超大量的更新 修复很多问题,gameplay特效初步

This commit is contained in:
FloatGaming
2026-02-14 23:46:20 +08:00
parent ef8eb67259
commit 3a7a0b4669
360 changed files with 85670 additions and 4144 deletions
@@ -1,4 +1,4 @@
using System;
using System;
using System.Diagnostics;
using System.IO;
using System.Linq;
@@ -13,7 +13,7 @@ namespace MCPForUnity.Editor.Helpers
{
private const string PrefClaude = EditorPrefKeys.ClaudeCliPathOverride;
// Resolve Claude CLI absolute path. Pref → env → common locations → PATH.
// Documentation text normalized.
internal static string ResolveClaude()
{
try
@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using MCPForUnity.Editor.Tools;
@@ -170,7 +170,7 @@ namespace MCPForUnity.Editor.Helpers
case "_basemap": candidates = new[] { "_BaseMap", "_MainTex" }; break;
case "_glossiness": candidates = new[] { "_Glossiness", "_Smoothness" }; break;
case "_smoothness": candidates = new[] { "_Smoothness", "_Glossiness" }; break;
// Friendly names → shader property names
// Documentation text normalized.
case "metallic": candidates = new[] { "_Metallic" }; break;
case "smoothness": candidates = new[] { "_Smoothness", "_Glossiness" }; break;
case "albedo": candidates = new[] { "_BaseMap", "_MainTex" }; break;
@@ -1,4 +1,4 @@
using System;
using System;
using System.Globalization;
using Newtonsoft.Json.Linq;
@@ -321,10 +321,10 @@ namespace MCPForUnity.Editor.Helpers
/// Normalizes a property name by removing separators and converting to camelCase.
/// Handles common naming variations from LLMs and humans.
/// Examples:
/// "Use Gravity" → "useGravity"
/// "is_kinematic" → "isKinematic"
/// "max-angular-velocity" → "maxAngularVelocity"
/// "Angular Drag" → "angularDrag"
/// Documentation text normalized.
/// Documentation text normalized.
/// Documentation text normalized.
/// Documentation text normalized.
/// </summary>
/// <param name="input">The property name to normalize</param>
/// <returns>The normalized camelCase property name</returns>
@@ -1,4 +1,4 @@
using System;
using System;
namespace MCPForUnity.Editor.Resources
{
@@ -22,8 +22,8 @@ namespace MCPForUnity.Editor.Resources
/// <summary>
/// Create an MCP resource attribute with auto-generated resource name.
/// The resource name will be derived from the class name (PascalCase → snake_case).
/// Example: ManageAsset → manage_asset
/// Documentation text normalized.
/// Documentation text normalized.
/// </summary>
public McpForUnityResourceAttribute()
{
@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
@@ -365,7 +365,7 @@ namespace MCPForUnity.Editor.Services.Transport
if (result == null)
{
// Async command cleanup after completion on next editor frame to preserve order.
// Documentation text normalized.
pending.CompletionSource.Task.ContinueWith(_ =>
{
EditorApplication.delayCall += () => RemovePending(id, pending);
@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
@@ -497,7 +497,7 @@ namespace MCPForUnity.Editor.Tools
changed = false;
try
{
// Phase 1.1: Normalize friendly path syntax (e.g., myList[5] → myList.Array.data[5])
// Documentation text normalized.
string normalizedPath = NormalizePropertyPath(propertyPath);
string normalizedOp = op.Trim().ToLowerInvariant();
@@ -1213,10 +1213,10 @@ namespace MCPForUnity.Editor.Tools
///
/// <para><b>Format detection:</b></para>
/// <list type="bullet">
/// <item>3-element array → Interpreted as Euler angles (degrees)</item>
/// <item>4-element array → Interpreted as raw quaternion [x, y, z, w]</item>
/// <item>Object with euler → Uses euler array for rotation</item>
/// <item>Object with x, y, z, w → Uses raw quaternion components</item>
/// Documentation text normalized.
/// Documentation text normalized.
/// Documentation text normalized.
/// Documentation text normalized.
/// </list>
/// </summary>
/// <param name="prop">The SerializedProperty of type Quaternion to set</param>
@@ -1,4 +1,4 @@
using System;
using System;
namespace MCPForUnity.Editor.Tools
{
@@ -55,8 +55,8 @@ namespace MCPForUnity.Editor.Tools
/// <summary>
/// Create an MCP tool attribute with auto-generated command name.
/// The command name will be derived from the class name (PascalCase → snake_case).
/// Example: ManageAsset → manage_asset
/// Documentation text normalized.
/// Documentation text normalized.
/// </summary>
public McpForUnityToolAttribute()
{