public void MonitorInGame()
 {
     if (transform.position.x < gameVars.rightWall)
     {
         CurrentObstacleState = obstacleState.InGame;
     }
 }
 void LinearTranslation()
 {
     if (transform.position.x > eotl.position.x)
     {
         transform.position = new Vector3(Mathf.Lerp(transform.position.x, transform.position.x - gameVars.linearTranslationOffset, gsm.GameSpeed * mySpeed * Time.deltaTime), transform.position.y, transform.position.z);
     }
     else
     {
         CurrentObstacleState = obstacleState.Waiting;
     }
 }