// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { GotoMenu(); } switch (gameState) { case GameState.Countdown: countdownTimer -= Time.deltaTime; if (countdownTimer < 0) { countdownInt -= 1; countdownTimer += 1f; countDownText.text = countdownInt.ToString(); if (countdownInt > 0) { SoundManager.PlaySound(countSound); } } if (countdownInt < 1) { SoundManager.PlaySound(startSound); gameState = GameState.Play; countDownText.gameObject.SetActive(false); timerText.gameObject.SetActive(true); player.Activate(); } break; case GameState.Play: elapsedTime += Time.deltaTime; timerText.text = string.Format("{0:F1}", elapsedTime); break; case GameState.Finish: if (nameInput.isFocused && Input.GetKeyDown(KeyCode.Return)) { OnConfirmName(); } break; case GameState.Leaderboard: MenuManager.GetLeaderboardString(leaderBoard); break; default: throw new UnityException("Bad"); } }