|
foreach (var actionObj in actions)
|
|
{
|
|
var action = actionObj as Dictionary<string, object>;
|
|
if (action != null && action.ContainsKey("cost"))
|
|
{
|
|
action["cost"] = Convert.ToSingle(action["cost"]) * 0.6f;
|
|
}
|
|
}
|
|
worldState["reaction_time"] = 0.3f;
|
|
worldState["accuracy"] = 0.9f;
|
|
// Additional actions
|
|
actions.Add(new { name = "PredictPlayerMove", cost = 0.5f, preconditions = new[] { "player_pattern_analyzed" }, effects = new[] { "player_move_predicted" } });
|
|
sensors.Add("pattern_analyzer");
|
|
break;
|
|
|
|
case "adaptive":
|
|
worldState["learning_rate"] = 0.1f;
|
|
actions.Add(new { name = "AnalyzePlayer", cost = 0.3f, preconditions = new[] { "player_observed" }, effects = new[] { "player_analyzed" } });
|
|
actions.Add(new { name = "AdaptStrategy", cost = 0.5f, preconditions = new[] { "player_analyzed" }, effects = new[] { "strategy_adapted" } });
|
|
sensors.Add("player_behavior_tracker");
|
|
break;
|
|
|
|
default: // normal
|
|
worldState["reaction_time"] = 0.8f;
|
|
worldState["accuracy"] = 0.75f;
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void AdjustForGameContext(Dictionary<string, object> result, string gameContext)
|
|
{
|
|
var actions = (List<object>)result["actions"];
|
|
var worldState = (Dictionary<string, object>)result["worldState"];
|
|
var sensors = (List<string>)result["sensors"];
|
|
|
|
switch (gameContext.ToLower())
|
|
{
|
|
case "fps":
|
|
sensors.Add("line_of_sight_checker");
|
|
sensors.Add("sound_detector");
|
|
actions.Add(new { name = "TakeCover", cost = 0.5f, preconditions = new[] { "under_fire", "cover_available" }, effects = new[] { "in_cover" } });
|
|
actions.Add(new { name = "ThrowGrenade", cost = 2f, preconditions = new[] { "has_grenade", "enemy_grouped" }, effects = new[] { "area_damage_dealt" } });
|
|
break;
|
|
|
|
case "rts":
|
|
sensors.Add("fog_of_war_revealer");
|
|
sensors.Add("resource_calculator");
|
|
actions.Add(new { name = "ConstructBuilding", cost = 3f, preconditions = new[] { "has_resources", "build_location_valid" }, effects = new[] { "building_constructed" } });
|
|
actions.Add(new { name = "ScoutArea", cost = 1f, preconditions = new[] { "area_unexplored" }, effects = new[] { "area_revealed" } });
|
|
break;
|
|
|
|
case "rpg":
|
|
sensors.Add("quest_tracker");
|
|
sensors.Add("dialogue_manager");
|
|
actions.Add(new { name = "InteractWithNPC", cost = 0.5f, preconditions = new[] { "npc_nearby" }, effects = new[] { "dialogue_initiated" } });
|
|
actions.Add(new { name = "UseSkill", cost = 1f, preconditions = new[] { "skill_available", "mana_sufficient" }, effects = new[] { "skill_used" } });
|
|
worldState["mana"] = 100;
|
|
break;
|
|
|
|
case "stealth":
|
|
sensors.Add("light_level_detector");
|
|
sensors.Add("guard_patrol_tracker");
|
|
actions.Add(new { name = "ExtinguishLight", cost = 1f, preconditions = new[] { "light_source_nearby" }, effects = new[] { "area_darkened" } });
|
|
actions.Add(new { name = "CreateNoise", cost = 0.5f, preconditions = new[] { "has_noise_maker" }, effects = new[] { "guard_distracted" } });
|
|
worldState["detection_level"] = 0;
|
|
break;
|
|
|
|
case "survival":
|
|
sensors.Add("hunger_monitor");
|
|
sensors.Add("temperature_sensor");
|
|
actions.Add(new { name = "FindFood", cost = 2f, preconditions = new[] { "hungry" }, effects = new[] { "has_food" } });
|
|
actions.Add(new { name = "BuildShelter", cost = 3f, preconditions = new[] { "has_materials", "shelter_needed" }, effects = new[] { "has_shelter" } });
|
|
worldState["hunger"] = 50;
|
|
worldState["temperature"] = 20;
|
|
break;
|
|
}
|
|
}
|
|
|
|
private List<object> GenerateRoleBasedActions(string role, string environment, bool includeDefaults)
|
|
{
|
|
var actions = new List<object>();
|
|
|
|
// Default actions
|
|
if (includeDefaults)
|
|
{
|
|
actions.Add(new { name = "Idle", cost = 0.1f, preconditions = new string[0], effects = new[] { "rested" } });
|
|
actions.Add(new { name = "MoveTo", cost = 1f, preconditions = new[] { "has_path" }, effects = new[] { "at_target" } });
|
|
}
|
|
|
|
// Role-specific actions
|
|
switch (role.ToLower())
|
|
{
|
|
case "guard":
|
|
actions.Add(new { name = "Patrol", cost = 1f, preconditions = new[] { "on_duty" }, effects = new[] { "area_checked" } });
|
|
actions.Add(new { name = "Alert", cost = 0.5f, preconditions = new[] { "enemy_detected" }, effects = new[] { "alarm_raised" } });
|
|
actions.Add(new { name = "Engage", cost = 2f, preconditions = new[] { "has_weapon", "enemy_in_range" }, effects = new[] { "enemy_eliminated" } });
|
|
break;
|
|
|
|
case "worker":
|
|
actions.Add(new { name = "Gather", cost = 1.5f, preconditions = new[] { "resource_available" }, effects = new[] { "has_resource" } });
|
|
actions.Add(new { name = "Build", cost = 2f, preconditions = new[] { "has_materials" }, effects = new[] { "structure_built" } });
|
|
actions.Add(new { name = "Repair", cost = 1f, preconditions = new[] { "structure_damaged" }, effects = new[] { "structure_repaired" } });
|
|
break;
|
|
|
|
case "enemy":
|
|
actions.Add(new { name = "Hunt", cost = 1.5f, preconditions = new[] { "target_detected" }, effects = new[] { "target_found" } });
|
|
actions.Add(new { name = "Attack", cost = 2f, preconditions = new[] { "in_attack_range" }, effects = new[] { "damage_dealt" } });
|
|
actions.Add(new { name = "CallBackup", cost = 0.5f, preconditions = new[] { "outnumbered" }, effects = new[] { "reinforcements_called" } });
|
|
break;
|
|
}
|
|
|
|
// Additional actions based on environment
|
|
if (!string.IsNullOrEmpty(environment))
|
|
{
|
|
switch (environment.ToLower())
|
|
{
|
|
case "forest":
|
|
actions.Add(new { name = "Hide", cost = 0.5f, preconditions = new[] { "in_forest" }, effects = new[] { "hidden" } });
|
|
break;
|
|
case "urban":
|
|
actions.Add(new { name = "UseCover", cost = 0.5f, preconditions = new[] { "cover_available" }, effects = new[] { "in_cover" } });
|
|
break;
|
|
}
|
|
}
|
|
|
|
return actions;
|
|
}
|
|
|
|
private GameObject CreateAgentFromTemplate(object template)
|
|
{
|
|
// Create agent from template
|
|
var agent = CreatePrimitiveWithMaterial(PrimitiveType.Capsule);
|
|
agent.name = "GOAP_Agent_" + DateTime.Now.Ticks;
|
|
|
|
// Apply settings based on template
|
|
// In actual implementation, analyze template data and add appropriate components
|
|
|
|
return agent;
|
|
}
|
|
|
|
private Dictionary<string, object> GenerateGameSpecificTemplate(string templateType, string difficulty, string[] behaviors, Dictionary<string, object> customizations)
|
|
{
|
|
var template = new Dictionary<string, object>();
|
|
template["type"] = templateType;
|
|
template["difficulty"] = difficulty;
|
|
template["behaviors"] = behaviors;
|
|
template["customizations"] = customizations;
|
|
|
|
// ===== Professional GOAP Templates Based on Industry Standards =====
|
|
switch (templateType.ToLower())
|
|
{
|
|
// ===== FPS Game Templates =====
|
|
case "fps_enemy":
|
|
case "fps_soldier":
|
|
template["defaultGoals"] = new[]
|
|
{
|
|
new { name = "EliminateTarget", priority = 100, conditions = new[] { "target_visible", "has_weapon" } },
|
|
new { name = "TakeCover", priority = 90, conditions = new[] { "under_fire", "health_low" } },
|
|
new { name = "Patrol", priority = 50, conditions = new[] { "no_threats" } },
|
|
new { name = "InvestigateSound", priority = 70, conditions = new[] { "suspicious_sound_heard" } },
|
|
new { name = "RequestBackup", priority = 85, conditions = new[] { "outnumbered", "radio_available" } }
|
|
};
|
|
template["defaultActions"] = new[]
|
|
{
|
|
new { name = "Shoot", cost = 1.0f, preconditions = new[] { "has_ammo", "target_in_sight" }, effects = new[] { "damage_dealt" } },
|
|
new { name = "Reload", cost = 2.0f, preconditions = new[] { "ammo_low", "in_cover" }, effects = new[] { "ammo_full" } },
|
|
new { name = "TakeCover", cost = 0.5f, preconditions = new[] { "cover_available" }, effects = new[] { "in_cover", "protected" } },
|
|
new { name = "FlankEnemy", cost = 3.0f, preconditions = new[] { "flank_route_available" }, effects = new[] { "better_position" } },
|
|
new { name = "ThrowGrenade", cost = 2.5f, preconditions = new[] { "has_grenade", "enemies_grouped" }, effects = new[] { "area_damage" } },
|
|
new { name = "SuppressiveFire", cost = 1.5f, preconditions = new[] { "has_ammo", "ally_moving" }, effects = new[] { "enemy_suppressed" } },
|
|
new { name = "ClearRoom", cost = 4.0f, preconditions = new[] { "at_door", "has_weapon" }, effects = new[] { "room_cleared" } },
|
|
new { name = "CallBackup", cost = 0.5f, preconditions = new[] { "radio_available" }, effects = new[] { "backup_requested" } }
|
|
};
|
|
template["defaultSensors"] = new[] { "vision_cone", "hearing_sphere", "threat_evaluator", "health_monitor", "ammo_counter", "cover_detector" };
|
|
template["worldState"] = new Dictionary<string, object>
|
|
{
|
|
["health"] = 100, ["max_health"] = 100, ["ammo"] = 30, ["max_ammo"] = 30,
|
|
["grenades"] = 2, ["accuracy"] = difficulty == "hard" ? 0.85f : 0.65f,
|
|
["reaction_time"] = difficulty == "hard" ? 0.2f : 0.5f
|
|
};
|
|
break;
|
|
|
|
case "fps_sniper":
|
|
template["defaultGoals"] = new[]
|
|
{
|
|
new { name = "EliminateHighValueTarget", priority = 100, conditions = new[] { "hvt_spotted", "clear_shot" } },
|
|
new { name = "MaintainConcealment", priority = 95, conditions = new[] { "not_detected" } },
|
|
new { name = "Relocate", priority = 80, conditions = new[] { "position_compromised" } }
|
|
};
|
|
template["defaultActions"] = new[]
|
|
{
|
|
new { name = "AimAndShoot", cost = 2.0f, preconditions = new[] { "target_in_scope", "stable_aim" }, effects = new[] { "target_eliminated" } },
|
|
new { name = "HoldBreath", cost = 0.5f, preconditions = new[] { "aiming" }, effects = new[] { "stable_aim" } },
|
|
new { name = "Relocate", cost = 4.0f, preconditions = new[] { "alternate_position_known" }, effects = new[] { "new_position" } },
|
|
new { name = "SpotForTeam", cost = 1.0f, preconditions = new[] { "has_scope", "enemies_visible" }, effects = new[] { "enemies_marked" } }
|
|
};
|
|
template["defaultSensors"] = new[] { "scope_vision", "movement_detector", "wind_gauge", "distance_calculator" };
|
|
break;
|
|
|
|
// ===== RTS Game Templates =====
|
|
case "rts_unit":
|
|
case "rts_worker":
|
|
template["defaultGoals"] = new[]
|
|
{
|
|
new { name = "GatherResources", priority = 70, conditions = new[] { "resources_needed", "resource_nearby" } },
|
|
new { name = "ConstructBuilding", priority = 80, conditions = new[] { "construction_ordered", "has_materials" } },
|
|
new { name = "RepairStructure", priority = 75, conditions = new[] { "structure_damaged" } },
|
|
new { name = "ReturnToBase", priority = 60, conditions = new[] { "inventory_full" } },
|
|
new { name = "Flee", priority = 100, conditions = new[] { "under_attack", "no_weapon" } }
|
|
};
|
|
template["defaultActions"] = new[]
|
|
{
|
|
new { name = "MoveToResource", cost = 1.0f, preconditions = new[] { "resource_located" }, effects = new[] { "at_resource" } },
|
|
new { name = "Harvest", cost = 2.0f, preconditions = new[] { "at_resource", "inventory_not_full" }, effects = new[] { "resource_gathered" } },
|
|
new { name = "ReturnResources", cost = 1.5f, preconditions = new[] { "has_resources", "base_exists" }, effects = new[] { "resources_deposited" } },
|
|
new { name = "Build", cost = 5.0f, preconditions = new[] { "at_build_site", "has_materials" }, effects = new[] { "building_progress" } },
|
|
new { name = "Repair", cost = 3.0f, preconditions = new[] { "at_structure", "has_materials" }, effects = new[] { "structure_repaired" } }
|
|
};
|
|
template["defaultSensors"] = new[] { "resource_scanner", "enemy_radar", "construction_monitor", "inventory_checker" };
|
|
break;
|
|
|
|
case "rts_combat_unit":
|
|
template["defaultGoals"] = new[]
|
|
{
|
|
new { name = "AttackEnemy", priority = 90, conditions = new[] { "enemy_in_range" } },
|
|
new { name = "DefendPosition", priority = 85, conditions = new[] { "defense_order", "at_position" } },
|
|
new { name = "FormFormation", priority = 70, conditions = new[] { "squad_nearby" } },
|
|
new { name = "Retreat", priority = 95, conditions = new[] { "health_critical", "retreat_path_clear" } }
|
|
};
|
|
template["defaultActions"] = new[]
|
|
{
|
|
new { name = "Attack", cost = 1.0f, preconditions = new[] { "enemy_in_range", "weapon_ready" }, effects = new[] { "damage_dealt" } },
|
|
new { name = "MoveToEnemy", cost = 1.5f, preconditions = new[] { "enemy_detected" }, effects = new[] { "enemy_in_range" } },
|
|
new { name = "UseAbility", cost = 2.0f, preconditions = new[] { "ability_ready", "valid_target" }, effects = new[] { "ability_effect" } },
|
|
new { name = "FormUp", cost = 1.0f, preconditions = new[] { "allies_nearby" }, effects = new[] { "in_formation" } },
|
|
new { name = "Retreat", cost = 0.5f, preconditions = new[] { "retreat_ordered" }, effects = new[] { "retreating" } }
|
|
};
|
|
template["defaultSensors"] = new[] { "enemy_detector", "ally_tracker", "ability_cooldown", "formation_coordinator" };
|
|
break;
|
|
|
|
// ===== RPG Game Templates =====
|
|
case "rpg_npc":
|
|
case "rpg_merchant":
|
|
template["defaultGoals"] = new[]
|
|
{
|
|
new { name = "ServeCustomer", priority = 80, conditions = new[] { "customer_present" } },
|
|
new { name = "ManageInventory", priority = 60, conditions = new[] { "inventory_needs_restock" } },
|
|
new { name = "DailyRoutine", priority = 50, conditions = new[] { "no_customers" } },
|
|
new { name = "Rest", priority = 70, conditions = new[] { "nighttime", "shop_closed" } }
|
|
};
|
|
template["defaultActions"] = new[]
|
|
{
|
|
new { name = "GreetCustomer", cost = 0.5f, preconditions = new[] { "customer_nearby" }, effects = new[] { "customer_greeted" } },
|
|
new { name = "ShowWares", cost = 1.0f, preconditions = new[] { "customer_interested" }, effects = new[] { "wares_displayed" } },
|
|
new { name = "Negotiate", cost = 1.5f, preconditions = new[] { "in_transaction" }, effects = new[] { "price_agreed" } },
|
|
new { name = "CompleteSale", cost = 0.5f, preconditions = new[] { "price_agreed", "payment_received" }, effects = new[] { "sale_complete" } },
|
|
new { name = "RestockShelf", cost = 2.0f, preconditions = new[] { "shelf_empty", "stock_available" }, effects = new[] { "shelf_restocked" } }
|
|
};
|
|
template["defaultSensors"] = new[] { "customer_detector", "inventory_monitor", "time_tracker", "reputation_tracker" };
|
|
break;
|
|
|
|
case "rpg_quest_giver":
|
|
template["defaultGoals"] = new[]
|
|
{
|
|
new { name = "GiveQuest", priority = 90, conditions = new[] { "player_nearby", "has_quest_available" } },
|
|
new { name = "CheckQuestProgress", priority = 85, conditions = new[] { "active_quest_exists" } },
|
|
new { name = "GiveReward", priority = 95, conditions = new[] { "quest_completed" } },
|
|
new { name = "Idle", priority = 30, conditions = new[] { "no_interaction" } }
|
|
};
|
|
template["defaultActions"] = new[]
|
|
{
|
|
new { name = "InitiateDialogue", cost = 0.5f, preconditions = new[] { "player_approaching" }, effects = new[] { "in_dialogue" } },
|
|
new { name = "ExplainQuest", cost = 1.0f, preconditions = new[] { "in_dialogue", "quest_available" }, effects = new[] { "quest_explained" } },
|
|
new { name = "AssignQuest", cost = 0.5f, preconditions = new[] { "quest_accepted" }, effects = new[] { "quest_assigned" } },
|
|
new { name = "ProvideHint", cost = 0.5f, preconditions = new[] { "player_stuck", "hint_available" }, effects = new[] { "hint_given" } },
|
|
new { name = "GiveReward", cost = 1.0f, preconditions = new[] { "quest_complete", "has_reward" }, effects = new[] { "reward_given" } }
|
|
};
|
|
template["defaultSensors"] = new[] { "player_proximity", "quest_status_tracker", "dialogue_state", "reward_inventory" };
|
|
break;
|
|
|
|
case "rpg_enemy":
|
|
case "rpg_monster":
|
|
template["defaultGoals"] = new[]
|
|
{
|
|
new { name = "AttackIntruder", priority = 90, conditions = new[] { "intruder_detected", "in_territory" } },
|
|
new { name = "DefendTerritory", priority = 85, conditions = new[] { "territory_threatened" } },
|
|
new { name = "Hunt", priority = 70, conditions = new[] { "hungry", "prey_nearby" } },
|
|
new { name = "Rest", priority = 60, conditions = new[] { "stamina_low", "safe_location" } },
|
|
new { name = "Flee", priority = 100, conditions = new[] { "health_critical", "escape_route" } }
|
|
};
|
|
template["defaultActions"] = new[]
|
|
{
|
|
new { name = "BasicAttack", cost = 1.0f, preconditions = new[] { "target_in_melee" }, effects = new[] { "damage_dealt" } },
|
|
new { name = "SpecialAttack", cost = 3.0f, preconditions = new[] { "special_ready", "target_in_range" }, effects = new[] { "heavy_damage" } },
|
|
new { name = "ChargeAttack", cost = 2.0f, preconditions = new[] { "target_far", "charge_ready" }, effects = new[] { "at_target", "damage_dealt" } },
|
|
new { name = "Roar", cost = 1.5f, preconditions = new[] { "roar_ready" }, effects = new[] { "enemies_feared" } },
|
|
new { name = "Retreat", cost = 0.5f, preconditions = new[] { "health_low" }, effects = new[] { "distance_gained" } }
|
|
};
|
|
template["defaultSensors"] = new[] { "territory_sensor", "prey_detector", "threat_evaluator", "stamina_monitor" };
|
|
break;
|
|
|
|
// ===== Stealth Game Templates =====
|
|
case "stealth_guard":
|
|
template["defaultGoals"] = new[]
|
|
{
|
|
new { name = "Patrol", priority = 60, conditions = new[] { "on_duty", "no_alerts" } },
|
|
new { name = "Investigate", priority = 80, conditions = new[] { "suspicious_activity" } },
|
|
new { name = "RaiseAlarm", priority = 95, conditions = new[] { "intruder_confirmed" } },
|
|
new { name = "Apprehend", priority = 90, conditions = new[] { "intruder_spotted", "backup_available" } },
|
|
new { name = "SearchArea", priority = 85, conditions = new[] { "alarm_raised", "intruder_lost" } }
|
|
};
|
|
template["defaultActions"] = new[]
|
|
{
|
|
new { name = "PatrolRoute", cost = 1.0f, preconditions = new[] { "patrol_route_set" }, effects = new[] { "area_patrolled" } },
|
|
new { name = "InvestigateNoise", cost = 1.5f, preconditions = new[] { "noise_heard" }, effects = new[] { "noise_source_checked" } },
|
|
new { name = "CheckShadow", cost = 1.0f, preconditions = new[] { "movement_seen" }, effects = new[] { "area_checked" } },
|
|
new { name = "RaiseAlarm", cost = 0.5f, preconditions = new[] { "intruder_confirmed", "near_alarm" }, effects = new[] { "alarm_raised" } },
|
|
new { name = "CallRadio", cost = 0.5f, preconditions = new[] { "has_radio", "threat_detected" }, effects = new[] { "backup_alerted" } },
|
|
new { name = "PursueIntruder", cost = 2.0f, preconditions = new[] { "intruder_visible" }, effects = new[] { "pursuing" } },
|
|
new { name = "SearchPattern", cost = 3.0f, preconditions = new[] { "intruder_lost", "last_known_position" }, effects = new[] { "area_searched" } }
|
|
};
|
|
template["defaultSensors"] = new[] { "vision_cone", "hearing_radius", "patrol_waypoint", "alarm_status", "radio_comms" };
|
|
template["worldState"] = new Dictionary<string, object>
|
|
{
|
|
["suspicion_level"] = 0, ["alert_state"] = "normal",
|
|
["vision_range"] = difficulty == "hard" ? 20f : 12f,
|
|
["hearing_range"] = difficulty == "hard" ? 15f : 8f,
|
|
["investigation_thoroughness"] = difficulty == "hard" ? 0.9f : 0.6f
|
|
};
|
|
break;
|
|
|
|
// ===== Survival Game Templates =====
|
|
case "survival_creature":
|
|
template["defaultGoals"] = new[]
|
|
{
|
|
new { name = "Survive", priority = 100, conditions = new[] { "always" } },
|
|
new { name = "FindFood", priority = 90, conditions = new[] { "hungry" } },
|
|
new { name = "FindWater", priority = 85, conditions = new[] { "thirsty" } },
|
|
new { name = "FindShelter", priority = 80, conditions = new[] { "weather_dangerous" } },
|
|
new { name = "AvoidPredators", priority = 95, conditions = new[] { "predator_nearby" } },
|
|
new { name = "Rest", priority = 70, conditions = new[] { "exhausted", "safe" } }
|
|
};
|
|
template["defaultActions"] = new[]
|
|
{
|
|
new { name = "SearchForFood", cost = 2.0f, preconditions = new[] { "hungry" }, effects = new[] { "food_located" } },
|
|
new { name = "EatFood", cost = 1.0f, preconditions = new[] { "food_available" }, effects = new[] { "hunger_reduced" } },
|
|
new { name = "DrinkWater", cost = 1.0f, preconditions = new[] { "water_available" }, effects = new[] { "thirst_reduced" } },
|
|
new { name = "SeekShelter", cost = 2.0f, preconditions = new[] { "shelter_known" }, effects = new[] { "in_shelter" } },
|
|
new { name = "Hide", cost = 0.5f, preconditions = new[] { "hiding_spot_available" }, effects = new[] { "hidden" } },
|
|
new { name = "Flee", cost = 0.5f, preconditions = new[] { "escape_route" }, effects = new[] { "distance_from_threat" } },
|
|
new { name = "Sleep", cost = 3.0f, preconditions = new[] { "safe", "exhausted" }, effects = new[] { "stamina_restored" } }
|
|
};
|
|
template["defaultSensors"] = new[] { "hunger_monitor", "thirst_monitor", "stamina_monitor", "predator_detector", "weather_sensor", "shelter_finder" };
|
|
break;
|
|
|
|
// ===== Horror Game Templates =====
|
|
case "horror_enemy":
|
|
case "horror_monster":
|
|
template["defaultGoals"] = new[]
|
|
{
|
|
new { name = "HuntPlayer", priority = 100, conditions = new[] { "player_detected" } },
|
|
new { name = "Stalk", priority = 80, conditions = new[] { "player_nearby", "undetected" } },
|
|
new { name = "Ambush", priority = 90, conditions = new[] { "ambush_position_available" } },
|
|
new { name = "Patrol", priority = 50, conditions = new[] { "player_not_detected" } },
|
|
new { name = "ReactToSound", priority = 85, conditions = new[] { "sound_heard" } }
|
|
};
|
|
template["defaultActions"] = new[]
|
|
{
|
|
new { name = "Chase", cost = 1.0f, preconditions = new[] { "player_visible" }, effects = new[] { "closing_distance" } },
|
|
new { name = "Attack", cost = 1.5f, preconditions = new[] { "player_in_range" }, effects = new[] { "player_damaged" } },
|
|
new { name = "Stalk", cost = 0.5f, preconditions = new[] { "player_unaware" }, effects = new[] { "stalking" } },
|
|
new { name = "SetAmbush", cost = 2.0f, preconditions = new[] { "ambush_spot" }, effects = new[] { "ambush_ready" } },
|
|
new { name = "Teleport", cost = 3.0f, preconditions = new[] { "player_not_looking", "teleport_ready" }, effects = new[] { "new_position" } },
|
|
new { name = "MakeNoise", cost = 1.0f, preconditions = new[] { "player_calm" }, effects = new[] { "player_startled" } },
|
|
new { name = "DisableLights", cost = 2.0f, preconditions = new[] { "lights_on", "near_switch" }, effects = new[] { "area_dark" } }
|
|
};
|
|
template["defaultSensors"] = new[] { "player_tracker", "sound_locator", "light_detector", "fear_meter", "line_of_sight" };
|
|
template["worldState"] = new Dictionary<string, object>
|
|
{
|
|
["aggression"] = difficulty == "hard" ? 0.9f : 0.6f,
|
|
["stealth_preference"] = difficulty == "hard" ? 0.7f : 0.4f,
|
|
["teleport_cooldown"] = difficulty == "hard" ? 10f : 20f
|
|
};
|
|
break;
|
|
|
|
default:
|
|
// Generic template for unknown types
|
|
template["defaultGoals"] = new[] { "Survive", "CompleteObjective" };
|
|
template["defaultActions"] = new[] { "Move", "Interact", "Wait" };
|
|
template["defaultSensors"] = new[] { "basic_sensor" };
|
|
break;
|
|
}
|
|
|
|
return template;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create AI pathfinding system
|
|
/// </summary>
|
|
private string CreateAIPathfinding(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string systemName = parameters.GetValueOrDefault("systemName", "PathfindingAI");
|
|
string algorithm = parameters.GetValueOrDefault("algorithm", "AStar");
|
|
int gridWidth = Convert.ToInt32(parameters.GetValueOrDefault("gridWidth", "20"));
|
|
int gridHeight = Convert.ToInt32(parameters.GetValueOrDefault("gridHeight", "20"));
|
|
bool use3D = Convert.ToBoolean(parameters.GetValueOrDefault("use3D", "false"));
|
|
|
|
var pathfindingScript = GeneratePathfindingScript(systemName, algorithm, gridWidth, gridHeight, use3D);
|
|
|
|
// ScriptSave
|
|
var scriptPath = $"Assets/Scripts/AI/Pathfinding/{systemName}.cs";
|
|
var scriptDir = System.IO.Path.GetDirectoryName(scriptPath);
|
|
if (!System.IO.Directory.Exists(scriptDir))
|
|
{
|
|
System.IO.Directory.CreateDirectory(scriptDir);
|
|
}
|
|
System.IO.File.WriteAllText(scriptPath, pathfindingScript);
|
|
|
|
// Create test environment
|
|
var environment = new GameObject($"{systemName}Environment");
|
|
|
|
// Create grid
|
|
for (int x = 0; x < gridWidth; x++)
|
|
{
|
|
for (int z = 0; z < gridHeight; z++)
|
|
{
|
|
if (Random.value < 0.8f) // 80% probability passable
|
|
{
|
|
var cell = CreatePrimitiveWithMaterial(PrimitiveType.Cube);
|
|
cell.name = $"Cell_{x}_{z}";
|
|
cell.transform.parent = environment.transform;
|
|
cell.transform.position = new Vector3(x, 0, z);
|
|
cell.transform.localScale = new Vector3(0.9f, 0.1f, 0.9f);
|
|
cell.GetComponent<Renderer>().material.color = Color.white;
|
|
}
|
|
else // 20% probability for obstacles
|
|
{
|
|
var obstacle = CreatePrimitiveWithMaterial(PrimitiveType.Cube);
|
|
obstacle.name = $"Obstacle_{x}_{z}";
|
|
obstacle.transform.parent = environment.transform;
|
|
obstacle.transform.position = new Vector3(x, 0.5f, z);
|
|
obstacle.GetComponent<Renderer>().material.color = Color.red;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create AI agent
|
|
var agent = CreatePrimitiveWithMaterial(PrimitiveType.Capsule);
|
|
agent.name = "PathfindingAgent";
|
|
agent.transform.parent = environment.transform;
|
|
agent.transform.position = new Vector3(1, 1, 1);
|
|
agent.GetComponent<Renderer>().material.color = Color.blue;
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
content = new[]
|
|
{
|
|
new
|
|
{
|
|
type = "text",
|
|
text = $"AI Pathfinding '{systemName}' created\\nAlgorithm: {algorithm}\\nGrid: {gridWidth}x{gridHeight}\\n3D: {use3D}\\nScript: {scriptPath}"
|
|
}
|
|
}
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
content = new[]
|
|
{
|
|
new
|
|
{
|
|
type = "text",
|
|
text = $"Error creating AI pathfinding: {e.Message}"
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
private string GenerateMLAgentScript(string agentName, string agentType, int vectorObservationSize, bool useVisualObservation)
|
|
{
|
|
return $@"using UnityEngine;
|
|
|
|
public class {agentName} : MonoBehaviour
|
|
{{
|
|
[Header(""Environment"")]
|
|
public Transform goal;
|
|
public Transform platform;
|
|
|
|
[Header(""Agent Settings"")]
|
|
public float moveSpeed = 5f;
|
|
public float rotationSpeed = 10f;
|
|
|
|
private Rigidbody rb;
|
|
private Vector3 startPosition;
|
|
|
|
void Start()
|
|
{{
|
|
rb = GetComponent<Rigidbody>();
|
|
if (rb == null) rb = gameObject.AddComponent<Rigidbody>();
|
|
|
|
startPosition = transform.position;
|
|
|
|
// Auto-generate goal if not assigned
|
|
if (goal == null)
|
|
{{
|
|
var goalObj = GameObject.FindWithTag(""Goal"");
|
|
if (goalObj != null) goal = goalObj.transform;
|
|
}}
|
|
}}
|
|
|
|
void Update()
|
|
{{
|
|
// Simple AI behavior (move towards goal)
|
|
if (goal != null)
|
|
{{
|
|
Vector3 direction = (goal.position - transform.position).normalized;
|
|
rb.AddForce(direction * moveSpeed);
|
|
|
|
// GoalReachDetermine
|
|
if (Vector3.Distance(transform.position, goal.position) < 1.5f)
|
|
{{
|
|
SynLog.Info(""Goal reached!"");
|
|
ResetPosition();
|
|
}}
|
|
}}
|
|
|
|
// Reset if fallen off platform
|
|
if (transform.position.y < -1f)
|
|
{{
|
|
ResetPosition();
|
|
}}
|
|
}}
|
|
|
|
void ResetPosition()
|
|
{{
|
|
transform.position = startPosition;
|
|
rb.velocity = Vector3.zero;
|
|
rb.angularVelocity = Vector3.zero;
|
|
}}
|
|
}}";
|
|
}
|
|
|
|
private string GenerateNeuralNetworkScript(string networkName, string networkType, int inputSize, int hiddenSize, int outputSize)
|
|
{
|
|
return $@"using UnityEngine;
|
|
using System.Collections.Generic;
|
|
|
|
public class {networkName} : MonoBehaviour
|
|
{{
|
|
[Header(""Network Architecture"")]
|
|
public int inputSize = {inputSize};
|
|
public int hiddenSize = {hiddenSize};
|
|
public int outputSize = {outputSize};
|
|
public float learningRate = 0.01f;
|
|
|
|
private float[,] weightsInputHidden;
|
|
private float[,] weightsHiddenOutput;
|
|
private float[] hiddenBiases;
|
|
private float[] outputBiases;
|
|
|
|
void Start()
|
|
{{
|
|
InitializeNetwork();
|
|
}}
|
|
|
|
void InitializeNetwork()
|
|
{{
|
|
weightsInputHidden = new float[inputSize, hiddenSize];
|
|
weightsHiddenOutput = new float[hiddenSize, outputSize];
|
|
hiddenBiases = new float[hiddenSize];
|
|
outputBiases = new float[outputSize];
|
|
|
|
// XavierInitialize
|
|
for (int i = 0; i < inputSize; i++)
|
|
{{
|
|
for (int j = 0; j < hiddenSize; j++)
|
|
{{
|
|
weightsInputHidden[i, j] = Random.Range(-0.5f, 0.5f);
|
|
}}
|
|
}}
|
|
|
|
for (int i = 0; i < hiddenSize; i++)
|
|
{{
|
|
for (int j = 0; j < outputSize; j++)
|
|
{{
|
|
weightsHiddenOutput[i, j] = Random.Range(-0.5f, 0.5f);
|
|
}}
|
|
hiddenBiases[i] = Random.Range(-0.1f, 0.1f);
|
|
}}
|
|
|
|
for (int i = 0; i < outputSize; i++)
|
|
{{
|
|
outputBiases[i] = Random.Range(-0.1f, 0.1f);
|
|
}}
|
|
}}
|
|
|
|
public float[] Forward(float[] input)
|
|
{{
|
|
if (input.Length != inputSize) return new float[outputSize];
|
|
|
|
// Hidden layer calculation
|
|
float[] hiddenOutput = new float[hiddenSize];
|
|
for (int j = 0; j < hiddenSize; j++)
|
|
{{
|
|
float sum = hiddenBiases[j];
|
|
for (int i = 0; i < inputSize; i++)
|
|
{{
|
|
sum += input[i] * weightsInputHidden[i, j];
|
|
}}
|
|
hiddenOutput[j] = Sigmoid(sum);
|
|
}}
|
|
|
|
// Output layer calculation
|
|
float[] output = new float[outputSize];
|
|
for (int k = 0; k < outputSize; k++)
|
|
{{
|
|
float sum = outputBiases[k];
|
|
for (int j = 0; j < hiddenSize; j++)
|
|
{{
|
|
sum += hiddenOutput[j] * weightsHiddenOutput[j, k];
|
|
}}
|
|
output[k] = Sigmoid(sum);
|
|
}}
|
|
|
|
return output;
|
|
}}
|
|
|
|
private float Sigmoid(float x)
|
|
{{
|
|
return 1.0f / (1.0f + Mathf.Exp(-x));
|
|
}}
|
|
}}";
|
|
}
|
|
|
|
private string GenerateBehaviorTreeScript(string treeName, string aiType, bool includePatrol, bool includeChase, bool includeAttack)
|
|
{
|
|
return $@"using UnityEngine;
|
|
|
|
public class {treeName} : MonoBehaviour
|
|
{{
|
|
[Header(""{aiType} AI Settings"")]
|
|
public Transform target;
|
|
public float detectionRange = 10f;
|
|
public float attackRange = 2f;
|
|
public float moveSpeed = 3f;
|
|
public float patrolRadius = 5f;
|
|
|
|
private Vector3 originalPosition;
|
|
private Vector3 patrolTarget;
|
|
private bool hasPatrolTarget = false;
|
|
|
|
void Start()
|
|
{{
|
|
originalPosition = transform.position;
|
|
|
|
if (target == null)
|
|
{{
|
|
GameObject player = GameObject.FindWithTag(""Player"");
|
|
if (player != null) target = player.transform;
|
|
}}
|
|
}}
|
|
|
|
void Update()
|
|
{{
|
|
ExecuteBehaviorTree();
|
|
}}
|
|
|
|
void ExecuteBehaviorTree()
|
|
{{
|
|
{(includeChase ? @"
|
|
// Chase behavior
|
|
if (target != null && Vector3.Distance(transform.position, target.position) <= detectionRange)
|
|
{
|
|
MoveTowards(target.position);
|
|
return;
|
|
}" : "")}
|
|
|
|
{(includeAttack ? @"
|
|
// Attack behavior
|
|
if (target != null && Vector3.Distance(transform.position, target.position) <= attackRange)
|
|
{
|
|
Attack();
|
|
return;
|
|
}" : "")}
|
|
|
|
{(includePatrol ? @"
|
|
// Patrol behavior
|
|
if (!hasPatrolTarget || Vector3.Distance(transform.position, patrolTarget) < 1f)
|
|
{
|
|
Vector2 randomCircle = Random.insideUnitCircle * patrolRadius;
|
|
patrolTarget = originalPosition + new Vector3(randomCircle.x, 0, randomCircle.y);
|
|
hasPatrolTarget = true;
|
|
}
|
|
|
|
MoveTowards(patrolTarget);" : "")}
|
|
}}
|
|
|
|
void MoveTowards(Vector3 targetPosition)
|
|
{{
|
|
Vector3 direction = (targetPosition - transform.position).normalized;
|
|
transform.position += direction * moveSpeed * Time.deltaTime;
|
|
transform.LookAt(new Vector3(targetPosition.x, transform.position.y, targetPosition.z));
|
|
}}
|
|
|
|
void Attack()
|
|
{{
|
|
SynLog.Info($""{{name}} attacks!"");
|
|
}}
|
|
}}";
|
|
}
|
|
|
|
// === Debug and Test Tools Implementation ===
|
|
|
|
/// <summary>
|
|
/// Game speed control
|
|
/// </summary>
|
|
private string ControlGameSpeed(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var operation = parameters.GetValueOrDefault("operation", "set");
|
|
var speed = float.Parse(parameters.GetValueOrDefault("speed", "1"));
|
|
var preset = parameters.GetValueOrDefault("preset", "");
|
|
var pauseMode = parameters.GetValueOrDefault("pauseMode", "toggle");
|
|
|
|
switch (operation)
|
|
{
|
|
case "set":
|
|
if (!string.IsNullOrEmpty(preset))
|
|
{
|
|
speed = preset.ToLower() switch
|
|
{
|
|
"pause" => 0f,
|
|
"slowest" => 0.1f,
|
|
"slow" => 0.5f,
|
|
"normal" => 1f,
|
|
"fast" => 2f,
|
|
"fastest" => 5f,
|
|
_ => 1f
|
|
};
|
|
}
|
|
|
|
Time.timeScale = Mathf.Clamp(speed, 0f, 10f);
|
|
break;
|
|
|
|
case "pause":
|
|
switch (pauseMode)
|
|
{
|
|
case "toggle":
|
|
Time.timeScale = Time.timeScale > 0 ? 0 : 1;
|
|
break;
|
|
case "on":
|
|
Time.timeScale = 0;
|
|
break;
|
|
case "off":
|
|
Time.timeScale = 1;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case "step":
|
|
// Frame step (experimental)
|
|
if (Time.timeScale == 0)
|
|
{
|
|
Time.timeScale = 0.01f;
|
|
EditorApplication.delayCall += () => Time.timeScale = 0;
|
|
}
|
|
break;
|
|
|
|
case "get":
|
|
// Return current speed
|
|
break;
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
currentSpeed = Time.timeScale,
|
|
isPaused = Time.timeScale == 0,
|
|
fixedDeltaTime = Time.fixedDeltaTime,
|
|
maximumDeltaTime = Time.maximumDeltaTime,
|
|
presetDescription = Time.timeScale switch
|
|
{
|
|
0 => "Paused",
|
|
< 0.2f => "Slowest",
|
|
< 0.7f => "Slow",
|
|
< 1.5f => "Normal",
|
|
< 3f => "Fast",
|
|
_ => "Fastest"
|
|
}
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performance profiling
|
|
/// </summary>
|
|
private string ProfilePerformance(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var category = parameters.GetValueOrDefault("category", "general");
|
|
var duration = int.Parse(parameters.GetValueOrDefault("duration", "0"));
|
|
var detailed = parameters.GetValueOrDefault("detailed", "false") == "true";
|
|
|
|
var profileData = new Dictionary<string, object>();
|
|
|
|
switch (category)
|
|
{
|
|
case "general":
|
|
case "all":
|
|
// FPSInfo
|
|
float fps = 1f / Time.deltaTime;
|
|
float avgFps = 1f / Time.smoothDeltaTime;
|
|
|
|
profileData["fps"] = new Dictionary<string, object>
|
|
{
|
|
["current"] = Mathf.Round(fps),
|
|
["average"] = Mathf.Round(avgFps),
|
|
["targetFrameRate"] = Application.targetFrameRate,
|
|
["vsyncCount"] = QualitySettings.vSyncCount
|
|
};
|
|
|
|
// MemoryInfo
|
|
profileData["memory"] = new Dictionary<string, object>
|
|
{
|
|
["totalAllocatedMemory"] = Profiler.GetTotalAllocatedMemoryLong() / (1024 * 1024) + " MB",
|
|
["totalReservedMemory"] = Profiler.GetTotalReservedMemoryLong() / (1024 * 1024) + " MB",
|
|
["totalUnusedReservedMemory"] = Profiler.GetTotalUnusedReservedMemoryLong() / (1024 * 1024) + " MB",
|
|
["monoHeapSize"] = Profiler.GetMonoHeapSizeLong() / (1024 * 1024) + " MB",
|
|
["monoUsedSize"] = Profiler.GetMonoUsedSizeLong() / (1024 * 1024) + " MB"
|
|
};
|
|
|
|
// Rendering statistics
|
|
profileData["rendering"] = new Dictionary<string, object>
|
|
{
|
|
["frameTime"] = Time.deltaTime * 1000 + " ms",
|
|
["smoothFrameTime"] = Time.smoothDeltaTime * 1000 + " ms",
|
|
["rendererCount"] = GameObject.FindObjectsOfType<Renderer>().Length,
|
|
["activeGameObjects"] = GameObject.FindObjectsOfType<GameObject>().Length
|
|
};
|
|
break;
|
|
|
|
case "memory":
|
|
profileData["memoryDetailed"] = new Dictionary<string, object>
|
|
{
|
|
["allocatedMemoryForGraphicsDriver"] = Profiler.GetAllocatedMemoryForGraphicsDriver() / (1024 * 1024) + " MB",
|
|
["tempAllocatorSize"] = Profiler.GetTempAllocatorSize() / (1024 * 1024) + " MB",
|
|
["totalAllocatedMemory"] = Profiler.GetTotalAllocatedMemoryLong() / (1024 * 1024) + " MB",
|
|
["systemMemorySize"] = SystemInfo.systemMemorySize + " MB",
|
|
["graphicsMemorySize"] = SystemInfo.graphicsMemorySize + " MB"
|
|
};
|
|
break;
|
|
|
|
case "gpu":
|
|
profileData["gpu"] = new Dictionary<string, object>
|
|
{
|
|
["graphicsDeviceName"] = SystemInfo.graphicsDeviceName,
|
|
["graphicsDeviceType"] = SystemInfo.graphicsDeviceType.ToString(),
|
|
["graphicsDeviceVendor"] = SystemInfo.graphicsDeviceVendor,
|
|
["graphicsMemorySize"] = SystemInfo.graphicsMemorySize + " MB",
|
|
["maxTextureSize"] = SystemInfo.maxTextureSize,
|
|
["npotSupport"] = SystemInfo.npotSupport.ToString(),
|
|
["graphicsShaderLevel"] = SystemInfo.graphicsShaderLevel
|
|
};
|
|
break;
|
|
|
|
case "cpu":
|
|
profileData["cpu"] = new Dictionary<string, object>
|
|
{
|
|
["processorType"] = SystemInfo.processorType,
|
|
["processorCount"] = SystemInfo.processorCount,
|
|
["processorFrequency"] = SystemInfo.processorFrequency + " MHz",
|
|
["operatingSystem"] = SystemInfo.operatingSystem,
|
|
["systemMemorySize"] = SystemInfo.systemMemorySize + " MB"
|
|
};
|
|
break;
|
|
}
|
|
|
|
// If in detailed mode
|
|
if (detailed)
|
|
{
|
|
profileData["components"] = new Dictionary<string, object>
|
|
{
|
|
["meshRenderers"] = GameObject.FindObjectsOfType<MeshRenderer>().Length,
|
|
["skinnedMeshRenderers"] = GameObject.FindObjectsOfType<SkinnedMeshRenderer>().Length,
|
|
["lights"] = GameObject.FindObjectsOfType<Light>().Length,
|
|
["cameras"] = GameObject.FindObjectsOfType<Camera>().Length,
|
|
["audioSources"] = GameObject.FindObjectsOfType<AudioSource>().Length,
|
|
["particleSystems"] = GameObject.FindObjectsOfType<ParticleSystem>().Length,
|
|
["colliders"] = GameObject.FindObjectsOfType<Collider>().Length,
|
|
["rigidbodies"] = GameObject.FindObjectsOfType<Rigidbody>().Length
|
|
};
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
timestamp = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"),
|
|
category = category,
|
|
data = profileData
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Debug drawing
|
|
/// </summary>
|
|
private string DebugDraw(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var drawType = parameters.GetValueOrDefault("type", "line");
|
|
var duration = float.Parse(parameters.GetValueOrDefault("duration", "5"));
|
|
var colorStr = parameters.GetValueOrDefault("color", "red");
|
|
var persistent = parameters.GetValueOrDefault("persistent", "false") == "true";
|
|
|
|
Color color = colorStr.ToLower() switch
|
|
{
|
|
"red" => Color.red,
|
|
"green" => Color.green,
|
|
"blue" => Color.blue,
|
|
"yellow" => Color.yellow,
|
|
"white" => Color.white,
|
|
"black" => Color.black,
|
|
"cyan" => Color.cyan,
|
|
"magenta" => Color.magenta,
|
|
_ => Color.red
|
|
};
|
|
|
|
switch (drawType.ToLower())
|
|
{
|
|
case "line":
|
|
var start = ParseVector3(parameters.GetValueOrDefault("start", "0,0,0"));
|
|
var end = ParseVector3(parameters.GetValueOrDefault("end", "1,1,1"));
|
|
Debug.DrawLine(start, end, color, duration);
|
|
break;
|
|
|
|
case "ray":
|
|
var origin = ParseVector3(parameters.GetValueOrDefault("origin", "0,0,0"));
|
|
var direction = ParseVector3(parameters.GetValueOrDefault("direction", "0,1,0"));
|
|
var length = float.Parse(parameters.GetValueOrDefault("length", "10"));
|
|
Debug.DrawRay(origin, direction.normalized * length, color, duration);
|
|
break;
|
|
|
|
case "box":
|
|
var center = ParseVector3(parameters.GetValueOrDefault("center", "0,0,0"));
|
|
var size = ParseVector3(parameters.GetValueOrDefault("size", "1,1,1"));
|
|
DrawDebugBox(center, size, color, duration);
|
|
break;
|
|
|
|
case "sphere":
|
|
var sphereCenter = ParseVector3(parameters.GetValueOrDefault("center", "0,0,0"));
|
|
var radius = float.Parse(parameters.GetValueOrDefault("radius", "1"));
|
|
DrawDebugSphere(sphereCenter, radius, color, duration);
|
|
break;
|
|
|
|
case "path":
|
|
var pathPoints = parameters.GetValueOrDefault("points", "");
|
|
if (!string.IsNullOrEmpty(pathPoints))
|
|
{
|
|
var points = pathPoints.Split(';').Select(p => ParseVector3(p)).ToArray();
|
|
for (int i = 0; i < points.Length - 1; i++)
|
|
{
|
|
Debug.DrawLine(points[i], points[i + 1], color, duration);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case "clear":
|
|
// Unity doesn't have a direct clear method, but we can suggest workarounds
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = "Debug draw lines will disappear after their duration. To clear immediately, restart play mode."
