chore(unity): 固定Unity CLI Loop本地包并移除UnitySkills依赖

This commit is contained in:
Liubing\LB
2026-09-28 18:14:59 +08:00
parent 0eb43b2b40
commit c4ae02def9
952 changed files with 70137 additions and 11 deletions

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namespace io.github.hatayama.uLoopMCP
{
public enum MouseInputAction
{
Click = 0,
LongPress = 1,
MoveDelta = 2,
Scroll = 3,
SmoothDelta = 4
}
}

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#if UNITY_EDITOR
#nullable enable
using UnityEngine;
using UnityEngine.UI;
namespace io.github.hatayama.uLoopMCP
{
// Overlay that renders a mouse device icon on Game View and highlights
// pressed buttons / scroll direction during simulate-mouse-input tool calls.
public class SimulateMouseInputOverlay : MonoBehaviour
{
private const float DISPLAY_DURATION = 1.0f;
private static readonly Color BUTTON_PRESSED_COLOR = new Color(1f, 1f, 1f, 0.95f);
[SerializeField] private Image? _leftButton;
[SerializeField] private Image? _rightButton;
[SerializeField] private Image? _scrollWheel;
[SerializeField] private Image? _scrollArrowTop;
[SerializeField] private Image? _scrollArrowBottom;
[SerializeField] private RectTransform? _moveDirectionGroup;
private CanvasGroup _canvasGroup = null!;
private bool _isVisible;
private Color _leftButtonIdleColor;
private Color _rightButtonIdleColor;
private Color _scrollWheelIdleColor;
private void Awake()
{
_canvasGroup = GetComponent<CanvasGroup>();
if (_canvasGroup == null)
{
_canvasGroup = gameObject.AddComponent<CanvasGroup>();
}
_canvasGroup.interactable = false;
_canvasGroup.blocksRaycasts = false;
SetVisible(false);
CaptureIdleColors();
}
private void LateUpdate()
{
if (SimulateMouseInputOverlayState.HasAnyActivity)
{
if (!_isVisible)
{
SetVisible(true);
}
UpdateButtonColors();
UpdateScrollIndicator();
UpdateMoveDirection();
return;
}
float elapsed = Time.realtimeSinceStartup - SimulateMouseInputOverlayState.LastActivityTime;
if (SimulateMouseInputOverlayState.LastActivityTime <= 0f || elapsed > DISPLAY_DURATION)
{
if (_isVisible)
{
SetVisible(false);
}
return;
}
UpdateButtonColors();
UpdateScrollIndicator();
UpdateMoveDirection();
}
private void SetVisible(bool visible)
{
_isVisible = visible;
_canvasGroup.alpha = visible ? 1f : 0f;
}
private void CaptureIdleColors()
{
Debug.Assert(_leftButton != null, "_leftButton must be assigned before CaptureIdleColors");
Debug.Assert(_rightButton != null, "_rightButton must be assigned before CaptureIdleColors");
Debug.Assert(_scrollWheel != null, "_scrollWheel must be assigned before CaptureIdleColors");
_leftButtonIdleColor = _leftButton!.color;
_rightButtonIdleColor = _rightButton!.color;
_scrollWheelIdleColor = _scrollWheel!.color;
}
private void UpdateButtonColors()
{
_leftButton!.color = SimulateMouseInputOverlayState.IsLeftButtonHeld
? BUTTON_PRESSED_COLOR
: _leftButtonIdleColor;
_rightButton!.color = SimulateMouseInputOverlayState.IsRightButtonHeld
? BUTTON_PRESSED_COLOR
: _rightButtonIdleColor;
bool wheelActive = SimulateMouseInputOverlayState.IsMiddleButtonHeld
|| SimulateMouseInputOverlayState.ScrollDirection != 0;
_scrollWheel!.color = wheelActive ? BUTTON_PRESSED_COLOR : _scrollWheelIdleColor;
}
private void UpdateScrollIndicator()
{
int dir = SimulateMouseInputOverlayState.ScrollDirection;
if (dir == 0)
{
_scrollArrowTop!.enabled = false;
_scrollArrowBottom!.enabled = false;
return;
}
_scrollArrowTop!.enabled = true;
_scrollArrowBottom!.enabled = true;
float rotation = dir > 0 ? 0f : 180f;
_scrollArrowTop.rectTransform.localRotation = Quaternion.Euler(0f, 0f, rotation);
_scrollArrowBottom.rectTransform.localRotation = Quaternion.Euler(0f, 0f, rotation);
}
private void UpdateMoveDirection()
{
if (_moveDirectionGroup == null)
{
return;
}
Vector2 delta = SimulateMouseInputOverlayState.MoveDelta;
if (delta == Vector2.zero)
{
_moveDirectionGroup.gameObject.SetActive(false);
return;
}
_moveDirectionGroup.gameObject.SetActive(true);
float angle = Mathf.Atan2(delta.y, delta.x) * Mathf.Rad2Deg;
_moveDirectionGroup.localRotation = Quaternion.Euler(0f, 0f, angle);
}
}
}
#endif

