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using InControl;
using UnityEngine;
public class EscapeMenuHandler : MonoBehaviour
{
public static bool isEscMenu;
public GameObject[] togglers;
public GameObject canvs;
private void Start()
{
isEscMenu = false;
}
private void Update()
{
if (CharacterCreatorHandler.instance.SomeoneIsEditing() || canvs.activeInHierarchy)
{
return;
}
if (Input.GetKeyDown(KeyCode.Escape))
{
ToggleEsc();
}
for (int i = 0; i < InputManager.ActiveDevices.Count; i++)
{
if (InputManager.ActiveDevices[i].CommandWasPressed)
{
ToggleEsc();
}
}
}
public void ToggleEsc()
{
isEscMenu = !isEscMenu;
if (isEscMenu)
{
ListMenu.instance.SelectButton(GetComponentInChildren<ListMenuPage>().firstSelected);
}
else
{
ListMenu.instance.SelectButton(GetComponentsInChildren<ListMenuButton>()[1]);
}
for (int i = 0; i < togglers.Length; i++)
{
togglers[i].SetActive(isEscMenu);
}
if (isEscMenu)
{
ListMenu.instance.SelectButton(GetComponentInChildren<ListMenuPage>().firstSelected);
return;
}
ListMenuButton[] componentsInChildren = GetComponentsInChildren<ListMenuButton>(includeInactive: true);
if (componentsInChildren.Length > 2)
{
ListMenu.instance.SelectButton(componentsInChildren[1]);
}
}
}
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