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>
This commit is contained in:
adminandClaude Fable 5 committed 2026-07-12 12:34:12 +02:00
1 parent 367bc9cee0
commit 7ac6038121
4 files changed
+239 -53

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@@ -3,9 +3,6 @@ using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/// <summary>
/// uGUI binding for <see cref="OnlineSessionManager"/>: Host / Refresh / row select / Join / Disconnect
@@ -13,13 +10,15 @@ using UnityEngine.InputSystem;
/// <see cref="OnlineSessionManager.SessionsChanged"/> events; the session logic stays on the manager.
///
/// The panel is always shown in Main (not connected); once a connection is up it hides, and in the
/// lobby/map Esc toggles it back as a modal pause overlay (cursor freed, gameplay suspended via
/// <see cref="GameModeManager.SetPaused"/>). It also auto-opens when the Resolution sub-phase begins so
/// lobby/map the overview (Esc) menu reopens it via <see cref="Open"/> as a modal pause overlay
/// (cursor freed, gameplay suspended via <see cref="GameModeManager.SetPaused"/>) - all Esc key
/// handling lives in <see cref="OverviewMenu"/>, which closes this overlay through <see cref="Close"/>.
/// It also auto-opens when the Resolution sub-phase begins so
/// the final match scoreboard (a section of this panel) is presented. The Disconnect button is
/// context-sensitive: in Main it is an
/// application "Exit"; on the map it becomes "Back to Lobby" for the match authority (ends the match);
/// everyone else gets a plain disconnect. Only the visual <see cref="panelRoot"/> is toggled - this binder
/// stays alive on its (always-active) canvas so it keeps reading Esc while the panel is hidden.
/// stays alive on its (always-active) canvas so it keeps tracking state while the panel is hidden.
/// </summary>
public class OnlineSessionBrowserUI : MonoBehaviour
{
@@ -41,8 +40,8 @@ public class OnlineSessionBrowserUI : MonoBehaviour
[SerializeField] private TMP_Text statusLabel;
[Header("Overlay")]
[Tooltip("Visual container toggled by Esc while connected (the panel root). Must be a CHILD of this " +
"binder's object so the binder keeps running - and reading Esc - while the panel is hidden.")]
[Tooltip("Visual container toggled while connected (the panel root). Must be a CHILD of this " +
"binder's object so the binder keeps running while the panel is hidden.")]
[SerializeField] private GameObject panelRoot;
[Tooltip("Background tint of the selected row.")]
@@ -58,7 +57,7 @@ public class OnlineSessionBrowserUI : MonoBehaviour
private GameModeManager _gameMode; // pause hook for the modal overlay; found at runtime
private TMP_Text _disconnectLabel; // disconnect button caption (relabelled to "Back to Lobby")
private bool _open; // Esc-toggled visibility while connected
private bool _open; // overlay visibility while connected (toggled via Open/Close)
private bool _connected; // last-seen connection state (to detect transitions)
private Scene _lastScene; // last-seen active scene (to auto-close on a scene change)
private string _disconnectText; // last applied caption (avoids per-frame TMP churn)
@@ -123,10 +122,10 @@ public class OnlineSessionBrowserUI : MonoBehaviour
SetOpen(false);
_lastScene = scene;
if (!connected) return; // Main: panel always shown, Esc ignored
if (!connected) return; // Main: panel always shown
// Resolution just began -> auto-open the overlay so the final scoreboard is presented. Esc can
// still close it; the lobby scene swap afterwards auto-closes it (see above).
// still close it (via the overview menu); the lobby scene swap afterwards auto-closes it (see above).
MatchManager.MatchSubPhase subPhase = _match ? _match.LocalSubPhase : MatchManager.MatchSubPhase.None;
if (subPhase != _lastSubPhase)
{
@@ -135,13 +134,25 @@ public class OnlineSessionBrowserUI : MonoBehaviour
SetOpen(true);
}
bool inLobbyOrMap = _match && (_match.IsLocalSceneLobby || _match.IsLocalSceneMap);
if (inLobbyOrMap && EscapePressed())
SetOpen(!_open);
RefreshDisconnectLabel();
}
/// <summary>True while the modal overlay is open on a live connection (the always-shown Main panel
/// does not count). The overview menu yields Esc to this overlay while it is open.</summary>
public bool IsOpen => _open;
/// <summary>Opens the modal overlay (used by the overview menu's Session button); false when
/// not connected - in Main the panel is always visible and never a pause overlay.</summary>
public bool Open()
{
if (!(manager && manager.IsConnected)) return false;
SetOpen(true);
return true;
}
/// <summary>Closes the modal overlay and resumes gameplay (Esc handling in <see cref="OverviewMenu"/>).</summary>
public void Close() => SetOpen(false);
private void OnHost() { if (manager) manager.Host(); }
private void OnRefresh() { if (manager) manager.Refresh(); }
private void OnJoin() { if (manager && !string.IsNullOrEmpty(_selectedId)) manager.Join(_selectedId); }
@@ -308,13 +319,4 @@ public class OnlineSessionBrowserUI : MonoBehaviour
return t ? t.GetComponent<TMP_Text>() : null;
}
// NOT TypingGuard-gated (GameplayKeyPressed): Esc must close the panel even while a text field has focus.
private static bool EscapePressed()
{
#if ENABLE_INPUT_SYSTEM
return InputUtil.KeyPressedThisFrame(Key.Escape);
#else
return InputUtil.KeyPressedThisFrame(KeyCode.Escape);
#endif
}
}