void Update() { if (Input.GetKeyUp(KeyCode.Return)) { if (GameTurnController.CurrentState == GameTurnController.PlayerState.EnemyCombatTurn || GameTurnController.CurrentState == GameTurnController.PlayerState.CommandChain || GameTurnController.CurrentState == GameTurnController.PlayerState.EnemyTurn) { DialogueScript.ErrorText("Can't do anything now."); InterfaceScript.DeActivateInput(); } else if (GameTurnController.CurrentState == GameTurnController.PlayerState.Combat || GameTurnController.CurrentState == GameTurnController.PlayerState.PlayerTurn) { if (InterfaceScript.CommandInputField.text == "") { DialogueScript.ErrorText("Nothing saved."); InterfaceScript.ActivateInput(); return; } InterfaceScript.PlayerInput(); } } //Make sure that if people hit their mouse buttons or escape, the input is still active if (Input.GetKeyUp(KeyCode.Mouse0) || Input.GetKeyUp(KeyCode.Mouse1) || Input.GetKeyUp(KeyCode.Escape)) { InterfaceScript.ActivateInput(); } //If Player hit the up-arrow, the last thing they wrote will be placed back into the input field if (Input.GetKeyUp(KeyCode.UpArrow) && (GameTurnController.CurrentState == GameTurnController.PlayerState.PlayerTurn || GameTurnController.CurrentState == GameTurnController.PlayerState.Combat)) { if (InterfaceScript.LastCommands == null) { return; } InterfaceScript.ActivateInput(); InterfaceScript.CommandInputField.text = InterfaceScript.LastCommands; InterfaceScript.CommandInputField.MoveTextEnd(true); InterfaceScript.LastCommands = null; } }