void Update() { switch (gameState) { case State.Waiting: if (Input.anyKeyDown) { gameState = State.Playing; player.gameObject.SetActive(true); player.transform.position = Vector3.zero; startText.gameObject.SetActive(false); gameOver.gameObject.SetActive(false); nymphSpawner.Reset(); foodSpawner.Reset(); enemy1Spawner.Reset(); enemy2Spawner.Reset(); scoreText.gameObject.SetActive(true); eatFood(); score = 0; SetScoreText(); } break; case State.Playing: if (!player.gameObject.activeSelf) { gameState = State.GameOver; player.gameObject.SetActive(false); nymphSpawner.DisableAll(); foodSpawner.DisableAll(); enemy1Spawner.DisableAll(); enemy2Spawner.DisableAll(); startText.gameObject.SetActive(false); gameOver.gameObject.SetActive(true); gameOver.text = "Game Over\nPress \"Enter\" to restart"; } break; case State.GameOver: if (Input.anyKeyDown) { gameState = State.Waiting; startText.text = "Press Any Key to continue."; } break; default: break; } }