UnityEngine.Networking.NetworkTransformChild.OnValidate C# (CSharp) Method

OnValidate() private method

private OnValidate ( ) : void
return void
        private void OnValidate()
        {
            if (this.m_Target != null)
            {
                Transform parent = this.m_Target.parent;
                if (parent == null)
                {
                    if (LogFilter.logError)
                    {
                        Debug.LogError("NetworkTransformChild target cannot be the root transform.");
                    }
                    this.m_Target = null;
                    return;
                }
                while (parent.parent != null)
                {
                    parent = parent.parent;
                }
                this.m_Root = parent.gameObject.GetComponent<NetworkTransform>();
                if (this.m_Root == null)
                {
                    if (LogFilter.logError)
                    {
                        Debug.LogError("NetworkTransformChild root must have NetworkTransform");
                    }
                    this.m_Target = null;
                    return;
                }
            }
            this.m_ChildIndex = uint.MaxValue;
            NetworkTransformChild[] components = this.m_Root.GetComponents<NetworkTransformChild>();
            for (uint i = 0; i < components.Length; i++)
            {
                if (components[i] == this)
                {
                    this.m_ChildIndex = i;
                    break;
                }
            }
            if (this.m_ChildIndex == uint.MaxValue)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("NetworkTransformChild component must be a child in the same hierarchy");
                }
                this.m_Target = null;
            }
            if (this.m_SendInterval < 0f)
            {
                this.m_SendInterval = 0f;
            }
            if ((this.m_SyncRotationAxis < NetworkTransform.AxisSyncMode.None) || (this.m_SyncRotationAxis > NetworkTransform.AxisSyncMode.AxisXYZ))
            {
                this.m_SyncRotationAxis = NetworkTransform.AxisSyncMode.None;
            }
            if (this.movementThreshold < 0f)
            {
                this.movementThreshold = 0f;
            }
            if (this.interpolateRotation < 0f)
            {
                this.interpolateRotation = 0.01f;
            }
            if (this.interpolateRotation > 1f)
            {
                this.interpolateRotation = 1f;
            }
            if (this.interpolateMovement < 0f)
            {
                this.interpolateMovement = 0.01f;
            }
            if (this.interpolateMovement > 1f)
            {
                this.interpolateMovement = 1f;
            }
        }