using System;
using System.Collections;
using UnityEngine;

public class DebugVRStartup : MonoBehaviour
{
	public bool IsReady
	{
		get
		{
			return DebugVRStartup.m_bReady;
		}
	}

	private void Awake()
	{
		DebugVRStartup.m_bReady = false;
		DebugVRStartup.m_bReady = true;
		this.EnableObjects();
	}

	private void EnableObjects()
	{
		if (this.m_bForceCamPos)
		{
			GameMain.Instance.MainCamera.SetPos(new Vector3(0f, 1.7f, 0f));
		}
		if (this.m_bForceFadeIn)
		{
			GameMain.Instance.MainCamera.FadeIn(1f, false, null, true, true, default(Color));
		}
		if (this.m_goEnableObject != null)
		{
			this.m_goEnableObject.SetActive(true);
		}
		for (int i = 0; i < this.m_aryEnableObjects.Length; i++)
		{
			this.m_aryEnableObjects[i].SetActive(true);
		}
	}

	private IEnumerator CoWaitOvrLoad()
	{
		Debug.Log(Time.frameCount);
		float fTimeBef = Time.realtimeSinceStartup;
		while (GameMain.Instance.OvrMgr == null || !GameMain.Instance.IsVRDeviceReady)
		{
			yield return null;
			if (Time.realtimeSinceStartup - fTimeBef > 6f)
			{
				NDebug.Assert("DebugVRStartup Time Out!：VRデバイスを認識できませんでした。", false);
			}
		}
		DebugVRStartup.m_bReady = true;
		this.EnableObjects();
		yield break;
	}

	public GameObject m_goEnableObject;

	public GameObject[] m_aryEnableObjects;

	[Header("強制フェードイン（リリース時も有効）")]
	public bool m_bForceFadeIn;

	[Header("強制カメラ位置 0.0f, 1.7f, 0.0f （リリース時も有効）")]
	public bool m_bForceCamPos = true;

	public static bool m_bReady;
}
