/// <summary>
 /// Frame Update (when right window is active)
 /// </summary>
 void UpdateRight()
 {
     // If B button was pressed
     if (Input.RMTrigger.B)
     {
         // Play cancel SE
         InGame.System.SoundPlay(Data.System.CancelSoundEffect);
         // Switch to menu screen
         Main.Scene = new SceneMenu(2);
         return;
     }
     // If C button was pressed
     if (Input.RMTrigger.C)
     {
         // If equipment is fixed
         if (actor.IsEquipFix(rightWindow.Index))
         {
             // Play buzzer SE
             InGame.System.SoundPlay(Data.System.BuzzerSoundEffect);
             return;
         }
         // Play decision SE
         InGame.System.SoundPlay(Data.System.DecisionSoundEffect);
         // Activate item window
         rightWindow.IsActive = false;
         itemWindow.IsActive  = true;
         itemWindow.Index     = 0;
         return;
     }
     // If R button was pressed
     if (Input.RMTrigger.R)
     {
         // Play cursor SE
         InGame.System.SoundPlay(Data.System.CursorSoundEffect);
         // To next actor
         actorIndex += 1;
         actorIndex %= InGame.Party.Actors.Count;
         // Switch to different equipment screen
         Main.Scene = new SceneEquip(actorIndex, rightWindow.Index);
         return;
     }
     // If L button was pressed
     if (Input.RMTrigger.L)
     {
         // Play cursor SE
         InGame.System.SoundPlay(Data.System.CursorSoundEffect);
         // To previous actor
         actorIndex += InGame.Party.Actors.Count - 1;
         actorIndex %= InGame.Party.Actors.Count;
         // Switch to different equipment screen
         Main.Scene = new SceneEquip(actorIndex, rightWindow.Index);
         return;
     }
 }