示例#1
0
        /// <summary>
        /// Attempts to create a Photon Cloud Account asynchronously.
        /// Once your callback is called, check ReturnCode, Message and AppId to get the result of this attempt.
        /// </summary>
        /// <param name="email">Email of the account.</param>
        /// <param name="origin">Marks which channel created the new account (if it's new).</param>
        /// <param name="serviceType">Defines which type of Photon-service is being requested.</param>
        /// <param name="callback">Called when the result is available.</param>
        public void RegisterByEmail(string email, Origin origin, string serviceType, Action <AccountService> callback = null)
        {
            this.registrationCallback = callback;
            this.AppId      = string.Empty;
            this.AppId2     = string.Empty;
            this.Message    = string.Empty;
            this.ReturnCode = -1;

            string url = this.RegistrationUri(email, (byte)origin, serviceType);

            PhotonEditorUtils.StartCoroutine(
                PhotonEditorUtils.HttpGet(url,
                                          (s) =>
            {
                this.ParseResult(s);
                if (this.registrationCallback != null)
                {
                    this.registrationCallback(this);
                }
            },
                                          (e) =>
            {
                this.Message = e;
                if (this.registrationCallback != null)
                {
                    this.registrationCallback(this);
                }
            })
                );
        }
示例#2
0
        public static AssetDeleteResult OnWillDeleteAsset(string assetPath, RemoveAssetOptions rao)
        {
            if ("Assets/Photon/PhotonUnityNetworking".Equals(assetPath))
            {
                PhotonEditorUtils.CleanUpPunDefineSymbols();
            }

            return(AssetDeleteResult.DidNotDelete);
        }
示例#3
0
        public bool RegisterByEmail(AccountServiceRequest request, Action <AccountServiceResponse> callback = null,
                                    Action <string> errorCallback = null)
        {
            if (request == null)
            {
                Debug.LogError("Registration request is null");
                return(false);
            }

            string fullUrl = GetUrlWithQueryStringEscaped(request);

            RequestHeaders["x-functions-key"] = string.IsNullOrEmpty(CustomToken) ? DefaultToken : CustomToken;

            //Debug.LogWarningFormat("Full URL {0}", fullUrl);
            PhotonEditorUtils.StartCoroutine(
                PhotonEditorUtils.HttpPost(fullUrl,
                                           RequestHeaders,
                                           null,
                                           s =>
            {
                //Debug.LogWarningFormat("received response {0}", s);
                if (string.IsNullOrEmpty(s))
                {
                    if (errorCallback != null)
                    {
                        errorCallback(
                            "Server's response was empty. Please register through account website during this service interruption.");
                    }
                }
                else
                {
                    AccountServiceResponse ase = this.ParseResult(s);
                    if (ase == null)
                    {
                        if (errorCallback != null)
                        {
                            errorCallback(
                                "Error parsing registration response. Please try registering from account website");
                        }
                    }
                    else if (callback != null)
                    {
                        callback(ase);
                    }
                }
            },
                                           e =>
            {
                if (errorCallback != null)
                {
                    errorCallback(e);
                }
            })
                );
            return(true);
        }
示例#4
0
        public override void OnInspectorGUI()
        {
            this.m_Target = (PhotonView)this.target;
            bool isProjectPrefab = PhotonEditorUtils.IsPrefab(this.m_Target.gameObject);

            if (this.m_Target.ObservedComponents == null)
            {
                this.m_Target.ObservedComponents = new System.Collections.Generic.List <Component>();
            }

            if (this.m_Target.ObservedComponents.Count == 0)
            {
                this.m_Target.ObservedComponents.Add(null);
            }

            EditorGUILayout.BeginHorizontal();
            // Owner
            if (isProjectPrefab)
            {
                EditorGUILayout.LabelField("Owner:", "Set at runtime");
            }
            else if (!this.m_Target.IsOwnerActive)
            {
                EditorGUILayout.LabelField("Owner", "Scene");
            }
            else
            {
                Player owner     = this.m_Target.Owner;
                string ownerInfo = (owner != null) ? owner.NickName : "<no Player found>";

                if (string.IsNullOrEmpty(ownerInfo))
                {
                    ownerInfo = "<no playername set>";
                }

                EditorGUILayout.LabelField("Owner", "[" + this.m_Target.OwnerActorNr + "] " + ownerInfo);
            }

