Add OverviewMenu escape menu, remove Tab mode cycling
- New OverviewMenu component: Esc toggles the pause overlay, buttons switch modes via GameModeManager.TrySwitchTo<T>() and close the panel; visibility follows the role-scoped mode set, active mode disabled. - Esc in paint mode exits to camera mode instead (PlayerControlMode, hunter falls back to FirstPersonMode) rather than opening the menu. - Centralized all Esc handling in OverviewMenu (browser close included) to avoid frame races; OnlineSessionBrowserUI gains IsOpen/Open/Close. - GameModeManager: switchKey Tab-cycle removed, TrySwitchTo<T> added. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -0,0 +1,180 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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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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/// (<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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public class OverviewMenu : MonoBehaviour
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{
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[Tooltip("Mode manager driving pause + mode switches. Empty = found automatically.")]
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[SerializeField] private GameModeManager gameMode;
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[Tooltip("Session browser binder. While its overlay is open it owns Esc (close-only) and this menu " +
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"stays closed. Empty = found automatically.")]
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[SerializeField] private OnlineSessionBrowserUI sessionBrowser;
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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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[SerializeField] private GameObject panelRoot;
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[Header("Buttons")]
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[SerializeField] private Button sessionButton;
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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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[SerializeField] private Button firstPersonButton;
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[SerializeField] private Button freeCamButton;
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private bool _open;
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private void Awake()
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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 (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 (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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if (freeCamButton) freeCamButton.onClick.AddListener(OnFreeCam);
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}
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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 (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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if (freeCamButton) freeCamButton.onClick.RemoveListener(OnFreeCam);
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}
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private void Update()
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{
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bool browserOpen = sessionBrowser && sessionBrowser.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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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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else if (gameMode && !gameMode.IsPaused)
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HidePanel();
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}
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if (!EscapePressed()) return;
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if (browserOpen)
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sessionBrowser.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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// first; the hunter's role-scoped set has none, so it falls through to First Person.
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else if (gameMode && gameMode.EffectiveMode is PaintMode)
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{
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if (!gameMode.TrySwitchTo<PlayerControlMode>() && !gameMode.TrySwitchTo<FirstPersonMode>())
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Open();
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}
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// No active/paused mode = the inert no-player state (pre-lobby Main, where the session panel
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// is always shown) - nothing to pause, don't open.
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else if (gameMode && gameMode.EffectiveMode != null)
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Open();
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}
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private void Open()
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{
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_open = true;
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if (panelRoot) panelRoot.SetActive(true);
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RefreshButtons();
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if (gameMode) gameMode.SetPaused(true);
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}
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/// <summary>Hides the panel; <paramref name="resume"/> = false hands the pause over (session
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/// browser opening) instead of resuming gameplay.</summary>
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private void Close(bool resume)
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{
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HidePanel();
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if (resume && gameMode) gameMode.SetPaused(false);
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}
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private void HidePanel()
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{
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_open = false;
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if (panelRoot) panelRoot.SetActive(false);
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}
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private void OnSession()
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{
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Close(resume: false);
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// Not connected (defensive - the menu should not be openable then): don't strand the pause.
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if (!(sessionBrowser && sessionBrowser.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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private void OnFreeCam() => SwitchMode<FreeCamMode>();
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private void SwitchMode<T>() where T : GameMode
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{
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// Resume first so the switch runs on a live cycle (SwitchTo on a paused manager would fight
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// the pause bookkeeping); picking the already-active mode is a no-op inside SwitchTo.
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Close(resume: true);
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if (gameMode) gameMode.TrySwitchTo<T>();
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}
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/// <summary>Shows only the buttons whose mode exists in the current role-scoped set and disables
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/// the active mode's button. Ran on every open - the set only changes with a (re)bind, which
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/// force-closes the panel anyway.</summary>
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private void RefreshButtons()
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{
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if (!gameMode) return;
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IReadOnlyList<GameMode> modes = gameMode.Modes;
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GameMode active = gameMode.EffectiveMode;
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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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SetModeButton<FreeCamMode>(freeCamButton, modes, active);
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}
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private static void SetModeButton<T>(Button button, IReadOnlyList<GameMode> modes, GameMode active)
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where T : GameMode
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{
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if (!button) return;
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bool present = false;
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for (int i = 0; i < modes.Count; i++)
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if (modes[i] is T) { present = true; break; }
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button.gameObject.SetActive(present);
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button.interactable = !(active is T);
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}
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// NOT TypingGuard-gated (GameplayKeyPressed): Esc must work even while a text field has focus.
