private void OnClientReadyToBegin(NetworkMessage netMsg)
{
netMsg.ReadMessage <LobbyReadyToBeginMessage>(NetworkLobbyManager.s_LobbyReadyToBeginMessage);
if ((int)NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId >= this.lobbySlots.Count <NetworkLobbyPlayer>())
{
if (LogFilter.logError)
{
Debug.LogError("NetworkLobbyManager OnClientReadyToBegin invalid lobby slot " + NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId);
}
}
else
{
NetworkLobbyPlayer networkLobbyPlayer = this.lobbySlots[(int)NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId];
if (networkLobbyPlayer == null || networkLobbyPlayer.gameObject == null)
{
if (LogFilter.logError)
{
Debug.LogError("NetworkLobbyManager OnClientReadyToBegin no player at lobby slot " + NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId);
}
}
else
{
networkLobbyPlayer.readyToBegin = NetworkLobbyManager.s_LobbyReadyToBeginMessage.readyState;
networkLobbyPlayer.OnClientReady(NetworkLobbyManager.s_LobbyReadyToBeginMessage.readyState);
}
}
}