Toggle session panel with Escape as in-game pause overlay

- Panel shows in Main while disconnected, auto-hides once a connection is
  established, and toggles open/closed with Escape in the Lobby or on a Map.
- Escape now pauses gameplay (active mode exits, cursor freed, paint and
  movement disabled) instead of ending the match directly; closing restores
  the prior mode via SwitchTo.
- Disconnect button is context-aware: leaves the session in the Lobby, acts
  as "Back to Lobby" (EndMatch) for the match authority on a Map, and stays a
  plain disconnect for non-authority clients on a Map.
- Removed the Escape->EndMatch handler from MatchManager; match end now routes
  through RequestEndMatch with the same authority routing.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-28 11:34:13 +02:00
1 parent d27ee16004
commit cdfec364b2
4 files changed
+248 -51

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@@ -1,7 +1,11 @@
using System.Collections.Generic;
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"/>. Drives the server-browser canvas - Host / Refresh /
@@ -13,6 +17,13 @@ using UnityEngine.UI;
/// Selection model: Refresh fills the list with clones of <see cref="entryTemplate"/> (each a clickable row
/// showing name + player count). Clicking a row selects it; Join connects to the selected session. While
/// connected, only Disconnect is interactable.
///
/// Overlay behaviour: the panel is always shown in Main (not connected). Once a connection is up it hides;
/// in the lobby/map Esc toggles it back as a modal pause overlay (cursor freed, local gameplay suspended via
/// <see cref="GameModeManager.SetPaused"/>). On the map the Disconnect button becomes "Back to Lobby" for the
/// match authority (ends the match), while everyone else (in the lobby, or a non-authority client on the map)
/// 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.
/// </summary>
public class OnlineSessionBrowserUI : MonoBehaviour
{
@@ -33,6 +44,11 @@ public class OnlineSessionBrowserUI : MonoBehaviour
[Header("Status")]
[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.")]
[SerializeField] private GameObject panelRoot;
[Tooltip("Background tint of the selected row.")]
[SerializeField] private Color selectedTint = new Color(0.26f, 0.52f, 0.96f, 1f);
[Tooltip("Background tint of an unselected row.")]
@@ -42,10 +58,22 @@ public class OnlineSessionBrowserUI : MonoBehaviour
private readonly List<Row> _rows = new List<Row>();
private string _selectedId;
private MatchManager _match; // local match state (scene kind + authority); found at runtime
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 _connected; // last-seen connection state (to detect transitions)
private string _lastScene; // last-seen active scene name (to auto-close on a scene change)
private string _disconnectText; // last applied caption (avoids per-frame TMP churn)
private void Awake()
{
// The template is the prototype, never shown itself - layout ignores it while disabled.
if (entryTemplate) entryTemplate.SetActive(false);
_match = FindFirstObjectByType<MatchManager>();
_gameMode = FindFirstObjectByType<GameModeManager>();
}
private void OnEnable()
@@ -53,7 +81,11 @@ public class OnlineSessionBrowserUI : MonoBehaviour
if (hostButton) hostButton.onClick.AddListener(OnHost);
if (refreshButton) refreshButton.onClick.AddListener(OnRefresh);
if (joinButton) joinButton.onClick.AddListener(OnJoin);
if (disconnectButton) disconnectButton.onClick.AddListener(OnDisconnect);
if (disconnectButton)
{
disconnectButton.onClick.AddListener(OnDisconnect);
_disconnectLabel = disconnectButton.GetComponentInChildren<TMP_Text>(true);
}
if (manager)
{
@@ -61,8 +93,10 @@ public class OnlineSessionBrowserUI : MonoBehaviour
manager.SessionsChanged += RebuildList;
}
_connected = manager && manager.IsConnected;
RebuildList();
OnManagerChanged();
ApplyVisibility();
}
private void OnDisable()
@@ -79,16 +113,92 @@ public class OnlineSessionBrowserUI : MonoBehaviour
}
}
private void Update()
{
if (!manager) return;
bool connected = manager.IsConnected;
// Auto-close the overlay if the scene changed underneath it (a remote ended/started the match, or
// we walked into Start Match) so it never lingers as a stale pause across a transition.
string scene = SceneManager.GetActiveScene().name;
if (connected && _open && _lastScene != null && scene != _lastScene)
SetOpen(false);
_lastScene = scene;
if (!connected) return; // Main: panel always shown, Esc ignored
bool inLobbyOrMap = _match && (_match.IsLocalSceneLobby || _match.IsLocalSceneMap);
if (inLobbyOrMap && EscapePressed())
SetOpen(!_open);
RefreshDisconnectLabel();
}
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); }
private void OnDisconnect() { if (manager) manager.Disconnect(); }
private void OnDisconnect()
{
if (!manager) return;
// On the map, the match AUTHORITY's button means "Back to Lobby" (end the match for everyone)
// rather than leaving the session. Everyone else - in the lobby, or a non-authority client on the
// map - does a plain disconnect.
if (_match && _match.IsLocalSceneMap && _match.IsLocalMatchAuthority)
{
_match.RequestEndMatch();
SetOpen(false); // heading back to the lobby; close the overlay + resume input
return;
}
manager.Disconnect();
}
private void OnManagerChanged()
{
if (!manager) return;
bool connected = manager.IsConnected;
if (connected != _connected)
{
_connected = connected;
// Connection up (hosted/joined) -> hide the panel; Esc reopens it in the lobby/map.
// Back to Main (disconnect/shutdown) -> show it again and drop any pause.
_open = false;
if (!connected && _gameMode) _gameMode.SetPaused(false);
ApplyVisibility();
}
if (statusLabel) statusLabel.text = manager.Status;
UpdateButtons();
RefreshDisconnectLabel();
}
private void SetOpen(bool open)
{
_open = open;
ApplyVisibility();
if (_gameMode) _gameMode.SetPaused(open);
}
private void ApplyVisibility()
{
bool show = !(manager && manager.IsConnected) || _open;
if (panelRoot && panelRoot.activeSelf != show)
panelRoot.SetActive(show);
}
private void RefreshDisconnectLabel()
{
if (!_disconnectLabel) return;
bool backToLobby = _match && _match.IsLocalSceneMap && _match.IsLocalMatchAuthority;
string text = backToLobby ? "Back to Lobby" : "Disconnect";
if (text != _disconnectText)
{
_disconnectText = text;
_disconnectLabel.text = text;
}
}
private void UpdateButtons()
@@ -165,4 +275,13 @@ public class OnlineSessionBrowserUI : MonoBehaviour
var t = root.Find(childName);
return t ? t.GetComponent<TMP_Text>() : null;
}
private static bool EscapePressed()
{
#if ENABLE_INPUT_SYSTEM
return Keyboard.current != null && Keyboard.current.escapeKey.wasPressedThisFrame;
#else
return Input.GetKeyDown(KeyCode.Escape);
#endif
}
}