using Mirror; using System.Collections; using UnityEngine; using UnityEngine.SceneManagement; public class The2ndScreenNetworkManager : NetworkManager { public static The2ndScreenNetworkManager Instance; private void Awake() { if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } } public override void OnClientConnect() { base.OnClientConnect(); Debug.Log("The2ndScreen 已連接到 Server"); if (The2ndScreenMessageHandler.Instance != null) { The2ndScreenMessageHandler.Instance.RegisterHandler(); The2ndScreenMessageHandler.Instance.SendMessageToServer("welcome", "hello"); } } public override void OnClientDisconnect() { if (The2ndScreenMessageHandler.Instance != null) { The2ndScreenMessageHandler.Instance.UnregisterHandler(); } base.OnClientDisconnect(); Debug.Log("The2ndScreen 已斷開連接"); StartCoroutine(LoadInitScene()); } IEnumerator LoadInitScene() { yield return new WaitForSeconds(3f); SceneManager.LoadScene("The2ndScreenInitScene"); } }