@@ -38,9 +38,9 @@ public class ClientCharSelectState : GameStateBehaviour
3838 [ Tooltip ( "This is triggered when the player presses the \" Ready\" button" ) ]
3939 string m_AnimationTriggerOnCharChosen = "BeginRevive" ;
4040
41- [ Header ( "Lobby Seats" ) ]
41+ [ Header ( "Session Seats" ) ]
4242 [ SerializeField ]
43- [ Tooltip ( "Collection of 8 portrait-boxes, one for each potential lobby member" ) ]
43+ [ Tooltip ( "Collection of 8 portrait-boxes, one for each potential session member" ) ]
4444 List < UICharSelectPlayerSeat > m_PlayerSeats ;
4545
4646 [ System . Serializable ]
@@ -60,18 +60,18 @@ public class ColorAndIndicator
6060 [ Tooltip ( "Text element for the Ready button" ) ]
6161 TextMeshProUGUI m_ReadyButtonText ;
6262
63- [ Header ( "UI Elements for different lobby modes" ) ]
63+ [ Header ( "UI Elements for different session modes" ) ]
6464 [ SerializeField ]
6565 [ Tooltip ( "UI elements to turn on when the player hasn't chosen their seat yet. Turned off otherwise!" ) ]
6666 List < GameObject > m_UIElementsForNoSeatChosen ;
6767
6868 [ SerializeField ]
6969 [ Tooltip ( "UI elements to turn on when the player has locked in their seat choice (and is now waiting for other players to do the same). Turned off otherwise!" ) ]
7070 List < GameObject > m_UIElementsForSeatChosen ;
71-
71+
7272 [ SerializeField ]
73- [ Tooltip ( "UI elements to turn on when the lobby is closed (and game is about to start). Turned off otherwise!" ) ]
74- List < GameObject > m_UIElementsForLobbyEnding ;
73+ [ Tooltip ( "UI elements to turn on when the session is closed (and game is about to start). Turned off otherwise!" ) ]
74+ List < GameObject > m_UIElementsForSessionEnding ;
7575
7676 [ SerializeField ]
7777 [ Tooltip ( "UI elements to turn on when there's been a fatal error (and the client cannot proceed). Turned off otherwise!" ) ]
@@ -95,20 +95,20 @@ public class ColorAndIndicator
9595 Dictionary < Guid , GameObject > m_SpawnedCharacterGraphics = new Dictionary < Guid , GameObject > ( ) ;
9696
9797 /// <summary>
98- /// Conceptual modes or stages that the lobby can be in. We don't actually
99- /// bother to keep track of what LobbyMode we're in at any given time; it's just
98+ /// Conceptual modes or stages that the session can be in. We don't actually
99+ /// bother to keep track of what SessionMode we're in at any given time; it's just
100100 /// an abstraction that makes it easier to configure which UI elements should
101- /// be enabled/disabled in each stage of the lobby .
101+ /// be enabled/disabled in each stage of the session .
102102 /// </summary>
103- enum LobbyMode
103+ enum SessionMode
104104 {
105105 ChooseSeat , // "Choose your seat!" stage
106106 SeatChosen , // "Waiting for other players!" stage
107- LobbyEnding , // "Get ready! Game is starting!" stage
107+ SessionEnding , // "Get ready! Game is starting!" stage
108108 FatalError , // "Fatal Error" stage
109109 }
110110
111- Dictionary < LobbyMode , List < GameObject > > m_LobbyUIElementsByMode ;
111+ Dictionary < SessionMode , List < GameObject > > m_SessionUIElementsByMode ;
112112
113113 [ Inject ]
114114 ConnectionManager m_ConnectionManager ;
@@ -121,12 +121,12 @@ protected override void Awake()
121121 m_NetcodeHooks . OnNetworkSpawnHook += OnNetworkSpawn ;
122122 m_NetcodeHooks . OnNetworkDespawnHook += OnNetworkDespawn ;
123123
124- m_LobbyUIElementsByMode = new Dictionary < LobbyMode , List < GameObject > > ( )
124+ m_SessionUIElementsByMode = new Dictionary < SessionMode , List < GameObject > > ( )
125125 {
126- { LobbyMode . ChooseSeat , m_UIElementsForNoSeatChosen } ,
127- { LobbyMode . SeatChosen , m_UIElementsForSeatChosen } ,
