33 lines
1.4 KiB
C#
33 lines
1.4 KiB
C#
using System.ComponentModel;
|
|
|
|
namespace io.github.hatayama.uLoopMCP
|
|
{
|
|
/// <summary>
|
|
/// Input parameters for GetHierarchy command
|
|
/// </summary>
|
|
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;
|
|
}
|
|
}
|