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#nullable enable
using UnityEngine;
namespace io.github.hatayama.uLoopMCP
{
public static class SimulateMouseInputOverlayState
{
private const float BUTTON_MIN_DISPLAY_DURATION = 0.05f;
private static bool _leftButtonHeld;
private static bool _rightButtonHeld;
private static bool _middleButtonHeld;
private static float _leftButtonActiveUntil;
private static float _rightButtonActiveUntil;
private static float _middleButtonActiveUntil;
public static bool IsLeftButtonHeld =>
_leftButtonHeld || Time.realtimeSinceStartup < _leftButtonActiveUntil;
public static bool IsRightButtonHeld =>
_rightButtonHeld || Time.realtimeSinceStartup < _rightButtonActiveUntil;
public static bool IsMiddleButtonHeld =>
_middleButtonHeld || Time.realtimeSinceStartup < _middleButtonActiveUntil;
private const float SCROLL_DISPLAY_DURATION = 0.05f;
private static int _scrollDirection;
private static float _scrollActiveUntil;
public static int ScrollDirection =>
_scrollDirection != 0 && Time.realtimeSinceStartup < _scrollActiveUntil
? _scrollDirection
: 0;
private const float MOVE_DISPLAY_DURATION = 0.3f;
private const int MOVE_SAMPLE_FRAMES = 5;
private static Vector2 _moveDelta;
private static Vector2 _moveAccumulator;
private static int _moveFrameCount;
private static float _moveActiveUntil;
public static Vector2 MoveDelta =>
_moveDelta != Vector2.zero && Time.realtimeSinceStartup < _moveActiveUntil
? _moveDelta
: Vector2.zero;
public static float LastActivityTime { get; private set; }
public static bool HasAnyActivity =>
IsLeftButtonHeld || IsRightButtonHeld || IsMiddleButtonHeld
|| ScrollDirection != 0 || MoveDelta != Vector2.zero;
public static void SetButtonHeld(MouseButton button, bool held)
{
// When releasing, set a minimum display time so short clicks are always visible
float activeUntil = held ? 0f : Time.realtimeSinceStartup + BUTTON_MIN_DISPLAY_DURATION;
switch (button)
{
case MouseButton.Left:
_leftButtonHeld = held;
if (!held) _leftButtonActiveUntil = activeUntil;
break;
case MouseButton.Right:
_rightButtonHeld = held;
if (!held) _rightButtonActiveUntil = activeUntil;
break;
case MouseButton.Middle:
_middleButtonHeld = held;
if (!held) _middleButtonActiveUntil = activeUntil;
break;
default:
Debug.Assert(false, $"Unexpected MouseButton value: {button}");
break;
}
LastActivityTime = Time.realtimeSinceStartup;
}
public static void SetScrollDirection(int direction)
{
Debug.Assert(direction >= -1 && direction <= 1, $"direction must be -1, 0, or 1, got: {direction}");
_scrollDirection = direction;
_scrollActiveUntil = Time.realtimeSinceStartup + SCROLL_DISPLAY_DURATION;
LastActivityTime = Time.realtimeSinceStartup;
}
public static void ClearScroll()
{
_scrollActiveUntil = 0f;
}
public static void SetMoveDelta(Vector2 delta)
{
_moveAccumulator += delta;
_moveFrameCount++;
// Update direction every frame from accumulated delta so single-call
// MoveDelta actions are visible, while the accumulator reset every N
// frames smooths out per-frame integer quantization noise.
if (_moveAccumulator != Vector2.zero)
{
_moveDelta = _moveAccumulator.normalized;
}
if (_moveFrameCount >= MOVE_SAMPLE_FRAMES)
{
_moveAccumulator = Vector2.zero;
_moveFrameCount = 0;
}
_moveActiveUntil = Time.realtimeSinceStartup + MOVE_DISPLAY_DURATION;
LastActivityTime = Time.realtimeSinceStartup;
}
public static void Clear()
{
_leftButtonHeld = false;
_rightButtonHeld = false;
_middleButtonHeld = false;
_leftButtonActiveUntil = 0f;
_rightButtonActiveUntil = 0f;
_middleButtonActiveUntil = 0f;
_scrollDirection = 0;
_scrollActiveUntil = 0f;
_moveDelta = Vector2.zero;
_moveAccumulator = Vector2.zero;
_moveFrameCount = 0;
_moveActiveUntil = 0f;
LastActivityTime = 0f;
}
}
}

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