using System.Collections; using System.Collections.Generic; using UnityEngine; public class HandleFishingRodVFXOnInteraction : MonoBehaviour { [SerializeField] private List weapons = new List(); [SerializeField] private GameObject fishingRod; private void Awake() { ToggleFishingRod(false); } public void ToggleFishingRod(bool fishing) { for (int i = 0; i < weapons.Count; i++) { weapons[i].SetActive(!fishing); } fishingRod.SetActive(fishing); } public void OnFishingStarted() { for (int i = 0; i < weapons.Count; i++) { weapons[i].SetActive(false); } Invoke(nameof(DelayedFishingRod), 1f); } private void DelayedFishingRod() { fishingRod.SetActive(true); } public void OnFishingEnding() { for (int i = 0; i < weapons.Count; i++) { weapons[i].SetActive(false); } fishingRod.SetActive(false); } public void OnFishingEnded() { for (int i = 0; i < weapons.Count; i++) { weapons[i].SetActive(true); } fishingRod.SetActive(false); } }