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Merge pull request #24 from justinpbarnett/feature/increase-commands
Feature/increase commands
2 parents c3e9a49 + 3352ba3 commit 4aff62f

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5 files changed

+548
-2
lines changed

5 files changed

+548
-2
lines changed

Editor/Commands/EditorControlHandler.cs

Lines changed: 363 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -32,6 +32,7 @@ public static object HandleEditorControl(JObject @params)
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"BUILD" => HandleBuild(commandParams),
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"EXECUTE_COMMAND" => HandleExecuteCommand(commandParams),
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"READ_CONSOLE" => ReadConsole(commandParams),
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"GET_AVAILABLE_COMMANDS" => GetAvailableCommands(),
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_ => new { error = $"Unknown editor control command: {command}" },
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};
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}
@@ -583,5 +584,367 @@ private static List<string> ReadLastLines(string filePath, int lineCount)
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return result;
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}
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/// <summary>
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/// Gets a comprehensive list of available Unity commands, including editor menu items,
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/// internal commands, utility methods, and other actionable operations that can be executed.
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/// </summary>
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/// <returns>Object containing categorized lists of available command paths</returns>
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private static object GetAvailableCommands()
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{
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var menuCommands = new HashSet<string>();
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var utilityCommands = new HashSet<string>();
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var assetCommands = new HashSet<string>();
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var sceneCommands = new HashSet<string>();
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var gameObjectCommands = new HashSet<string>();
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var prefabCommands = new HashSet<string>();
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var shortcutCommands = new HashSet<string>();
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var otherCommands = new HashSet<string>();
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// Add a simple command that we know will work for testing
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menuCommands.Add("Window/Unity MCP");
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Debug.Log("Starting command collection...");
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try
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{
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// Add all EditorApplication static methods - these are guaranteed to work
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Debug.Log("Adding EditorApplication methods...");
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foreach (MethodInfo method in typeof(EditorApplication).GetMethods(BindingFlags.Public | BindingFlags.Static))
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{
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utilityCommands.Add($"EditorApplication.{method.Name}");
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}
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Debug.Log($"Added {utilityCommands.Count} EditorApplication methods");
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// Add built-in menu commands directly - these are common ones that should always be available
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Debug.Log("Adding built-in menu commands...");
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string[] builtInMenus = new[] {
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"File/New Scene",
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"File/Open Scene",
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"File/Save",
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"File/Save As...",
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"Edit/Undo",
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"Edit/Redo",
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"Edit/Cut",
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"Edit/Copy",
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"Edit/Paste",
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"Edit/Duplicate",
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"Edit/Delete",
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"GameObject/Create Empty",
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"GameObject/3D Object/Cube",
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"GameObject/3D Object/Sphere",
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"GameObject/3D Object/Capsule",
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"GameObject/3D Object/Cylinder",
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"GameObject/3D Object/Plane",
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"GameObject/Light/Directional Light",
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"GameObject/Light/Point Light",
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"GameObject/Light/Spotlight",
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"GameObject/Light/Area Light",
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"Component/Mesh/Mesh Filter",
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"Component/Mesh/Mesh Renderer",
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"Component/Physics/Rigidbody",
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"Component/Physics/Box Collider",
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"Component/Physics/Sphere Collider",
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"Component/Physics/Capsule Collider",
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"Component/Audio/Audio Source",
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"Component/Audio/Audio Listener",
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"Window/General/Scene",
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"Window/General/Game",
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"Window/General/Inspector",
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"Window/General/Hierarchy",
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"Window/General/Project",
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"Window/General/Console",
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"Window/Analysis/Profiler",
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"Window/Package Manager",
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"Assets/Create/Material",
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"Assets/Create/C# Script",
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"Assets/Create/Prefab",
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"Assets/Create/Scene",
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"Assets/Create/Folder",
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};
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foreach (string menuItem in builtInMenus)
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{
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menuCommands.Add(menuItem);
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}
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Debug.Log($"Added {builtInMenus.Length} built-in menu commands");
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// Get menu commands from MenuItem attributes - wrapped in separate try block
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Debug.Log("Searching for MenuItem attributes...");
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try
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{
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int itemCount = 0;
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foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies())
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{
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if (assembly.IsDynamic) continue;
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try
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{
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foreach (Type type in assembly.GetExportedTypes())
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{
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try
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{
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foreach (MethodInfo method in type.GetMethods(BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic))
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{
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try
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{
