void Update() { PlayerInput.SimulateKeyPress(); if (Cursor.lockState != CursorLockMode.Locked) { Cursor.lockState = CursorLockMode.Locked; } if (SceneManager.GetActiveScene().name != OVERWORLDLEVEL || _shrineName.color.a <= 0) { ShowShrineName(); } switch (_state) { case State.None: break; case State.Gameplay: if (_playerScript.EnterCinematic) { _state = State.Cinematic; Transform trigger = _playerScript.GetCinematicTrigger; if (!trigger) { trigger = transform; } if (_playerScript.StartTeleport) { trigger = _player; } _cinematic = trigger.GetComponent <Cinematic>(); _cinematic.Begin(); _playerScript.ControlCar = false; } break; case State.Cinematic: if (_cinematic.End) { _state = State.Gameplay; _playerScript.ControlCar = true; _playerScript.EnterCinematic = false; } break; } }