using System.Collections.Generic; using Newtonsoft.Json.Linq; using UnityEditor; using UnityEngine; using MCPForUnity.Editor.Helpers; namespace MCPForUnity.Editor.Tools.Physics { internal static class CollisionMatrixOps { public static object GetCollisionMatrix(JObject @params) { var p = new ToolParams(@params); string dimension = (p.Get("dimension") ?? "3d").ToLowerInvariant(); if (dimension != "3d" && dimension != "2d") return new ErrorResponse($"Invalid dimension: '{dimension}'. Use '3d' or '2d'."); var layers = new List(); var populatedIndices = new List(); for (int i = 0; i < 32; i++) { string name = LayerMask.LayerToName(i); if (string.IsNullOrEmpty(name)) continue; layers.Add(new { index = i, name }); populatedIndices.Add(i); } var matrix = new Dictionary>(); foreach (int i in populatedIndices) { string nameA = LayerMask.LayerToName(i); var row = new Dictionary(); foreach (int j in populatedIndices) { if (j > i) continue; string nameB = LayerMask.LayerToName(j); bool collides = dimension == "2d" ? !Physics2D.GetIgnoreLayerCollision(i, j) : !UnityEngine.Physics.GetIgnoreLayerCollision(i, j); row[nameB] = collides; } matrix[nameA] = row; } return new { success = true, message = $"Collision matrix retrieved ({dimension}).", data = new { layers, matrix } }; } public static object SetCollisionMatrix(JObject @params) { var p = new ToolParams(@params); string dimension = (p.Get("dimension") ?? "3d").ToLowerInvariant(); if (dimension != "3d" && dimension != "2d") return new ErrorResponse($"Invalid dimension: '{dimension}'. Use '3d' or '2d'."); var layerAToken = p.GetRaw("layer_a"); var layerBToken = p.GetRaw("layer_b"); if (layerAToken == null) return new ErrorResponse("'layer_a' parameter is required."); if (layerBToken == null) return new ErrorResponse("'layer_b' parameter is required."); int layerA = ResolveLayer(layerAToken); int layerB = ResolveLayer(layerBToken); if (layerA < 0 || layerA >= 32) return new ErrorResponse($"Invalid layer_a: '{layerAToken}'. Layer not found or out of range."); if (layerB < 0 || layerB >= 32) return new ErrorResponse($"Invalid layer_b: '{layerBToken}'. Layer not found or out of range."); bool collide = p.GetBool("collide", true); if (dimension == "2d") { Physics2D.IgnoreLayerCollision(layerA, layerB, !collide); MarkSettingsDirty("ProjectSettings/Physics2DSettings.asset"); } else { UnityEngine.Physics.IgnoreLayerCollision(layerA, layerB, !collide); MarkSettingsDirty("ProjectSettings/DynamicsManager.asset"); } string nameA = LayerMask.LayerToName(layerA); string nameB = LayerMask.LayerToName(layerB); if (string.IsNullOrEmpty(nameA)) nameA = layerA.ToString(); if (string.IsNullOrEmpty(nameB)) nameB = layerB.ToString(); return new { success = true, message = $"Collision between '{nameA}' and '{nameB}' set to {(collide ? "enabled" : "disabled")} ({dimension}).", data = new { layer_a = nameA, layer_b = nameB, collide, dimension } }; } private static void MarkSettingsDirty(string assetPath) { var assets = AssetDatabase.LoadAllAssetsAtPath(assetPath); if (assets != null && assets.Length > 0) EditorUtility.SetDirty(assets[0]); } private static int ResolveLayer(JToken token) { if (token.Type == JTokenType.Integer) { int idx = token.Value(); return idx >= 0 && idx < 32 ? idx : -1; } string name = token.ToString(); if (int.TryParse(name, out int parsed)) return parsed >= 0 && parsed < 32 ? parsed : -1; return LayerMask.NameToLayer(name); } } }