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);
}
}
}