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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@@ -8,10 +8,10 @@ using UnityEngine.InputSystem;
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/// <summary>
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/// The Esc overview menu (the "Overview UI" canvas in Main). Owns ALL Escape handling: Esc toggles
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/// this panel as a modal pause overlay (gameplay suspended via <see cref="GameModeManager.SetPaused"/>);
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/// while the session browser overlay is open instead, Esc closes that, and while paint mode is active
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/// Esc exits to the camera mode (Player Control, or First Person for the hunter). Buttons switch game modes
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/// (via <see cref="GameModeManager.TrySwitchTo{T}"/>) or open the session browser, and every click
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/// closes the panel. Mode buttons are only shown for modes present in the current role-scoped set
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/// while the session browser or match results overlay is open instead, Esc closes that, and while paint
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/// mode is active Esc exits to the camera mode (Player Control, or First Person for the hunter). Buttons
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/// switch game modes (via <see cref="GameModeManager.TrySwitchTo{T}"/>) or open the session browser /
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/// match results overlay, and every click closes the panel. Mode buttons are only shown for modes present in the current role-scoped set
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/// (<see cref="GameModeManager.Modes"/>); the active mode's button is disabled. Attach to the
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/// always-active canvas root; <see cref="panelRoot"/> is the toggled visual child.
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/// </summary>
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@@ -24,6 +24,10 @@ public class OverviewMenu : MonoBehaviour
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"stays closed. Empty = found automatically.")]
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[SerializeField] private OnlineSessionBrowserUI sessionBrowser;
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[Tooltip("Match results screen binder. While its overlay is open it owns Esc (close-only) and this " +
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"menu stays closed. Empty = found automatically.")]
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[SerializeField] private MatchResultScreen matchResultScreen;
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[Header("Panel")]
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[Tooltip("Visual container toggled by Esc. Must be a CHILD of this binder's object so the binder " +
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"keeps reading Esc while the panel is hidden.")]
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@@ -31,6 +35,7 @@ public class OverviewMenu : MonoBehaviour
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[Header("Buttons")]
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[SerializeField] private Button sessionButton;
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[SerializeField] private Button matchResultButton;
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[Tooltip("Enters Player Control (third-person orbit) mode.")]
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[SerializeField] private Button playerControlButton;
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[SerializeField] private Button paintButton;
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@@ -43,12 +48,14 @@ public class OverviewMenu : MonoBehaviour
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{
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if (!gameMode) gameMode = FindFirstObjectByType<GameModeManager>();
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if (!sessionBrowser) sessionBrowser = FindFirstObjectByType<OnlineSessionBrowserUI>();
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if (!matchResultScreen) matchResultScreen = FindFirstObjectByType<MatchResultScreen>();
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if (panelRoot) panelRoot.SetActive(false);
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}
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private void OnEnable()
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{
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if (sessionButton) sessionButton.onClick.AddListener(OnSession);
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if (matchResultButton) matchResultButton.onClick.AddListener(OnMatchResult);
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if (playerControlButton) playerControlButton.onClick.AddListener(OnPlayerControl);
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if (paintButton) paintButton.onClick.AddListener(OnPaint);
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if (firstPersonButton) firstPersonButton.onClick.AddListener(OnFirstPerson);
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@@ -58,6 +65,7 @@ public class OverviewMenu : MonoBehaviour
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private void OnDisable()
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{
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if (sessionButton) sessionButton.onClick.RemoveListener(OnSession);
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if (matchResultButton) matchResultButton.onClick.RemoveListener(OnMatchResult);
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if (playerControlButton) playerControlButton.onClick.RemoveListener(OnPlayerControl);
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if (paintButton) paintButton.onClick.RemoveListener(OnPaint);
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if (firstPersonButton) firstPersonButton.onClick.RemoveListener(OnFirstPerson);
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@@ -67,12 +75,13 @@ public class OverviewMenu : MonoBehaviour
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private void Update()
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{
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bool browserOpen = sessionBrowser && sessionBrowser.IsOpen;
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bool resultsOpen = matchResultScreen && matchResultScreen.IsOpen;
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if (_open)
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{
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// The browser overlay took over (its Resolution auto-open) -> hide this panel; the pause
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// is the browser's now, so don't release it.
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if (browserOpen)
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// Another overlay took over (results Resolution auto-open) -> hide this panel; the pause
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// is that overlay's now, so don't release it.
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if (browserOpen || resultsOpen)
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HidePanel();
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// An external state reset (respawn/bind, disconnect) dropped the pause underneath the
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// open panel -> don't linger as a stale overlay over live gameplay.
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@@ -84,6 +93,8 @@ public class OverviewMenu : MonoBehaviour
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if (browserOpen)
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sessionBrowser.Close();
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else if (resultsOpen)
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matchResultScreen.Close();
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else if (_open)
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Close(resume: true);
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// Paint mode: Esc exits back to the camera mode instead of opening the menu. Player Control
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@@ -129,6 +140,13 @@ public class OverviewMenu : MonoBehaviour
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gameMode.SetPaused(false);
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}
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private void OnMatchResult()
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{
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Close(resume: false);
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if (!(matchResultScreen && matchResultScreen.Open()) && gameMode)
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gameMode.SetPaused(false);
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}
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private void OnPlayerControl() => SwitchMode<PlayerControlMode>();
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private void OnPaint() => SwitchMode<PaintMode>();
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private void OnFirstPerson() => SwitchMode<FirstPersonMode>();
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@@ -151,6 +169,11 @@ public class OverviewMenu : MonoBehaviour
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IReadOnlyList<GameMode> modes = gameMode.Modes;
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GameMode active = gameMode.EffectiveMode;
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// Match results only exist from the first Hide phase on - hide the button until then
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// (same pattern as the role-scoped mode buttons).
