升级XR插件版本
This commit is contained in:
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using System;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor; // Required for AssetDatabase and EditorUtility
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#endif
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namespace MCPForUnity.Runtime.Serialization
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{
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public class Vector3Converter : JsonConverter<Vector3>
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{
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public override void WriteJson(JsonWriter writer, Vector3 value, JsonSerializer serializer)
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{
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writer.WriteStartObject();
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writer.WritePropertyName("x");
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writer.WriteValue(value.x);
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writer.WritePropertyName("y");
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writer.WriteValue(value.y);
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writer.WritePropertyName("z");
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writer.WriteValue(value.z);
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writer.WriteEndObject();
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}
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public override Vector3 ReadJson(JsonReader reader, Type objectType, Vector3 existingValue, bool hasExistingValue, JsonSerializer serializer)
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{
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JObject jo = JObject.Load(reader);
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return new Vector3(
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(float)jo["x"],
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(float)jo["y"],
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(float)jo["z"]
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);
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}
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}
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public class Vector2Converter : JsonConverter<Vector2>
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{
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public override void WriteJson(JsonWriter writer, Vector2 value, JsonSerializer serializer)
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{
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writer.WriteStartObject();
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writer.WritePropertyName("x");
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writer.WriteValue(value.x);
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writer.WritePropertyName("y");
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writer.WriteValue(value.y);
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writer.WriteEndObject();
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}
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public override Vector2 ReadJson(JsonReader reader, Type objectType, Vector2 existingValue, bool hasExistingValue, JsonSerializer serializer)
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{
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JObject jo = JObject.Load(reader);
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return new Vector2(
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(float)jo["x"],
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(float)jo["y"]
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);
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}
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}
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public class QuaternionConverter : JsonConverter<Quaternion>
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{
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public override void WriteJson(JsonWriter writer, Quaternion value, JsonSerializer serializer)
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{
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writer.WriteStartObject();
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writer.WritePropertyName("x");
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writer.WriteValue(value.x);
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writer.WritePropertyName("y");
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writer.WriteValue(value.y);
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writer.WritePropertyName("z");
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writer.WriteValue(value.z);
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writer.WritePropertyName("w");
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writer.WriteValue(value.w);
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writer.WriteEndObject();
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}
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public override Quaternion ReadJson(JsonReader reader, Type objectType, Quaternion existingValue, bool hasExistingValue, JsonSerializer serializer)
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{
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JObject jo = JObject.Load(reader);
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return new Quaternion(
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(float)jo["x"],
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(float)jo["y"],
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(float)jo["z"],
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(float)jo["w"]
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);
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}
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}
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public class ColorConverter : JsonConverter<Color>
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{
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public override void WriteJson(JsonWriter writer, Color value, JsonSerializer serializer)
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{
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writer.WriteStartObject();
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writer.WritePropertyName("r");
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writer.WriteValue(value.r);
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writer.WritePropertyName("g");
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writer.WriteValue(value.g);
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writer.WritePropertyName("b");
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writer.WriteValue(value.b);
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writer.WritePropertyName("a");
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writer.WriteValue(value.a);
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writer.WriteEndObject();
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}
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public override Color ReadJson(JsonReader reader, Type objectType, Color existingValue, bool hasExistingValue, JsonSerializer serializer)
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{
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JObject jo = JObject.Load(reader);
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return new Color(
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(float)jo["r"],
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(float)jo["g"],
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(float)jo["b"],
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(float)jo["a"]
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);
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}
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}
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public class RectConverter : JsonConverter<Rect>
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{
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public override void WriteJson(JsonWriter writer, Rect value, JsonSerializer serializer)
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{
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writer.WriteStartObject();
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writer.WritePropertyName("x");
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writer.WriteValue(value.x);
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writer.WritePropertyName("y");
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writer.WriteValue(value.y);
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writer.WritePropertyName("width");
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writer.WriteValue(value.width);
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writer.WritePropertyName("height");
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writer.WriteValue(value.height);
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writer.WriteEndObject();
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}
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public override Rect ReadJson(JsonReader reader, Type objectType, Rect existingValue, bool hasExistingValue, JsonSerializer serializer)
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{
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JObject jo = JObject.Load(reader);
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return new Rect(
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(float)jo["x"],
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(float)jo["y"],
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(float)jo["width"],
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(float)jo["height"]
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);
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}
