using System.Collections.Generic; namespace LLM.Editor.Data { /// /// The root object for the structured context manifest sent to the LLM. /// It contains a list of all assets the user has staged. /// [System.Serializable] public class StagedContextManifest { public List stagedContext = new(); } /// /// Represents a single item (GameObject, script, asset) staged by the user. /// It provides a stable identifier that the LLM can use to ask for more details. /// [System.Serializable] public class StagedContextItem { /// /// A stable, session-unique identifier for this asset. /// (e.g., Instance ID for scene objects, GUID for project assets). /// public string contextId; /// /// The name of the asset (e.g., "GrenadeLauncher", "Player.cs"). /// public string name; /// /// The fully qualified type name of the asset (e.g., "UnityEngine.GameObject"). /// public string assetType; /// /// If the asset is a GameObject, this lists the names of its components. /// public List components; } }