/// <summary> /// Show or hide the main menu. /// </summary> /// <param name="value"></param> private void ShowMainMenu(bool value = true) { // Enabling or disabling the main menu canvas automatically enables or disables // the actions referenced by the UIActionInputModule sitting on the canvas. We've not // restricted them by a set of devices or set a binding mask on them so the actions will // go and grab whatever devices are present and matching the bindings we have. This means // that every local device can be used to drive the main menu. // // NOTE: On consoles, we do not require sign-in at this point. Even if the device is not // paired to a user, we allow it to drive the UI. When it comes to starting an actual // game, that's when we will care about pairing devices to users. mainMenuCamera.gameObject.SetActive(value); mainMenuCanvas.gameObject.SetActive(value); // If we enable the main menu, automatically select the start button. if (value) { EventSystem.current.SetSelectedGameObject(startGameButton); } ////TODO: move this into UI module doing it automatically if (value) { uiInputModule.EnableAllActions(); } else { uiInputModule.DisableAllActions(); } }
void OnEnable() { UIActionInputModule inputModule = GetComponent <UIActionInputModule>(); if (inputModule != null) { inputModule.EnableAllActions(); } }