|
|
});
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
type = drawType,
|
|
color = colorStr,
|
|
duration = duration,
|
|
message = $"Debug {drawType} drawn with color {colorStr} for {duration} seconds"
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Run Unity tests using TestRunner API (calls separate assembly via reflection)
|
|
/// </summary>
|
|
private string RunUnityTests(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
// Try to find the TestRunner service via reflection
|
|
var serviceType = Type.GetType("SynapticPro.TestRunner.NexusTestRunnerService, Synaptic.MCP.Unity.TestRunner");
|
|
if (serviceType == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "Unity Test Framework not available. Please install com.unity.test-framework package and enable 'Enable playmode tests for all assemblies' in Test Runner settings."
|
|
});
|
|
}
|
|
|
|
var executeMethod = serviceType.GetMethod("Execute", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static);
|
|
if (executeMethod == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "TestRunner service method not found."
|
|
});
|
|
}
|
|
|
|
var operation = parameters.GetValueOrDefault("operation", "run");
|
|
var mode = parameters.GetValueOrDefault("mode", "editmode");
|
|
var filter = parameters.GetValueOrDefault("filter", "");
|
|
|
|
var result = executeMethod.Invoke(null, new object[] { operation, mode, filter });
|
|
return result as string ?? JsonConvert.SerializeObject(new { success = false, error = "No result from TestRunner" });
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Breakpoint management
|
|
/// </summary>
|
|
private string ManageBreakpoints(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var operation = parameters.GetValueOrDefault("operation", "pause");
|
|
var condition = parameters.GetValueOrDefault("condition", "");
|
|
var message = parameters.GetValueOrDefault("message", "Breakpoint hit");
|
|
|
|
switch (operation)
|
|
{
|
|
case "pause":
|
|
SynLog.Info($"[BREAKPOINT] {message}");
|
|
Debug.Break();
|
|
break;
|
|
|
|
case "conditional":
|
|
// Conditional breakpoint example
|
|
if (!string.IsNullOrEmpty(condition))
|
|
{
|
|
// Simple condition check (evaluation required in actual implementation)
|
|
var shouldBreak = false;
|
|
|
|
// Example: condition based on frame count
|
|
if (condition.Contains("frame"))
|
|
{
|
|
var frameNum = int.Parse(System.Text.RegularExpressions.Regex.Match(condition, @"\d+").Value);
|
|
shouldBreak = Time.frameCount >= frameNum;
|
|
}
|
|
// Example: condition based on time
|
|
else if (condition.Contains("time"))
|
|
{
|
|
var timeValue = float.Parse(System.Text.RegularExpressions.Regex.Match(condition, @"\d+\.?\d*").Value);
|
|
shouldBreak = Time.time >= timeValue;
|
|
}
|
|
|
|
if (shouldBreak)
|
|
{
|
|
SynLog.Info($"[CONDITIONAL BREAKPOINT] {message} (Condition: {condition})");
|
|
Debug.Break();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case "log":
|
|
// LogPoint (log only without breaking)
|
|
SynLog.Info($"[LOGPOINT] {message}");
|
|
break;
|
|
|
|
case "assert":
|
|
// Assertion
|
|
Debug.Assert(!string.IsNullOrEmpty(condition), $"[ASSERTION FAILED] {message}");
|
|
break;
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
operation = operation,
|
|
isPaused = EditorApplication.isPaused,
|
|
frame = Time.frameCount,
|
|
time = Time.time,
|
|
message = message
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
// Debug drawing helper methods
|
|
private void DrawDebugBox(Vector3 center, Vector3 size, Color color, float duration)
|
|
{
|
|
var halfSize = size * 0.5f;
|
|
|
|
// Front
|
|
Debug.DrawLine(center + new Vector3(-halfSize.x, -halfSize.y, halfSize.z),
|
|
center + new Vector3(halfSize.x, -halfSize.y, halfSize.z), color, duration);
|
|
Debug.DrawLine(center + new Vector3(halfSize.x, -halfSize.y, halfSize.z),
|
|
center + new Vector3(halfSize.x, halfSize.y, halfSize.z), color, duration);
|
|
Debug.DrawLine(center + new Vector3(halfSize.x, halfSize.y, halfSize.z),
|
|
center + new Vector3(-halfSize.x, halfSize.y, halfSize.z), color, duration);
|
|
Debug.DrawLine(center + new Vector3(-halfSize.x, halfSize.y, halfSize.z),
|
|
center + new Vector3(-halfSize.x, -halfSize.y, halfSize.z), color, duration);
|
|
|
|
// Back
|
|
Debug.DrawLine(center + new Vector3(-halfSize.x, -halfSize.y, -halfSize.z),
|
|
center + new Vector3(halfSize.x, -halfSize.y, -halfSize.z), color, duration);
|
|
Debug.DrawLine(center + new Vector3(halfSize.x, -halfSize.y, -halfSize.z),
|
|
center + new Vector3(halfSize.x, halfSize.y, -halfSize.z), color, duration);
|
|
Debug.DrawLine(center + new Vector3(halfSize.x, halfSize.y, -halfSize.z),
|
|
center + new Vector3(-halfSize.x, halfSize.y, -halfSize.z), color, duration);
|
|
Debug.DrawLine(center + new Vector3(-halfSize.x, halfSize.y, -halfSize.z),
|
|
center + new Vector3(-halfSize.x, -halfSize.y, -halfSize.z), color, duration);
|
|
|
|
// Connecting lines
|
|
Debug.DrawLine(center + new Vector3(-halfSize.x, -halfSize.y, halfSize.z),
|
|
center + new Vector3(-halfSize.x, -halfSize.y, -halfSize.z), color, duration);
|
|
Debug.DrawLine(center + new Vector3(halfSize.x, -halfSize.y, halfSize.z),
|
|
center + new Vector3(halfSize.x, -halfSize.y, -halfSize.z), color, duration);
|
|
Debug.DrawLine(center + new Vector3(halfSize.x, halfSize.y, halfSize.z),
|
|
center + new Vector3(halfSize.x, halfSize.y, -halfSize.z), color, duration);
|
|
Debug.DrawLine(center + new Vector3(-halfSize.x, halfSize.y, halfSize.z),
|
|
center + new Vector3(-halfSize.x, halfSize.y, -halfSize.z), color, duration);
|
|
}
|
|
|
|
private void DrawDebugSphere(Vector3 center, float radius, Color color, float duration)
|
|
{
|
|
// Simple sphere drawing (represented by 3 circles)
|
|
int segments = 16;
|
|
|
|
// XYPlanar circle
|
|
for (int i = 0; i < segments; i++)
|
|
{
|
|
float angle1 = (float)i / segments * Mathf.PI * 2;
|
|
float angle2 = (float)(i + 1) / segments * Mathf.PI * 2;
|
|
|
|
Vector3 p1 = center + new Vector3(Mathf.Cos(angle1) * radius, Mathf.Sin(angle1) * radius, 0);
|
|
Vector3 p2 = center + new Vector3(Mathf.Cos(angle2) * radius, Mathf.Sin(angle2) * radius, 0);
|
|
Debug.DrawLine(p1, p2, color, duration);
|
|
}
|
|
|
|
// XZPlanar circle
|
|
for (int i = 0; i < segments; i++)
|
|
{
|
|
float angle1 = (float)i / segments * Mathf.PI * 2;
|
|
float angle2 = (float)(i + 1) / segments * Mathf.PI * 2;
|
|
|
|
Vector3 p1 = center + new Vector3(Mathf.Cos(angle1) * radius, 0, Mathf.Sin(angle1) * radius);
|
|
Vector3 p2 = center + new Vector3(Mathf.Cos(angle2) * radius, 0, Mathf.Sin(angle2) * radius);
|
|
Debug.DrawLine(p1, p2, color, duration);
|
|
}
|
|
|
|
// YZPlanar circle
|
|
for (int i = 0; i < segments; i++)
|
|
{
|
|
float angle1 = (float)i / segments * Mathf.PI * 2;
|
|
float angle2 = (float)(i + 1) / segments * Mathf.PI * 2;
|
|
|
|
Vector3 p1 = center + new Vector3(0, Mathf.Cos(angle1) * radius, Mathf.Sin(angle1) * radius);
|
|
Vector3 p2 = center + new Vector3(0, Mathf.Cos(angle2) * radius, Mathf.Sin(angle2) * radius);
|
|
Debug.DrawLine(p1, p2, color, duration);
|
|
}
|
|
}
|
|
|
|
// === Animation Tools Implementation ===
|
|
|
|
/// <summary>
|
|
/// AnimatorCreate controller
|
|
/// </summary>
|
|
private string CreateAnimatorController(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var controllerName = parameters.GetValueOrDefault("name", "NewAnimatorController");
|
|
var savePath = parameters.GetValueOrDefault("path", "Assets/Animations/Controllers/");
|
|
var targetObject = parameters.GetValueOrDefault("targetObject", "");
|
|
var applyToObject = parameters.GetValueOrDefault("applyToObject", "true") == "true";
|
|
|
|
// Create directory
|
|
if (!System.IO.Directory.Exists(savePath))
|
|
{
|
|
System.IO.Directory.CreateDirectory(savePath);
|
|
}
|
|
|
|
// Create Animator controller
|
|
var controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath(
|
|
savePath + controllerName + ".controller");
|
|
|
|
// Default layer and states
|
|
var rootStateMachine = controller.layers[0].stateMachine;
|
|
|
|
// Entry, Exit, Any State are created automatically
|
|
// Add default idle state
|
|
var idleState = rootStateMachine.AddState("Idle");
|
|
rootStateMachine.defaultState = idleState;
|
|
|
|
// Add basic parameters
|
|
controller.AddParameter("Speed", AnimatorControllerParameterType.Float);
|
|
controller.AddParameter("IsGrounded", AnimatorControllerParameterType.Bool);
|
|
controller.AddParameter("Jump", AnimatorControllerParameterType.Trigger);
|
|
|
|
// To target objectApply
|
|
if (applyToObject && !string.IsNullOrEmpty(targetObject))
|
|
{
|
|
var target = GameObject.Find(targetObject);
|
|
if (target != null)
|
|
{
|
|
var animator = target.GetComponent<Animator>();
|
|
if (animator == null)
|
|
{
|
|
animator = target.AddComponent<Animator>();
|
|
}
|
|
animator.runtimeAnimatorController = controller;
|
|
}
|
|
}
|
|
|
|
AssetDatabase.SaveAssets();
|
|
AssetDatabase.Refresh();
|
|
|
|
// Select created controller
|
|
Selection.activeObject = controller;
|
|
EditorGUIUtility.PingObject(controller);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Animator Controller '{controllerName}' created",
|
|
path = AssetDatabase.GetAssetPath(controller),
|
|
states = new[] { "Idle" },
|
|
parameters = new[] { "Speed", "IsGrounded", "Jump" },
|
|
appliedTo = applyToObject ? targetObject : "None"
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// AnimationAdd state
|
|
/// </summary>
|
|
private string AddAnimationState(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var controllerPath = parameters.GetValueOrDefault("controllerPath", "");
|
|
var stateName = parameters.GetValueOrDefault("stateName", "NewState");
|
|
var animationClipPath = parameters.GetValueOrDefault("animationClipPath", "");
|
|
var layerIndex = int.Parse(parameters.GetValueOrDefault("layerIndex", "0"));
|
|
var isDefault = parameters.GetValueOrDefault("isDefault", "false") == "true";
|
|
|
|
// Controller load
|
|
var controller = AssetDatabase.LoadAssetAtPath<UnityEditor.Animations.AnimatorController>(controllerPath);
|
|
if (controller == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Controller not found" });
|
|
}
|
|
|
|
// LayerGet
|
|
if (layerIndex >= controller.layers.Length)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Invalid layer index" });
|
|
}
|
|
|
|
var stateMachine = controller.layers[layerIndex].stateMachine;
|
|
|
|
// Register to UNDO
|
|
UnityEditor.Undo.RecordObject(controller, $"Add Animation State {stateName}");
|
|
|
|
// StateAdd
|
|
var newState = stateMachine.AddState(stateName);
|
|
|
|
// AnimationClipSettings
|
|
if (!string.IsNullOrEmpty(animationClipPath))
|
|
{
|
|
var clip = AssetDatabase.LoadAssetAtPath<AnimationClip>(animationClipPath);
|
|
if (clip != null)
|
|
{
|
|
newState.motion = clip;
|
|
}
|
|
}
|
|
|
|
// Set as default state
|
|
if (isDefault)
|
|
{
|
|
stateMachine.defaultState = newState;
|
|
}
|
|
|
|
// Adjust state position (states are managed within state machine)
|
|
// UnityEditor.Animations.AnimatorState has no position property,
|
|
// Access via StateMachine
|
|
var states = stateMachine.states;
|
|
for (int i = 0; i < states.Length; i++)
|
|
{
|
|
if (states[i].state == newState)
|
|
{
|
|
states[i].position = new Vector3(250 * (states.Length % 3), 100 * (states.Length / 3), 0);
|
|
stateMachine.states = states;
|
|
break;
|
|
}
|
|
}
|
|
|
|
EditorUtility.SetDirty(controller);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"State '{stateName}' added to controller",
|
|
stateName = stateName,
|
|
hasMotion = newState.motion != null,
|
|
isDefault = stateMachine.defaultState == newState,
|
|
stateCount = stateMachine.states.Length
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// AnimationCreate clip
|
|
/// </summary>
|
|
private string CreateAnimationClip(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var clipName = parameters.GetValueOrDefault("name", "NewAnimation");
|
|
var savePath = parameters.GetValueOrDefault("path", "Assets/Animations/Clips/");
|
|
var duration = float.Parse(parameters.GetValueOrDefault("duration", "1"));
|
|
var frameRate = float.Parse(parameters.GetValueOrDefault("frameRate", "30"));
|
|
var targetObject = parameters.GetValueOrDefault("targetObject", "");
|
|
var animationType = parameters.GetValueOrDefault("animationType", "position");
|
|
|
|
// Create directory
|
|
if (!System.IO.Directory.Exists(savePath))
|
|
{
|
|
System.IO.Directory.CreateDirectory(savePath);
|
|
}
|
|
|
|
// AnimationClipCreate
|
|
var clip = new AnimationClip();
|
|
clip.name = clipName;
|
|
clip.frameRate = frameRate;
|
|
|
|
// Create sample animation curve
|
|
AnimationCurve curveX, curveY, curveZ;
|
|
|
|
switch (animationType.ToLower())
|
|
{
|
|
case "position":
|
|
// PositionAnimation
|
|
curveX = AnimationCurve.Linear(0, 0, duration, 2);
|
|
curveY = AnimationCurve.EaseInOut(0, 0, duration * 0.5f, 1);
|
|
curveY.AddKey(duration, 0);
|
|
curveZ = AnimationCurve.Constant(0, duration, 0);
|
|
|
|
clip.SetCurve("", typeof(Transform), "localPosition.x", curveX);
|
|
clip.SetCurve("", typeof(Transform), "localPosition.y", curveY);
|
|
clip.SetCurve("", typeof(Transform), "localPosition.z", curveZ);
|
|
break;
|
|
|
|
case "rotation":
|
|
// RotationAnimation
|
|
curveY = AnimationCurve.Linear(0, 0, duration, 360);
|
|
clip.SetCurve("", typeof(Transform), "localEulerAngles.y", curveY);
|
|
break;
|
|
|
|
case "scale":
|
|
// ScaleAnimation
|
|
var scaleCurve = AnimationCurve.EaseInOut(0, 1, duration * 0.5f, 1.5f);
|
|
scaleCurve.AddKey(duration, 1);
|
|
clip.SetCurve("", typeof(Transform), "localScale.x", scaleCurve);
|
|
clip.SetCurve("", typeof(Transform), "localScale.y", scaleCurve);
|
|
clip.SetCurve("", typeof(Transform), "localScale.z", scaleCurve);
|
|
break;
|
|
|
|
case "color":
|
|
// Color animation (for Renderer)
|
|
var colorR = AnimationCurve.Linear(0, 1, duration, 0);
|
|
var colorG = AnimationCurve.Linear(0, 1, duration, 0);
|
|
var colorB = AnimationCurve.Linear(0, 1, duration, 1);
|
|
|
|
clip.SetCurve("", typeof(MeshRenderer), "material._Color.r", colorR);
|
|
clip.SetCurve("", typeof(MeshRenderer), "material._Color.g", colorG);
|
|
clip.SetCurve("", typeof(MeshRenderer), "material._Color.b", colorB);
|
|
break;
|
|
}
|
|
|
|
// Clip settings
|
|
var settings = AnimationUtility.GetAnimationClipSettings(clip);
|
|
settings.loopTime = true;
|
|
AnimationUtility.SetAnimationClipSettings(clip, settings);
|
|
|
|
// Save
|
|
AssetDatabase.CreateAsset(clip, savePath + clipName + ".anim");
|
|
AssetDatabase.SaveAssets();
|
|
AssetDatabase.Refresh();
|
|
|
|
// Apply to target
|
|
if (!string.IsNullOrEmpty(targetObject))
|
|
{
|
|
var target = GameObject.Find(targetObject);
|
|
if (target != null)
|
|
{
|
|
var animator = target.GetComponent<Animator>();
|
|
if (animator == null)
|
|
{
|
|
var animation = target.AddComponent<Animation>();
|
|
animation.clip = clip;
|
|
animation.Play();
|
|
}
|
|
}
|
|
}
|
|
|
|
Selection.activeObject = clip;
|
|
EditorGUIUtility.PingObject(clip);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Animation clip '{clipName}' created",
|
|
path = AssetDatabase.GetAssetPath(clip),
|
|
duration = duration,
|
|
frameRate = frameRate,
|
|
animationType = animationType,
|
|
isLooping = settings.loopTime
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Setup blend tree
|
|
/// </summary>
|
|
private string SetupBlendTree(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var controllerPath = parameters.GetValueOrDefault("controllerPath", "");
|
|
var stateName = parameters.GetValueOrDefault("stateName", "Movement");
|
|
var blendType = parameters.GetValueOrDefault("blendType", "1D");
|
|
var parameterName = parameters.GetValueOrDefault("parameterName", "Speed");
|
|
var layerIndex = int.Parse(parameters.GetValueOrDefault("layerIndex", "0"));
|
|
|
|
// Controller load
|
|
var controller = AssetDatabase.LoadAssetAtPath<UnityEditor.Animations.AnimatorController>(controllerPath);
|
|
if (controller == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Controller not found" });
|
|
}
|
|
|
|
var stateMachine = controller.layers[layerIndex].stateMachine;
|
|
|
|
// Create state for blend tree
|
|
var blendState = stateMachine.AddState(stateName);
|
|
var blendTree = new UnityEditor.Animations.BlendTree();
|
|
blendTree.name = stateName + "_BlendTree";
|
|
|
|
// Blend type settings
|
|
switch (blendType.ToUpper())
|
|
{
|
|
case "1D":
|
|
blendTree.blendType = UnityEditor.Animations.BlendTreeType.Simple1D;
|
|
blendTree.blendParameter = parameterName;
|
|
|
|
// Add sample motion (use existing animations in actual project)
|
|
// Idle (Speed = 0)
|
|
blendTree.AddChild(null, 0);
|
|
// Walk (Speed = 0.5)
|
|
blendTree.AddChild(null, 0.5f);
|
|
// Run (Speed = 1)
|
|
blendTree.AddChild(null, 1);
|
|
break;
|
|
|
|
case "2D":
|
|
blendTree.blendType = UnityEditor.Animations.BlendTreeType.SimpleDirectional2D;
|
|
blendTree.blendParameter = parameterName + "X";
|
|
blendTree.blendParameterY = parameterName + "Y";
|
|
|
|
// Add if parameter does not exist
|
|
if (!controller.parameters.Any(p => p.name == parameterName + "X"))
|
|
{
|
|
controller.AddParameter(parameterName + "X", AnimatorControllerParameterType.Float);
|
|
}
|
|
if (!controller.parameters.Any(p => p.name == parameterName + "Y"))
|
|
{
|
|
controller.AddParameter(parameterName + "Y", AnimatorControllerParameterType.Float);
|
|
}
|
|
|
|
// Directional motionsAdd
|
|
blendTree.AddChild(null, new Vector2(0, 0)); // Idle
|
|
blendTree.AddChild(null, new Vector2(0, 1)); // Forward
|
|
blendTree.AddChild(null, new Vector2(1, 0)); // Right
|
|
blendTree.AddChild(null, new Vector2(0, -1)); // Back
|
|
blendTree.AddChild(null, new Vector2(-1, 0)); // Left
|
|
break;
|
|
}
|
|
|
|
// Set blend tree to state
|
|
blendState.motion = blendTree;
|
|
|
|
// Save as asset
|
|
AssetDatabase.AddObjectToAsset(blendTree, AssetDatabase.GetAssetPath(controller));
|
|
|
|
EditorUtility.SetDirty(controller);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Blend tree '{stateName}' created",
|
|
blendType = blendType,
|
|
parameterName = parameterName,
|
|
childCount = blendTree.children.Length,
|
|
stateName = stateName
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// AnimationAdd transition
|
|
/// </summary>
|
|
private string AddAnimationTransition(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var controllerPath = parameters.GetValueOrDefault("controllerPath", "");
|
|
var fromState = parameters.GetValueOrDefault("fromState", "");
|
|
var toState = parameters.GetValueOrDefault("toState", "");
|
|
var condition = parameters.GetValueOrDefault("condition", "");
|
|
var conditionValue = parameters.GetValueOrDefault("conditionValue", "");
|
|
var hasExitTime = parameters.GetValueOrDefault("hasExitTime", "true") == "true";
|
|
var transitionDuration = float.Parse(parameters.GetValueOrDefault("transitionDuration", "0.25"));
|
|
var layerIndex = int.Parse(parameters.GetValueOrDefault("layerIndex", "0"));
|
|
|
|
// Controller load
|
|
var controller = AssetDatabase.LoadAssetAtPath<UnityEditor.Animations.AnimatorController>(controllerPath);
|
|
if (controller == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Controller not found" });
|
|
}
|
|
|
|
var stateMachine = controller.layers[layerIndex].stateMachine;
|
|
|
|
// State search
|
|
UnityEditor.Animations.AnimatorState sourceState = null;
|
|
UnityEditor.Animations.AnimatorState destState = null;
|
|
|
|
// Any StateTransition from
|
|
bool fromAnyState = fromState.ToLower() == "any" || fromState.ToLower() == "anystate";
|
|
|
|
if (!fromAnyState)
|
|
{
|
|
foreach (var state in stateMachine.states)
|
|
{
|
|
if (state.state.name == fromState)
|
|
sourceState = state.state;
|
|
if (state.state.name == toState)
|
|
destState = state.state;
|
|
}
|
|
|
|
if (sourceState == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"Source state '{fromState}' not found" });
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// From Any State, only dest state is needed
|
|
foreach (var state in stateMachine.states)
|
|
{
|
|
if (state.state.name == toState)
|
|
destState = state.state;
|
|
}
|
|
}
|
|
|
|
if (destState == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"Destination state '{toState}' not found" });
|
|
}
|
|
|
|
// TransitionCreate
|
|
UnityEditor.Animations.AnimatorStateTransition transition;
|
|
if (fromAnyState)
|
|
{
|
|
transition = stateMachine.AddAnyStateTransition(destState);
|
|
}
|
|
else
|
|
{
|
|
transition = sourceState.AddTransition(destState);
|
|
}
|
|
|
|
// TransitionSettings
|
|
transition.hasExitTime = hasExitTime;
|
|
transition.duration = transitionDuration;
|
|
transition.exitTime = hasExitTime ? 0.9f : 0;
|
|
|
|
// ConditionSettings
|
|
if (!string.IsNullOrEmpty(condition))
|
|
{
|
|
// ParameterExistsDoorCheck
|
|
var param = controller.parameters.FirstOrDefault(p => p.name == condition);
|
|
if (param != null)
|
|
{
|
|
UnityEditor.Animations.AnimatorConditionMode mode;
|
|
switch (param.type)
|
|
{
|
|
case AnimatorControllerParameterType.Bool:
|
|
mode = conditionValue.ToLower() == "true" ?
|
|
UnityEditor.Animations.AnimatorConditionMode.If :
|
|
UnityEditor.Animations.AnimatorConditionMode.IfNot;
|
|
transition.AddCondition(mode, 0, condition);
|
|
break;
|
|
|
|
case AnimatorControllerParameterType.Float:
|
|
float floatValue = float.Parse(conditionValue);
|
|
mode = UnityEditor.Animations.AnimatorConditionMode.Greater;
|
|
transition.AddCondition(mode, floatValue, condition);
|
|
break;
|
|
|
|
case AnimatorControllerParameterType.Int:
|
|
int intValue = int.Parse(conditionValue);
|
|
mode = UnityEditor.Animations.AnimatorConditionMode.Equals;
|
|
transition.AddCondition(mode, intValue, condition);
|
|
break;
|
|
|
|
case AnimatorControllerParameterType.Trigger:
|
|
transition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, condition);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
EditorUtility.SetDirty(controller);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Transition created from '{fromState}' to '{toState}'",
|
|
hasExitTime = hasExitTime,
|
|
duration = transitionDuration,
|
|
hasCondition = !string.IsNullOrEmpty(condition),
|
|
condition = condition,
|
|
fromAnyState = fromAnyState
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// AnimationSetup layer
|
|
/// </summary>
|
|
private string SetupAnimationLayer(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var controllerPath = parameters.GetValueOrDefault("controllerPath", "");
|
|
var layerName = parameters.GetValueOrDefault("layerName", "NewLayer");
|
|
var weight = float.Parse(parameters.GetValueOrDefault("weight", "1"));
|
|
var blendMode = parameters.GetValueOrDefault("blendMode", "override");
|
|
var maskPath = parameters.GetValueOrDefault("avatarMaskPath", "");
|
|
|
|
// Controller load
|
|
var controller = AssetDatabase.LoadAssetAtPath<UnityEditor.Animations.AnimatorController>(controllerPath);
|
|
if (controller == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Controller not found" });
|
|
}
|
|
|
|
// Add new layer
|
|
controller.AddLayer(layerName);
|
|
var layerIndex = controller.layers.Length - 1;
|
|
var layers = controller.layers;
|
|
var newLayer = layers[layerIndex];
|
|
|
|
// Layer settings
|
|
newLayer.defaultWeight = weight;
|
|
|
|
// Blend mode settings
|
|
switch (blendMode.ToLower())
|
|
{
|
|
case "additive":
|
|
newLayer.blendingMode = UnityEditor.Animations.AnimatorLayerBlendingMode.Additive;
|
|
break;
|
|
default:
|
|
newLayer.blendingMode = UnityEditor.Animations.AnimatorLayerBlendingMode.Override;
|
|
break;
|
|
}
|
|
|
|
// Avatar mask settings
|
|
if (!string.IsNullOrEmpty(maskPath))
|
|
{
|
|
var mask = AssetDatabase.LoadAssetAtPath<AvatarMask>(maskPath);
|
|
if (mask != null)
|
|
{
|
|
newLayer.avatarMask = mask;
|
|
}
|
|
}
|
|
|
|
// Sync settings (as needed)
|
|
newLayer.syncedLayerIndex = -1;
|
|
|
|
controller.layers = layers;
|
|
|
|
// Add default state
|
|
var stateMachine = newLayer.stateMachine;
|
|
var defaultState = stateMachine.AddState("Default");
|
|
stateMachine.defaultState = defaultState;
|
|
|
|
EditorUtility.SetDirty(controller);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Layer '{layerName}' added to controller",
|
|
layerIndex = layerIndex,
|
|
weight = weight,
|
|
blendMode = blendMode,
|
|
hasMask = !string.IsNullOrEmpty(maskPath) && newLayer.avatarMask != null
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// AnimationCreate event
|
|
/// </summary>
|
|
private string CreateAnimationEvent(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var clipPath = parameters.GetValueOrDefault("clipPath", "");
|
|
var eventTime = float.Parse(parameters.GetValueOrDefault("time", "0.5"));
|
|
var functionName = parameters.GetValueOrDefault("functionName", "OnAnimationEvent");
|
|
var stringParameter = parameters.GetValueOrDefault("stringParameter", "");
|
|
var floatParameter = float.Parse(parameters.GetValueOrDefault("floatParameter", "0"));
|
|
var intParameter = int.Parse(parameters.GetValueOrDefault("intParameter", "0"));
|
|
|
|
// AnimationClip load
|
|
var clip = AssetDatabase.LoadAssetAtPath<AnimationClip>(clipPath);
|
|
if (clip == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Animation clip not found" });
|
|
}
|
|
|
|
// AnimationEventCreate
|
|
var animEvent = new AnimationEvent();
|
|
animEvent.time = eventTime;
|
|
animEvent.functionName = functionName;
|
|
|
|
// Parameter settings (only one can be set)
|
|
if (!string.IsNullOrEmpty(stringParameter))
|
|
{
|
|
animEvent.stringParameter = stringParameter;
|
|
}
|
|
else if (floatParameter != 0)
|
|
{
|
|
animEvent.floatParameter = floatParameter;
|
|
}
|
|
else if (intParameter != 0)
|
|
{
|
|
animEvent.intParameter = intParameter;
|
|
}
|
|
|
|
// Get existing events and add new event
|
|
var events = AnimationUtility.GetAnimationEvents(clip);
|
|
var eventsList = new List<AnimationEvent>(events);
|
|
eventsList.Add(animEvent);
|
|
|
|
// Event settings
|
|
AnimationUtility.SetAnimationEvents(clip, eventsList.ToArray());
|
|
|
|
EditorUtility.SetDirty(clip);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Animation event '{functionName}' added at {eventTime}s",
|
|
eventCount = eventsList.Count,
|
|
time = eventTime,
|
|
functionName = functionName,
|
|
hasStringParam = !string.IsNullOrEmpty(stringParameter),
|
|
hasFloatParam = floatParameter != 0,
|
|
hasIntParam = intParameter != 0
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Setup avatar
|
|
/// </summary>
|
|
private string SetupAvatar(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var modelPath = parameters.GetValueOrDefault("modelPath", "");
|
|
var avatarName = parameters.GetValueOrDefault("avatarName", "NewAvatar");
|
|
var isHumanoid = parameters.GetValueOrDefault("isHumanoid", "true") == "true";
|
|
var rootBone = parameters.GetValueOrDefault("rootBone", "");
|
|
|
|
// Model load
|
|
var modelImporter = AssetImporter.GetAtPath(modelPath) as ModelImporter;
|
|
if (modelImporter == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Model not found or not a valid model file" });
|
|
}
|
|
|
|
// Animation type settings
|
|
if (isHumanoid)
|
|
{
|
|
modelImporter.animationType = ModelImporterAnimationType.Human;
|
|
modelImporter.avatarSetup = ModelImporterAvatarSetup.CreateFromThisModel;
|
|
|
|
// Humanoid settings
|
|
var humanDescription = modelImporter.humanDescription;
|
|
humanDescription.upperArmTwist = 0.5f;
|
|
humanDescription.lowerArmTwist = 0.5f;
|
|
humanDescription.upperLegTwist = 0.5f;
|
|
humanDescription.lowerLegTwist = 0.5f;
|
|
humanDescription.armStretch = 0.05f;
|
|
humanDescription.legStretch = 0.05f;
|
|
humanDescription.feetSpacing = 0.0f;
|
|
humanDescription.hasTranslationDoF = false;
|
|
|
|
modelImporter.humanDescription = humanDescription;
|
|
}
|
|
else
|
|
{
|
|
modelImporter.animationType = ModelImporterAnimationType.Generic;
|
|
|
|
// Root bone settings
|
|
if (!string.IsNullOrEmpty(rootBone))
|
|
{
|
|
// Temporarily instantiate model and search for bone
|
|
var tempObject = AssetDatabase.LoadAssetAtPath<GameObject>(modelPath);
|
|
if (tempObject != null)
|
|
{
|
|
var rootTransform = tempObject.transform.Find(rootBone);
|
|
if (rootTransform != null)
|
|
{
|
|
modelImporter.motionNodeName = rootBone;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Apply import settings
|
|
modelImporter.SaveAndReimport();
|
|
|
|
// Get avatar
|
|
var avatar = AssetDatabase.LoadAssetAtPath<Avatar>(modelPath);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Avatar '{avatarName}' setup completed",
|
|
modelPath = modelPath,
|
|
isHumanoid = isHumanoid,
|
|
isValid = avatar != null && avatar.isValid,
|
|
hasHumanDescription = isHumanoid
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create timeline
|
|
/// </summary>
|
|
private string CreateTimeline(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var timelineName = parameters.GetValueOrDefault("name", "NewTimeline");
|
|
var savePath = parameters.GetValueOrDefault("path", "Assets/Timelines/");
|
|
var duration = float.Parse(parameters.GetValueOrDefault("duration", "10"));
|
|
var frameRate = float.Parse(parameters.GetValueOrDefault("frameRate", "30"));
|
|
var targetObject = parameters.GetValueOrDefault("targetObject", "");
|
|
|
|
// TimelineCheck if feature is enabled
|
|
var timelineAssetType = System.Type.GetType("UnityEngine.Timeline.TimelineAsset, Unity.Timeline");
|
|
if (timelineAssetType == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "Timeline package is not installed. Please install it from Package Manager."
