using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
///
/// uGUI binding for . Drives the server-browser canvas - Host / Refresh /
/// pick a row / Join / Disconnect plus a status line - and mirrors the manager's state through its
/// / events.
/// Replaces the old IMGUI browser. Lives on the browser canvas; the session logic stays on the
/// NetworkManager's .
///
/// Selection model: Refresh fills the list with clones of (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
/// ). 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 is toggled - this binder stays alive on
/// its (always-active) canvas so it keeps reading Esc while the panel is hidden.
///
public class OnlineSessionBrowserUI : MonoBehaviour
{
[SerializeField] private OnlineSessionManager manager;
[Header("Buttons")]
[SerializeField] private Button hostButton;
[SerializeField] private Button refreshButton;
[SerializeField] private Button joinButton;
[SerializeField] private Button disconnectButton;
[Header("List")]
[Tooltip("Content RectTransform of the session ScrollRect (rows are added here).")]
[SerializeField] private RectTransform listContent;
[Tooltip("A row prototype kept disabled; cloned once per session. Children named 'Name' and 'Players' carry the text.")]
[SerializeField] private GameObject entryTemplate;
[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.")]
[SerializeField] private Color normalTint = new Color(1f, 1f, 1f, 0.05f);
private struct Row { public string id; public Image image; public GameObject go; }
private readonly List _rows = new List();
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();
_gameMode = FindFirstObjectByType();
}
private void OnEnable()
{
if (hostButton) hostButton.onClick.AddListener(OnHost);
if (refreshButton) refreshButton.onClick.AddListener(OnRefresh);
if (joinButton) joinButton.onClick.AddListener(OnJoin);
if (disconnectButton)
{
disconnectButton.onClick.AddListener(OnDisconnect);
_disconnectLabel = disconnectButton.GetComponentInChildren(true);
}
if (manager)
{
manager.Changed += OnManagerChanged;
manager.SessionsChanged += RebuildList;
}
_connected = manager && manager.IsConnected;
RebuildList();
OnManagerChanged();
ApplyVisibility();
}
private void OnDisable()
{
if (hostButton) hostButton.onClick.RemoveListener(OnHost);
if (refreshButton) refreshButton.onClick.RemoveListener(OnRefresh);
if (joinButton) joinButton.onClick.RemoveListener(OnJoin);
if (disconnectButton) disconnectButton.onClick.RemoveListener(OnDisconnect);
if (manager)
{
manager.Changed -= OnManagerChanged;
manager.SessionsChanged -= RebuildList;
}
}
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) 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()
{
if (!manager) return;
bool busy = manager.IsBusy;
bool connected = manager.IsConnected;
bool hasSelection = !string.IsNullOrEmpty(_selectedId);
if (hostButton) hostButton.interactable = !busy && !connected;
if (refreshButton) refreshButton.interactable = !busy && !connected;
if (joinButton) joinButton.interactable = !busy && !connected && hasSelection;
if (disconnectButton) disconnectButton.interactable = !busy && connected;
}
private void RebuildList()
{
for (int i = 0; i < _rows.Count; i++)
if (_rows[i].go) Destroy(_rows[i].go);
_rows.Clear();
if (manager && entryTemplate && listContent)
{
var sessions = manager.Sessions;
bool selectionStillPresent = false;
for (int i = 0; i < sessions.Count; i++)
{
var s = sessions[i];
var go = Instantiate(entryTemplate, listContent);
go.SetActive(true);
var nameText = FindText(go.transform, "Name");
if (nameText) nameText.text = s.Name;
var playersText = FindText(go.transform, "Players");
if (playersText)
{
int taken = Mathf.Max(0, s.MaxPlayers - s.AvailableSlots);
playersText.text = $"{taken}/{s.MaxPlayers}";
}
string id = s.Id; // capture per-row for the click closure
var button = go.GetComponent