public override void Update() { base.Update(); _elapsedTime += Time.deltaTime; if (SequenceManager.inCutscene) { _elapsedTime = 1000f; } else if (_elapsedTime > _maxTimeUntilFailsafe && _elapsedTime < _maxTimeUntilFailsafe + .5f) { _elapsedTime = 1000f; Logger.Warning("Cutscene Entry failsafe triggered in GameManager EndCutsceneState."); SequenceManager.EnterEndCutscene(); Services.CameraManager.EnterEndCutsceneFailsafe(); Services.UIManager.HideDialogueEnterPrompt(); } }