// Destroys dead nodes from the NodeManager
        public void DestroyDeadNodes()
        {
            List <NumberNode> nodesToDestroy = new List <NumberNode>();

            // Loop over each node and mark them for destruction
            foreach (NumberNode node in NodeManager.GetNodes())
            {
                // If node is dead
                if (!node.alive)
                {
                    // Mark node eligible for destruction
                    nodesToDestroy.Add(node);


                    ParticlesList.Add(node.transform.position);
                    ScoreAdd.AddScore(10);
                    nodeDestroyedAudio.ShouldPlay = true;
                }
                else
                {
                    // If node is alive, but has reached the end of the gutter
                    if (node.pathFollower.distanceTravelled >= node.pathFollower.pathCreator.path.length)
                    {
                        // Mark node eligible for destruction
                        nodesToDestroy.Add(node);

                        screenShake.CamShake();
                        healthController.RemoveLife();
                        GameStateManager.SwitchToMoveBack();
                    }
                }
            }

            // Destroy nodes that are eligible for destruction
            // (Do this afterwards to not mess with the array during the foreach loop)
            foreach (NumberNode node in nodesToDestroy)
            {
                ScoreAdd.SetFurthestDistanceTravelled(node.pathFollower.distanceTravelled);
                NodeManager.RemoveNode(node);
                Destroy(node.gameObject);
            }
        }
    public void Pose()
    {
        switch (_Pose)
        {
        case PoseState.Pose_of_Turbulent_hawk:
            _score.AddScore();
            break;

        case PoseState.Muay_thai:
            _score.AddScore();
            break;

        case PoseState.Open_leg:
            _score.AddScore();
            break;

        case PoseState.Chico:
            _score.AddScore();
            break;

        case PoseState.The_Eiffel_Tower:
            _score.AddScore();
            break;

        case PoseState.Banana:
            _score.AddScore();
            break;

        case PoseState.F:
            _score.AddScore();
            break;

        case PoseState.H:
            _score.AddScore();
            break;

        case PoseState.J:
            _score.AddScore();
            break;

        case PoseState.K:
            _score.AddScore();
            break;

        case PoseState.N:
            _score.AddScore();
            break;

        case PoseState.R:
            _score.AddScore();
            break;

        case PoseState.U:
            _score.AddScore();
            break;

        case PoseState.X:
            _score.AddScore();
            break;

        case PoseState.Yoga_1:
            _score.AddScore();
            break;

        case PoseState.Yoga_2:
            _score.AddScore();
            break;

        case PoseState.Yoga_3:
            _score.AddScore();
            break;

        case PoseState.Bodybuilding:
            _score.AddScore();
            break;

        case PoseState.Frog:
            _score.AddScore();
            break;

        case PoseState.Gymnastics:
            _score.AddScore();
            break;

        case PoseState.Exit:
            _score.AddScore();
            break;

        case PoseState.Sophomoric_1:
            _score.AddScore();
            break;

        case PoseState.Sophomoric_2:
            _score.AddScore();
            break;

        case PoseState.Conveni:
            _score.AddScore();
            break;

        case PoseState.Yell:
            _score.AddScore();
            break;

        case PoseState.Bend_forward:
            _score.AddScore();
            break;

        case PoseState.Sprawled:
            _score.AddScore();
            break;

        case PoseState.Race_walking:
            _score.AddScore();
            break;

        case PoseState.Joy:
            _score.AddScore();
            break;

        case PoseState.Deformed:
            _score.AddScore();
            break;
        }
    }