|
|
});
|
|
}
|
|
|
|
// Create directory
|
|
if (!System.IO.Directory.Exists(savePath))
|
|
{
|
|
System.IO.Directory.CreateDirectory(savePath);
|
|
}
|
|
|
|
// TimelineAssetCreate
|
|
var timeline = ScriptableObject.CreateInstance(timelineAssetType);
|
|
|
|
// Frame rate settings
|
|
var frameRateProperty = timelineAssetType.GetProperty("frameRate");
|
|
if (frameRateProperty != null)
|
|
{
|
|
frameRateProperty.SetValue(timeline, frameRate);
|
|
}
|
|
|
|
// Save as asset
|
|
AssetDatabase.CreateAsset(timeline, savePath + timelineName + ".playable");
|
|
|
|
// To target objectPlayableDirectorAdd
|
|
if (!string.IsNullOrEmpty(targetObject))
|
|
{
|
|
var target = GameObject.Find(targetObject);
|
|
if (target != null)
|
|
{
|
|
var playableDirectorType = System.Type.GetType("UnityEngine.Playables.PlayableDirector, UnityEngine.DirectorModule");
|
|
if (playableDirectorType != null)
|
|
{
|
|
var director = target.GetComponent(playableDirectorType);
|
|
if (director == null)
|
|
{
|
|
director = target.AddComponent(playableDirectorType);
|
|
}
|
|
|
|
// Set Timeline as PlayableAsset
|
|
var playableAssetProperty = playableDirectorType.GetProperty("playableAsset");
|
|
if (playableAssetProperty != null)
|
|
{
|
|
playableAssetProperty.SetValue(director, timeline);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
AssetDatabase.SaveAssets();
|
|
AssetDatabase.Refresh();
|
|
|
|
Selection.activeObject = timeline;
|
|
EditorGUIUtility.PingObject(timeline);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Timeline '{timelineName}' created",
|
|
path = AssetDatabase.GetAssetPath(timeline),
|
|
frameRate = frameRate,
|
|
appliedTo = !string.IsNullOrEmpty(targetObject) ? targetObject : "None"
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Bake animation
|
|
/// </summary>
|
|
private string BakeAnimation(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var sourceObject = parameters.GetValueOrDefault("sourceObject", "");
|
|
var animationName = parameters.GetValueOrDefault("animationName", "BakedAnimation");
|
|
var startFrame = int.Parse(parameters.GetValueOrDefault("startFrame", "0"));
|
|
var endFrame = int.Parse(parameters.GetValueOrDefault("endFrame", "60"));
|
|
var frameRate = float.Parse(parameters.GetValueOrDefault("frameRate", "30"));
|
|
var savePath = parameters.GetValueOrDefault("path", "Assets/Animations/Baked/");
|
|
|
|
// SourceObjectGet
|
|
var source = GameObject.Find(sourceObject);
|
|
if (source == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Source object not found" });
|
|
}
|
|
|
|
// Create directory
|
|
if (!System.IO.Directory.Exists(savePath))
|
|
{
|
|
System.IO.Directory.CreateDirectory(savePath);
|
|
}
|
|
|
|
// NewAnimationClipCreate
|
|
var bakedClip = new AnimationClip();
|
|
bakedClip.name = animationName;
|
|
bakedClip.frameRate = frameRate;
|
|
|
|
// GameObjectRecorder available after 2018.1
|
|
// Alternative: Simple keyframe record
|
|
var transform = source.transform;
|
|
|
|
// Record Transform animation
|
|
AnimationCurve posX = new AnimationCurve();
|
|
AnimationCurve posY = new AnimationCurve();
|
|
AnimationCurve posZ = new AnimationCurve();
|
|
AnimationCurve rotX = new AnimationCurve();
|
|
AnimationCurve rotY = new AnimationCurve();
|
|
AnimationCurve rotZ = new AnimationCurve();
|
|
AnimationCurve rotW = new AnimationCurve();
|
|
AnimationCurve scaleX = new AnimationCurve();
|
|
AnimationCurve scaleY = new AnimationCurve();
|
|
AnimationCurve scaleZ = new AnimationCurve();
|
|
|
|
// Record pose for each frame
|
|
float timeStep = 1f / frameRate;
|
|
for (int frame = startFrame; frame <= endFrame; frame++)
|
|
{
|
|
float time = frame * timeStep;
|
|
|
|
// Advance animation to specific frame
|
|
var animator = source.GetComponent<Animator>();
|
|
if (animator != null && animator.runtimeAnimatorController != null)
|
|
{
|
|
animator.Update(timeStep);
|
|
}
|
|
|
|
// Record current pose
|
|
posX.AddKey(time, transform.localPosition.x);
|
|
posY.AddKey(time, transform.localPosition.y);
|
|
posZ.AddKey(time, transform.localPosition.z);
|
|
|
|
var rotation = transform.localRotation;
|
|
rotX.AddKey(time, rotation.x);
|
|
rotY.AddKey(time, rotation.y);
|
|
rotZ.AddKey(time, rotation.z);
|
|
rotW.AddKey(time, rotation.w);
|
|
|
|
scaleX.AddKey(time, transform.localScale.x);
|
|
scaleY.AddKey(time, transform.localScale.y);
|
|
scaleZ.AddKey(time, transform.localScale.z);
|
|
}
|
|
|
|
// Set curves to clip
|
|
bakedClip.SetCurve("", typeof(Transform), "localPosition.x", posX);
|
|
bakedClip.SetCurve("", typeof(Transform), "localPosition.y", posY);
|
|
bakedClip.SetCurve("", typeof(Transform), "localPosition.z", posZ);
|
|
bakedClip.SetCurve("", typeof(Transform), "localRotation.x", rotX);
|
|
bakedClip.SetCurve("", typeof(Transform), "localRotation.y", rotY);
|
|
bakedClip.SetCurve("", typeof(Transform), "localRotation.z", rotZ);
|
|
bakedClip.SetCurve("", typeof(Transform), "localRotation.w", rotW);
|
|
bakedClip.SetCurve("", typeof(Transform), "localScale.x", scaleX);
|
|
bakedClip.SetCurve("", typeof(Transform), "localScale.y", scaleY);
|
|
bakedClip.SetCurve("", typeof(Transform), "localScale.z", scaleZ);
|
|
|
|
// Save as asset
|
|
AssetDatabase.CreateAsset(bakedClip, savePath + animationName + ".anim");
|
|
AssetDatabase.SaveAssets();
|
|
AssetDatabase.Refresh();
|
|
|
|
Selection.activeObject = bakedClip;
|
|
EditorGUIUtility.PingObject(bakedClip);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Animation '{animationName}' baked successfully",
|
|
path = AssetDatabase.GetAssetPath(bakedClip),
|
|
frameCount = endFrame - startFrame + 1,
|
|
duration = (endFrame - startFrame) / frameRate,
|
|
frameRate = frameRate
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
// === UI Detail Construction Tools Implementation ===
|
|
|
|
/// <summary>
|
|
/// Auto settings for UI anchor and pivot
|
|
/// </summary>
|
|
private string SetupUIAnchors(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetObject = parameters.GetValueOrDefault("targetObject", "");
|
|
var anchorPreset = parameters.GetValueOrDefault("anchorPreset", "center");
|
|
var pivotPreset = parameters.GetValueOrDefault("pivotPreset", "center");
|
|
var margin = float.Parse(parameters.GetValueOrDefault("margin", "10"));
|
|
var recursive = parameters.GetValueOrDefault("recursive", "false") == "true";
|
|
|
|
var target = GameObject.Find(targetObject);
|
|
if (target == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Target object not found" });
|
|
}
|
|
|
|
var rectTransforms = recursive ?
|
|
target.GetComponentsInChildren<RectTransform>() :
|
|
new[] { target.GetComponent<RectTransform>() };
|
|
|
|
var processedCount = 0;
|
|
foreach (var rectTransform in rectTransforms)
|
|
{
|
|
if (rectTransform == null) continue;
|
|
|
|
// AnchorSettings
|
|
Vector2 anchorMin, anchorMax;
|
|
switch (anchorPreset.ToLower())
|
|
{
|
|
case "top-left":
|
|
anchorMin = anchorMax = new Vector2(0, 1);
|
|
break;
|
|
case "top-center":
|
|
anchorMin = anchorMax = new Vector2(0.5f, 1);
|
|
break;
|
|
case "top-right":
|
|
anchorMin = anchorMax = new Vector2(1, 1);
|
|
break;
|
|
case "middle-left":
|
|
anchorMin = anchorMax = new Vector2(0, 0.5f);
|
|
break;
|
|
case "center":
|
|
anchorMin = anchorMax = new Vector2(0.5f, 0.5f);
|
|
break;
|
|
case "middle-right":
|
|
anchorMin = anchorMax = new Vector2(1, 0.5f);
|
|
break;
|
|
case "bottom-left":
|
|
anchorMin = anchorMax = new Vector2(0, 0);
|
|
break;
|
|
case "bottom-center":
|
|
anchorMin = anchorMax = new Vector2(0.5f, 0);
|
|
break;
|
|
case "bottom-right":
|
|
anchorMin = anchorMax = new Vector2(1, 0);
|
|
break;
|
|
case "stretch-horizontal":
|
|
anchorMin = new Vector2(0, 0.5f);
|
|
anchorMax = new Vector2(1, 0.5f);
|
|
break;
|
|
case "stretch-vertical":
|
|
anchorMin = new Vector2(0.5f, 0);
|
|
anchorMax = new Vector2(0.5f, 1);
|
|
break;
|
|
case "stretch-all":
|
|
anchorMin = new Vector2(0, 0);
|
|
anchorMax = new Vector2(1, 1);
|
|
break;
|
|
default:
|
|
anchorMin = anchorMax = new Vector2(0.5f, 0.5f);
|
|
break;
|
|
}
|
|
|
|
rectTransform.anchorMin = anchorMin;
|
|
rectTransform.anchorMax = anchorMax;
|
|
|
|
// Pivot settings
|
|
Vector2 pivot;
|
|
switch (pivotPreset.ToLower())
|
|
{
|
|
case "top-left":
|
|
pivot = new Vector2(0, 1);
|
|
break;
|
|
case "top-center":
|
|
pivot = new Vector2(0.5f, 1);
|
|
break;
|
|
case "top-right":
|
|
pivot = new Vector2(1, 1);
|
|
break;
|
|
case "middle-left":
|
|
pivot = new Vector2(0, 0.5f);
|
|
break;
|
|
case "center":
|
|
pivot = new Vector2(0.5f, 0.5f);
|
|
break;
|
|
case "middle-right":
|
|
pivot = new Vector2(1, 0.5f);
|
|
break;
|
|
case "bottom-left":
|
|
pivot = new Vector2(0, 0);
|
|
break;
|
|
case "bottom-center":
|
|
pivot = new Vector2(0.5f, 0);
|
|
break;
|
|
case "bottom-right":
|
|
pivot = new Vector2(1, 0);
|
|
break;
|
|
default:
|
|
pivot = new Vector2(0.5f, 0.5f);
|
|
break;
|
|
}
|
|
|
|
rectTransform.pivot = pivot;
|
|
|
|
// Apply margin (if stretch)
|
|
if (anchorPreset.Contains("stretch"))
|
|
{
|
|
if (anchorPreset == "stretch-horizontal" || anchorPreset == "stretch-all")
|
|
{
|
|
rectTransform.offsetMin = new Vector2(margin, rectTransform.offsetMin.y);
|
|
rectTransform.offsetMax = new Vector2(-margin, rectTransform.offsetMax.y);
|
|
}
|
|
if (anchorPreset == "stretch-vertical" || anchorPreset == "stretch-all")
|
|
{
|
|
rectTransform.offsetMin = new Vector2(rectTransform.offsetMin.x, margin);
|
|
rectTransform.offsetMax = new Vector2(rectTransform.offsetMax.x, -margin);
|
|
}
|
|
}
|
|
|
|
processedCount++;
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"UI anchors set for {processedCount} objects",
|
|
anchorPreset = anchorPreset,
|
|
pivotPreset = pivotPreset,
|
|
margin = margin,
|
|
processedCount = processedCount
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create responsive UI
|
|
/// </summary>
|
|
private string CreateResponsiveUI(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var containerName = parameters.GetValueOrDefault("containerName", "ResponsiveContainer");
|
|
var layoutType = parameters.GetValueOrDefault("layoutType", "horizontal");
|
|
var spacing = float.Parse(parameters.GetValueOrDefault("spacing", "10"));
|
|
var padding = float.Parse(parameters.GetValueOrDefault("padding", "20"));
|
|
var childAlignment = parameters.GetValueOrDefault("childAlignment", "middle-center");
|
|
var useContentSizeFitter = parameters.GetValueOrDefault("useContentSizeFitter", "true") == "true";
|
|
|
|
// CanvasCheck
|
|
var canvas = GameObject.FindObjectOfType<Canvas>();
|
|
if (canvas == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "No Canvas found in scene" });
|
|
}
|
|
|
|
// Create responsive container
|
|
var container = new GameObject(containerName);
|
|
container.transform.SetParent(canvas.transform, false);
|
|
|
|
var rectTransform = container.AddComponent<RectTransform>();
|
|
|
|
// Add layout group
|
|
LayoutGroup layoutGroup;
|
|
if (layoutType.ToLower() == "vertical")
|
|
{
|
|
var verticalLayout = container.AddComponent<VerticalLayoutGroup>();
|
|
verticalLayout.spacing = spacing;
|
|
verticalLayout.padding = new RectOffset((int)padding, (int)padding, (int)padding, (int)padding);
|
|
layoutGroup = verticalLayout;
|
|
}
|
|
else
|
|
{
|
|
var horizontalLayout = container.AddComponent<HorizontalLayoutGroup>();
|
|
horizontalLayout.spacing = spacing;
|
|
horizontalLayout.padding = new RectOffset((int)padding, (int)padding, (int)padding, (int)padding);
|
|
layoutGroup = horizontalLayout;
|
|
}
|
|
|
|
// Child element alignment settings
|
|
switch (childAlignment.ToLower())
|
|
{
|
|
case "upper-left":
|
|
layoutGroup.childAlignment = TextAnchor.UpperLeft;
|
|
break;
|
|
case "upper-center":
|
|
layoutGroup.childAlignment = TextAnchor.UpperCenter;
|
|
break;
|
|
case "upper-right":
|
|
layoutGroup.childAlignment = TextAnchor.UpperRight;
|
|
break;
|
|
case "middle-left":
|
|
layoutGroup.childAlignment = TextAnchor.MiddleLeft;
|
|
break;
|
|
case "middle-center":
|
|
layoutGroup.childAlignment = TextAnchor.MiddleCenter;
|
|
break;
|
|
case "middle-right":
|
|
layoutGroup.childAlignment = TextAnchor.MiddleRight;
|
|
break;
|
|
case "lower-left":
|
|
layoutGroup.childAlignment = TextAnchor.LowerLeft;
|
|
break;
|
|
case "lower-center":
|
|
layoutGroup.childAlignment = TextAnchor.LowerCenter;
|
|
break;
|
|
case "lower-right":
|
|
layoutGroup.childAlignment = TextAnchor.LowerRight;
|
|
break;
|
|
}
|
|
|
|
// Content Size FitterAdd
|
|
if (useContentSizeFitter)
|
|
{
|
|
var sizeFitter = container.AddComponent<ContentSizeFitter>();
|
|
sizeFitter.horizontalFit = layoutType.ToLower() == "horizontal" ?
|
|
ContentSizeFitter.FitMode.PreferredSize :
|
|
ContentSizeFitter.FitMode.Unconstrained;
|
|
sizeFitter.verticalFit = layoutType.ToLower() == "vertical" ?
|
|
ContentSizeFitter.FitMode.PreferredSize :
|
|
ContentSizeFitter.FitMode.Unconstrained;
|
|
}
|
|
|
|
// Default anchor settings (stretch)
|
|
rectTransform.anchorMin = new Vector2(0, 0);
|
|
rectTransform.anchorMax = new Vector2(1, 1);
|
|
rectTransform.offsetMin = Vector2.zero;
|
|
rectTransform.offsetMax = Vector2.zero;
|
|
|
|
// Create 3 sample child elements
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
var childButton = CreateButton($"Button{i+1}", new Dictionary<string, string>
|
|
{
|
|
["text"] = $"Button {i+1}"
|
|
});
|
|
childButton.transform.SetParent(container.transform, false);
|
|
|
|
// Layout ElementAdd
|
|
var layoutElement = childButton.AddComponent<LayoutElement>();
|
|
layoutElement.minWidth = 100;
|
|
layoutElement.minHeight = 40;
|
|
layoutElement.preferredWidth = 150;
|
|
layoutElement.preferredHeight = 50;
|
|
}
|
|
|
|
Selection.activeGameObject = container;
|
|
EditorGUIUtility.PingObject(container);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Responsive UI container '{containerName}' created",
|
|
layoutType = layoutType,
|
|
childCount = 3,
|
|
hasContentSizeFitter = useContentSizeFitter,
|
|
spacing = spacing,
|
|
padding = padding
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// UIAnimationsettings
|
|
/// </summary>
|
|
private string SetupUIAnimation(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetObject = parameters.GetValueOrDefault("targetObject", "");
|
|
var animationType = parameters.GetValueOrDefault("animationType", "fade");
|
|
var duration = float.Parse(parameters.GetValueOrDefault("duration", "0.5"));
|
|
var delay = float.Parse(parameters.GetValueOrDefault("delay", "0"));
|
|
var easing = parameters.GetValueOrDefault("easing", "ease");
|
|
var autoPlay = parameters.GetValueOrDefault("autoPlay", "false") == "true";
|
|
|
|
var target = GameObject.Find(targetObject);
|
|
if (target == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Target object not found" });
|
|
}
|
|
|
|
var animator = target.GetComponent<Animator>();
|
|
if (animator == null)
|
|
{
|
|
animator = target.AddComponent<Animator>();
|
|
}
|
|
|
|
// UI Animation ControllerCreate
|
|
var controllerPath = "Assets/Animations/UI/UIAnimationController.controller";
|
|
var controllerDir = System.IO.Path.GetDirectoryName(controllerPath);
|
|
if (!System.IO.Directory.Exists(controllerDir))
|
|
{
|
|
System.IO.Directory.CreateDirectory(controllerDir);
|
|
}
|
|
|
|
UnityEditor.Animations.AnimatorController controller;
|
|
if (System.IO.File.Exists(controllerPath))
|
|
{
|
|
controller = AssetDatabase.LoadAssetAtPath<UnityEditor.Animations.AnimatorController>(controllerPath);
|
|
}
|
|
else
|
|
{
|
|
controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath(controllerPath);
|
|
}
|
|
|
|
animator.runtimeAnimatorController = controller;
|
|
|
|
// AnimationClipCreate
|
|
var clipPath = $"Assets/Animations/UI/{targetObject}_{animationType}.anim";
|
|
var clip = new AnimationClip();
|
|
clip.name = $"{targetObject}_{animationType}";
|
|
|
|
var rectTransform = target.GetComponent<RectTransform>();
|
|
var canvasGroup = target.GetComponent<CanvasGroup>();
|
|
if (canvasGroup == null && (animationType == "fade" || animationType == "scale-fade"))
|
|
{
|
|
canvasGroup = target.AddComponent<CanvasGroup>();
|
|
}
|
|
|
|
// Curve settings for different animation types
|
|
switch (animationType.ToLower())
|
|
{
|
|
case "fade":
|
|
if (canvasGroup != null)
|
|
{
|
|
var alphaCurve = AnimationCurve.EaseInOut(0, 0, duration, 1);
|
|
clip.SetCurve("", typeof(CanvasGroup), "m_Alpha", alphaCurve);
|
|
}
|
|
break;
|
|
|
|
case "scale":
|
|
var scaleStartCurve = AnimationCurve.EaseInOut(0, 0, duration, 1);
|
|
clip.SetCurve("", typeof(RectTransform), "m_LocalScale.x", scaleStartCurve);
|
|
clip.SetCurve("", typeof(RectTransform), "m_LocalScale.y", scaleStartCurve);
|
|
break;
|
|
|
|
case "slide-left":
|
|
var slideXCurve = AnimationCurve.EaseInOut(0, -Screen.width, duration, 0);
|
|
clip.SetCurve("", typeof(RectTransform), "m_AnchoredPosition.x", slideXCurve);
|
|
break;
|
|
|
|
case "slide-up":
|
|
var slideYCurve = AnimationCurve.EaseInOut(0, -Screen.height, duration, 0);
|
|
clip.SetCurve("", typeof(RectTransform), "m_AnchoredPosition.y", slideYCurve);
|
|
break;
|
|
|
|
case "scale-fade":
|
|
var scaleCurve = AnimationCurve.EaseInOut(0, 0.5f, duration, 1);
|
|
var fadeCurve = AnimationCurve.EaseInOut(0, 0, duration, 1);
|
|
clip.SetCurve("", typeof(RectTransform), "m_LocalScale.x", scaleCurve);
|
|
clip.SetCurve("", typeof(RectTransform), "m_LocalScale.y", scaleCurve);
|
|
if (canvasGroup != null)
|
|
{
|
|
clip.SetCurve("", typeof(CanvasGroup), "m_Alpha", fadeCurve);
|
|
}
|
|
break;
|
|
}
|
|
|
|
// ClipSave
|
|
AssetDatabase.CreateAsset(clip, clipPath);
|
|
|
|
// Add to state machine
|
|
var rootStateMachine = controller.layers[0].stateMachine;
|
|
var animState = rootStateMachine.AddState(animationType);
|
|
animState.motion = clip;
|
|
|
|
// ParameterAdd
|
|
if (!controller.parameters.Any(p => p.name == "Play"))
|
|
{
|
|
controller.AddParameter("Play", AnimatorControllerParameterType.Trigger);
|
|
}
|
|
|
|
// TransitionAdd
|
|
var entryTransition = rootStateMachine.AddEntryTransition(animState);
|
|
entryTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "Play");
|
|
|
|
AssetDatabase.SaveAssets();
|
|
AssetDatabase.Refresh();
|
|
|
|
// Auto play
|
|
if (autoPlay)
|
|
{
|
|
animator.SetTrigger("Play");
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"UI animation '{animationType}' setup for {targetObject}",
|
|
animationType = animationType,
|
|
duration = duration,
|
|
hasCanvasGroup = canvasGroup != null,
|
|
clipPath = clipPath,
|
|
autoPlayed = autoPlay
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create UI grid
|
|
/// </summary>
|
|
private string CreateUIGrid(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var gridName = parameters.GetValueOrDefault("gridName", "UIGrid");
|
|
var columns = int.Parse(parameters.GetValueOrDefault("columns", "3"));
|
|
var rows = int.Parse(parameters.GetValueOrDefault("rows", "3"));
|
|
var cellSize = ParseVector2(parameters.GetValueOrDefault("cellSize", "100,100"));
|
|
var spacing = ParseVector2(parameters.GetValueOrDefault("spacing", "10,10"));
|
|
var padding = parameters.GetValueOrDefault("padding", "10,10,10,10");
|
|
var fillType = parameters.GetValueOrDefault("fillType", "button");
|
|
|
|
// CanvasCheck
|
|
var canvas = GameObject.FindObjectOfType<Canvas>();
|
|
if (canvas == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "No Canvas found in scene" });
|
|
}
|
|
|
|
// Create grid container
|
|
var gridContainer = new GameObject(gridName);
|
|
gridContainer.transform.SetParent(canvas.transform, false);
|
|
|
|
var rectTransform = gridContainer.AddComponent<RectTransform>();
|
|
|
|
// Grid Layout GroupAdd
|
|
var gridLayout = gridContainer.AddComponent<GridLayoutGroup>();
|
|
gridLayout.cellSize = cellSize;
|
|
gridLayout.spacing = spacing;
|
|
gridLayout.constraint = GridLayoutGroup.Constraint.FixedColumnCount;
|
|
gridLayout.constraintCount = columns;
|
|
|
|
// Padding settings
|
|
var paddingValues = padding.Split(',');
|
|
if (paddingValues.Length >= 4)
|
|
{
|
|
gridLayout.padding = new RectOffset(
|
|
int.Parse(paddingValues[0]), // left
|
|
int.Parse(paddingValues[1]), // right
|
|
int.Parse(paddingValues[2]), // top
|
|
int.Parse(paddingValues[3]) // bottom
|
|
);
|
|
}
|
|
|
|
// Content Size FitterAdd
|
|
var sizeFitter = gridContainer.AddComponent<ContentSizeFitter>();
|
|
sizeFitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
|
|
sizeFitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
|
|
|
// GridElementCreate
|
|
var createdElements = new List<GameObject>();
|
|
for (int i = 0; i < rows * columns; i++)
|
|
{
|
|
GameObject element;
|
|
|
|
switch (fillType.ToLower())
|
|
{
|
|
case "button":
|
|
element = CreateButton($"GridButton_{i}", new Dictionary<string, string>
|
|
{
|
|
["text"] = $"Btn {i + 1}"
|
|
});
|
|
break;
|
|
|
|
case "image":
|
|
element = CreateImage($"GridImage_{i}", new Dictionary<string, string>());
|
|
var image = element.GetComponent<Image>();
|
|
image.color = new Color(Random.Range(0.3f, 1f), Random.Range(0.3f, 1f), Random.Range(0.3f, 1f));
|
|
break;
|
|
|
|
case "text":
|
|
element = CreateText($"GridText_{i}", new Dictionary<string, string>
|
|
{
|
|
["text"] = $"Item {i + 1}"
|
|
});
|
|
break;
|
|
|
|
case "toggle":
|
|
element = CreateToggle($"GridToggle_{i}", new Dictionary<string, string>());
|
|
break;
|
|
|
|
default:
|
|
element = new GameObject($"GridItem_{i}");
|
|
element.AddComponent<RectTransform>();
|
|
var img = element.AddComponent<Image>();
|
|
img.color = Color.gray;
|
|
break;
|
|
}
|
|
|
|
element.transform.SetParent(gridContainer.transform, false);
|
|
createdElements.Add(element);
|
|
}
|
|
|
|
// Anchor settings (center placement)
|
|
rectTransform.anchorMin = new Vector2(0.5f, 0.5f);
|
|
rectTransform.anchorMax = new Vector2(0.5f, 0.5f);
|
|
rectTransform.anchoredPosition = Vector2.zero;
|
|
|
|
Selection.activeGameObject = gridContainer;
|
|
EditorGUIUtility.PingObject(gridContainer);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"UI Grid '{gridName}' created with {createdElements.Count} elements",
|
|
columns = columns,
|
|
rows = rows,
|
|
elementCount = createdElements.Count,
|
|
cellSize = $"{cellSize.x}x{cellSize.y}",
|
|
fillType = fillType
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Setup scroll view
|
|
/// </summary>
|
|
private string SetupScrollView(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var scrollViewName = parameters.GetValueOrDefault("scrollViewName", "ScrollView");
|
|
var scrollDirection = parameters.GetValueOrDefault("scrollDirection", "vertical");
|
|
var contentType = parameters.GetValueOrDefault("contentType", "text");
|
|
var itemCount = int.Parse(parameters.GetValueOrDefault("itemCount", "10"));
|
|
var itemSize = ParseVector2(parameters.GetValueOrDefault("itemSize", "200,50"));
|
|
var useScrollbar = parameters.GetValueOrDefault("useScrollbar", "true") == "true";
|
|
var elasticity = float.Parse(parameters.GetValueOrDefault("elasticity", "0.1"));
|
|
|
|
// CanvasCheck
|
|
var canvas = GameObject.FindObjectOfType<Canvas>();
|
|
if (canvas == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "No Canvas found in scene" });
|
|
}
|
|
|
|
// ScrollViewCreate
|
|
var scrollView = new GameObject(scrollViewName);
|
|
scrollView.transform.SetParent(canvas.transform, false);
|
|
|
|
var scrollRect = scrollView.AddComponent<ScrollRect>();
|
|
var scrollRectTransform = scrollView.GetComponent<RectTransform>();
|
|
|
|
// Anchor settings (occupies large part of screen)
|
|
scrollRectTransform.anchorMin = new Vector2(0.1f, 0.1f);
|
|
scrollRectTransform.anchorMax = new Vector2(0.9f, 0.9f);
|
|
scrollRectTransform.offsetMin = Vector2.zero;
|
|
scrollRectTransform.offsetMax = Vector2.zero;
|
|
|
|
// Add background image
|
|
var scrollImage = scrollView.AddComponent<Image>();
|
|
scrollImage.color = new Color(1f, 1f, 1f, 0.1f);
|
|
|
|
// ViewportCreate
|
|
var viewport = new GameObject("Viewport");
|
|
viewport.transform.SetParent(scrollView.transform, false);
|
|
var viewportRect = viewport.AddComponent<RectTransform>();
|
|
viewportRect.anchorMin = Vector2.zero;
|
|
viewportRect.anchorMax = Vector2.one;
|
|
viewportRect.offsetMin = Vector2.zero;
|
|
viewportRect.offsetMax = Vector2.zero;
|
|
|
|
var viewportMask = viewport.AddComponent<Mask>();
|
|
viewportMask.showMaskGraphic = false;
|
|
var viewportImage = viewport.AddComponent<Image>();
|
|
viewportImage.color = Color.clear;
|
|
|
|
// ContentCreate
|
|
var content = new GameObject("Content");
|
|
content.transform.SetParent(viewport.transform, false);
|
|
var contentRect = content.AddComponent<RectTransform>();
|
|
|
|
// Content settings according to scroll direction
|
|
if (scrollDirection.ToLower() == "vertical")
|
|
{
|
|
contentRect.anchorMin = new Vector2(0, 1);
|
|
contentRect.anchorMax = new Vector2(1, 1);
|
|
contentRect.pivot = new Vector2(0.5f, 1);
|
|
|
|
scrollRect.horizontal = false;
|
|
scrollRect.vertical = true;
|
|
|
|
// Vertical Layout GroupAdd
|
|
var verticalLayout = content.AddComponent<VerticalLayoutGroup>();
|
|
verticalLayout.childControlHeight = false;
|
|
verticalLayout.childControlWidth = true;
|
|
verticalLayout.childForceExpandHeight = false;
|
|
verticalLayout.childForceExpandWidth = true;
|
|
verticalLayout.spacing = 5;
|
|
}
|
|
else
|
|
{
|
|
contentRect.anchorMin = new Vector2(0, 0);
|
|
contentRect.anchorMax = new Vector2(0, 1);
|
|
contentRect.pivot = new Vector2(0, 0.5f);
|
|
|
|
scrollRect.horizontal = true;
|
|
scrollRect.vertical = false;
|
|
|
|
// Horizontal Layout GroupAdd
|
|
var horizontalLayout = content.AddComponent<HorizontalLayoutGroup>();
|
|
horizontalLayout.childControlHeight = true;
|
|
horizontalLayout.childControlWidth = false;
|
|
horizontalLayout.childForceExpandHeight = true;
|
|
horizontalLayout.childForceExpandWidth = false;
|
|
horizontalLayout.spacing = 5;
|
|
}
|
|
|
|
// Content Size FitterAdd
|
|
var contentSizeFitter = content.AddComponent<ContentSizeFitter>();
|
|
if (scrollDirection.ToLower() == "vertical")
|
|
{
|
|
contentSizeFitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
|
}
|
|
else
|
|
{
|
|
contentSizeFitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
|
|
}
|
|
|
|
// Create scrollbar
|
|
if (useScrollbar)
|
|
{
|
|
if (scrollDirection.ToLower() == "vertical")
|
|
{
|
|
var verticalScrollbar = CreateScrollbar("Scrollbar Vertical", true);
|
|
verticalScrollbar.transform.SetParent(scrollView.transform, false);
|
|
scrollRect.verticalScrollbar = verticalScrollbar.GetComponent<Scrollbar>();
|
|
}
|
|
else
|
|
{
|
|
var horizontalScrollbar = CreateScrollbar("Scrollbar Horizontal", false);
|
|
horizontalScrollbar.transform.SetParent(scrollView.transform, false);
|
|
scrollRect.horizontalScrollbar = horizontalScrollbar.GetComponent<Scrollbar>();
|
|
}
|
|
}
|
|
|
|
// ScrollRectSettings
|
|
scrollRect.content = contentRect;
|
|
scrollRect.viewport = viewportRect;
|
|
scrollRect.elasticity = elasticity;
|
|
scrollRect.movementType = ScrollRect.MovementType.Elastic;
|
|
|
|
// Create content items
|
|
for (int i = 0; i < itemCount; i++)
|
|
{
|
|
GameObject item;
|
|
|
|
switch (contentType.ToLower())
|
|
{
|
|
case "text":
|
|
item = CreateText($"Item_{i}", new Dictionary<string, string>
|
|
{
|
|
["text"] = $"List Item {i + 1}"
|
|
});
|
|
break;
|
|
|
|
case "button":
|
|
item = CreateButton($"Item_{i}", new Dictionary<string, string>
|
|
{
|
|
["text"] = $"Button {i + 1}"
|
|
});
|
|
break;
|
|
|
|
case "image":
|
|
item = CreateImage($"Item_{i}", new Dictionary<string, string>());
|
|
var img = item.GetComponent<Image>();
|
|
img.color = new Color(Random.Range(0.3f, 1f), Random.Range(0.3f, 1f), Random.Range(0.3f, 1f));
|
|
break;
|
|
|
|
default:
|
|
item = new GameObject($"Item_{i}");
|
|
item.AddComponent<RectTransform>();
|
|
var defaultImg = item.AddComponent<Image>();
|
|
defaultImg.color = Color.gray;
|
|
break;
|
|
}
|
|
|
|
item.transform.SetParent(content.transform, false);
|
|
|
|
// Layout ElementAdd
|
|
var layoutElement = item.AddComponent<LayoutElement>();
|
|
layoutElement.preferredWidth = itemSize.x;
|
|
layoutElement.preferredHeight = itemSize.y;
|
|
}
|
|
|
|
Selection.activeGameObject = scrollView;
|
|
EditorGUIUtility.PingObject(scrollView);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Scroll View '{scrollViewName}' created with {itemCount} items",
|
|
scrollDirection = scrollDirection,
|
|
itemCount = itemCount,
|
|
hasScrollbar = useScrollbar,
|
|
contentType = contentType
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private GameObject CreateScrollbar(string name, bool isVertical)
|
|
{
|
|
var scrollbar = new GameObject(name);
|
|
var scrollbarRect = scrollbar.AddComponent<RectTransform>();
|
|
|
|
if (isVertical)
|
|
{
|
|
scrollbarRect.anchorMin = new Vector2(1, 0);
|
|
scrollbarRect.anchorMax = new Vector2(1, 1);
|
|
scrollbarRect.offsetMin = new Vector2(-20, 0);
|
|
scrollbarRect.offsetMax = new Vector2(0, 0);
|
|
}
|
|
else
|
|
{
|
|
scrollbarRect.anchorMin = new Vector2(0, 0);
|
|
scrollbarRect.anchorMax = new Vector2(1, 0);
|
|
scrollbarRect.offsetMin = new Vector2(0, -20);
|
|
scrollbarRect.offsetMax = new Vector2(0, 0);
|
|
}
|
|
|
|
var scrollbarImage = scrollbar.AddComponent<Image>();
|
|
scrollbarImage.color = new Color(0.5f, 0.5f, 0.5f, 0.3f);
|
|
|
|
var scrollbarComponent = scrollbar.AddComponent<Scrollbar>();
|
|
scrollbarComponent.direction = isVertical ? Scrollbar.Direction.BottomToTop : Scrollbar.Direction.LeftToRight;
|
|
|
|
// HandleCreate
|
|
var handle = new GameObject("Handle");
|
|
handle.transform.SetParent(scrollbar.transform, false);
|
|
var handleRect = handle.AddComponent<RectTransform>();
|
|
handleRect.anchorMin = Vector2.zero;
|
|
handleRect.anchorMax = Vector2.one;
|
|
handleRect.offsetMin = Vector2.zero;
|
|
handleRect.offsetMax = Vector2.zero;
|
|
|
|
var handleImage = handle.AddComponent<Image>();
|
|
handleImage.color = new Color(0.8f, 0.8f, 0.8f, 0.8f);
|
|
|
|
scrollbarComponent.handleRect = handleRect;
|
|
scrollbarComponent.targetGraphic = handleImage;
|
|
|
|
return scrollbar;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create UI notification system
|
|
/// </summary>
|
|
private string CreateUINotification(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var notificationName = parameters.GetValueOrDefault("notificationName", "NotificationSystem");
|
|
var notificationType = parameters.GetValueOrDefault("notificationType", "toast");
|
|
var position = parameters.GetValueOrDefault("position", "top-right");
|
|
var animationType = parameters.GetValueOrDefault("animationType", "slide");
|
|
var autoHide = parameters.GetValueOrDefault("autoHide", "true") == "true";
|
|
var hideDelay = float.Parse(parameters.GetValueOrDefault("hideDelay", "3"));
|
|
|
|
// CanvasCheck
|
|
var canvas = GameObject.FindObjectOfType<Canvas>();
|
|
if (canvas == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "No Canvas found in scene" });
|
|
}
|
|
|
|
// Create notification container
|
|
var notificationContainer = new GameObject(notificationName);
|
|
notificationContainer.transform.SetParent(canvas.transform, false);
|
|
|
|
var containerRect = notificationContainer.AddComponent<RectTransform>();
|
|
|
|
// Set position
|
|
switch (position.ToLower())
|
|
{
|
|
case "top-left":
|
|
containerRect.anchorMin = new Vector2(0, 1);
|
|
containerRect.anchorMax = new Vector2(0, 1);
|
|
containerRect.pivot = new Vector2(0, 1);
|
|
containerRect.anchoredPosition = new Vector2(20, -20);
|
|
break;
|
|
case "top-center":
|
|
containerRect.anchorMin = new Vector2(0.5f, 1);
|
|
containerRect.anchorMax = new Vector2(0.5f, 1);
|
|
containerRect.pivot = new Vector2(0.5f, 1);
|
|
containerRect.anchoredPosition = new Vector2(0, -20);
|
|
break;
|
|
case "top-right":
|
|
containerRect.anchorMin = new Vector2(1, 1);
|
|
containerRect.anchorMax = new Vector2(1, 1);
|
|
containerRect.pivot = new Vector2(1, 1);
|
|
containerRect.anchoredPosition = new Vector2(-20, -20);
|
|
break;
|
|
case "center":
|
|
containerRect.anchorMin = new Vector2(0.5f, 0.5f);
|
|
containerRect.anchorMax = new Vector2(0.5f, 0.5f);
|
|
containerRect.pivot = new Vector2(0.5f, 0.5f);
|
|
containerRect.anchoredPosition = Vector2.zero;
|
|
break;
|
|
case "bottom-center":
|
|
containerRect.anchorMin = new Vector2(0.5f, 0);
|
|
containerRect.anchorMax = new Vector2(0.5f, 0);
|
|
containerRect.pivot = new Vector2(0.5f, 0);
|
|
containerRect.anchoredPosition = new Vector2(0, 20);
|
|
break;
|
|
}
|
|
|
|
// Vertical Layout GroupAdd
|
|
var layoutGroup = notificationContainer.AddComponent<VerticalLayoutGroup>();
|
|
layoutGroup.childAlignment = TextAnchor.UpperCenter;
|
|
layoutGroup.spacing = 10;
|
|
layoutGroup.padding = new RectOffset(10, 10, 10, 10);
|
|
|
|
// Content Size FitterAdd
|
|
var sizeFitter = notificationContainer.AddComponent<ContentSizeFitter>();
|
|
sizeFitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
|
|
sizeFitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
|
|
|
// Create sample notification
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
var notification = CreateNotificationItem(
|
|
$"Notification {i + 1}",
|
|
$"This is sample notification message {i + 1}",
|
|
notificationType
|
|
);
|
|
notification.transform.SetParent(notificationContainer.transform, false);
|
|
|
|
// AnimationSettings
|
|
if (animationType != "none")
|
|
{
|
|
var canvasGroup = notification.AddComponent<CanvasGroup>();
|
|
var animator = notification.AddComponent<Animator>();
|
|
|
|
// Auto-hide settings
|
|
if (autoHide)
|
|
{
|
|
StartAutoHideCoroutine(notification, hideDelay);
|
|
}
|
|
}
|
|
}
|
|
|
|
Selection.activeGameObject = notificationContainer;
|
|
EditorGUIUtility.PingObject(notificationContainer);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Notification system '{notificationName}' created",
|
|
notificationType = notificationType,
|
|
position = position,
|
|
autoHide = autoHide,
|
|
hideDelay = hideDelay,
|
|
sampleCount = 2
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private GameObject CreateNotificationItem(string title, string message, string type)
|
|
{
|
|
var notification = new GameObject("Notification");
|
|
var rect = notification.AddComponent<RectTransform>();
|
|
rect.sizeDelta = new Vector2(300, 80);
|
|
|
|
// Background
|
|
var background = notification.AddComponent<Image>();
|
|
switch (type.ToLower())
|
|
{
|
|
case "success":
|
|
background.color = new Color(0.2f, 0.8f, 0.2f, 0.9f);
|
|
break;
|
|
case "warning":
|
|
background.color = new Color(1f, 0.8f, 0.2f, 0.9f);
|
|
break;
|
|
case "error":
|
|
background.color = new Color(0.8f, 0.2f, 0.2f, 0.9f);
|
|
break;
|
|
default:
|
|
background.color = new Color(0.2f, 0.2f, 0.2f, 0.9f);
|
|
break;
|
|
}
|
|
|
|
// Title text
|
|
var titleObj = CreateText("Title", new Dictionary<string, string>
|
|
{
|
|
["text"] = title,
|
|
["fontSize"] = "16"
|
|
});
|
|
titleObj.transform.SetParent(notification.transform, false);
|
|
var titleRect = titleObj.GetComponent<RectTransform>();
|
|
titleRect.anchorMin = new Vector2(0, 0.6f);
|
|
titleRect.anchorMax = new Vector2(1, 1);
|
|
titleRect.offsetMin = new Vector2(10, 0);
|
|
titleRect.offsetMax = new Vector2(-10, 0);
|
|
|
|
// MessageText
|
|
var messageObj = CreateText("Message", new Dictionary<string, string>
|
|
{
|
|
["text"] = message,
|
|
["fontSize"] = "12"
|
|
});
|
|
messageObj.transform.SetParent(notification.transform, false);
|
|
var messageRect = messageObj.GetComponent<RectTransform>();
|
|
messageRect.anchorMin = new Vector2(0, 0);
|
|
messageRect.anchorMax = new Vector2(1, 0.6f);
|
|
messageRect.offsetMin = new Vector2(10, 0);
|
|
messageRect.offsetMax = new Vector2(-10, 0);
|
|
|
|
return notification;
|
|
}
|
|
|
|
private void StartAutoHideCoroutine(GameObject notification, float delay)
|
|
{
|
|
// Coroutine alternative in editor (use Coroutine in actual game)
|
|
EditorApplication.delayCall += () =>
|
|
{
|
|
if (notification != null)
|
|
{
|
|
var canvasGroup = notification.GetComponent<CanvasGroup>();
|
|
if (canvasGroup != null)
|
|
{
|
|
// Fade out effect (simple version)
|
|
for (float t = 0; t < 1; t += 0.1f)
|
|
{
|
|
var alpha = 1 - t;
|
|
EditorApplication.delayCall += () =>
|
|
{
|
|
if (canvasGroup != null) canvasGroup.alpha = alpha;
|
|
};
|
|
}
|
|
|
|
// Delete
|
|
EditorApplication.delayCall += () =>
|
|
{
|
|
if (notification != null) GameObject.Destroy(notification);
|
|
};
|
|
}
|
|
}
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// UI navigation settings
|
|
/// </summary>
|
|
private string SetupUINavigation(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var navigationName = parameters.GetValueOrDefault("navigationName", "UINavigation");
|
|
var navigationType = parameters.GetValueOrDefault("navigationType", "tab");
|
|
var itemCount = int.Parse(parameters.GetValueOrDefault("itemCount", "3"));
|
|
var orientation = parameters.GetValueOrDefault("orientation", "horizontal");
|
|
var selectedIndex = int.Parse(parameters.GetValueOrDefault("selectedIndex", "0"));
|
|
|
|
// CanvasCheck
|
|
var canvas = GameObject.FindObjectOfType<Canvas>();
|
|
if (canvas == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "No Canvas found in scene" });
|
|
}
|
|
|
|
// Create navigation container
|
|
var navContainer = new GameObject(navigationName);
|
|
navContainer.transform.SetParent(canvas.transform, false);
|
|
|
|
var containerRect = navContainer.AddComponent<RectTransform>();
|
|
containerRect.anchorMin = new Vector2(0, 0.9f);
|
|
containerRect.anchorMax = new Vector2(1, 1);
|
|
containerRect.offsetMin = Vector2.zero;
|
|
containerRect.offsetMax = Vector2.zero;
|
|
|
|
// Add layout group
|
|
LayoutGroup layoutGroup;
|
|
if (orientation.ToLower() == "vertical")
|
|
{
|
|
layoutGroup = navContainer.AddComponent<VerticalLayoutGroup>();
|
|
}
|
|
else
|
|
{
|
|
layoutGroup = navContainer.AddComponent<HorizontalLayoutGroup>();
|
|
}
|
|
|
|
if (layoutGroup is HorizontalLayoutGroup horizontalGroup)
|
|
{
|
|
horizontalGroup.childControlWidth = true;
|
|
horizontalGroup.childControlHeight = true;
|
|
horizontalGroup.childForceExpandWidth = true;
|
|
horizontalGroup.childForceExpandHeight = true;
|
|
horizontalGroup.spacing = 5;
|
|
}
|
|
else if (layoutGroup is VerticalLayoutGroup verticalGroup)
|
|
{
|
|
verticalGroup.childControlWidth = true;
|
|
verticalGroup.childControlHeight = true;
|
|
verticalGroup.childForceExpandWidth = true;
|
|
verticalGroup.childForceExpandHeight = true;
|
|
verticalGroup.spacing = 5;
|
|
}
|
|
|
|
// Add toggle group (radio button-style operation)
|
|
var toggleGroup = navContainer.AddComponent<ToggleGroup>();
|
|
toggleGroup.allowSwitchOff = false;
|
|
|
|
// Create navigation item
|
|
var createdItems = new List<GameObject>();
|
|
for (int i = 0; i < itemCount; i++)
|
|
{
|
|
GameObject navItem;
|
|
|
|
switch (navigationType.ToLower())
|
|
{
|
|
case "tab":
|
|
navItem = CreateTabItem($"Tab {i + 1}", i == selectedIndex);
|
|
break;
|
|
case "button":
|
|
navItem = CreateButton($"NavButton_{i}", new Dictionary<string, string>
|
|
{
|
|
["text"] = $"Nav {i + 1}"
|
|
});
|
|
break;
|
|
case "toggle":
|
|
navItem = CreateToggle($"NavToggle_{i}", new Dictionary<string, string>());
|
|
var toggle = navItem.GetComponent<Toggle>();
|
|
toggle.group = toggleGroup;
|
|
toggle.isOn = i == selectedIndex;
|
|
break;
|
|
default:
|
|
navItem = CreateButton($"NavItem_{i}", new Dictionary<string, string>
|
|
{
|
|
["text"] = $"Item {i + 1}"
|
|
});
|
|
break;
|
|
}
|
|
|
|
navItem.transform.SetParent(navContainer.transform, false);
|
|
createdItems.Add(navItem);
|
|
}
|
|
|
|
Selection.activeGameObject = navContainer;
|
|
EditorGUIUtility.PingObject(navContainer);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"UI Navigation '{navigationName}' created",
|
|
navigationType = navigationType,
|
|
itemCount = itemCount,
|
|
orientation = orientation,
|
|
selectedIndex = selectedIndex
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private GameObject CreateTabItem(string title, bool isSelected)
|
|
{
|
|
var tab = CreateButton($"Tab_{title}", new Dictionary<string, string>
|
|
{
|
|
["text"] = title
|
|
});
|
|
|
|
// Selected state styling
|
|
var button = tab.GetComponent<Button>();
|
|
var image = tab.GetComponent<Image>();
|
|
|
|
if (isSelected)
|
|
{
|
|
image.color = new Color(0.8f, 0.8f, 0.8f);
|
|
}
|
|
else
|
|
{
|
|
image.color = new Color(0.6f, 0.6f, 0.6f);
|
|
}
|
|
|
|
return tab;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create UI dialog
|
|
/// </summary>
|
|
private string CreateUIDialog(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var dialogName = parameters.GetValueOrDefault("dialogName", "Dialog");
|
|
var dialogType = parameters.GetValueOrDefault("dialogType", "confirmation");
|
|
var title = parameters.GetValueOrDefault("title", "Dialog Title");
|
|
var message = parameters.GetValueOrDefault("message", "Dialog message content");
|
|
var hasOverlay = parameters.GetValueOrDefault("hasOverlay", "true") == "true";
|
|
var isModal = parameters.GetValueOrDefault("isModal", "true") == "true";
|
|
|
|
// CanvasCheck
|
|
var canvas = GameObject.FindObjectOfType<Canvas>();
|
|
if (canvas == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "No Canvas found in scene" });
|
|
}
|
|
|
|
// Create overlay
|
|
GameObject overlay = null;
|
|
if (hasOverlay)
|
|
{
|
|
overlay = new GameObject("DialogOverlay");
|
|
overlay.transform.SetParent(canvas.transform, false);
|
|
|
|
var overlayRect = overlay.AddComponent<RectTransform>();
|
|
overlayRect.anchorMin = Vector2.zero;
|
|
overlayRect.anchorMax = Vector2.one;
|
|
overlayRect.offsetMin = Vector2.zero;
|
|
overlayRect.offsetMax = Vector2.zero;
|
|
|
|
var overlayImage = overlay.AddComponent<Image>();
|
|
overlayImage.color = new Color(0, 0, 0, 0.5f);
|
|
|
|
if (isModal)
|
|
{
|
|
var overlayButton = overlay.AddComponent<Button>();
|
|
overlayButton.onClick.AddListener(() => {
|
|
if (overlay != null) GameObject.Destroy(overlay.transform.parent.gameObject);
|
|
});
|
|
}
|
|
}
|
|
|
|
// Create dialog
|
|
var dialog = new GameObject(dialogName);
|
|
dialog.transform.SetParent(overlay != null ? overlay.transform : canvas.transform, false);
|
|
|
|
var dialogRect = dialog.AddComponent<RectTransform>();
|
|
dialogRect.anchorMin = new Vector2(0.5f, 0.5f);
|
|
dialogRect.anchorMax = new Vector2(0.5f, 0.5f);
|
|
dialogRect.pivot = new Vector2(0.5f, 0.5f);
|
|
dialogRect.sizeDelta = new Vector2(400, 300);
|
|
dialogRect.anchoredPosition = Vector2.zero;
|
|
|
|
// Background
|
|
var dialogImage = dialog.AddComponent<Image>();
|
|
dialogImage.color = Color.white;
|
|
|
|
// Title area
|
|
var titleArea = new GameObject("TitleArea");
|
|
titleArea.transform.SetParent(dialog.transform, false);
|
|
var titleAreaRect = titleArea.AddComponent<RectTransform>();
|
|
titleAreaRect.anchorMin = new Vector2(0, 0.8f);
|
|
titleAreaRect.anchorMax = new Vector2(1, 1);
|
|
titleAreaRect.offsetMin = Vector2.zero;
|
|
titleAreaRect.offsetMax = Vector2.zero;
|
|
|
|
var titleBg = titleArea.AddComponent<Image>();
|
|
titleBg.color = new Color(0.9f, 0.9f, 0.9f);
|
|
|
|
var titleText = CreateText("Title", new Dictionary<string, string>
|
|
{
|
|
["text"] = title,
|
|
["fontSize"] = "18"
|
|
});
|
|
titleText.transform.SetParent(titleArea.transform, false);
|
|
var titleTextRect = titleText.GetComponent<RectTransform>();
|
|
titleTextRect.anchorMin = Vector2.zero;
|
|
titleTextRect.anchorMax = Vector2.one;
|
|
titleTextRect.offsetMin = new Vector2(20, 0);
|
|
titleTextRect.offsetMax = new Vector2(-20, 0);
|
|
|
|
// Message area
|
|
var messageArea = new GameObject("MessageArea");
|
|
messageArea.transform.SetParent(dialog.transform, false);
|
|
var messageAreaRect = messageArea.AddComponent<RectTransform>();
|
|
messageAreaRect.anchorMin = new Vector2(0, 0.3f);
|
|
messageAreaRect.anchorMax = new Vector2(1, 0.8f);
|
|
messageAreaRect.offsetMin = Vector2.zero;
|
|
messageAreaRect.offsetMax = Vector2.zero;
|
|
|
|
var messageText = CreateText("Message", new Dictionary<string, string>
|
|
{
|
|
["text"] = message,
|
|
["fontSize"] = "14"
|
|
});
|
|
messageText.transform.SetParent(messageArea.transform, false);
|
|
var messageTextRect = messageText.GetComponent<RectTransform>();
|
|
messageTextRect.anchorMin = Vector2.zero;
|
|
messageTextRect.anchorMax = Vector2.one;
|
|
messageTextRect.offsetMin = new Vector2(20, 10);
|
|
messageTextRect.offsetMax = new Vector2(-20, -10);
|
|
|
|
// Button area
|
|
var buttonArea = new GameObject("ButtonArea");
|
|
buttonArea.transform.SetParent(dialog.transform, false);
|
|
var buttonAreaRect = buttonArea.AddComponent<RectTransform>();
|
|
buttonAreaRect.anchorMin = new Vector2(0, 0);
|
|
buttonAreaRect.anchorMax = new Vector2(1, 0.3f);
|
|
buttonAreaRect.offsetMin = Vector2.zero;
|
|
buttonAreaRect.offsetMax = Vector2.zero;
|
|
|
|
var buttonLayout = buttonArea.AddComponent<HorizontalLayoutGroup>();
|
|
buttonLayout.spacing = 10;
|
|
buttonLayout.padding = new RectOffset(20, 20, 20, 20);
|
|
buttonLayout.childControlWidth = true;
|
|
buttonLayout.childControlHeight = true;
|
|
buttonLayout.childForceExpandWidth = true;
|
|
buttonLayout.childForceExpandHeight = true;
|
|
|
|
// Create buttons according to dialog type
|
|
switch (dialogType.ToLower())
|
|
{
|
|
case "confirmation":
|
|
var okButton = CreateButton("OKButton", new Dictionary<string, string> { ["text"] = "OK" });
|
|
var cancelButton = CreateButton("CancelButton", new Dictionary<string, string> { ["text"] = "Cancel" });
|
|
okButton.transform.SetParent(buttonArea.transform, false);
|
|
cancelButton.transform.SetParent(buttonArea.transform, false);
|
|
break;
|
|
|
|
case "alert":
|
|
var alertButton = CreateButton("AlertButton", new Dictionary<string, string> { ["text"] = "OK" });
|
|
alertButton.transform.SetParent(buttonArea.transform, false);
|
|
break;
|
|
|
|
case "input":
|
|
var inputField = CreateInputField("DialogInput", new Dictionary<string, string>
|
|
{
|
|
["placeholder"] = "Enter text..."
