using UnityEngine; using Mirror; public class ClientNetworkManager : NetworkManager { public static ClientNetworkManager Instance; void Awake() { if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } } public override void OnClientConnect() { base.OnClientConnect(); Debug.Log("Client 已連接到 Server"); if (ClientMessageHandler.Instance != null) { ClientMessageHandler.Instance.RegisterHandler(); } } public override void OnClientDisconnect() { if (ClientMessageHandler.Instance != null) { ClientMessageHandler.Instance.UnregisterHandler(); } base.OnClientDisconnect(); Debug.Log("Client 已斷開連接"); } }