void Update() { if (I.MouseScroll() != 0) { UIL.ToolRotation((int)I.MouseScroll()); } PlayerStatics(); GL.ManageMoney(); switch (curState) { case playerState.normal: // Set Current Object curObject = PM.Col.CurrentObject(); // CamMovement PM.Cam.LookAround(I.CamInput()); InputToOutput(); break; case playerState.inInv: InputToOutputInventory(); UIL.FlipDirection(I.LetterInput()); break; case playerState.inQuestLog: InputToOutputInventory(); break; case playerState.atKitchen: InputToOutputInventory(); break; case playerState.atSawmill: InputToOutputInventory(); break; case playerState.atForge: InputToOutputInventory(); break; case playerState.inShop: InputToOutputInventory(); UIL.FlipDirection(I.LetterInput()); break; case playerState.atQuestGiver: CursorState(CursorLockMode.Confined, true); break; case playerState.atFarm: InputToOutputInventory(); CursorState(CursorLockMode.Confined, true); break; case playerState.inMap: CursorState(CursorLockMode.Confined, true); break; } }