UnityEngine.Networking.NetworkManager.RegisterClientMessages C# (CSharp) Method

RegisterClientMessages() private method

private RegisterClientMessages ( NetworkClient client ) : void
client NetworkClient
return void
        internal void RegisterClientMessages(NetworkClient client)
        {
            client.RegisterHandler(0x20, new NetworkMessageDelegate(this.OnClientConnectInternal));
            client.RegisterHandler(0x21, new NetworkMessageDelegate(this.OnClientDisconnectInternal));
            client.RegisterHandler(0x24, new NetworkMessageDelegate(this.OnClientNotReadyMessageInternal));
            client.RegisterHandler(0x22, new NetworkMessageDelegate(this.OnClientErrorInternal));
            client.RegisterHandler(0x27, new NetworkMessageDelegate(this.OnClientSceneInternal));
            if (this.m_PlayerPrefab != null)
            {
                ClientScene.RegisterPrefab(this.m_PlayerPrefab);
            }
            for (int i = 0; i < this.m_SpawnPrefabs.Count; i++)
            {
                GameObject prefab = this.m_SpawnPrefabs[i];
                if (prefab != null)
                {
                    ClientScene.RegisterPrefab(prefab);
                }
            }
        }