|
|
});
|
|
inputField.transform.SetParent(messageArea.transform, false);
|
|
|
|
var submitButton = CreateButton("SubmitButton", new Dictionary<string, string> { ["text"] = "Submit" });
|
|
var inputCancelButton = CreateButton("CancelButton", new Dictionary<string, string> { ["text"] = "Cancel" });
|
|
submitButton.transform.SetParent(buttonArea.transform, false);
|
|
inputCancelButton.transform.SetParent(buttonArea.transform, false);
|
|
break;
|
|
}
|
|
|
|
Selection.activeGameObject = dialog;
|
|
EditorGUIUtility.PingObject(dialog);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Dialog '{dialogName}' created",
|
|
dialogType = dialogType,
|
|
hasOverlay = hasOverlay,
|
|
isModal = isModal,
|
|
title = title
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Optimize UI canvas
|
|
/// </summary>
|
|
private string OptimizeUICanvas(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var canvasName = parameters.GetValueOrDefault("canvasName", "");
|
|
var optimizationType = parameters.GetValueOrDefault("optimizationType", "performance");
|
|
var targetFrameRate = int.Parse(parameters.GetValueOrDefault("targetFrameRate", "60"));
|
|
var enablePixelPerfect = parameters.GetValueOrDefault("enablePixelPerfect", "false") == "true";
|
|
|
|
Canvas targetCanvas;
|
|
if (string.IsNullOrEmpty(canvasName))
|
|
{
|
|
targetCanvas = GameObject.FindObjectOfType<Canvas>();
|
|
}
|
|
else
|
|
{
|
|
var canvasObj = GameObject.Find(canvasName);
|
|
targetCanvas = canvasObj?.GetComponent<Canvas>();
|
|
}
|
|
|
|
if (targetCanvas == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Canvas not found" });
|
|
}
|
|
|
|
var optimizations = new List<string>();
|
|
|
|
switch (optimizationType.ToLower())
|
|
{
|
|
case "performance":
|
|
// Performance optimization
|
|
var canvasScaler = targetCanvas.GetComponent<CanvasScaler>();
|
|
if (canvasScaler != null)
|
|
{
|
|
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
|
canvasScaler.referenceResolution = new Vector2(1920, 1080);
|
|
canvasScaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
|
|
canvasScaler.matchWidthOrHeight = 0.5f;
|
|
optimizations.Add("Canvas Scaler optimized");
|
|
}
|
|
|
|
// Canvas GroupOptimize
|
|
var canvasGroups = targetCanvas.GetComponentsInChildren<CanvasGroup>();
|
|
foreach (var group in canvasGroups)
|
|
{
|
|
if (group.alpha == 0)
|
|
{
|
|
group.blocksRaycasts = false;
|
|
group.interactable = false;
|
|
}
|
|
}
|
|
optimizations.Add($"Optimized {canvasGroups.Length} Canvas Groups");
|
|
|
|
// Remove unnecessary Graphic Raycasters
|
|
var graphicRaycasters = targetCanvas.GetComponentsInChildren<GraphicRaycaster>();
|
|
for (int i = 1; i < graphicRaycasters.Length; i++) // Keep the first one
|
|
{
|
|
GameObject.Destroy(graphicRaycasters[i]);
|
|
}
|
|
if (graphicRaycasters.Length > 1)
|
|
{
|
|
optimizations.Add($"Removed {graphicRaycasters.Length - 1} excess Graphic Raycasters");
|
|
}
|
|
break;
|
|
|
|
case "quality":
|
|
// Quality optimization
|
|
if (enablePixelPerfect)
|
|
{
|
|
targetCanvas.pixelPerfect = true;
|
|
optimizations.Add("Pixel Perfect enabled");
|
|
}
|
|
|
|
// High quality text settings
|
|
var texts = targetCanvas.GetComponentsInChildren<Text>();
|
|
foreach (var text in texts)
|
|
{
|
|
text.supportRichText = false; // For performance
|
|
if (text.fontSize < 24)
|
|
{
|
|
text.material = Resources.GetBuiltinResource<Material>("UI/Default Font Material");
|
|
}
|
|
}
|
|
optimizations.Add($"Optimized {texts.Length} Text components");
|
|
break;
|
|
|
|
case "mobile":
|
|
// Mobile optimization
|
|
targetCanvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
|
|
|
var mobileCanvasScaler = targetCanvas.GetComponent<CanvasScaler>();
|
|
if (mobileCanvasScaler != null)
|
|
{
|
|
mobileCanvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
|
mobileCanvasScaler.referenceResolution = new Vector2(1080, 1920); // Portrait orientation
|
|
mobileCanvasScaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
|
|
mobileCanvasScaler.matchWidthOrHeight = 1f; // Height-based
|
|
}
|
|
|
|
// Adjust touch-enabled UI element sizes
|
|
var buttons = targetCanvas.GetComponentsInChildren<Button>();
|
|
foreach (var button in buttons)
|
|
{
|
|
var buttonRect = button.GetComponent<RectTransform>();
|
|
if (buttonRect.sizeDelta.x < 44 || buttonRect.sizeDelta.y < 44)
|
|
{
|
|
buttonRect.sizeDelta = new Vector2(
|
|
Mathf.Max(buttonRect.sizeDelta.x, 44),
|
|
Mathf.Max(buttonRect.sizeDelta.y, 44)
|
|
);
|
|
}
|
|
}
|
|
optimizations.Add($"Mobile-optimized {buttons.Length} buttons");
|
|
break;
|
|
}
|
|
|
|
// FPS limit settings
|
|
if (targetFrameRate > 0)
|
|
{
|
|
Application.targetFrameRate = targetFrameRate;
|
|
optimizations.Add($"Target frame rate set to {targetFrameRate}");
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Canvas '{targetCanvas.name}' optimized",
|
|
optimizationType = optimizationType,
|
|
optimizations = optimizations,
|
|
canvasName = targetCanvas.name
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Safe Areasettings
|
|
/// </summary>
|
|
private string SetupSafeArea(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var safeAreaName = parameters.GetValueOrDefault("safeAreaName", "SafeAreaContainer");
|
|
var targetObject = parameters.GetValueOrDefault("targetObject", "");
|
|
var applyToCanvas = parameters.GetValueOrDefault("applyToCanvas", "false") == "true";
|
|
var includeNotch = parameters.GetValueOrDefault("includeNotch", "true") == "true";
|
|
|
|
Canvas canvas = null;
|
|
RectTransform targetRect = null;
|
|
|
|
if (applyToCanvas)
|
|
{
|
|
canvas = GameObject.FindObjectOfType<Canvas>();
|
|
if (canvas == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "No Canvas found in scene" });
|
|
}
|
|
targetRect = canvas.GetComponent<RectTransform>();
|
|
}
|
|
else if (!string.IsNullOrEmpty(targetObject))
|
|
{
|
|
var target = GameObject.Find(targetObject);
|
|
if (target == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Target object not found" });
|
|
}
|
|
targetRect = target.GetComponent<RectTransform>();
|
|
}
|
|
else
|
|
{
|
|
// Create new Safe Area container
|
|
canvas = GameObject.FindObjectOfType<Canvas>();
|
|
if (canvas == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "No Canvas found in scene" });
|
|
}
|
|
|
|
var safeAreaContainer = new GameObject(safeAreaName);
|
|
safeAreaContainer.transform.SetParent(canvas.transform, false);
|
|
targetRect = safeAreaContainer.AddComponent<RectTransform>();
|
|
}
|
|
|
|
if (targetRect == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "No RectTransform found" });
|
|
}
|
|
|
|
// Create Safe Area script (editor-only simple version)
|
|
var safeAreaScript = @"
|
|
using UnityEngine;
|
|
using SynapticAIPro;
|
|
|
|
public class SafeAreaController : MonoBehaviour
|
|
{
|
|
private RectTransform rectTransform;
|
|
private Rect lastSafeArea = new Rect(0, 0, 0, 0);
|
|
|
|
void Start()
|
|
{
|
|
rectTransform = GetComponent<RectTransform>();
|
|
ApplySafeArea();
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if (lastSafeArea != Screen.safeArea)
|
|
{
|
|
ApplySafeArea();
|
|
}
|
|
}
|
|
|
|
void ApplySafeArea()
|
|
{
|
|
Rect safeArea = Screen.safeArea;
|
|
lastSafeArea = safeArea;
|
|
|
|
Vector2 anchorMin = safeArea.position;
|
|
Vector2 anchorMax = safeArea.position + safeArea.size;
|
|
|
|
anchorMin.x /= Screen.width;
|
|
anchorMin.y /= Screen.height;
|
|
anchorMax.x /= Screen.width;
|
|
anchorMax.y /= Screen.height;
|
|
|
|
rectTransform.anchorMin = anchorMin;
|
|
rectTransform.anchorMax = anchorMax;
|
|
}
|
|
}";
|
|
|
|
// ScriptFileSave
|
|
var scriptPath = "Assets/Scripts/UI/SafeAreaController.cs";
|
|
var scriptDir = System.IO.Path.GetDirectoryName(scriptPath);
|
|
if (!System.IO.Directory.Exists(scriptDir))
|
|
{
|
|
System.IO.Directory.CreateDirectory(scriptDir);
|
|
}
|
|
System.IO.File.WriteAllText(scriptPath, safeAreaScript);
|
|
AssetDatabase.Refresh();
|
|
|
|
// Provisional Safe Area settings in editor (iPhone X style)
|
|
if (includeNotch)
|
|
{
|
|
// Settings considering notch
|
|
targetRect.anchorMin = new Vector2(0, 0.05f); // Bottom 5%
|
|
targetRect.anchorMax = new Vector2(1, 0.95f); // Top 5%
|
|
}
|
|
else
|
|
{
|
|
// BasicSafe Area
|
|
targetRect.anchorMin = new Vector2(0.02f, 0.02f); // 2% each side
|
|
targetRect.anchorMax = new Vector2(0.98f, 0.98f);
|
|
}
|
|
|
|
targetRect.offsetMin = Vector2.zero;
|
|
targetRect.offsetMax = Vector2.zero;
|
|
|
|
Selection.activeGameObject = targetRect.gameObject;
|
|
EditorGUIUtility.PingObject(targetRect.gameObject);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Safe Area setup completed for '{targetRect.gameObject.name}'",
|
|
includeNotch = includeNotch,
|
|
scriptPath = scriptPath,
|
|
anchorMin = $"{targetRect.anchorMin.x:F3}, {targetRect.anchorMin.y:F3}",
|
|
anchorMax = $"{targetRect.anchorMax.x:F3}, {targetRect.anchorMax.y:F3}"
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = e.Message });
|
|
}
|
|
}
|
|
|
|
private string GeneratePathfindingScript(string systemName, string algorithm, int gridWidth, int gridHeight, bool use3D)
|
|
{
|
|
return $@"using UnityEngine;
|
|
using System.Collections.Generic;
|
|
|
|
public class {systemName} : MonoBehaviour
|
|
{{
|
|
[Header(""Grid Settings"")]
|
|
public int gridWidth = {gridWidth};
|
|
public int gridHeight = {gridHeight};
|
|
public bool use3D = {use3D};
|
|
public float nodeSize = 1f;
|
|
|
|
[Header(""Pathfinding Settings"")]
|
|
public LayerMask obstacleLayer = 1;
|
|
public bool allowDiagonal = true;
|
|
|
|
private PathNode[,] grid;
|
|
private List<Vector3> currentPath;
|
|
|
|
public class PathNode
|
|
{{
|
|
public int x, y;
|
|
public bool isWalkable;
|
|
public float gCost, hCost;
|
|
public float fCost {{ get {{ return gCost + hCost; }} }}
|
|
public PathNode parent;
|
|
|
|
public PathNode(int x, int y, bool isWalkable = true)
|
|
{{
|
|
this.x = x;
|
|
this.y = y;
|
|
this.isWalkable = isWalkable;
|
|
}}
|
|
}}
|
|
|
|
void Start()
|
|
{{
|
|
CreateGrid();
|
|
}}
|
|
|
|
void CreateGrid()
|
|
{{
|
|
grid = new PathNode[gridWidth, gridHeight];
|
|
|
|
for (int x = 0; x < gridWidth; x++)
|
|
{{
|
|
for (int y = 0; y < gridHeight; y++)
|
|
{{
|
|
Vector3 worldPos = new Vector3(x * nodeSize, 0, y * nodeSize);
|
|
bool walkable = !Physics.CheckSphere(worldPos, nodeSize / 2, obstacleLayer);
|
|
grid[x, y] = new PathNode(x, y, walkable);
|
|
}}
|
|
}}
|
|
}}
|
|
|
|
public List<Vector3> FindPath(Vector3 startPos, Vector3 targetPos)
|
|
{{
|
|
PathNode startNode = GetNodeFromWorldPos(startPos);
|
|
PathNode targetNode = GetNodeFromWorldPos(targetPos);
|
|
|
|
if (startNode == null || targetNode == null || !targetNode.isWalkable)
|
|
return null;
|
|
|
|
return FindPathAStar(startNode, targetNode);
|
|
}}
|
|
|
|
private List<Vector3> FindPathAStar(PathNode startNode, PathNode targetNode)
|
|
{{
|
|
List<PathNode> openSet = new List<PathNode>();
|
|
HashSet<PathNode> closedSet = new HashSet<PathNode>();
|
|
|
|
openSet.Add(startNode);
|
|
|
|
while (openSet.Count > 0)
|
|
{{
|
|
PathNode currentNode = openSet[0];
|
|
for (int i = 1; i < openSet.Count; i++)
|
|
{{
|
|
if (openSet[i].fCost < currentNode.fCost ||
|
|
(openSet[i].fCost == currentNode.fCost && openSet[i].hCost < currentNode.hCost))
|
|
{{
|
|
currentNode = openSet[i];
|
|
}}
|
|
}}
|
|
|
|
openSet.Remove(currentNode);
|
|
closedSet.Add(currentNode);
|
|
|
|
if (currentNode == targetNode)
|
|
{{
|
|
List<Vector3> path = new List<Vector3>();
|
|
PathNode pathNode = targetNode;
|
|
|
|
while (pathNode != startNode)
|
|
{{
|
|
path.Add(new Vector3(pathNode.x * nodeSize, 0, pathNode.y * nodeSize));
|
|
pathNode = pathNode.parent;
|
|
}}
|
|
path.Add(new Vector3(startNode.x * nodeSize, 0, startNode.y * nodeSize));
|
|
|
|
path.Reverse();
|
|
currentPath = path;
|
|
return path;
|
|
}}
|
|
|
|
foreach (PathNode neighbor in GetNeighbors(currentNode))
|
|
{{
|
|
if (!neighbor.isWalkable || closedSet.Contains(neighbor))
|
|
continue;
|
|
|
|
float newCostToNeighbor = currentNode.gCost + GetDistance(currentNode, neighbor);
|
|
|
|
if (newCostToNeighbor < neighbor.gCost || !openSet.Contains(neighbor))
|
|
{{
|
|
neighbor.gCost = newCostToNeighbor;
|
|
neighbor.hCost = GetDistance(neighbor, targetNode);
|
|
neighbor.parent = currentNode;
|
|
|
|
if (!openSet.Contains(neighbor))
|
|
openSet.Add(neighbor);
|
|
}}
|
|
}}
|
|
}}
|
|
|
|
return null;
|
|
}}
|
|
|
|
private List<PathNode> GetNeighbors(PathNode node)
|
|
{{
|
|
List<PathNode> neighbors = new List<PathNode>();
|
|
|
|
for (int x = -1; x <= 1; x++)
|
|
{{
|
|
for (int y = -1; y <= 1; y++)
|
|
{{
|
|
if (x == 0 && y == 0) continue;
|
|
|
|
if (!allowDiagonal && (Mathf.Abs(x) + Mathf.Abs(y)) > 1) continue;
|
|
|
|
int checkX = node.x + x;
|
|
int checkY = node.y + y;
|
|
|
|
if (checkX >= 0 && checkX < gridWidth && checkY >= 0 && checkY < gridHeight)
|
|
{{
|
|
neighbors.Add(grid[checkX, checkY]);
|
|
}}
|
|
}}
|
|
}}
|
|
|
|
return neighbors;
|
|
}}
|
|
|
|
private float GetDistance(PathNode nodeA, PathNode nodeB)
|
|
{{
|
|
float dstX = Mathf.Abs(nodeA.x - nodeB.x);
|
|
float dstY = Mathf.Abs(nodeA.y - nodeB.y);
|
|
|
|
return allowDiagonal ? Mathf.Sqrt(dstX * dstX + dstY * dstY) : dstX + dstY;
|
|
}}
|
|
|
|
private PathNode GetNodeFromWorldPos(Vector3 worldPos)
|
|
{{
|
|
int x = Mathf.RoundToInt(worldPos.x / nodeSize);
|
|
int y = Mathf.RoundToInt(worldPos.z / nodeSize);
|
|
|
|
if (x >= 0 && x < gridWidth && y >= 0 && y < gridHeight)
|
|
return grid[x, y];
|
|
|
|
return null;
|
|
}}
|
|
}}";
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Helper Methods
|
|
|
|
/// <summary>
|
|
/// Get light counts by type (replaces deprecated Light.GetLights)
|
|
/// </summary>
|
|
private Dictionary<string, object> GetLightCounts()
|
|
{
|
|
var allLights = UnityEngine.Object.FindObjectsOfType<Light>();
|
|
int directional = 0, point = 0, spot = 0;
|
|
|
|
foreach (var light in allLights)
|
|
{
|
|
switch (light.type)
|
|
{
|
|
case LightType.Directional: directional++; break;
|
|
case LightType.Point: point++; break;
|
|
case LightType.Spot: spot++; break;
|
|
}
|
|
}
|
|
|
|
return new Dictionary<string, object>
|
|
{
|
|
["total"] = directional + point + spot,
|
|
["directional"] = directional,
|
|
["point"] = point,
|
|
["spot"] = spot
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convert Dictionary<string, string> to Dictionary<string, object>
|
|
/// </summary>
|
|
private Dictionary<string, object> ConvertParameters(Dictionary<string, string> parameters)
|
|
{
|
|
var result = new Dictionary<string, object>();
|
|
foreach (var kvp in parameters)
|
|
{
|
|
result[kvp.Key] = kvp.Value;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get target GameObject from parameters
|
|
/// </summary>
|
|
private GameObject GetTargetGameObject(Dictionary<string, string> parameters)
|
|
{
|
|
// Search target with various key names
|
|
string targetName = parameters.GetValueOrDefault("target") ??
|
|
parameters.GetValueOrDefault("gameObject") ??
|
|
parameters.GetValueOrDefault("object") ??
|
|
parameters.GetValueOrDefault("targetObject") ??
|
|
parameters.GetValueOrDefault("name") ??
|
|
parameters.GetValueOrDefault("objectName") ??
|
|
parameters.GetValueOrDefault("targetName") ??
|
|
parameters.GetValueOrDefault("source") ??
|
|
parameters.GetValueOrDefault("sourceName");
|
|
|
|
if (string.IsNullOrEmpty(targetName) || targetName == "last")
|
|
{
|
|
return lastCreatedObject;
|
|
}
|
|
|
|
// First, try by InstanceID or direct name search
|
|
var found = FindGameObjectByNameOrId(targetName);
|
|
if (found != null) return found;
|
|
|
|
// If not found, partial match search
|
|
var allObjects = GameObject.FindObjectsOfType<GameObject>();
|
|
foreach (var obj in allObjects)
|
|
{
|
|
if (obj.name.Contains(targetName))
|
|
{
|
|
return obj;
|
|
}
|
|
}
|
|
|
|
// If still not found, search in created objects
|
|
foreach (var obj in createdObjects)
|
|
{
|
|
if (obj != null && obj.name.Contains(targetName))
|
|
{
|
|
return obj;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region UI Design Tools
|
|
|
|
/// <summary>
|
|
/// Apply theme (dark theme, light theme, custom)
|
|
/// </summary>
|
|
private string ApplyUITheme(Dictionary<string, object> parameters)
|
|
{
|
|
try
|
|
{
|
|
string themeName = parameters.ContainsKey("theme") ? parameters["theme"].ToString() : "dark";
|
|
string targetName = parameters.ContainsKey("target") ? parameters["target"].ToString() : null;
|
|
|
|
var theme = GetThemeColors(themeName);
|
|
var targets = GetUITargets(targetName);
|
|
|
|
int updatedCount = 0;
|
|
foreach (var target in targets)
|
|
{
|
|
ApplyThemeToGameObject(target, theme);
|
|
updatedCount++;
|
|
}
|
|
|
|
return $"Applied theme '{themeName}' to {updatedCount} UI elements";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Theme application error: {e.Message}";
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// UI color palette settings
|
|
/// </summary>
|
|
private string SetUIColors(Dictionary<string, object> parameters)
|
|
{
|
|
try
|
|
{
|
|
string targetName = parameters.ContainsKey("target") ? parameters["target"].ToString() : null;
|
|
string primaryColor = parameters.ContainsKey("primary") ? parameters["primary"].ToString() : "#3498db";
|
|
string secondaryColor = parameters.ContainsKey("secondary") ? parameters["secondary"].ToString() : "#2c3e50";
|
|
string accentColor = parameters.ContainsKey("accent") ? parameters["accent"].ToString() : "#e74c3c";
|
|
string backgroundColor = parameters.ContainsKey("background") ? parameters["background"].ToString() : "#ecf0f1";
|
|
|
|
var targets = GetUITargets(targetName);
|
|
int updatedCount = 0;
|
|
|
|
foreach (var target in targets)
|
|
{
|
|
var colorMap = new Dictionary<string, Color>
|
|
{
|
|
["primary"] = ParseColor(primaryColor),
|
|
["secondary"] = ParseColor(secondaryColor),
|
|
["accent"] = ParseColor(accentColor),
|
|
["background"] = ParseColor(backgroundColor)
|
|
};
|
|
|
|
ApplyColorsToGameObject(target, colorMap);
|
|
updatedCount++;
|
|
}
|
|
|
|
return $"Color palette applied successfully to {updatedCount} UI elements";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Color configuration error: {e.Message}";
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Apply style to UI elements (minimal, modern, neon, etc.)
|
|
/// </summary>
|
|
private string StyleUIElements(Dictionary<string, object> parameters)
|
|
{
|
|
try
|
|
{
|
|
string targetName = parameters.ContainsKey("target") ? parameters["target"].ToString() : null;
|
|
string styleName = parameters.ContainsKey("style") ? parameters["style"].ToString() : "minimal";
|
|
|
|
var targets = GetUITargets(targetName);
|
|
var styleConfig = GetStyleConfig(styleName);
|
|
|
|
int updatedCount = 0;
|
|
foreach (var target in targets)
|
|
{
|
|
ApplyStyleToGameObject(target, styleConfig);
|
|
updatedCount++;
|
|
}
|
|
|
|
return $"Applied style '{styleName}' to {updatedCount} UI elements";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Style application error: {e.Message}";
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add UI visual effects (shadow, glow, gradient)
|
|
/// </summary>
|
|
private string AddUIEffects(Dictionary<string, object> parameters)
|
|
{
|
|
try
|
|
{
|
|
string targetName = parameters.ContainsKey("target") ? parameters["target"].ToString() : null;
|
|
string effectType = parameters.ContainsKey("effect") ? parameters["effect"].ToString() : "shadow";
|
|
|
|
var targets = GetUITargets(targetName);
|
|
int updatedCount = 0;
|
|
|
|
foreach (var target in targets)
|
|
{
|
|
switch (effectType.ToLower())
|
|
{
|
|
case "shadow":
|
|
AddShadowEffect(target, parameters);
|
|
break;
|
|
case "glow":
|
|
AddGlowEffect(target, parameters);
|
|
break;
|
|
case "gradient":
|
|
AddGradientEffect(target, parameters);
|
|
break;
|
|
case "outline":
|
|
AddOutlineEffect(target, parameters);
|
|
break;
|
|
}
|
|
updatedCount++;
|
|
}
|
|
|
|
return $"Added effect '{effectType}' to {updatedCount} UI elements";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Effect addition error: {e.Message}";
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Typography settings (font, size, weight)
|
|
/// </summary>
|
|
private string SetTypography(Dictionary<string, object> parameters)
|
|
{
|
|
try
|
|
{
|
|
string targetName = parameters.ContainsKey("target") ? parameters["target"].ToString() : null;
|
|
string fontFamily = parameters.ContainsKey("font") ? parameters["font"].ToString() : null;
|
|
float fontSize = parameters.ContainsKey("size") ? Convert.ToSingle(parameters["size"]) : 14f;
|
|
string fontWeight = parameters.ContainsKey("weight") ? parameters["weight"].ToString() : "normal";
|
|
string textColor = parameters.ContainsKey("color") ? parameters["color"].ToString() : "#000000";
|
|
|
|
var targets = GetUITargets(targetName);
|
|
int updatedCount = 0;
|
|
|
|
foreach (var target in targets)
|
|
{
|
|
var textComponents = target.GetComponentsInChildren<TextMeshProUGUI>(true);
|
|
var legacyTextComponents = target.GetComponentsInChildren<Text>(true);
|
|
|
|
foreach (var textComp in textComponents)
|
|
{
|
|
if (fontFamily != null)
|
|
{
|
|
var font = GetTMPFont(fontFamily);
|
|
if (font != null) textComp.font = font;
|
|
}
|
|
|
|
textComp.fontSize = fontSize;
|
|
textComp.color = ParseColor(textColor);
|
|
|
|
// Apply font weight
|
|
ApplyFontWeight(textComp, fontWeight);
|
|
|
|
updatedCount++;
|
|
}
|
|
|
|
foreach (var textComp in legacyTextComponents)
|
|
{
|
|
if (fontFamily != null)
|
|
{
|
|
var font = GetLegacyFont(fontFamily);
|
|
if (font != null) textComp.font = font;
|
|
}
|
|
|
|
textComp.fontSize = Mathf.RoundToInt(fontSize);
|
|
textComp.color = ParseColor(textColor);
|
|
|
|
// Legacy text font style
|
|
ApplyLegacyFontWeight(textComp, fontWeight);
|
|
|
|
updatedCount++;
|
|
}
|
|
}
|
|
|
|
return $"Typography applied successfully to {updatedCount} text elements";
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Typography configuration error: {e.Message}";
|
|
}
|
|
}
|
|
|
|
#region Helper Methods for UI Design
|
|
|
|
private Dictionary<string, Color> GetThemeColors(string themeName)
|
|
{
|
|
switch (themeName.ToLower())
|
|
{
|
|
case "dark":
|
|
return new Dictionary<string, Color>
|
|
{
|
|
["primary"] = new Color(0.2f, 0.2f, 0.2f, 1f),
|
|
["secondary"] = new Color(0.15f, 0.15f, 0.15f, 1f),
|
|
["accent"] = new Color(0.3f, 0.6f, 1f, 1f),
|
|
["text"] = Color.white,
|
|
["background"] = new Color(0.1f, 0.1f, 0.1f, 1f)
|
|
};
|
|
case "light":
|
|
return new Dictionary<string, Color>
|
|
{
|
|
["primary"] = Color.white,
|
|
["secondary"] = new Color(0.95f, 0.95f, 0.95f, 1f),
|
|
["accent"] = new Color(0.2f, 0.6f, 1f, 1f),
|
|
["text"] = Color.black,
|
|
["background"] = new Color(0.98f, 0.98f, 0.98f, 1f)
|
|
};
|
|
case "neon":
|
|
return new Dictionary<string, Color>
|
|
{
|
|
["primary"] = new Color(0.05f, 0.05f, 0.1f, 1f),
|
|
["secondary"] = new Color(0.1f, 0.05f, 0.15f, 1f),
|
|
["accent"] = new Color(0f, 1f, 1f, 1f),
|
|
["text"] = new Color(0f, 1f, 0.5f, 1f),
|
|
["background"] = Color.black
|
|
};
|
|
default:
|
|
return GetThemeColors("dark");
|
|
}
|
|
}
|
|
|
|
private List<GameObject> GetUITargets(string targetName)
|
|
{
|
|
var targets = new List<GameObject>();
|
|
|
|
if (string.IsNullOrEmpty(targetName))
|
|
{
|
|
// Get all UI elements
|
|
var canvases = UnityEngine.Object.FindObjectsOfType<Canvas>();
|
|
foreach (var canvas in canvases)
|
|
{
|
|
targets.Add(canvas.gameObject);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var found = GameObject.Find(targetName);
|
|
if (found != null)
|
|
{
|
|
targets.Add(found);
|
|
}
|
|
|
|
// Pattern matching by name
|
|
var allObjects = UnityEngine.Object.FindObjectsOfType<GameObject>();
|
|
foreach (var obj in allObjects)
|
|
{
|
|
if (obj.name.ToLower().Contains(targetName.ToLower()))
|
|
{
|
|
targets.Add(obj);
|
|
}
|
|
}
|
|
}
|
|
|
|
return targets.Distinct().ToList();
|
|
}
|
|
|
|
private void ApplyThemeToGameObject(GameObject target, Dictionary<string, Color> theme)
|
|
{
|
|
// Image components
|
|
var images = target.GetComponentsInChildren<Image>(true);
|
|
foreach (var image in images)
|
|
{
|
|
if (image.gameObject.name.ToLower().Contains("background"))
|
|
{
|
|
image.color = theme["background"];
|
|
}
|
|
else if (image.gameObject.name.ToLower().Contains("button"))
|
|
{
|
|
image.color = theme["primary"];
|
|
}
|
|
else
|
|
{
|
|
image.color = theme["secondary"];
|
|
}
|
|
}
|
|
|
|
// Text components
|
|
var texts = target.GetComponentsInChildren<TextMeshProUGUI>(true);
|
|
foreach (var text in texts)
|
|
{
|
|
text.color = theme["text"];
|
|
}
|
|
|
|
var legacyTexts = target.GetComponentsInChildren<Text>(true);
|
|
foreach (var text in legacyTexts)
|
|
{
|
|
text.color = theme["text"];
|
|
}
|
|
}
|
|
|
|
private void ApplyColorsToGameObject(GameObject target, Dictionary<string, Color> colorMap)
|
|
{
|
|
var images = target.GetComponentsInChildren<Image>(true);
|
|
var buttons = target.GetComponentsInChildren<Button>(true);
|
|
|
|
foreach (var image in images)
|
|
{
|
|
var objName = image.gameObject.name.ToLower();
|
|
|
|
if (objName.Contains("primary") || objName.Contains("button"))
|
|
{
|
|
image.color = colorMap["primary"];
|
|
}
|
|
else if (objName.Contains("secondary"))
|
|
{
|
|
image.color = colorMap["secondary"];
|
|
}
|
|
else if (objName.Contains("accent"))
|
|
{
|
|
image.color = colorMap["accent"];
|
|
}
|
|
else if (objName.Contains("background"))
|
|
{
|
|
image.color = colorMap["background"];
|
|
}
|
|
}
|
|
}
|
|
|
|
private Dictionary<string, object> GetStyleConfig(string styleName)
|
|
{
|
|
switch (styleName.ToLower())
|
|
{
|
|
case "minimal":
|
|
return new Dictionary<string, object>
|
|
{
|
|
["cornerRadius"] = 0f,
|
|
["borderWidth"] = 0f,
|
|
["padding"] = 10f,
|
|
["spacing"] = 5f
|
|
};
|
|
case "modern":
|
|
return new Dictionary<string, object>
|
|
{
|
|
["cornerRadius"] = 8f,
|
|
["borderWidth"] = 1f,
|
|
["padding"] = 15f,
|
|
["spacing"] = 10f
|
|
};
|
|
case "rounded":
|
|
return new Dictionary<string, object>
|
|
{
|
|
["cornerRadius"] = 20f,
|
|
["borderWidth"] = 2f,
|
|
["padding"] = 20f,
|
|
["spacing"] = 15f
|
|
};
|
|
default:
|
|
return GetStyleConfig("minimal");
|
|
}
|
|
}
|
|
|
|
private void ApplyStyleToGameObject(GameObject target, Dictionary<string, object> styleConfig)
|
|
{
|
|
// Style application logic
|
|
// In actual implementation, set UI component style properties
|
|
}
|
|
|
|
private void AddShadowEffect(GameObject target, Dictionary<string, object> parameters)
|
|
{
|
|
var shadow = target.GetComponent<Shadow>();
|
|
if (shadow == null)
|
|
{
|
|
shadow = target.AddComponent<Shadow>();
|
|
}
|
|
|
|
// Apply shadow settings from parameters
|
|
if (parameters.ContainsKey("shadowColor"))
|
|
{
|
|
shadow.effectColor = ParseColor(parameters["shadowColor"].ToString());
|
|
}
|
|
|
|
if (parameters.ContainsKey("shadowDistance"))
|
|
{
|
|
var distance = Convert.ToSingle(parameters["shadowDistance"]);
|
|
shadow.effectDistance = new Vector2(distance, -distance);
|
|
}
|
|
}
|
|
|
|
private void AddGlowEffect(GameObject target, Dictionary<string, object> parameters)
|
|
{
|
|
// Glow effect implementation
|
|
// Use Unity UI effect components
|
|
}
|
|
|
|
private void AddGradientEffect(GameObject target, Dictionary<string, object> parameters)
|
|
{
|
|
// Gradient effect implementation
|
|
// Use custom shader or UIGradient component
|
|
}
|
|
|
|
private void AddOutlineEffect(GameObject target, Dictionary<string, object> parameters)
|
|
{
|
|
var outline = target.GetComponent<Outline>();
|
|
if (outline == null)
|
|
{
|
|
outline = target.AddComponent<Outline>();
|
|
}
|
|
|
|
if (parameters.ContainsKey("outlineColor"))
|
|
{
|
|
outline.effectColor = ParseColor(parameters["outlineColor"].ToString());
|
|
}
|
|
|
|
if (parameters.ContainsKey("outlineDistance"))
|
|
{
|
|
var distance = Convert.ToSingle(parameters["outlineDistance"]);
|
|
outline.effectDistance = new Vector2(distance, distance);
|
|
}
|
|
}
|
|
|
|
private TMP_FontAsset GetTMPFont(string fontName)
|
|
{
|
|
// Search and get font asset
|
|
var fonts = Resources.FindObjectsOfTypeAll<TMP_FontAsset>();
|
|
return fonts.FirstOrDefault(f => f.name.ToLower().Contains(fontName.ToLower()));
|
|
}
|
|
|
|
private Font GetLegacyFont(string fontName)
|
|
{
|
|
// Search and get legacy font
|
|
var fonts = Resources.FindObjectsOfTypeAll<Font>();
|
|
return fonts.FirstOrDefault(f => f.name.ToLower().Contains(fontName.ToLower()));
|
|
}
|
|
|
|
private void ApplyFontWeight(TextMeshProUGUI textComp, string weight)
|
|
{
|
|
switch (weight.ToLower())
|
|
{
|
|
case "bold":
|
|
textComp.fontStyle |= FontStyles.Bold;
|
|
break;
|
|
case "italic":
|
|
textComp.fontStyle |= FontStyles.Italic;
|
|
break;
|
|
case "normal":
|
|
textComp.fontStyle = FontStyles.Normal;
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void ApplyLegacyFontWeight(Text textComp, string weight)
|
|
{
|
|
switch (weight.ToLower())
|
|
{
|
|
case "bold":
|
|
textComp.fontStyle = FontStyle.Bold;
|
|
break;
|
|
case "italic":
|
|
textComp.fontStyle = FontStyle.Italic;
|
|
break;
|
|
case "normal":
|
|
textComp.fontStyle = FontStyle.Normal;
|
|
break;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region Undo/Redo and Batch Operations
|
|
|
|
/// <summary>
|
|
/// Batch execute multiple operations
|
|
/// </summary>
|
|
private async Task<string> ExecuteBatch(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string tasksJson = parameters.GetValueOrDefault("tasks", "[]");
|
|
bool progressFeedback = parameters.GetValueOrDefault("progressFeedback", "true") == "true";
|
|
|
|
var tasks = JsonConvert.DeserializeObject<List<BatchTask>>(tasksJson);
|
|
if (tasks == null || tasks.Count == 0)
|
|
{
|
|
return "No tasks to execute";
|
|
}
|
|
|
|
var results = new List<string>();
|
|
var successCount = 0;
|
|
var failCount = 0;
|
|
|
|
// Start undo group
|
|
UnityEditor.Undo.SetCurrentGroupName("Batch Operations");
|
|
var undoGroup = UnityEditor.Undo.GetCurrentGroup();
|
|
|
|
for (int i = 0; i < tasks.Count; i++)
|
|
{
|
|
var task = tasks[i];
|
|
|
|
try
|
|
{
|
|
if (progressFeedback)
|
|
{
|
|
SynLog.Info($"[Batch {i+1}/{tasks.Count}] {task.description}");
|
|
}
|
|
|
|
// Execute task
|
|
var operation = new NexusUnityOperation
|
|
{
|
|
type = task.tool,
|
|
parameters = task.parameters ?? new Dictionary<string, string>()
|
|
};
|
|
|
|
var result = await ExecuteOperation(operation);
|
|
results.Add($"✅ {task.description}: {result}");
|
|
successCount++;
|
|
|
|
// Wait a bit (for Unity editor responsiveness)
|
|
await Task.Delay(10);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
results.Add($"❌ {task.description}: {e.Message}");
|
|
failCount++;
|
|
}
|
|
}
|
|
|
|
UnityEditor.Undo.CollapseUndoOperations(undoGroup);
|
|
|
|
var summary = $"Batch execution completed: {successCount} succeeded, {failCount} failed\n\n" +
|
|
string.Join("\n", results);
|
|
|
|
return summary;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return $"Batch execution error: {e.Message}";
|
|
}
|
|
}
|
|
|
|
|
|
#region Batch Helper Methods
|
|
|
|
private class BatchTask
|
|
{
|
|
public string tool;
|
|
public Dictionary<string, string> parameters;
|
|
public string description;
|
|
}
|
|
|
|
private string GetSearchFilterForAssetType(string assetType)
|
|
{
|
|
switch (assetType.ToLower())
|
|
{
|
|
case "texture":
|
|
return "t:Texture2D";
|
|
case "model":
|
|
return "t:Model";
|
|
case "audio":
|
|
return "t:AudioClip";
|
|
default:
|
|
return "";
|
|
}
|
|
}
|
|
|
|
private void ApplyTextureImportSettings(string assetPath, Dictionary<string, object> settings)
|
|
{
|
|
var importer = UnityEditor.AssetImporter.GetAtPath(assetPath) as UnityEditor.TextureImporter;
|
|
if (importer == null) return;
|
|
|
|
foreach (var setting in settings)
|
|
{
|
|
switch (setting.Key.ToLower())
|
|
{
|
|
case "maxsize":
|
|
if (int.TryParse(setting.Value.ToString(), out int maxSize))
|
|
{
|
|
importer.maxTextureSize = maxSize;
|
|
}
|
|
break;
|
|
case "compression":
|
|
if (System.Enum.TryParse<UnityEditor.TextureImporterCompression>(setting.Value.ToString(), true, out var compression))
|
|
{
|
|
importer.textureCompression = compression;
|
|
}
|
|
break;
|
|
case "mipmaps":
|
|
if (bool.TryParse(setting.Value.ToString(), out bool mipmaps))
|
|
{
|
|
importer.mipmapEnabled = mipmaps;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
importer.SaveAndReimport();
|
|
}
|
|
|
|
private void ApplyModelImportSettings(string assetPath, Dictionary<string, object> settings)
|
|
{
|
|
var importer = UnityEditor.AssetImporter.GetAtPath(assetPath) as UnityEditor.ModelImporter;
|
|
if (importer == null) return;
|
|
|
|
foreach (var setting in settings)
|
|
{
|
|
switch (setting.Key.ToLower())
|
|
{
|
|
case "scale":
|
|
if (float.TryParse(setting.Value.ToString(), out float scale))
|
|
{
|
|
importer.globalScale = scale;
|
|
}
|
|
break;
|
|
case "generatecolliders":
|
|
if (bool.TryParse(setting.Value.ToString(), out bool generateColliders))
|
|
{
|
|
importer.addCollider = generateColliders;
|
|
}
|
|
break;
|
|
case "importmaterials":
|
|
if (bool.TryParse(setting.Value.ToString(), out bool importMaterials))
|
|
{
|
|
importer.materialImportMode = importMaterials ?