            // ownership requests
            EditorGUI.BeginDisabledGroup(Application.isPlaying);
            OwnershipOption own = (OwnershipOption)EditorGUILayout.EnumPopup(this.m_Target.OwnershipTransfer, GUILayout.Width(100));

            if (own != this.m_Target.OwnershipTransfer)
            {
                // jf: fixed 5 and up prefab not accepting changes if you quit Unity straight after change.
                // not touching the define nor the rest of the code to avoid bringing more problem than solving.
                EditorUtility.SetDirty(this.m_Target);

                Undo.RecordObject(this.m_Target, "Change PhotonView Ownership Transfer");
                this.m_Target.OwnershipTransfer = own;
            }
            EditorGUI.EndDisabledGroup();

            EditorGUILayout.EndHorizontal();


            // View ID
            if (isProjectPrefab)
            {
                EditorGUILayout.LabelField("View ID", "Set at runtime");
            }
            else if (EditorApplication.isPlaying)
            {
                EditorGUILayout.LabelField("View ID", this.m_Target.ViewID.ToString());
            }
            else
            {
                int idValue = EditorGUILayout.IntField("View ID [1.." + (PhotonNetwork.MAX_VIEW_IDS - 1) + "]", this.m_Target.ViewID);
                if (this.m_Target.ViewID != idValue)
                {
                    Undo.RecordObject(this.m_Target, "Change PhotonView viewID");
                    this.m_Target.ViewID = idValue;
                }
            }

            // Locally Controlled
            if (EditorApplication.isPlaying)
            {
                string masterClientHint = PhotonNetwork.IsMasterClient ? "(master)" : "";
                EditorGUILayout.Toggle("Controlled locally: " + masterClientHint, this.m_Target.IsMine);
            }

            // ViewSynchronization (reliability)
            if (this.m_Target.Synchronization == ViewSynchronization.Off)
            {
                GUI.color = Color.grey;
            }

            EditorGUILayout.PropertyField(this.serializedObject.FindProperty("Synchronization"), new GUIContent("Observe option:"));

            if (this.m_Target.Synchronization != ViewSynchronization.Off && this.m_Target.ObservedComponents.FindAll(item => item != null).Count == 0)
            {
                GUILayout.BeginVertical(GUI.skin.box);
                GUILayout.Label("Warning", EditorStyles.boldLabel);
                GUILayout.Label("Setting the synchronization option only makes sense if you observe something.");
                GUILayout.EndVertical();
            }

            GUI.color = Color.white;
            this.DrawObservedComponentsList();

            // Cleanup: save and fix look
            if (GUI.changed)
            {
                PhotonViewHandler.HierarchyChange(); // TODO: check if needed
            }

            GUI.color = Color.white;
        }
示例#5
0
        internal static void OnHierarchyChanged()
        {
            // set prefabs to viewID 0 if needed
            // organize resource PVs in a list per viewID

            // process the lists: if more than one photonView is in a list, we have to resolve the clash
            // check if only one view had the viewId earlier
            // apply a new viewID to the others

            // update the cached list of instances and their viewID


            //Debug.LogWarning("OnHierarchyChanged(). isPlaying: " + Application.isPlaying);
            if (Application.isPlaying)
            {
                return;
            }


            PhotonView[]      photonViewResources = Resources.FindObjectsOfTypeAll <PhotonView>();
            List <PhotonView> photonViewInstances = new List <PhotonView>();
            Dictionary <int, List <PhotonView> > viewInstancesPerViewId = new Dictionary <int, List <PhotonView> >();
            List <PhotonView> photonViewsToReassign = new List <PhotonView>();

            foreach (PhotonView view in photonViewResources)
            {
                if (PhotonEditorUtils.IsPrefab(view.gameObject))
                {
                    if (view.ViewID != 0)
                    {
                        view.ViewID = 0;
                        EditorUtility.SetDirty(view);
                    }

                    continue;   // skip prefabs
                }

                photonViewInstances.Add(view);


                // assign a new viewID if the viewId is lower than the minimum for this scene
                if (!IsViewIdOkForScene(view))
                {
                    photonViewsToReassign.Add(view);
                    continue;   // this view definitely gets cleaned up, so it does not count versus duplicates, checked below
                }