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}
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public class BoundsConverter : JsonConverter<Bounds>
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{
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public override void WriteJson(JsonWriter writer, Bounds value, JsonSerializer serializer)
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{
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writer.WriteStartObject();
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writer.WritePropertyName("center");
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serializer.Serialize(writer, value.center); // Use serializer to handle nested Vector3
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writer.WritePropertyName("size");
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serializer.Serialize(writer, value.size); // Use serializer to handle nested Vector3
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writer.WriteEndObject();
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}
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public override Bounds ReadJson(JsonReader reader, Type objectType, Bounds existingValue, bool hasExistingValue, JsonSerializer serializer)
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{
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JObject jo = JObject.Load(reader);
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Vector3 center = jo["center"].ToObject<Vector3>(serializer); // Use serializer to handle nested Vector3
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Vector3 size = jo["size"].ToObject<Vector3>(serializer); // Use serializer to handle nested Vector3
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return new Bounds(center, size);
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}
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}
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public class Vector4Converter : JsonConverter<Vector4>
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{
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public override void WriteJson(JsonWriter writer, Vector4 value, JsonSerializer serializer)
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{
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writer.WriteStartObject();
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writer.WritePropertyName("x");
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writer.WriteValue(value.x);
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writer.WritePropertyName("y");
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writer.WriteValue(value.y);
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writer.WritePropertyName("z");
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writer.WriteValue(value.z);
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writer.WritePropertyName("w");
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writer.WriteValue(value.w);
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writer.WriteEndObject();
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}
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public override Vector4 ReadJson(JsonReader reader, Type objectType, Vector4 existingValue, bool hasExistingValue, JsonSerializer serializer)
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{
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JObject jo = JObject.Load(reader);
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return new Vector4(
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(float)jo["x"],
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(float)jo["y"],
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(float)jo["z"],
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(float)jo["w"]
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);
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}
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}
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/// <summary>
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/// Safe converter for Matrix4x4 that only accesses raw matrix elements (m00-m33).
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/// Avoids computed properties (lossyScale, rotation, inverse) that call ValidTRS()
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/// and can crash Unity on non-TRS matrices (common in Cinemachine components).
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/// Fixes: https://github.com/CoplayDev/unity-mcp/issues/478
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/// </summary>
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public class Matrix4x4Converter : JsonConverter<Matrix4x4>
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{
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public override void WriteJson(JsonWriter writer, Matrix4x4 value, JsonSerializer serializer)
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{
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writer.WriteStartObject();
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// Only access raw matrix elements - NEVER computed properties like lossyScale/rotation
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writer.WritePropertyName("m00"); writer.WriteValue(value.m00);
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writer.WritePropertyName("m01"); writer.WriteValue(value.m01);
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writer.WritePropertyName("m02"); writer.WriteValue(value.m02);
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writer.WritePropertyName("m03"); writer.WriteValue(value.m03);
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writer.WritePropertyName("m10"); writer.WriteValue(value.m10);
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writer.WritePropertyName("m11"); writer.WriteValue(value.m11);
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writer.WritePropertyName("m12"); writer.WriteValue(value.m12);
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writer.WritePropertyName("m13"); writer.WriteValue(value.m13);
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writer.WritePropertyName("m20"); writer.WriteValue(value.m20);
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writer.WritePropertyName("m21"); writer.WriteValue(value.m21);
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writer.WritePropertyName("m22"); writer.WriteValue(value.m22);
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writer.WritePropertyName("m23"); writer.WriteValue(value.m23);
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writer.WritePropertyName("m30"); writer.WriteValue(value.m30);
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writer.WritePropertyName("m31"); writer.WriteValue(value.m31);
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writer.WritePropertyName("m32"); writer.WriteValue(value.m32);
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writer.WritePropertyName("m33"); writer.WriteValue(value.m33);
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writer.WriteEndObject();
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}
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public override Matrix4x4 ReadJson(JsonReader reader, Type objectType, Matrix4x4 existingValue, bool hasExistingValue, JsonSerializer serializer)
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{
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if (reader.TokenType == JsonToken.Null)
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return new Matrix4x4(); // Return zero matrix for null (consistent with missing field defaults)
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if (reader.TokenType != JsonToken.StartObject)
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throw new JsonSerializationException($"Expected JSON object or null when deserializing Matrix4x4, got '{reader.TokenType}'.");
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JObject jo = JObject.Load(reader);
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var matrix = new Matrix4x4();
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matrix.m00 = jo["m00"]?.Value<float>() ?? 0f;
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matrix.m01 = jo["m01"]?.Value<float>() ?? 0f;
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matrix.m02 = jo["m02"]?.Value<float>() ?? 0f;
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matrix.m03 = jo["m03"]?.Value<float>() ?? 0f;
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matrix.m10 = jo["m10"]?.Value<float>() ?? 0f;
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matrix.m11 = jo["m11"]?.Value<float>() ?? 0f;
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matrix.m12 = jo["m12"]?.Value<float>() ?? 0f;
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matrix.m13 = jo["m13"]?.Value<float>() ?? 0f;
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matrix.m20 = jo["m20"]?.Value<float>() ?? 0f;
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matrix.m21 = jo["m21"]?.Value<float>() ?? 0f;
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matrix.m22 = jo["m22"]?.Value<float>() ?? 0f;
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matrix.m23 = jo["m23"]?.Value<float>() ?? 0f;
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matrix.m30 = jo["m30"]?.Value<float>() ?? 0f;
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matrix.m31 = jo["m31"]?.Value<float>() ?? 0f;
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matrix.m32 = jo["m32"]?.Value<float>() ?? 0f;
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matrix.m33 = jo["m33"]?.Value<float>() ?? 0f;
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return matrix;
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}
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}
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// Converter for UnityEngine.Object references (GameObjects, Components, Materials, Textures, etc.)
