using BitStrap; using Rewired.Integration.UnityUI; using UnityEngine; public class VRPlayertUIInput : MonoBehaviour { public FishingPlayer fishingPlayer; public GameObject gazeParent; public GameObject pointerParent; [ReadOnly] public bool isOn; private void Awake() { gazeParent.SetActive(false); pointerParent.SetActive(false); } public void TurnOnUIController(bool turnOn) { if (!VRManager.IsVROn()) { return; } isOn = turnOn; RewiredStandaloneInputModule[] array = Object.FindObjectsOfType(); for (int i = 0; i < array.Length; i++) { if ((bool)array[i]) { array[i].gameObject.SetActive(!turnOn); } } gazeParent.SetActive(turnOn && VRManager.Instance.uIInputStyle == VRManager.UIInputStyle.GAZE); pointerParent.SetActive(turnOn && VRManager.Instance.uIInputStyle == VRManager.UIInputStyle.POINTER); HUDManager.Instance.UpdateControls(); if (turnOn) { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } else { Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; } } }