Some improvements#53
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Galster-dev
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Thanks for you contribution. Due to stability and compatibility level we're aiming at, we cannot accept this PR without noted changes. I'm absolutely down to implement those changes myself, but if you want to do it, I'm not complaining.
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| var tmp = playerButton.GetComponentInChildren<TextMeshPro>(); | ||
| var newValue = Mathf.Max(byte.Parse(tmp.text) - 10, byte.Parse(playerButton.name)); | ||
| var newValue = Mathf.Max(byte.Parse(tmp.text) - 10, byte.Parse(playerButton.name) - 2); |
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I'd stick to 4 tbh, but 3 is fine I guess
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honestly i thought of it as funny seeing a 3 player lobby, it's merely a joke-ish change which i'm willing to change to 4 if needed
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oops accidentally requested review my bad will make those changes |
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im thinking of moving PageText.text = $"({PageIndex + 1}/{MaxPageIndex + 1})"; into the OnPageChanged() method instead of Update() |
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worked on it a wee bit more, and went ahead with my earlier idea |
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so is this pr good enough to be merged? or is there something else that's to be done |
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@Galster-dev made your requested changes |
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| __instance.CrewArea.SetCrewSize(opts.MaxPlayers, opts.NumImpostors); | ||
| } | ||
| __instance.CrewArea?.SetCrewSize(opts.MaxPlayers, opts.NumImpostors); |
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? operator bypasses Unity lifetime checks
This pr contains
Haven't been able to test it fully since 15+ player lobbies are rare, but through some solo testing using bots they work for the most part