/// <summary> /// Called once per frame /// </summary> void Update() { switch (_state) { case STATE.Initializing: // no need to update anything while initializing break; case STATE.WaitingForInput: // update the frame manager inputManager.FrameUpdate(); break; case STATE.Playing: // update the managers inputManager.FrameUpdate(); chef.FrameUpdate(); room.FrameUpdate(); if (guiManager.InstructionsDismissed) { pastaManager.FrameUpdate(); } break; case STATE.GameOver: // keep updating the pasta on the fade out pastaManager.FrameUpdate(); break; } }