//Method used to check for input from the player private void ProcessInput() { if (GameManager.instance.CurrentState == gameState.GAMEPLAY) { if (InputData.ActionPressed("pause")) { UIManager.instance.ForwardCanvas(pauseCanvas); GameManager.instance.CurrentState = gameState.PAUSE; GetComponent <FirstPersonController>().enabled = false; GetComponent <FirstPersonController>().MouseLook.SetCursorLock(false); } //Toggling our shapeshift if (InputData.ActionPressed("shapeshift")) { abilityData.ToggleShapeShiftState(); } //Toggling Nightvision if (InputData.ActionPressed("toggleNightVision")) { abilityData.ToggleNightVision(); } if (InputData.ActionPressed("debugEnableVignette")) { abilityData.ToggleVignette(); } } else if (GameManager.instance.CurrentState == gameState.PAUSE) { if (InputData.ActionPressed("pause")) { UIManager.instance.BackButton(); GameManager.instance.CurrentState = gameState.GAMEPLAY; GetComponent <FirstPersonController>().enabled = true; GetComponent <FirstPersonController>().MouseLook.SetCursorLock(true); } } }