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