using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using Unity.Pipeline.Commands;
using Unity.Pipeline.Editor.Authoring;
using Unity.Pipeline.Models;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
namespace Unity.Pipeline.Editor.Commands.Animation
{
///
/// Group B of CLI-214: author assets — layers, parameters, states
/// and transitions. Built on UnityEditor.Animations, which is part of the Editor (no extra
/// package), so the types are referenced directly.
///
/// Like the animation-clip commands, paths/handles are sandbox-confined via
/// / , and every command supports
/// dry_run. Some AnimatorController API calls register Undo internally, but sub-object edits
/// are not reliably undoable, so changes are persisted with +
/// .
///
/// Out of scope (v1): BlendTree authoring (assigning an EXISTING BlendTree as a state motion is
/// allowed), StateMachineBehaviours, sub-state machines, and humanoid/avatar configuration.
///
public static class AnimatorControllerCommands
{
[CliCommand("create_animator_controller",
"Create an .controller AnimatorController asset (with a default Base Layer) under the authoring root.",
MainThreadRequired = true)]
public static AuthoringResult CreateAnimatorController(
[CliArg("path", "Asset path ending in .controller, relative to the authoring root. The Assets/ prefix is optional.", Required = true)] string path,
[CliArg("confirm", "Required (true) only when overwriting an existing asset at the path.")] bool confirm = false,
[CliArg("dry_run", "If true, validate inputs and report what would be created without writing anything.")] bool dryRun = false)
{
var normalized = ProjectPaths.Resolve(path, out var error);
if (normalized == null)
throw new ArgumentException(error);
if (!string.Equals(Path.GetExtension(normalized), ".controller", StringComparison.OrdinalIgnoreCase))
throw new ArgumentException($"Animator controller path '{normalized}' must end in .controller.");
var exists = AssetDatabase.LoadMainAssetAtPath(normalized) != null;
if (exists && !confirm)
throw new ArgumentException($"An asset already exists at '{normalized}'. Pass confirm=true to overwrite it.");
if (dryRun)
return new AuthoringResult { AssetPath = normalized, Type = nameof(AnimatorController) };
EnsureParentFolder(normalized);
if (exists)
AssetDatabase.DeleteAsset(normalized);
// CreateAnimatorControllerAtPath creates the asset on disk WITH a default "Base Layer".
var controller = AnimatorController.CreateAnimatorControllerAtPath(normalized);
EditorUtility.SetDirty(controller);
AssetDatabase.SaveAssets();
var loaded = AssetDatabase.LoadMainAssetAtPath(normalized);
var result = ObjectResolver.Describe(loaded) ?? new AuthoringResult { Type = nameof(AnimatorController) };
result.AssetPath = normalized;
return result;
}
[CliCommand("add_animator_parameter",
"Add a parameter (Float | Int | Bool | Trigger) to an AnimatorController. A duplicate name returns code 'duplicate_parameter'.",
MainThreadRequired = true)]
public static object AddAnimatorParameter(
[CliArg("controller", "Reference to the AnimatorController to edit (path / guid / globalId).", Required = true)] ObjectRef controller,
[CliArg("name", "Parameter name.", Required = true)] string name,
[CliArg("type", "Parameter type: Float | Int | Bool | Trigger.", Required = true)] string type = null,
[CliArg("defaultValue", "Default value for Float/Int/Bool (ignored for Trigger).")] JToken defaultValue = null,
[CliArg("dry_run", "If true, validate inputs without writing the parameter.")] bool dryRun = false)
{
var (ctrl, ctrlPath) = ResolveController(controller);
if (string.IsNullOrWhiteSpace(name))
throw new ArgumentException("name is required.");
var paramType = ParseParameterType(type);
if (ctrl.parameters.Any(p => p.name == name))
return ErrorResult.PackageStyle("duplicate_parameter", $"A parameter named '{name}' already exists on '{ctrlPath}'.");
// Resolve (and validate) the default value up front so dry_run also fails on a bad value.