                // organize the viewInstances into lists per viewID, so we know duplicate usage
                if (!viewInstancesPerViewId.ContainsKey(view.ViewID))
                {
                    viewInstancesPerViewId[view.ViewID] = new List <PhotonView>();
                }
                viewInstancesPerViewId[view.ViewID].Add(view);
            }

            //Debug.Log("PreviousAssignments: "+PunSceneViews.Instance.Views.Count);

            foreach (List <PhotonView> list in viewInstancesPerViewId.Values)
            {
                if (list.Count <= 1)
                {
                    continue;   // skip lists with just one entry (the viewID is unique)
                }


                PhotonView previousAssignment = null;
                bool       wasAssigned        = PunSceneViews.Instance.Views.TryGetValue(list[0].ViewID, out previousAssignment);

                foreach (PhotonView view in list)
                {
                    if (wasAssigned && view.Equals(previousAssignment))
                    {
                        // previously, we cached the used viewID as assigned to the current view. we don't change this.
                        continue;
                    }

                    //Debug.LogWarning("View to reassign due to viewID: "+view, view.gameObject);
                    photonViewsToReassign.Add(view);
                }
            }

            int i;

            foreach (PhotonView view in photonViewsToReassign)
            {
                i = MinSceneViewId(view);
                while (viewInstancesPerViewId.ContainsKey(i))
                {
                    i++;
                }
                view.ViewID = i;
                viewInstancesPerViewId.Add(i, null);    // we don't need the lists anymore but we care about getting the viewIDs listed
                EditorUtility.SetDirty(view);
            }


            // update the "semi persistent" list of viewIDs and their PhotonViews
            PunSceneViews.Instance.Views.Clear();
            foreach (PhotonView view in photonViewInstances)
            {
                if (PunSceneViews.Instance.Views.ContainsKey(view.ViewID))
                {
                    Debug.LogError("ViewIDs should no longer have duplicates! " + view.ViewID, view);
                    continue;
                }

                PunSceneViews.Instance.Views[view.ViewID] = view;
            }

            //Debug.Log("photonViewsToReassign.Count: "+photonViewsToReassign.Count + " count of viewIDs in use: "+viewInstancesPerViewId.Values.Count);
            //Debug.Log("PreviousAssignments now counts: "+PunSceneViews.Instance.Views.Count);
        }
示例#6
0
        public override void OnInspectorGUI()
        {
            this.m_Target = (PhotonView)this.target;
            bool isProjectPrefab = PhotonEditorUtils.IsPrefab(this.m_Target.gameObject);
            bool multiSelected   = Selection.gameObjects.Length > 1;

            if (this.m_Target.ObservedComponents == null)
            {
                this.m_Target.ObservedComponents = new System.Collections.Generic.List <Component>();
            }

            if (this.m_Target.ObservedComponents.Count == 0)
            {
                this.m_Target.ObservedComponents.Add(null);
            }

            GUILayout.Space(5);

            EditorGUILayout.BeginVertical((GUIStyle)"HelpBox");
            // View ID - Hide if we are multi-selected
            if (!multiSelected)
            {
                if (isProjectPrefab)
                {
                    EditorGUILayout.LabelField("View ID", "<i>Set at runtime</i>", new GUIStyle("Label")
                    {
                        richText = true
                    });
                }
                else if (EditorApplication.isPlaying)
                {
                    EditorGUILayout.LabelField("View ID", this.m_Target.ViewID.ToString());
                }
                else
                {
                    // this is an object in a scene, modified at edit-time. we can store this as sceneViewId
                    int idValue = EditorGUILayout.IntField("View ID [1.." + (PhotonNetwork.MAX_VIEW_IDS - 1) + "]", this.m_Target.sceneViewId);
                    if (this.m_Target.sceneViewId != idValue)
                    {
                        Undo.RecordObject(this.m_Target, "Change PhotonView viewID");
                        this.m_Target.sceneViewId = idValue;
                    }
                }
            }