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object[] attributes = method.GetCustomAttributes(typeof(UnityEditor.MenuItem), false);
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if (attributes != null && attributes.Length > 0)
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{
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foreach (var attr in attributes)
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{
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var menuItem = attr as UnityEditor.MenuItem;
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if (menuItem != null && !string.IsNullOrEmpty(menuItem.menuItem))
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{
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menuCommands.Add(menuItem.menuItem);
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itemCount++;
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}
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}
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}
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}
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catch (Exception methodEx)
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{
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Debug.LogWarning($"Error getting menu items for method {method.Name}: {methodEx.Message}");
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continue;
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}
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}
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}
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catch (Exception typeEx)
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{
714+
Debug.LogWarning($"Error processing type: {typeEx.Message}");
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continue;
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}
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}
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}
719+
catch (Exception assemblyEx)
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{
721+
Debug.LogWarning($"Error examining assembly {assembly.GetName().Name}: {assemblyEx.Message}");
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continue;
723+
}
724+
}
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Debug.Log($"Found {itemCount} menu items from attributes");
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}
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catch (Exception menuItemEx)
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{
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Debug.LogError($"Failed to get menu items: {menuItemEx.Message}");
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}
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// Add EditorUtility methods as commands
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Debug.Log("Adding EditorUtility methods...");
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foreach (MethodInfo method in typeof(EditorUtility).GetMethods(BindingFlags.Public | BindingFlags.Static))
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{
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utilityCommands.Add($"EditorUtility.{method.Name}");
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}
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Debug.Log($"Added {typeof(EditorUtility).GetMethods(BindingFlags.Public | BindingFlags.Static).Length} EditorUtility methods");
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// Add AssetDatabase methods as commands
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Debug.Log("Adding AssetDatabase methods...");
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foreach (MethodInfo method in typeof(AssetDatabase).GetMethods(BindingFlags.Public | BindingFlags.Static))
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{
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assetCommands.Add($"AssetDatabase.{method.Name}");
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}
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Debug.Log($"Added {typeof(AssetDatabase).GetMethods(BindingFlags.Public | BindingFlags.Static).Length} AssetDatabase methods");
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// Add EditorSceneManager methods as commands
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Debug.Log("Adding EditorSceneManager methods...");
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Type sceneManagerType = typeof(UnityEditor.SceneManagement.EditorSceneManager);
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if (sceneManagerType != null)
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{
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foreach (MethodInfo method in sceneManagerType.GetMethods(BindingFlags.Public | BindingFlags.Static))
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{
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sceneCommands.Add($"EditorSceneManager.{method.Name}");
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}
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Debug.Log($"Added {sceneManagerType.GetMethods(BindingFlags.Public | BindingFlags.Static).Length} EditorSceneManager methods");
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}
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// Add GameObject manipulation commands
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Debug.Log("Adding GameObject methods...");
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foreach (MethodInfo method in typeof(GameObject).GetMethods(BindingFlags.Public | BindingFlags.Static))
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{
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gameObjectCommands.Add($"GameObject.{method.Name}");
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}
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Debug.Log($"Added {typeof(GameObject).GetMethods(BindingFlags.Public | BindingFlags.Static).Length} GameObject methods");
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// Add Selection-related commands
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Debug.Log("Adding Selection methods...");
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foreach (MethodInfo method in typeof(Selection).GetMethods(BindingFlags.Public | BindingFlags.Static))
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{
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gameObjectCommands.Add($"Selection.{method.Name}");
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}
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Debug.Log($"Added {typeof(Selection).GetMethods(BindingFlags.Public | BindingFlags.Static).Length} Selection methods");
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// Add PrefabUtility methods as commands
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Debug.Log("Adding PrefabUtility methods...");
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Type prefabUtilityType = typeof(UnityEditor.PrefabUtility);
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if (prefabUtilityType != null)
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{
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foreach (MethodInfo method in prefabUtilityType.GetMethods(BindingFlags.Public | BindingFlags.Static))
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{
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prefabCommands.Add($"PrefabUtility.{method.Name}");
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}
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Debug.Log($"Added {prefabUtilityType.GetMethods(BindingFlags.Public | BindingFlags.Static).Length} PrefabUtility methods");
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}
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// Add Undo related methods
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Debug.Log("Adding Undo methods...");
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foreach (MethodInfo method in typeof(Undo).GetMethods(BindingFlags.Public | BindingFlags.Static))
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{
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utilityCommands.Add($"Undo.{method.Name}");
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}
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Debug.Log($"Added {typeof(Undo).GetMethods(BindingFlags.Public | BindingFlags.Static).Length} Undo methods");
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// The rest of the command gathering can be attempted but might not be critical
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try
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{
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// Get commands from Unity's internal command system
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Debug.Log("Trying to get internal CommandService commands...");
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Type commandServiceType = typeof(UnityEditor.EditorWindow).Assembly.GetType("UnityEditor.CommandService");
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if (commandServiceType != null)
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{
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Debug.Log("Found CommandService type");
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PropertyInfo instanceProperty = commandServiceType.GetProperty("Instance",
