public override void OnValidate()
        {
            // always >= 0
            maxConnections = Mathf.Max(maxConnections, 0);

            // always <= maxConnections
            minPlayers = Mathf.Min(minPlayers, maxConnections);

            // always >= 0
            minPlayers = Mathf.Max(minPlayers, 0);

            if (roomPlayerPrefab != null)
            {
                NetworkIdentity identity = roomPlayerPrefab.GetComponent <NetworkIdentity>();
                if (identity == null)
                {
                    roomPlayerPrefab = null;
                    Debug.LogError("RoomPlayer prefab must have a NetworkIdentity component.");
                }
            }

            if (!allowLocalPlayers)
            {
                // client itself will count as a local player, may rise some complication on the way
                maxLocalPlayers = 1;
            }
            else
            {
                maxLocalPlayers = 4;    // or more...
            }

            base.OnValidate();
        }
Exemple #2
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        public override void OnValidate()
        {
            // always >= 0
            maxConnections = Mathf.Max(maxConnections, 0);

            // always <= maxConnections
            minPlayers = Mathf.Min(minPlayers, maxConnections);

            // always >= 0
            minPlayers = Mathf.Max(minPlayers, 0);

            if (roomPlayerPrefab != null)
            {
                NetworkIdentity identity = roomPlayerPrefab.GetComponent <NetworkIdentity>();
                if (identity == null)
                {
                    roomPlayerPrefab = null;
                    Debug.LogError("RoomPlayer prefab must have a NetworkIdentity component.");
                }
            }

            base.OnValidate();
        }