float defFloat = 0f;
int defInt = 0;
bool defBool = false;
switch (paramType)
{
case AnimatorControllerParameterType.Float:
if (defaultValue != null && defaultValue.Type != JTokenType.Null) defFloat = defaultValue.ToObject();
break;
case AnimatorControllerParameterType.Int:
if (defaultValue != null && defaultValue.Type != JTokenType.Null) defInt = defaultValue.ToObject();
break;
case AnimatorControllerParameterType.Bool:
if (defaultValue != null && defaultValue.Type != JTokenType.Null) defBool = defaultValue.ToObject();
break;
}
var result = new AddParameterResult
{
AssetPath = ctrlPath,
Type = nameof(AnimatorController),
Parameter = new ParameterInfo
{
Name = name,
ParamType = paramType.ToString(),
DefaultValue = DefaultValueToken(paramType, defFloat, defInt, defBool)
}
};
if (dryRun)
return result;
var parameter = new AnimatorControllerParameter
{
name = name,
type = paramType,
defaultFloat = defFloat,
defaultInt = defInt,
defaultBool = defBool
};
ctrl.AddParameter(parameter);
Persist(ctrl);
FillIdentity(result, ctrl);
return result;
}
[CliCommand("add_animator_layer",
"Add a layer to an AnimatorController.",
MainThreadRequired = true)]
public static object AddAnimatorLayer(
[CliArg("controller", "Reference to the AnimatorController to edit (path / guid / globalId).", Required = true)] ObjectRef controller,
[CliArg("name", "Layer name.", Required = true)] string name,
[CliArg("weight", "Layer weight (default 1).")] float weight = 1f,
[CliArg("blendingMode", "Blending mode: Override | Additive (default Override).")] string blendingMode = "Override",
[CliArg("dry_run", "If true, validate inputs without writing the layer.")] bool dryRun = false)
{
var (ctrl, ctrlPath) = ResolveController(controller);
if (string.IsNullOrWhiteSpace(name))
throw new ArgumentException("name is required.");
if (!Enum.TryParse(blendingMode, ignoreCase: true, out var mode))
throw new ArgumentException($"Unknown blendingMode '{blendingMode}'. Use Override | Additive.");
var index = ctrl.layers.Length;
var result = new AddLayerResult
{
AssetPath = ctrlPath,
Type = nameof(AnimatorController),
Layer = new LayerSummary { Name = name, Index = index, Weight = weight }
};
if (dryRun)
return result;
// AddLayer(name) appends a layer with a fresh state machine. We then set its weight/blending
// by writing the layer array back (AnimatorControllerLayer is a value-like wrapper, so the
// edited copy must be reassigned).
ctrl.AddLayer(name);
var layers = ctrl.layers;
layers[index].defaultWeight = weight;
layers[index].blendingMode = mode;
ctrl.layers = layers;
Persist(ctrl);
FillIdentity(result, ctrl);
return result;
}
[CliCommand("add_animator_state",
"Add a state to a layer, optionally with a motion (AnimationClip or BlendTree) and as the layer default. " +
"A layer name with no match returns code 'layer_not_found'.",
MainThreadRequired = true)]
public static object AddAnimatorState(
[CliArg("controller", "Reference to the AnimatorController to edit (path / guid / globalId).", Required = true)] ObjectRef controller,
[CliArg("layer", "Layer index (int) or name (string). Default 0 (Base Layer).")] JToken layer = null,
[CliArg("name", "State name.", Required = true)] string name = null,
[CliArg("motion", "Optional AnimationClip or BlendTree asset to assign as the state's motion.")] ObjectRef motion = null,
[CliArg("isDefault", "If true, set this state as the layer's default state.")] bool isDefault = false,
[CliArg("position", "Optional [x, y] node position in the graph (cosmetic).")] JArray position = null,
[CliArg("dry_run", "If true, validate inputs without writing the state.")] bool dryRun = false)
{
var (ctrl, ctrlPath) = ResolveController(controller);
if (string.IsNullOrWhiteSpace(name))
throw new ArgumentException("name is required.");
if (!TryResolveLayer(ctrl, layer, out var layerIndex, out var layerError))
return ErrorResult.PackageStyle("layer_not_found", layerError);
// Resolve an optional motion. Only AnimationClip / Motion (BlendTree derives from Motion) are
// valid. A handle that doesn't resolve to a Motion is a clear error.
