using System.ComponentModel; namespace io.github.hatayama.uLoopMCP { /// /// Input parameters for GetHierarchy command /// public class GetHierarchySchema : BaseToolSchema { [Description("Whether to include inactive GameObjects in the hierarchy result")] public bool IncludeInactive { get; set; } = true; [Description("Maximum depth to traverse the hierarchy (-1 for unlimited depth)")] public int MaxDepth { get; set; } = -1; [Description("Root GameObject path to start hierarchy traversal from (empty/null for all root objects)")] public string RootPath { get; set; } [Description("Whether to include component information for each GameObject in the hierarchy")] public bool IncludeComponents { get; set; } = true; // Advanced output options [Description("Whether to include path information for nodes (default: false)")] public bool IncludePaths { get; set; } = false; [Description("Use LUT for components (auto|true|false)")] public string UseComponentsLut { get; set; } = "auto"; [Description("Whether to use GameObject(s) currently selected in the Unity Hierarchy as root(s) for hierarchy traversal. When true, RootPath is ignored.")] public bool UseSelection { get; set; } = false; } }