//MovePiecesCo coroutine is called in FixedUpdate if isTurning bool is true for the tile.
    //It rotates the selected 3 tiles until one of them gets a match or it is a full 360.
    //If there is a match it means 1 player move happened and if there are bombs on the screen
    //it ticks bomb timer.
    private IEnumerator MovePiecesCo()
    {
        if (selectedTiles[0] != null && selectedTiles[1] != null && selectedTiles[2] != null)
        {
            Vector3 rotatePos = (selectedTiles[0].transform.position + selectedTiles[1].transform.position + selectedTiles[2].transform.position) / 3;
            foreach (GameObject tile in selectedTiles)
            {
                tile.transform.RotateAround(rotatePos, turningWay * Vector3.forward, rotateSpeed * Time.deltaTime);
            }
            turn1++;
            turn2++;
            if (turn1 == turnCounter)
            {
                SnapTiles();
                FindMatches();
                isTurning = false;
                turn1     = 0;
                if (board.DestroyMatches())
                {
                    turn1 = turn2 = 0;
                    for (int i = 0; i < board.width; i++)
                    {
                        for (int j = 0; j < board.height; j++)
                        {
                            if (board.allTiles[i, j] != null)
                            {
                                if (board.allTiles[i, j].GetComponent <TileBehavior>().isBomb)
                                {
                                    board.allTiles[i, j].GetComponent <BombBehavior>().TickBombTimer();
                                }
                            }
                        }
                    }
                }
                else if (turn2 < turnCounter * 3)
                {
                    isTurning = true;
                }
                else
                {
                    turn2 = 0;
                    for (int i = 0; i < selectedTiles.Length; i++)
                    {
                        selectedTiles[i] = null;
                    }
                    yield return(new WaitForSeconds(.5f));

                    board.currentState = GameState.move;
                }
            }
        }
    }