UnityEngine.Motion resolvedMotion = null;
if (motion != null && !motion.IsEmpty)
{
if (!ObjectResolver.TryResolve(motion, out var motionObj, out var motionError))
throw new ArgumentException($"Could not resolve motion: {motionError}");
resolvedMotion = motionObj as UnityEngine.Motion;
if (resolvedMotion == null)
throw new ArgumentException($"Motion reference '{motion}' resolved to a {motionObj.GetType().Name}, not an AnimationClip or BlendTree.");
// Re-confine the motion to the authoring root: a restricted root must not be bypassed by
// referencing an AnimationClip/BlendTree that lives outside the sandbox.
ConfineToAuthoringRoot(resolvedMotion, "Motion", motion);
}
Vector3? nodePosition = null;
if (position != null && position.Count > 0)
{
if (position.Count < 2)
throw new ArgumentException("position must be [x, y].");
nodePosition = new Vector3(position[0].ToObject(), position[1].ToObject(), 0f);
}
var result = new AddStateResult
{
AssetPath = ctrlPath,
Type = nameof(AnimatorController),
State = new StateSummary
{
Name = name,
Layer = layerIndex,
HasMotion = resolvedMotion != null,
IsDefault = isDefault
}
};
if (dryRun)
return result;
var stateMachine = ctrl.layers[layerIndex].stateMachine;
var state = nodePosition.HasValue
? stateMachine.AddState(name, nodePosition.Value)
: stateMachine.AddState(name);
if (resolvedMotion != null)
state.motion = resolvedMotion;
if (isDefault)
stateMachine.defaultState = state;
Persist(ctrl);
FillIdentity(result, ctrl);
return result;
}
[CliCommand("add_animator_transition",
"Add a transition between two states (or from AnyState/Entry, to Exit) on a layer, with optional conditions. " +
"Validates that the states exist and each condition's parameter exists and its mode matches the parameter type.",
MainThreadRequired = true)]
public static object AddAnimatorTransition(
[CliArg("controller", "Reference to the AnimatorController to edit (path / guid / globalId).", Required = true)] ObjectRef controller,
[CliArg("layer", "Layer index (int) or name (string). Default 0 (Base Layer).")] JToken layer = null,
[CliArg("fromState", "Source state name, or the special \"AnyState\" / \"Entry\".", Required = true)] string fromState = null,
[CliArg("toState", "Destination state name, or the special \"Exit\".", Required = true)] string toState = null,
[CliArg("conditions", "Optional conditions: [{ parameter, mode: \"If\"|\"IfNot\"|\"Greater\"|\"Less\"|\"Equals\"|\"NotEqual\", threshold? }].")] JArray conditions = null,
[CliArg("hasExitTime", "If true, the transition uses exit time (default false).")] bool hasExitTime = false,
[CliArg("exitTime", "Normalized exit time (0..1) when hasExitTime is set.")] float exitTime = 0f,
[CliArg("duration", "Transition duration in seconds (default 0.25).")] float duration = 0.25f,
[CliArg("hasFixedDuration", "If true, duration is in seconds; otherwise normalized (default true).")] bool hasFixedDuration = true,
[CliArg("dry_run", "If true, validate everything (states, parameters, mode/type) without writing the transition.")] bool dryRun = false)
{
var (ctrl, ctrlPath) = ResolveController(controller);
if (string.IsNullOrWhiteSpace(fromState))
throw new ArgumentException("fromState is required.");
if (string.IsNullOrWhiteSpace(toState))
throw new ArgumentException("toState is required.");
// exitTime is normalized (0..1) and only meaningful with hasExitTime; duration must be
// non-negative. Reject out-of-range values up front (writing nothing) rather than letting
// Unity clamp them unpredictably.
if (hasExitTime && (exitTime < 0f || exitTime > 1f))
throw new ArgumentException($"exitTime must be in [0, 1] when hasExitTime is set (got {exitTime}).");
if (duration < 0f)
throw new ArgumentException($"duration must be >= 0 (got {duration}).");
if (!TryResolveLayer(ctrl, layer, out var layerIndex, out var layerError))
return ErrorResult.PackageStyle("layer_not_found", layerError);
var stateMachine = ctrl.layers[layerIndex].stateMachine;
const string AnyState = "AnyState";
const string Entry = "Entry";
const string Exit = "Exit";
var fromIsAny = string.Equals(fromState, AnyState, StringComparison.OrdinalIgnoreCase);
var fromIsEntry = string.Equals(fromState, Entry, StringComparison.OrdinalIgnoreCase);
var toIsExit = string.Equals(toState, Exit, StringComparison.OrdinalIgnoreCase);
// Resolve the source state (unless it's AnyState/Entry, which are nodes on the machine).
