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fix: check NetworkPrefabsList count before rendering GUI (#1861)
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0xFA11 authored Apr 5, 2022
1 parent c384053 commit 1642064
Showing 1 changed file with 7 additions and 3 deletions.
10 changes: 7 additions & 3 deletions com.unity.netcode.gameobjects/Editor/NetworkManagerEditor.cs
Original file line number Diff line number Diff line change
Expand Up @@ -135,9 +135,13 @@ private void OnEnable()
m_NetworkPrefabsList = new ReorderableList(serializedObject, serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig)).FindPropertyRelative(nameof(NetworkConfig.NetworkPrefabs)), true, true, true, true);
m_NetworkPrefabsList.elementHeightCallback = index =>
{
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
var networkOverrideInt = networkOverrideProp.enumValueIndex;
var networkOverrideInt = 0;
if (m_NetworkPrefabsList.count > 0)
{
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
networkOverrideInt = networkOverrideProp.enumValueIndex;
}

return 8 + (networkOverrideInt == 0 ? EditorGUIUtility.singleLineHeight : (EditorGUIUtility.singleLineHeight * 2) + 5);
};
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