How can i disable the Mouse Cursor?

This is what I’m trying to actually ask.

You know when your Internet browser is buffering and your waiting for that little blue spinny logo to go away.

That’s what I kind of want my game to do.
Disable the clicking ability as long as this certain thing is functioning.
Then when it’s done functioning clicking will be available.

I’m kind of thinking about going for a true and false statement.

I searched it up, but I didn’t find anything.

Can someone please help me out with this?

After 5 hours of struggling with this thing and eating dinner… I finally found out what my problem was.

I just had everything misplaced.

My new Code.

private var showButton = false;
private var pos : Vector2;
private var hit : RaycastHit;
var Occupied1 : GameObject;
var Occupied2 : GameObject;
var Occupied3 : GameObject;
var Occupied4 : GameObject;
var Occupied5 : GameObject;
var Clicked = false;
var Zone1 : float = 3.546595;
var Zone2 : float = 1.466332;
var Zone3 : float = -0.5914766;
var Zone4 : float = -2.645551;
var Zone5 : float = 3.546595;
var jeq : MonoScript;
	var target1: Transform;
		var speed: float;
		var Summon : boolean;
		private var selectedCard : GameObject;
		var Summoning : boolean;
		


function Update(){


    if (Input.GetMouseButtonDown (1) && showButton){
    	showButton = false;
    }		 	  	          	
    
    if (Input.GetMouseButtonDown (0) && !showButton)
    {
        CheckClick ();

    }
        	if (selectedCard.transform.position == target1.position){
    	Summon = false;
    	Screen.lockCursor = false;}

    if (Summon == true)
    
    {
	
    	
        var step = speed * Time.deltaTime;
        selectedCard.transform.position = Vector3.MoveTowards(selectedCard.transform.position, target1.position, step);
       {print("I have been Summoned!");}
       Screen.lockCursor = true;
    }

}

function OnGUI() {
    var e = Event.current;
 
    var x = pos.x - 50;  // Calc x and y to center of button
    var y = pos.y - 10;

    if (showButton && GUI.Button (Rect (x,y - 95, 100, 20), "Summon")) {
    print("Summoning");
    	Summon = true;
        showButton = false;

	}
}
 
function CheckClick() {
    var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
    if (Physics.Raycast(ray, hit)) {
    Debug.Log("Card selected:"+hit.collider.name);
           if (hit.collider.tag == "Card"){
 					
                    selectedCard = hit.collider.gameObject; //Store my selection
           }
           
         pos = Camera.main.WorldToScreenPoint(hit.transform.position);
         pos.y = Screen.height - pos.y;  // convert from Screen to GUI
         showButton = true;
      
    }
    else {
       showButton = false;
       return null;
    }
}

WHEW! FIXING THINGS YOUR SELF PUTS ME IN A HELL OF A GOOD MOOD!

Thanks for advising me guys.

I’ll post it as answered incase someone else have this problem.

You can just make the cursor not available during that with :
Screen.showCursor = false;
and then enable it whenever you want