IEnumerator WaitForCinematicCamera(float delay)
    {
        yield return new WaitForSeconds(delay);
        dCin -= levelCinematic.Cinematic;

        player1.GetComponent<Player>().SetPlayerControl(true);
        player2.GetComponent<Player>().SetPlayerControl(true);

        player1.transform.rotation = Quaternion.identity;
        player2.transform.rotation = Quaternion.identity;

        player1.GetComponent<Player>().CreateSpawnAnim();
        player2.GetComponent<Player>().CreateSpawnAnim();
    }
 public void PlayOutro()
 {
     if (levelCinematic != null && levelCinematic.stepsOutro.Count > 0)
     {
         //player control handled by gamecontroller
         topB.gameObject.SetActive(false);
         downB.gameObject.SetActive(false);
         rightB.gameObject.SetActive(false);
         leftB.gameObject.SetActive(false);
         levelCinematic.Reset();
         dCin += levelCinematic.Cinematic;
         currrentCinematicType = Cinematic_Type.OUTRO;
     }
 }
 // Use this for initialization
 void Start()
 {
     if (levelCinematic != null && levelCinematic.stepsIntro.Count > 0)
     {
         player1.GetComponent<Player>().SetPlayerControl(false);
         player2.GetComponent<Player>().SetPlayerControl(false);
         dCin += levelCinematic.Cinematic;
         currrentCinematicType = Cinematic_Type.INTRO;
         StartCoroutine(WaitForCinematicCamera(levelCinematic.GetDuration(Cinematic_Type.INTRO)));
     }
 }