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NetworkBehaviour.OnValidate: GetComponentInParent(bool) 2020 support (credits FakeByte)
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@ -301,14 +301,23 @@ protected virtual void OnValidate()
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// parents.
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// parents.
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// only run this in Editor. don't add more runtime overhead.
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// only run this in Editor. don't add more runtime overhead.
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// GetComponentInParent(includeInactive) is needed and only available in 2021+
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// GetComponentInParent(includeInactive) is needed because Prefabs are not
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// Prefabs are not considered active, so this check requires to scan inactive.
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// considered active, so this check requires to scan inactive.
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#if UNITY_EDITOR && UNITY_2021_3_OR_NEWER
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#if UNITY_EDITOR
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#if UNITY_2021_3_OR_NEWER // 2021 has GetComponentInParents(active)
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if (GetComponent<NetworkIdentity>() == null &&
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if (GetComponent<NetworkIdentity>() == null &&
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GetComponentInParent<NetworkIdentity>(true) == null)
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GetComponentInParent<NetworkIdentity>(true) == null)
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{
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{
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Debug.LogError($"{GetType()} on {name} requires a NetworkIdentity. Please add a NetworkIdentity component to {name} or it's parents.");
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Debug.LogError($"{GetType()} on {name} requires a NetworkIdentity. Please add a NetworkIdentity component to {name} or it's parents.");
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}
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}
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#elif UNITY_2020_3_OR_NEWER // 2020 only has GetComponentsInParents(active), we can use this too
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NetworkIdentity[] parentsIds = GetComponentsInParent<NetworkIdentity>(true);
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int parentIdsCount = parentsIds != null ? parentsIds.Length : 0;
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if (GetComponent<NetworkIdentity>() == null && parentIdsCount == 0)
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{
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Debug.LogError($"{GetType()} on {name} requires a NetworkIdentity. Please add a NetworkIdentity component to {name} or it's parents.");
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}
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#endif
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#endif
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#endif
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}
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}
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