|
|
UnityEditor.ModelImporterMaterialImportMode.ImportStandard :
|
|
UnityEditor.ModelImporterMaterialImportMode.None;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
importer.SaveAndReimport();
|
|
}
|
|
|
|
private void ApplyAudioImportSettings(string assetPath, Dictionary<string, object> settings)
|
|
{
|
|
var importer = UnityEditor.AssetImporter.GetAtPath(assetPath) as UnityEditor.AudioImporter;
|
|
if (importer == null) return;
|
|
|
|
foreach (var setting in settings)
|
|
{
|
|
switch (setting.Key.ToLower())
|
|
{
|
|
case "quality":
|
|
if (float.TryParse(setting.Value.ToString(), out float quality))
|
|
{
|
|
var defaultSettings = importer.defaultSampleSettings;
|
|
defaultSettings.quality = quality;
|
|
importer.defaultSampleSettings = defaultSettings;
|
|
}
|
|
break;
|
|
case "loadtype":
|
|
if (System.Enum.TryParse<UnityEngine.AudioClipLoadType>(setting.Value.ToString(), true, out var loadType))
|
|
{
|
|
var defaultSettings = importer.defaultSampleSettings;
|
|
defaultSettings.loadType = loadType;
|
|
importer.defaultSampleSettings = defaultSettings;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
importer.SaveAndReimport();
|
|
}
|
|
|
|
private bool UpdateComponentProperties(Component component, Dictionary<string, object> propertyUpdates)
|
|
{
|
|
bool modified = false;
|
|
|
|
foreach (var update in propertyUpdates)
|
|
{
|
|
try
|
|
{
|
|
SetComponentProperty(component, update.Key, update.Value.ToString());
|
|
modified = true;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
SynLog.Warn($"Failed to update property {update.Key} on {component.GetType().Name}: {e.Message}");
|
|
}
|
|
}
|
|
|
|
return modified;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region Package Management
|
|
|
|
/// <summary>
|
|
/// Get list of installed packages
|
|
/// </summary>
|
|
private string ListPackages(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var filterType = parameters.GetValueOrDefault("filter", "all").ToLower();
|
|
var listRequest = UnityEditor.PackageManager.Client.List(true, filterType == "offline");
|
|
|
|
// Wait synchronously (Editor only)
|
|
while (!listRequest.IsCompleted)
|
|
{
|
|
System.Threading.Thread.Sleep(10);
|
|
}
|
|
|
|
if (listRequest.Status == UnityEditor.PackageManager.StatusCode.Success)
|
|
{
|
|
var packages = listRequest.Result.Select(p => new
|
|
{
|
|
name = p.name,
|
|
displayName = p.displayName,
|
|
version = p.version,
|
|
description = p.description,
|
|
documentationUrl = p.documentationUrl,
|
|
type = p.source.ToString(),
|
|
isBuiltIn = p.source == UnityEditor.PackageManager.PackageSource.BuiltIn
|
|
}).ToList();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
packages = packages,
|
|
count = packages.Count
|
|
}, Formatting.Indented);
|
|
}
|
|
else
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Failed to list packages: {listRequest.Error?.message}"
|
|
});
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("ListPackages", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Install package
|
|
/// </summary>
|
|
private string InstallPackage(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var packageId = parameters.GetValueOrDefault("packageId", "");
|
|
if (string.IsNullOrEmpty(packageId))
|
|
{
|
|
return CreateMissingParameterResponse("InstallPackage", "packageId", parameters);
|
|
}
|
|
|
|
SynLog.Info($"[InstallPackage] Installing package: {packageId}");
|
|
var addRequest = UnityEditor.PackageManager.Client.Add(packageId);
|
|
|
|
// Wait synchronously
|
|
while (!addRequest.IsCompleted)
|
|
{
|
|
System.Threading.Thread.Sleep(10);
|
|
}
|
|
|
|
if (addRequest.Status == UnityEditor.PackageManager.StatusCode.Success)
|
|
{
|
|
var package = addRequest.Result;
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Successfully installed package: {package.displayName}",
|
|
package = new
|
|
{
|
|
name = package.name,
|
|
displayName = package.displayName,
|
|
version = package.version
|
|
}
|
|
});
|
|
}
|
|
else
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Failed to install package: {addRequest.Error?.message}"
|
|
});
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("InstallPackage", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Uninstall package
|
|
/// </summary>
|
|
private string RemovePackage(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var packageName = parameters.GetValueOrDefault("packageName", "");
|
|
if (string.IsNullOrEmpty(packageName))
|
|
{
|
|
return CreateMissingParameterResponse("RemovePackage", "packageName", parameters);
|
|
}
|
|
|
|
SynLog.Info($"[RemovePackage] Removing package: {packageName}");
|
|
var removeRequest = UnityEditor.PackageManager.Client.Remove(packageName);
|
|
|
|
// Wait synchronously
|
|
while (!removeRequest.IsCompleted)
|
|
{
|
|
System.Threading.Thread.Sleep(10);
|
|
}
|
|
|
|
if (removeRequest.Status == UnityEditor.PackageManager.StatusCode.Success)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Successfully removed package: {packageName}"
|
|
});
|
|
}
|
|
else
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Failed to remove package: {removeRequest.Error?.message}"
|
|
});
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("RemovePackage", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check package existence
|
|
/// </summary>
|
|
private string CheckPackage(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var packageName = parameters.GetValueOrDefault("packageName", "");
|
|
if (string.IsNullOrEmpty(packageName))
|
|
{
|
|
return CreateMissingParameterResponse("CheckPackage", "packageName", parameters);
|
|
}
|
|
|
|
var listRequest = UnityEditor.PackageManager.Client.List();
|
|
|
|
// Wait synchronously
|
|
while (!listRequest.IsCompleted)
|
|
{
|
|
System.Threading.Thread.Sleep(10);
|
|
}
|
|
|
|
if (listRequest.Status == UnityEditor.PackageManager.StatusCode.Success)
|
|
{
|
|
var package = listRequest.Result.FirstOrDefault(p => p.name == packageName);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
isInstalled = package != null,
|
|
package = package != null ? new
|
|
{
|
|
name = package.name,
|
|
displayName = package.displayName,
|
|
version = package.version,
|
|
source = package.source.ToString()
|
|
} : null
|
|
});
|
|
}
|
|
else
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Failed to check package: {listRequest.Error?.message}"
|
|
});
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CheckPackage", e, parameters);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Serialization Helpers
|
|
|
|
/// <summary>
|
|
/// Convert values for serialization to prevent circular references (Vector3, etc.)
|
|
/// </summary>
|
|
private object ConvertValueForSerialization(object value)
|
|
{
|
|
if (value == null) return null;
|
|
|
|
// Vector3Prevent circular references
|
|
if (value is Vector3 v3)
|
|
{
|
|
return new { x = v3.x, y = v3.y, z = v3.z };
|
|
}
|
|
|
|
// Vector2Prevent circular references
|
|
if (value is Vector2 v2)
|
|
{
|
|
return new { x = v2.x, y = v2.y };
|
|
}
|
|
|
|
// ColorPrevent circular references
|
|
if (value is Color color)
|
|
{
|
|
return new { r = color.r, g = color.g, b = color.b, a = color.a };
|
|
}
|
|
|
|
// QuaternionPrevent circular references
|
|
if (value is Quaternion quat)
|
|
{
|
|
return new { x = quat.x, y = quat.y, z = quat.z, w = quat.w };
|
|
}
|
|
|
|
// GameObjectArrayPrevent circular references
|
|
if (value is GameObject[] gameObjects)
|
|
{
|
|
return gameObjects.Select(go => go != null ? new { name = go.name, instanceId = go.GetInstanceID() } : null).ToArray();
|
|
}
|
|
|
|
// Single GameObject to prevent circular references
|
|
if (value is GameObject gameObject)
|
|
{
|
|
return gameObject != null ? new { name = gameObject.name, instanceId = gameObject.GetInstanceID() } : null;
|
|
}
|
|
|
|
// TransformPrevent circular references
|
|
if (value is Transform transform)
|
|
{
|
|
return transform != null ? new { name = transform.name, position = ConvertValueForSerialization(transform.position) } : null;
|
|
}
|
|
|
|
// Material - prevent circular references from Color.linear
|
|
if (value is Material material)
|
|
{
|
|
if (material == null) return null;
|
|
var assetPath = UnityEditor.AssetDatabase.GetAssetPath(material);
|
|
return new {
|
|
name = material.name,
|
|
shader = material.shader != null ? material.shader.name : null,
|
|
assetPath = !string.IsNullOrEmpty(assetPath) ? assetPath : null,
|
|
instanceId = material.GetInstanceID()
|
|
};
|
|
}
|
|
|
|
// Texture - prevent circular references
|
|
if (value is Texture texture)
|
|
{
|
|
if (texture == null) return null;
|
|
var assetPath = UnityEditor.AssetDatabase.GetAssetPath(texture);
|
|
return new {
|
|
name = texture.name,
|
|
width = texture.width,
|
|
height = texture.height,
|
|
assetPath = !string.IsNullOrEmpty(assetPath) ? assetPath : null,
|
|
instanceId = texture.GetInstanceID()
|
|
};
|
|
}
|
|
|
|
// Generic UnityEngine.Object fallback - prevent circular references
|
|
if (value is UnityEngine.Object unityObj)
|
|
{
|
|
if (unityObj == null) return null;
|
|
var assetPath = UnityEditor.AssetDatabase.GetAssetPath(unityObj);
|
|
return new {
|
|
name = unityObj.name,
|
|
type = unityObj.GetType().Name,
|
|
assetPath = !string.IsNullOrEmpty(assetPath) ? assetPath : null,
|
|
instanceId = unityObj.GetInstanceID()
|
|
};
|
|
}
|
|
|
|
return value;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Property Parsing Helpers
|
|
|
|
/// <summary>
|
|
/// Parse key=value format string and convert to Dictionary
|
|
/// Supported formats: "mass = 5.0", "mass=5.0; useGravity=true", "position = (1, 2, 3)"
|
|
/// </summary>
|
|
private Dictionary<string, object> ParseKeyValueString(string input)
|
|
{
|
|
var result = new Dictionary<string, object>();
|
|
|
|
if (string.IsNullOrEmpty(input))
|
|
return result;
|
|
|
|
SynLog.Info($"[ParseKeyValueString] Parsing: '{input}'");
|
|
|
|
try
|
|
{
|
|
// Process multiple properties separated by semicolons
|
|
var pairs = input.Split(new[] { ';', ',' }, StringSplitOptions.RemoveEmptyEntries);
|
|
|
|
foreach (var pair in pairs)
|
|
{
|
|
var trimmedPair = pair.Trim();
|
|
if (string.IsNullOrEmpty(trimmedPair))
|
|
continue;
|
|
|
|
// Split by = or :
|
|
var separatorIndex = trimmedPair.IndexOf('=');
|
|
if (separatorIndex < 0)
|
|
{
|
|
separatorIndex = trimmedPair.IndexOf(':');
|
|
}
|
|
|
|
if (separatorIndex > 0)
|
|
{
|
|
var key = trimmedPair.Substring(0, separatorIndex).Trim();
|
|
var value = trimmedPair.Substring(separatorIndex + 1).Trim();
|
|
|
|
if (!string.IsNullOrEmpty(key))
|
|
{
|
|
result[key] = value;
|
|
SynLog.Info($"[ParseKeyValueString] Parsed: {key} = {value}");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If neither = nor :, treat entire string as "value" key
|
|
result["value"] = trimmedPair;
|
|
SynLog.Info($"[ParseKeyValueString] No separator found, using as value: {trimmedPair}");
|
|
}
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Debug.LogError($"[ParseKeyValueString] Error parsing '{input}': {ex.Message}");
|
|
result["value"] = input; // Fallback
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Error Handling Helpers
|
|
|
|
/// <summary>
|
|
/// Helper method to generate unified error response
|
|
/// </summary>
|
|
private string CreateErrorResponse(string methodName, Exception exception, Dictionary<string, string> parameters = null)
|
|
{
|
|
// Safe logging
|
|
try
|
|
{
|
|
Debug.LogError($"[{methodName}] Error: {exception?.Message ?? "Unknown error"}");
|
|
Debug.LogError($"[{methodName}] Exception type: {exception?.GetType().Name ?? "Unknown"}");
|
|
|
|
// Limit stack trace as it can be too long
|
|
string stackTrace = exception?.StackTrace ?? "";
|
|
if (stackTrace.Length > 1000)
|
|
{
|
|
stackTrace = stackTrace.Substring(0, 1000) + "... (truncated)";
|
|
}
|
|
Debug.LogError($"[{methodName}] Stack trace: {stackTrace}");
|
|
}
|
|
catch (Exception loggingEx)
|
|
{
|
|
Debug.LogError($"[CreateErrorResponse] Failed to log error: {loggingEx.Message}");
|
|
}
|
|
|
|
// Safely create error response
|
|
try
|
|
{
|
|
var errorResponse = new Dictionary<string, object>
|
|
{
|
|
["success"] = false,
|
|
["error"] = exception?.Message ?? "Unknown error occurred",
|
|
["method"] = methodName ?? "Unknown method",
|
|
["errorType"] = exception?.GetType().Name ?? "Unknown",
|
|
["timestamp"] = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"),
|
|
["parameters"] = parameters?.Keys.ToArray() ?? new string[0],
|
|
["debugInfo"] = "Check Unity Console for detailed debug logs"
|
|
};
|
|
|
|
// Additional context info
|
|
if (parameters != null && parameters.Count > 0)
|
|
{
|
|
var paramInfo = new Dictionary<string, object>();
|
|
foreach (var kvp in parameters.Take(5)) // Only first 5 parameters
|
|
{
|
|
try
|
|
{
|
|
paramInfo[kvp.Key] = kvp.Value?.Length > 100 ?
|
|
kvp.Value.Substring(0, 100) + "..." : kvp.Value;
|
|
}
|
|
catch
|
|
{
|
|
paramInfo[kvp.Key] = "[Unable to serialize]";
|
|
}
|
|
}
|
|
errorResponse["parameterValues"] = paramInfo;
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(errorResponse, Formatting.Indented);
|
|
}
|
|
catch (Exception serializationEx)
|
|
{
|
|
// Last resort: minimal error info
|
|
Debug.LogError($"[CreateErrorResponse] Failed to serialize error response: {serializationEx.Message}");
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "Error occurred and could not be properly serialized",
|
|
method = methodName ?? "Unknown",
|
|
timestamp = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss")
|
|
});
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generate response for missing parameter error
|
|
/// </summary>
|
|
private string CreateMissingParameterResponse(string methodName, string missingParameter, Dictionary<string, string> parameters)
|
|
{
|
|
Debug.LogError($"[{methodName}] Missing required parameter: {missingParameter}");
|
|
|
|
var errorResponse = new
|
|
{
|
|
success = false,
|
|
error = $"Required parameter '{missingParameter}' is missing",
|
|
method = methodName,
|
|
missingParameter = missingParameter,
|
|
receivedParameters = parameters.Keys.ToArray(),
|
|
hint = $"Please provide the '{missingParameter}' parameter"
|
|
};
|
|
|
|
return JsonConvert.SerializeObject(errorResponse, Formatting.Indented);
|
|
}
|
|
|
|
/// <summary>
|
|
/// GameObject not found ErrorGenerate response
|
|
/// </summary>
|
|
private string CreateGameObjectNotFoundResponse(string methodName, string searchedName, Dictionary<string, string> parameters)
|
|
{
|
|
var availableObjects = GameObject.FindObjectsOfType<GameObject>().Take(10).Select(o => o.name);
|
|
|
|
var errorResponse = new
|
|
{
|
|
success = false,
|
|
error = $"GameObject '{searchedName}' not found",
|
|
method = methodName,
|
|
searchedName = searchedName,
|
|
availableObjects = availableObjects.ToArray(),
|
|
parameters = parameters.Keys.ToArray(),
|
|
hint = "Check available objects or ensure the GameObject exists in the scene"
|
|
};
|
|
|
|
return JsonConvert.SerializeObject(errorResponse, Formatting.Indented);
|
|
}
|
|
|
|
#endregion
|
|
|
|
// Screen Effects Helper Classes
|
|
[System.Serializable]
|
|
public class ScreenShakeController : MonoBehaviour
|
|
{
|
|
private Vector3 originalPosition;
|
|
private float shakeDuration = 0f;
|
|
private float shakeIntensity = 0f;
|
|
private float shakeFrequency = 10f;
|
|
private float shakeDamping = 1f;
|
|
private float shakeTimer = 0f;
|
|
|
|
void Awake()
|
|
{
|
|
originalPosition = transform.localPosition;
|
|
}
|
|
|
|
public void StartShake(float duration, float intensity, float frequency, float damping)
|
|
{
|
|
shakeDuration = duration;
|
|
shakeIntensity = intensity;
|
|
shakeFrequency = frequency;
|
|
shakeDamping = damping;
|
|
shakeTimer = 0f;
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if (shakeDuration > 0)
|
|
{
|
|
shakeTimer += Time.deltaTime;
|
|
float progress = shakeTimer / shakeDuration;
|
|
float dampingFactor = 1f - Mathf.Pow(progress, shakeDamping);
|
|
|
|
float x = Mathf.PerlinNoise(Time.time * shakeFrequency, 0f) * 2f - 1f;
|
|
float y = Mathf.PerlinNoise(0f, Time.time * shakeFrequency) * 2f - 1f;
|
|
|
|
transform.localPosition = originalPosition + new Vector3(x, y, 0f) * shakeIntensity * dampingFactor;
|
|
|
|
if (shakeTimer >= shakeDuration)
|
|
{
|
|
transform.localPosition = originalPosition;
|
|
shakeDuration = 0f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class ScreenFadeController : MonoBehaviour
|
|
{
|
|
private UnityEngine.UI.Image fadeImage;
|
|
private float fadeDuration;
|
|
private float fadeDelay;
|
|
private string fadeType;
|
|
private string fadeCurve;
|
|
private float fadeTimer = 0f;
|
|
private bool isFading = false;
|
|
|
|
void Awake()
|
|
{
|
|
fadeImage = GetComponent<UnityEngine.UI.Image>();
|
|
}
|
|
|
|
public void StartFade(string type, float duration, float delay, string curve)
|
|
{
|
|
fadeType = type;
|
|
fadeDuration = duration;
|
|
fadeDelay = delay;
|
|
fadeCurve = curve;
|
|
fadeTimer = -delay;
|
|
isFading = true;
|
|
|
|
// Set initial alpha
|
|
Color c = fadeImage.color;
|
|
c.a = (fadeType == "FadeIn") ? 1f : 0f;
|
|
fadeImage.color = c;
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if (isFading)
|
|
{
|
|
fadeTimer += Time.deltaTime;
|
|
|
|
if (fadeTimer > 0)
|
|
{
|
|
float progress = fadeTimer / fadeDuration;
|
|
progress = Mathf.Clamp01(progress);
|
|
|
|
// Apply curve
|
|
switch (fadeCurve)
|
|
{
|
|
case "EaseIn":
|
|
progress = progress * progress;
|
|
break;
|
|
case "EaseOut":
|
|
progress = 1f - (1f - progress) * (1f - progress);
|
|
break;
|
|
case "EaseInOut":
|
|
progress = progress < 0.5f ? 2f * progress * progress : 1f - 2f * (1f - progress) * (1f - progress);
|
|
break;
|
|
}
|
|
|
|
Color c = fadeImage.color;
|
|
if (fadeType == "FadeIn")
|
|
{
|
|
c.a = 1f - progress;
|
|
}
|
|
else // FadeOut
|
|
{
|
|
c.a = progress;
|
|
}
|
|
fadeImage.color = c;
|
|
|
|
if (fadeTimer >= fadeDuration)
|
|
{
|
|
isFading = false;
|
|
if (fadeType == "FadeIn")
|
|
{
|
|
GameObject.Destroy(transform.parent.gameObject); // Destroy canvas after fade in
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class VignetteController : MonoBehaviour
|
|
{
|
|
public float intensity = 0.5f;
|
|
public float smoothness = 0.5f;
|
|
public bool rounded = true;
|
|
public Color vignetteColor = Color.black;
|
|
private UnityEngine.UI.Image vignetteImage;
|
|
private Material vignetteMaterial;
|
|
|
|
void Start()
|
|
{
|
|
vignetteImage = GetComponent<UnityEngine.UI.Image>();
|
|
CreateVignetteMaterial();
|
|
UpdateVignette();
|
|
}
|
|
|
|
void CreateVignetteMaterial()
|
|
{
|
|
// Create a simple vignette using gradient
|
|
var texture = new Texture2D(256, 256);
|
|
for (int x = 0; x < 256; x++)
|
|
{
|
|
for (int y = 0; y < 256; y++)
|
|
{
|
|
float distX = (x - 128f) / 128f;
|
|
float distY = (y - 128f) / 128f;
|
|
float dist = rounded ? Mathf.Sqrt(distX * distX + distY * distY) : Mathf.Max(Mathf.Abs(distX), Mathf.Abs(distY));
|
|
float vignette = Mathf.Clamp01(Mathf.Lerp(0f, 1f, (dist - (1f - intensity)) / smoothness));
|
|
texture.SetPixel(x, y, new Color(0, 0, 0, vignette));
|
|
}
|
|
}
|
|
texture.Apply();
|
|
|
|
var sprite = Sprite.Create(texture, new Rect(0, 0, 256, 256), Vector2.one * 0.5f);
|
|
vignetteImage.sprite = sprite;
|
|
vignetteImage.type = UnityEngine.UI.Image.Type.Sliced;
|
|
vignetteImage.color = vignetteColor;
|
|
}
|
|
|
|
public void UpdateVignette()
|
|
{
|
|
CreateVignetteMaterial();
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class ChromaticAberrationController : MonoBehaviour
|
|
{
|
|
public float intensity = 0.1f;
|
|
|
|
void OnRenderImage(RenderTexture source, RenderTexture destination)
|
|
{
|
|
// Simple chromatic aberration using color channel offset
|
|
// This is a basic implementation without custom shaders
|
|
if (intensity > 0 && source != null && destination != null)
|
|
{
|
|
// For a basic effect, we just copy the source
|
|
// Real implementation would offset RGB channels
|
|
Graphics.Blit(source, destination);
|
|
}
|
|
else
|
|
{
|
|
Graphics.Blit(source, destination);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Shader Tools Helper Classes
|
|
[System.Serializable]
|
|
public class ShaderPropertyAnimator : MonoBehaviour
|
|
{
|
|
private Renderer targetRenderer;
|
|
private MaterialPropertyBlock propBlock;
|
|
private List<AnimationData> animations = new List<AnimationData>();
|
|
|
|
[System.Serializable]
|
|
private class AnimationData
|
|
{
|
|
public string propertyName;
|
|
public AnimationType type;
|
|
public object startValue;
|
|
public object endValue;
|
|
public float duration;
|
|
public string curve;
|
|
public bool loop;
|
|
public float timer;
|
|
public bool isPlaying = true;
|
|
}
|
|
|
|
private enum AnimationType
|
|
{
|
|
Color,
|
|
Float,
|
|
Vector
|
|
}
|
|
|
|
void Awake()
|
|
{
|
|
targetRenderer = GetComponent<Renderer>();
|
|
propBlock = new MaterialPropertyBlock();
|
|
}
|
|
|
|
public void AnimateColor(string propertyName, Color start, Color end, float duration, string curve, bool loop)
|
|
{
|
|
var anim = new AnimationData
|
|
{
|
|
propertyName = propertyName,
|
|
type = AnimationType.Color,
|
|
startValue = start,
|
|
endValue = end,
|
|
duration = duration,
|
|
curve = curve,
|
|
loop = loop,
|
|
timer = 0f
|
|
};
|
|
animations.Add(anim);
|
|
}
|
|
|
|
public void AnimateFloat(string propertyName, float start, float end, float duration, string curve, bool loop)
|
|
{
|
|
var anim = new AnimationData
|
|
{
|
|
propertyName = propertyName,
|
|
type = AnimationType.Float,
|
|
startValue = start,
|
|
endValue = end,
|
|
duration = duration,
|
|
curve = curve,
|
|
loop = loop,
|
|
timer = 0f
|
|
};
|
|
animations.Add(anim);
|
|
}
|
|
|
|
public void AnimateVector(string propertyName, Vector3 start, Vector3 end, float duration, string curve, bool loop)
|
|
{
|
|
var anim = new AnimationData
|
|
{
|
|
propertyName = propertyName,
|
|
type = AnimationType.Vector,
|
|
startValue = start,
|
|
endValue = end,
|
|
duration = duration,
|
|
curve = curve,
|
|
loop = loop,
|
|
timer = 0f
|
|
};
|
|
animations.Add(anim);
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if (targetRenderer == null || animations.Count == 0) return;
|
|
|
|
targetRenderer.GetPropertyBlock(propBlock);
|
|
bool hasChanges = false;
|
|
|
|
foreach (var anim in animations)
|
|
{
|
|
if (!anim.isPlaying) continue;
|
|
|
|
anim.timer += Time.deltaTime;
|
|
float progress = Mathf.Clamp01(anim.timer / anim.duration);
|
|
|
|
// Apply curve
|
|
progress = ApplyCurve(progress, anim.curve);
|
|
|
|
// Apply animation based on type
|
|
switch (anim.type)
|
|
{
|
|
case AnimationType.Color:
|
|
Color currentColor = Color.Lerp((Color)anim.startValue, (Color)anim.endValue, progress);
|
|
propBlock.SetColor(anim.propertyName, currentColor);
|
|
hasChanges = true;
|
|
break;
|
|
|
|
case AnimationType.Float:
|
|
float currentFloat = Mathf.Lerp((float)anim.startValue, (float)anim.endValue, progress);
|
|
propBlock.SetFloat(anim.propertyName, currentFloat);
|
|
hasChanges = true;
|
|
break;
|
|
|
|
case AnimationType.Vector:
|
|
Vector4 currentVector = Vector4.Lerp((Vector3)anim.startValue, (Vector3)anim.endValue, progress);
|
|
propBlock.SetVector(anim.propertyName, currentVector);
|
|
hasChanges = true;
|
|
break;
|
|
}
|
|
|
|
// Handle loop
|
|
if (anim.timer >= anim.duration)
|
|
{
|
|
if (anim.loop)
|
|
{
|
|
anim.timer = 0f;
|
|
}
|
|
else
|
|
{
|
|
anim.isPlaying = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (hasChanges)
|
|
{
|
|
targetRenderer.SetPropertyBlock(propBlock);
|
|
}
|
|
}
|
|
|
|
private float ApplyCurve(float t, string curve)
|
|
{
|
|
switch (curve)
|
|
{
|
|
case "EaseIn":
|
|
return t * t;
|
|
case "EaseOut":
|
|
return 1f - (1f - t) * (1f - t);
|
|
case "EaseInOut":
|
|
return t < 0.5f ? 2f * t * t : 1f - 2f * (1f - t) * (1f - t);
|
|
case "Bounce":
|
|
if (t < 0.5f)
|
|
return 8f * t * t * t * t;
|
|
else
|
|
return 1f - 8f * (t - 1f) * (t - 1f) * (t - 1f) * (t - 1f);
|
|
default: // Linear
|
|
return t;
|
|
}
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class MaterialPropertyBlockController : MonoBehaviour
|
|
{
|
|
public string blockName = "CustomPropertyBlock";
|
|
public bool preserveSharedMaterial = true;
|
|
private MaterialPropertyBlock propBlock;
|
|
private Renderer targetRenderer;
|
|
private Dictionary<string, object> properties = new Dictionary<string, object>();
|
|
|
|
void Awake()
|
|
{
|
|
targetRenderer = GetComponent<Renderer>();
|
|
propBlock = new MaterialPropertyBlock();
|
|
}
|
|
|
|
public void SetProperty(string name, object value)
|
|
{
|
|
properties[name] = value;
|
|
}
|
|
|
|
public int GetPropertyCount()
|
|
{
|
|
return properties.Count;
|
|
}
|
|
|
|
public void ApplyPropertyBlock()
|
|
{
|
|
if (targetRenderer == null) return;
|
|
|
|
targetRenderer.GetPropertyBlock(propBlock);
|
|
|
|
foreach (var prop in properties)
|
|
{
|
|
if (prop.Value is float floatValue)
|
|
{
|
|
propBlock.SetFloat(prop.Key, floatValue);
|
|
}
|
|
else if (prop.Value is int intValue)
|
|
{
|
|
propBlock.SetInt(prop.Key, intValue);
|
|
}
|
|
else if (prop.Value is Color colorValue)
|
|
{
|
|
propBlock.SetColor(prop.Key, colorValue);
|
|
}
|
|
else if (prop.Value is Vector4 vectorValue)
|
|
{
|
|
propBlock.SetVector(prop.Key, vectorValue);
|
|
}
|
|
else if (prop.Value is Texture textureValue)
|
|
{
|
|
propBlock.SetTexture(prop.Key, textureValue);
|
|
}
|
|
else if (prop.Value is string stringValue)
|
|
{
|
|
// Try to parse as color
|
|
if (ColorUtility.TryParseHtmlString(stringValue, out Color color))
|
|
{
|
|
propBlock.SetColor(prop.Key, color);
|
|
}
|
|
}
|
|
}
|
|
|
|
targetRenderer.SetPropertyBlock(propBlock);
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class ShaderTextureAnimator : MonoBehaviour
|
|
{
|
|
public string propertyName = "_MainTex";
|
|
public string animationType = "Scroll";
|
|
public Vector2 scrollSpeed = Vector2.one;
|
|
public Vector2 tilingScale = Vector2.one;
|
|
public int columns = 4;
|
|
public int rows = 4;
|
|
public float fps = 30f;
|
|
|
|
private Renderer targetRenderer;
|
|
private MaterialPropertyBlock propBlock;
|
|
private float timer = 0f;
|
|
private int currentFrame = 0;
|
|
|
|
void Awake()
|
|
{
|
|
targetRenderer = GetComponent<Renderer>();
|
|
propBlock = new MaterialPropertyBlock();
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if (targetRenderer == null) return;
|
|
|
|
targetRenderer.GetPropertyBlock(propBlock);
|
|
|
|
switch (animationType)
|
|
{
|
|
case "Scroll":
|
|
Vector2 offset = scrollSpeed * Time.time;
|
|
propBlock.SetVector(propertyName + "_ST", new Vector4(tilingScale.x, tilingScale.y, offset.x, offset.y));
|
|
break;
|
|
|
|
case "Flipbook":
|
|
timer += Time.deltaTime;
|
|
if (timer >= 1f / fps)
|
|
{
|
|
timer = 0f;
|
|
currentFrame = (currentFrame + 1) % (columns * rows);
|
|
}
|
|
|
|
int row = currentFrame / columns;
|
|
int col = currentFrame % columns;
|
|
|
|
Vector2 size = new Vector2(1f / columns, 1f / rows);
|
|
Vector2 frameOffset = new Vector2(col * size.x, (rows - 1 - row) * size.y);
|
|
|
|
propBlock.SetVector(propertyName + "_ST", new Vector4(size.x, size.y, frameOffset.x, frameOffset.y));
|
|
break;
|
|
|
|
case "Rotate":
|
|
float angle = Time.time * scrollSpeed.x * Mathf.Deg2Rad;
|
|
float cos = Mathf.Cos(angle);
|
|
float sin = Mathf.Sin(angle);
|
|
|
|
Matrix4x4 rotationMatrix = new Matrix4x4();
|
|
rotationMatrix.SetRow(0, new Vector4(cos, -sin, 0, 0));
|
|
rotationMatrix.SetRow(1, new Vector4(sin, cos, 0, 0));
|
|
rotationMatrix.SetRow(2, new Vector4(0, 0, 1, 0));
|
|
rotationMatrix.SetRow(3, new Vector4(0, 0, 0, 1));
|
|
|
|
propBlock.SetMatrix(propertyName + "_TexMatrix", rotationMatrix);
|
|
break;
|
|
}
|
|
|
|
targetRenderer.SetPropertyBlock(propBlock);
|
|
}
|
|
}
|
|
|
|
// Camera Effects Helper Classes - Removed
|
|
// Advanced camera effects require Post Processing Stack or custom shaders
|
|
|
|
// ===== Weather System Helper Classes =====
|
|
|
|
[System.Serializable]
|
|
public class RainController : MonoBehaviour
|
|
{
|
|
public float intensity = 0.5f;
|
|
public float dropSize = 0.02f;
|
|
public float dropSpeed = 10f;
|
|
public float windStrength = 0f;
|
|
public Vector3 rainArea = new Vector3(50, 30, 50);
|
|
public bool useSplash = true;
|
|
|
|
private ParticleSystem rainParticles;
|
|
private List<GameObject> splashEffects = new List<GameObject>();
|
|
|
|
void Start()
|
|
{
|
|
rainParticles = GetComponent<ParticleSystem>();
|
|
if (useSplash)
|
|
{
|
|
InitializeSplashEffects();
|
|
}
|
|
}
|
|
|
|
void InitializeSplashEffects()
|
|
{
|
|
// Create splash effect pool
|
|
for (int i = 0; i < 50; i++)
|
|
{
|
|
var splash = CreatePrimitiveWithMaterial(PrimitiveType.Quad);
|
|
splash.name = $"RainSplash_{i}";
|
|
splash.transform.SetParent(transform);
|
|
splash.transform.localScale = Vector3.one * 0.1f;
|
|
splash.SetActive(false);
|
|
splashEffects.Add(splash);
|
|
}
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
// Update wind effect
|
|
if (rainParticles != null)
|
|
{
|
|
var velocityOverLifetime = rainParticles.velocityOverLifetime;
|
|
// Keep all axes in same mode when updating
|
|
velocityOverLifetime.x = new ParticleSystem.MinMaxCurve(windStrength);
|
|
velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(0f);
|
|
velocityOverLifetime.z = new ParticleSystem.MinMaxCurve(0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class SnowController : MonoBehaviour
|
|
{
|
|
public float intensity = 0.3f;
|
|
public float flakeSizeMin = 0.1f;
|
|
public float flakeSizeMax = 0.3f;
|
|
public float fallSpeed = 1f;
|
|
public float turbulence = 0.5f;
|
|
public Vector3 snowArea = new Vector3(50, 20, 50);
|
|
public bool accumulation = false;
|
|
|
|
private ParticleSystem snowParticles;
|
|
private float accumulationLevel = 0f;
|
|
|
|
void Start()
|
|
{
|
|
snowParticles = GetComponent<ParticleSystem>();
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if (accumulation)
|
|
{
|
|
accumulationLevel += Time.deltaTime * intensity * 0.01f;
|
|
// Would update ground materials/shaders here
|
|
}
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class WindController : MonoBehaviour
|
|
{
|
|
public float windStrength = 5f;
|
|
public Vector3 windDirection = Vector3.right;
|
|
public float turbulence = 0.5f;
|
|
public float gustFrequency = 0.2f;
|
|
public bool affectTrees = true;
|
|
public bool affectParticles = true;
|
|
|
|
private WindZone windZone;
|
|
private float gustTimer = 0f;
|
|
|
|
void Start()
|
|
{
|
|
windZone = GetComponent<WindZone>();
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
// Wind gust simulation
|
|
gustTimer += Time.deltaTime;
|
|
float gustMultiplier = 1f + Mathf.Sin(gustTimer * gustFrequency * Mathf.PI * 2f) * 0.5f;
|
|
|
|
if (windZone != null)
|
|
{
|
|
windZone.windMain = windStrength * gustMultiplier;
|
|
}
|
|
|
|
// Affect particle systems if enabled
|
|
if (affectParticles)
|
|
{
|
|
var particleSystems = UnityEngine.Object.FindObjectsOfType<ParticleSystem>();
|
|
foreach (var ps in particleSystems)
|
|
{
|
|
var forceOverLifetime = ps.forceOverLifetime;
|
|
if (forceOverLifetime.enabled)
|
|
{
|
|
forceOverLifetime.x = new ParticleSystem.MinMaxCurve(windDirection.x * windStrength);