            // Locally Controlled
            if (EditorApplication.isPlaying)
            {
                string masterClientHint = PhotonNetwork.IsMasterClient ? " (master)" : "";
                EditorGUILayout.LabelField("IsMine:", this.m_Target.IsMine.ToString() + masterClientHint);
                Room   room    = PhotonNetwork.CurrentRoom;
                int    cretrId = this.m_Target.CreatorActorNr;
                Player cretr   = (room != null) ? room.GetPlayer(cretrId) : null;
                Player owner   = this.m_Target.Owner;
                Player ctrlr   = this.m_Target.Controller;
                EditorGUILayout.LabelField("Controller:", (ctrlr != null ? ("[" + ctrlr.ActorNumber + "] '" + ctrlr.NickName + "' " + (ctrlr.IsMasterClient ? " (master)" : "")) : "[0] <null>"));
                EditorGUILayout.LabelField("Owner:", (owner != null ? ("[" + owner.ActorNumber + "] '" + owner.NickName + "' " + (owner.IsMasterClient ? " (master)" : "")) : "[0] <null>"));
                EditorGUILayout.LabelField("Creator:", (cretr != null ? ("[" + cretrId + "] '" + cretr.NickName + "' " + (cretr.IsMasterClient ? " (master)" : "")) : "[0] <null>"));
            }

            EditorGUILayout.EndVertical();

            EditorGUI.BeginDisabledGroup(Application.isPlaying);

            GUILayout.Space(5);

            // Ownership section

            EditorGUILayout.LabelField("Ownership", (GUIStyle)"BoldLabel");

            OwnershipOption own = (OwnershipOption)EditorGUILayout.EnumPopup(ownerTransferGuiContent, this.m_Target.OwnershipTransfer /*, GUILayout.MaxWidth(68), GUILayout.MinWidth(68)*/);

            if (own != this.m_Target.OwnershipTransfer)
            {
                // jf: fixed 5 and up prefab not accepting changes if you quit Unity straight after change.
                // not touching the define nor the rest of the code to avoid bringing more problem than solving.
                EditorUtility.SetDirty(this.m_Target);

                Undo.RecordObject(this.m_Target, "Change PhotonView Ownership Transfer");
                this.m_Target.OwnershipTransfer = own;
            }


            GUILayout.Space(5);

            // Observables section

            EditorGUILayout.LabelField("Observables", (GUIStyle)"BoldLabel");

            EditorGUILayout.PropertyField(this.serializedObject.FindProperty("Synchronization"), syncronizationGuiContent);

            if (this.m_Target.Synchronization == ViewSynchronization.Off)
            {
                // Show warning if there are any observables. The null check is because the list allows nulls.
                var observed = m_Target.ObservedComponents;
                if (observed.Count > 0)
                {
                    for (int i = 0, cnt = observed.Count; i < cnt; ++i)
                    {
                        if (observed[i] != null)
                        {
                            EditorGUILayout.HelpBox("Synchronization is set to Off. Select a Synchronization setting in order to sync the listed Observables.", MessageType.Warning);
                            break;
                        }
                    }
                }
            }


            PhotonView.ObservableSearch autoFindObservables = (PhotonView.ObservableSearch)EditorGUILayout.EnumPopup(observableSearchGuiContent, m_Target.observableSearch);

            if (m_Target.observableSearch != autoFindObservables)
            {
                Undo.RecordObject(this.m_Target, "Change Auto Find Observables Toggle");
                m_Target.observableSearch = autoFindObservables;
            }

            m_Target.FindObservables();

            if (!multiSelected)
            {
                bool disableList = Application.isPlaying || autoFindObservables != PhotonView.ObservableSearch.Manual;

                if (disableList)
                {
                    EditorGUI.BeginDisabledGroup(true);
                }

                this.DrawObservedComponentsList(disableList);

                if (disableList)
                {
                    EditorGUI.EndDisabledGroup();
                }
            }

            // Cleanup: save and fix look
            if (GUI.changed)
            {
                PhotonViewHandler.OnHierarchyChanged(); // TODO: check if needed
            }

            EditorGUI.EndDisabledGroup();
        }
        // this method corrects the IDs for photonviews in the scene and in prefabs
        // make sure prefabs always use viewID 0
        // make sure instances never use a owner
        // this is a editor class that should only run if not playing
        internal static void HierarchyChange()
        {
            if (Application.isPlaying)
            {
                //Debug.Log("HierarchyChange ignored, while running.");
                CheckSceneForStuckHandlers = true;                  // done once AFTER play mode.
                return;
            }

            if (CheckSceneForStuckHandlers)
            {
                CheckSceneForStuckHandlers = false;
                PhotonNetwork.InternalCleanPhotonMonoFromSceneIfStuck();
            }

