TurnOrder.Update C# (CSharp) Method

Update() private method

private Update ( ) : void
return void
    void Update()
    {
        resources.text = ""+myPlayer.GetResources();
        if(Network.isServer || GameType.getGameType() == "Local") {
            //playerText.guiSkin = player1Box;
            playerText.text = "Player 1";
            if(actionsLeft != null) {
                if(player1Confirm) {
                    actionsLeft.text = "0";
                }
                else {
                    actionsLeft.text = ""+(3-actionNum);
                }
            }
        } else {
            //playerText.guiSkin = player2Box;
            playerText.text = "Player 2";
            if(actionsLeft != null) {
         				if(player1Confirm) {
         					actionsLeft.text = "0";
         				}
         				else {
         					actionsLeft.text = ""+(3-actionNum);
         				}
         			}
        }
        if(actionQueue != null) {
            actionQueue.text = "Actions:\nAction 1: "+myActions[0]+"\nAction 2: "+myActions[1]+"\nAction 3: "+myActions[2];
        }
        if(helpText != null) {
            helpText.text = ValueStore.helpMessage;
        }
        if(Network.isServer) {
            if(player1ActionsReceived == 3 && player2ActionsReceived == 3) {
                if(networkState == "waitingForActions") {
                    Debug.Log("Actions received, let's get going!!!");
                    networkState = "waitingForReady";
                    networkView.RPC("CheckReady", RPCMode.All);
                } else if(networkState == "waitingForReady" && player1Confirm && player2Confirm) {
                    player1Confirm = false;
                    player2Confirm = false;
                    networkState = "performingPlayer1Action";
                    networkView.RPC("PerformAction", RPCMode.All, player1Actions[displayActionNum].GetActionMessage());
                } else if(networkState == "performingPlayer1Action" && player1Confirm && player2Confirm) {
                    player1Confirm = false;
                    player2Confirm = false;
                    displayActionNum++;
                    if(displayActionNum >= 3) {
                        displayActionNum = 0;
                        networkState = "performingPlayer2Action";
                        networkView.RPC("PerformAction", RPCMode.All, player2Actions[displayActionNum].GetActionMessage());
                    } else {
                        networkView.RPC("PerformAction", RPCMode.All, player1Actions[displayActionNum].GetActionMessage());
                    }
                } else if(networkState == "performingPlayer2Action" && player1Confirm && player2Confirm) {
                    player1Confirm = false;
                    player2Confirm = false;
                    displayActionNum++;
                    if(displayActionNum >= 3) {
                        displayActionNum = 0;
                        networkState = "resolveCollapse";
                        networkView.RPC("CollapseIfNeeded", RPCMode.All);
                    } else {
                        networkView.RPC("PerformAction", RPCMode.All, player2Actions[displayActionNum].GetActionMessage());
                    }
                } else if(networkState == "resolveCollapse" && player1Confirm && player2Confirm) {
                    player1Confirm = false;
                    player2Confirm = false;
                    player1ActionsReceived = 0;
                    player2ActionsReceived = 0;
                    networkState = "waitingForActions";
                    networkView.RPC("Resume", RPCMode.All);
                }
            }
        }
        if(Input.GetKeyDown(KeyCode.D)) {
            showDebug = !showDebug;
        }
    }