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BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static);
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if (instanceProperty != null)
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{
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Debug.Log("Found Instance property");
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object commandService = instanceProperty.GetValue(null);
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if (commandService != null)
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{
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Debug.Log("Got CommandService instance");
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MethodInfo findAllCommandsMethod = commandServiceType.GetMethod("FindAllCommands",
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BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
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if (findAllCommandsMethod != null)
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{
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Debug.Log("Found FindAllCommands method");
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var commandsResult = findAllCommandsMethod.Invoke(commandService, null);
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if (commandsResult != null)
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{
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Debug.Log("Got commands result");
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var commandsList = commandsResult as System.Collections.IEnumerable;
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if (commandsList != null)
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{
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int commandCount = 0;
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foreach (var cmd in commandsList)
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{
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try
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{
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PropertyInfo nameProperty = cmd.GetType().GetProperty("name") ??
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cmd.GetType().GetProperty("path") ??
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cmd.GetType().GetProperty("commandName");
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if (nameProperty != null)
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{
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string commandName = nameProperty.GetValue(cmd)?.ToString();
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if (!string.IsNullOrEmpty(commandName))
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{
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otherCommands.Add(commandName);
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commandCount++;
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}
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}
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}
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catch (Exception cmdEx)
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{
848+
Debug.LogWarning($"Error processing command: {cmdEx.Message}");
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continue;
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}
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}
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Debug.Log($"Added {commandCount} internal commands");
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}
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}
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else
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{
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Debug.LogWarning("FindAllCommands returned null");
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}
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}
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else
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{
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Debug.LogWarning("FindAllCommands method not found");
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}
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}
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else
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{
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Debug.LogWarning("CommandService instance is null");
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}
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}
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else
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{
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Debug.LogWarning("Instance property not found on CommandService");
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}
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}
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else
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{
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Debug.LogWarning("CommandService type not found");
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}
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}
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catch (Exception e)
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{
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Debug.LogWarning($"Failed to get internal Unity commands: {e.Message}");
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}
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// Other additional command sources can be tried
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// ... other commands ...
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}
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catch (Exception e)
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{
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Debug.LogError($"Error getting Unity commands: {e.Message}\n{e.StackTrace}");
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}
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// Create command categories dictionary for the result
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var commandCategories = new Dictionary<string, List<string>>
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{
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{ "MenuCommands", menuCommands.OrderBy(x => x).ToList() },
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{ "UtilityCommands", utilityCommands.OrderBy(x => x).ToList() },
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{ "AssetCommands", assetCommands.OrderBy(x => x).ToList() },
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{ "SceneCommands", sceneCommands.OrderBy(x => x).ToList() },
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{ "GameObjectCommands", gameObjectCommands.OrderBy(x => x).ToList() },
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{ "PrefabCommands", prefabCommands.OrderBy(x => x).ToList() },
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{ "ShortcutCommands", shortcutCommands.OrderBy(x => x).ToList() },
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{ "OtherCommands", otherCommands.OrderBy(x => x).ToList() }
904+
};
905+
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// Calculate total command count
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int totalCount = commandCategories.Values.Sum(list => list.Count);
908+
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Debug.Log($"Command retrieval complete. Found {totalCount} total commands.");
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// Create a simplified response with just the essential data
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// The complex object structure might be causing serialization issues
913+
var allCommandsList = commandCategories.Values.SelectMany(x => x).OrderBy(x => x).ToList();
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// Use simple string array instead of JArray for better serialization
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string[] commandsArray = allCommandsList.ToArray();
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// Log the array size for verification
919+
Debug.Log($"Final commands array contains {commandsArray.Length} items");
920+
921+
try
922+
{
923+
// Return a simple object with just the commands array and count
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var result = new
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{
926+
commands = commandsArray,
927+
count = commandsArray.Length
928+
};
929+
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// Verify the result can be serialized properly
931+
var jsonTest = JsonUtility.ToJson(new { test = "This is a test" });
932+
Debug.Log($"JSON serialization test successful: {jsonTest}");
933+
934+
return result;
935+
}
936+
catch (Exception ex)
937+
{
938+
Debug.LogError($"Error creating response: {ex.Message}");
939+
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// Ultimate fallback - don't use any JObject/JArray
941+
return new
942+
{
943+
message = $"Found {commandsArray.Length} commands",
944+
firstTen = commandsArray.Take(10).ToArray(),
945+
count = commandsArray.Length
946+
};
947+
}
948+
}
586949
}
587950
}

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