private void Update() { if (CheckInputSubmitUp()) { m_OkayToProceedText = true; } switch (state) { case State.Processing: _ProcessNode(m_scenario.GetCurrentNode()); break; case State.DisplayingSpeech: if (CheckInputSubmitDown() && m_OkayToProceedText) { switch (m_textbox.state) { case TextboxInterface.State.Typing: __ProcessSpeechNodeSet(m_scenario.GetCurrentNode()); break; case TextboxInterface.State.Done: m_textbox.SignalWaiting(); m_scenario.AdvanceCurrentNode(); state = State.Processing; break; } } break; case State.DisplayingMainChoices: case State.DisplayingSimpleChoices: case State.PlayingTeaMinigame: case State.End: // Don't process these break; } }