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private static bool EscapePressed()
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{
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#if ENABLE_INPUT_SYSTEM
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return InputUtil.KeyPressedThisFrame(Key.Escape);
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#else
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return InputUtil.KeyPressedThisFrame(KeyCode.Escape);
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#endif
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 6fff96a0af7faf3458af1fef51f6f4a0
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@@ -7,10 +7,11 @@ using UnityEngine.InputSystem;
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#endif
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/// <summary>
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/// Switches the game between high-level modes. The switch key (Tab) cycles to the next registered
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/// mode. The mode set is scoped to the local avatar's <see cref="PlayerRole"/> when it spawns
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/// (Hunter: First Person + Paint; Hider: Player Control + Paint + Free Cam); a non-networked scene
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/// uses the full set. Attach to a single, persistent scene GameObject.
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/// Switches the game between high-level modes. Modes are selected via the overview (Esc) menu
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/// (see <see cref="OverviewMenu"/>, which calls <see cref="TrySwitchTo{T}"/>). The mode set is
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/// scoped to the local avatar's <see cref="PlayerRole"/> when it spawns (Hunter: First Person +
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/// Paint; Hider: Player Control + Paint + Free Cam); a non-networked scene uses the full set.
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/// Attach to a single, persistent scene GameObject.
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/// </summary>
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[DisallowMultipleComponent]
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public class GameModeManager : MonoBehaviour
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@@ -32,13 +33,6 @@ public class GameModeManager : MonoBehaviour
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public FirstPersonController firstPerson;
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[Header("Switching")]
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[Tooltip("Key that cycles to the next mode.")]
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#if ENABLE_INPUT_SYSTEM
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public Key switchKey = Key.Tab;
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#else
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public KeyCode switchKey = KeyCode.Tab;
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#endif
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[Tooltip("Mode active at startup (0 = Player Control).")]
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public int startModeIndex = 0;
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@@ -98,6 +92,25 @@ public class GameModeManager : MonoBehaviour
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public GameMode ActiveMode =>
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(_activeIndex >= 0 && _activeIndex < _modes.Count) ? _modes[_activeIndex] : null;
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/// <summary>The registered role-scoped mode set (read-only; the overview menu builds its buttons from this).</summary>
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public IReadOnlyList<GameMode> Modes => _modes;
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/// <summary>True while gameplay is suspended for a modal overlay (see <see cref="SetPaused"/>).</summary>
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public bool IsPaused => _paused;
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/// <summary>The active mode, or - while paused - the mode that will resume. Null in the no-player state.</summary>
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public GameMode EffectiveMode =>
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ActiveMode ?? ((_resumeIndex >= 0 && _resumeIndex < _modes.Count) ? _modes[_resumeIndex] : null);
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/// <summary>Switches to the registered mode of type <typeparamref name="T"/>; false if the
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/// current role-scoped set has none.</summary>
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public bool TrySwitchTo<T>() where T : GameMode
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{
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for (int i = 0; i < _modes.Count; i++)
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if (_modes[i] is T) { SwitchTo(i); return true; }
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return false;
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}
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private void Awake()
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{
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if (!player) player = FindFirstObjectByType<PlayerCharacterController>();
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@@ -115,7 +128,7 @@ public class GameModeManager : MonoBehaviour
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// Go live only when this scene already holds a player to control (a scene-placed avatar). In the
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// networked Main scene the avatar spawns on connect, so the manager stays inert - no camera control,
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// no mode switching - until BindLocalPlayer promotes it once the lobby avatar exists. Without this,
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// the pre-spawn menu already lets you orbit the camera and Tab-cycle modes with no player.
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// the pre-spawn menu already lets you orbit the camera and switch modes with no player.
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if (player && _modes.Count > 0)
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SwitchTo(Mathf.Clamp(startModeIndex, 0, _modes.Count - 1));
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else
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@@ -283,7 +296,8 @@ public class GameModeManager : MonoBehaviour
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/// unlock would be reverted next frame) and the cursor freed. Entered at startup in a networked scene
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/// before the lobby avatar spawns, and again after it is gone (see <see cref="ReleaseToNoPlayer"/>).
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/// <see cref="BindLocalPlayer"/> / <see cref="BindSpectator"/> promote out of it. With no active mode
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/// (_activeIndex < 0) Update ignores the switch key, so Tab cannot bootstrap a mode from here.
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/// (_activeIndex < 0) Update is inert and the overview menu refuses to open, so nothing can
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/// bootstrap a mode from here.
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/// </summary>
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private void EnterNoPlayerState()
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{
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@@ -358,8 +372,8 @@ public class GameModeManager : MonoBehaviour
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if (_paused) return;
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if (_modes.Count == 0) return;
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// No active mode = the inert no-player state (pre-lobby, or after ReleaseToNoPlayer). Ignore the
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// switch key and Tick so Tab can't bootstrap a mode and no camera rig is driven until a bind.
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// No active mode = the inert no-player state (pre-lobby, or after ReleaseToNoPlayer). Skip the
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// Tick so no camera rig is driven until a bind.