128- { LobbyMode . LobbyEnding , m_UIElementsForLobbyEnding } ,
129- { LobbyMode . FatalError , m_UIElementsForFatalError } ,
126+ { SessionMode . ChooseSeat , m_UIElementsForNoSeatChosen } ,
127+ { SessionMode . SeatChosen , m_UIElementsForSeatChosen } ,
128+ { SessionMode . SessionEnding , m_UIElementsForSessionEnding } ,
129+ { SessionMode . FatalError , m_UIElementsForFatalError } ,
130130 } ;
131131 }
132132
@@ -148,16 +148,16 @@ protected override void Start()
148148 m_PlayerSeats [ i ] . Initialize ( i ) ;
149149 }
150150
151- ConfigureUIForLobbyMode ( LobbyMode . ChooseSeat ) ;
151+ ConfigureUIForSessionMode ( SessionMode . ChooseSeat ) ;
152152 UpdateCharacterSelection ( NetworkCharSelection . SeatState . Inactive ) ;
153153 }
154154
155155 void OnNetworkDespawn ( )
156156 {
157157 if ( m_NetworkCharSelection )
158158 {
159- m_NetworkCharSelection . IsLobbyClosed . OnValueChanged -= OnLobbyClosedChanged ;
160- m_NetworkCharSelection . LobbyPlayers . OnListChanged -= OnLobbyPlayerStateChanged ;
159+ m_NetworkCharSelection . IsSessionClosed . OnValueChanged -= OnSessionClosedChanged ;
160+ m_NetworkCharSelection . sessionPlayers . OnListChanged -= OnSessionPlayerStateChanged ;
161161 }
162162 }
163163
@@ -169,8 +169,8 @@ void OnNetworkSpawn()
169169 }
170170 else
171171 {
172- m_NetworkCharSelection . IsLobbyClosed . OnValueChanged += OnLobbyClosedChanged ;
173- m_NetworkCharSelection . LobbyPlayers . OnListChanged += OnLobbyPlayerStateChanged ;
172+ m_NetworkCharSelection . IsSessionClosed . OnValueChanged += OnSessionClosedChanged ;
173+ m_NetworkCharSelection . sessionPlayers . OnListChanged += OnSessionPlayerStateChanged ;
174174 }
175175 }
176176
@@ -185,24 +185,24 @@ void OnAssignedPlayerNumber(int playerNum)
185185
186186 void UpdatePlayerCount ( )
187187 {
188- int count = m_NetworkCharSelection . LobbyPlayers . Count ;
188+ int count = m_NetworkCharSelection . sessionPlayers . Count ;
189189 var pstr = ( count > 1 ) ? "players" : "player" ;
190190 m_NumPlayersText . text = "<b>" + count + "</b> " + pstr + " connected" ;
191191 }
192192
193193 /// <summary>
194- /// Called by the server when any of the seats in the lobby have changed. (Including ours!)
194+ /// Called by the server when any of the seats in the session have changed. (Including ours!)
195195 /// </summary>
196- void OnLobbyPlayerStateChanged ( NetworkListEvent < NetworkCharSelection . LobbyPlayerState > changeEvent )
196+ void OnSessionPlayerStateChanged ( NetworkListEvent < NetworkCharSelection . SessionPlayerState > changeEvent )
197197 {
198198 UpdateSeats ( ) ;
199199 UpdatePlayerCount ( ) ;
200200
201201 // now let's find our local player in the list and update the character/info box appropriately
202202 int localPlayerIdx = - 1 ;
203- for ( int i = 0 ; i < m_NetworkCharSelection . LobbyPlayers . Count ; ++ i )
203+ for ( int i = 0 ; i < m_NetworkCharSelection . sessionPlayers . Count ; ++ i )
204204 {
205- if ( m_NetworkCharSelection . LobbyPlayers [ i ] . ClientId == NetworkManager . Singleton . LocalClientId )
205+ if ( m_NetworkCharSelection . sessionPlayers [ i ] . ClientId == NetworkManager . Singleton . LocalClientId )
206206 {
207207 localPlayerIdx = i ;
208208 break ;
@@ -211,27 +211,27 @@ void OnLobbyPlayerStateChanged(NetworkListEvent<NetworkCharSelection.LobbyPlayer
211211
212212 if ( localPlayerIdx == - 1 )
213213 {
214- // we aren't currently participating in the lobby !
215- // this can happen for various reasons, such as the lobby being full and us not getting a seat.
214+ // we aren't currently participating in the session !
215+ // this can happen for various reasons, such as the session being full and us not getting a seat.
