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Move Custom Battle to lobby with OAuth authentication (#5051)
* Move Custom Battle to lobby, use OAuth authentication - Remove _createConnection() from _internalCustomBattle() since connection already exists when called from lobby - Hide gameSelectionPanel instead of connectionPanel when entering custom battle - Add customBattleButton field for lobby UI button - Add cancelCustomBattleButton and CancelCustomBattle() to return to lobby - Wire up button click handlers in SetupLobbyUI() The Custom Battle button should now be placed in the gameSelectionPanel (lobby) in Unity and assigned to the customBattleButton field. A cancel button in the customBattlePanel should be assigned to cancelCustomBattleButton. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * Wire up Custom Battle and Cancel buttons in Unity scene - Assign customBattleButton in lobby panel - Assign cancelCustomBattleButton in custom battle panel 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * Fix CancelCustomBattle to properly reset canvas states Hide shardokCanvas and ensure connectionCanvas is visible when returning to lobby from custom battle. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * Fix Back button onClick handler in custom battle panel 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
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+16
-2
@@ -112,6 +112,8 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
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[Header("Lobby Controls")]
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public Button logoutButton;
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public Button customBattleButton;
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public Button cancelCustomBattleButton;
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public TextMeshProUGUI lobbyEnvironmentText;
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public TextMeshProUGUI lobbyUserText;
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@@ -276,6 +278,10 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
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private void SetupLobbyUI() {
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if (logoutButton != null) { logoutButton.onClick.AddListener(OnLogoutClicked); }
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if (customBattleButton != null) { customBattleButton.onClick.AddListener(CustomBattle); }
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if (cancelCustomBattleButton != null) {
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cancelCustomBattleButton.onClick.AddListener(CancelCustomBattle);
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}
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}
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private void UpdateLobbyStatusDisplays() {
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@@ -501,6 +507,14 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
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public void CustomBattle() { _internalCustomBattle(); }
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public void CancelCustomBattle() {
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customBattlePanel.SetActive(false);
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shardokCanvas.gameObject.SetActive(false);
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connectionCanvas.gameObject.SetActive(true);
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gameSelectionPanel.SetActive(true);
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StartListeningForLobbyUpdates();
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}
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public void OnApplicationQuit() { Dispose(); }
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public void Dispose() {
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@@ -666,12 +680,12 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
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}
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private void _internalCustomBattle() {
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_createConnection();
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// Connection already exists when called from lobby
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_persistentClientConnection.SetLobbySubscriber(this);
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SetCustomBattleActive(true);
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connectionPanel.SetActive(false);
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gameSelectionPanel.SetActive(false);
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customBattlePanel.SetActive(true);
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}
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