Imrpoved networkedPrefab messages

This commit is contained in:
Albin Corén 2018-04-06 08:31:51 +02:00
parent b8e1e925d4
commit 47122c4c0e
2 changed files with 21 additions and 6 deletions

View File

@ -16,7 +16,7 @@ namespace MLAPI.MonoBehaviours.Core
{
if(string.IsNullOrEmpty(NetworkedPrefabName))
{
Debug.LogWarning("MLAPI: The networked object " + gameObject.name + " has not been assigned a networkedPrefabName. Setting it to " + gameObject.name);
Debug.LogWarning("MLAPI: The NetworkedObject " + gameObject.name + " does not have a NetworkedPrefabName. It has been set to the gameObject name");
NetworkedPrefabName = gameObject.name;
}
}

View File

@ -168,17 +168,32 @@ namespace MLAPI.MonoBehaviours.Core
{
if (string.IsNullOrEmpty(NetworkConfig.NetworkedPrefabs[i].name))
{
Debug.LogWarning("MLAPI: The prefab " + NetworkConfig.NetworkedPrefabs[i].prefab.name + " does not have a set NetworkedPrefab name. Setting it to " + NetworkConfig.NetworkedPrefabs[i].prefab.name);
Debug.LogWarning("MLAPI: The NetworkedPrefab " + NetworkConfig.NetworkedPrefabs[i].prefab.name + " does not have a NetworkedPrefabName. It has been set to the gameObject name");
NetworkConfig.NetworkedPrefabs[i].name = NetworkConfig.NetworkedPrefabs[i].prefab.name;
}
}
}
if (!string.IsNullOrEmpty(NetworkConfig.PlayerPrefabName))
if (NetworkConfig.HandleObjectSpawning)
{
NetworkedObject netObject = NetworkConfig.NetworkedPrefabs.Find(x => x.name == NetworkConfig.PlayerPrefabName).prefab.GetComponentInChildren<NetworkedObject>();
if (netObject == null)
if(!string.IsNullOrEmpty(NetworkConfig.PlayerPrefabName))
{
Debug.LogWarning("MLAPI: The player object needs a NetworkedObject component.");
//Handle spawning is on and a prefabName is set
GameObject playerPrefab = null;
for (int i = 0; i < NetworkConfig.NetworkedPrefabs.Count; i++)
{
if (NetworkConfig.NetworkedPrefabs[i].name == NetworkConfig.PlayerPrefabName)
{
playerPrefab = NetworkConfig.NetworkedPrefabs[i].prefab;
break;
}
}
if (playerPrefab == null)
Debug.LogWarning("MLAPI: There is no NetworkedPrefab with the name specified in the PlayerPrefabName");
}
else
{
//Handle spawning but no prefabName is set
Debug.LogWarning("MLAPI: There is no PlayerPrefabName set.");
}
}