AnimatorState fromAnimState = null;
if (!fromIsAny && !fromIsEntry)
{
fromAnimState = FindState(stateMachine, fromState);
if (fromAnimState == null)
throw new ArgumentException($"Source state '{fromState}' not found in layer {layerIndex}.");
}
// Resolve the destination state (unless it's Exit).
AnimatorState toAnimState = null;
if (!toIsExit)
{
toAnimState = FindState(stateMachine, toState);
if (toAnimState == null)
throw new ArgumentException($"Destination state '{toState}' not found in layer {layerIndex}.");
}
// Entry transitions cannot carry conditions/exit-time the same way; restrict combinations the
// engine forbids so an agent gets a clear error rather than a malformed transition.
if (fromIsEntry && toIsExit)
throw new ArgumentException("A transition from Entry directly to Exit is not supported.");
// Validate conditions BEFORE creating anything (so a bad condition writes nothing).
var parsedConditions = ParseConditions(conditions, ctrl);
var result = new AddTransitionResult
{
AssetPath = ctrlPath,
Type = nameof(AnimatorController),
Transition = new TransitionSummary
{
From = fromState,
To = toState,
ConditionCount = parsedConditions.Count
}
};
if (dryRun)
return result;
// Create the transition node matching the from/to kinds.
AnimatorStateTransition stateTransition = null;
AnimatorTransition entryTransition = null;
if (fromIsEntry)
{
// Entry -> state. Entry transitions are plain AnimatorTransition (no exit time/duration).
entryTransition = stateMachine.AddEntryTransition(toAnimState);
}
else if (fromIsAny)
{
stateTransition = toIsExit ? null : stateMachine.AddAnyStateTransition(toAnimState);
if (stateTransition == null)
throw new ArgumentException("An AnyState transition to Exit is not supported.");
}
else
{
stateTransition = toIsExit
? fromAnimState.AddExitTransition()
: fromAnimState.AddTransition(toAnimState);
}
if (stateTransition != null)
{
stateTransition.hasExitTime = hasExitTime;
stateTransition.exitTime = exitTime;
stateTransition.hasFixedDuration = hasFixedDuration;
stateTransition.duration = duration;
foreach (var c in parsedConditions)
stateTransition.AddCondition(c.Mode, c.Threshold, c.Parameter);
}
else if (entryTransition != null)
{
foreach (var c in parsedConditions)
entryTransition.AddCondition(c.Mode, c.Threshold, c.Parameter);
}
Persist(ctrl);
FillIdentity(result, ctrl);
return result;
}
[CliCommand("get_animator_controller",
"Read an AnimatorController's full structure: parameters, layers, states (with motion / default), and transitions (with conditions).",
MainThreadRequired = true)]
public static AnimatorControllerInfo GetAnimatorController(
[CliArg("controller", "Reference to the AnimatorController to read (path / guid / globalId).", Required = true)] ObjectRef controller)
{
var (ctrl, ctrlPath) = ResolveController(controller);
var info = new AnimatorControllerInfo { AssetPath = ctrlPath };
foreach (var p in ctrl.parameters)
{
info.Parameters.Add(new ParameterInfo
{
Name = p.name,
ParamType = p.type.ToString(),
DefaultValue = DefaultValueToken(p.type, p.defaultFloat, p.defaultInt, p.defaultBool)
});
}
for (int i = 0; i < ctrl.layers.Length; i++)
{
var layer = ctrl.layers[i];
var sm = layer.stateMachine;
var layerInfo = new LayerInfo
{
Name = layer.name,
Index = i,
DefaultState = sm != null && sm.defaultState != null ? sm.defaultState.name : null
};
if (sm != null)
{
foreach (var childState in sm.states)
{
var state = childState.state;
layerInfo.States.Add(new StateInfo
{
Name = state.name,
Motion = state.motion != null ? state.motion.name : null,
IsDefault = sm.defaultState == state
});
foreach (var t in state.transitions)
layerInfo.Transitions.Add(DescribeTransition(state.name, t));
}
foreach (var t in sm.anyStateTransitions)
layerInfo.Transitions.Add(DescribeTransition("AnyState", t));
}
info.Layers.Add(layerInfo);
}
return info;
}
// ---- helpers ----
private static TransitionInfo DescribeTransition(string from, AnimatorStateTransition t)
{
var to = t.isExit ? "Exit" : (t.destinationState != null ? t.destinationState.name : null);
var ti = new TransitionInfo
{
From = from,
To = to,
HasExitTime = t.hasExitTime,
Duration = t.duration
};
foreach (var c in t.conditions)
{
ti.Conditions.Add(new ConditionInfo
{
Parameter = c.parameter,
Mode = c.mode.ToString(),
Threshold = c.threshold
});
}
return ti;
}
private static AnimatorState FindState(AnimatorStateMachine sm, string name)
{
if (sm == null)
return null;
foreach (var childState in sm.states)
{
if (childState.state != null && childState.state.name == name)
return childState.state;
}
return null;
}
private struct ParsedCondition
{
public string Parameter;
public AnimatorConditionMode Mode;
public float Threshold;
}
///
/// Parse and validate the conditions array against the controller's parameters: each parameter
/// must exist and its type must be compatible with the condition mode (If/IfNot for Bool/Trigger;
/// numeric Greater/Less/Equals/NotEqual for Float/Int). Throws (writing nothing) on any mismatch.
