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