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if (matchResultButton)
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matchResultButton.gameObject.SetActive(matchResultScreen && matchResultScreen.HasResults);
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SetModeButton<PlayerControlMode>(playerControlButton, modes, active);
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SetModeButton<PaintMode>(paintButton, modes, active);
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SetModeButton<FirstPersonMode>(firstPersonButton, modes, active);
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@@ -1,18 +1,28 @@
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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/// <summary>
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/// Binds the match scoreboard section inside the pause/session panel (Online Session Manager) to the
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/// result rows <see cref="MatchManager"/> replicates: LIVE while a match runs (roster from Hide start,
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/// re-sent on every hit / mid-match leave; winner still None -> pending hiders read "Hiding") and frozen
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/// with the winner banner when Seek ends (the browser UI auto-opens the panel then). The section root is
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/// hidden while no result data exists (Main / lobby). Rows are pooled clones of the disabled row
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/// template, rebuilt only when a new result version arrives (<see cref="MatchManager.ResultVersion"/>).
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/// The standalone match results menu (modal pause overlay, same pattern as
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/// <see cref="OnlineSessionBrowserUI"/>): opened via the overview menu's Match Results button
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/// (<see cref="Open"/>), auto-opened when the Resolution sub-phase begins, closed by Esc through
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/// <see cref="OverviewMenu"/> (all Esc handling lives there). Binds the scoreboard to the result rows
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/// <see cref="MatchManager"/> replicates: LIVE while a match runs (roster from Hide start, re-sent on
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/// every hit / mid-match leave; winner still None -> pending hiders read "Hiding") and frozen with the
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/// winner banner when Seek ends. Rows are pooled clones of the disabled row template, rebuilt only when
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/// a new result version arrives (<see cref="MatchManager.ResultVersion"/>). Only the visual
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/// <see cref="_panelRoot"/> is toggled - this binder stays alive on its (always-active) object so it
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/// keeps tracking match state while the panel is hidden.
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/// </summary>
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[DisallowMultipleComponent]
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public class MatchResultScreen : MonoBehaviour
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{
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[Header("Overlay")]
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[Tooltip("Visual container toggled via Open/Close. Must be a CHILD of this binder's object so the " +
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"binder keeps tracking match state while the panel is hidden.")]
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[SerializeField] private GameObject _panelRoot;
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[Tooltip("Big winner banner (\"Hunters win!\" / \"Hiders win!\").")]
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[SerializeField] private TMP_Text _winnerText;
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@@ -38,6 +48,11 @@ public class MatchResultScreen : MonoBehaviour
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private readonly List<Row> _rows = new List<Row>();
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private int _boundVersion = -1;
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private GameModeManager _gameMode; // pause hook for the modal overlay; found at runtime
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private bool _open; // overlay visibility (toggled via Open/Close)
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private Scene _lastScene; // last-seen active scene (to auto-close on a scene change)
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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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bool templateOk = _rowTemplate && FindText(_rowTemplate, "Name") && FindText(_rowTemplate, "Outcome") &&
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@@ -49,16 +64,65 @@ public class MatchResultScreen : MonoBehaviour
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enabled = false;
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return;
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}
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_gameMode = FindFirstObjectByType<GameModeManager>();
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if (_panelRoot) _panelRoot.SetActive(false);
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}
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/// <summary>True while the modal overlay is open. The overview menu yields Esc to this overlay
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/// (close-only) while it is open.</summary>
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public bool IsOpen => _open;
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/// <summary>True once any result data exists (LIVE mid-match roster or the frozen final scoreboard) -
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/// there is nothing to show before the first Hide phase.</summary>
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public bool HasResults => MatchManager.Instance && MatchManager.Instance.LocalResults.Count > 0;
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/// <summary>Opens the modal overlay (used by the overview menu's Match Results button); false while
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/// no result data exists, so the caller can drop the pause instead of stranding it.</summary>
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public bool Open()
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{
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if (!enabled || !HasResults) return false;
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SetOpen(true);
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return true;
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}
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/// <summary>Closes the modal overlay and resumes gameplay (Esc handling in <see cref="OverviewMenu"/>).</summary>
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public void Close() => SetOpen(false);
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private void SetOpen(bool open)
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{
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_open = open;
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if (_panelRoot) _panelRoot.SetActive(open);
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if (_gameMode) _gameMode.SetPaused(open);
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}
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private void Update()
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{
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// Auto-close if the scene changed underneath the open overlay (match ended -> lobby swap, or a
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// remote started the match) so it never lingers as a stale pause across a transition.
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Scene scene = SceneManager.GetActiveScene();
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if (_open && _lastScene.IsValid() && scene != _lastScene)
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SetOpen(false);
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_lastScene = scene;
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var match = MatchManager.Instance;
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bool hasResults = match && match.LocalResults.Count > 0;
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// Resolution just began -> auto-open so the final scoreboard is presented (this used to live on
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// the session browser while the scoreboard was a section of its panel). Esc can still close it.
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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 && hasResults)
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SetOpen(true);
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}
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if (_content && _content.activeSelf != hasResults) _content.SetActive(hasResults);
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if (!hasResults)
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{
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_boundVersion = -1;
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if (_open) SetOpen(false); // data vanished (disconnect) -> don't linger as an empty pause
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return;
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}
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if (_boundVersion != match.ResultVersion) Bind(match);
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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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