///
private static List ParseConditions(JArray conditions, AnimatorController ctrl)
{
var parsed = new List();
if (conditions == null)
return parsed;
foreach (var token in conditions)
{
if (!(token is JObject obj))
throw new ArgumentException("Each condition must be an object: { parameter, mode, threshold? }.");
var parameterName = obj["parameter"]?.ToObject();
var modeName = obj["mode"]?.ToObject();
if (string.IsNullOrWhiteSpace(parameterName))
throw new ArgumentException("Each condition requires a 'parameter'.");
if (string.IsNullOrWhiteSpace(modeName))
throw new ArgumentException($"Condition for parameter '{parameterName}' requires a 'mode'.");
var param = ctrl.parameters.FirstOrDefault(p => p.name == parameterName);
if (param == null)
throw new ArgumentException($"Condition references parameter '{parameterName}', which does not exist on the controller.");
if (!Enum.TryParse(modeName, ignoreCase: true, out var mode))
throw new ArgumentException($"Unknown condition mode '{modeName}' for parameter '{parameterName}'. Use If | IfNot | Greater | Less | Equals | NotEqual.");
ValidateModeForType(parameterName, param.type, mode);
var threshold = obj["threshold"]?.ToObject() ?? 0f;
parsed.Add(new ParsedCondition { Parameter = parameterName, Mode = mode, Threshold = threshold });
}
return parsed;
}
///
/// Enforce that a condition mode matches its parameter type: Bool/Trigger only accept If/IfNot;
/// Float/Int only accept the numeric modes (Greater/Less/Equals/NotEqual). Unity's editor follows
/// the same rule; we reject mismatches up front with an actionable message.
///
private static void ValidateModeForType(string parameterName, AnimatorControllerParameterType type, AnimatorConditionMode mode)
{
var isBoolLike = type == AnimatorControllerParameterType.Bool || type == AnimatorControllerParameterType.Trigger;
var isNumeric = type == AnimatorControllerParameterType.Float || type == AnimatorControllerParameterType.Int;
var boolMode = mode == AnimatorConditionMode.If || mode == AnimatorConditionMode.IfNot;
if (isBoolLike && !boolMode)
throw new ArgumentException(
$"Condition mode '{mode}' is not valid for {type} parameter '{parameterName}'. Bool/Trigger parameters use If or IfNot.");
if (isNumeric && boolMode)
throw new ArgumentException(
$"Condition mode '{mode}' is not valid for {type} parameter '{parameterName}'. Float/Int parameters use Greater, Less, Equals or NotEqual.");
}
private static AnimatorControllerParameterType ParseParameterType(string type)
{
if (string.IsNullOrWhiteSpace(type))
throw new ArgumentException("type is required.");
if (!Enum.TryParse(type, ignoreCase: true, out var parsed))
throw new ArgumentException($"Unknown parameter type '{type}'. Use Float | Int | Bool | Trigger.");
return parsed;
}
private static JToken DefaultValueToken(AnimatorControllerParameterType type, float f, int i, bool b)
{
switch (type)
{
case AnimatorControllerParameterType.Float: return new JValue(f);
case AnimatorControllerParameterType.Int: return new JValue(i);
case AnimatorControllerParameterType.Bool: return new JValue(b);
default: return JValue.CreateNull(); // Trigger has no default value
}
}
///
/// Resolve a layer selector (int index or string name; null/absent => 0). Returns false with an
/// error when a name doesn't match any layer (the caller surfaces 'layer_not_found').
