import argparse import sys import json from pathlib import Path # Add the utils directory to the Python path utils_path = Path(__file__).parent.parent / 'utils' sys.path.append(str(utils_path)) from file_utils import find_files_by_extension from deep_parser import parse_scene_or_prefab from json_utils import write_json from yaml_utils import load_unity_yaml, convert_to_plain_python_types from hierarchy_utils import HierarchyParser def main(): parser = argparse.ArgumentParser(description="Parses scenes and prefabs into a per-GameObject breakdown.") parser.add_argument("--input", type=str, required=True, help="The root directory of the target Unity project.") parser.add_argument("--output", type=str, required=True, help="The directory where the output will be saved.") parser.add_argument("--indent", type=int, default=None) parser.add_argument("--shrink-json", action='store_true') parser.add_argument("--ignored-folders", type=str, default='[]', help='JSON string of folders to ignore.') args = parser.parse_args() try: ignored_folders = json.loads(args.ignored_folders) except json.JSONDecodeError: print("Warning: Could not parse ignored-folders JSON string. Defaulting to empty list.", file=sys.stderr) ignored_folders = [] input_dir = Path(args.input).resolve() output_dir = Path(args.output).resolve() assets_dir = input_dir / "Assets" if not assets_dir.is_dir(): return scene_files = find_files_by_extension(str(assets_dir), '.unity', ignored_folders=ignored_folders, project_root=input_dir) prefab_files = find_files_by_extension(str(assets_dir), '.prefab', ignored_folders=ignored_folders, project_root=input_dir) files_to_process = scene_files + prefab_files if not files_to_process: print("No scene or prefab files found.") return print(f"\n--- Starting Scene/Prefab Parsing ---") print(f"Found {len(files_to_process)} files to process.") total_files = len(files_to_process) for i, file_path_str in enumerate(files_to_process): file_path = Path(file_path_str) print(f"\n--- Processing file {i+1}/{total_files}: {file_path.relative_to(input_dir)} ---") # --- Step 1: Deep Parsing --- print(" [1/2] Starting deep parse to extract all GameObjects...") gameobject_list = parse_scene_or_prefab(str(file_path)) relative_path = file_path.relative_to(input_dir) asset_output_dir = output_dir / relative_path asset_output_dir.mkdir(parents=True, exist_ok=True) if gameobject_list: print(f" -> Deep parse complete. Found {len(gameobject_list)} GameObjects.") print(f" -> Saving individual GameObject files to {asset_output_dir}...") for go_data in gameobject_list: file_id = go_data.get('fileID') if file_id: output_json_path = asset_output_dir / f"{file_id}.json" write_json(go_data, output_json_path, indent=args.indent, shrink=args.shrink_json) print(f" -> Finished saving GameObject files.") else: print(f" -> Skipped deep parsing for {file_path.name} (no objects found or file was empty).") # --- Step 2: Hierarchy Parsing --- print(" [2/2] Starting hierarchy parse to identify root objects...") try: documents = load_unity_yaml(file_path) if not documents: print(" -> Skipping hierarchy parse (file is empty or could not be read).") continue print(" -> Converting YAML for hierarchy analysis...") raw_object_map = {int(doc.anchor.value): doc for doc in documents if hasattr(doc, 'anchor') and doc.anchor is not None} object_map = {file_id: convert_to_plain_python_types(obj) for file_id, obj in raw_object_map.items()} print(" -> Analyzing transform hierarchy to find roots...") parser = HierarchyParser(object_map) root_object_ids = parser.get_root_object_ids() root_ids_list = [file_id for file_id, _ in root_object_ids] if root_ids_list: roots_output_path = asset_output_dir / "root_objects.json" write_json(root_ids_list, roots_output_path, indent=args.indent, shrink=args.shrink_json) print(f" -> Successfully saved {len(root_ids_list)} root object IDs to {roots_output_path}") else: print(" -> No root objects found.") except Exception as e: print(f" -> Error during hierarchy parsing for {file_path.name}: {e}", file=sys.stderr) print("\nScene and prefab parsing complete.") if __name__ == "__main__": main()