using UnityEngine; namespace CurvedUI { public class CurvedUIHandSwitcher : MonoBehaviour { [SerializeField] private GameObject LaserBeam; [Tooltip("If true, when player clicks the trigger on the other hand, we'll instantly set it as UI controlling hand and move the pointer to it.")] [SerializeField] private bool autoSwitchHands = true; private void SwitchHandTo(CurvedUIInputModule.Hand newHand) { CurvedUIInputModule.Instance.UsedHand = newHand; if ((bool)CurvedUIInputModule.Instance.ControllerTransform) { LaserBeam.transform.SetParent(CurvedUIInputModule.Instance.ControllerTransform); LaserBeam.transform.ResetTransform(); LaserBeam.transform.LookAt(LaserBeam.transform.position + CurvedUIInputModule.Instance.ControllerPointingDirection); } else { Debug.LogError("CURVEDUI: No Active controller that can be used as a parent of the pointer. Is the controller gameobject present on the scene and active?"); } } } }