Complete Match Results modal: standalone overlay, auto-open on resolution
MatchResultScreen becomes a self-contained modal (IsOpen/Open/Close, _panelRoot, pause handling); resolution auto-open moves there from the session browser. OverviewMenu integrates it into the Esc chain and hides the Match Results button until results exist (same pattern as the role-scoped mode buttons). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -13,9 +13,7 @@ using UnityEngine.UI;
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/// lobby/map the overview (Esc) menu reopens it via <see cref="Open"/> as a modal pause overlay
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/// (cursor freed, gameplay suspended via <see cref="GameModeManager.SetPaused"/>) - all Esc key
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/// handling lives in <see cref="OverviewMenu"/>, which closes this overlay through <see cref="Close"/>.
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/// It also auto-opens when the Resolution sub-phase begins so
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/// the final match scoreboard (a section of this panel) is presented. The Disconnect button is
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/// context-sensitive: in Main it is an
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/// The Disconnect button is context-sensitive: in Main it is an
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/// application "Exit"; on the map it becomes "Back to Lobby" for the match authority (ends the match);
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/// everyone else gets a plain disconnect. Only the visual <see cref="panelRoot"/> is toggled - this binder
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/// stays alive on its (always-active) canvas so it keeps tracking state while the panel is hidden.
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@@ -61,7 +59,6 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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private bool _connected; // last-seen connection state (to detect transitions)
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private Scene _lastScene; // last-seen active scene (to auto-close on a scene change)
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private string _disconnectText; // last applied caption (avoids per-frame TMP churn)
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private MatchManager.MatchSubPhase _lastSubPhase; // last-seen sub-phase (auto-open on Resolution)
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private void Awake()
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{
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@@ -124,16 +121,6 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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if (!connected) return; // Main: panel always shown
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// Resolution just began -> auto-open the overlay so the final scoreboard is presented. Esc can
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// still close it (via the overview menu); the lobby scene swap afterwards auto-closes it (see above).
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MatchManager.MatchSubPhase subPhase = _match ? _match.LocalSubPhase : MatchManager.MatchSubPhase.None;
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if (subPhase != _lastSubPhase)
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{
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_lastSubPhase = subPhase;
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if (subPhase == MatchManager.MatchSubPhase.Resolution && !_open)
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SetOpen(true);
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}
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RefreshDisconnectLabel();
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}
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@@ -202,7 +189,6 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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// Connection up (hosted/joined) -> hide the panel; Esc reopens it in the lobby/map.
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// Back to Main (disconnect/shutdown) -> show it again and drop any pause.
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_open = false;
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_lastSubPhase = MatchManager.MatchSubPhase.None; // rejoining into Resolution must re-trigger
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if (!connected && _gameMode) _gameMode.SetPaused(false);
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ApplyVisibility();
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}
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