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public class UnityEngineObjectConverter : JsonConverter<UnityEngine.Object>
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{
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public override bool CanRead => true; // We need to implement ReadJson
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public override bool CanWrite => true;
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public override void WriteJson(JsonWriter writer, UnityEngine.Object value, JsonSerializer serializer)
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{
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if (value == null)
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{
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writer.WriteNull();
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return;
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}
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#if UNITY_EDITOR // AssetDatabase and EditorUtility are Editor-only
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if (UnityEditor.AssetDatabase.Contains(value))
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{
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// It's an asset (Material, Texture, Prefab, etc.)
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string path = UnityEditor.AssetDatabase.GetAssetPath(value);
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if (!string.IsNullOrEmpty(path))
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{
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writer.WriteValue(path);
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}
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else
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{
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// Asset exists but path couldn't be found? Write minimal info.
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writer.WriteStartObject();
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writer.WritePropertyName("name");
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writer.WriteValue(value.name);
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writer.WritePropertyName("instanceID");
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writer.WriteValue(value.GetInstanceID());
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writer.WritePropertyName("isAssetWithoutPath");
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writer.WriteValue(true);
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writer.WriteEndObject();
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}
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}
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else
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{
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// It's a scene object (GameObject, Component, etc.)
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writer.WriteStartObject();
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writer.WritePropertyName("name");
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writer.WriteValue(value.name);
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writer.WritePropertyName("instanceID");
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writer.WriteValue(value.GetInstanceID());
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writer.WriteEndObject();
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}
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#else
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// Runtime fallback: Write basic info without AssetDatabase
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writer.WriteStartObject();
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writer.WritePropertyName("name");
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writer.WriteValue(value.name);
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writer.WritePropertyName("instanceID");
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writer.WriteValue(value.GetInstanceID());
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writer.WritePropertyName("warning");
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writer.WriteValue("UnityEngineObjectConverter running in non-Editor mode, asset path unavailable.");
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writer.WriteEndObject();
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#endif
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}
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public override UnityEngine.Object ReadJson(JsonReader reader, Type objectType, UnityEngine.Object existingValue, bool hasExistingValue, JsonSerializer serializer)
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{
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if (reader.TokenType == JsonToken.Null)
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{
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return null;
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}
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#if UNITY_EDITOR
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if (reader.TokenType == JsonToken.String)
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{
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string strValue = reader.Value.ToString();
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// Check if it looks like a GUID (32 hex chars, optionally with hyphens)
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if (IsValidGuid(strValue))
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{
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string path = UnityEditor.AssetDatabase.GUIDToAssetPath(strValue.Replace("-", "").ToLowerInvariant());
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if (!string.IsNullOrEmpty(path))
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{
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var asset = UnityEditor.AssetDatabase.LoadAssetAtPath(path, objectType);
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if (asset != null) return asset;
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}
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UnityEngine.Debug.LogWarning($"[UnityEngineObjectConverter] Could not load asset with GUID '{strValue}' as type '{objectType.Name}'.");
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return null;
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}
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// Assume it's an asset path
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var loadedAsset = UnityEditor.AssetDatabase.LoadAssetAtPath(strValue, objectType);
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if (loadedAsset == null)
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{
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UnityEngine.Debug.LogWarning($"[UnityEngineObjectConverter] Could not load asset at path '{strValue}' as type '{objectType.Name}'.");
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}
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return loadedAsset;
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}
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if (reader.TokenType == JsonToken.StartObject)
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{
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JObject jo = JObject.Load(reader);
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// Try to resolve by GUID first (for assets like ScriptableObjects, Materials, etc.)
