void Update() { cueText.text = "Cues : " + num_cue[current_player]; if (Mode.AImode) { if (current_player == 0) { currentPlayerText.text = "Opponent's Turn"; } else { currentPlayerText.text = "Your Turn"; } } else { if (current_player == 0) { currentPlayerText.text = "Player1's Turn"; } else { currentPlayerText.text = "Player2's Turn"; } } if (redChess.transform.childCount == 0 || blackChess.transform.childCount == 0) { SetStatus(6); } if (Input.GetKeyUp("z")) { if (button1.activeSelf) { buttonListener.PlaceShooter(); } } if (Input.GetKeyUp("x")) { if (button2.activeSelf) { buttonListener.Shoot(); } } if (Input.GetKeyUp("c")) { if (button3.activeSelf) { buttonListener.DiscardChess(); } } switch (status) { case 0: break; case 1: break; case 2: break; case 3: break; case 4: if (CheckStopMotion()) { TurnChess(); HandleFirstTouch(); HandleInsideChess(); HandleReturn(); HandleOutside(); if (!thisHitIn && shooterSelected != null) { shooterSelected.transform.position = shooterBackup; } num_cue[current_player]--; shooterSelected = null; Stop(shooter); shooter.SetActive(false); if (num_cue[current_player] <= 0) { NextPlayer(); } SetStatus(0); } break; } }