public static RegisterPrefab ( |
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prefab | A Prefab that will be spawned. | |
return | void |
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); } } }
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); } } }
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); } } }
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); } } }
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); } } }
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); } } }
// ------------------------ 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); }