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

SceneLoadedForPlayer() private method

private SceneLoadedForPlayer ( NetworkConnection conn, GameObject lobbyPlayerGameObject ) : void
conn NetworkConnection
lobbyPlayerGameObject UnityEngine.GameObject
return void
        private void SceneLoadedForPlayer(NetworkConnection conn, GameObject lobbyPlayerGameObject)
        {
            if (lobbyPlayerGameObject.GetComponent<NetworkLobbyPlayer>() != null)
            {
                if (LogFilter.logDebug)
                {
                    Debug.Log(string.Concat(new object[] { "NetworkLobby SceneLoadedForPlayer scene:", Application.loadedLevelName, " ", conn }));
                }
                if (Application.loadedLevelName == this.m_LobbyScene)
                {
                    PendingPlayer player2;
                    player2.conn = conn;
                    player2.lobbyPlayer = lobbyPlayerGameObject;
                    this.m_PendingPlayers.Add(player2);
                }
                else
                {
                    short playerControllerId = lobbyPlayerGameObject.GetComponent<NetworkIdentity>().playerControllerId;
                    GameObject gamePlayer = this.OnLobbyServerCreateGamePlayer(conn, playerControllerId);
                    if (gamePlayer == null)
                    {
                        Transform startPosition = base.GetStartPosition();
                        if (startPosition != null)
                        {
                            gamePlayer = (GameObject) UnityEngine.Object.Instantiate(this.gamePlayerPrefab, startPosition.position, startPosition.rotation);
                        }
                        else
                        {
                            gamePlayer = (GameObject) UnityEngine.Object.Instantiate(this.gamePlayerPrefab, Vector3.zero, Quaternion.identity);
                        }
                    }
                    if (this.OnLobbyServerSceneLoadedForPlayer(lobbyPlayerGameObject, gamePlayer))
                    {
                        NetworkServer.ReplacePlayerForConnection(conn, gamePlayer, playerControllerId);
                    }
                }
            }
        }