Danil Iarosh 716f55c138
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Add player skin override and update game assets
- Добавлен компонент подмены спрайтов игрока перед началом игры.
- Обновлены сцена уровня, префабы, шейдеры, настройки импорта и данные призов.
- Зафиксирован embedded-пакет Unity MCP 9.6.8 и обновлены связанные файлы проекта.
2026-09-22 13:21:18 +03:00

97 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
namespace MCPForUnity.Editor.Dependencies.Models
{
/// <summary>
/// Result of a comprehensive dependency check
/// </summary>
[Serializable]
public class DependencyCheckResult
{
/// <summary>
/// List of all dependency statuses checked
/// </summary>
public List<DependencyStatus> Dependencies { get; set; }
/// <summary>
/// Overall system readiness for MCP operations
/// </summary>
public bool IsSystemReady { get; set; }
/// <summary>
/// Whether all required dependencies are available
/// </summary>
public bool AllRequiredAvailable => Dependencies?.Where(d => d.IsRequired).All(d => d.IsAvailable) ?? false;
/// <summary>
/// Whether any optional dependencies are missing
/// </summary>
public bool HasMissingOptional => Dependencies?.Where(d => !d.IsRequired).Any(d => !d.IsAvailable) ?? false;
/// <summary>
/// Summary message about the dependency state
/// </summary>
public string Summary { get; set; }
/// <summary>
/// Recommended next steps for the user
/// </summary>
public List<string> RecommendedActions { get; set; }
/// <summary>
/// Timestamp when this check was performed
/// </summary>
public DateTime CheckedAt { get; set; }
public DependencyCheckResult()
{
Dependencies = new List<DependencyStatus>();
RecommendedActions = new List<string>();
CheckedAt = DateTime.UtcNow;
}
/// <summary>
/// Get dependencies by availability status
/// </summary>
public List<DependencyStatus> GetMissingDependencies()
{
return Dependencies?.Where(d => !d.IsAvailable).ToList() ?? new List<DependencyStatus>();
}
/// <summary>
/// Get missing required dependencies
/// </summary>
public List<DependencyStatus> GetMissingRequired()
{
return Dependencies?.Where(d => d.IsRequired && !d.IsAvailable).ToList() ?? new List<DependencyStatus>();
}
/// <summary>
/// Generate a user-friendly summary of the dependency state
/// </summary>
public void GenerateSummary()
{
var missing = GetMissingDependencies();
var missingRequired = GetMissingRequired();
if (missing.Count == 0)
{
Summary = "All dependencies are available and ready.";
IsSystemReady = true;
}
else if (missingRequired.Count == 0)
{
Summary = $"System is ready. {missing.Count} optional dependencies are missing.";
IsSystemReady = true;
}
else
{
Summary = $"System is not ready. {missingRequired.Count} required dependencies are missing.";
IsSystemReady = false;
}
}
}
}