IEnumerator CubeParticlePlayThenStopp()
    {
        PuzzleEndEffectt.GetComponent <ParticleSystem>();// Gets the Particle Emitter.
        PuzzleEndEffectt.Play();
        yield return(new WaitForSeconds(1f));

        PuzzleEndEffectt.Stop();
        yield return(new WaitForSeconds(1));

        if (GetComponent <PlayerDataProgress>().LastLevelReachedPrefs < 4)
        {
            sceneFaderRef.StartFadeIn();

            SceneManager.LoadScene(4);
        }
        else
        {
            sceneFaderRef.StartFadeIn();


            SceneManager.LoadScene(GetComponent <PlayerDataProgress>().LastLevelReachedPrefs);
        }
    }