            HashSet <PhotonView> pvInstances             = new HashSet <PhotonView>();
            HashSet <int>        usedInstanceViewNumbers = new HashSet <int>();
            bool fixedSomeId = false;

            //// the following code would be an option if we only checked scene objects (but we can check all PVs)
            //PhotonView[] pvObjects = GameObject.FindSceneObjectsOfType(typeof(PhotonView)) as PhotonView[];
            //Debug.Log("HierarchyChange. PV Count: " + pvObjects.Length);

            string levelName = SceneManagerHelper.ActiveSceneName;

                        #if UNITY_EDITOR
            levelName = SceneManagerHelper.EditorActiveSceneName;
                        #endif
            int minViewIdInThisScene = PunSceneSettings.MinViewIdForScene(levelName);
            //Debug.Log("Level '" + Application.loadedLevelName + "' has a minimum ViewId of: " + minViewIdInThisScene);

            PhotonView[] pvObjects = Resources.FindObjectsOfTypeAll(typeof(PhotonView)) as PhotonView[];

            foreach (PhotonView view in pvObjects)
            {
                // first pass: fix prefabs to viewID 0 if they got a view number assigned (cause they should not have one!)
                if (PhotonEditorUtils.IsPrefab(view.gameObject))
                {
                    if (view.ViewID != 0 || view.prefixField != -1)
                    {
                                                #if !UNITY_2018_3_OR_NEWER
                        Debug.LogWarning("PhotonView on persistent object being fixed (id and prefix must be 0). Was: " + view);
                                                #endif
                        view.ViewID      = 0;
                        view.prefixField = -1;
                        EditorUtility.SetDirty(view);                           // even in Unity 5.3+ it's OK to SetDirty() for non-scene objects.
                        fixedSomeId = true;
                    }
                }
                else
                {
                    // keep all scene-instanced PVs for later re-check
                    pvInstances.Add(view);
                }
            }

            Dictionary <GameObject, int> idPerObject = new Dictionary <GameObject, int>();

            // second pass: check all used-in-scene viewIDs for duplicate viewIDs (only checking anything non-prefab)
            // scene-PVs must have user == 0 (scene/room) and a subId != 0
            foreach (PhotonView view in pvInstances)
            {
                if (view.OwnerActorNr > 0)
                {
                    Debug.Log("Re-Setting Owner ID of: " + view);
                }

                view.Prefix = -1;                   // TODO: prefix could be settable via inspector per scene?!

                if (view.ViewID != 0)
                {
                    if (view.ViewID < minViewIdInThisScene || usedInstanceViewNumbers.Contains(view.ViewID))
                    {
                        view.ViewID = 0;                         // avoid duplicates and negative values by assigning 0 as (temporary) number to be fixed in next pass
                    }
                    else
                    {
                        usedInstanceViewNumbers.Add(view.ViewID);                         // builds a list of currently used viewIDs

                        int instId = 0;
                        if (idPerObject.TryGetValue(view.gameObject, out instId))
                        {
                            view.InstantiationId = instId;
                        }
                        else
                        {
                            view.InstantiationId         = view.ViewID;
                            idPerObject[view.gameObject] = view.InstantiationId;
                        }
                    }
                }
            }

            // third pass: anything that's now 0 must get a new (not yet used) ID (starting at 0)
            int lastUsedId = (minViewIdInThisScene > 0) ? minViewIdInThisScene - 1 : 0;

            foreach (PhotonView view in pvInstances)
            {
                if (view.ViewID == 0)
                {
                    Undo.RecordObject(view, "Automatic viewID change for: " + view.gameObject.name);

