/* ┌──────────────────────────────────────────────────────────────────┐ │ Author: Ivan Murzak (https://github.com/IvanMurzak) │ │ Repository: GitHub (https://github.com/IvanMurzak/Unity-MCP) │ │ Copyright (c) 2025 Ivan Murzak │ │ Licensed under the Apache License, Version 2.0. │ │ See the LICENSE file in the project root for more information. │ └──────────────────────────────────────────────────────────────────┘ */ #nullable enable using com.IvanMurzak.McpPlugin; using UnityEditor; namespace com.IvanMurzak.Unity.MCP.Editor.API { [AiToolType] public partial class Tool_Assets_Prefab { public static class Error { static string PrefabsPrinted => string.Join("\n", AssetDatabase.FindAssets("t:Prefab")); public static string PrefabPathIsEmpty() => "Prefab path is empty. Available prefabs:\n" + PrefabsPrinted; public static string NotFoundPrefabAtPath(string path) => $"Prefab '{path}' not found. Available prefabs:\n" + PrefabsPrinted; public static string PrefabPathIsInvalid(string path) => $"Prefab path '{path}' is invalid."; public static string PrefabStageIsNotOpened() => "Prefab stage is not opened. Use 'assets-prefab-open' to open it."; public static string PrefabStageIsAlreadyOpened() => "Prefab stage is already opened. Use 'assets-prefab-close' to close it."; } } }