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(); }
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(); }