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				+using System.Collections.Generic; 
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				+using System.Diagnostics; 
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				+using System.IO; 
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				+using System.Linq; 
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				+using UnityEditor; 
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				+using UnityEngine; 
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				+ 
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				+namespace ProjectExporter 
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				+{ 
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				+    public class ProjectExporterController 
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				+    { 
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				+        private const string PythonExecutable = "/Users/sujithpudussery/Documents/UnityProjects/terra-llm/venv/bin/python3"; 
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				+        private const string ConversionScript = "/Users/sujithpudussery/Documents/UnityProjects/terra-llm/Assets/ProjectExporter/source/convert_scene.py"; 
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				+        private static readonly string ProjectRoot = Path.GetDirectoryName(Application.dataPath); 
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				+        private static readonly string OutputDirectory = Path.Combine(ProjectRoot, "Library", "ExportedJSON"); 
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				+ 
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				+        // Finds assets based on a search filter (e.g., "t:Scene") and builds a hierarchical model. 
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				+        public AssetModel GetAssets(string filter) 
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				+        { 
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				+            var root = new AssetModel("Assets", "Assets"); 
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				+            var assetGuids = AssetDatabase.FindAssets(filter, new[] { "Assets" }); 
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				+ 
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				+            foreach (var guid in assetGuids) 
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				+            { 
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				+                var path = AssetDatabase.GUIDToAssetPath(guid); 
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				+ 
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				+                if (filter.Contains("t:ScriptableObject") && !path.EndsWith(".asset")) 
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				+                { 
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				+                    continue; 
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				+                } 
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				+ 
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				+                var parts = path.Split('/'); 
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				+                var currentNode = root; 
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				+ 
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				+                for (int i = 1; i < parts.Length; i++) // Start at 1 to skip "Assets" 
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				+                { 
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				+                    var part = parts[i]; 
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				+                    var child = currentNode.Children.FirstOrDefault(c => c.Name == part); 
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				+ 
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				+                    if (child == null) 
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				+                    { 
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				+                        var currentPath = string.Join("/", parts.Take(i + 1)); 
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				+                        child = new AssetModel(currentPath, part); 
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				+                        currentNode.Children.Add(child); 
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				+                    } 
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				+                    currentNode = child; 
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				+                } 
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				+            } 
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				+            return root; 
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				+        } 
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				+ 
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				+        // Lists all files in the ProjectSettings directory. 
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				+        public AssetModel GetProjectSettingsFiles() 
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				+        { 
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				+            var settingsRootPath = Path.Combine(ProjectRoot, "ProjectSettings"); 
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				+            var root = new AssetModel(settingsRootPath, "ProjectSettings"); 
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				+ 
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				+            if (Directory.Exists(settingsRootPath)) 
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				+            { 
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				+                // Filter to only include *.asset files. 
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				+                var files = Directory.GetFiles(settingsRootPath, "*.asset", SearchOption.AllDirectories); 
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				+                foreach (var file in files) 
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				+                { 
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				+                    var relativePath = Path.GetRelativePath(ProjectRoot, file); 
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				+                    root.Children.Add(new AssetModel(relativePath, Path.GetFileName(file))); 
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				+                } 
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				+            } 
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				+            return root; 
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				+        } 
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				+ 
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				+        // Scans the entire Assets folder for .meta files and builds a hierarchical model. 
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				+        public AssetModel GetAllMetaFiles() 
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				+        { 
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				+            var assetsRootPath = Application.dataPath; // This is the "Assets" folder 
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				+            var root = new AssetModel("Assets", "Assets"); 
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				+ 
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				+            var files = Directory.GetFiles(assetsRootPath, "*.meta", SearchOption.AllDirectories); 
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				+             
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				+            foreach (var file in files) 
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				+            { 
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				+                var relativePath = "Assets/" + Path.GetRelativePath(assetsRootPath, file).Replace('\\', '/'); 
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				+                var parts = relativePath.Split('/'); 
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				+                var currentNode = root; 
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				+ 
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				+                for (int i = 1; i < parts.Length; i++) // Start at 1 to skip "Assets" 
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				+                { 
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				+                    var part = parts[i]; 
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				+                    var child = currentNode.Children.FirstOrDefault(c => c.Name == part); 
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				+ 
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				+                    if (child == null) 
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				+                    { 
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				+                        var currentPath = string.Join("/", parts.Take(i + 1)); 
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				+                        child = new AssetModel(currentPath, part); 
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				+                        currentNode.Children.Add(child); 
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				+                    } 
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				+                    currentNode = child; 
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				+                } 
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				+            } 
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				+            return root; 
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				+        } 
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				+ 
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				+        // Executes the Python conversion script for the selected assets. 
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				+        public void ExportAssets(AssetModel rootNode) 
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				+        { 
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				+            var assetsToExport = new List<string>(); 
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				+            CollectSelectedAssets(rootNode, assetsToExport); 
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				+ 
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				+            EditorUtility.DisplayProgressBar("Exporting...", "Starting export process...", 0f); 
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				+ 
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				+            try 
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				+            { 
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				+                for (int i = 0; i < assetsToExport.Count; i++) 
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				+                { 
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				+                    var relativeAssetPath = assetsToExport[i]; 
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				+                    var progress = (float)i / assetsToExport.Count; 
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				+                    EditorUtility.DisplayProgressBar("Exporting...", $"Processing {Path.GetFileName(relativeAssetPath)}", progress); 
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				+ 
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				+                    var absoluteAssetPath = Path.Combine(ProjectRoot, relativeAssetPath); 
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				+                    var outputJsonPath = Path.Combine(OutputDirectory, relativeAssetPath + ".json"); 
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				+ 
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				+                    var process = new Process 
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				+                    { 
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				+                        StartInfo = new ProcessStartInfo 
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				+                        { 
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				+                            FileName = PythonExecutable, 
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				+                            Arguments = $"\"{ConversionScript}\" \"{absoluteAssetPath}\" \"{outputJsonPath}\"", 
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				+                            RedirectStandardOutput = true, 
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				+                            RedirectStandardError = true, 
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				+                            UseShellExecute = false, 
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				+                            CreateNoWindow = true 
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				+                        } 
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				+                    }; 
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				+ 
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				+                    process.Start(); 
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				+                    string output = process.StandardOutput.ReadToEnd(); 
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				+                    string error = process.StandardError.ReadToEnd(); 
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				+                    process.WaitForExit(); 
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				+ 
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				+                    if (process.ExitCode != 0) 
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				+                    { 
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				+                        UnityEngine.Debug.LogError($"Error exporting {relativeAssetPath}: {error}"); 
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				+                    } 
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				+                    else 
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				+                    { 
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				+                        UnityEngine.Debug.Log($"Successfully exported {relativeAssetPath}: {output}"); 
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				+                    } 
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				+                } 
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				+            } 
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				+            finally 
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				+            { 
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				+                EditorUtility.ClearProgressBar(); 
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				+            } 
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				+        } 
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				+ 
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				+        // Recursively collects the paths of all selected assets. 
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				+        private void CollectSelectedAssets(AssetModel node, List<string> selectedPaths) 
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				+        { 
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				+            // If the node itself is a file and is selected, add it. 
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				+            if (node.Children.Count == 0 && node.IsSelected) 
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				+            { 
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				+                selectedPaths.Add(node.Path); 
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				+            } 
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				+ 
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				+            // Recurse into children 
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				+            foreach (var child in node.Children) 
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				+            { 
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				+                CollectSelectedAssets(child, selectedPaths); 
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				+            } 
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				+        } 
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				+    } 
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				+} 
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