public void TeleportHumanoid()
        {
            if (!active)
            {
                return;
            }

            HumanoidControl humanoid = transformToTeleport.GetComponent <HumanoidControl>();

            if (humanoid == null)
            {
                transformToTeleport.Teleport(focusPointObj.transform.position);
            }
            else
            {
                Vector3 interactionPointerPosition = humanoid.GetHumanoidPosition() - transformToTeleport.position;

                switch (transportType)
                {
                case TransportType.Teleport:
                    transformToTeleport.Teleport(focusPointObj.transform.position - interactionPointerPosition);
                    break;

                case TransportType.Dash:
                    StartCoroutine(TransformMovements.DashCoroutine(transformToTeleport, focusPointObj.transform.position - interactionPointerPosition));
                    break;

                default:
                    break;
                }
            }
        }
        /// <summary> Teleport the transform to a position and rotation </summary>
        /// This function will teleport the given transform to this teleport target using the
        /// teleport target settings.
        /// If the targetPosRot is set to TargetPosRot.Pointer, the transform will be transported
        /// using the transform of the gameObject as there is no pointer information.
        /// <param name="transform">The transform to teleport</param>
        /// <param name="position">The new world position of the transform after teleporting</param>
        /// <param name="rotation">The new world rotation of the transform after teleporting</param>
        /// <param name="movementType">The movement type to use to get to the target</param>
        /// <param name="newParent">The new parent of the transform after teleporting</param>
        protected virtual void Teleport(Transform transform, Vector3 position, Quaternion rotation, MovementType movementType = MovementType.Teleport, Transform newParent = null)
        {
            if (newParent != null && transform.parent == newParent)
            {
                // The transform is already at the teleport target, do not teleport again
                return;
            }

            Vector3 originPosition = transform.position;

            HumanoidControl humanoid = transform.GetComponent <HumanoidControl>();

            if (humanoid != null)
            {
                Vector3 humanoidPosition = humanoid.GetHumanoidPosition();
                Vector3 deltaHumanoid    = humanoidPosition - transform.position;

                // We need to rotate the localHumanoidPosition so that it matches the new humanoid.transform rotation
                Quaternion rotateHumanoid = Quaternion.Inverse(transform.rotation) * rotation;

                deltaHumanoid = rotateHumanoid * deltaHumanoid;

                position -= deltaHumanoid;
            }

            if (teleportRoot)
            {
                Vector3 translation = position - originPosition; // World coordinates

                transform = transform.root;

                position = transform.position + translation;
            }

            transform.MoveTo(position, movementType);
            transform.rotation = rotation;
            transform.SetParent(newParent, true);
        }