private CityWeakness ChooseType()
    {
        CityWeakness TmpType = CityWeakness.EARTHQUAKE;
        int          index   = Random.Range(3, 6);

        switch (index)
        {
        case 3:
            TmpType = CityWeakness.EARTHQUAKE;
            dmgDealer.damageType = DamageKinds[3];
            break;

        case 4:
            TmpType = CityWeakness.LIGHTNING;
            dmgDealer.damageType = DamageKinds[4];
            break;

        case 5:
            TmpType = CityWeakness.TORNADO;
            dmgDealer.damageType = DamageKinds[5];
            break;
        }
        Weaknesstimer = Time.time + Random.Range(minWeaknessTime, maxWeaknessTime);
        return(TmpType);
    }
 private void SwitchState()
 {
     if (Alive.gameObject.activeSelf == true)
     {
         Alive.gameObject.SetActive(false);
         Dead.gameObject.SetActive(true);
         transform.GetChild(2).localScale = new Vector3(0.7f, 0.7f);
         transform.GetChild(2).GetComponent <Animator>().SetBool("Dead", true);
         CityAnimator.SetBool("Upgrade1", false);
         CityAnimator.SetBool("Upgrade1", false);
     }
     else
     {
         transform.GetChild(2).GetComponent <Animator>().SetBool("Dead", false);
         transform.GetChild(2).localScale = new Vector3(0.27f, 0.27f);
         Alive.gameObject.SetActive(true);
         Dead.gameObject.SetActive(false);
         CurrentWeakness      = ChooseType();
         citySoundPlayer.clip = citySoundClips[0];
         citySoundPlayer.Play();
     }
 }