public void Grow()
    {
        switch (TreeGrowthState)
        {
        case TreeGrowthState.Seed:
            TreeGrowthState = TreeGrowthState.Sprout;
            break;

        case TreeGrowthState.Sprout:
            TreeGrowthState = TreeGrowthState.Sapling;
            break;

        case TreeGrowthState.Sapling:
            TreeGrowthState = TreeGrowthState.Mature;
            break;

        case TreeGrowthState.Mature:
            TreeGrowthState = TreeGrowthState.Snag;
            break;

        case TreeGrowthState.Snag:
            TreeGrowthState = TreeGrowthState.Seed;
            break;
        }
    }
    public void UpdateTreeWindForceOnGrow(GameObject tree)
    {
        TreeGrowthState treeGrowthState = tree.GetComponentInChildren <Tree>().TreeGrowthState;

        if (treeGrowthState == TreeGrowthState.Mature || treeGrowthState == TreeGrowthState.Snag)
        {
            UpdateTreeWindForce(tree);
        }
    }
    private void UpdateTreeWindForce(GameObject tree)
    {
        TreeGrowthState treeGrowthState = tree.GetComponentInChildren <Tree>().TreeGrowthState;

        if (tree.activeSelf && (treeGrowthState == TreeGrowthState.Mature || treeGrowthState == TreeGrowthState.Snag))
        {
            //módulo de forceOverTime das animações de folhas caindo
            var particleSystemForceOverTimeModule = tree.GetComponentInChildren <ParticleSystem>().forceOverLifetime;

            particleSystemForceOverTimeModule.x = WindForce;
            particleSystemForceOverTimeModule.y = 0;
            particleSystemForceOverTimeModule.z = 0;

            //balanço dos galhos das árvores
            var material = tree.GetComponentInChildren <MeshRenderer>().materials[1];

            material.SetFloat("_tree_sway_speed", WindForce * 0.3f);
        }
    }