public override void ProcessInput() { if (inputHandler.IsKeyPressed(KeyBindingNames.Select) || Input.GetMouseButtonDown(0)) { if (relationshipScene.IsEmpty()) { // Go back to our main base set up // just switching to the block user state will be enough for now // because all the behavior is in the exit method in this state baseManager.inputFSM.SwitchState(new BlockUserInputState()); } if (relationshipScene.IsDialogue()) { // process // DialogueAction action = relationshipScene.NextAction() as DialogueAction; // dialogPanel.UpdateDialog(action); } } }