|
|
forceOverLifetime.z = new ParticleSystem.MinMaxCurve(windDirection.z * windStrength);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class LightningController : MonoBehaviour
|
|
{
|
|
public float frequency = 0.1f;
|
|
public float intensity = 5f;
|
|
public float duration = 0.2f;
|
|
public Color lightningColor = new Color(0.88f, 0.88f, 1f);
|
|
public float minDelay = 2f;
|
|
public float maxDelay = 10f;
|
|
public bool affectSkybox = true;
|
|
public Light lightningLight;
|
|
|
|
private float nextStrikeTime;
|
|
private bool isStriking = false;
|
|
private float strikeTimer = 0f;
|
|
private Color originalAmbientColor;
|
|
private Material skyboxMaterial;
|
|
|
|
void Start()
|
|
{
|
|
nextStrikeTime = Time.time + Random.Range(minDelay, maxDelay);
|
|
originalAmbientColor = RenderSettings.ambientLight;
|
|
|
|
if (affectSkybox && RenderSettings.skybox != null)
|
|
{
|
|
skyboxMaterial = new Material(RenderSettings.skybox);
|
|
RenderSettings.skybox = skyboxMaterial;
|
|
}
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if (Time.time >= nextStrikeTime && !isStriking)
|
|
{
|
|
StartCoroutine(StrikeLightning());
|
|
nextStrikeTime = Time.time + Random.Range(minDelay, maxDelay) / frequency;
|
|
}
|
|
|
|
if (isStriking)
|
|
{
|
|
strikeTimer += Time.deltaTime;
|
|
if (strikeTimer >= duration)
|
|
{
|
|
EndStrike();
|
|
}
|
|
}
|
|
}
|
|
|
|
System.Collections.IEnumerator StrikeLightning()
|
|
{
|
|
isStriking = true;
|
|
strikeTimer = 0f;
|
|
|
|
// Flash effect
|
|
if (lightningLight != null)
|
|
{
|
|
lightningLight.intensity = intensity;
|
|
}
|
|
|
|
// Ambient light flash
|
|
RenderSettings.ambientLight = Color.Lerp(originalAmbientColor, lightningColor, 0.8f);
|
|
|
|
// Skybox tint
|
|
if (skyboxMaterial != null)
|
|
{
|
|
skyboxMaterial.SetColor("_Tint", lightningColor);
|
|
}
|
|
|
|
// Multiple flashes for realism
|
|
yield return new WaitForSeconds(0.05f);
|
|
if (lightningLight != null) lightningLight.intensity = 0;
|
|
yield return new WaitForSeconds(0.05f);
|
|
if (lightningLight != null) lightningLight.intensity = intensity * 0.7f;
|
|
|
|
yield return null;
|
|
}
|
|
|
|
void EndStrike()
|
|
{
|
|
isStriking = false;
|
|
|
|
if (lightningLight != null)
|
|
{
|
|
lightningLight.intensity = 0;
|
|
}
|
|
|
|
RenderSettings.ambientLight = originalAmbientColor;
|
|
|
|
if (skyboxMaterial != null)
|
|
{
|
|
skyboxMaterial.SetColor("_Tint", Color.white);
|
|
}
|
|
}
|
|
|
|
void OnDestroy()
|
|
{
|
|
// Restore original settings
|
|
RenderSettings.ambientLight = originalAmbientColor;
|
|
if (skyboxMaterial != null)
|
|
{
|
|
RenderSettings.skybox = skyboxMaterial.shader.name.Contains("Procedural") ? null : skyboxMaterial;
|
|
}
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class ThunderstormController : MonoBehaviour
|
|
{
|
|
public float intensity = 0.8f;
|
|
public float windStrength = 10f;
|
|
public float lightningFrequency = 0.2f;
|
|
public float fogDensity = 0.02f;
|
|
public float duration = 0f;
|
|
|
|
private float startTime;
|
|
private GameObject[] weatherComponents;
|
|
private Color originalFogColor;
|
|
private float originalFogDensity;
|
|
private bool originalFogState;
|
|
|
|
void Start()
|
|
{
|
|
startTime = Time.time;
|
|
|
|
// Store original fog settings
|
|
originalFogState = RenderSettings.fog;
|
|
originalFogColor = RenderSettings.fogColor;
|
|
originalFogDensity = RenderSettings.fogDensity;
|
|
|
|
// Collect all weather components
|
|
weatherComponents = new GameObject[]
|
|
{
|
|
GameObject.Find("RainSystem"),
|
|
GameObject.Find("WindSystem"),
|
|
GameObject.Find("LightningSystem")
|
|
};
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if (duration > 0 && Time.time - startTime > duration)
|
|
{
|
|
EndThunderstorm();
|
|
}
|
|
}
|
|
|
|
void EndThunderstorm()
|
|
{
|
|
// Restore fog settings
|
|
RenderSettings.fog = originalFogState;
|
|
RenderSettings.fogColor = originalFogColor;
|
|
RenderSettings.fogDensity = originalFogDensity;
|
|
|
|
// Destroy weather components
|
|
foreach (var component in weatherComponents)
|
|
{
|
|
if (component != null)
|
|
{
|
|
Destroy(component);
|
|
}
|
|
}
|
|
|
|
Destroy(gameObject);
|
|
}
|
|
}
|
|
|
|
// ===== Unified Weather System Helper Classes =====
|
|
|
|
[System.Serializable]
|
|
public class WeatherParameters : MonoBehaviour
|
|
{
|
|
private Dictionary<string, object> parameters = new Dictionary<string, object>();
|
|
|
|
public void SetParameter(string key, object value)
|
|
{
|
|
parameters[key] = value;
|
|
}
|
|
|
|
public T GetParameter<T>(string key, T defaultValue = default(T))
|
|
{
|
|
if (parameters.ContainsKey(key))
|
|
{
|
|
return (T)parameters[key];
|
|
}
|
|
return defaultValue;
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class WeatherSystemController : MonoBehaviour
|
|
{
|
|
public string currentPreset = "sunny";
|
|
public string currentWeatherState = "sunny";
|
|
public float intensity = 0.5f;
|
|
public float transitionTime = 5f;
|
|
|
|
private Coroutine transitionCoroutine;
|
|
private List<GameObject> weatherEffects = new List<GameObject>();
|
|
|
|
// Stored weather states for transitions
|
|
private WeatherState currentState;
|
|
private WeatherState targetState;
|
|
|
|
[System.Serializable]
|
|
public class WeatherState
|
|
{
|
|
public float fogDensity;
|
|
public Color fogColor;
|
|
public Color ambientLight;
|
|
public float sunIntensity;
|
|
public Color sunColor;
|
|
public float shadowStrength;
|
|
}
|
|
|
|
public void ClearWeatherEffects()
|
|
{
|
|
// Remove all weather particle systems
|
|
var rainSystem = GameObject.Find("RainSystem");
|
|
if (rainSystem != null) DestroyImmediate(rainSystem);
|
|
|
|
var snowSystem = GameObject.Find("SnowSystem");
|
|
if (snowSystem != null) DestroyImmediate(snowSystem);
|
|
|
|
var windSystem = GameObject.Find("WindSystem");
|
|
if (windSystem != null) DestroyImmediate(windSystem);
|
|
|
|
var lightningSystem = GameObject.Find("LightningSystem");
|
|
if (lightningSystem != null) DestroyImmediate(lightningSystem);
|
|
|
|
var thunderstorm = GameObject.Find("Thunderstorm");
|
|
if (thunderstorm != null) DestroyImmediate(thunderstorm);
|
|
|
|
var fogSystem = GameObject.Find("FoggyWeather");
|
|
if (fogSystem != null) DestroyImmediate(fogSystem);
|
|
|
|
weatherEffects.Clear();
|
|
}
|
|
|
|
public void TransitionToPreset(string preset, float duration)
|
|
{
|
|
if (transitionCoroutine != null)
|
|
{
|
|
StopCoroutine(transitionCoroutine);
|
|
}
|
|
|
|
transitionCoroutine = StartCoroutine(TransitionCoroutine(preset, duration));
|
|
}
|
|
|
|
System.Collections.IEnumerator TransitionCoroutine(string preset, float duration)
|
|
{
|
|
// Capture current state
|
|
currentState = new WeatherState
|
|
{
|
|
fogDensity = RenderSettings.fogDensity,
|
|
fogColor = RenderSettings.fogColor,
|
|
ambientLight = RenderSettings.ambientLight,
|
|
sunIntensity = 1f,
|
|
sunColor = Color.white,
|
|
shadowStrength = 0.7f
|
|
};
|
|
|
|
var sun = GameObject.Find("Directional Light");
|
|
if (sun == null) sun = GameObject.Find("Sun");
|
|
if (sun != null)
|
|
{
|
|
var light = sun.GetComponent<Light>();
|
|
if (light != null)
|
|
{
|
|
currentState.sunIntensity = light.intensity;
|
|
currentState.sunColor = light.color;
|
|
currentState.shadowStrength = light.shadowStrength;
|
|
}
|
|
}
|
|
|
|
// Apply new preset temporarily to get target values
|
|
var tempController = gameObject.AddComponent<WeatherSystemController>();
|
|
tempController.enabled = false;
|
|
|
|
// Get target state based on preset
|
|
targetState = GetTargetStateForPreset(preset);
|
|
|
|
// Clean up temp controller
|
|
DestroyImmediate(tempController);
|
|
|
|
// Clear current effects
|
|
ClearWeatherEffects();
|
|
|
|
// Start particle effects for target preset
|
|
ApplyPresetEffects(preset);
|
|
|
|
// Transition atmosphere over time
|
|
float elapsed = 0;
|
|
while (elapsed < duration)
|
|
{
|
|
elapsed += Time.deltaTime;
|
|
float t = elapsed / duration;
|
|
t = Mathf.SmoothStep(0, 1, t);
|
|
|
|
// Interpolate fog
|
|
RenderSettings.fogDensity = Mathf.Lerp(currentState.fogDensity, targetState.fogDensity, t);
|
|
RenderSettings.fogColor = Color.Lerp(currentState.fogColor, targetState.fogColor, t);
|
|
RenderSettings.ambientLight = Color.Lerp(currentState.ambientLight, targetState.ambientLight, t);
|
|
|
|
// Interpolate sun
|
|
if (sun != null)
|
|
{
|
|
var light = sun.GetComponent<Light>();
|
|
if (light != null)
|
|
{
|
|
light.intensity = Mathf.Lerp(currentState.sunIntensity, targetState.sunIntensity, t);
|
|
light.color = Color.Lerp(currentState.sunColor, targetState.sunColor, t);
|
|
light.shadowStrength = Mathf.Lerp(currentState.shadowStrength, targetState.shadowStrength, t);
|
|
}
|
|
}
|
|
|
|
yield return null;
|
|
}
|
|
|
|
// Ensure final values are set
|
|
RenderSettings.fogDensity = targetState.fogDensity;
|
|
RenderSettings.fogColor = targetState.fogColor;
|
|
RenderSettings.ambientLight = targetState.ambientLight;
|
|
|
|
currentWeatherState = preset;
|
|
currentPreset = preset;
|
|
}
|
|
|
|
private WeatherState GetTargetStateForPreset(string preset)
|
|
{
|
|
switch (preset.ToLower())
|
|
{
|
|
case "sunny":
|
|
return new WeatherState
|
|
{
|
|
fogDensity = 0.01f,
|
|
fogColor = new Color(0.9f, 0.95f, 1f),
|
|
ambientLight = new Color(1f, 0.95f, 0.8f),
|
|
sunIntensity = 1.2f,
|
|
sunColor = new Color(1f, 0.95f, 0.8f),
|
|
shadowStrength = 0.7f
|
|
};
|
|
|
|
case "rainy":
|
|
return new WeatherState
|
|
{
|
|
fogDensity = 0.05f * intensity,
|
|
fogColor = new Color(0.4f, 0.4f, 0.5f),
|
|
ambientLight = new Color(0.5f, 0.5f, 0.6f),
|
|
sunIntensity = 0.4f,
|
|
sunColor = new Color(0.8f, 0.8f, 0.9f),
|
|
shadowStrength = 0.3f
|
|
};
|
|
|
|
case "snowy":
|
|
return new WeatherState
|
|
{
|
|
fogDensity = 0.02f,
|
|
fogColor = new Color(0.85f, 0.85f, 0.9f),
|
|
ambientLight = new Color(0.8f, 0.8f, 0.85f),
|
|
sunIntensity = 0.8f,
|
|
sunColor = new Color(0.9f, 0.9f, 1f),
|
|
shadowStrength = 0.2f
|
|
};
|
|
|
|
case "stormy":
|
|
return new WeatherState
|
|
{
|
|
fogDensity = 0.08f,
|
|
fogColor = new Color(0.3f, 0.3f, 0.4f),
|
|
ambientLight = new Color(0.2f, 0.2f, 0.3f),
|
|
sunIntensity = 0.1f,
|
|
sunColor = new Color(0.5f, 0.5f, 0.6f),
|
|
shadowStrength = 0.1f
|
|
};
|
|
|
|
case "foggy":
|
|
return new WeatherState
|
|
{
|
|
fogDensity = 0.1f * intensity,
|
|
fogColor = new Color(0.7f, 0.7f, 0.75f),
|
|
ambientLight = new Color(0.6f, 0.6f, 0.65f),
|
|
sunIntensity = 0.3f,
|
|
sunColor = new Color(0.85f, 0.85f, 0.9f),
|
|
shadowStrength = 0.1f
|
|
};
|
|
|
|
default:
|
|
return new WeatherState
|
|
{
|
|
fogDensity = 0.01f,
|
|
fogColor = Color.white,
|
|
ambientLight = Color.white,
|
|
sunIntensity = 1f,
|
|
sunColor = Color.white,
|
|
shadowStrength = 0.5f
|
|
};
|
|
}
|
|
}
|
|
|
|
private void ApplyPresetEffects(string preset)
|
|
{
|
|
// This method would be called from the main executor
|
|
// to recreate particle effects during transitions
|
|
}
|
|
}
|
|
|
|
// ===== Time of Day System Helper Classes =====
|
|
|
|
[System.Serializable]
|
|
public class TimeOfDayController : MonoBehaviour
|
|
{
|
|
public float currentTime = 12f;
|
|
public float dayDuration = 60f;
|
|
public float latitude = 35f;
|
|
public float longitude = 0f;
|
|
public bool enableClouds = true;
|
|
public bool enableStars = true;
|
|
|
|
public Light sunLight;
|
|
public Light moonLight;
|
|
|
|
// Color settings
|
|
public Color sunriseColor = new Color(1f, 0.55f, 0.26f);
|
|
public Color noonColor = Color.white;
|
|
public Color sunsetColor = new Color(1f, 0.42f, 0.21f);
|
|
public Color nightColor = new Color(0.12f, 0.23f, 0.54f);
|
|
|
|
// Time settings
|
|
public float sunriseTime = 6f;
|
|
public float sunsetTime = 18f;
|
|
|
|
// Fog settings
|
|
public float fogDensityDay = 0.005f;
|
|
public float fogDensityNight = 0.02f;
|
|
|
|
// Performance settings
|
|
[Tooltip("Update interval in seconds. Lower = smoother but heavier. Default 0.1 = 10 updates/sec")]
|
|
public float updateInterval = 0.1f;
|
|
|
|
// Internal
|
|
private float timeSpeed;
|
|
private List<TimeEvent> timeEvents = new List<TimeEvent>();
|
|
public SkyboxBlendController skyboxController;
|
|
private float lastUpdateTime;
|
|
private float lastVisualTime = -1f;
|
|
|
|
void Start()
|
|
{
|
|
timeSpeed = 24f / dayDuration;
|
|
UpdateTimeOfDay();
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
// Update time every frame (lightweight)
|
|
currentTime += timeSpeed * Time.deltaTime;
|
|
if (currentTime >= 24f) currentTime -= 24f;
|
|
if (currentTime < 0f) currentTime += 24f;
|
|
|
|
// Throttle visual updates for performance
|
|
if (Time.time - lastUpdateTime >= updateInterval)
|
|
{
|
|
// Only update visuals if time changed significantly (0.01 hour = ~36 seconds)
|
|
if (Mathf.Abs(currentTime - lastVisualTime) > 0.01f)
|
|
{
|
|
UpdateTimeOfDay();
|
|
lastVisualTime = currentTime;
|
|
}
|
|
lastUpdateTime = Time.time;
|
|
}
|
|
|
|
CheckTimeEvents();
|
|
}
|
|
|
|
public void UpdateTimeOfDay()
|
|
{
|
|
// Calculate sun and moon positions
|
|
float sunAngle = (currentTime - 6f) / 12f * 180f;
|
|
float moonAngle = sunAngle + 180f;
|
|
|
|
if (sunLight != null)
|
|
{
|
|
sunLight.transform.rotation = Quaternion.Euler(sunAngle - 90f, 170f, 0);
|
|
|
|
// Sun intensity and color
|
|
float sunIntensity = Mathf.Clamp01((sunAngle - 0f) / 180f);
|
|
if (sunAngle > 180f) sunIntensity = 0;
|
|
|
|
sunLight.intensity = sunIntensity;
|
|
sunLight.color = GetTimeColor();
|
|
sunLight.enabled = sunIntensity > 0.01f;
|
|
}
|
|
|
|
if (moonLight != null)
|
|
{
|
|
moonLight.transform.rotation = Quaternion.Euler(moonAngle - 90f, 170f, 0);
|
|
|
|
float moonIntensity = 1f - Mathf.Clamp01((sunAngle - 0f) / 180f);
|
|
if (sunAngle < 180f) moonIntensity *= 0.2f;
|
|
|
|
moonLight.intensity = moonIntensity * 0.3f;
|
|
moonLight.enabled = moonIntensity > 0.01f;
|
|
}
|
|
|
|
// Update ambient light
|
|
RenderSettings.ambientLight = GetTimeColor() * 0.5f;
|
|
|
|
// Update fog
|
|
float fogDensity = Mathf.Lerp(fogDensityNight, fogDensityDay, sunLight ? sunLight.intensity : 0);
|
|
RenderSettings.fogDensity = fogDensity;
|
|
RenderSettings.fogColor = GetTimeColor() * 0.7f;
|
|
|
|
// Update skybox if controller exists
|
|
if (skyboxController != null)
|
|
{
|
|
skyboxController.UpdateBlend(currentTime);
|
|
}
|
|
}
|
|
|
|
private Color GetTimeColor()
|
|
{
|
|
if (currentTime < sunriseTime)
|
|
return nightColor;
|
|
else if (currentTime < sunriseTime + 2)
|
|
return Color.Lerp(nightColor, sunriseColor, (currentTime - sunriseTime) / 2f);
|
|
else if (currentTime < 12)
|
|
return Color.Lerp(sunriseColor, noonColor, (currentTime - sunriseTime - 2) / (12 - sunriseTime - 2));
|
|
else if (currentTime < sunsetTime - 2)
|
|
return Color.Lerp(noonColor, sunsetColor, (currentTime - 12) / (sunsetTime - 2 - 12));
|
|
else if (currentTime < sunsetTime)
|
|
return Color.Lerp(sunsetColor, nightColor, (currentTime - sunsetTime + 2) / 2f);
|
|
else
|
|
return nightColor;
|
|
}
|
|
|
|
public void TransitionToTime(float targetTime, float duration)
|
|
{
|
|
StartCoroutine(TransitionCoroutine(targetTime, duration));
|
|
}
|
|
|
|
System.Collections.IEnumerator TransitionCoroutine(float targetTime, float duration)
|
|
{
|
|
float startTime = currentTime;
|
|
float elapsed = 0;
|
|
|
|
// Stop normal time progression during transition
|
|
float originalTimeSpeed = timeSpeed;
|
|
timeSpeed = 0;
|
|
|
|
while (elapsed < duration)
|
|
{
|
|
elapsed += Time.deltaTime;
|
|
float t = elapsed / duration;
|
|
|
|
// Handle wrap around
|
|
float delta = targetTime - startTime;
|
|
if (delta > 12) delta -= 24;
|
|
if (delta < -12) delta += 24;
|
|
|
|
currentTime = startTime + delta * t;
|
|
if (currentTime >= 24) currentTime -= 24;
|
|
if (currentTime < 0) currentTime += 24;
|
|
|
|
UpdateTimeOfDay();
|
|
yield return null;
|
|
}
|
|
|
|
currentTime = targetTime;
|
|
timeSpeed = originalTimeSpeed;
|
|
}
|
|
|
|
public void AddTimeEvent(TimeEvent timeEvent)
|
|
{
|
|
timeEvents.Add(timeEvent);
|
|
}
|
|
|
|
private void CheckTimeEvents()
|
|
{
|
|
foreach (var evt in timeEvents)
|
|
{
|
|
if (Mathf.Abs(currentTime - evt.triggerTime) < 0.1f)
|
|
{
|
|
if (evt.eventType == "Once" && evt.hasTriggered)
|
|
continue;
|
|
|
|
evt.hasTriggered = true;
|
|
ExecuteTimeEvent(evt);
|
|
}
|
|
else
|
|
{
|
|
evt.hasTriggered = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void ExecuteTimeEvent(TimeEvent evt)
|
|
{
|
|
SynLog.Info($"[TimeOfDay] Event '{evt.eventName}' triggered at {currentTime:F1}:00");
|
|
|
|
// Execute action based on event configuration
|
|
if (!string.IsNullOrEmpty(evt.targetObject))
|
|
{
|
|
GameObject target = GameObject.Find(evt.targetObject);
|
|
if (target != null)
|
|
{
|
|
// Example actions
|
|
switch (evt.action.ToLower())
|
|
{
|
|
case "activate":
|
|
target.SetActive(true);
|
|
break;
|
|
case "deactivate":
|
|
target.SetActive(false);
|
|
break;
|
|
case "toggle":
|
|
target.SetActive(!target.activeSelf);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class TimeEvent
|
|
{
|
|
public string eventName;
|
|
public float triggerTime;
|
|
public string eventType = "Once"; // Once, Daily
|
|
public string action;
|
|
public string targetObject;
|
|
public bool hasTriggered = false;
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class SkyboxBlendController : MonoBehaviour
|
|
{
|
|
public Material daySkybox;
|
|
public Material nightSkybox;
|
|
public float cloudSpeed = 0.1f;
|
|
public float cloudOpacity = 0.5f;
|
|
public string blendCurve = "Smooth";
|
|
|
|
private Material currentSkybox;
|
|
private float lastBlendFactor = -1f;
|
|
private static readonly Color dayTint = new Color(0.5f, 0.5f, 0.5f);
|
|
private static readonly Color nightTint = new Color(0.1f, 0.1f, 0.2f);
|
|
|
|
void Start()
|
|
{
|
|
if (daySkybox != null)
|
|
{
|
|
currentSkybox = new Material(daySkybox);
|
|
RenderSettings.skybox = currentSkybox;
|
|
}
|
|
}
|
|
|
|
public void UpdateBlend(float currentTime)
|
|
{
|
|
if (currentSkybox == null) return;
|
|
|
|
// Calculate day/night blend factor
|
|
float blendFactor = 0;
|
|
|
|
if (currentTime < 6 || currentTime > 18)
|
|
{
|
|
// Night time
|
|
blendFactor = 1;
|
|
}
|
|
else if (currentTime >= 6 && currentTime <= 8)
|
|
{
|
|
// Sunrise transition
|
|
blendFactor = 1 - ((currentTime - 6) / 2f);
|
|
}
|
|
else if (currentTime >= 16 && currentTime <= 18)
|
|
{
|
|
// Sunset transition
|
|
blendFactor = (currentTime - 16) / 2f;
|
|
}
|
|
|
|
// Apply curve
|
|
if (blendCurve == "Sharp")
|
|
{
|
|
blendFactor = blendFactor > 0.5f ? 1 : 0;
|
|
}
|
|
else if (blendCurve == "Smooth")
|
|
{
|
|
blendFactor = Mathf.SmoothStep(0, 1, blendFactor);
|
|
}
|
|
|
|
// Skip update if blend factor hasn't changed significantly
|
|
if (Mathf.Abs(blendFactor - lastBlendFactor) < 0.001f) return;
|
|
lastBlendFactor = blendFactor;
|
|
|
|
// Update skybox properties
|
|
if (currentSkybox.HasProperty("_Tint"))
|
|
{
|
|
currentSkybox.SetColor("_Tint", Color.Lerp(dayTint, nightTint, blendFactor));
|
|
}
|
|
|
|
if (currentSkybox.HasProperty("_Exposure"))
|
|
{
|
|
currentSkybox.SetFloat("_Exposure", Mathf.Lerp(1.3f, 0.3f, blendFactor));
|
|
}
|
|
|
|
// Cloud animation
|
|
if (currentSkybox.HasProperty("_Rotation"))
|
|
{
|
|
float rotation = Time.time * cloudSpeed;
|
|
currentSkybox.SetFloat("_Rotation", rotation % 360);
|
|
}
|
|
}
|
|
}
|
|
|
|
#region Batch Material Operations
|
|
|
|
/// <summary>
|
|
/// Apply material to multiple objects in batch
|
|
/// </summary>
|
|
private string BatchMaterialApply(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var materialPath = parameters.GetValueOrDefault("materialPath", "");
|
|
var targetObjects = parameters.GetValueOrDefault("targetObjects", "");
|
|
var searchPattern = parameters.GetValueOrDefault("searchPattern", "");
|
|
var searchScope = parameters.GetValueOrDefault("searchScope", "scene"); // scene, selected, children
|
|
var replaceAll = parameters.GetValueOrDefault("replaceAll", "true") == "true";
|
|
|
|
// Material load
|
|
Material material = null;
|
|
string resolvedMaterialPath = materialPath;
|
|
|
|
if (!string.IsNullOrEmpty(materialPath))
|
|
{
|
|
// Try exact path first
|
|
material = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
|
|
|
|
// If not found, try common locations
|
|
if (material == null)
|
|
{
|
|
var searchPaths = new[]
|
|
{
|
|
materialPath,
|
|
$"Assets/Synaptic_Generated/{Path.GetFileName(materialPath)}",
|
|
$"Assets/Materials/{Path.GetFileName(materialPath)}",
|
|
$"Assets/{Path.GetFileName(materialPath)}"
|
|
};
|
|
|
|
foreach (var path in searchPaths)
|
|
{
|
|
material = AssetDatabase.LoadAssetAtPath<Material>(path);
|
|
if (material != null)
|
|
{
|
|
resolvedMaterialPath = path;
|
|
SynLog.Info($"[BatchMaterialApply] Found material at: {path}");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If still not found, search by name in entire project
|
|
if (material == null)
|
|
{
|
|
var materialName = Path.GetFileNameWithoutExtension(materialPath);
|
|
var guids = AssetDatabase.FindAssets($"t:Material {materialName}");
|
|
foreach (var guid in guids)
|
|
{
|
|
var assetPath = AssetDatabase.GUIDToAssetPath(guid);
|
|
var foundMat = AssetDatabase.LoadAssetAtPath<Material>(assetPath);
|
|
if (foundMat != null && foundMat.name == materialName)
|
|
{
|
|
material = foundMat;
|
|
resolvedMaterialPath = assetPath;
|
|
SynLog.Info($"[BatchMaterialApply] Found material by name at: {assetPath}");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (material == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"Material not found at path: {materialPath}. Searched in: Assets/Synaptic_Generated/, Assets/Materials/, and by name in project."
|
|
});
|
|
}
|
|
}
|
|
|
|
// TargetObjectGet
|
|
List<GameObject> targets = new List<GameObject>();
|
|
|
|
// Determine base object according to search scope
|
|
GameObject[] searchBase = null;
|
|
GameObject parentObject = null;
|
|
|
|
// If targetObjects is not specified and searchScope is children
|
|
if (!string.IsNullOrEmpty(targetObjects) && searchScope.ToLower() == "children")
|
|
{
|
|
// Use specified object as parent, target its children
|
|
parentObject = GameObject.Find(targetObjects.Trim());
|
|
if (parentObject != null)
|
|
{
|
|
searchBase = parentObject.GetComponentsInChildren<Transform>()
|
|
.Select(t => t.gameObject).ToArray();
|
|
targets.AddRange(searchBase);
|
|
}
|
|
}
|
|
else if (!string.IsNullOrEmpty(targetObjects))
|
|
{
|
|
// Normal list of specified object names
|
|
var names = targetObjects.Split(',');
|
|
foreach (var name in names)
|
|
{
|
|
var obj = GameObject.Find(name.Trim());
|
|
if (obj != null) targets.Add(obj);
|
|
}
|
|
}
|
|
else if (!string.IsNullOrEmpty(searchPattern))
|
|
{
|
|
// Search by pattern
|
|
switch (searchScope.ToLower())
|
|
{
|
|
case "selected":
|
|
searchBase = Selection.gameObjects;
|
|
break;
|
|
case "children":
|
|
if (Selection.activeGameObject != null)
|
|
{
|
|
searchBase = Selection.activeGameObject.GetComponentsInChildren<Transform>()
|
|
.Select(t => t.gameObject).ToArray();
|
|
}
|
|
break;
|
|
default: // scene
|
|
searchBase = GameObject.FindObjectsOfType<GameObject>();
|
|
break;
|
|
}
|
|
|
|
if (searchBase != null)
|
|
{
|
|
var regex = new System.Text.RegularExpressions.Regex(searchPattern);
|
|
targets.AddRange(searchBase.Where(obj => regex.IsMatch(obj.name)));
|
|
}
|
|
}
|
|
|
|
// Material apply
|
|
int modifiedCount = 0;
|
|
var results = new List<Dictionary<string, object>>();
|
|
|
|
foreach (var target in targets)
|
|
{
|
|
var renderer = target.GetComponent<Renderer>();
|
|
if (renderer != null)
|
|
{
|
|
if (material != null)
|
|
{
|
|
if (replaceAll)
|
|
{
|
|
var materials = new Material[renderer.sharedMaterials.Length];
|
|
for (int i = 0; i < materials.Length; i++)
|
|
{
|
|
materials[i] = material;
|
|
}
|
|
renderer.sharedMaterials = materials;
|
|
}
|
|
else
|
|
{
|
|
renderer.sharedMaterial = material;
|
|
}
|
|
|
|
EditorUtility.SetDirty(target);
|
|
modifiedCount++;
|
|
|
|
results.Add(new Dictionary<string, object>
|
|
{
|
|
["objectName"] = target.name,
|
|
["materialApplied"] = material.name,
|
|
["materialCount"] = renderer.sharedMaterials.Length
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
if (modifiedCount > 0)
|
|
{
|
|
AssetDatabase.SaveAssets();
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Applied material to {modifiedCount} objects",
|
|
modifiedCount = modifiedCount,
|
|
results = results
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create prefabs from multiple objects in batch
|
|
/// </summary>
|
|
private string BatchPrefabCreate(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var sourceObjects = parameters.GetValueOrDefault("sourceObjects", "");
|
|
var searchPattern = parameters.GetValueOrDefault("searchPattern", "");
|
|
var outputFolder = parameters.GetValueOrDefault("outputFolder", "Assets/Prefabs");
|
|
var namingPattern = parameters.GetValueOrDefault("namingPattern", "{name}_Prefab");
|
|
var createVariants = parameters.GetValueOrDefault("createVariants", "false") == "true";
|
|
var deleteOriginal = parameters.GetValueOrDefault("deleteOriginal", "false") == "true";
|
|
|
|
// Create output folder
|
|
if (!AssetDatabase.IsValidFolder(outputFolder))
|
|
{
|
|
CreateFolderRecursive(outputFolder);
|
|
}
|
|
|
|
// SourceObjectGet
|
|
List<GameObject> sources = new List<GameObject>();
|
|
|
|
if (!string.IsNullOrEmpty(sourceObjects))
|
|
{
|
|
// List of specified object names
|
|
var names = sourceObjects.Split(',');
|
|
foreach (var name in names)
|
|
{
|
|
var obj = GameObject.Find(name.Trim());
|
|
if (obj != null) sources.Add(obj);
|
|
}
|
|
}
|
|
else if (!string.IsNullOrEmpty(searchPattern))
|
|
{
|
|
// Search by pattern
|
|
var allObjects = GameObject.FindObjectsOfType<GameObject>();
|
|
var regex = new System.Text.RegularExpressions.Regex(searchPattern);
|
|
sources.AddRange(allObjects.Where(obj => regex.IsMatch(obj.name)));
|
|
}
|
|
else
|
|
{
|
|
// Use selected objects
|
|
sources.AddRange(Selection.gameObjects);
|
|
}
|
|
|
|
// PrefabCreate
|
|
var createdPrefabs = new List<Dictionary<string, object>>();
|
|
int successCount = 0;
|
|
|
|
foreach (var source in sources)
|
|
{
|
|
try
|
|
{
|
|
// Generate prefab name
|
|
string prefabName = namingPattern.Replace("{name}", source.name);
|
|
if (!prefabName.EndsWith(".prefab"))
|
|
{
|
|
prefabName += ".prefab";
|
|
}
|
|
|
|
string prefabPath = Path.Combine(outputFolder, prefabName);
|
|
|
|
// PrefabCreate
|
|
GameObject prefab;
|
|
if (createVariants && PrefabUtility.IsAnyPrefabInstanceRoot(source))
|
|
{
|
|
// Create as variant
|
|
prefab = PrefabUtility.SaveAsPrefabAsset(source, prefabPath, out bool success);
|
|
}
|
|
else
|
|
{
|
|
// Create as normal prefab
|
|
prefab = PrefabUtility.SaveAsPrefabAsset(source, prefabPath);
|
|
}
|
|
|
|
if (prefab != null)
|
|
{
|
|
successCount++;
|
|
createdPrefabs.Add(new Dictionary<string, object>
|
|
{
|
|
["sourceName"] = source.name,
|
|
["prefabPath"] = prefabPath,
|
|
["prefabName"] = prefab.name,
|
|
["isVariant"] = createVariants && PrefabUtility.IsAnyPrefabInstanceRoot(source)
|
|
});
|
|
|
|
// Delete original
|
|
if (deleteOriginal)
|
|
{
|
|
UnityEditor.Undo.DestroyObjectImmediate(source);
|
|
}
|
|
}
|
|
}
|
|
catch (Exception innerEx)
|
|
{
|
|
SynLog.Warn($"Failed to create prefab from {source.name}: {innerEx.Message}");
|
|
}
|
|
}
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Created {successCount} prefabs",
|
|
createdCount = successCount,
|
|
prefabs = createdPrefabs,
|
|
outputFolder = outputFolder
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = e.Message
|
|
});
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create folder recursively
|
|
/// </summary>
|
|
private void CreateFolderRecursive(string path)
|
|
{
|
|
var folders = path.Split('/');
|
|
string currentPath = folders[0];
|
|
|
|
for (int i = 1; i < folders.Length; i++)
|
|
{
|
|
string nextPath = currentPath + "/" + folders[i];
|
|
if (!AssetDatabase.IsValidFolder(nextPath))
|
|
{
|
|
AssetDatabase.CreateFolder(currentPath, folders[i]);
|
|
}
|
|
currentPath = nextPath;
|
|
}
|
|
}
|
|
|
|
#region Inspector Information Tools
|
|
|
|
/// <summary>
|
|
/// Search GameObject by name (both in Scene and Assets)
|
|
/// </summary>
|
|
private GameObject FindGameObjectByName(string gameObjectName)
|
|
{
|
|
// 1. Search active GameObjects in scene
|
|
GameObject targetObject = GameObject.Find(gameObjectName);
|
|
|
|
// 2. If not found, search all GameObjects including inactive
|
|
if (targetObject == null)
|
|
{
|
|
var allObjects = UnityEngine.Object.FindObjectsOfType<GameObject>(true); // includeInactive: true
|
|
targetObject = allObjects.FirstOrDefault(go => go.name == gameObjectName);
|
|
}
|
|
|
|
// 3. If still not found, search prefab assets
|
|
#if UNITY_EDITOR
|
|
if (targetObject == null)
|
|
{
|
|
// Search as prefab asset
|
|
string[] prefabGuids = AssetDatabase.FindAssets($"t:Prefab {gameObjectName}");
|
|
foreach (string guid in prefabGuids)
|
|
{
|
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
|
if (prefab != null && prefab.name == gameObjectName)
|
|
{
|
|
targetObject = prefab;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Search as GameObject asset
|
|
if (targetObject == null)
|
|
{
|
|
string[] goGuids = AssetDatabase.FindAssets($"t:GameObject {gameObjectName}");
|
|
foreach (string guid in goGuids)
|
|
{
|
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
GameObject go = AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
|
if (go != null && go.name == gameObjectName)
|
|
{
|
|
targetObject = go;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Broad search by name
|
|
if (targetObject == null)
|
|
{
|
|
string[] allGuids = AssetDatabase.FindAssets(gameObjectName);
|
|
foreach (string guid in allGuids)
|
|
{
|
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
GameObject go = AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
|
if (go != null && go.name == gameObjectName)
|
|
{
|
|
targetObject = go;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return targetObject;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get inspector info of specified GameObject
|
|
/// </summary>
|
|
private string GetInspectorInfo(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
if (!parameters.TryGetValue("gameObjectName", out var gameObjectName))
|
|
{
|
|
return CreateErrorResponse("gameObjectName parameter is required");
|
|
}
|
|
|
|
var targetObject = FindGameObjectByName(gameObjectName);
|
|
if (targetObject == null)
|
|
{
|
|
return CreateErrorResponse($"GameObject '{gameObjectName}' not found in scene or assets");
|
|
}
|
|
|
|
bool includePrivateFields = parameters.ContainsKey("includePrivateFields") &&
|
|
bool.Parse(parameters.GetValueOrDefault("includePrivateFields", "false"));
|
|
bool includeEvents = parameters.ContainsKey("includeEvents") &&
|
|
bool.Parse(parameters.GetValueOrDefault("includeEvents", "false"));
|
|
string componentFilter = parameters.GetValueOrDefault("componentFilter", "");
|
|
|
|
var report = GenerateInspectorReport(targetObject, includePrivateFields, includeEvents, componentFilter);
|
|
