private IEnumerator EnterDungeonAnimation()
    {
        // Create a dummy room and door.
        Room    startRoom = dungeon.startRoom;
        Vector2 coordinateForDummyRoom =
            startRoom.roomCoordinate.GetVector2() + new Vector2(0, -1);
        Room dummyRoom = new Room(new RoomCoordinate(coordinateForDummyRoom));
        Door dummyDoor = new Door(dummyRoom, startRoom, Door.DoorState.open);

        // Player stuff & setting up the cutrains
        player.FreezePlayer();
        player.UnfreezeAnimation();
        player.GetComponent <Animator>().SetFloat("deltaY", 1);
        player.GetComponent <Animator>().speed = 1;
        curtains.SetCurtainsClosed();
        // Begin animation
        Coroutine a =
            StartCoroutine(curtains.OpenCurtains());

        yield return(a);

        Destroy(curtains.gameObject);
        player.transform.position = dungeon.startRoom.roomCoordinate.GetRoomWorldPosition() - new Vector2(0, -5);
        Vector2   movePlayerHere = dungeon.startRoom.roomCoordinate.GetRoomWorldPosition() + new Vector2(0, -2.5f);
        Coroutine b = StartCoroutine(player.MovePlayerToPoint(movePlayerHere, player.speed));

        yield return(b);

        dummyDoor.ChangeState(Door.DoorState.closed);
        player.UnfreezePlayer();
        currentRoomGenerator.EnableDoorAnimations(true);
        currentRoomGenerator.EnableStairAnimations(true);
    }
 private void Update()
 {
     if (leftPanOnStart && rightPanOnStart)
     {
         curtains.OpenCurtains();
     }
 }