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ft/Client/Packages/io.github.hatayama.uloopmcp/Editor/Api/McpTools/GetHierarchy/GetHierarchySchema.cs

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;
}
}