                    // Debug.LogWarning("setting scene ID: " + view.gameObject.name + " ID: " + view.subId.ID + " scene ID: " + view.GetSceneID() + " IsPersistent: " + EditorUtility.IsPersistent(view.gameObject) + " IsSceneViewIDFree: " + IsSceneViewIDFree(view.subId.ID, view));
                    int nextViewId = PhotonViewHandler.GetID(lastUsedId, usedInstanceViewNumbers);

                    view.ViewID = nextViewId;

                    int instId = 0;
                    if (idPerObject.TryGetValue(view.gameObject, out instId))
                    {
                        view.InstantiationId = instId;
                    }
                    else
                    {
                        view.InstantiationId         = view.ViewID;
                        idPerObject[view.gameObject] = nextViewId;
                    }

                    lastUsedId  = nextViewId;
                    fixedSomeId = true;
                }
            }


            if (fixedSomeId)
            {
                //Debug.LogWarning("Some subId was adjusted."); // this log is only interesting for Exit Games
            }
        }
示例#8
0
        /// <summary>
        /// Attempts to create a Photon Cloud Account asynchronously. Blocked while RequestPendingResult is true.
        /// </summary>
        /// <remarks>
        /// Once your callback is called, check ReturnCode, Message and AppId to get the result of this attempt.
        /// </remarks>
        /// <param name="email">Email of the account.</param>
        /// <param name="serviceTypes">Defines which type of Photon-service is being requested.</param>
        /// <param name="callback">Called when the result is available.</param>
        /// <param name="errorCallback">Called when the request failed.</param>
        public bool RegisterByEmail(string email, List <ServiceTypes> serviceTypes, Action <AccountServiceResponse> callback = null, Action <string> errorCallback = null)
        {
            if (this.RequestPendingResult)
            {
                Debug.LogError("Registration request pending result. Not sending another.");
                return(false);
            }

            if (!IsValidEmail(email))
            {
                Debug.LogErrorFormat("Email \"{0}\" is not valid", email);
                return(false);
            }

            string serviceTypeString = GetServiceTypesFromList(serviceTypes);

            if (string.IsNullOrEmpty(serviceTypeString))
            {
                Debug.LogError("serviceTypes string is null or empty");
                return(false);
            }

            string fullUrl = GetUrlWithQueryStringEscaped(email, serviceTypeString);

            RequestHeaders["x-functions-key"] = string.IsNullOrEmpty(CustomToken) ? DefaultToken : CustomToken;


            this.RequestPendingResult = true;

            PhotonEditorUtils.StartCoroutine(
                PhotonEditorUtils.HttpPost(fullUrl,
                                           RequestHeaders,
                                           null,
                                           s =>
            {
                this.RequestPendingResult = false;
                //Debug.LogWarningFormat("received response {0}", s);
                if (string.IsNullOrEmpty(s))
                {
                    if (errorCallback != null)
                    {
                        errorCallback("Server's response was empty. Please register through account website during this service interruption.");
                    }
                }
                else
                {
                    AccountServiceResponse ase = this.ParseResult(s);
                    if (ase == null)
                    {
                        if (errorCallback != null)
                        {
                            errorCallback("Error parsing registration response. Please try registering from account website");
                        }
                    }
                    else if (callback != null)
                    {
                        callback(ase);
                    }
                }
            },
                                           e =>
            {
                this.RequestPendingResult = false;
                if (errorCallback != null)
                {
                    errorCallback(e);
                }
            })
                );
            return(true);
        }
示例#9
0
        public override void OnInspectorGUI()
        {
            this.m_Target = (PhotonView)this.target;
            bool isProjectPrefab = PhotonEditorUtils.IsPrefab(this.m_Target.gameObject);
            bool multiSelected   = Selection.gameObjects.Length > 1;

            if (this.m_Target.ObservedComponents == null)
            {
                this.m_Target.ObservedComponents = new System.Collections.Generic.List <Component>();
            }

            if (this.m_Target.ObservedComponents.Count == 0)
            {
                this.m_Target.ObservedComponents.Add(null);
            }

            EditorGUILayout.BeginHorizontal();

            // Owner
            if (isProjectPrefab)
            {
                EditorGUILayout.LabelField("Owner", "<i>Set at runtime</i>", new GUIStyle("Label")
                {
                    richText = true
                }, GUILayout.MinWidth(120));
            }
            else if (!this.m_Target.IsOwnerActive)
            {
                EditorGUILayout.LabelField("Owner", "Scene", GUILayout.MinWidth(120));
            }
            else
            {
                Player owner     = this.m_Target.Owner;
                string ownerInfo = (owner != null) ? owner.NickName : "<no Player found>";

                if (string.IsNullOrEmpty(ownerInfo))
                {
                    ownerInfo = "<no playername set>";
                }