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if (_activeIndex < 0) return;
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// Pre-match loading barrier: hold the local player frozen (no movement, painting or mode switching)
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@@ -389,27 +403,15 @@ public class GameModeManager : MonoBehaviour
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ActiveMode?.Enter();
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}
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// Resolution (the reveal window) is watch-only: force out of Paint and keep the switch key from
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// Resolution (the reveal window) is watch-only: force out of Paint and keep mode switching from
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// re-entering. No restore needed - the end-of-match respawn rebuilds the cycle at index 0.
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bool suppressPaint = PaintSuppressed();
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if (suppressPaint && ActiveMode is PaintMode)
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if (PaintSuppressed() && ActiveMode is PaintMode)
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{
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int fallback = FirstNonPaintFrom(0);
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if (fallback >= 0) SwitchTo(fallback);
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else if (painter) painter.PaintingEnabled = false; // degenerate paint-only set: at least stop painting
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}
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if (InputUtil.GameplayKeyPressed(switchKey))
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{
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int next = (_activeIndex + 1) % _modes.Count;
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if (suppressPaint && _modes[next] is PaintMode)
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{
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int skip = FirstNonPaintFrom(next);
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if (skip >= 0) next = skip;
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}
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SwitchTo(next);
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}
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// A hider manually pings itself onto every hunter's radar (same blip as the periodic sweep), on demand.
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// Excluded in Free Cam whose fly controls already use this key; the phase/role gate lives in MatchManager
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// (RequestManualPing no-ops outside Seek / for a found hider), so a stray press is harmless.
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@@ -3,9 +3,6 @@ using TMPro;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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/// <summary>
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/// uGUI binding for <see cref="OnlineSessionManager"/>: Host / Refresh / row select / Join / Disconnect
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@@ -13,13 +10,15 @@ using UnityEngine.InputSystem;
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/// <see cref="OnlineSessionManager.SessionsChanged"/> events; the session logic stays on the manager.
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///
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/// The panel is always shown in Main (not connected); once a connection is up it hides, and in the
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/// lobby/map Esc toggles it back as a modal pause overlay (cursor freed, gameplay suspended via
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/// <see cref="GameModeManager.SetPaused"/>). It also auto-opens when the Resolution sub-phase begins so
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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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/// 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 reading Esc while the panel is hidden.
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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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/// </summary>
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public class OnlineSessionBrowserUI : MonoBehaviour
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{
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@@ -41,8 +40,8 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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[SerializeField] private TMP_Text statusLabel;
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[Header("Overlay")]
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[Tooltip("Visual container toggled by Esc while connected (the panel root). Must be a CHILD of this " +
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"binder's object so the binder keeps running - and reading Esc - while the panel is hidden.")]
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[Tooltip("Visual container toggled while connected (the panel root). Must be a CHILD of this " +
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"binder's object so the binder keeps running while the panel is hidden.")]
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[SerializeField] private GameObject panelRoot;
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[Tooltip("Background tint of the selected row.")]
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@@ -58,7 +57,7 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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private GameModeManager _gameMode; // pause hook for the modal overlay; found at runtime
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private TMP_Text _disconnectLabel; // disconnect button caption (relabelled to "Back to Lobby")
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private bool _open; // Esc-toggled visibility while connected
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private bool _open; // overlay visibility while connected (toggled via Open/Close)
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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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@@ -123,10 +122,10 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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SetOpen(false);
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_lastScene = scene;
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if (!connected) return; // Main: panel always shown, Esc ignored
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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; the lobby scene swap afterwards auto-closes it (see above).
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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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@@ -135,13 +134,25 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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SetOpen(true);
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}
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bool inLobbyOrMap = _match && (_match.IsLocalSceneLobby || _match.IsLocalSceneMap);
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if (inLobbyOrMap && EscapePressed())
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SetOpen(!_open);
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RefreshDisconnectLabel();
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}
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/// <summary>True while the modal overlay is open on a live connection (the always-shown Main panel
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/// does not count). The overview menu yields Esc to this overlay while it is open.</summary>
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public bool IsOpen => _open;
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/// <summary>Opens the modal overlay (used by the overview menu's Session button); false when
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/// not connected - in Main the panel is always visible and never a pause overlay.</summary>
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public bool Open()
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{
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if (!(manager && manager.IsConnected)) 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 OnHost() { if (manager) manager.Host(); }
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private void OnRefresh() { if (manager) manager.Refresh(); }
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private void OnJoin() { if (manager && !string.IsNullOrEmpty(_selectedId)) manager.Join(_selectedId); }
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@@ -308,13 +319,4 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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return t ? t.GetComponent<TMP_Text>() : null;
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}
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// NOT TypingGuard-gated (GameplayKeyPressed): Esc must close the panel even while a text field has focus.
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private static bool EscapePressed()
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{
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#if ENABLE_INPUT_SYSTEM
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return InputUtil.KeyPressedThisFrame(Key.Escape);
|
||||
#else
|
||||
return InputUtil.KeyPressedThisFrame(KeyCode.Escape);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user