///
private static bool TryResolveLayer(AnimatorController ctrl, JToken layer, out int index, out string error)
{
index = 0;
error = null;
if (layer == null || layer.Type == JTokenType.Null)
return true; // default Base Layer
if (layer.Type == JTokenType.Integer || layer.Type == JTokenType.Float)
{
// The layer index is an int. A float is accepted only when it is integer-valued
// (e.g. 1.0); a fractional value like 0.9 is rejected rather than silently rounded.
if (layer.Type == JTokenType.Float)
{
var asDouble = layer.ToObject();
if (asDouble != Math.Floor(asDouble))
{
error = $"Layer index must be an integer; got {asDouble}.";
return false;
}
index = (int)asDouble;
}
else
{
index = layer.ToObject();
}
if (index < 0 || index >= ctrl.layers.Length)
{
error = $"Layer index {index} is out of range (controller has {ctrl.layers.Length} layer(s)).";
return false;
}
return true;
}
var name = layer.ToObject();
if (string.IsNullOrWhiteSpace(name))
return true;
// A numeric string is treated as an index.
if (int.TryParse(name, out var asIndex))
{
if (asIndex < 0 || asIndex >= ctrl.layers.Length)
{
error = $"Layer index {asIndex} is out of range (controller has {ctrl.layers.Length} layer(s)).";
return false;
}
index = asIndex;
return true;
}
for (int i = 0; i < ctrl.layers.Length; i++)
{
if (ctrl.layers[i].name == name)
{
index = i;
return true;
}
}
error = $"No layer named '{name}' on the controller. Add it first with add_animator_layer.";
return false;
}
///
/// Reject an on-disk asset reference that resolves outside the authoring root. Mirrors the
/// confinement applied to the controller itself so a restricted root can't be sidestepped by
/// pointing at (e.g.) an AnimationClip/BlendTree elsewhere in the project.
///
private static void ConfineToAuthoringRoot(UnityEngine.Object asset, string label, ObjectRef reference)
{
var assetPath = AssetDatabase.GetAssetPath(asset);
if (string.IsNullOrEmpty(assetPath))
throw new ArgumentException($"{label} reference '{reference}' does not point at an on-disk asset.");
var confined = ProjectPaths.Resolve(assetPath, out var confineError);
if (confined == null)
throw new ArgumentException(
$"{label} '{assetPath}' is outside the authoring root '{ProjectPaths.AuthoringRoot}': {confineError}");
}
private static (AnimatorController controller, string path) ResolveController(ObjectRef controller)
{
if (controller == null || controller.IsEmpty)
throw new ArgumentException("controller is required.");
if (!ObjectResolver.TryResolve(controller, out var obj, out var error))
throw new ArgumentException(error);
if (!(obj is AnimatorController ctrl))
throw new ArgumentException($"Reference '{controller}' resolved to a {obj.GetType().Name}, not an AnimatorController.");
var assetPath = AssetDatabase.GetAssetPath(ctrl);
if (string.IsNullOrEmpty(assetPath))
throw new ArgumentException($"Reference '{controller}' does not point at an on-disk AnimatorController.");
var confined = ProjectPaths.Resolve(assetPath, out var confineError);
if (confined == null)
throw new ArgumentException(
$"Controller '{assetPath}' is outside the authoring root '{ProjectPaths.AuthoringRoot}': {confineError}");
return (ctrl, confined);
}
private static void Persist(AnimatorController ctrl)
{
EditorUtility.SetDirty(ctrl);
AssetDatabase.SaveAssets();
}
private static void FillIdentity(AuthoringResult result, AnimatorController ctrl)
{
var described = ObjectResolver.Describe(ctrl);
if (described == null)
return;
result.Guid = described.Guid;
result.FileId = described.FileId;
result.GlobalId = described.GlobalId;
}
private static void EnsureParentFolder(string assetPath)
{
var parent = Path.GetDirectoryName(assetPath)?.Replace('\\', '/');
if (string.IsNullOrEmpty(parent) || AssetDatabase.IsValidFolder(parent))
return;
CreateFolderRecursive(parent);
}
private static void CreateFolderRecursive(string assetsPath)
{
if (AssetDatabase.IsValidFolder(assetsPath))
return;
var parent = Path.GetDirectoryName(assetsPath)?.Replace('\\', '/');
var name = Path.GetFileName(assetsPath);
if (string.IsNullOrEmpty(parent) || string.IsNullOrEmpty(name))
throw new ArgumentException($"Invalid folder path '{assetsPath}'.");
if (!AssetDatabase.IsValidFolder(parent))
CreateFolderRecursive(parent);
AssetDatabase.CreateFolder(parent, name);
}
}
// ---- result models ----
/// A structured, non-throwing error envelope ({ error, code }) returned at HTTP 200.
