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AppleHillsProduction/Assets/Scripts/StateMachines/CementFactory/CanStealFlowerStateBehaviour.cs

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using UnityEngine;
using Core.Lifecycle;
using Core.SaveLoad;
using System.Collections;
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using UnityEngine.Audio;
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public class CanStealFlowerStateBehaviour : AppleState
{
public ReceptionistBehaviour receptionistObject;
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public AppleAudioSource audioSource;
public AudioResource thinkingAudio;
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public void OnEnable()
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{
StartCoroutine(holdStateForSeconds(receptionistObject.holdFlowerDuration));
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audioSource.audioSource.resource = thinkingAudio;
audioSource.Play(0);
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}
public override void OnRestoreState(string data)
{
base.OnRestoreState(data);
StartCoroutine(holdStateForSeconds(receptionistObject.holdFlowerDuration));
}
IEnumerator holdStateForSeconds(int seconds)
{
yield return new WaitForSeconds(seconds);
ChangeState("ThrowAwayFlower");
yield return null;
}
}