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 sizes = asm.GetType(\"UnityEditor.GameViewSizes\"); var singleton = typeof(UnityEditor.ScriptableSingleton<>).MakeGenericType(sizes); var instance = singleton.GetProperty(\"instance\").GetValue(null, null); var group = sizes.GetMethod(\"GetGroup\").Invoke(instance, new object[] { System.Enum.ToObject(asm.GetType(\"UnityEditor.GameViewSizeGroupType\"), 0) }); return new { sizeConstructors = asm.GetType(\"UnityEditor.GameViewSize\").GetConstructors(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance).Select(x => x.ToString()).ToArray(), groupMethods = group.GetType().GetMethods().Select(x => x.ToString()).Where(x => x.Contains(\"Size\")).ToArray(), sizeProperties = typeof(UnityEditor.EditorWindow).Assembly.GetType(\"UnityEditor.GameView\").GetProperties(System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic).Where(x => x.Name.Contains(\"Size\")).Select(x => x.ToString()).ToArray() };"}}]
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