public OnClientReady ( bool readyState ) : void | ||
readyState | bool | Whether the player is ready or not. |
return | void |
private void OnClientReadyToBegin(NetworkMessage netMsg) { netMsg.ReadMessage <LobbyReadyToBeginMessage>(NetworkLobbyManager.s_LobbyReadyToBeginMessage); if ((int)NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId >= this.lobbySlots.Count <NetworkLobbyPlayer>()) { if (LogFilter.logError) { Debug.LogError("NetworkLobbyManager OnClientReadyToBegin invalid lobby slot " + NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId); } } else { NetworkLobbyPlayer networkLobbyPlayer = this.lobbySlots[(int)NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId]; if (networkLobbyPlayer == null || networkLobbyPlayer.gameObject == null) { if (LogFilter.logError) { Debug.LogError("NetworkLobbyManager OnClientReadyToBegin no player at lobby slot " + NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId); } } else { networkLobbyPlayer.readyToBegin = NetworkLobbyManager.s_LobbyReadyToBeginMessage.readyState; networkLobbyPlayer.OnClientReady(NetworkLobbyManager.s_LobbyReadyToBeginMessage.readyState); } } }
private void OnClientReadyToBegin(NetworkMessage netMsg) { netMsg.ReadMessage <LobbyReadyToBeginMessage>(NetworkLobbyManager.s_LobbyReadyToBeginMessage); if ((int)NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId >= ((IEnumerable <NetworkLobbyPlayer>) this.lobbySlots).Count <NetworkLobbyPlayer>()) { if (!LogFilter.logError) { return; } Debug.LogError((object)("NetworkLobbyManager OnClientReadyToBegin invalid lobby slot " + (object)NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId)); } else { NetworkLobbyPlayer lobbySlot = this.lobbySlots[(int)NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId]; if ((Object)lobbySlot == (Object)null || (Object)lobbySlot.gameObject == (Object)null) { if (!LogFilter.logError) { return; } Debug.LogError((object)("NetworkLobbyManager OnClientReadyToBegin no player at lobby slot " + (object)NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId)); } else { lobbySlot.readyToBegin = NetworkLobbyManager.s_LobbyReadyToBeginMessage.readyState; lobbySlot.OnClientReady(NetworkLobbyManager.s_LobbyReadyToBeginMessage.readyState); } } }
private void OnClientReadyToBegin(NetworkMessage netMsg) { netMsg.ReadMessage(s_LobbyReadyToBeginMessage); if (s_LobbyReadyToBeginMessage.slotId >= lobbySlots.Count()) { if (LogFilter.logError) { Debug.LogError("NetworkLobbyManager OnClientReadyToBegin invalid lobby slot " + s_LobbyReadyToBeginMessage.slotId); } return; } NetworkLobbyPlayer networkLobbyPlayer = lobbySlots[s_LobbyReadyToBeginMessage.slotId]; if (networkLobbyPlayer == null || networkLobbyPlayer.gameObject == null) { if (LogFilter.logError) { Debug.LogError("NetworkLobbyManager OnClientReadyToBegin no player at lobby slot " + s_LobbyReadyToBeginMessage.slotId); } } else { networkLobbyPlayer.readyToBegin = s_LobbyReadyToBeginMessage.readyState; networkLobbyPlayer.OnClientReady(s_LobbyReadyToBeginMessage.readyState); } }