Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/VRPlayertUIInput.cs
2026-02-21 16:45:37 +08:00

52 lines
1.1 KiB
C#

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<RewiredStandaloneInputModule>();
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;
}
}
}