using UnityEngine; using Core.Lifecycle; using Core.SaveLoad; using System.Collections; public class CanStealFlowerStateBehaviour : AppleState { public ReceptionistBehaviour receptionistObject; public void OnEnable() { StartCoroutine(holdStateForSeconds(receptionistObject.holdFlowerDuration)); } 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; } }