using Newtonsoft.Json.Linq; using UnityEngine; namespace MCPForUnity.Editor.Tools.Vfx { internal static class TrailRead { public static TrailRenderer FindTrailRenderer(JObject @params) { GameObject go = ManageVfxCommon.FindTargetGameObject(@params); return go?.GetComponent(); } public static object GetInfo(JObject @params) { TrailRenderer tr = FindTrailRenderer(@params); if (tr == null) return new { success = false, message = "TrailRenderer not found" }; return new { success = true, data = new { gameObject = tr.gameObject.name, time = tr.time, startWidth = tr.startWidth, endWidth = tr.endWidth, minVertexDistance = tr.minVertexDistance, emitting = tr.emitting, autodestruct = tr.autodestruct, positionCount = tr.positionCount, alignment = tr.alignment.ToString(), textureMode = tr.textureMode.ToString(), numCornerVertices = tr.numCornerVertices, numCapVertices = tr.numCapVertices, generateLightingData = tr.generateLightingData, material = tr.sharedMaterial?.name, shadowCastingMode = tr.shadowCastingMode.ToString(), receiveShadows = tr.receiveShadows, lightProbeUsage = tr.lightProbeUsage.ToString(), reflectionProbeUsage = tr.reflectionProbeUsage.ToString(), sortingOrder = tr.sortingOrder, sortingLayerName = tr.sortingLayerName, renderingLayerMask = tr.renderingLayerMask } }; } } }