ScenarioPicker: Reveal moves the content the right way; Launch is one-shot; the scrollbar takes no focus; the picker holds focus itself so the scene's background-click deselect is back on
ScenarioPickerVerify builds the real scenario list after a layout pass and arrows to every row, up and down, requiring each wholly visible; Launch by click, second click and Submit runs once. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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3 changed files with 105 additions and 7 deletions
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@ -6,6 +6,7 @@ using TMPro;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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using UnityEngine.InputSystem.UI;
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using UnityEngine.UI;
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// The New Game screen: scenario names on the left pane by group, the selected scenario's brief, seed and ambient on a
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@ -28,6 +29,8 @@ public sealed class ScenarioPicker
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private UnityAction<Vector2> _fit;
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private static readonly Color Accent = new Color(1, .4458f, .05f);
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private int _selected;
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private bool _launched;
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private bool _restoreDeselect;
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private ScenarioPicker(PropertiesPanel list, PropertiesPanel detail, Action<Scenario> launch, Action back)
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{
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@ -112,6 +115,7 @@ public sealed class ScenarioPicker
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picker._launchButton.OnCancelAsObservable().Subscribe(_ => picker.Back());
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picker.StyleScrollbars();
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picker.HoldFocus();
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picker.Select(0);
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// Layout is not live until the frame after Show; edit mode has no frames.
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if (Application.isPlaying) Observable.NextFrame().Subscribe(_ => picker.FitViewport());
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@ -165,6 +169,8 @@ public sealed class ScenarioPicker
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{
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if (!_scroll.verticalScrollbar.TryGetComponent<Image>(out var track)) track = _scroll.verticalScrollbar.gameObject.AddComponent<Image>();
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track.color = new Color(Accent.r, Accent.g, Accent.b, .2f);
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// A click on the bar selects it and takes focus off Launch, which would silence the arrows.
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_scroll.verticalScrollbar.navigation = new Navigation { mode = Navigation.Mode.None };
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}
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_scroll.onValueChanged.RemoveAllListeners();
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_fit = _ => FitViewport();
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@ -233,16 +239,21 @@ public sealed class ScenarioPicker
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if (scroll == null || scroll.content == null) return;
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var (low, high) = ViewSpan(scroll);
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var rowBounds = RectTransformUtility.CalculateRelativeRectTransformBounds(scroll.content, row);
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var shift = rowBounds.max.y > high ? high - rowBounds.max.y
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: rowBounds.min.y < low ? low - rowBounds.min.y : 0;
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scroll.content.anchoredPosition -= new Vector2(0, shift);
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var shift = rowBounds.max.y > high ? rowBounds.max.y - high
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: rowBounds.min.y < low ? rowBounds.min.y - low : 0;
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// Content moves against the row: a row above the viewport needs the content to move down, and the reverse.
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scroll.content.anchoredPosition += new Vector2(0, shift);
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if (shift != 0) FitViewport();
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}
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// Launches the selection; focus is cleared first so a repeated Enter or a second click cannot launch twice.
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// Launches the selection, once: Enter, Submit and a mouse click all arrive here, and nothing launches again until
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// the picker is shown afresh, however long the menu takes to fade out.
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private void Activate()
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{
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if (_launched) return;
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_launched = true;
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Focus(null);
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ReleaseFocus();
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_launch(Selected);
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}
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@ -250,9 +261,26 @@ public sealed class ScenarioPicker
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private void Back()
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{
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Focus(null);
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ReleaseFocus();
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_back();
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}
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// While the picker is up, a click on empty space must not drop focus from Launch, or the arrows and Enter go dead.
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// The input module's flag is scene-wide, so the picker takes it for its own lifetime and gives it back on leaving.
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private void HoldFocus()
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{
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if (EventSystem.current == null || !(EventSystem.current.currentInputModule is InputSystemUIInputModule module) || !module.deselectOnBackgroundClick) return;
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module.deselectOnBackgroundClick = false;
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_restoreDeselect = true;
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}
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private void ReleaseFocus()
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{
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if (!_restoreDeselect) return;
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_restoreDeselect = false;
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if (EventSystem.current != null && EventSystem.current.currentInputModule is InputSystemUIInputModule module) module.deselectOnBackgroundClick = true;
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}
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private static void Focus(GameObject target)
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{
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if (EventSystem.current != null) EventSystem.current.SetSelectedGameObject(target);
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