RegisterPrefab() public static method

Registers a prefab with the UNET spawning system.

public static RegisterPrefab ( GameObject prefab ) : void
prefab UnityEngine.GameObject A Prefab that will be spawned.
return void
コード例 #1
0
 internal void RegisterClientMessages(NetworkClient client)
 {
     client.RegisterHandler(32, OnClientConnectInternal);
     client.RegisterHandler(33, OnClientDisconnectInternal);
     client.RegisterHandler(36, OnClientNotReadyMessageInternal);
     client.RegisterHandler(34, OnClientErrorInternal);
     client.RegisterHandler(39, OnClientSceneInternal);
     if (m_PlayerPrefab != null)
     {
         ClientScene.RegisterPrefab(m_PlayerPrefab);
     }
     foreach (GameObject spawnPrefab in m_SpawnPrefabs)
     {
         if (spawnPrefab != null)
         {
             ClientScene.RegisterPrefab(spawnPrefab);
         }
     }
 }
コード例 #2
0
ファイル: NetworkManager.cs プロジェクト: randomize/VimConfig
 internal void RegisterClientMessages(NetworkClient client)
 {
     client.RegisterHandler(0x20, new NetworkMessageDelegate(this.OnClientConnectInternal));
     client.RegisterHandler(0x21, new NetworkMessageDelegate(this.OnClientDisconnectInternal));
     client.RegisterHandler(0x24, new NetworkMessageDelegate(this.OnClientNotReadyMessageInternal));
     client.RegisterHandler(0x22, new NetworkMessageDelegate(this.OnClientErrorInternal));
     client.RegisterHandler(0x27, new NetworkMessageDelegate(this.OnClientSceneInternal));
     if (this.m_PlayerPrefab != null)
     {
         ClientScene.RegisterPrefab(this.m_PlayerPrefab);
     }
     foreach (GameObject obj2 in this.m_SpawnPrefabs)
     {
         if (obj2 != null)
         {
             ClientScene.RegisterPrefab(obj2);
         }
     }
 }
コード例 #3
0
 internal void RegisterClientMessages(NetworkClient client)
 {
     client.RegisterHandler(32, new NetworkMessageDelegate(this.OnClientConnectInternal));
     client.RegisterHandler(33, new NetworkMessageDelegate(this.OnClientDisconnectInternal));
     client.RegisterHandler(36, new NetworkMessageDelegate(this.OnClientNotReadyMessageInternal));
     client.RegisterHandler(34, new NetworkMessageDelegate(this.OnClientErrorInternal));
     client.RegisterHandler(39, new NetworkMessageDelegate(this.OnClientSceneInternal));
     if (this.m_PlayerPrefab != null)
     {
         ClientScene.RegisterPrefab(this.m_PlayerPrefab);
     }
     foreach (GameObject current in this.m_SpawnPrefabs)
     {
         if (current != null)
         {
             ClientScene.RegisterPrefab(current);
         }
     }
 }
コード例 #4
0
        internal void RegisterClientMessages(NetworkClient client)
        {
            client.RegisterHandler(MsgType.Connect, OnClientConnectInternal);
            client.RegisterHandler(MsgType.Disconnect, OnClientDisconnectInternal);
            client.RegisterHandler(MsgType.NotReady, OnClientNotReadyMessageInternal);
            client.RegisterHandler(MsgType.Error, OnClientErrorInternal);
            client.RegisterHandler(MsgType.Scene, OnClientSceneInternal);

            if (m_PlayerPrefab != null)
            {
                ClientScene.RegisterPrefab(m_PlayerPrefab);
            }
            foreach (var prefab in m_SpawnPrefabs)
            {
                if (prefab != null)
                {
                    ClientScene.RegisterPrefab(prefab);
                }
            }
        }
コード例 #5
0
 internal void RegisterClientMessages(NetworkClient client)
 {
     client.RegisterHandler(32, OnClientConnectInternal);
     client.RegisterHandler(33, OnClientDisconnectInternal);
     client.RegisterHandler(36, OnClientNotReadyMessageInternal);
     client.RegisterHandler(34, OnClientErrorInternal);
     client.RegisterHandler(39, OnClientSceneInternal);
     if (m_PlayerPrefab != null)
     {
         ClientScene.RegisterPrefab(m_PlayerPrefab);
     }
     for (int i = 0; i < m_SpawnPrefabs.Count; i++)
     {
         GameObject gameObject = m_SpawnPrefabs[i];
         if (gameObject != null)
         {
             ClientScene.RegisterPrefab(gameObject);
         }
     }
 }
コード例 #6
0
        internal void RegisterClientMessages(NetworkClient client)
        {
            client.RegisterHandler(MsgType.Connect, OnClientConnectInternal);
            client.RegisterHandler(MsgType.Disconnect, OnClientDisconnectInternal);
            client.RegisterHandler(MsgType.NotReady, OnClientNotReadyMessageInternal);
            client.RegisterHandler(MsgType.Error, OnClientErrorInternal);
            client.RegisterHandler(MsgType.Scene, OnClientSceneInternal);

            if (m_PlayerPrefab != null)
            {
                ClientScene.RegisterPrefab(m_PlayerPrefab);
            }
            for (int i = 0; i < m_SpawnPrefabs.Count; i++)
            {
                var prefab = m_SpawnPrefabs[i];
                if (prefab != null)
                {
                    ClientScene.RegisterPrefab(prefab);
                }
            }
        }
コード例 #7
0
        // ------------------------ client handlers ------------------------

        public override void OnStartClient(NetworkClient lobbyClient)
        {
            if (lobbySlots.Length == 0)
            {
                lobbySlots = new NetworkLobbyPlayer[maxPlayers];
            }

            if (m_LobbyPlayerPrefab == null || m_LobbyPlayerPrefab.gameObject == null)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("NetworkLobbyManager no LobbyPlayer prefab is registered. Please add a LobbyPlayer prefab.");
                }
            }
            else
            {
                ClientScene.RegisterPrefab(m_LobbyPlayerPrefab.gameObject);
            }

            if (m_GamePlayerPrefab == null)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("NetworkLobbyManager no GamePlayer prefab is registered. Please add a GamePlayer prefab.");
                }
            }
            else
            {
                ClientScene.RegisterPrefab(m_GamePlayerPrefab);
            }

            lobbyClient.RegisterHandler(MsgType.LobbyReadyToBegin, OnClientReadyToBegin);
            lobbyClient.RegisterHandler(MsgType.LobbyAddPlayerFailed, OnClientAddPlayerFailedMessage);

            OnLobbyStartClient(lobbyClient);
        }