216216 UpdateCharacterSelection ( NetworkCharSelection . SeatState . Inactive ) ;
217217 }
218- else if ( m_NetworkCharSelection . LobbyPlayers [ localPlayerIdx ] . SeatState == NetworkCharSelection . SeatState . Inactive )
218+ else if ( m_NetworkCharSelection . sessionPlayers [ localPlayerIdx ] . SeatState == NetworkCharSelection . SeatState . Inactive )
219219 {
220220 // we haven't chosen a seat yet (or were kicked out of our seat by someone else)
221221 UpdateCharacterSelection ( NetworkCharSelection . SeatState . Inactive ) ;
222- // make sure our player num is properly set in Lobby UI
223- OnAssignedPlayerNumber ( m_NetworkCharSelection . LobbyPlayers [ localPlayerIdx ] . PlayerNumber ) ;
222+ // make sure our player num is properly set in Session UI
223+ OnAssignedPlayerNumber ( m_NetworkCharSelection . sessionPlayers [ localPlayerIdx ] . PlayerNumber ) ;
224224 }
225225 else
226226 {
227- // we have a seat! Note that if our seat is LockedIn, this function will also switch the lobby mode
228- UpdateCharacterSelection ( m_NetworkCharSelection . LobbyPlayers [ localPlayerIdx ] . SeatState , m_NetworkCharSelection . LobbyPlayers [ localPlayerIdx ] . SeatIdx ) ;
227+ // we have a seat! Note that if our seat is LockedIn, this function will also switch the session mode
228+ UpdateCharacterSelection ( m_NetworkCharSelection . sessionPlayers [ localPlayerIdx ] . SeatState , m_NetworkCharSelection . sessionPlayers [ localPlayerIdx ] . SeatIdx ) ;
229229 }
230230 }
231231
232232 /// <summary>
233233 /// Internal utility that sets the character-graphics and class-info box based on
234- /// our chosen seat. It also triggers a LobbyMode change when it notices that our seat-state
234+ /// our chosen seat. It also triggers a SessionMode change when it notices that our seat-state
235235 /// is LockedIn.
236236 /// </summary>
237237 /// <param name="state">Our current seat state</param>
@@ -276,15 +276,15 @@ void UpdateCharacterSelection(NetworkCharSelection.SeatState state, int seatIdx
276276 // the local player has locked in their seat choice! Rearrange the UI appropriately
277277 // the character should act excited
278278 m_CurrentCharacterGraphicsAnimator . SetTrigger ( m_AnimationTriggerOnCharChosen ) ;
279- ConfigureUIForLobbyMode ( m_NetworkCharSelection . IsLobbyClosed . Value ? LobbyMode . LobbyEnding : LobbyMode . SeatChosen ) ;
279+ ConfigureUIForSessionMode ( m_NetworkCharSelection . IsSessionClosed . Value ? SessionMode . SessionEnding : SessionMode . SeatChosen ) ;
280280 m_HasLocalPlayerLockedIn = true ;
281281 }
282282 else if ( m_HasLocalPlayerLockedIn && state == NetworkCharSelection . SeatState . Active )
283283 {
284284 // reset character seats if locked in choice was unselected
285285 if ( m_HasLocalPlayerLockedIn )
286286 {
287- ConfigureUIForLobbyMode ( LobbyMode . ChooseSeat ) ;
287+ ConfigureUIForSessionMode ( SessionMode . ChooseSeat ) ;
288288 m_ClassInfoBox . SetLockedIn ( false ) ;
289289 m_HasLocalPlayerLockedIn = false ;
290290 }
@@ -297,16 +297,16 @@ void UpdateCharacterSelection(NetworkCharSelection.SeatState state, int seatIdx
297297 }
298298
299299 /// <summary>
300- /// Internal utility that sets the graphics for the eight lobby -seats (based on their current networked state)
300+ /// Internal utility that sets the graphics for the eight session -seats (based on their current networked state)
301301 /// </summary>
302302 void UpdateSeats ( )
303303 {
304304 // Players can hop between seats -- and can even SHARE seats -- while they're choosing a class.
305305 // Once they have chosen their class (by "locking in" their seat), other players in that seat are kicked out.
306306 // But until a seat is locked in, we need to display each seat as being used by the latest player to choose it.
307307 // So we go through all players and figure out who should visually be shown as sitting in that seat.
308- NetworkCharSelection . LobbyPlayerState [ ] curSeats = new NetworkCharSelection . LobbyPlayerState [ m_PlayerSeats . Count ] ;
309- foreach ( NetworkCharSelection . LobbyPlayerState playerState in m_NetworkCharSelection . LobbyPlayers )
308+ NetworkCharSelection . SessionPlayerState [ ] curSeats = new NetworkCharSelection . SessionPlayerState [ m_PlayerSeats . Count ] ;
309+ foreach ( NetworkCharSelection . SessionPlayerState playerState in m_NetworkCharSelection . sessionPlayers )
310310 {
311311 if ( playerState . SeatIdx == - 1 || playerState . SeatState == NetworkCharSelection . SeatState . Inactive )
312312 continue ; // this player isn't seated at all!
