Initial commit: AIGame Unity client with URP, HybridCLR, YooAsset and tooling.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
udx
2026-09-21 14:21:07 +08:00
co-authored by Cursor
commit f3f66ab063
931 changed files with 112366 additions and 0 deletions
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using System.Collections.Generic;
using Newtonsoft.Json;
using Unity.Pipeline.Models;
namespace Unity.Pipeline.Editor.Commands.GameObjects
{
/// <summary>
/// Structured result for the batch <c>create_gameobjects</c> command (CLI-223). WHY a dedicated
/// envelope rather than a bare array: it carries the created <see cref="Count"/> alongside the
/// list so an agent can confirm the whole batch landed in one round-trip without inspecting array
/// length, and mirrors <see cref="FindGameObjectsResult"/> so the GameObject command surface stays
/// consistent. Each entry is the same canonical <see cref="AuthoringResult"/> identity returned by
/// the single-object <c>create_gameobject</c>, so any created object can be fed straight back as an
/// <see cref="ObjectRef"/> in a follow-up call.
/// </summary>
sealed class CreateGameObjectsResult
{
/// <summary>Number of GameObjects created in the batch.</summary>
[JsonProperty("count")]
public int Count { get; set; }
/// <summary>Canonical identities of the created GameObjects, in creation order.</summary>
[JsonProperty("gameObjects")]
public List<AuthoringResult> GameObjects { get; set; } = new List<AuthoringResult>();
}
}