In addition, there is no way to override the methods for the validity of the nickname and login. It would be cool to make them virtual.
NetworkManagerMMOIsAllowedCharacterNameoutdated versionaccount name not allowedinvalid accountalready logged in
NetworkAuthenticatorMMOIsAllowedAccountName
NpcGuildManagementGetOfferName() =>
GuildSystemIsValidGuildName
(By the way, every kernel update drops prices. Perhaps it is worth making a singleton for the game constants in order to change the variables through the inspector?)
There is also an architectural problem with the game object name being used as a name in the game. Using non-Latin characters in GO names can cause unpredictable errors.
Finally, I would ask you to import the font for the labels instead of the Arial. Otherwise, the web build loses any characters other than the latin alphabet.
Hello. I really like the architecture of the engine and I try to change it as little as possible.
Unfortunately, I came across a lot of hardcoded English words in the code: UICrafting
UIPetStatus
Combat
NpcGuildManagement, NpcRevive, NpcTrading
GetOfferName() =>
In addition, there is no way to override the methods for the validity of the nickname and login. It would be cool to make them virtual. NetworkManagerMMO
IsAllowedCharacterName
outdated version
account name not allowed
invalid account
already logged in
NetworkAuthenticatorMMO
IsAllowedAccountName
NpcGuildManagement
GetOfferName() =>
GuildSystem
IsValidGuildName
(By the way, every kernel update drops prices. Perhaps it is worth making a singleton for the game constants in order to change the variables through the inspector?)There is also an architectural problem with the game object name being used as a name in the game. Using non-Latin characters in GO names can cause unpredictable errors.
Finally, I would ask you to import the font for the labels instead of the Arial. Otherwise, the web build loses any characters other than the latin alphabet.