IEnumerator DungeonFloor1Boss()
    {
        EventManager.TriggerEvent("InCombat");
        EventManager.TriggerEvent("StopMoving");

        Vector3 BoyNewPos  = new Vector3(BoyPosBoss.transform.position.x, boyPlayer.transform.position.y, BoyPosBoss.transform.position.z);
        Vector3 GirlNewPos = new Vector3(GirlPosBoss.transform.position.x, girlPlayer.transform.position.y, GirlPosBoss.transform.position.z);

        boyPlayer.GetComponent <NavMeshAgent>().SetDestination(BoyNewPos);
        girlPlayer.GetComponent <NavMeshAgent>().SetDestination(GirlNewPos);

        yield return(new WaitForSeconds(1f));

        NavMeshAgent boynav  = boyPlayer.GetComponent <NavMeshAgent>();
        NavMeshAgent girlnav = girlPlayer.GetComponent <NavMeshAgent>();

        Debug.Log(boynav.velocity);
        yield return(new WaitUntil(() => boynav.velocity == Vector3.zero && girlnav.velocity == Vector3.zero));

        boySpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(1);
        girlSpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(1);

        for (int i = 0; i < LightRoom.Length; i++)
        {
            LightRoom[i].GetComponent <TorcheLighten>().OpenLight();
            i += 1;
            LightRoom[i].GetComponent <TorcheLighten>().OpenLight();
            yield return(new WaitForSeconds(0.5f));
        }

        girlSpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(4);
        yield return(new WaitForSeconds(0.5f));

        boySpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(3);
        yield return(new WaitForSeconds(1.5f));

        girlSpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(1);
        boySpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(1);
        yield return(new WaitForSeconds(1f));

        girlPlayer.GetComponent <NavMeshAgent>().SetDestination(BossPos.transform.position);

        ScreenFader.fadeOut();

        yield return(new WaitForSeconds(3f));

        ScreenFader.fadeIn();
        publicVariableHolderNeverUnload.PlayerUI.SetActive(true);

        yield return(new WaitForSeconds(1f));

        //GameObject[] Enemiesgo = new GameObject[EnemiesSpawnPos.Length];

        //Enemiesgo[0] = Instantiate(boss, EnemiesSpawnPos[0].transform.position, Quaternion.identity);
        //Enemiesgo[0].SetActive(true);
        //for (int i = 1; i < EnemiesSpawnPos.Length - 1; i++)
        //{
        //    Enemiesgo[i] = Instantiate(smallEnemy, EnemiesSpawnPos[i].transform.position, Quaternion.identity);
        //}

        for (int i = 0; i < LightRoom.Length; i++)
        {
            LightInteractiveParticles[i].SetActive(true);
            LightRoom[i].GetComponent <Collider>().enabled = true;
        }

        directionalLight.LightDown();

        Destroy(this.gameObject);
    }
    public override IEnumerator Action(GameObject sender)
    {
        EventManager.TriggerEvent("InCombat");
        EventManager.TriggerEvent("StopMoving");

        Vector3 BoyNewPos  = new Vector3(BoyPosBoss.transform.position.x, boyPlayer.transform.position.y, BoyPosBoss.transform.position.z);
        Vector3 GirlNewPos = new Vector3(GirlPosBoss.transform.position.x, girlPlayer.transform.position.y, GirlPosBoss.transform.position.z);

        boyPlayer.GetComponent <NavMeshAgent>().SetDestination(BoyNewPos);
        girlPlayer.GetComponent <NavMeshAgent>().SetDestination(GirlNewPos);

        yield return(new WaitForSeconds(1f));

        NavMeshAgent boynav  = boyPlayer.GetComponent <NavMeshAgent>();
        NavMeshAgent girlnav = girlPlayer.GetComponent <NavMeshAgent>();

        //Debug.Log(boynav.velocity);
        yield return(new WaitUntil(() => boynav.velocity == Vector3.zero && girlnav.velocity == Vector3.zero));

        boySpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(1);
        girlSpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(1);

        for (int i = 0; i < LightRoom.Length; i++)
        {
            LightRoom[i].GetComponent <TorcheLighten>().OpenLight();
            i += 1;
            LightRoom[i].GetComponent <TorcheLighten>().OpenLight();
            yield return(new WaitForSeconds(0.5f));
        }

        girlSpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(4);
        yield return(new WaitForSeconds(0.5f));

        boySpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(3);
        yield return(new WaitForSeconds(1.5f));

        girlSpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(1);
        boySpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(1);
        yield return(new WaitForSeconds(1f));

        girlPlayer.GetComponent <NavMeshAgent>().SetDestination(BossPos.transform.position);

        ScreenFader.fadeOut();

        yield return(new WaitForSeconds(3f));

        ScreenFader.fadeIn();
        publicVariableHolderNeverUnload.PlayerUI.SetActive(true);

        yield return(new WaitForSeconds(1f));

        GameObject[] Enemiesgo = new GameObject[EnemiesSpawnPos.Length];

        Enemiesgo[0] = Instantiate(boss, EnemiesSpawnPos[0].transform.position, Quaternion.identity); //Spawns the boss
        Enemiesgo[0].SetActive(true);
        //for (int i = 1; i < EnemiesSpawnPos.Length - 1; i++) //Spawns the Skeletons
        //{
        //    Enemiesgo[i] = Instantiate(smallEnemy, EnemiesSpawnPos[i].transform.position, Quaternion.identity);
        //}

        //Instantiating the colliders required to cause the damage in the dark
        //Quite sure I don't want to instantiate the light colliders here; WHY??? I'm doing it until I figure it out
        GameObject[] LightCollidersgo = new GameObject[LightRoomCollidersSpawnPos.Length];
        for (int i = 0; i < LightRoomCollidersSpawnPos.Length; i++)
        {
            LightCollidersgo[0] = Instantiate(LightCollider, LightRoomCollidersSpawnPos[i].transform.position, Quaternion.identity);
        }

        Darknessgo = Instantiate(DarknessCollider, DarknessColliderSpawnPos.transform.position, Quaternion.identity);

        GameObject.FindObjectOfType <ColliderDarknessDamage>().Ghoul = Enemiesgo[0];

        for (int i = 0; i < LightRoom.Length; i++)
        {
            LightInteractiveParticles[i].SetActive(true);
            LightRoom[i].GetComponent <Collider>().enabled = true;
        }

        directionalLight.LightDown();

        Destroy(this.gameObject);
    }