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if (jo.TryGetValue("guid", out JToken guidToken) && guidToken.Type == JTokenType.String)
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{
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string guid = guidToken.ToString().Replace("-", "").ToLowerInvariant();
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string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
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if (!string.IsNullOrEmpty(path))
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{
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var asset = UnityEditor.AssetDatabase.LoadAssetAtPath(path, objectType);
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if (asset != null) return asset;
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}
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UnityEngine.Debug.LogWarning($"[UnityEngineObjectConverter] Could not load asset with GUID '{guidToken}' as type '{objectType.Name}'.");
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return null;
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}
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// Try to resolve by instanceID
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if (jo.TryGetValue("instanceID", out JToken idToken) && idToken.Type == JTokenType.Integer)
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{
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int instanceId = idToken.ToObject<int>();
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UnityEngine.Object obj = UnityEditor.EditorUtility.InstanceIDToObject(instanceId);
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if (obj != null)
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{
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// Direct type match
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if (objectType.IsAssignableFrom(obj.GetType()))
|
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{
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return obj;
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}
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// Special case: expecting Transform but got GameObject - get its transform
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if (objectType == typeof(Transform) && obj is GameObject go)
|
||||
{
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return go.transform;
|
||||
}
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|
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// Special case: expecting a Component type but got GameObject - try to get the component
|
||||
if (typeof(Component).IsAssignableFrom(objectType) && obj is GameObject gameObj)
|
||||
{
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||||
var component = gameObj.GetComponent(objectType);
|
||||
if (component != null)
|
||||
{
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||||
return component;
|
||||
}
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UnityEngine.Debug.LogWarning($"[UnityEngineObjectConverter] GameObject '{gameObj.name}' (ID: {instanceId}) does not have a '{objectType.Name}' component.");
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return null;
|
||||
}
|
||||
|
||||
// Type mismatch with no automatic conversion available
|
||||
UnityEngine.Debug.LogWarning($"[UnityEngineObjectConverter] Instance ID {instanceId} resolved to '{obj.GetType().Name}' but expected '{objectType.Name}'.");
|
||||
return null;
|
||||
}
|
||||
// Instance ID lookup failed - this can happen if the object was destroyed or ID is stale
|
||||
string objectName = jo.TryGetValue("name", out JToken nameToken) ? nameToken.ToString() : "unknown";
|
||||
UnityEngine.Debug.LogWarning($"[UnityEngineObjectConverter] Could not resolve instance ID {instanceId} (name: '{objectName}') to a valid {objectType.Name}. The object may have been destroyed or the ID is stale.");
|
||||
return null;
|
||||
}
|
||||
|
||||
// Check if there's an asset path in the object
|
||||
if (jo.TryGetValue("path", out JToken pathToken) && pathToken.Type == JTokenType.String)
|
||||
{
|
||||
string path = pathToken.ToString();
|
||||
var asset = UnityEditor.AssetDatabase.LoadAssetAtPath(path, objectType);
|
||||
if (asset != null)
|
||||
{
|
||||
return asset;
|
||||
}
|
||||
UnityEngine.Debug.LogWarning($"[UnityEngineObjectConverter] Could not load asset at path '{path}' as type '{objectType.Name}'.");
|
||||
return null;
|
||||
}
|
||||
|
||||
// Object format not recognized
|
||||
UnityEngine.Debug.LogWarning($"[UnityEngineObjectConverter] JSON object missing 'instanceID', 'guid', or 'path' field for {objectType.Name} deserialization. Object: {jo.ToString(Formatting.None)}");
|
||||
return null;
|
||||
}
|
||||
|
||||
// Unexpected token type
|
||||
UnityEngine.Debug.LogWarning($"[UnityEngineObjectConverter] Unexpected token type '{reader.TokenType}' when deserializing {objectType.Name}. Expected Null, String, or Object.");
|
||||
return null;
|
||||
#else
|
||||
// Runtime deserialization is tricky without AssetDatabase/EditorUtility
|
||||
UnityEngine.Debug.LogWarning("UnityEngineObjectConverter cannot deserialize complex objects in non-Editor mode.");
|
||||
// Skip the current token to avoid breaking the reader state
|
||||
reader.Skip();
|
||||
// Return existing value since we can't deserialize without Editor APIs
|
||||
return existingValue;
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a string looks like a valid GUID (32 hex chars, with or without hyphens).
|
||||
/// </summary>
|
||||
private static bool IsValidGuid(string str)
|
||||
{
|
||||
if (string.IsNullOrEmpty(str)) return false;
|
||||
string normalized = str.Replace("-", "");
|
||||
if (normalized.Length != 32) return false;
|
||||
foreach (char c in normalized)
|
||||
{
|
||||
if (!((c >= '0' && c <= '9') || (c >= 'a' && c <= 'f') || (c >= 'A' && c <= 'F')))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e65311c160f0d41d4a1b45a3dba8dd5a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user