return JsonConvert.SerializeObject(new { success = true, data = report }, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Error getting inspector info: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get inspector info of currently selected GameObject
|
|
/// </summary>
|
|
private string GetSelectedObjectInfo(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var selectedObject = Selection.activeGameObject;
|
|
if (selectedObject == null)
|
|
{
|
|
return CreateErrorResponse("No GameObject is currently selected");
|
|
}
|
|
|
|
bool includePrivateFields = parameters.ContainsKey("includePrivateFields") &&
|
|
bool.Parse(parameters.GetValueOrDefault("includePrivateFields", "false"));
|
|
bool includeEvents = parameters.ContainsKey("includeEvents") &&
|
|
bool.Parse(parameters.GetValueOrDefault("includeEvents", "false"));
|
|
string componentFilter = parameters.GetValueOrDefault("componentFilter", "");
|
|
|
|
var report = GenerateInspectorReport(selectedObject, includePrivateFields, includeEvents, componentFilter);
|
|
return JsonConvert.SerializeObject(new { success = true, data = report }, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Error getting selected object info: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get detailed info of specified component
|
|
/// </summary>
|
|
private string GetComponentDetails(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
if (!parameters.TryGetValue("gameObjectName", out var gameObjectName))
|
|
{
|
|
return CreateErrorResponse("gameObjectName parameter is required");
|
|
}
|
|
|
|
if (!parameters.TryGetValue("componentType", out var componentType))
|
|
{
|
|
return CreateErrorResponse("componentType parameter is required");
|
|
}
|
|
|
|
var targetObject = FindGameObjectByName(gameObjectName);
|
|
if (targetObject == null)
|
|
{
|
|
return CreateErrorResponse($"GameObject '{gameObjectName}' not found in scene or assets");
|
|
}
|
|
|
|
var component = targetObject.GetComponent(componentType);
|
|
if (component == null)
|
|
{
|
|
return CreateErrorResponse($"Component '{componentType}' not found on GameObject '{gameObjectName}'");
|
|
}
|
|
|
|
bool includeSerializedProperties = parameters.ContainsKey("includeSerializedProperties") &&
|
|
bool.Parse(parameters.GetValueOrDefault("includeSerializedProperties", "true"));
|
|
|
|
var report = GenerateComponentReport(component, includeSerializedProperties);
|
|
return JsonConvert.SerializeObject(new { success = true, data = report }, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse($"Error getting component details: {e.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generate detailed inspector report for GameObject
|
|
/// </summary>
|
|
private string GenerateInspectorReport(GameObject gameObject, bool includePrivateFields, bool includeEvents, string componentFilter)
|
|
{
|
|
var report = new StringBuilder();
|
|
report.AppendLine($"=== Inspector Information for '{gameObject.name}' ===");
|
|
report.AppendLine();
|
|
|
|
// Basic info
|
|
report.AppendLine("=== Basic Information ===");
|
|
report.AppendLine($"Name: {gameObject.name}");
|
|
report.AppendLine($"Tag: {gameObject.tag}");
|
|
report.AppendLine($"Layer: {LayerMask.LayerToName(gameObject.layer)} ({gameObject.layer})");
|
|
report.AppendLine($"Active: {gameObject.activeInHierarchy}");
|
|
report.AppendLine($"Static: {gameObject.isStatic}");
|
|
report.AppendLine($"Instance ID: {gameObject.GetInstanceID()}");
|
|
report.AppendLine();
|
|
|
|
// TransformInfo
|
|
var transform = gameObject.transform;
|
|
report.AppendLine("=== Transform ===");
|
|
report.AppendLine($"Position: {transform.position}");
|
|
report.AppendLine($"Rotation: {transform.rotation.eulerAngles}");
|
|
report.AppendLine($"Scale: {transform.localScale}");
|
|
report.AppendLine($"Parent: {(transform.parent ? transform.parent.name : "None")}");
|
|
report.AppendLine($"Children Count: {transform.childCount}");
|
|
report.AppendLine();
|
|
|
|
// ComponentInfo
|
|
var components = gameObject.GetComponents<Component>();
|
|
report.AppendLine("=== Components ===");
|
|
|
|
foreach (var component in components)
|
|
{
|
|
if (component == null) continue;
|
|
|
|
var componentType = component.GetType().Name;
|
|
|
|
// Check if filter is specified
|
|
if (!string.IsNullOrEmpty(componentFilter) &&
|
|
!componentType.ToLower().Contains(componentFilter.ToLower()))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
report.AppendLine($"\n--- {componentType} ---");
|
|
|
|
// Get properties using SerializedObject
|
|
var serializedObject = new SerializedObject(component);
|
|
serializedObject.Update(); // Update serialized data
|
|
var property = serializedObject.GetIterator();
|
|
|
|
// Debug: Log component type
|
|
SynLog.Info($"[NexusExecutor] Inspecting component: {componentType}");
|
|
|
|
if (property.NextVisible(true))
|
|
{
|
|
do
|
|
{
|
|
if (property.name == "m_Script") continue; // Skip script reference
|
|
|
|
// Debug: Log property info
|
|
SynLog.Info($"[NexusExecutor] Property: {property.displayName} ({property.propertyPath}), Type: {property.propertyType}, IsArray: {property.isArray}");
|
|
|
|
// Show details if array or list
|
|
if (property.isArray && property.propertyType != SerializedPropertyType.String)
|
|
{
|
|
report.AppendLine($" {property.displayName}: Array[{property.arraySize}]");
|
|
|
|
// Debug logging
|
|
SynLog.Info($"[NexusExecutor] Processing array: {property.displayName} with {property.arraySize} elements");
|
|
|
|
// Show each array element (max 10)
|
|
int displayCount = Mathf.Min(property.arraySize, 10);
|
|
for (int i = 0; i < displayCount; i++)
|
|
{
|
|
var element = property.GetArrayElementAtIndex(i);
|
|
var elementValue = GetSerializedPropertyValue(element);
|
|
report.AppendLine($" [{i}]: {elementValue}");
|
|
|
|
// Debug logging for each element
|
|
SynLog.Info($"[NexusExecutor] Array element [{i}]: {elementValue}, Type: {element.propertyType}");
|
|
|
|
// Show more details if object reference
|
|
if (element.propertyType == SerializedPropertyType.ObjectReference &&
|
|
element.objectReferenceValue != null)
|
|
{
|
|
var objRef = element.objectReferenceValue;
|
|
if (objRef is GameObject go)
|
|
{
|
|
report.AppendLine($" └─ GameObject: {go.name}");
|
|
report.AppendLine($" Path: {GetGameObjectPath(go)}");
|
|
|
|
// PrefabIfAddInfo
|
|
#if UNITY_EDITOR
|
|
if (UnityEditor.PrefabUtility.IsPartOfPrefabAsset(go))
|
|
{
|
|
report.AppendLine($" Type: Prefab Asset");
|
|
var prefabPath = UnityEditor.AssetDatabase.GetAssetPath(go);
|
|
report.AppendLine($" Asset Path: {prefabPath}");
|
|
}
|
|
#endif
|
|
}
|
|
else if (objRef is Component comp)
|
|
{
|
|
report.AppendLine($" └─ Component: {comp.GetType().Name}");
|
|
report.AppendLine($" GameObject: {comp.gameObject.name}");
|
|
}
|
|
else
|
|
{
|
|
report.AppendLine($" └─ Asset: {objRef.GetType().Name}");
|
|
report.AppendLine($" Name: {objRef.name}");
|
|
}
|
|
}
|
|
}
|
|
|
|
if (property.arraySize > 10)
|
|
{
|
|
report.AppendLine($" ... and {property.arraySize - 10} more items");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var propertyValue = GetSerializedPropertyValue(property);
|
|
report.AppendLine($" {property.displayName}: {propertyValue}");
|
|
}
|
|
}
|
|
while (property.NextVisible(false));
|
|
}
|
|
|
|
// Get additional info using reflection (optional)
|
|
if (includePrivateFields)
|
|
{
|
|
var fields = component.GetType().GetFields(BindingFlags.NonPublic | BindingFlags.Instance);
|
|
if (fields.Length > 0)
|
|
{
|
|
report.AppendLine(" [Private Fields]:");
|
|
foreach (var field in fields.Take(5)) // Only first 5
|
|
{
|
|
try
|
|
{
|
|
var value = field.GetValue(component);
|
|
report.AppendLine($" {field.Name}: {value}");
|
|
}
|
|
catch { /* Skip if field access failed */ }
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
report.AppendLine();
|
|
return report.ToString();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generate detailed report for specific component
|
|
/// </summary>
|
|
private string GenerateComponentReport(Component component, bool includeSerializedProperties)
|
|
{
|
|
var report = new StringBuilder();
|
|
var componentType = component.GetType();
|
|
|
|
report.AppendLine($"=== Component Details: {componentType.Name} ===");
|
|
report.AppendLine($"GameObject: {component.gameObject.name}");
|
|
report.AppendLine($"Assembly: {componentType.Assembly.GetName().Name}");
|
|
report.AppendLine($"Namespace: {componentType.Namespace}");
|
|
report.AppendLine();
|
|
|
|
if (includeSerializedProperties)
|
|
{
|
|
report.AppendLine("=== Serialized Properties ===");
|
|
var serializedObject = new SerializedObject(component);
|
|
var property = serializedObject.GetIterator();
|
|
|
|
if (property.NextVisible(true))
|
|
{
|
|
do
|
|
{
|
|
if (property.name == "m_Script") continue;
|
|
|
|
var propertyType = property.propertyType.ToString();
|
|
|
|
report.AppendLine($"{property.displayName}:");
|
|
report.AppendLine($" Type: {propertyType}");
|
|
|
|
// Show details if array
|
|
if (property.isArray && property.propertyType != SerializedPropertyType.String)
|
|
{
|
|
report.AppendLine($" Array Size: {property.arraySize}");
|
|
|
|
// Show each array element (max 20)
|
|
int displayCount = Mathf.Min(property.arraySize, 20);
|
|
for (int i = 0; i < displayCount; i++)
|
|
{
|
|
var element = property.GetArrayElementAtIndex(i);
|
|
var elementValue = GetSerializedPropertyValue(element);
|
|
report.AppendLine($" [{i}]: {elementValue}");
|
|
|
|
// Object reference details
|
|
if (element.propertyType == SerializedPropertyType.ObjectReference &&
|
|
element.objectReferenceValue != null)
|
|
{
|
|
var obj = element.objectReferenceValue;
|
|
report.AppendLine($" - Type: {obj.GetType().FullName}");
|
|
report.AppendLine($" - Name: {obj.name}");
|
|
|
|
if (obj is GameObject go)
|
|
{
|
|
report.AppendLine($" - Path: {GetGameObjectPath(go)}");
|
|
report.AppendLine($" - Active: {go.activeInHierarchy}");
|
|
report.AppendLine($" - Tag: {go.tag}");
|
|
report.AppendLine($" - Layer: {LayerMask.LayerToName(go.layer)}");
|
|
}
|
|
else if (obj is Component comp)
|
|
{
|
|
report.AppendLine($" - GameObject: {comp.gameObject.name}");
|
|
}
|
|
#if UNITY_EDITOR
|
|
else
|
|
{
|
|
string assetPath = AssetDatabase.GetAssetPath(obj);
|
|
if (!string.IsNullOrEmpty(assetPath))
|
|
{
|
|
report.AppendLine($" - Asset Path: {assetPath}");
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
if (property.arraySize > 20)
|
|
{
|
|
report.AppendLine($" ... and {property.arraySize - 20} more items");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var propertyValue = GetSerializedPropertyValue(property);
|
|
report.AppendLine($" Value: {propertyValue}");
|
|
}
|
|
|
|
report.AppendLine($" Path: {property.propertyPath}");
|
|
report.AppendLine();
|
|
}
|
|
while (property.NextVisible(false));
|
|
}
|
|
}
|
|
|
|
// Public property info
|
|
var properties = componentType.GetProperties(BindingFlags.Public | BindingFlags.Instance);
|
|
if (properties.Length > 0)
|
|
{
|
|
report.AppendLine("=== Public Properties ===");
|
|
foreach (var prop in properties.Take(10))
|
|
{
|
|
try
|
|
{
|
|
if (prop.CanRead && prop.GetIndexParameters().Length == 0)
|
|
{
|
|
var value = prop.GetValue(component);
|
|
report.AppendLine($"{prop.Name}: {value} ({prop.PropertyType.Name})");
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
report.AppendLine($"{prop.Name}: [Error reading: {e.Message}]");
|
|
}
|
|
}
|
|
}
|
|
|
|
return report.ToString();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get GameObject path
|
|
/// </summary>
|
|
private string GetGameObjectPath(GameObject go)
|
|
{
|
|
if (go == null) return "null";
|
|
|
|
#if UNITY_EDITOR
|
|
// PrefabIfAssetPathReturn
|
|
string assetPath = AssetDatabase.GetAssetPath(go);
|
|
if (!string.IsNullOrEmpty(assetPath))
|
|
{
|
|
return assetPath;
|
|
}
|
|
#endif
|
|
|
|
// Return hierarchy path if object in scene
|
|
Transform current = go.transform;
|
|
string path = current.name;
|
|
|
|
while (current.parent != null)
|
|
{
|
|
current = current.parent;
|
|
path = current.name + "/" + path;
|
|
}
|
|
|
|
return path;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find GameObject by name or InstanceID
|
|
/// Supports both "MyObject" (name) and "12345" (InstanceID) formats
|
|
/// </summary>
|
|
private GameObject FindGameObjectByNameOrId(string nameOrId)
|
|
{
|
|
if (string.IsNullOrEmpty(nameOrId))
|
|
return null;
|
|
|
|
// Try by InstanceID first (if it's a number)
|
|
if (int.TryParse(nameOrId, out int id))
|
|
{
|
|
var obj = EditorUtility.InstanceIDToObject(id) as GameObject;
|
|
if (obj != null)
|
|
return obj;
|
|
}
|
|
|
|
// Try by name
|
|
return GameObject.Find(nameOrId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get SerializedProperty value as string
|
|
/// </summary>
|
|
private string GetSerializedPropertyValue(SerializedProperty property)
|
|
{
|
|
switch (property.propertyType)
|
|
{
|
|
case SerializedPropertyType.Integer:
|
|
return property.intValue.ToString();
|
|
case SerializedPropertyType.Boolean:
|
|
return property.boolValue.ToString();
|
|
case SerializedPropertyType.Float:
|
|
return property.floatValue.ToString("F3");
|
|
case SerializedPropertyType.String:
|
|
return $"\"{property.stringValue}\"";
|
|
case SerializedPropertyType.Color:
|
|
return property.colorValue.ToString();
|
|
case SerializedPropertyType.ObjectReference:
|
|
if (property.objectReferenceValue == null) return "None";
|
|
var objRef = property.objectReferenceValue;
|
|
if (objRef is GameObject go)
|
|
return $"{go.name} (GameObject)";
|
|
else if (objRef is Component comp)
|
|
return $"{comp.GetType().Name} on {comp.gameObject.name}";
|
|
else
|
|
return $"{objRef.name} ({objRef.GetType().Name})";
|
|
case SerializedPropertyType.LayerMask:
|
|
return property.intValue.ToString();
|
|
case SerializedPropertyType.Enum:
|
|
return property.enumNames[property.enumValueIndex];
|
|
case SerializedPropertyType.Vector2:
|
|
return property.vector2Value.ToString();
|
|
case SerializedPropertyType.Vector3:
|
|
return property.vector3Value.ToString();
|
|
case SerializedPropertyType.Vector4:
|
|
return property.vector4Value.ToString();
|
|
case SerializedPropertyType.Rect:
|
|
return property.rectValue.ToString();
|
|
case SerializedPropertyType.ArraySize:
|
|
return $"Array Size: {property.intValue}";
|
|
case SerializedPropertyType.Character:
|
|
return property.intValue.ToString();
|
|
case SerializedPropertyType.AnimationCurve:
|
|
return property.animationCurveValue != null ? "AnimationCurve" : "None";
|
|
case SerializedPropertyType.Bounds:
|
|
return property.boundsValue.ToString();
|
|
case SerializedPropertyType.Quaternion:
|
|
return property.quaternionValue.ToString();
|
|
default:
|
|
return property.isArray ? $"Array[{property.arraySize}]" : property.propertyType.ToString();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Save shader file and create material
|
|
/// </summary>
|
|
private string SaveShaderAndCreateMaterial(string shaderName, string shaderCode)
|
|
{
|
|
try
|
|
{
|
|
// Create Shaders folder
|
|
string shaderFolderPath = "Assets/Synaptic_Generated/Shaders";
|
|
if (!AssetDatabase.IsValidFolder(shaderFolderPath))
|
|
{
|
|
if (!AssetDatabase.IsValidFolder("Assets/Synaptic_Generated"))
|
|
{
|
|
AssetDatabase.CreateFolder("Assets", "Synaptic_Generated");
|
|
}
|
|
AssetDatabase.CreateFolder("Assets/Synaptic_Generated", "Shaders");
|
|
AssetDatabase.Refresh();
|
|
}
|
|
|
|
// Save shader file
|
|
string shaderPath = System.IO.Path.Combine(shaderFolderPath, $"{shaderName}.shader");
|
|
System.IO.File.WriteAllText(shaderPath, shaderCode);
|
|
AssetDatabase.ImportAsset(shaderPath);
|
|
|
|
// Load shader
|
|
Shader shader = AssetDatabase.LoadAssetAtPath<Shader>(shaderPath);
|
|
if (shader == null)
|
|
{
|
|
return $"Error: Failed to load shader at {shaderPath}";
|
|
}
|
|
|
|
// Create Materials folder
|
|
string matFolderPath = "Assets/Synaptic_Generated/Materials";
|
|
if (!AssetDatabase.IsValidFolder(matFolderPath))
|
|
{
|
|
AssetDatabase.CreateFolder("Assets/Synaptic_Generated", "Materials");
|
|
AssetDatabase.Refresh();
|
|
}
|
|
|
|
// Create material
|
|
Material material = new Material(shader);
|
|
material.name = $"{shaderName}_Material";
|
|
|
|
string materialPath = System.IO.Path.Combine(matFolderPath, $"{shaderName}.mat");
|
|
AssetDatabase.CreateAsset(material, materialPath);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return $"[NexusShader] Created {shaderName} shader at {shaderPath} and material at {materialPath}";
|
|
}
|
|
catch (System.Exception e)
|
|
{
|
|
return $"Error creating shader {shaderName}: {e.Message}";
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Synaptic Pro Tools
|
|
|
|
/// <summary>
|
|
/// Generate SDF face shadow texture for anime characters
|
|
/// </summary>
|
|
private string GenerateSDFTexture(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var meshName = parameters.GetValueOrDefault("meshName", "");
|
|
var resolution = Convert.ToInt32(parameters.GetValueOrDefault("resolution", "256"));
|
|
var outputPath = parameters.GetValueOrDefault("outputPath", "Assets/Synaptic AI Pro/Textures/SDF");
|
|
var outputName = parameters.GetValueOrDefault("outputName", "FaceSDF");
|
|
|
|
// Create output directory
|
|
if (!System.IO.Directory.Exists(outputPath))
|
|
{
|
|
System.IO.Directory.CreateDirectory(outputPath);
|
|
}
|
|
|
|
// Generate 9-direction SDF lightmaps
|
|
var directions = new Vector3[]
|
|
{
|
|
Vector3.forward, // Front
|
|
new Vector3(0.707f, 0, 0.707f), // Front-Right 45
|
|
Vector3.right, // Right
|
|
new Vector3(0.707f, 0, -0.707f), // Back-Right 45
|
|
new Vector3(-0.707f, 0, 0.707f), // Front-Left 45
|
|
Vector3.left, // Left
|
|
new Vector3(-0.707f, 0, -0.707f), // Back-Left 45
|
|
new Vector3(0, 0.707f, 0.707f), // Front-Up 45
|
|
new Vector3(0, -0.707f, 0.707f) // Front-Down 45
|
|
};
|
|
|
|
var textures = new List<Texture2D>();
|
|
|
|
for (int i = 0; i < directions.Length; i++)
|
|
{
|
|
var tex = new Texture2D(resolution, resolution, TextureFormat.R8, false);
|
|
|
|
// Generate simple gradient SDF based on direction
|
|
for (int y = 0; y < resolution; y++)
|
|
{
|
|
for (int x = 0; x < resolution; x++)
|
|
{
|
|
float u = (float)x / resolution * 2f - 1f;
|
|
float v = (float)y / resolution * 2f - 1f;
|
|
|
|
// Simple SDF calculation based on light direction
|
|
float sdf = Vector3.Dot(new Vector3(u, v, 0).normalized, directions[i]);
|
|
sdf = sdf * 0.5f + 0.5f;
|
|
|
|
// Apply smoothstep for better shadow transition
|
|
sdf = Mathf.SmoothStep(0.3f, 0.7f, sdf);
|
|
|
|
tex.SetPixel(x, y, new Color(sdf, sdf, sdf, 1));
|
|
}
|
|
}
|
|
|
|
tex.Apply();
|
|
textures.Add(tex);
|
|
}
|
|
|
|
// Pack into single texture (3x3 grid)
|
|
var packedTex = new Texture2D(resolution * 3, resolution * 3, TextureFormat.R8, false);
|
|
|
|
for (int i = 0; i < 9; i++)
|
|
{
|
|
int gridX = i % 3;
|
|
int gridY = i / 3;
|
|
|
|
for (int y = 0; y < resolution; y++)
|
|
{
|
|
for (int x = 0; x < resolution; x++)
|
|
{
|
|
var color = textures[i].GetPixel(x, y);
|
|
packedTex.SetPixel(gridX * resolution + x, gridY * resolution + y, color);
|
|
}
|
|
}
|
|
}
|
|
|
|
packedTex.Apply();
|
|
|
|
// Save texture
|
|
byte[] pngData = packedTex.EncodeToPNG();
|
|
string fullPath = $"{outputPath}/{outputName}.png";
|
|
System.IO.File.WriteAllBytes(fullPath, pngData);
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
// Configure texture import settings
|
|
TextureImporter importer = AssetImporter.GetAtPath(fullPath) as TextureImporter;
|
|
if (importer != null)
|
|
{
|
|
importer.textureType = TextureImporterType.Default;
|
|
importer.sRGBTexture = false;
|
|
importer.alphaSource = TextureImporterAlphaSource.None;
|
|
importer.mipmapEnabled = false;
|
|
importer.SaveAndReimport();
|
|
}
|
|
|
|
// Cleanup
|
|
foreach (var tex in textures) UnityEngine.Object.DestroyImmediate(tex);
|
|
UnityEngine.Object.DestroyImmediate(packedTex);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Generated SDF texture with 9 directions",
|
|
path = fullPath,
|
|
resolution = $"{resolution * 3}x{resolution * 3}",
|
|
directions = 9
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("GenerateSDFTexture", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generate shadow ramp texture for toon shading
|
|
/// </summary>
|
|
private string GenerateRampTexture(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var preset = parameters.GetValueOrDefault("preset", "anime_soft");
|
|
var width = Convert.ToInt32(parameters.GetValueOrDefault("width", "256"));
|
|
var outputPath = parameters.GetValueOrDefault("outputPath", "Assets/Synaptic AI Pro/Textures/Ramps");
|
|
var outputName = parameters.GetValueOrDefault("outputName", "ShadowRamp");
|
|
|
|
// Create output directory
|
|
if (!System.IO.Directory.Exists(outputPath))
|
|
{
|
|
System.IO.Directory.CreateDirectory(outputPath);
|
|
}
|
|
|
|
// Define presets
|
|
Color lightColor, shadowColor;
|
|
float midpoint = 0.5f;
|
|
float softness = 0.1f;
|
|
|
|
switch (preset.ToLower())
|
|
{
|
|
case "genshin_warm":
|
|
lightColor = new Color(1f, 0.95f, 0.9f);
|
|
shadowColor = new Color(0.7f, 0.4f, 0.5f);
|
|
midpoint = 0.45f;
|
|
softness = 0.15f;
|
|
break;
|
|
case "genshin_cool":
|
|
lightColor = new Color(0.95f, 0.97f, 1f);
|
|
shadowColor = new Color(0.4f, 0.5f, 0.7f);
|
|
midpoint = 0.45f;
|
|
softness = 0.15f;
|
|
break;
|
|
case "anime_hard":
|
|
lightColor = Color.white;
|
|
shadowColor = new Color(0.6f, 0.6f, 0.7f);
|
|
midpoint = 0.5f;
|
|
softness = 0.02f;
|
|
break;
|
|
case "anime_soft":
|
|
lightColor = Color.white;
|
|
shadowColor = new Color(0.7f, 0.7f, 0.8f);
|
|
midpoint = 0.5f;
|
|
softness = 0.2f;
|
|
break;
|
|
case "cel_shade":
|
|
lightColor = Color.white;
|
|
shadowColor = new Color(0.5f, 0.5f, 0.5f);
|
|
midpoint = 0.5f;
|
|
softness = 0.001f;
|
|
break;
|
|
case "skin_sss":
|
|
lightColor = new Color(1f, 0.9f, 0.85f);
|
|
shadowColor = new Color(0.8f, 0.4f, 0.4f);
|
|
midpoint = 0.4f;
|
|
softness = 0.3f;
|
|
break;
|
|
case "metal":
|
|
lightColor = new Color(0.9f, 0.9f, 0.95f);
|
|
shadowColor = new Color(0.2f, 0.2f, 0.3f);
|
|
midpoint = 0.5f;
|
|
softness = 0.4f;
|
|
break;
|
|
case "fabric":
|
|
lightColor = new Color(1f, 1f, 1f);
|
|
shadowColor = new Color(0.5f, 0.5f, 0.6f);
|
|
midpoint = 0.55f;
|
|
softness = 0.25f;
|
|
break;
|
|
default:
|
|
lightColor = Color.white;
|
|
shadowColor = new Color(0.6f, 0.6f, 0.6f);
|
|
midpoint = 0.5f;
|
|
softness = 0.1f;
|
|
break;
|
|
}
|
|
|
|
// Generate ramp texture
|
|
var tex = new Texture2D(width, 4, TextureFormat.RGB24, false);
|
|
|
|
for (int x = 0; x < width; x++)
|
|
{
|
|
float t = (float)x / width;
|
|
|
|
// Smoothstep transition
|
|
float ramp = Mathf.SmoothStep(midpoint - softness, midpoint + softness, t);
|
|
Color color = Color.Lerp(shadowColor, lightColor, ramp);
|
|
|
|
for (int y = 0; y < 4; y++)
|
|
{
|
|
tex.SetPixel(x, y, color);
|
|
}
|
|
}
|
|
|
|
tex.Apply();
|
|
|
|
// Save texture
|
|
byte[] pngData = tex.EncodeToPNG();
|
|
string fullPath = $"{outputPath}/{outputName}_{preset}.png";
|
|
System.IO.File.WriteAllBytes(fullPath, pngData);
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
// Configure import settings
|
|
TextureImporter importer = AssetImporter.GetAtPath(fullPath) as TextureImporter;
|
|
if (importer != null)
|
|
{
|
|
importer.textureType = TextureImporterType.Default;
|
|
importer.wrapMode = TextureWrapMode.Clamp;
|
|
importer.filterMode = FilterMode.Bilinear;
|
|
importer.mipmapEnabled = false;
|
|
importer.SaveAndReimport();
|
|
}
|
|
|
|
UnityEngine.Object.DestroyImmediate(tex);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Generated ramp texture with preset '{preset}'",
|
|
path = fullPath,
|
|
preset = preset,
|
|
lightColor = $"({lightColor.r:F2}, {lightColor.g:F2}, {lightColor.b:F2})",
|
|
shadowColor = $"({shadowColor.r:F2}, {shadowColor.g:F2}, {shadowColor.b:F2})"
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("GenerateRampTexture", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add DissolveController component to a GameObject
|
|
/// </summary>
|
|
private string AddDissolveController(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetName = parameters.GetValueOrDefault("target", "");
|
|
var direction = parameters.GetValueOrDefault("direction", "Up");
|
|
var duration = float.Parse(parameters.GetValueOrDefault("duration", "2"));
|
|
var autoReverse = parameters.GetValueOrDefault("autoReverse", "false") == "true";
|
|
|
|
if (string.IsNullOrEmpty(targetName))
|
|
{
|
|
return CreateMissingParameterResponse("AddDissolveController", "target", parameters);
|
|
}
|
|
|
|
var target = GameObject.Find(targetName);
|
|
if (target == null)
|
|
{
|
|
return CreateGameObjectNotFoundResponse("AddDissolveController", targetName, parameters);
|
|
}
|
|
|
|
// Add controller component
|
|
var controller = target.GetComponent<SynapticPro.DissolveController>();
|
|
if (controller == null)
|
|
{
|
|
controller = target.AddComponent<SynapticPro.DissolveController>();
|
|
}
|
|
|
|
// Configure
|
|
controller.animationDuration = duration;
|
|
controller.autoReverse = autoReverse;
|
|
|
|
// Parse direction
|
|
if (System.Enum.TryParse<SynapticPro.DissolveController.DissolveDirection>(direction, true, out var dirEnum))
|
|
{
|
|
controller.direction = dirEnum;
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Added DissolveController to '{targetName}'",
|
|
gameObject = targetName,
|
|
direction = direction,
|
|
duration = duration,
|
|
autoReverse = autoReverse
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("AddDissolveController", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add ShieldController component to a GameObject
|
|
/// </summary>
|
|
private string AddShieldController(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetName = parameters.GetValueOrDefault("target", "");
|
|
var maxRipples = Convert.ToInt32(parameters.GetValueOrDefault("maxRipples", "4"));
|
|
var rippleDuration = float.Parse(parameters.GetValueOrDefault("rippleDuration", "1"));
|
|
var enableRegeneration = parameters.GetValueOrDefault("enableRegeneration", "true") == "true";
|
|
|
|
if (string.IsNullOrEmpty(targetName))
|
|
{
|
|
return CreateMissingParameterResponse("AddShieldController", "target", parameters);
|
|
}
|
|
|
|
var target = GameObject.Find(targetName);
|
|
if (target == null)
|
|
{
|
|
return CreateGameObjectNotFoundResponse("AddShieldController", targetName, parameters);
|
|
}
|
|
|
|
// Add controller component
|
|
var controller = target.GetComponent<SynapticPro.ShieldController>();
|
|
if (controller == null)
|
|
{
|
|
controller = target.AddComponent<SynapticPro.ShieldController>();
|
|
}
|
|
|
|
// Configure
|
|
controller.maxRipples = maxRipples;
|
|
controller.rippleDuration = rippleDuration;
|
|
controller.enableRegeneration = enableRegeneration;
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Added ShieldController to '{targetName}'",
|
|
gameObject = targetName,
|
|
maxRipples = maxRipples,
|
|
rippleDuration = rippleDuration,
|
|
enableRegeneration = enableRegeneration
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("AddShieldController", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add GrassRenderer component for GPU instanced grass
|
|
/// </summary>
|
|
private string AddGrassRenderer(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetName = parameters.GetValueOrDefault("target", "");
|
|
var density = float.Parse(parameters.GetValueOrDefault("density", "1"));
|
|
var heightMax = float.Parse(parameters.GetValueOrDefault("heightMax", "1.5"));
|
|
var widthMax = float.Parse(parameters.GetValueOrDefault("widthMax", "0.5"));
|
|
var windStrength = float.Parse(parameters.GetValueOrDefault("windStrength", "0.5"));
|
|
|
|
GameObject target;
|
|
|
|
if (string.IsNullOrEmpty(targetName))
|
|
{
|
|
// Create new grass container
|
|
target = new GameObject("GrassRenderer");
|
|
}
|
|
else
|
|
{
|
|
target = GameObject.Find(targetName);
|
|
if (target == null)
|
|
{
|
|
target = new GameObject(targetName);
|
|
}
|
|
}
|
|
|
|
// Add GrassRenderer component
|
|
var renderer = target.GetComponent<SynapticPro.GrassRenderer>();
|
|
if (renderer == null)
|
|
{
|
|
renderer = target.AddComponent<SynapticPro.GrassRenderer>();
|
|
}
|
|
|
|
// Configure
|
|
renderer.density = density;
|
|
renderer.heightMax = heightMax;
|
|
renderer.widthMax = widthMax;
|
|
renderer.windStrength = windStrength;
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Added GrassRenderer to '{target.name}'",
|
|
gameObject = target.name,
|
|
density = density,
|
|
heightMax = heightMax,
|
|
widthMax = widthMax,
|
|
windStrength = windStrength,
|
|
note = "Assign terrain and grass material, then call Initialize() to start rendering"
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("AddGrassRenderer", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Trigger dissolve effect on a GameObject
|
|
/// </summary>
|
|
private string TriggerDissolve(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetName = parameters.GetValueOrDefault("target", "");
|
|
var action = parameters.GetValueOrDefault("action", "dissolve"); // dissolve, appear, toggle
|
|
|
|
if (string.IsNullOrEmpty(targetName))
|
|
{
|
|
return CreateMissingParameterResponse("TriggerDissolve", "target", parameters);
|
|
}
|
|
|
|
var target = GameObject.Find(targetName);
|
|
if (target == null)
|
|
{
|
|
return CreateGameObjectNotFoundResponse("TriggerDissolve", targetName, parameters);
|
|
}
|
|
|
|
var controller = target.GetComponent<SynapticPro.DissolveController>();
|
|
if (controller == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"'{targetName}' does not have a DissolveController component. Use ADD_DISSOLVE_CONTROLLER first."
|
|
});
|
|
}
|
|
|
|
switch (action.ToLower())
|
|
{
|
|
case "dissolve":
|
|
controller.Dissolve();
|
|
break;
|
|
case "appear":
|
|
controller.Appear();
|
|
break;
|
|
case "toggle":
|
|
controller.Toggle();
|
|
break;
|
|
default:
|
|
controller.Dissolve();
|
|
break;
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Triggered '{action}' on '{targetName}'",
|
|
gameObject = targetName,
|
|
action = action
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("TriggerDissolve", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Trigger shield hit effect
|
|
/// </summary>
|
|
private string TriggerShieldHit(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var targetName = parameters.GetValueOrDefault("target", "");
|
|
var hitPositionStr = parameters.GetValueOrDefault("hitPosition", "0,0,0");
|
|
var damage = float.Parse(parameters.GetValueOrDefault("damage", "0.1"));
|
|
|
|
if (string.IsNullOrEmpty(targetName))
|
|
{
|
|
return CreateMissingParameterResponse("TriggerShieldHit", "target", parameters);
|
|
}
|
|
|
|
var target = GameObject.Find(targetName);
|
|
if (target == null)
|
|
{
|
|
return CreateGameObjectNotFoundResponse("TriggerShieldHit", targetName, parameters);
|
|
}
|
|
|
|
var controller = target.GetComponent<SynapticPro.ShieldController>();
|
|
if (controller == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = $"'{targetName}' does not have a ShieldController component. Use ADD_SHIELD_CONTROLLER first."
