/// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (InputHelper.GetInput(PlayerIndex.One).IsPressed(Keys.Escape, Buttons.Back))
            {
                this.Exit();
            }

            float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            switch (GameState)
            {
            case GameState.SplashScreen:
                SplashSystem.Update(elapsedTime);
                break;

            case GameState.SignIn:
                // Requires at least one player to sign in
                if (Gamer.SignedInGamers.Count == 0)
                {
                    if (IsActive)
                    {
                        Guide.ShowSignIn(4, false);
                        InputHelper.DisableAll();
                    }
                }
                else
                {
                    GameState = GameState.SplashScreen;
                    SplashSystem.Load(SplashSystem.SplashType.GameStart);
                    InputHelper.EnableAll();
                    if (!ContinueNewGameScreen.isConnected)
                    {
                        ContinueNewGameScreen.LoadContent();
                        ContinueNewGameScreen.isConnected = true;
                        ContinueNewGameScreen.loadGameSaves();
                    }
                }
                break;

            case GameState.CharacterSelection:
                // TODO: Update character selection screen
                SpriteAnimationSystem.Update(elapsedTime);
                ContinueNewGameScreen.Update(gameTime);
                break;

            case GameState.NetworkSetup:
                NetworkSystem.Update(elapsedTime);
                break;

            case GameState.GameMenu:
                // TODO: Update game menu screen

                // Game Menu does not pause game!
                // Update game systems
                NetworkSystem.Update(elapsedTime);
                MovementSystem.Update(elapsedTime);
                break;

            case GameState.Gameplay:
                // Update game systems
#if DEBUG
                if (InputHelper.GetInput(PlayerIndex.One).IsPressed(Keys.OemTilde))
                {
                    GameState = DungeonCrawler.GameState.SplashScreen;
                    SplashSystem.Load(Systems.SplashSystem.SplashType.Credits);
                    return;
                }
#endif

                InputSystem.Update(elapsedTime);
                NetworkSystem.Update(elapsedTime);
                MovementSystem.Update(elapsedTime);
                WeaponSystem.Update(elapsedTime);
                SkillSystem.Update(elapsedTime);
                LevelManager.Update(elapsedTime);
                CollisionSystem.Update(elapsedTime);
                HUDSystem.Update(elapsedTime);
                QuestLogSystem.Update(elapsedTime);
                SpriteAnimationSystem.Update(elapsedTime);
                NpcAISystem.Update(elapsedTime);
                EnemyAISystem.Update(elapsedTime);
                TextSystem.Update(elapsedTime);
                EngineeringOffenseSystem.Update(elapsedTime);
                GarbagemanSystem.Update(elapsedTime);

                /*
                 * if (pI.Health <= 0)
                 * {
                 *  GameState = DungeonCrawler.GameState.SplashScreen;
                 *  SplashSystem.Load(Systems.SplashSystem.SplashType.GameOver);
                 *  return;
                 * }*/
                break;

            case GameState.Credits:
                // TODO: Update credits
                break;

            case GameState.RoomChange:
                NetworkSystem.Update(elapsedTime);
                RoomChangingSystem.Update(elapsedTime);
                break;
            }

            base.Update(gameTime);
        }
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            if (GameState == DungeonCrawler.GameState.SignIn)
            {
                // Requires at least one player to sign in
                if (Gamer.SignedInGamers.Count == 0)
                {
                    if (IsActive)
                    {
                        Guide.ShowSignIn(4, false);
                    }
                }
                else
                {
                    GameState = GameState.CharacterSelection;
                    if (!ContinueNewGameScreen.isConnected)
                    {
                        ContinueNewGameScreen.LoadContent();
                        ContinueNewGameScreen.isConnected = true;
                        ContinueNewGameScreen.loadGameSaves();
                    }
                }
            }

            float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            switch (GameState)
            {
            case GameState.SplashScreen:
                // TODO: Update splash screens
                break;

            case GameState.SignIn:
                // Requires at least one player to sign in
                if (Gamer.SignedInGamers.Count == 0)
                {
                    if (IsActive)
                    {
                        Guide.ShowSignIn(4, false);
                    }
                }
                else
                {
                    GameState = GameState.CharacterSelection;
                    if (!ContinueNewGameScreen.isConnected)
                    {
                        ContinueNewGameScreen.LoadContent();
                        ContinueNewGameScreen.isConnected = true;
                        ContinueNewGameScreen.loadGameSaves();
                    }
                }
                break;

            case GameState.CharacterSelection:
                // TODO: Update character selection screen
                SpriteAnimationSystem.Update(elapsedTime);
                ContinueNewGameScreen.Update(gameTime);
                break;

            case GameState.NetworkSetup:
                NetworkSystem.Update(elapsedTime);
                break;

            case GameState.GameMenu:
                // TODO: Update game menu screen

                // Game Menu does not pause game!
                // Update game systems
                NetworkSystem.Update(elapsedTime);
                MovementSystem.Update(elapsedTime);
                break;

            case GameState.Gameplay:
                // Update game systems
                InputSystem.Update(elapsedTime);
                NetworkSystem.Update(elapsedTime);
                MovementSystem.Update(elapsedTime);
                WeaponSystem.Update(elapsedTime);
                SkillSystem.Update(elapsedTime);
                LevelManager.Update(elapsedTime);
                CollisionSystem.Update(elapsedTime);
                QuestLogSystem.Update(elapsedTime);
                SpriteAnimationSystem.Update(elapsedTime);
                NpcAISystem.Update(elapsedTime);
                EnemyAISystem.Update(elapsedTime);
                TextSystem.Update(elapsedTime);

                GarbagemanSystem.Update(elapsedTime);
                break;

            case GameState.Credits:
                // TODO: Update credits
                break;

            case GameState.RoomChange:
                NetworkSystem.Update(elapsedTime);
                RoomChangingSystem.Update(elapsedTime);
                break;
            }

            base.Update(gameTime);
        }