public void Init(ClientConnectionsComponent connHolder)
 {
     //Debug.Log("ClientGameComponent::Init Called");
     connectionsComponent = connHolder;
     clientGameSend       = GetComponent <ClientGameSend>();
     clientGameData       = GetComponent <ClientGameDataComponent>();
 }
    public void Init(ClientConnectionsComponent connHolder, PersistentPlayerInfo playerInfo)
    {
        connectionsComponent = connHolder;
        clientGameSend       = GetComponent <ClientGameSend>();

        m_PlayerInfo = playerInfo;

        if (m_PlayerInfo.playerType == LobbyUtils.PLAYER_TYPE.SHOOTER)
        {
            clientGameSend.SendDataWhenReady((byte)GAME_CLIENT_REQUESTS.CREATE_ENTITY_WITH_OWNERSHIP);
            clientGameSend.SendDataWhenReady((byte)CREATE_ENTITY_TYPES.FPS_PLAYER);
        }
        else
        {
            Instantiate(Match3PlayerObj);
        }
    }