Circular Menu: How Do I Only Make It Visible And Usable When Pressing Button On Keyboard? C# (fyi)

Hi there!

I have a circular menu (like a context menu to choose weapons or spells from) and I managed to make the menu itself work quite fine.
However, the way it is currently, its always visible as soon as I run the scene. Obviously I want to be able to toggle it when I press a button on the keyboard (like R or I or something) and I’m kinda stuck on how I should go about it. In other projects I used the “makeActive” way, but I don’t quite know where to implement that.
I’m relatively new to coding (only been doing it for the past 2 years or so and I started with JavaScript and only switched to C# a few months ago) so any help will be appreciated.
I enclosed my code for the circular menu.

Thanks in Advance
Rhylen

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;


public class CircMenu : MonoBehaviour
{

    public List<MenuButton> buttons = new List<MenuButton>();
    private Vector2 MousePosition;
    private Vector2 fromVector2M = new Vector2(0.5f, 1.0f);
    private Vector2 centerCircle = new Vector2(0.5f, 0.5f);
    private Vector2 toVector2M;

    public int menuItems;
    public int CurMenuItem;
    private int OldMenuItem;

    // Use this for initialization
    void Start()
    {
        menuItems = buttons.Count;
        foreach(MenuButton button in buttons)
        {
            button.sceneImage.color = button.NormalColor;
        }
        CurMenuItem = 0;
        OldMenuItem = 0;
    }

    // Update is called once per frame
    void Update()
    {
        GetCurrentMenuItem();
        if (Input.GetButtonDown("Fire1"))
            ButtonAction();

    }
    public void GetCurrentMenuItem()
    {
        MousePosition = new Vector2(Input.mousePosition.x, Input.mousePosition.y);

        toVector2M = new Vector2(MousePosition.x / Screen.width, MousePosition.y / Screen.height);

        float angle = (Mathf.Atan2(fromVector2M.y - centerCircle.y, fromVector2M.x - centerCircle.x) - Mathf.Atan2(toVector2M.y - centerCircle.y, toVector2M.x - centerCircle.x)) * Mathf.Rad2Deg;

        if (angle < 0)
            angle += 360;

        CurMenuItem = (int) (angle / (360/menuItems));

        if (CurMenuItem != OldMenuItem)
        {
            buttons[OldMenuItem].sceneImage.color = buttons[OldMenuItem].NormalColor;
            OldMenuItem = CurMenuItem;
            buttons[CurMenuItem].sceneImage.color = buttons[CurMenuItem].HighlightedColor;
        }
    }
    public void ButtonAction()
    {
        buttons[CurMenuItem].sceneImage.color = buttons[CurMenuItem].PressedColor;
        if (CurMenuItem == 0)
            print("You have pressed the first button");
    }
}

    [System.Serializable]
    public class MenuButton
{
    public string name;
    public Image sceneImage;
    public Color NormalColor = Color.white;
    public Color HighlightedColor = Color.grey;
    public Color PressedColor = Color.blue;
}

Add a CanvasGroup and unchek interactable property. Check it back when Input.GetButton() returns true.