[Serializable]
public class ErrorResult
{
[JsonProperty("error")]
public string Error { get; set; }
[JsonProperty("code")]
public string Code { get; set; }
public static ErrorResult PackageStyle(string code, string error) => new ErrorResult { Code = code, Error = error };
}
[Serializable]
public class ParameterInfo
{
[JsonProperty("name")]
public string Name { get; set; }
[JsonProperty("type")]
public string ParamType { get; set; }
[JsonProperty("defaultValue")]
public JToken DefaultValue { get; set; }
}
[Serializable]
public class AddParameterResult : AuthoringResult
{
[JsonProperty("parameter")]
public ParameterInfo Parameter { get; set; }
}
[Serializable]
public class LayerSummary
{
[JsonProperty("name")]
public string Name { get; set; }
[JsonProperty("index")]
public int Index { get; set; }
[JsonProperty("weight")]
public float Weight { get; set; }
}
[Serializable]
public class AddLayerResult : AuthoringResult
{
[JsonProperty("layer")]
public LayerSummary Layer { get; set; }
}
[Serializable]
public class StateSummary
{
[JsonProperty("name")]
public string Name { get; set; }
[JsonProperty("layer")]
public int Layer { get; set; }
[JsonProperty("hasMotion")]
public bool HasMotion { get; set; }
[JsonProperty("isDefault")]
public bool IsDefault { get; set; }
}
[Serializable]
public class AddStateResult : AuthoringResult
{
[JsonProperty("state")]
public StateSummary State { get; set; }
}
[Serializable]
public class TransitionSummary
{
[JsonProperty("from")]
public string From { get; set; }
[JsonProperty("to")]
public string To { get; set; }
[JsonProperty("conditionCount")]
public int ConditionCount { get; set; }
}
[Serializable]
public class AddTransitionResult : AuthoringResult
{
[JsonProperty("transition")]
public TransitionSummary Transition { get; set; }
}
[Serializable]
public class AnimatorControllerInfo
{
[JsonProperty("assetPath")]
public string AssetPath { get; set; }
[JsonProperty("parameters")]
public List Parameters { get; set; } = new List();
[JsonProperty("layers")]
public List Layers { get; set; } = new List();
}
[Serializable]
public class LayerInfo
{
[JsonProperty("name")]
public string Name { get; set; }
[JsonProperty("index")]
public int Index { get; set; }
[JsonProperty("defaultState")]
public string DefaultState { get; set; }
[JsonProperty("states")]
public List States { get; set; } = new List();
[JsonProperty("transitions")]
public List Transitions { get; set; } = new List();
}
[Serializable]
public class StateInfo
{
[JsonProperty("name")]
public string Name { get; set; }
[JsonProperty("motion")]
public string Motion { get; set; }
[JsonProperty("isDefault")]
public bool IsDefault { get; set; }
}
[Serializable]
public class TransitionInfo
{
[JsonProperty("from")]
public string From { get; set; }
[JsonProperty("to")]
public string To { get; set; }
[JsonProperty("conditions")]
public List Conditions { get; set; } = new List();
[JsonProperty("hasExitTime")]
public bool HasExitTime { get; set; }
[JsonProperty("duration")]
public float Duration { get; set; }
}
[Serializable]
public class ConditionInfo
{
[JsonProperty("parameter")]
public string Parameter { get; set; }
[JsonProperty("mode")]
public string Mode { get; set; }
[JsonProperty("threshold")]
public float Threshold { get; set; }
}
}