UnityEngine.Networking.NetworkLobbyManager.OnStartClient C# (CSharp) Method

OnStartClient() public method

public OnStartClient ( NetworkClient lobbyClient ) : void
lobbyClient NetworkClient
return void
        public override void OnStartClient(NetworkClient lobbyClient)
        {
            if (this.lobbySlots.Length == 0)
            {
                this.lobbySlots = new NetworkLobbyPlayer[this.maxPlayers];
            }
            if ((this.m_LobbyPlayerPrefab == null) || (this.m_LobbyPlayerPrefab.gameObject == null))
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("NetworkLobbyManager no LobbyPlayer prefab is registered. Please add a LobbyPlayer prefab.");
                }
            }
            else
            {
                ClientScene.RegisterPrefab(this.m_LobbyPlayerPrefab.gameObject);
            }
            if (this.m_GamePlayerPrefab == null)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("NetworkLobbyManager no GamePlayer prefab is registered. Please add a GamePlayer prefab.");
                }
            }
            else
            {
                ClientScene.RegisterPrefab(this.m_GamePlayerPrefab);
            }
            lobbyClient.RegisterHandler(0x2b, new NetworkMessageDelegate(this.OnClientReadyToBegin));
            lobbyClient.RegisterHandler(0x2d, new NetworkMessageDelegate(this.OnClientAddPlayerFailedMessage));
            this.OnLobbyStartClient(lobbyClient);
        }