public virtual void OnServerAddPlayer(NetworkConnection conn, NetworkMessage extraMessage) { OnServerAddPlayerInternal(conn); }
static void OnSpawnPrefab(NetworkMessage netMsg) { SpawnPrefabMessage msg = netMsg.ReadMessage <SpawnPrefabMessage>(); if (msg.assetId == Guid.Empty) { Debug.LogError("OnObjSpawn netId: " + msg.netId + " has invalid asset Id"); return; } if (LogFilter.Debug) { Debug.Log("Client spawn handler instantiating [netId:" + msg.netId + " asset ID:" + msg.assetId + " pos:" + msg.position + "]"); } NetworkIdentity localObject; if (NetworkIdentity.spawned.TryGetValue(msg.netId, out localObject) && localObject != null) { // this object already exists (was in the scene), just apply the update to existing object localObject.Reset(); ApplySpawnPayload(localObject, msg.position, msg.payload, msg.netId); return; } GameObject prefab; SpawnDelegate handler; if (GetPrefab(msg.assetId, out prefab)) { GameObject obj = Object.Instantiate(prefab, msg.position, msg.rotation); if (LogFilter.Debug) { Debug.Log("Client spawn handler instantiating [netId:" + msg.netId + " asset ID:" + msg.assetId + " pos:" + msg.position + " rotation: " + msg.rotation + "]"); } localObject = obj.GetComponent <NetworkIdentity>(); if (localObject == null) { Debug.LogError("Client object spawned for " + msg.assetId + " does not have a NetworkIdentity"); return; } localObject.Reset(); ApplySpawnPayload(localObject, msg.position, msg.payload, msg.netId); } // lookup registered factory for type: else if (spawnHandlers.TryGetValue(msg.assetId, out handler)) { GameObject obj = handler(msg.position, msg.assetId); if (obj == null) { Debug.LogWarning("Client spawn handler for " + msg.assetId + " returned null"); return; } localObject = obj.GetComponent <NetworkIdentity>(); if (localObject == null) { Debug.LogError("Client object spawned for " + msg.assetId + " does not have a network identity"); return; } localObject.Reset(); localObject.SetDynamicAssetId(msg.assetId); ApplySpawnPayload(localObject, msg.position, msg.payload, msg.netId); } else { Debug.LogError("Failed to spawn server object, did you forget to add it to the NetworkManager? assetId=" + msg.assetId + " netId=" + msg.netId); } }