@@ -326,54 +326,54 @@ void UpdateSeats()
326326 }
327327
328328 /// <summary>
329- /// Called by the server when the lobby closes (because all players are seated and locked in)
329+ /// Called by the server when the session closes (because all players are seated and locked in)
330330 /// </summary>
331- void OnLobbyClosedChanged ( bool wasLobbyClosed , bool isLobbyClosed )
331+ void OnSessionClosedChanged ( bool wasSessionClosed , bool isSessionClosed )
332332 {
333- if ( isLobbyClosed )
333+ if ( isSessionClosed )
334334 {
335- ConfigureUIForLobbyMode ( LobbyMode . LobbyEnding ) ;
335+ ConfigureUIForSessionMode ( SessionMode . SessionEnding ) ;
336336 }
337337 else
338338 {
339339 if ( m_LastSeatSelected == - 1 )
340340 {
341- ConfigureUIForLobbyMode ( LobbyMode . ChooseSeat ) ;
341+ ConfigureUIForSessionMode ( SessionMode . ChooseSeat ) ;
342342 }
343343 else
344344 {
345- ConfigureUIForLobbyMode ( LobbyMode . SeatChosen ) ;
345+ ConfigureUIForSessionMode ( SessionMode . SeatChosen ) ;
346346 m_ClassInfoBox . ConfigureForClass ( m_NetworkCharSelection . AvatarConfiguration [ m_LastSeatSelected ] . CharacterClass ) ;
347347 }
348348 }
349349 }
350350
351351 /// <summary>
352- /// Turns on the UI elements for a specified "lobby mode", and turns off UI elements for all other modes.
353- /// It can also disable/enable the lobby seats and the "Ready" button if they are inappropriate for the
352+ /// Turns on the UI elements for a specified "session mode", and turns off UI elements for all other modes.
353+ /// It can also disable/enable the session seats and the "Ready" button if they are inappropriate for the
354354 /// given mode.
355355 /// </summary>
356- void ConfigureUIForLobbyMode ( LobbyMode mode )
356+ void ConfigureUIForSessionMode ( SessionMode mode )
357357 {
358358 // first the easy bit: turn off all the inappropriate ui elements, and turn the appropriate ones on!
359- foreach ( var list in m_LobbyUIElementsByMode . Values )
359+ foreach ( var list in m_SessionUIElementsByMode . Values )
360360 {
361361 foreach ( var uiElement in list )
362362 {
363363 uiElement . SetActive ( false ) ;
364364 }
365365 }
366366
367- foreach ( var uiElement in m_LobbyUIElementsByMode [ mode ] )
367+ foreach ( var uiElement in m_SessionUIElementsByMode [ mode ] )
368368 {
369369 uiElement . SetActive ( true ) ;
370370 }
371371
372- // that finishes the easy bit. Next, each lobby mode might also need to configure the lobby seats and class-info box.
372+ // that finishes the easy bit. Next, each session mode might also need to configure the session seats and class-info box.
373373 bool isSeatsDisabledInThisMode = false ;
374374 switch ( mode )
375375 {
376- case LobbyMode . ChooseSeat :
376+ case SessionMode . ChooseSeat :
377377 if ( m_LastSeatSelected == - 1 )
378378 {
379379 if ( m_CurrentCharacterGraphics )
@@ -384,16 +384,16 @@ void ConfigureUIForLobbyMode(LobbyMode mode)
384384 }
385385 m_ReadyButtonText . text = "READY!" ;
386386 break ;
387- case LobbyMode . SeatChosen :
387+ case SessionMode . SeatChosen :
388388 isSeatsDisabledInThisMode = true ;
389389 m_ClassInfoBox . SetLockedIn ( true ) ;
390390 m_ReadyButtonText . text = "UNREADY" ;
391391 break ;
392- case LobbyMode . FatalError :
392+ case SessionMode . FatalError :
393393 isSeatsDisabledInThisMode = true ;
394394 m_ClassInfoBox . ConfigureForNoSelection ( ) ;
395395 break ;
396- case LobbyMode . LobbyEnding :
396+ case SessionMode . SessionEnding :
397397 isSeatsDisabledInThisMode = true ;
398398 m_ClassInfoBox . ConfigureForNoSelection ( ) ;
399399 break ;
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