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Updated Network Lobby Manager doc
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@ -56,3 +56,70 @@ There are two types of player objects with the Network Lobby Manager:
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- **Gameplay Scene**
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The scene to use for main game play.
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- **pendingPlayers**
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List\<PendingPlayer\> that holds players that are ready to start playing.
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- **lobbySlots**
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List\<NetworkLobbyPlayer\> that manages the slots for connected clients in the lobby.
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- **allPlayersReady**
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Bool indicating if all players are ready to start playing. This value changes as players invoke `CmdChangeReadyState` indicating true or false, and will be set false when a new client connects.
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## Methods
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### Server Virtual Methods
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```
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public virtual void OnLobbyStartHost() {}
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public virtual void OnLobbyStopHost() {}
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public virtual void OnLobbyStartServer() {}
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public virtual void OnLobbyServerConnect(NetworkConnection conn) {}
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public virtual void OnLobbyServerDisconnect(NetworkConnection conn) {}
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public virtual void OnLobbyServerSceneChanged(string sceneName) {}
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public virtual GameObject OnLobbyServerCreateLobbyPlayer(NetworkConnection conn)
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{
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return null;
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}
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public virtual GameObject OnLobbyServerCreateGamePlayer(NetworkConnection conn)
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{
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return null;
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}
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public virtual bool OnLobbyServerSceneLoadedForPlayer(GameObject lobbyPlayer, GameObject gamePlayer)
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{
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return true;
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}
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public virtual void OnLobbyServerPlayersReady()
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{
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ServerChangeScene(GameplayScene);
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}
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```
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### Client Virtual Methods
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```
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public virtual void OnLobbyClientEnter() {}
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public virtual void OnLobbyClientExit() {}
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public virtual void OnLobbyClientConnect(NetworkConnection conn) {}
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public virtual void OnLobbyClientDisconnect(NetworkConnection conn) {}
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public virtual void OnLobbyStartClient() {}
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public virtual void OnLobbyStopClient() {}
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public virtual void OnLobbyClientSceneChanged(NetworkConnection conn) {}
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public virtual void OnLobbyClientAddPlayerFailed() {}
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```
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