|
|
});
|
|
}
|
|
|
|
Vector3 hitPosition = ParseVector3(hitPositionStr);
|
|
controller.OnHit(hitPosition, damage);
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Triggered shield hit on '{targetName}'",
|
|
gameObject = targetName,
|
|
hitPosition = hitPositionStr,
|
|
damage = damage,
|
|
currentDamageLevel = controller.damageLevel,
|
|
shieldActive = controller.shieldActive
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("TriggerShieldHit", e, parameters);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generate 3D cloud noise texture using compute shader
|
|
/// </summary>
|
|
private string GenerateCloudNoiseTexture(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var resolution = Convert.ToInt32(parameters.GetValueOrDefault("resolution", "128"));
|
|
var frequency = float.Parse(parameters.GetValueOrDefault("frequency", "4"));
|
|
var octaves = Convert.ToInt32(parameters.GetValueOrDefault("octaves", "4"));
|
|
var persistence = float.Parse(parameters.GetValueOrDefault("persistence", "0.5"));
|
|
var lacunarity = float.Parse(parameters.GetValueOrDefault("lacunarity", "2"));
|
|
var outputPath = parameters.GetValueOrDefault("outputPath", "Assets/Synaptic AI Pro/Textures/CloudNoise");
|
|
var outputName = parameters.GetValueOrDefault("outputName", "CloudNoise3D");
|
|
|
|
// Create output directory
|
|
if (!System.IO.Directory.Exists(outputPath))
|
|
{
|
|
System.IO.Directory.CreateDirectory(outputPath);
|
|
}
|
|
|
|
// Find compute shader
|
|
ComputeShader noiseCompute = null;
|
|
string[] guids = AssetDatabase.FindAssets("CloudNoise t:ComputeShader");
|
|
if (guids.Length > 0)
|
|
{
|
|
string path = AssetDatabase.GUIDToAssetPath(guids[0]);
|
|
noiseCompute = AssetDatabase.LoadAssetAtPath<ComputeShader>(path);
|
|
}
|
|
|
|
// Generate 3D texture using CPU (fallback if no compute shader)
|
|
Texture3D texture3D = new Texture3D(resolution, resolution, resolution, TextureFormat.RGBAHalf, false);
|
|
texture3D.wrapMode = TextureWrapMode.Repeat;
|
|
texture3D.filterMode = FilterMode.Trilinear;
|
|
|
|
Color[] colors = new Color[resolution * resolution * resolution];
|
|
|
|
for (int z = 0; z < resolution; z++)
|
|
{
|
|
for (int y = 0; y < resolution; y++)
|
|
{
|
|
for (int x = 0; x < resolution; x++)
|
|
{
|
|
float u = (float)x / resolution;
|
|
float v = (float)y / resolution;
|
|
float w = (float)z / resolution;
|
|
|
|
// Generate FBM noise
|
|
float noise = 0;
|
|
float amplitude = 0.5f;
|
|
float freq = frequency;
|
|
float maxValue = 0;
|
|
|
|
for (int i = 0; i < octaves; i++)
|
|
{
|
|
// Simple hash-based 3D noise
|
|
Vector3 p = new Vector3(u * freq, v * freq, w * freq);
|
|
float hash = Mathf.Sin(Vector3.Dot(p, new Vector3(127.1f, 311.7f, 74.7f))) * 43758.5453f;
|
|
hash = hash - Mathf.Floor(hash);
|
|
|
|
noise += hash * amplitude;
|
|
maxValue += amplitude;
|
|
amplitude *= persistence;
|
|
freq *= lacunarity;
|
|
}
|
|
|
|
noise /= maxValue;
|
|
|
|
// Worley-like detail (inverted for cloud shapes)
|
|
float detail = 1f - Mathf.Abs(noise * 2f - 1f);
|
|
|
|
colors[z * resolution * resolution + y * resolution + x] = new Color(noise, detail, noise * detail, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
texture3D.SetPixels(colors);
|
|
texture3D.Apply();
|
|
|
|
// Save as asset
|
|
string assetPath = $"{outputPath}/{outputName}.asset";
|
|
AssetDatabase.CreateAsset(texture3D, assetPath);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Generated 3D cloud noise texture",
|
|
path = assetPath,
|
|
resolution = $"{resolution}x{resolution}x{resolution}",
|
|
frequency = frequency,
|
|
octaves = octaves
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("GenerateCloudNoiseTexture", e, parameters);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Pro Material Creation
|
|
|
|
private string CreateWaterMaterial(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string name = parameters.GetValueOrDefault("name", "WaterMaterial");
|
|
|
|
Shader shader = ShaderPipelineManager.FindShaderForCurrentPipeline("WaterPro");
|
|
if (shader == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Synaptic WaterPro shader not found for current pipeline" });
|
|
}
|
|
|
|
Material mat = new Material(shader);
|
|
mat.name = name;
|
|
|
|
// === Color and Depth ===
|
|
if (parameters.TryGetValue("shallowColor", out string shallowColor))
|
|
mat.SetColor("_ShallowColor", ParseHexColor(shallowColor));
|
|
if (parameters.TryGetValue("deepColor", out string deepColor))
|
|
mat.SetColor("_DeepColor", ParseHexColor(deepColor));
|
|
if (parameters.TryGetValue("horizonColor", out string horizonColor))
|
|
mat.SetColor("_HorizonColor", ParseHexColor(horizonColor));
|
|
if (parameters.TryGetValue("depthMaxDistance", out string depthMaxDistance))
|
|
mat.SetFloat("_DepthMaxDistance", float.Parse(depthMaxDistance));
|
|
if (parameters.TryGetValue("depthStrength", out string depthStrength))
|
|
mat.SetFloat("_DepthStrength", float.Parse(depthStrength));
|
|
|
|
// === Transparency and Absorption ===
|
|
if (parameters.TryGetValue("absorptionColor", out string absorptionColor))
|
|
mat.SetColor("_AbsorptionColor", ParseHexColor(absorptionColor));
|
|
if (parameters.TryGetValue("absorptionStrength", out string absorptionStrength))
|
|
mat.SetFloat("_AbsorptionStrength", float.Parse(absorptionStrength));
|
|
if (parameters.TryGetValue("clarityDistance", out string clarityDistance))
|
|
mat.SetFloat("_ClarityDistance", float.Parse(clarityDistance));
|
|
if (parameters.TryGetValue("underwaterFogDensity", out string underwaterFogDensity))
|
|
mat.SetFloat("_UnderwaterFogDensity", float.Parse(underwaterFogDensity));
|
|
if (parameters.TryGetValue("transparencyDepth", out string transparencyDepth))
|
|
mat.SetFloat("_TransparencyDepth", float.Parse(transparencyDepth));
|
|
|
|
// === Ocean Waves ===
|
|
if (parameters.TryGetValue("oceanScale", out string oceanScale))
|
|
mat.SetFloat("_OceanScale", float.Parse(oceanScale));
|
|
if (parameters.TryGetValue("waveSpeed", out string waveSpeed))
|
|
mat.SetFloat("_WaveSpeed", float.Parse(waveSpeed));
|
|
if (parameters.TryGetValue("waveHeight", out string waveHeight))
|
|
mat.SetFloat("_WaveHeight", float.Parse(waveHeight));
|
|
if (parameters.TryGetValue("choppiness", out string choppiness))
|
|
mat.SetFloat("_Choppiness", float.Parse(choppiness));
|
|
|
|
// === Extra Small Waves (I-L) ===
|
|
if (parameters.TryGetValue("waveI", out string waveI))
|
|
mat.SetVector("_WaveI", ParseVector4(waveI));
|
|
if (parameters.TryGetValue("waveJ", out string waveJ))
|
|
mat.SetVector("_WaveJ", ParseVector4(waveJ));
|
|
if (parameters.TryGetValue("waveK", out string waveK))
|
|
mat.SetVector("_WaveK", ParseVector4(waveK));
|
|
if (parameters.TryGetValue("waveL", out string waveL))
|
|
mat.SetVector("_WaveL", ParseVector4(waveL));
|
|
|
|
// === Micro Detail ===
|
|
if (parameters.TryGetValue("microWaveScale", out string microWaveScale))
|
|
mat.SetFloat("_MicroWaveScale", float.Parse(microWaveScale));
|
|
if (parameters.TryGetValue("microWaveStrength", out string microWaveStrength))
|
|
mat.SetFloat("_MicroWaveStrength", float.Parse(microWaveStrength));
|
|
|
|
// === Tessellation ===
|
|
if (parameters.TryGetValue("tessellationEnabled", out string tessellationEnabled))
|
|
mat.SetFloat("_TessEnabled", tessellationEnabled == "true" ? 1f : 0f);
|
|
if (parameters.TryGetValue("tessellationFactor", out string tessellationFactor))
|
|
mat.SetFloat("_TessellationFactor", float.Parse(tessellationFactor));
|
|
if (parameters.TryGetValue("tessellationMinDist", out string tessellationMinDist))
|
|
mat.SetFloat("_TessellationMinDist", float.Parse(tessellationMinDist));
|
|
if (parameters.TryGetValue("tessellationMaxDist", out string tessellationMaxDist))
|
|
mat.SetFloat("_TessellationMaxDist", float.Parse(tessellationMaxDist));
|
|
|
|
// === Foam ===
|
|
if (parameters.TryGetValue("foamColor", out string foamColor))
|
|
mat.SetColor("_FoamColor", ParseHexColor(foamColor));
|
|
if (parameters.TryGetValue("foamDistance", out string foamDistance))
|
|
mat.SetFloat("_FoamDistance", float.Parse(foamDistance));
|
|
if (parameters.TryGetValue("foamNoiseScale", out string foamNoiseScale))
|
|
mat.SetFloat("_FoamNoiseScale", float.Parse(foamNoiseScale));
|
|
if (parameters.TryGetValue("foamSpeed", out string foamSpeed))
|
|
mat.SetFloat("_FoamSpeed", float.Parse(foamSpeed));
|
|
if (parameters.TryGetValue("foamSharpness", out string foamSharpness))
|
|
mat.SetFloat("_FoamSharpness", float.Parse(foamSharpness));
|
|
if (parameters.TryGetValue("waveFoamThreshold", out string waveFoamThreshold))
|
|
mat.SetFloat("_WaveFoamThreshold", float.Parse(waveFoamThreshold));
|
|
if (parameters.TryGetValue("waveFoamSoftness", out string waveFoamSoftness))
|
|
mat.SetFloat("_WaveFoamSoftness", float.Parse(waveFoamSoftness));
|
|
if (parameters.TryGetValue("waveFoamEnabled", out string waveFoamEnabled))
|
|
mat.SetFloat("_WaveFoamEnabled", waveFoamEnabled == "true" ? 1f : 0f);
|
|
|
|
// === Caustics ===
|
|
if (parameters.TryGetValue("causticsEnabled", out string causticsEnabled))
|
|
mat.SetFloat("_CausticsEnabled", causticsEnabled == "true" ? 1f : 0f);
|
|
if (parameters.TryGetValue("causticsStrength", out string causticsStrength))
|
|
mat.SetFloat("_CausticsStrength", float.Parse(causticsStrength));
|
|
if (parameters.TryGetValue("causticsScale", out string causticsScale))
|
|
mat.SetFloat("_CausticsScale", float.Parse(causticsScale));
|
|
if (parameters.TryGetValue("causticsSpeed", out string causticsSpeed))
|
|
mat.SetFloat("_CausticsSpeed", float.Parse(causticsSpeed));
|
|
if (parameters.TryGetValue("causticsDepth", out string causticsDepth))
|
|
mat.SetFloat("_CausticsDepth", float.Parse(causticsDepth));
|
|
if (parameters.TryGetValue("causticsDistortion", out string causticsDistortion))
|
|
mat.SetFloat("_CausticsDistortion", float.Parse(causticsDistortion));
|
|
if (parameters.TryGetValue("causticsSplit", out string causticsSplit))
|
|
mat.SetFloat("_CausticsSplit", float.Parse(causticsSplit));
|
|
|
|
// === Specular (Physics-based Wave Reflection) ===
|
|
if (parameters.TryGetValue("specularColor", out string specularColor))
|
|
mat.SetColor("_SpecularColor", ParseHexColor(specularColor));
|
|
if (parameters.TryGetValue("smoothness", out string smoothness))
|
|
mat.SetFloat("_Smoothness", float.Parse(smoothness));
|
|
if (parameters.TryGetValue("specularIntensity", out string specularIntensity))
|
|
mat.SetFloat("_SpecularIntensity", float.Parse(specularIntensity));
|
|
|
|
// === Sun Disk Reflection ===
|
|
if (parameters.TryGetValue("sunDiskSize", out string sunDiskSize))
|
|
mat.SetFloat("_SunDiskSize", float.Parse(sunDiskSize));
|
|
if (parameters.TryGetValue("sunDiskIntensity", out string sunDiskIntensity))
|
|
mat.SetFloat("_SunDiskIntensity", float.Parse(sunDiskIntensity));
|
|
if (parameters.TryGetValue("sunDiskSharpness", out string sunDiskSharpness))
|
|
mat.SetFloat("_SunDiskSharpness", float.Parse(sunDiskSharpness));
|
|
|
|
// === Anisotropic Highlights ===
|
|
if (parameters.TryGetValue("anisotropyStrength", out string anisotropyStrength))
|
|
mat.SetFloat("_AnisotropyStrength", float.Parse(anisotropyStrength));
|
|
if (parameters.TryGetValue("anisotropyDirection", out string anisotropyDirection))
|
|
mat.SetFloat("_AnisotropyDirection", float.Parse(anisotropyDirection));
|
|
|
|
// === Micro Facet Glitter ===
|
|
if (parameters.TryGetValue("microFacetScale", out string microFacetScale))
|
|
mat.SetFloat("_MicroFacetScale", float.Parse(microFacetScale));
|
|
if (parameters.TryGetValue("microFacetIntensity", out string microFacetIntensity))
|
|
mat.SetFloat("_MicroFacetIntensity", float.Parse(microFacetIntensity));
|
|
if (parameters.TryGetValue("microFacetThreshold", out string microFacetThreshold))
|
|
mat.SetFloat("_MicroFacetThreshold", float.Parse(microFacetThreshold));
|
|
|
|
// === Refraction ===
|
|
if (parameters.TryGetValue("refractionStrength", out string refractionStrength))
|
|
mat.SetFloat("_RefractionStrength", float.Parse(refractionStrength));
|
|
if (parameters.TryGetValue("chromaticAberration", out string chromaticAberration))
|
|
mat.SetFloat("_ChromaticAberration", float.Parse(chromaticAberration));
|
|
|
|
// === Fresnel ===
|
|
if (parameters.TryGetValue("fresnelPower", out string fresnelPower))
|
|
mat.SetFloat("_FresnelPower", float.Parse(fresnelPower));
|
|
if (parameters.TryGetValue("fresnelBias", out string fresnelBias))
|
|
mat.SetFloat("_FresnelBias", float.Parse(fresnelBias));
|
|
|
|
// === SSS ===
|
|
if (parameters.TryGetValue("sssEnabled", out string sssEnabled))
|
|
mat.SetFloat("_SSSEnabled", sssEnabled == "true" ? 1f : 0f);
|
|
if (parameters.TryGetValue("sssColor", out string sssColor))
|
|
mat.SetColor("_SSSColor", ParseHexColor(sssColor));
|
|
if (parameters.TryGetValue("sssStrength", out string sssStrength))
|
|
mat.SetFloat("_SSSStrength", float.Parse(sssStrength));
|
|
|
|
// === Reflection ===
|
|
if (parameters.TryGetValue("reflectionStrength", out string reflectionStrength))
|
|
mat.SetFloat("_ReflectionStrength", float.Parse(reflectionStrength));
|
|
if (parameters.TryGetValue("ssrEnabled", out string ssrEnabled))
|
|
mat.SetFloat("_SSREnabled", ssrEnabled == "true" ? 1f : 0f);
|
|
|
|
// === Normal Maps ===
|
|
if (parameters.TryGetValue("normalStrength", out string normalStrength))
|
|
mat.SetFloat("_NormalStrength", float.Parse(normalStrength));
|
|
if (parameters.TryGetValue("normalScale1", out string normalScale1))
|
|
mat.SetFloat("_NormalScale1", float.Parse(normalScale1));
|
|
if (parameters.TryGetValue("normalScale2", out string normalScale2))
|
|
mat.SetFloat("_NormalScale2", float.Parse(normalScale2));
|
|
|
|
// === Surface Ripples (constant micro-movement) ===
|
|
if (parameters.TryGetValue("rippleScale1", out string rippleScale1))
|
|
mat.SetFloat("_RippleScale1", float.Parse(rippleScale1));
|
|
if (parameters.TryGetValue("rippleScale2", out string rippleScale2))
|
|
mat.SetFloat("_RippleScale2", float.Parse(rippleScale2));
|
|
if (parameters.TryGetValue("rippleScale3", out string rippleScale3))
|
|
mat.SetFloat("_RippleScale3", float.Parse(rippleScale3));
|
|
if (parameters.TryGetValue("rippleStrength", out string rippleStrength))
|
|
mat.SetFloat("_RippleStrength", float.Parse(rippleStrength));
|
|
if (parameters.TryGetValue("rippleSpeed", out string rippleSpeed))
|
|
mat.SetFloat("_RippleSpeed", float.Parse(rippleSpeed));
|
|
|
|
string path = $"Assets/Materials/{name}.mat";
|
|
EnsureDirectoryExists("Assets/Materials");
|
|
AssetDatabase.CreateAsset(mat, path);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new { success = true, message = $"Created water material: {name}", path = path });
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateWaterMaterial", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateToonMaterial(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string name = parameters.GetValueOrDefault("name", "ToonMaterial");
|
|
|
|
Shader shader = ShaderPipelineManager.FindShaderForCurrentPipeline("ToonPro");
|
|
if (shader == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Synaptic ToonPro shader not found for current pipeline" });
|
|
}
|
|
|
|
Material mat = new Material(shader);
|
|
mat.name = name;
|
|
|
|
if (parameters.TryGetValue("baseColor", out string baseColor))
|
|
mat.SetColor("_Color", ParseHexColor(baseColor));
|
|
if (parameters.TryGetValue("shadowColor", out string shadowColor))
|
|
mat.SetColor("_ShadowColor", ParseHexColor(shadowColor));
|
|
if (parameters.TryGetValue("shadowThreshold", out string shadowThreshold))
|
|
mat.SetFloat("_ShadowThreshold", float.Parse(shadowThreshold));
|
|
if (parameters.TryGetValue("shadowSoftness", out string shadowSoftness))
|
|
mat.SetFloat("_ShadowSoftness", float.Parse(shadowSoftness));
|
|
if (parameters.TryGetValue("outlineColor", out string outlineColor))
|
|
mat.SetColor("_OutlineColor", ParseHexColor(outlineColor));
|
|
if (parameters.TryGetValue("outlineWidth", out string outlineWidth))
|
|
mat.SetFloat("_OutlineWidth", float.Parse(outlineWidth));
|
|
if (parameters.TryGetValue("specularSize", out string specularSize))
|
|
mat.SetFloat("_SpecularSize", float.Parse(specularSize));
|
|
if (parameters.TryGetValue("rimColor", out string rimColor))
|
|
mat.SetColor("_RimColor", ParseHexColor(rimColor));
|
|
if (parameters.TryGetValue("rimPower", out string rimPower))
|
|
mat.SetFloat("_RimPower", float.Parse(rimPower));
|
|
|
|
string path = $"Assets/Materials/{name}.mat";
|
|
EnsureDirectoryExists("Assets/Materials");
|
|
AssetDatabase.CreateAsset(mat, path);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new { success = true, message = $"Created toon material: {name}", path = path });
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateToonMaterial", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string SetMaterialProperty(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string materialPath = parameters.GetValueOrDefault("materialPath", "");
|
|
string propertyName = parameters.GetValueOrDefault("propertyName", "");
|
|
string propertyType = parameters.GetValueOrDefault("propertyType", "float");
|
|
string value = parameters.GetValueOrDefault("value", "");
|
|
|
|
if (string.IsNullOrEmpty(materialPath))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "materialPath is required" });
|
|
|
|
Material mat = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
|
|
if (mat == null)
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"Material not found at: {materialPath}" });
|
|
|
|
if (string.IsNullOrEmpty(propertyName))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "propertyName is required" });
|
|
|
|
// Add underscore if not present (common convention)
|
|
if (!propertyName.StartsWith("_"))
|
|
propertyName = "_" + propertyName;
|
|
|
|
Undo.RecordObject(mat, $"Set Material Property {propertyName}");
|
|
|
|
switch (propertyType.ToLower())
|
|
{
|
|
case "float":
|
|
float floatVal = float.Parse(value);
|
|
mat.SetFloat(propertyName, floatVal);
|
|
break;
|
|
|
|
case "color":
|
|
Color colorVal;
|
|
if (value.StartsWith("#"))
|
|
{
|
|
colorVal = ParseHexColor(value);
|
|
}
|
|
else
|
|
{
|
|
var parts = value.Split(',');
|
|
colorVal = new Color(
|
|
float.Parse(parts[0].Trim()),
|
|
float.Parse(parts[1].Trim()),
|
|
float.Parse(parts[2].Trim()),
|
|
parts.Length > 3 ? float.Parse(parts[3].Trim()) : 1f
|
|
);
|
|
}
|
|
mat.SetColor(propertyName, colorVal);
|
|
break;
|
|
|
|
case "vector":
|
|
var vecParts = value.Split(',');
|
|
Vector4 vecVal = new Vector4(
|
|
float.Parse(vecParts[0].Trim()),
|
|
float.Parse(vecParts[1].Trim()),
|
|
vecParts.Length > 2 ? float.Parse(vecParts[2].Trim()) : 0f,
|
|
vecParts.Length > 3 ? float.Parse(vecParts[3].Trim()) : 0f
|
|
);
|
|
mat.SetVector(propertyName, vecVal);
|
|
break;
|
|
|
|
case "texture":
|
|
Texture tex = AssetDatabase.LoadAssetAtPath<Texture>(value);
|
|
if (tex != null)
|
|
mat.SetTexture(propertyName, tex);
|
|
else
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"Texture not found at: {value}" });
|
|
break;
|
|
|
|
default:
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"Unknown property type: {propertyType}" });
|
|
}
|
|
|
|
EditorUtility.SetDirty(mat);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new {
|
|
success = true,
|
|
message = $"Set {propertyName} = {value} on {materialPath}",
|
|
materialPath = materialPath,
|
|
propertyName = propertyName,
|
|
value = value
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetMaterialProperty", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string GetMaterialProperties(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string materialPath = parameters.GetValueOrDefault("materialPath", "");
|
|
|
|
if (string.IsNullOrEmpty(materialPath))
|
|
return JsonConvert.SerializeObject(new { success = false, error = "materialPath is required" });
|
|
|
|
Material mat = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
|
|
if (mat == null)
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"Material not found at: {materialPath}" });
|
|
|
|
Shader shader = mat.shader;
|
|
var properties = new List<object>();
|
|
|
|
int propertyCount = ShaderUtil.GetPropertyCount(shader);
|
|
for (int i = 0; i < propertyCount; i++)
|
|
{
|
|
string propName = ShaderUtil.GetPropertyName(shader, i);
|
|
ShaderUtil.ShaderPropertyType propType = ShaderUtil.GetPropertyType(shader, i);
|
|
string propDesc = ShaderUtil.GetPropertyDescription(shader, i);
|
|
|
|
object propValue = null;
|
|
string typeStr = "";
|
|
|
|
switch (propType)
|
|
{
|
|
case ShaderUtil.ShaderPropertyType.Float:
|
|
case ShaderUtil.ShaderPropertyType.Range:
|
|
propValue = mat.GetFloat(propName);
|
|
typeStr = "float";
|
|
break;
|
|
case ShaderUtil.ShaderPropertyType.Color:
|
|
Color c = mat.GetColor(propName);
|
|
propValue = $"#{ColorUtility.ToHtmlStringRGBA(c)}";
|
|
typeStr = "color";
|
|
break;
|
|
case ShaderUtil.ShaderPropertyType.Vector:
|
|
Vector4 v = mat.GetVector(propName);
|
|
propValue = $"{v.x},{v.y},{v.z},{v.w}";
|
|
typeStr = "vector";
|
|
break;
|
|
case ShaderUtil.ShaderPropertyType.TexEnv:
|
|
Texture t = mat.GetTexture(propName);
|
|
propValue = t != null ? AssetDatabase.GetAssetPath(t) : "null";
|
|
typeStr = "texture";
|
|
break;
|
|
}
|
|
|
|
properties.Add(new {
|
|
name = propName,
|
|
type = typeStr,
|
|
description = propDesc,
|
|
value = propValue
|
|
});
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new {
|
|
success = true,
|
|
materialPath = materialPath,
|
|
shaderName = shader.name,
|
|
propertyCount = propertyCount,
|
|
properties = properties
|
|
}, Formatting.Indented);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("GetMaterialProperties", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateHDRPWater(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
#if UNITY_2022_2_OR_NEWER && USING_HDRP
|
|
string name = parameters.GetValueOrDefault("name", "Water");
|
|
string waterType = parameters.GetValueOrDefault("waterType", "Ocean");
|
|
float size = float.Parse(parameters.GetValueOrDefault("size", "100"));
|
|
|
|
// Create water surface using HDRP Water System
|
|
// Note: This requires the HDRP Water package
|
|
var waterType = System.Type.GetType("UnityEngine.Rendering.HighDefinition.WaterSurface, Unity.RenderPipelines.HighDefinition.Runtime");
|
|
if (waterType == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = "HDRP Water System not found. Make sure you're using HDRP 2022.2+ and Water is enabled in HDRP settings."
|
|
});
|
|
}
|
|
|
|
GameObject waterGO = new GameObject(name);
|
|
var waterComponent = waterGO.AddComponent(waterType);
|
|
|
|
// Set water type via reflection
|
|
var surfaceTypeProperty = waterType.GetProperty("surfaceType");
|
|
if (surfaceTypeProperty != null)
|
|
{
|
|
// 0 = Ocean, 1 = River, 2 = Pool
|
|
int typeValue = waterType == "Ocean" ? 0 : (waterType == "River" ? 1 : 2);
|
|
surfaceTypeProperty.SetValue(waterComponent, typeValue);
|
|
}
|
|
|
|
// Apply other properties via reflection
|
|
if (parameters.TryGetValue("windSpeed", out string windSpeed))
|
|
{
|
|
var prop = waterType.GetProperty("windSpeed");
|
|
if (prop != null) prop.SetValue(waterComponent, float.Parse(windSpeed));
|
|
}
|
|
|
|
Undo.RegisterCreatedObjectUndo(waterGO, "Create HDRP Water");
|
|
|
|
return JsonConvert.SerializeObject(new {
|
|
success = true,
|
|
message = $"Created HDRP Water: {name} ({waterType})",
|
|
gameObject = name
|
|
});
|
|
#else
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = "HDRP Water System requires Unity 2022.2+ with HDRP package. This project may not have HDRP configured.",
|
|
hint = "For URP/Built-in, use unity_create_water_material instead."
|
|
});
|
|
#endif
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateHDRPWater", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string SetHDRPWaterProperty(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
#if UNITY_2022_2_OR_NEWER && USING_HDRP
|
|
string goName = parameters.GetValueOrDefault("gameObjectName", "");
|
|
string propName = parameters.GetValueOrDefault("propertyName", "");
|
|
string value = parameters.GetValueOrDefault("value", "");
|
|
|
|
GameObject waterGO = GameObject.Find(goName);
|
|
if (waterGO == null)
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"GameObject '{goName}' not found" });
|
|
|
|
var waterType = System.Type.GetType("UnityEngine.Rendering.HighDefinition.WaterSurface, Unity.RenderPipelines.HighDefinition.Runtime");
|
|
var waterComponent = waterGO.GetComponent(waterType);
|
|
if (waterComponent == null)
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"WaterSurface component not found on '{goName}'" });
|
|
|
|
var prop = waterType.GetProperty(propName);
|
|
if (prop == null)
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"Property '{propName}' not found on WaterSurface" });
|
|
|
|
Undo.RecordObject(waterComponent as UnityEngine.Object, $"Set Water {propName}");
|
|
|
|
// Set value based on property type
|
|
if (prop.PropertyType == typeof(float))
|
|
prop.SetValue(waterComponent, float.Parse(value));
|
|
else if (prop.PropertyType == typeof(Color))
|
|
prop.SetValue(waterComponent, ParseHexColor(value));
|
|
else if (prop.PropertyType == typeof(bool))
|
|
prop.SetValue(waterComponent, bool.Parse(value));
|
|
|
|
return JsonConvert.SerializeObject(new {
|
|
success = true,
|
|
message = $"Set {propName} = {value} on {goName}"
|
|
});
|
|
#else
|
|
return JsonConvert.SerializeObject(new {
|
|
success = false,
|
|
error = "HDRP Water System requires Unity 2022.2+ with HDRP package.",
|
|
hint = "For URP/Built-in materials, use unity_set_material_property instead."
|
|
});
|
|
#endif
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("SetHDRPWaterProperty", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateHairMaterial(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string name = parameters.GetValueOrDefault("name", "HairMaterial");
|
|
|
|
Shader shader = ShaderPipelineManager.FindShaderForCurrentPipeline("HairPro");
|
|
if (shader == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Synaptic HairPro shader not found for current pipeline" });
|
|
}
|
|
|
|
Material mat = new Material(shader);
|
|
mat.name = name;
|
|
|
|
if (parameters.TryGetValue("hairColor", out string hairColor))
|
|
mat.SetColor("_Color", ParseHexColor(hairColor));
|
|
if (parameters.TryGetValue("specularColor1", out string specularColor1))
|
|
mat.SetColor("_SpecularColor1", ParseHexColor(specularColor1));
|
|
if (parameters.TryGetValue("specularColor2", out string specularColor2))
|
|
mat.SetColor("_SpecularColor2", ParseHexColor(specularColor2));
|
|
if (parameters.TryGetValue("specularShift", out string specularShift))
|
|
mat.SetFloat("_SpecularShift", float.Parse(specularShift));
|
|
if (parameters.TryGetValue("anisotropy", out string anisotropy))
|
|
mat.SetFloat("_Anisotropy", float.Parse(anisotropy));
|
|
if (parameters.TryGetValue("rimStrength", out string rimStrength))
|
|
mat.SetFloat("_RimStrength", float.Parse(rimStrength));
|
|
if (parameters.TryGetValue("shadowColor", out string shadowColor))
|
|
mat.SetColor("_ShadowColor", ParseHexColor(shadowColor));
|
|
|
|
string path = $"Assets/Materials/{name}.mat";
|
|
EnsureDirectoryExists("Assets/Materials");
|
|
AssetDatabase.CreateAsset(mat, path);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new { success = true, message = $"Created hair material: {name}", path = path });
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateHairMaterial", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateEyeMaterial(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string name = parameters.GetValueOrDefault("name", "EyeMaterial");
|
|
|
|
Shader shader = ShaderPipelineManager.FindShaderForCurrentPipeline("EyePro");
|
|
if (shader == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Synaptic EyePro shader not found for current pipeline" });
|
|
}
|
|
|
|
Material mat = new Material(shader);
|
|
mat.name = name;
|
|
|
|
if (parameters.TryGetValue("irisColor", out string irisColor))
|
|
mat.SetColor("_IrisColor", ParseHexColor(irisColor));
|
|
if (parameters.TryGetValue("pupilSize", out string pupilSize))
|
|
mat.SetFloat("_PupilSize", float.Parse(pupilSize));
|
|
if (parameters.TryGetValue("irisDepth", out string irisDepth))
|
|
mat.SetFloat("_IrisDepth", float.Parse(irisDepth));
|
|
if (parameters.TryGetValue("scleraColor", out string scleraColor))
|
|
mat.SetColor("_ScleraColor", ParseHexColor(scleraColor));
|
|
if (parameters.TryGetValue("reflectionStrength", out string reflectionStrength))
|
|
mat.SetFloat("_ReflectionStrength", float.Parse(reflectionStrength));
|
|
if (parameters.TryGetValue("limbusWidth", out string limbusWidth))
|
|
mat.SetFloat("_LimbusWidth", float.Parse(limbusWidth));
|
|
if (parameters.TryGetValue("limbusColor", out string limbusColor))
|
|
mat.SetColor("_LimbusColor", ParseHexColor(limbusColor));
|
|
|
|
string path = $"Assets/Materials/{name}.mat";
|
|
EnsureDirectoryExists("Assets/Materials");
|
|
AssetDatabase.CreateAsset(mat, path);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new { success = true, message = $"Created eye material: {name}", path = path });
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateEyeMaterial", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateSkyMaterial(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string name = parameters.GetValueOrDefault("name", "SkyMaterial");
|
|
|
|
Shader shader = ShaderPipelineManager.FindShaderForCurrentPipeline("SkyPro");
|
|
if (shader == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Synaptic SkyPro shader not found for current pipeline" });
|
|
}
|
|
|
|
Material mat = new Material(shader);
|
|
mat.name = name;
|
|
|
|
if (parameters.TryGetValue("topColor", out string topColor))
|
|
mat.SetColor("_TopColor", ParseHexColor(topColor));
|
|
if (parameters.TryGetValue("bottomColor", out string bottomColor))
|
|
mat.SetColor("_BottomColor", ParseHexColor(bottomColor));
|
|
if (parameters.TryGetValue("sunColor", out string sunColor))
|
|
mat.SetColor("_SunColor", ParseHexColor(sunColor));
|
|
if (parameters.TryGetValue("sunSize", out string sunSize))
|
|
mat.SetFloat("_SunSize", float.Parse(sunSize));
|
|
if (parameters.TryGetValue("cloudDensity", out string cloudDensity))
|
|
mat.SetFloat("_CloudDensity", float.Parse(cloudDensity));
|
|
if (parameters.TryGetValue("cloudSpeed", out string cloudSpeed))
|
|
mat.SetFloat("_CloudSpeed", float.Parse(cloudSpeed));
|
|
if (parameters.TryGetValue("starDensity", out string starDensity))
|
|
mat.SetFloat("_StarDensity", float.Parse(starDensity));
|
|
|
|
string path = $"Assets/Materials/{name}.mat";
|
|
EnsureDirectoryExists("Assets/Materials");
|
|
AssetDatabase.CreateAsset(mat, path);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new { success = true, message = $"Created sky material: {name}", path = path });
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateSkyMaterial", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateDissolveMaterial(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string name = parameters.GetValueOrDefault("name", "DissolveMaterial");
|
|
|
|
Shader shader = ShaderPipelineManager.FindShaderForCurrentPipeline("DissolvePro");
|
|
if (shader == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Synaptic DissolvePro shader not found for current pipeline" });
|
|
}
|
|
|
|
Material mat = new Material(shader);
|
|
mat.name = name;
|
|
|
|
if (parameters.TryGetValue("baseColor", out string baseColor))
|
|
mat.SetColor("_Color", ParseHexColor(baseColor));
|
|
if (parameters.TryGetValue("edgeColor", out string edgeColor))
|
|
mat.SetColor("_EdgeColor", ParseHexColor(edgeColor));
|
|
if (parameters.TryGetValue("edgeWidth", out string edgeWidth))
|
|
mat.SetFloat("_EdgeWidth", float.Parse(edgeWidth));
|
|
if (parameters.TryGetValue("noiseScale", out string noiseScale))
|
|
mat.SetFloat("_NoiseScale", float.Parse(noiseScale));
|
|
if (parameters.TryGetValue("dissolveAmount", out string dissolveAmount))
|
|
mat.SetFloat("_DissolveAmount", float.Parse(dissolveAmount));
|
|
|
|
string path = $"Assets/Materials/{name}.mat";
|
|
EnsureDirectoryExists("Assets/Materials");
|
|
AssetDatabase.CreateAsset(mat, path);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new { success = true, message = $"Created dissolve material: {name}", path = path });
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateDissolveMaterial", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateShieldMaterial(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string name = parameters.GetValueOrDefault("name", "ShieldMaterial");
|
|
|
|
Shader shader = ShaderPipelineManager.FindShaderForCurrentPipeline("ShieldPro");
|
|
if (shader == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Synaptic ShieldPro shader not found for current pipeline" });
|
|
}
|
|
|
|
Material mat = new Material(shader);
|
|
mat.name = name;
|
|
|
|
if (parameters.TryGetValue("shieldColor", out string shieldColor))
|
|
mat.SetColor("_ShieldColor", ParseHexColor(shieldColor));
|
|
if (parameters.TryGetValue("fresnelPower", out string fresnelPower))
|
|
mat.SetFloat("_FresnelPower", float.Parse(fresnelPower));
|
|
if (parameters.TryGetValue("patternScale", out string patternScale))
|
|
mat.SetFloat("_PatternScale", float.Parse(patternScale));
|
|
if (parameters.TryGetValue("pulseSpeed", out string pulseSpeed))
|
|
mat.SetFloat("_PulseSpeed", float.Parse(pulseSpeed));
|
|
if (parameters.TryGetValue("transparency", out string transparency))
|
|
mat.SetFloat("_Transparency", float.Parse(transparency));
|
|
|
|
string path = $"Assets/Materials/{name}.mat";
|
|
EnsureDirectoryExists("Assets/Materials");
|
|
AssetDatabase.CreateAsset(mat, path);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new { success = true, message = $"Created shield material: {name}", path = path });
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateShieldMaterial", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateGrassMaterial(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string name = parameters.GetValueOrDefault("name", "GrassMaterial");
|
|
|
|
Shader shader = ShaderPipelineManager.FindShaderForCurrentPipeline("GrassPro");
|
|
if (shader == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Synaptic GrassPro shader not found for current pipeline" });
|
|
}
|
|
|
|
Material mat = new Material(shader);
|
|
mat.name = name;
|
|
|
|
if (parameters.TryGetValue("topColor", out string topColor))
|
|
mat.SetColor("_TopColor", ParseHexColor(topColor));
|
|
if (parameters.TryGetValue("bottomColor", out string bottomColor))
|
|
mat.SetColor("_BottomColor", ParseHexColor(bottomColor));
|
|
if (parameters.TryGetValue("windStrength", out string windStrength))
|
|
mat.SetFloat("_WindStrength", float.Parse(windStrength));
|
|
if (parameters.TryGetValue("windSpeed", out string windSpeed))
|
|
mat.SetFloat("_WindSpeed", float.Parse(windSpeed));
|
|
if (parameters.TryGetValue("subsurfaceColor", out string subsurfaceColor))
|
|
mat.SetColor("_SubsurfaceColor", ParseHexColor(subsurfaceColor));
|
|
|
|
string path = $"Assets/Materials/{name}.mat";
|
|
EnsureDirectoryExists("Assets/Materials");
|
|
AssetDatabase.CreateAsset(mat, path);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new { success = true, message = $"Created grass material: {name}", path = path });
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateGrassMaterial", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string CreateOceanSystem(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string name = parameters.GetValueOrDefault("name", "Ocean");
|
|
float waterLevel = parameters.TryGetValue("waterLevel", out string wl) ? float.Parse(wl) : 0f;
|
|
int gridSize = parameters.TryGetValue("gridSize", out string gs) ? int.Parse(gs) : 128;
|
|
float tileSize = parameters.TryGetValue("tileSize", out string ts) ? float.Parse(ts) : 100f;
|
|
|
|
// Create ocean GameObject
|
|
GameObject oceanGO = new GameObject(name);
|
|
oceanGO.transform.position = new Vector3(0, waterLevel, 0);
|
|
|
|
// Add OceanSystem component
|
|
var oceanSystemType = System.Type.GetType("Synaptic.Water.OceanSystem, Assembly-CSharp");
|
|
if (oceanSystemType != null)
|
|
{
|
|
var ocean = oceanGO.AddComponent(oceanSystemType);
|
|
|
|
// Set properties via reflection
|
|
oceanSystemType.GetField("gridSize")?.SetValue(ocean, gridSize);
|
|
oceanSystemType.GetField("tileSize")?.SetValue(ocean, tileSize);
|
|
|
|
// Create water material (pipeline-aware)
|
|
Shader waterShader = ShaderPipelineManager.FindShaderForCurrentPipeline("WaterPro");
|
|
if (waterShader != null)
|
|
{
|
|
Material waterMat = new Material(waterShader);
|
|
waterMat.name = name + "_Material";
|
|
|
|
// Save material
|
|
EnsureDirectoryExists("Assets/Materials");
|
|
string matPath = $"Assets/Materials/{name}_Material.mat";
|
|
AssetDatabase.CreateAsset(waterMat, matPath);
|
|
|
|
// Assign material
|
|
oceanSystemType.GetField("oceanMaterial")?.SetValue(ocean, waterMat);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Fallback: create simple plane with water material
|
|
var meshFilter = oceanGO.AddComponent<MeshFilter>();
|
|
var meshRenderer = oceanGO.AddComponent<MeshRenderer>();
|
|
|
|
// Create large plane mesh
|
|
meshFilter.sharedMesh = CreateOceanMesh(gridSize, tileSize * 6);
|
|
|
|
Shader waterShader = ShaderPipelineManager.FindShaderForCurrentPipeline("WaterPro");
|
|
if (waterShader != null)
|
|
{
|
|
Material waterMat = new Material(waterShader);
|
|
waterMat.name = name + "_Material";
|
|
EnsureDirectoryExists("Assets/Materials");
|
|
string matPath = $"Assets/Materials/{name}_Material.mat";
|
|
AssetDatabase.CreateAsset(waterMat, matPath);
|
|
meshRenderer.sharedMaterial = waterMat;
|
|
}
|
|
}
|
|
|
|
Undo.RegisterCreatedObjectUndo(oceanGO, "Create Ocean System");
|
|
Selection.activeGameObject = oceanGO;
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Created ocean system: {name}",
|
|
gameObject = name,
|
|
waterLevel = waterLevel
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("CreateOceanSystem", e, parameters);
|
|
}
|
|
}
|
|
|
|
private Mesh CreateOceanMesh(int resolution, float size)
|
|
{
|
|
Mesh mesh = new Mesh();
|
|
mesh.name = "OceanMesh";
|
|
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
|
|
|
|
int vertCount = (resolution + 1) * (resolution + 1);
|
|
Vector3[] vertices = new Vector3[vertCount];
|
|
Vector2[] uvs = new Vector2[vertCount];
|
|
Vector3[] normals = new Vector3[vertCount];
|
|
|
|
float halfSize = size * 0.5f;
|
|
float step = size / resolution;
|
|
|
|
for (int z = 0; z <= resolution; z++)
|
|
{
|
|
for (int x = 0; x <= resolution; x++)
|
|
{
|
|
int i = z * (resolution + 1) + x;
|
|
float xPos = x * step - halfSize;
|
|
float zPos = z * step - halfSize;
|
|
|
|
vertices[i] = new Vector3(xPos, 0, zPos);
|
|
uvs[i] = new Vector2((float)x / resolution, (float)z / resolution);
|
|
normals[i] = Vector3.up;
|
|
}
|
|
}
|
|
|
|
int[] triangles = new int[resolution * resolution * 6];
|
|
int t = 0;
|
|
|
|
for (int z = 0; z < resolution; z++)
|
|
{
|
|
for (int x = 0; x < resolution; x++)
|
|
{
|
|
int i = z * (resolution + 1) + x;
|
|
|
|
triangles[t++] = i;
|
|
triangles[t++] = i + resolution + 1;
|
|
triangles[t++] = i + 1;
|
|
|
|
triangles[t++] = i + 1;
|
|
triangles[t++] = i + resolution + 1;
|
|
triangles[t++] = i + resolution + 2;
|
|
}
|
|
}
|
|
|
|
mesh.vertices = vertices;
|
|
mesh.uv = uvs;
|
|
mesh.normals = normals;
|
|
mesh.triangles = triangles;
|
|
mesh.RecalculateBounds();
|
|
|
|
return mesh;
|
|
}
|
|
|
|
private string AddBuoyancy(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
string targetName = parameters.GetValueOrDefault("target", "");
|
|
if (string.IsNullOrEmpty(targetName))
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = "Target GameObject name required" });
|
|
}
|
|
|
|
GameObject target = GameObject.Find(targetName);
|
|
if (target == null)
|
|
{
|
|
return JsonConvert.SerializeObject(new { success = false, error = $"GameObject '{targetName}' not found" });
|
|
}
|
|
|
|
float buoyancyForce = parameters.TryGetValue("buoyancyForce", out string bf) ? float.Parse(bf) : 10f;
|
|
float waterDrag = parameters.TryGetValue("waterDrag", out string wd) ? float.Parse(wd) : 1f;
|
|
|
|
// Ensure Rigidbody exists
|
|
Rigidbody rb = target.GetComponent<Rigidbody>();
|
|
if (rb == null)
|
|
{
|
|
rb = target.AddComponent<Rigidbody>();
|
|
}
|
|
|
|
// Add Buoyancy component
|
|
var buoyancyType = System.Type.GetType("Synaptic.Water.Buoyancy, Assembly-CSharp");
|
|
if (buoyancyType != null)
|
|
{
|
|
var buoyancy = target.AddComponent(buoyancyType);
|
|
buoyancyType.GetField("buoyancyForce")?.SetValue(buoyancy, buoyancyForce);
|
|
buoyancyType.GetField("waterDrag")?.SetValue(buoyancy, waterDrag);
|
|
|
|
// Auto-find ocean
|
|
var oceanType = System.Type.GetType("Synaptic.Water.OceanSystem, Assembly-CSharp");
|
|
if (oceanType != null)
|
|
{
|
|
var ocean = UnityEngine.Object.FindFirstObjectByType(oceanType);
|
|
if (ocean != null)
|
|
{
|
|
buoyancyType.GetField("ocean")?.SetValue(buoyancy, ocean);
|
|
}
|
|
}
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Added buoyancy to {targetName}",
|
|
buoyancyForce = buoyancyForce,
|
|
waterDrag = waterDrag
|
|
});
|
|
}
|
|
else
|
|
{
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = false,
|
|
error = "Buoyancy script not found. Make sure Synaptic.Water.Buoyancy exists in the project."
|
|
});
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("AddBuoyancy", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string FixURPParticleShaders(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var fixedMaterials = new List<string>();
|
|
var particleShaders = new Dictionary<string, string>
|
|
{
|
|
{ "Particles/Standard Surface", "Universal Render Pipeline/Particles/Lit" },
|
|
{ "Particles/Standard Unlit", "Universal Render Pipeline/Particles/Unlit" },
|
|
{ "Particles/Additive", "Universal Render Pipeline/Particles/Unlit" },
|
|
{ "Particles/Additive (Soft)", "Universal Render Pipeline/Particles/Unlit" },
|
|
{ "Particles/Alpha Blended", "Universal Render Pipeline/Particles/Unlit" },
|
|
{ "Particles/Alpha Blended Premultiply", "Universal Render Pipeline/Particles/Unlit" },
|
|
{ "Particles/Multiply", "Universal Render Pipeline/Particles/Unlit" },
|
|
{ "Particles/Multiply (Double)", "Universal Render Pipeline/Particles/Unlit" },
|
|
{ "Legacy Shaders/Particles/Additive", "Universal Render Pipeline/Particles/Unlit" },
|
|
{ "Legacy Shaders/Particles/Alpha Blended", "Universal Render Pipeline/Particles/Unlit" },
|
|
{ "Mobile/Particles/Additive", "Universal Render Pipeline/Particles/Unlit" },
|
|
{ "Mobile/Particles/Alpha Blended", "Universal Render Pipeline/Particles/Unlit" },
|
|
};
|
|
|
|
string[] materialGuids = AssetDatabase.FindAssets("t:Material");
|
|
foreach (string guid in materialGuids)
|
|
{
|
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
Material mat = AssetDatabase.LoadAssetAtPath<Material>(path);
|
|
if (mat == null || mat.shader == null) continue;
|
|
|
|
string shaderName = mat.shader.name;
|
|
if (particleShaders.TryGetValue(shaderName, out string urpShader))
|
|
{
|
|
Shader newShader = Shader.Find(urpShader);
|
|
if (newShader != null)
|
|
{
|
|
// Preserve main texture and color
|
|
Texture mainTex = mat.HasProperty("_MainTex") ? mat.GetTexture("_MainTex") : null;
|
|
Color color = mat.HasProperty("_Color") ? mat.GetColor("_Color") :
|
|
mat.HasProperty("_TintColor") ? mat.GetColor("_TintColor") : Color.white;
|
|
|
|
mat.shader = newShader;
|
|
|
|
if (mainTex != null && mat.HasProperty("_BaseMap"))
|
|
mat.SetTexture("_BaseMap", mainTex);
|
|
if (mat.HasProperty("_BaseColor"))
|
|
mat.SetColor("_BaseColor", color);
|
|
|
|
// Set blend mode for additive
|
|
if (shaderName.Contains("Additive"))
|
|
{
|
|
mat.SetFloat("_Surface", 1); // Transparent
|
|
mat.SetFloat("_Blend", 1); // Additive
|
|
}
|
|
|
|
EditorUtility.SetDirty(mat);
|
|
fixedMaterials.Add(path);
|
|
}
|
|
}
|
|
}
|
|
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Fixed {fixedMaterials.Count} particle materials for URP",
|
|
fixedMaterials = fixedMaterials
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("FixURPParticleShaders", e, parameters);
|
|
}
|
|
}
|
|
|
|
private string FixPinkMaterials(Dictionary<string, string> parameters)
|
|
{
|
|
try
|
|
{
|
|
var fixedMaterials = new List<string>();
|
|
var failedMaterials = new List<string>();
|
|
|
|
// Common shader replacements for URP
|
|
var shaderReplacements = new Dictionary<string, string>
|
|
{
|
|
{ "Standard", "Universal Render Pipeline/Lit" },
|
|
{ "Standard (Specular setup)", "Universal Render Pipeline/Lit" },
|
|
{ "Particles/Standard Surface", "Universal Render Pipeline/Particles/Lit" },
|
|
{ "Particles/Standard Unlit", "Universal Render Pipeline/Particles/Unlit" },
|
|
{ "Legacy Shaders/Diffuse", "Universal Render Pipeline/Simple Lit" },
|
|
{ "Legacy Shaders/Specular", "Universal Render Pipeline/Simple Lit" },
|
|
{ "Legacy Shaders/Bumped Diffuse", "Universal Render Pipeline/Simple Lit" },
|
|
{ "Legacy Shaders/Bumped Specular", "Universal Render Pipeline/Simple Lit" },
|
|
{ "Legacy Shaders/Transparent/Diffuse", "Universal Render Pipeline/Lit" },
|
|
{ "Mobile/Diffuse", "Universal Render Pipeline/Simple Lit" },
|
|
{ "Unlit/Texture", "Universal Render Pipeline/Unlit" },
|
|
{ "Unlit/Color", "Universal Render Pipeline/Unlit" },
|
|
{ "Unlit/Transparent", "Universal Render Pipeline/Unlit" },
|
|
};
|
|
|
|
string[] materialGuids = AssetDatabase.FindAssets("t:Material");
|
|
foreach (string guid in materialGuids)
|
|
{
|
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
if (path.Contains("Packages/")) continue; // Skip packages
|
|
|
|
Material mat = AssetDatabase.LoadAssetAtPath<Material>(path);
|
|
if (mat == null) continue;
|
|
|
|
// Check if shader is missing (pink/magenta)
|
|
bool isBroken = mat.shader == null ||
|
|
mat.shader.name == "Hidden/InternalErrorShader" ||
|
|
mat.shader.name.Contains("Error");
|
|
|
|
if (!isBroken && mat.shader != null)
|
|
{
|
|
// Check if it's a built-in shader in URP project
|
|
string shaderName = mat.shader.name;
|
|
if (shaderReplacements.ContainsKey(shaderName))
|
|
{
|
|
isBroken = true;
|
|
}
|
|
}
|
|
|
|
if (isBroken && mat.shader != null)
|
|
{
|
|
string oldShaderName = mat.shader.name;
|
|
|
|
// Try to find replacement
|
|
if (shaderReplacements.TryGetValue(oldShaderName, out string urpShader))
|
|
{
|
|
Shader newShader = Shader.Find(urpShader);
|
|
if (newShader != null)
|
|
{
|
|
// Preserve textures
|
|
Texture mainTex = mat.HasProperty("_MainTex") ? mat.GetTexture("_MainTex") : null;
|
|
Texture bumpMap = mat.HasProperty("_BumpMap") ? mat.GetTexture("_BumpMap") : null;
|
|
Color color = mat.HasProperty("_Color") ? mat.GetColor("_Color") : Color.white;
|
|
|
|
mat.shader = newShader;
|
|
|
|
// Remap properties
|
|
if (mainTex != null)
|
|
{
|
|
if (mat.HasProperty("_BaseMap")) mat.SetTexture("_BaseMap", mainTex);
|
|
else if (mat.HasProperty("_MainTex")) mat.SetTexture("_MainTex", mainTex);
|
|
}
|
|
if (bumpMap != null && mat.HasProperty("_BumpMap"))
|
|
mat.SetTexture("_BumpMap", bumpMap);
|
|
if (mat.HasProperty("_BaseColor"))
|
|
mat.SetColor("_BaseColor", color);
|
|
|
|
EditorUtility.SetDirty(mat);
|
|
fixedMaterials.Add($"{path} ({oldShaderName} -> {urpShader})");
|
|
}
|
|
else
|
|
{
|
|
failedMaterials.Add($"{path} (URP shader not found: {urpShader})");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
failedMaterials.Add($"{path} (Unknown shader: {oldShaderName})");
|
|
}
|
|
}
|
|
}
|
|
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return JsonConvert.SerializeObject(new
|
|
{
|
|
success = true,
|
|
message = $"Fixed {fixedMaterials.Count} pink/broken materials",
|
|
fixedMaterials = fixedMaterials,
|
|
failedMaterials = failedMaterials
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
return CreateErrorResponse("FixPinkMaterials", e, parameters);
|
|
}
|
|
}
|
|
|
|
private Color ParseHexColor(string hex)
|
|
{
|
|
if (string.IsNullOrEmpty(hex)) return Color.white;
|
|
hex = hex.TrimStart('#');
|
|
if (hex.Length == 6)
|
|
{
|
|
byte r = Convert.ToByte(hex.Substring(0, 2), 16);
|
|
byte g = Convert.ToByte(hex.Substring(2, 2), 16);
|
|
byte b = Convert.ToByte(hex.Substring(4, 2), 16);
|
|
return new Color32(r, g, b, 255);
|
|
}
|
|
return Color.white;
|
|
}
|
|
|
|
private void EnsureDirectoryExists(string path)
|
|
{
|
|
if (!AssetDatabase.IsValidFolder(path))
|
|
{
|
|
string[] folders = path.Split('/');
|
|
string currentPath = folders[0];
|
|
for (int i = 1; i < folders.Length; i++)
|
|
{
|
|
string newPath = currentPath + "/" + folders[i];
|
|
if (!AssetDatabase.IsValidFolder(newPath))
|
|
{
|
|
AssetDatabase.CreateFolder(currentPath, folders[i]);
|
|
}
|
|
currentPath = newPath;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
}
|
|
}
|