feat: establish mech extraction prototype with bilingual UI
Track Unity source, scenes, editable assets, licenses, tools and QA evidence. Exclude generated caches, Windows builds and raw runtime logs.
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[{"tool":"execute_code","arguments":{"action":"execute","code":"var asm = typeof(UnityEditor.Editor).Assembly; var type = asm.GetType(\"UnityEditor.GameView\"); var view = UnityEditor.EditorWindow.GetWindow(type); var flags = System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Static; var enumType = asm.GetType(\"UnityEditor.GameViewSizeGroupType\"); var values = System.Enum.GetValues(enumType).Cast<object>().Select(x => x.ToString() + \"=\" + (int)x).ToArray(); var groups = type.GetProperties(flags).Where(x => x.Name.ToLower().Contains(\"group\")).Select(x => x.Name + \"=\" + x.GetValue(view, null)).ToArray(); return string.Join(\"; \", values) + \" | \" + string.Join(\"; \", groups) + \" | render=\" + type.GetProperty(\"targetRenderSize\",flags).GetValue(view,null) + \" | selected=\" + type.GetProperty(\"selectedSizeIndex\",flags).GetValue(view,null) + \" | screen=\" + UnityEngine.Screen.width + \"x\" + UnityEngine.Screen.height;"}}]
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