void Update()
    {
        switch (UIState)
        {
        case GameUIState.MAINMENU:
            if (Input.GetButtonDown("Cancel"))
            {
                ExitGame();
            }

            break;

        case GameUIState.INGAME:
            if (Input.GetButtonDown("Cancel"))
            {
                panels.ShowPausePanel(true);

                //Call the DoPause function to pause the game
                DoPause();
            }

            if (player)
            {
                if (player.IsDead())
                {
                    Timer timing = GameObject.FindObjectOfType <Timer> ();
                    if (timing)
                    {
                        playerTime = string.Format("{0:00} : {1:00} AM", timing.minutes, timing.seconds);
                    }

                    UIState = GameUIState.GAMEOVER;
                }
            }

            break;

        case GameUIState.PAUSED:
            mixer.SetFloat("MasterVolume", -80);

            if (Input.GetButtonDown("Cancel"))
            {
                panels.ShowPausePanel(false);

                //Call the UnPause function to unpause the game
                UnPause();
            }

            break;

        case GameUIState.GAMEOVER:
            if (hasWon)
            {
                mixer.SetFloat("MelodyVolume", 0);
                mixer.SetFloat("HorrorVolume", -80);
            }
            else
            {
                mixer.SetFloat("MelodyVolume", -80);
                mixer.SetFloat("HorrorVolume", 0);
            }
            mixer.SetFloat("NoiseVolume", -80);

            GamingOver();
            panels.ShowGameOverPanel(true);

            if (Input.GetButtonDown("Cancel"))
            {
                panels.ShowPausePanel(true);

                //Call the DoPause function to pause the game
                DoPause();
            }

            break;
        }
    }