                EditorGUILayout.LabelField("Owner [" + this.m_Target.OwnerActorNr + "] " + ownerInfo, GUILayout.MinWidth(120));
            }

            // ownership requests
            EditorGUI.BeginDisabledGroup(Application.isPlaying);
            OwnershipOption own = (OwnershipOption)EditorGUILayout.EnumPopup(this.m_Target.OwnershipTransfer, GUILayout.MaxWidth(68), GUILayout.MinWidth(68));

            if (own != this.m_Target.OwnershipTransfer)
            {
                // jf: fixed 5 and up prefab not accepting changes if you quit Unity straight after change.
                // not touching the define nor the rest of the code to avoid bringing more problem than solving.
                EditorUtility.SetDirty(this.m_Target);

                Undo.RecordObject(this.m_Target, "Change PhotonView Ownership Transfer");
                this.m_Target.OwnershipTransfer = own;
            }
            EditorGUI.EndDisabledGroup();

            EditorGUILayout.EndHorizontal();


            // View ID - Hide if we are multi-selected
            if (!multiSelected)
            {
                if (isProjectPrefab)
                {
                    EditorGUILayout.LabelField("View ID", "<i>Set at runtime</i>", new GUIStyle("Label")
                    {
                        richText = true
                    });
                }
                else if (EditorApplication.isPlaying)
                {
                    EditorGUILayout.LabelField("View ID", this.m_Target.ViewID.ToString());
                }
                else
                {
                    int idValue = EditorGUILayout.IntField("View ID [1.." + (PhotonNetwork.MAX_VIEW_IDS - 1) + "]", this.m_Target.ViewID);
                    if (this.m_Target.ViewID != idValue)
                    {
                        Undo.RecordObject(this.m_Target, "Change PhotonView viewID");
                        this.m_Target.ViewID = idValue;
                    }
                }
            }

            // Locally Controlled
            if (EditorApplication.isPlaying)
            {
                string masterClientHint = PhotonNetwork.IsMasterClient ? "(master)" : "";
                EditorGUILayout.Toggle("Controlled locally: " + masterClientHint, this.m_Target.IsMine);
            }

            // ViewSynchronization (reliability)
            if (this.m_Target.Synchronization == ViewSynchronization.Off)
            {
                GUI.color = Color.grey;
            }

            EditorGUILayout.PropertyField(this.serializedObject.FindProperty("Synchronization"), syncronizationGuiContent);

            GUI.color = Color.white;

            if (this.m_Target.Synchronization != ViewSynchronization.Off)
            {
                if (this.m_Target.ObservedComponents.FindAll(item => item != null).Count == 0)
                {
                    EditorGUILayout.HelpBox("Setting the synchronization option only makes sense if you observe something.", MessageType.Warning);
                }
            }
            else
            {
                // Show warning if there are any observables. The null check is because the list allows nulls.
                if (Selection.gameObjects.Length == 1)
                {
                    var observed = m_Target.ObservedComponents;
                    if (observed.Count > 0)
                    {
                        for (int i = 0, cnt = observed.Count; i < cnt; ++i)
                        {
                            if (observed[i] != null)
                            {
                                EditorGUILayout.HelpBox("Observe Option is set to Off. Select a Syncronization setting in order to sync the listed Observables.", MessageType.Warning);
                                break;
                            }
                        }
                    }
                }
            }

            //GUILayout.Space(5);

            PhotonView.ObservableSearch autoFindObservables = (PhotonView.ObservableSearch)EditorGUILayout.EnumPopup(findObservablesGuiContent, m_Target.observableSearch);

            if (m_Target.observableSearch != autoFindObservables)
            {
                Undo.RecordObject(this.m_Target, "Change Auto Find Observables Toggle");
                m_Target.observableSearch = autoFindObservables;
            }

            m_Target.FindObservables();

            if (!multiSelected)
            {
                EditorGUI.BeginDisabledGroup(autoFindObservables != PhotonView.ObservableSearch.Manual);
                this.DrawObservedComponentsList(autoFindObservables != PhotonView.ObservableSearch.Manual);
                EditorGUI.EndDisabledGroup();
            }

            // Cleanup: save and fix look
            if (GUI.changed)
            {
                PhotonViewHandler.OnHierarchyChanged(); // TODO: check if needed
            }

            GUI.color = Color.white;
        }