using UnityEngine; using Mirror; public class NetworkGameManager : NetworkManager { public static NetworkGameManager Instance; //public static NetworkConnectionToClient CurrentClient; void Awake() { if (Instance == null) { Instance = this; //CurrentClient = null; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } } public override void OnStartServer() { base.OnStartServer(); Debug.Log("Server 已啟動"); } public override void OnServerConnect(NetworkConnectionToClient conn) { base.OnServerConnect(conn); Debug.Log($"客戶端已連接: {conn.connectionId}"); } public override void OnServerDisconnect(NetworkConnectionToClient conn) { base.OnServerDisconnect(conn); Debug.Log($"客戶端已斷開: {conn.connectionId}"); } // 覆寫這個方法來避免自動生成 Player public override void OnServerAddPlayer(NetworkConnectionToClient conn) { // 不自動生成 Player,只是記錄連接 Debug.Log($"客戶端請求加入,但 Server 模式不需要生成 Player: {conn.connectionId}"); } }